local util = {} local DROP_FORCE = 8 local DROP_INIT_VEL = {0, 3, 0} ---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack function util.drop_from_slot(invid, slot, mode) if invid == 0 then return end local pid = hud.get_player() if mode == 2 and not player.is_infinite_items(pid) then return end local itemid, itemcount = inventory.get(invid, slot) if itemid == 0 then return 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 = util.drop(ppos, itemid, drop_itemcount, data, 1.5) if not drop then return end local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL)) drop.rigidbody:set_vel(velocity) end function util.drop(ppos, itemid, count, data, pickup_delay) if itemid == 0 or not itemid then return nil 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