Merge pull request #938 from Neveix/fix-drop-from-slot

Fix drop from slot
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MihailRis 2026-08-17 23:16:03 +03:00 • committed by GitHub
commit 32065b1cf4
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2 changed files with 48 additions and 39 deletions

View file

@ -1,44 +1,42 @@
local util = {} local util = {}
local DROP_FORCE = 8 util.DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0} util.DROP_INIT_VEL = { 0, 3, 0 }
local DROP_MAX_ITEM_DIR_SHIFT_DEGREES = 65 util.DROP_MAX_ITEM_DIR_SHIFT_DEGREES = 65
local function calculate_item_drop_dir(pid) ---@param dir_shift? vec2 direction shift for drop; x and y must be clamped to [-0.5, 0.5]
local yaw, pitch = player.get_rot(pid) local function calculate_item_drop_dir(pid, dir_shift)
local vp = gui.get_viewport() if not dir_shift then
local mpos = table.map(input.get_mouse_pos(), function(i, v) dir_shift = { 0, 0 }
return v / vp[i] - 0.5
end)
if not hud.is_inventory_open() and not hud.is_player_inventory_open() then
mpos = {0, 0}
end end
local yaw, pitch = player.get_rot(pid)
local q_yaw = quat.from_euler({0, yaw, 0}) local q_yaw = quat.from_euler({ 0, yaw, 0 })
local q_pitch = quat.from_euler({pitch, 0, 0}) local q_pitch = quat.from_euler({ pitch, 0, 0 })
local q_rotation = quat.mul(q_yaw, q_pitch) local q_rotation = quat.mul(q_yaw, q_pitch)
local q_shift = quat.from_euler({ local q_shift = quat.from_euler({
-mpos[2]*DROP_MAX_ITEM_DIR_SHIFT_DEGREES*2, -dir_shift[2] * util.DROP_MAX_ITEM_DIR_SHIFT_DEGREES * 2,
-mpos[1]*DROP_MAX_ITEM_DIR_SHIFT_DEGREES*2, -dir_shift[1] * util.DROP_MAX_ITEM_DIR_SHIFT_DEGREES * 2,
0, 0,
}) })
quat.mul(q_rotation, q_shift, q_rotation) quat.mul(q_rotation, q_shift, q_rotation)
return quat.mul_vec3(q_rotation, {0, 0, -1}) return quat.mul_vec3(q_rotation, { 0, 0, -1 })
end end
--- Create a drop from slot, set it velocity, and return it
---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack ---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
function util.drop_from_slot(invid, slot, mode) ---@param dir_shift? vec2 direction shift for drop; x and y must be clamped to [-0.5, 0.5]
---@return table? entity, string? error
function util.drop_from_slot(pid, invid, slot, mode, dir_shift)
if invid == 0 then if invid == 0 then
return return nil, "invid cannot be 0"
end end
local pid = hud.get_player()
if mode == 2 and not player.is_infinite_items(pid) then if mode == 2 and not player.is_infinite_items(pid) then
return return nil, "no permission to dupe items"
end end
local itemid, itemcount = inventory.get(invid, slot) local itemid, itemcount = inventory.get(invid, slot)
if itemid == 0 then if itemid == 0 then
return return nil, "no item in slot"
end end
local drop_itemcount = 1 local drop_itemcount = 1
@ -54,26 +52,30 @@ function util.drop_from_slot(invid, slot, mode)
local data = inventory.get_all_data(invid, slot) local data = inventory.get_all_data(invid, slot)
local pvel = { player.get_vel(pid) } local pvel = { player.get_vel(pid) }
local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 }) local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 })
local dir = calculate_item_drop_dir(pid) local dir = calculate_item_drop_dir(pid, dir_shift)
local throw_force = vec3.mul(dir, DROP_FORCE) local throw_force = vec3.mul(dir, util.DROP_FORCE)
local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5) local drop, err = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
if not drop then if not drop then
return return nil, err
end end
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL)) local velocity = vec3.add(throw_force, vec3.add(pvel, util.DROP_INIT_VEL))
drop.rigidbody:set_vel(velocity) drop.rigidbody:set_vel(velocity)
return drop
end end
---@return table? entity, string? error
function util.drop(ppos, itemid, count, data, pickup_delay) function util.drop(ppos, itemid, count, data, pickup_delay)
if itemid == 0 or not itemid then if itemid == 0 or not itemid then
return nil return nil, "item is empty"
end end
return entities.spawn("base:drop", ppos, {base__drop={ return entities.spawn("base:drop", ppos, {
id=itemid, base__drop = {
count=count, id = itemid,
data=data, count = count,
pickup_delay=pickup_delay data = data,
}}) pickup_delay = pickup_delay
}
})
end end
function util.calc_loot(loot_table) function util.calc_loot(loot_table)
@ -91,7 +93,9 @@ function util.calc_loot(loot_table)
if count == 0 then if count == 0 then
goto continue goto continue
end end
table.insert(results, {item=item.index(loot.item), count=count}) table.insert(results, {
item = item.index(loot.item), count = count
})
end end
::continue:: ::continue::
end end
@ -103,7 +107,7 @@ function util.block_loot(blockid)
if lootscheme then if lootscheme then
return util.calc_loot(lootscheme) return util.calc_loot(lootscheme)
end end
return {{item=block.get_picking_item(blockid), count=1}} return { { item = block.get_picking_item(blockid), count = 1 } }
end end
return util return util

View file

@ -2,8 +2,13 @@ local base_util = require "util"
function on_hud_open() function on_hud_open()
events.on("core:drop_outside_inventory", function(mode) events.on("core:drop_outside_inventory", function(mode)
local pid = hud.get_player()
local invid = hud.get_exchange_inventory() local invid = hud.get_exchange_inventory()
base_util.drop_from_slot(invid, 0, mode) local vp = gui.get_viewport()
local dir_shift = table.map(input.get_mouse_pos(), function(i, v)
return v / vp[i] - 0.5
end)
base_util.drop_from_slot(pid, invid, 0, mode, dir_shift)
end) end)
input.add_callback("player.drop", function() input.add_callback("player.drop", function()
if hud.is_paused() or hud.is_inventory_open() then if hud.is_paused() or hud.is_inventory_open() then
@ -13,9 +18,9 @@ function on_hud_open()
local invid, slot = player.get_inventory(pid) local invid, slot = player.get_inventory(pid)
local mode = 1 local mode = 1
if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then
mode = 0 mode = 0
end end
base_util.drop_from_slot(invid, slot, mode) base_util.drop_from_slot(pid, invid, slot, mode)
end) end)
rules.create("do-loot-non-player", true) rules.create("do-loot-non-player", true)
end end