local util = {} local DROP_FORCE = 8 local DROP_INIT_VEL = { 0, 3, 0 } --- Create a drop from slot, set it velocity, and return it ---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack ---@return table? entity, string? error function util.drop_from_slot(pid, invid, slot, mode) if invid == 0 then return nil, "invid cannot be 0" end if mode == 2 and not player.is_infinite_items(pid) then return nil, "no permission to dupe items" end local itemid, itemcount = inventory.get(invid, slot) if itemid == 0 then return nil, "no item in slot" end local drop_itemcount = 1 if mode == 0 then drop_itemcount = itemcount end if mode == 2 then drop_itemcount = item.stack_size(itemid) else inventory.set(invid, slot, itemid, itemcount - drop_itemcount) end local data = inventory.get_all_data(invid, slot) local pvel = { player.get_vel(pid) } local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 }) local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE) local drop, err = util.drop(ppos, itemid, drop_itemcount, data, 1.5) if not drop then return nil, err end local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL)) drop.rigidbody:set_vel(velocity) return drop end ---@return table? entity, string? error function util.drop(ppos, itemid, count, data, pickup_delay) if itemid == 0 or not itemid then return nil, "item is empty" end return entities.spawn("base:drop", ppos, { base__drop = { id = itemid, count = count, data = data, pickup_delay = pickup_delay } }) end function util.calc_loot(loot_table) local results = {} for _, loot in ipairs(loot_table) do local chance = loot.chance or 1 local count = loot.count or 1 local roll = math.random() if roll < chance then if loot.min and loot.max then count = math.random(loot.min, loot.max) end if count == 0 then goto continue end table.insert(results, { item = item.index(loot.item), count = count }) end ::continue:: end return results end function util.block_loot(blockid) local lootscheme = block.properties[blockid]["base:loot"] if lootscheme then return util.calc_loot(lootscheme) end return { { item = block.get_picking_item(blockid), count = 1 } } end return util