implement actual items dropping
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89afcd15db
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@ -5,6 +5,7 @@ local rig = entity.modeltree
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inair = true
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ready = false
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local item = ARGS.item
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local rotation = mat4.rotate({0, 1, 0}, math.random() * 360)
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mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation)
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@ -24,7 +25,7 @@ end
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function on_trigger_enter(index, oid)
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if ready and oid == 0 then
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entity:despawn()
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inventory.add(player.get_inventory(oid), item.index("base:stone.item"), 1)
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inventory.add(player.get_inventory(oid), item.id, item.count)
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audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
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end
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end
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@ -3,19 +3,22 @@ local DROP_INIT_VEL = {0, 3, 0}
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function on_hud_open()
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input.add_callback("player.drop", function ()
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for i=1,80 do
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local pid = hud.get_player()
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local pvel = {player.get_vel(pid)}
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local ppos = vec3.add({player.get_pos(pid)}, {0, 0.7, 0})
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local throw_force = vec3.mul(vec3.add(player.get_dir(pid),
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{
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(math.random() - 0.5) * 1,
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(math.random() - 0.5) * 1,
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(math.random() - 0.5) * 1
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}), DROP_FORCE)
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local drop = entities.spawn("base:drop", ppos)
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drop.rigidbody:set_vel(vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL)))
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local pid = hud.get_player()
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local invid, slot = player.get_inventory(pid)
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local itemid, itemcount = inventory.get(invid, slot)
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if itemid == 0 then
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return
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end
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inventory.set(invid, slot, itemid, itemcount-1)
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local pvel = {player.get_vel(pid)}
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local ppos = vec3.add({player.get_pos(pid)}, {0, 0.7, 0})
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local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
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local drop = entities.spawn("base:drop", ppos, {item={
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id=itemid,
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count=1
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}})
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drop.rigidbody:set_vel(vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL)))
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end)
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end
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@ -12,6 +12,9 @@ ItemStack::ItemStack(itemid_t item, itemcount_t count) : item(item), count(count
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void ItemStack::set(const ItemStack& item) {
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this->item = item.item;
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this->count = item.count;
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if (count == 0) {
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this->item = 0;
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}
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}
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bool ItemStack::accepts(const ItemStack& other) const {
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@ -32,7 +32,7 @@ static std::shared_ptr<Inventory> get_inventory(int64_t id, int arg) {
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}
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static void validate_slotid(int slotid, Inventory* inv) {
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if (slotid < 0 || uint64_t(slotid) >= inv->size()) {
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if (static_cast<size_t>(slotid) >= inv->size()) {
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throw std::runtime_error("slot index is out of range [0..inventory.size(invid)]");
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}
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}
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