153 lines
3.9 KiB
Lua
153 lines
3.9 KiB
Lua
--license LGPLv2+
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--local r_corr = 0.25 --remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing)
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local mk1_charge = 40000
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local mining_lasers_list = {
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-- {<num>, <range of the laser shots>, <max_charge>, (math.sqrt(1+100*(range+0.4))-1)/50},
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{"1", 7, mk1_charge, 0.52},
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{"2", 11, mk1_charge*4, 0.66},
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{"3", 30, mk1_charge*16, 1.08},
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}
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--local f_1 = 0.5-r_corr
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--local f_2 = 0.5+r_corr
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-- Taken from the Flowers mod by erlehmann.
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local function table_contains(t, v)
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for _,i in ipairs(t) do
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if i == v then
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return true
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end
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end
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return false
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end
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--[[local function get_used_dir(dir)
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local abs_dir = {x=math.abs(dir.x), y=math.abs(dir.y), z=math.abs(dir.z)}
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local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z)
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if dir_max == abs_dir.x then
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local tab = {"x", {x=1, y=dir.y/dir.x, z=dir.z/dir.x}}
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if dir.x >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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if dir_max == abs_dir.y then
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local tab = {"y", {x=dir.x/dir.y, y=1, z=dir.z/dir.y}}
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if dir.y >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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local tab = {"z", {x=dir.x/dir.z, y=dir.y/dir.z, z=1}}
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if dir.z >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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local function node_tab(z, d)
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local n1 = math.floor(z*d+f_1)
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local n2 = math.floor(z*d+f_2)
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if n1 == n2 then
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return {n1}
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end
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return {n1, n2}
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end]]
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local function laser_node(pos, player)
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local node = minetest.get_node(pos)
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if table_contains({"air", "ignore", "default:lava_source", "default:lava_flowing"}, node.name) then
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return
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end
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if table_contains({"default:water_source", "default:water_flowing"}, node.name) then
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minetest.remove_node(pos)
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if math.random(300) == 1 then
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minetest.add_particle(pos, {x=0, y=0, z=0}, {x=0, y=0, z=0}, 0.5, 8, false, "smoke_puff.png")
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end
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return
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end
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if player then
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minetest.node_dig(pos, node, player)
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end
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end
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local function laser_nodes(pos, dir, player, range)
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for _,p in ipairs(vector.line(pos, dir, range)) do
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laser_node(p, player)
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end
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--[[ local t_dir = get_used_dir(dir)
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local dir_typ = t_dir[1]
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if t_dir[3] == "+" then
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f_tab = {0, range}
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else
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f_tab = {-range,0}
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end
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local d_ch = t_dir[2]
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if dir_typ == "x" then
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for d = f_tab[1],f_tab[2],1 do
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local x = d
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local ytab = node_tab(d_ch.y, d)
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local ztab = node_tab(d_ch.z, d)
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for _,y in ipairs(ytab) do
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for _,z in ipairs(ztab) do
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laser_node({x=pos.x+x, y=pos.y+y, z=pos.z+z}, player)
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end
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end
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end
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return
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end
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if dir_typ == "y" then
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for d = f_tab[1],f_tab[2],1 do
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local xtab = node_tab(d_ch.x, d)
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local y = d
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local ztab = node_tab(d_ch.z, d)
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for _,x in ipairs(xtab) do
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for _,z in ipairs(ztab) do
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laser_node({x=pos.x+x, y=pos.y+y, z=pos.z+z}, player)
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end
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end
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end
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return
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end
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for d = f_tab[1],f_tab[2],1 do
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local xtab = node_tab(d_ch.x, d)
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local ytab = node_tab(d_ch.y, d)
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local z = d
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for _,x in ipairs(xtab) do
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for _,y in ipairs(ytab) do
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laser_node({x=pos.x+x, y=pos.y+y, z=pos.z+z}, player)
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end
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end
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end]]
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end
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local function laser_shoot(player, range, particle_texture, particle_time, sound)
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local t1 = os.clock()
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local playerpos=player:getpos()
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local dir=player:get_look_dir()
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local startpos = {x=playerpos.x, y=playerpos.y+1.6, z=playerpos.z}
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local a = vector.multiply(dir, 50)
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minetest.add_particle(startpos, dir, a, particle_time, 1, false, particle_texture)
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laser_nodes(vector.round(startpos), dir, player, range)
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minetest.sound_play(sound, {pos = playerpos, gain = 1.0, max_hear_distance = range})
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print("[technic] <mining_laser> my shot was calculated after "..tostring(os.clock()-t1).."s")
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return true --Why?
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end
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for _,m in ipairs(mining_lasers_list) do
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minetest.register_tool("extrablocks:laser_mk"..m[1], {
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description = "Mining Laser MK"..m[1],
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inventory_image = "technic_mining_laser_mk"..m[1]..".png",
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stack_max = 1,
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on_use = function(itemstack, user)
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laser_shoot(user, m[2], "technic_laser_beam_mk"..m[1]..".png", m[4], "technic_laser_mk"..m[1])
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end,
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})
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end
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