Delete items_functions.lua

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AiTechEye 2018-09-05 20:40:20 +02:00 committed by GitHub
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commit 488f03580b
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bows.arrow_dig=function(self,pos,user,lastpos)
minetest.node_dig(pos, minetest.get_node(pos), user)
bows.arrow_remove(self)
return self
end
bows.arrow_fire_object=function(self,target,hp,user,lastpos)
bows.arrow_fire(self,lastpos,user,target:getpos())
return self
end
bows.arrow_fire=function(self,pos,user,lastpos)
local name=user:get_player_name()
local node=minetest.get_node(lastpos).name
if minetest.is_protected(lastpos, name) then
minetest.chat_send_player(name, minetest.pos_to_string(lastpos) .." is protected")
elseif minetest.registered_nodes[node].buildable_to then
minetest.set_node(lastpos,{name="fire:basic_flame"})
end
bows.arrow_remove(self)
return self
end
bows.arrow_build=function(self,pos,user,lastpos)
local name=user:get_player_name()
local node=minetest.get_node(lastpos).name
local index=user:get_wield_index()+1
local inv=user:get_inventory()
local stack=inv:get_stack("main", index)
if minetest.is_protected(lastpos, name) then
minetest.chat_send_player(name, minetest.pos_to_string(lastpos) .." is protected")
elseif minetest.registered_nodes[node].buildable_to
and minetest.registered_nodes[stack:get_name()] then
minetest.set_node(lastpos,{name=stack:get_name()})
if bows.creative==false then
inv:set_stack("main",index,ItemStack(stack:get_name() .. " " .. (stack:get_count()-1)))
end
end
bows.arrow_remove(self)
return self
end
bows.arrow_toxic=function(self,target,hp,user,lastpos)
if self.object==nil or user==nil or target==nil or target:get_properties()==nil then
bows.arrow_remove(self)
return self
end
target:punch(user, 3,{full_punch_interval=1.0,damage_groups={fleshy=4}}, nil)
local rnd=math.random(1,10)
if rnd~=4 and target:get_hp()>0 then
minetest.after(math.random(0.5,2), function(self,target,hp,user,lastpos)
bows.arrow_toxic(self,target,hp,user,lastpos)
end, self,target,hp,user,lastpos)
else
bows.arrow_remove(self)
end
end
bows.arrow_tetanus=function(self,target,hp,user,lastpos)
if self.object==nil or user==nil or target==nil or target:get_properties()==nil then
bows.arrow_remove(self)
return self
end
if target:get_attach()==nil then
self.object:set_detach()
local col=target:get_properties().collisionbox
self.object:set_properties({
collisionbox=col,
physical=true,
visual_size={x=1,y=1},
visual="sprite",
textures={"bows_hidden.png"}
})
self.object:setpos(target:getpos())
target:set_attach(self.object, "", {x=0,y=0,z=0},{x=0,y=0,z=0})
self.target=target
self.hp=self.object:get_hp()
self.object:setvelocity({x=0, y=-3, z=0})
self.object:setacceleration({x=0, y=-3, z=0})
return self
end
local rnd=math.random(1,10)
if rnd~=4 and target:get_hp()>0 then
minetest.after(math.random(4), function(self,target,hp,user,lastpos)
bows.arrow_tetanus(self,target,hp,user,lastpos)
end, self,target,hp,user,lastpos)
else
target:set_detach()
target:setvelocity({x=0, y=4, z=0})
target:setacceleration({x=0, y=-10, z=0})
bows.arrow_remove(self)
end
end
bows.arrow_admin_object=function(self,target,hp,user,lastpos)
target:set_hp(0)
target:punch(self.object, 9000,{full_punch_interval=1.0,damage_groups={fleshy=4}}, "default:sword_wood", nil)
bows.arrow_remove(self)
return self
end
bows.arrow_admin_node=function(self,pos,user,lastpos)
bows.arrow_remove(self)
return self
end
bows.arrow_rainbow_step=function(self,dtime,user,pos,lastpos)
minetest.add_particlespawner({
amount = 20,
