mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
109 lines
3 KiB
Lua
109 lines
3 KiB
Lua
local util = {}
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local DROP_FORCE = 8
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local DROP_INIT_VEL = {0, 3, 0}
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local DROP_MAX_ITEM_DIR_SHIFT_DEGREES = 65
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local function calculate_item_drop_dir(pid)
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local yaw, pitch = player.get_rot(pid)
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local vp = gui.get_viewport()
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local mpos = table.map(input.get_mouse_pos(), function(i, v)
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return v / vp[i] - 0.5
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end)
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if not hud.is_inventory_open() and not hud.is_player_inventory_open() then
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mpos = {0, 0}
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end
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local q_yaw = quat.from_euler({0, yaw, 0})
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local q_pitch = quat.from_euler({pitch, 0, 0})
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local q_rotation = quat.mul(q_yaw, q_pitch)
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local q_shift = quat.from_euler({
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-mpos[2]*DROP_MAX_ITEM_DIR_SHIFT_DEGREES*2,
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-mpos[1]*DROP_MAX_ITEM_DIR_SHIFT_DEGREES*2,
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0,
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})
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quat.mul(q_rotation, q_shift, q_rotation)
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return quat.mul_vec3(q_rotation, {0, 0, -1})
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end
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---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
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function util.drop_from_slot(invid, slot, mode)
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if invid == 0 then
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return
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end
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local pid = hud.get_player()
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if mode == 2 and not player.is_infinite_items(pid) then
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return
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end
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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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local drop_itemcount = 1
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if mode == 0 then
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drop_itemcount = itemcount
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end
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if mode == 2 then
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drop_itemcount = item.stack_size(itemid)
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else
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inventory.set(invid, slot, itemid, itemcount - drop_itemcount)
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end
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local data = inventory.get_all_data(invid, slot)
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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 dir = calculate_item_drop_dir(pid)
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local throw_force = vec3.mul(dir, DROP_FORCE)
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local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
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if not drop then
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return
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end
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local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
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drop.rigidbody:set_vel(velocity)
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end
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function util.drop(ppos, itemid, count, data, pickup_delay)
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if itemid == 0 or not itemid then
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return nil
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end
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return entities.spawn("base:drop", ppos, {base__drop={
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id=itemid,
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count=count,
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data=data,
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pickup_delay=pickup_delay
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}})
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end
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function util.calc_loot(loot_table)
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local results = {}
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for _, loot in ipairs(loot_table) do
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local chance = loot.chance or 1
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local count = loot.count or 1
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local roll = math.random()
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if roll < chance then
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if loot.min and loot.max then
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count = math.random(loot.min, loot.max)
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end
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if count == 0 then
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goto continue
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end
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table.insert(results, {item=item.index(loot.item), count=count})
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end
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::continue::
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end
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return results
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end
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function util.block_loot(blockid)
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local lootscheme = block.properties[blockid]["base:loot"]
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if lootscheme then
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return util.calc_loot(lootscheme)
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end
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return {{item=block.get_picking_item(blockid), count=1}}
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end
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return util
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