voxelcore/res/content/base/modules/util.lua
2026-08-15 13:11:56 +05:00

109 lines
3 KiB
Lua

local util = {}
local DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0}
local DROP_MAX_ITEM_DIR_SHIFT_DEGREES = 65
local function calculate_item_drop_dir(pid)
local yaw, pitch = player.get_rot(pid)
local vp = gui.get_viewport()
local mpos = table.map(input.get_mouse_pos(), function(i, v)
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
local q_yaw = quat.from_euler({0, yaw, 0})
local q_pitch = quat.from_euler({pitch, 0, 0})
local q_rotation = quat.mul(q_yaw, q_pitch)
local q_shift = quat.from_euler({
-mpos[2]*DROP_MAX_ITEM_DIR_SHIFT_DEGREES*2,
-mpos[1]*DROP_MAX_ITEM_DIR_SHIFT_DEGREES*2,
0,
})
quat.mul(q_rotation, q_shift, q_rotation)
return quat.mul_vec3(q_rotation, {0, 0, -1})
end
---@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 dir = calculate_item_drop_dir(pid)
local throw_force = vec3.mul(dir, 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