time =0.5,
minpos = pos,
maxpos =pos,
minvel = {x=-1, y=-1, z=-1},
maxvel = {x=1, y=-0.5, z=1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1.0,
maxexptime = 1.5,
minsize = 1.6,
maxsize = 0.2,
texture = "bows_rainbow.png",
})
end
bows.arrow_rainbow_object=function(self,target,hp,user,lastpos)
local pos=target:getpos()
minetest.add_particle({
pos = pos,
velocity = vector.new(),
acceleration = vector.new(),
expirationtime = 0.4,
size = 20,
collisiondetection = false,
vertical = false,
texture = "bows_rainbow.png",
})
minetest.add_particlespawner({
amount = 100,
time = 0.5,
minpos = vector.subtract(pos, 3),
maxpos = vector.add(pos, 3),
minvel = {x = -10, y = -10, z = -10},
maxvel = {x = 10, y = 10, z = 10},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 2.5,
minsize = 3,
maxsize = 9,
texture = "bows_rainbow.png",
})
end
bows.arrow_tnt_object=function(self,target,hp,user,lastpos)
local name=user:get_player_name()
local pos=target:getpos()
if not minetest.is_protected(lastpos, name) then
nitroglycerine.explode(pos,{
place_chance=1,
user_name=name,
})
end
bows.arrow_remove(self)
return self
end
bows.arrow_tnt_node=function(self,pos,user,lastpos)
local name=user:get_player_name()
if not minetest.is_protected(lastpos, name) then
nitroglycerine.explode(pos,{
place_chance=1,
user_name=name,
})
end
bows.arrow_remove(self)
return self
end
bows.arrow_tnt_cluster_object=function(self,target,hp,user,lastpos)
local name=user:get_player_name()
local pos=target:getpos()
if not minetest.is_protected(lastpos, name) then
for i=1,6,1 do
bows.tmp={
user = user,
arrow="bows:arrow_tnt",
name="bows:arrow_tnt",
shots=1}
local x=math.random(-1,1)*0.1
local y=math.random(-1,1)*0.1
local z=math.random(-1,1)*0.1
local e=minetest.add_entity({x=pos.x+x,y=pos.y+y,z=pos.z+z}, "bows:arrow")
e:setvelocity({x=x, y=-8, z=z})
e:setacceleration({x=0, y=-10, z=0})
end
nitroglycerine.explode(pos,{
place_chance=1,
user_name=name,
})
end
bows.arrow_remove(self)
return self
end
bows.arrow_tnt_cluster_node=function(self,pos,user,lastpos)
local name=user:get_player_name()
if not minetest.is_protected(lastpos, name) then
for i=1,6,1 do
bows.tmp={
user = user,
arrow="bows:arrow_tnt",
name="bows:arrow_tnt",
shots=1}
local x=math.random(-1,1)*0.1
local y=math.random(-1,1)*0.1
local z=math.random(-1,1)*0.1
local e=minetest.add_entity({x=pos.x+x,y=pos.y+y,z=pos.z+z}, "bows:arrow")
e:setvelocity({x=x, y=-8, z=z})
e:setacceleration({x=0, y=-10, z=0})
end
nitroglycerine.explode(pos,{
place_chance=1,
user_name=name,
})
end
bows.arrow_remove(self)
return self
end
bows.arrow_cooltnt_node=function(self,pos,user,lastpos)
local name=user:get_player_name()
local radius=3
if not minetest.is_protected(lastpos, name) then
nitroglycerine.explode(pos,{
place_chance=1,
user_name=name,
drops=0,
hurt=0,
place={"default:snowblock","default:ice","default:snowblock"},
place_chance=1,
})
end
for _, ob in ipairs(minetest.get_objects_inside_radius(pos, radius*2)) do
local pos2=ob:getpos()
local d=math.max(1,vector.distance(pos,pos2))
local dmg=(8/d)*radius
if not (ob:get_luaentity() and ob:get_luaentity().name=="nitroglycerine:ice") then
if ob:get_hp()<=dmg+5 then
nitroglycerine.freeze(ob)
else
ob:punch(ob,1,{full_punch_interval=1,damage_groups={fleshy=dmg}},nil)
end
end
end
bows.arrow_remove(self)
return self
end
bows.arrow_cooltnt_object=function(self,target,hp,user,lastpos)
local name=user:get_player_name()
local pos=target:getpos()
local radius=3
if not minetest.is_protected(lastpos, name) then
nitroglycerine.explode(pos,{
place_chance=1,
user_name=name,
drops=0,
velocity=0,
hurt=0,
