388 lines
11 KiB
Lua
388 lines
11 KiB
Lua
--[[ To Do:
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Add tool wear and repair
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Localize
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Maybe switch to first weapon in hotbar when blinking behind players or mobs
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Clean up and document code
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Put messages in HUD instead of in chat
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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 20
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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_base = core.settings:get("blink:cooldown_base") or 0
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-- Multiply this by distance travelled and add to base
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local cooldown_factor = core.settings:get("blink:cooldown_factor") or 0.1
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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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-- Public areas username. Any areas owned by this user are considered public and will allow users to blink
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local public_username = core.settings:get("blink:public_username") or ""
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-- If placing a second marker in the same place as an existing one, tp there
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local double_tap_tp = core.settings:get("blink:double_tap_tp") or true
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-- Number of uses for Blink Rune
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local num_uses = core.settings:get("blink:num_uses") or 150
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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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local tool_wear = math.ceil(65536 / num_uses)
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-- GLOBALS --
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blink.active_marker = {} -- Table of users marker objects
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blink.cooldown = {} -- Collection of users still in cooldown
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-- marker should be a registered entity
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function display_marker(user, itemstack, marker)
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if marker == "" or marker == nil then marker = "blink:marker" end
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blink_tp(user, itemstack, marker)
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end
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function blink_tp(user, itemstack, marker)
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local username = user:get_player_name()
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local markername = "blink:marker" -- change this to 2 if we can't tp to this destination
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if not marker then
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if blink.cooldown[username] 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) and core.is_protected(origin, public_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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-- When I first wrote this code, I thought that all this calculation might cause server lag but it actually does very well
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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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ref_ent = pt.ref:get_luaentity()
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if pt.ref:is_player() or (
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ref_ent and
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blink.valid_entities[ref_ent.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() + (ref_ent.rotate or 0)
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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 = core.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(ref_ent.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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local oldpos
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if blink.active_marker[username] then
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if double_tap_tp and marker then
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oldpos = blink.active_marker[username]:get_pos()
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end
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blink.active_marker[username]:remove()
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blink.active_marker[username] = nil
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end
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if not tp_into_prot and core.is_protected(dpos, username) and core.is_protected(origin, public_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
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markername = "blink:marker2"
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core.chat_send_player(username, S("Not enough space to blink here"))
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end
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end
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if (not no_space_to_blink) and oldpos and math.floor(oldpos.x) == math.floor(dpos.x) and
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math.floor(oldpos.y) == math.floor(dpos.y) and
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math.floor(oldpos.z) == math.floor(dpos.z) then
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marker = nil
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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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core.sound_play("blink_swoosh", {pos = dpos, max_hear_distance = 10})
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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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local cooldown = cooldown_base +
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cooldown_factor * vector.distance(origin, dpos)
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blink.cooldown[username] = true
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core.after(cooldown, function() blink.cooldown[username] = false end)
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end
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end
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else
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blink.active_marker[username] = core.add_entity(dpos, markername, username)
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end
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if itemstack then
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itemstack:add_wear(tool_wear)
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return itemstack
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end
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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, itemstack)
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end,
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on_place = function(itemstack, user, pointed_thing)
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return blink_tp(user, itemstack)
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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, itemstack)
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end
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})
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core.register_tool("blink:forever_rune", {
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description = S("Forever Rune"),
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inventory_image = "blink_rune2.png",
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wield_image = "blink_rune2_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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e_def = {
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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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owner,
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on_activate = function(self, staticdata, dtime_s)
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self.owner = staticdata
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end,
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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:".. self.tlast .. ":" .. 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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blink.active_marker[self.owner] = nil
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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_entity("blink:marker", table.copy(e_def))
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e_def.textures = {"blink_spectrum2.png"}
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e_def.tlast = 7
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-- This is the Red/Orange glow when there is no space to blink
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core.register_entity("blink:marker2", e_def)
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-- Register items --
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--local mod_bonemeal = core.get_modpath("bonemeal")
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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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-------------- Maybe try to figure out a way to work with Techpack grinder?
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-- Basic crafting items for Blink runes
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core.register_craftitem("blink:bone_shard", {
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description = S("Bone shard"),
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inventory_image = "blink_bone_shard.png"
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})
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if core.get_modpath("bonemeal") then
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core.register_alias("blink:bone", "bonemeal:bone")
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core.register_craft({
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output = "blink:bone_shard 4",
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type = "shapeless",
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recipe = {"bonemeal:bone", "bonemeal:bone"}
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})
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if core.get_modpath("tubelib_addons1") then
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tubelib.add_grinder_recipe({input = "bonemeal:bone", output = "blink:bone_shard 3"})
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end
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else
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core.register_craftitem("blink:bone", {
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description = S("Bone"),
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inventory_image = "blink_bone.png"
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})
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if core.get_modpath("bones") then
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core.register_craft({
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output = "blink:bone 3",
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recipe = {{"bones:bones"}}
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})
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end
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core.register_craft({
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output = "blink:bone_shard 2",
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recipe = {{"blink:bone"}}
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})
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if core.get_modpath("tubelib_addons1") then
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tubelib.add_grinder_recipe({input = "blink:bone", output = "blink:bone_shard 3"})
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end
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for k, v in pairs(core.registered_nodes) do
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if v.groups["soil"] or v.groups["dirt"] then
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core.log("verbose", "Adding blink:bone drop to " .. k)
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local ndrop
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if v.drop then
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if type(v.drop) == "string" then
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ndrop = {items = {items = {v.drop}}}
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elseif type(v.drop) == "table" then
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ndrop = table.copy(v.drop)
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end
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table.insert(ndrop.items, {
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items = {"blink:bone"},
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rarity = 1
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})
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core.override_item(k, {drop = ndrop})
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end
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end
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end
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----------------- figure out how to add bone drop for skeleton mob
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end
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-- Register Rune Crafts --
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local ing1, ing2 = "", ""
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if mod_main == "default" then
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ing1 = "default:mese_crystal"
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ing2 = "default:mese"
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elseif mod_main == "mcl_core" then
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if core.get_modpath("mesecons") then
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ing1 = "mesecons:redstone"
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end
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if 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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core.register_craft({
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output = "blink:rune",
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recipe = {
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{"blink:bone_shard", "blink:bone_shard", ""},
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{"blink:bone_shard", "blink:bone_shard", ing1},
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{"blink:bone_shard", "blink:bone_shard", ""}
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}
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})
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core.register_craft({
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output = "blink:forever_rune",
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recipe = {
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{"blink:rune", "blink:rune", "blink:rune"},
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{"blink:rune", ing2, "blink:rune"},
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{"blink:rune", "blink:rune", "blink:rune"},
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}
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})
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