298 lines
7.8 KiB
Lua
298 lines
7.8 KiB
Lua
--[[ To Do:
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--Create mesh for marker circle
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--Add crafting
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Add number of uses
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--Add height check for destination
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--Add blink behind mobs/players
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Check if marker was recently put down and if blinking close enough to it, don't recalculate destination
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Localize
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Add swoosh sound
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Flash different color if no space to blink
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--Add Raycast to check line-of-sight when blinking behind a player/entity
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--Fix valid_entities and add more compatibility
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Possibly switch to first weapon in hotbar when blinking behind players/mobs
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]]
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blink = {}
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local S = core.get_translator("blink")
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-- SETTINGS --
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-- Maximum distance to teleport
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local blink_distance = core.settings:get("blink:blink_distance") or 15
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-- Allow teleport into a protected area
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local tp_into_prot = core.settings:get_bool("blink:tp_into_prot") or false
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-- Allow teleport out of a protected area
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local tp_from_prot = core.settings:get_bool("blink:tp_from_prot") or false
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-- Cooldown period before next blink
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local cooldown = core.settings:get("blink:cooldown") or 3.0
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-- Blink Behind players or mobs and face their back
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local blink_behind = core.settings:get("blink:blink_behind") or true
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-- Time to show destination marker
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local display_time = core.settings:get("blink:display_time") or 6.0
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blink.valid_entities = {
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["mobs_animal"] = true,
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["mobs_monster"] = true,
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["mobs_npc"] = true,
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["mob_horse"] = true,
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["mobs_sharks"] = true,
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["mobs_crocs"] = true,
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["mobs_fish"] = true,
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["mobs_jellyfish"] = true,
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["mobs_turtles"] = true,
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["nssm"] = true,
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["creeper"] = true,
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["dmobs"] = true
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}
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local color_loops = 2 -- If display_time is short this the colors will cycle quickly. If it is long then they will cycle very slowly
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-- GLOBALS --
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blink.active_marker = nil -- objref of active marker
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blink.cooldown = false -- Blink can't be used while this is true
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-- marker should be a registered entity
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function display_marker(user, marker)
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if marker == "" or marker == nil then marker = "blink:marker" end
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blink_tp(user, marker)
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end
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function blink_tp(user, marker)
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local username = user:get_player_name()
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if not marker then
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if blink.cooldown then
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core.chat_send_player(username,
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S("You must wait before using Blink again"))
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return
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end
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end
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local origin = user:get_pos()
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local yaw -- use these if we move behind a player or mob
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local reset_pitch = false
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if not tp_from_prot and core.is_protected(origin, username) then
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core.chat_send_player(username, S("Cannot blink from protected areas!"))
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return
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end
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-- Move origin up to eye_height
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origin.y = origin.y + user:get_properties().eye_height
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local dir = user:get_look_dir()
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local dpos = table.copy(origin)
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dpos.x = dpos.x + (dir.x * blink_distance)
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dpos.y = dpos.y + (dir.y * blink_distance)
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dpos.z = dpos.z + (dir.z * blink_distance)
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local no_space_to_blink = false
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local rc = Raycast(origin, dpos, true, false)
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for pt in rc do
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if blink_behind and pt.type == "object" then
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if pt.ref ~= user then -- Raycast intersects with players head first
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if pt.ref:is_player() or (
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pt.ref:get_luaentity() and
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blink.valid_entities[pt.ref:get_luaentity().name:split(":")[1]]) then
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local npos = pt.ref:get_pos()
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if pt.ref:is_player() then
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yaw = pt.ref:get_look_horizontal()
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else
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yaw = pt.ref:get_yaw() + pt.ref:get_luaentity().rotate
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end
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npos.y = npos.y + 0.5
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reset_pitch = true
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-- check line-of-site
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-- this is to prevent someone blinking past blocks behind a player or entity
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local lookdir = minetest.yaw_to_dir(yaw)
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dpos.x = npos.x - (lookdir.x * 2)
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dpos.z = npos.z - (lookdir.z * 2)
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dpos.y = npos.y
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npos.y = npos.y + 1 -- cast the ray at an angle to hopefully catch edge case scenarios
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if Raycast(npos, dpos, false, false):next() then no_space_to_blink = true end
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break
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--else -- other entity
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-- core.chat_send_player(username, tostring(pt.ref:get_luaentity().name))
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end
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end
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elseif pt.type == "node" then
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local npos = core.get_pointed_thing_position(pt)
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local n = core.get_node(npos).name
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if core.registered_nodes[n] == nil or core.registered_nodes[n].walkable then
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dpos.x = npos.x + pt.intersection_normal.x
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dpos.y = npos.y + pt.intersection_normal.y
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dpos.z = npos.z + pt.intersection_normal.z
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break
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end
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end
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end
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if blink.active_marker then
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blink.active_marker:remove()
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end
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if not tp_into_prot and core.is_protected(dpos, username) then