place={"default:snowblock","default:ice","default:snowblock"},
place_chance=1,
})
end
for _, ob in ipairs(minetest.get_objects_inside_radius(pos, radius*2)) do
local pos2=ob:getpos()
local d=math.max(1,vector.distance(pos,pos2))
local dmg=(8/d)*radius
if not (ob:get_luaentity() and ob:get_luaentity().name=="nitroglycerine:ice") then
if ob:get_hp()<=dmg+5 then
nitroglycerine.freeze(ob)
else
ob:punch(ob,1,{full_punch_interval=1,damage_groups={fleshy=dmg}},nil)
end
end
end
bows.arrow_remove(self)
return self
end
bows.arrow_nitrogen_object=function(self,target,hp,user,lastpos)
local name=user:get_player_name()
local pos=target:getpos()
local dmg=8
if target:get_hp()<=dmg+5 then
nitroglycerine.freeze(target)
else
target:punch(target,1,{full_punch_interval=1,damage_groups={fleshy=dmg}},nil)
end
return self
end
bows.arrow_nuke_object=function(self,target,hp,user,lastpos)
local name=user:get_player_name()
local pos=target:getpos()
if not minetest.is_protected(lastpos, name) then
nitroglycerine.explode(pos,{
place_chance=50,
user_name=name,
set="air",
radius=20,
drops=0,
})
end
bows.arrow_remove(self)
return self
end
bows.arrow_nuke_node=function(self,pos,user,lastpos)
local name=user:get_player_name()
if not minetest.is_protected(lastpos, name) then
nitroglycerine.explode(pos,{
place_chance=50,
user_name=name,
set="air",
radius=20,
drops=0,
})
end
bows.arrow_remove(self)
return self
end
bows.arrow_radioactive_object=function(self,target,hp,user,lastpos)
bows.arrow_radioactive_node(self,nil,nil,lastpos)
return self
end
bows.arrow_radioactive_node=function(self,pos,user,lastpos)
minetest.sound_play("nitroglycerine_explode", {pos=lastpos, gain = 0.5, max_hear_distance = 20})
bows.arrow_remove(self)
for _, ob in ipairs(minetest.get_objects_inside_radius(lastpos, 10)) do
if bows.visiable(self,lastpos) then
local n
local is=ob:is_player()
if is then
n=ob:get_player_name()
else
ob:get_luaentity().bows_rad=1
end
bows.rad(ob,is,n)
end
end
return self
end
bows.visiable=function(self,pos2)
if pos2 and not (pos2.x and pos2.y and pos2.z) then
pos2=pos2:getpos()
end
if not (pos2 and pos2.x) then return nil end
local pos1
if self.x and self.y and self.z then
pos1=self
else
pos1=self.object:getpos()
end
local v = {x = pos1.x - pos2.x, y = pos1.y - pos2.y-1, z = pos1.z - pos2.z}
v.y=v.y-1
local amount = (v.x ^ 2 + v.y ^ 2 + v.z ^ 2) ^ 0.5
local d=math.sqrt((pos1.x-pos2.x)*(pos1.x-pos2.x) + (pos1.y-pos2.y)*(pos1.y-pos2.y)+(pos1.z-pos2.z)*(pos1.z-pos2.z))
v.x = (v.x / amount)*-1
v.y = (v.y / amount)*-1
v.z = (v.z / amount)*-1
for i=1,d,1 do
local node=minetest.get_node({x=pos1.x+(v.x*i),y=pos1.y+(v.y*i),z=pos1.z+(v.z*i)})
if node and node.name and minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].walkable then
return false
end
end
return true
end
bows.rad=function(ob,is,n)
if math.random(1,40)==1 or not ob or ob:get_hp()<=1 or not (ob:is_player() or ob:get_luaentity()) then
if ob and ob:get_hp()<=1 then
ob:punch(ob,1,{full_punch_interval=1,damage_groups={fleshy=10}},nil)
elseif is==false then
ob:get_luaentity().bows_rad=nil
end
return
end
local pos=ob:getpos()
pos.y=pos.y+1
for _, ob2 in ipairs(minetest.get_objects_inside_radius(pos, 10)) do
if bows.visiable(pos,ob2) then
local n2
local is2=ob2:is_player()
if is2 and not (is and n==ob2:get_player_name()) then
bows.rad(ob2,is2,ob2:get_player_name())
elseif is2==false and not ob2:get_luaentity().bows_rad then
ob2:get_luaentity().bows_rad=1
bows.rad(ob2,is2)
end
end
end
ob:punch(ob,1,{full_punch_interval=1,damage_groups={fleshy=2}},nil)
minetest.after(math.random(1,2), function(ob)
bows.rad(ob)
end,ob)
end