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core.chat_send_player(username, S("Cannot blink into protected areas"))
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return
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else
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if not no_space_to_blink then
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no_space_to_blink = true
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for i = 1,-1,-2 do
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local p = table.copy(dpos)
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p.y = p.y + i
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local n = core.get_node(p).name
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if core.registered_nodes[n] and not core.registered_nodes[n].walkable then
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no_space_to_blink = false
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if i == 1 then
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break
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else
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dpos.y = dpos.y - 1
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end
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end
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end
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end
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if no_space_to_blink then core.chat_send_player(username, S("Not enough space to blink here")) end
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end
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if marker == nil then
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if not no_space_to_blink then
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dpos.y = dpos.y - 0.5
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user:set_pos(dpos)
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if yaw then user:set_look_horizontal(yaw) end
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if reset_pitch then user:set_look_vertical(0) end
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if not core.is_creative_enabled(username) then
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blink.cooldown = true
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core.after(cooldown, function() blink.cooldown = false end)
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end
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end
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else
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blink.active_marker = core.add_entity(dpos, "blink:marker")
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end
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end
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function end_cooldown()
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blink.cooldown = false
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end
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core.register_tool("blink:rune", {
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description = S("Blink Rune"),
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inventory_image = "blink_rune.png",
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wield_image = "blink_rune_wield.png",
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on_use = function(itemstack, user, pointed_thing)
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return display_marker(user)
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end,
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on_place = function(itemstack, user, pointed_thing)
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return blink_tp(user)
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end,
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on_secondary_use = function(itemstack, user, pointed_thing)
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return blink_tp(user)
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end
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})
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core.register_entity("blink:marker", {
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physical = false,
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collisionbox = {0,0,0,0,0,0},
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visual = "mesh",
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visual_size = {x = 3.5, y = 3.5},
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textures = {"blink_spectrum.png"},
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tframe = 1,
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tlast = 28,
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tstep = display_time / (28 * color_loops),
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mesh = "sphere.obj",
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timer = 0,
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glow = 7,
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on_step = function(self, ftime)
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self.timer = self.timer + ftime
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local tframe = math.fmod(math.floor(self.timer / self.tstep), self.tlast)
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if self.tframe ~= tframe then
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self.tframe = tframe
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self.object:set_texture_mod("^[verticalframe:28:" .. tframe)
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end
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self.timer = self.timer + ftime
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if self.timer > display_time then
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self.object:remove()
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end
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end
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})
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--[[core.register_node("blink:marker_node", {
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walkable = false,
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drawtype = "mesh",
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tiles = {name = "blink_spectrum30.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 1,
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aspect_h = 1,
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length = 5,
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},
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},
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mesh = "dodecagon.obj",
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--not_in_creative_inventory = true
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})
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]]
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-- Register Craft --
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local mod_main
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if core.get_modpath("default") then
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mod_main = "default"
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elseif core.get_modpath("mcl_core") then
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mod_main = "mcl_core"
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end
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local ing1, ing2, ing3
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if core.get_modpath("moreores") then
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ing1 = "moreores:mithril_ingot"
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else
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if mod_main == "default" then
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ing1 = "default:diamondblock"
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elseif mod_main == "mcl_core" then
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ing1 = "mcl_core:diamondblock"
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end
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end
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if core.get_modpath("quartz") then
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ing2 = "quartz:block"
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else
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if mod_main == "default" then
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ing2 = "default:mese"
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elseif mod_main == "mcl_core" and core.get_modpath("mesecons_torch") then
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ing2 = "mesecons_torch:redstoneblock"
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end
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end
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if core.get_modpath("bonemeal") then
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ing3 = "bonemeal:bone"
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elseif core.get_modpath("bones") then
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ing3 = "bones:bones"
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else
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if mod_main == "default" then
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ing3 = "default:clay_lump"
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elseif mod_main == "mcl_core" then
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ing3 = "mcl_core:clay_lump"
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end
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end
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if ing1 and ing2 and ing3 then
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core.register_craft({
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output = "blink:rune",
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recipe = {
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{ing3, ing1, ing3},
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{ing3, ing2, ing3},
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{ing3, ing1, ing3},
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}
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})
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end
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