nuke/init.lua
HybridDog 1556b45362 🐈
2015-12-18 19:02:40 +01:00

797 lines
21 KiB
Lua

-- Nuke Mod 1.5 by sfan5
-- Licensed under GPLv2
-- differences: https://github.com/HybridDog/nuke/compare/original...master
local time_load_start = os.clock()
minetest.log("verbose", "[nuke] loading...")
if not rawget(_G, "nuke") then
nuke = {}
end
--nuke.drop_items = false --this will only cause lags
nuke.RANGE = {}
dofile(minetest.get_modpath("nuke").."/settings.lua")
local MESE_TNT_RANGE = nuke.RANGE.mese
local IRON_TNT_RANGE = nuke.RANGE.iron
local MOSSY_TNT_RANGE = nuke.RANGE.mossy
nuke.bombs_list = {
{"iron", "Iron"},
{"mese", "Mese"},
{"mossy", "Mossy"}
}
local function log(msg, lv)
lv = lv or "info"
minetest.log(lv, msg)
end
minetest.after(3, function()
nuke.mossy_nodes = nuke.mossy_nodes or {}
for _,i in pairs(moss.registered_moss) do
table.insert(nuke.mossy_nodes, {i.node, i.result})
end
nuke.mossy_nds = {}
for i,node in pairs(nuke.mossy_nodes) do
nuke.mossy_nds[i] = {minetest.get_content_id(node[1]), minetest.get_content_id(node[2])}
end
end)
function nuke.r_area(manip, size, pos)
local emerged_pos1, emerged_pos2 = manip:read_from_map(
{x=pos.x-size, y=pos.y-size, z=pos.z-size},
{x=pos.x+size, y=pos.y+size, z=pos.z+size}
)
return VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
end
local no_map_update
function nuke.set_vm_data(manip, nodes, pos, t1, msg)
manip:set_data(nodes)
manip:write_to_map()
log(string.format("[nuke] "..msg.." at ("..pos.x.."|"..pos.y.."|"..pos.z..") after ca. %.2fs", os.clock() - t1))
if not no_map_update then
local t1 = os.clock()
manip:update_map()
log(string.format("[nuke] map updated after ca. %.2fs", os.clock() - t1))
end
end
local function table_icontains(t, v)
for i = 1,#t do
if v == t[i] then
return true
end
end
return false
end
function spawn_tnt(pos, entname)
minetest.sound_play("nuke_ignite", {pos = pos,gain = 1.0,max_hear_distance = 8,})
return minetest.add_entity(pos, entname)
end
function do_tnt_physics(pos, r)
for k, obj in pairs(minetest.get_objects_inside_radius(pos, r)) do
local p = obj:getpos()
if obj:is_player() then
local dmg = math.floor(20.5-(vector.distance(pos, p)*20/r))
obj:set_hp(obj:get_hp() - dmg)
else
local v = vector.add(vector.add(obj:getvelocity(), vector.subtract(p, pos)), {x=r/2, y=r, z=r/2})
if not table_icontains(
{"experimental:tnt", "nuke:iron_tnt"},
obj:get_entity_name()
) then
v = vector.divide(v, 2)
end
obj:setvelocity(v)
end
end
end
--[[function nuke.get_nuke_random(pos)
return PseudoRandom(math.abs(pos.x+pos.y*3+pos.z*5)+nuke.seed)
end]]
local c_air = minetest.get_content_id("air")
local c_chest = minetest.get_content_id("default:chest")
local function add_c_to_tab(tab, c, nd)
if not nd then
tab[c] = 1
else
tab[c] = nd+1
end
end
local function get_drops(data)
local tab = {}
for c,n in pairs(data) do
local nodename = minetest.get_name_from_content_id(c)
while n > 0 do
local drops = minetest.get_node_drops(nodename)
for _, item in pairs(drops) do
local curcnt = tab[item]
if not curcnt then
tab[item] = 1
else
tab[item] = curcnt+1
end
end
n = n-1
end
end
return tab
end
local nuke_puncher
local function add_to_inv(nodes)
local inv = nuke_puncher:get_inventory()
if not inv then
return
end
for name,cnt in pairs(nodes) do
local item = name.." "..cnt
if inv:room_for_item("main", item) then
inv:add_item("main", item)
end
end
end
local function move_items(data)
add_to_inv(get_drops(data))
end
if nuke.safe_mode then
function nuke.explode(pos, tab, range)
local t1 = os.clock()
local player = nuke_puncher
minetest.sound_play("nuke_explode", {pos = pos, gain = 1, max_hear_distance = range*200})
for _,npos in pairs(tab) do
local p = vector.add(pos, npos[1])
local node = minetest.get_node(p)
if node.name ~= c_air then
if npos[2] then
if math.random(2) == 1 then
minetest.node_dig(p, node, player)
end
else
minetest.node_dig(p, node, player)
end
end
end
log(string.format("[nuke] exploded at ("..pos.x.."|"..pos.y.."|"..pos.z..") after ca. %.2fs", os.clock() - t1))
end
else
function nuke.explode(pos, tab, range)
local t1 = os.clock()
minetest.sound_play("nuke_explode", {pos = pos, gain = 1, max_hear_distance = range*200})
local manip = minetest.get_voxel_manip()
local area = nuke.r_area(manip, range+1, pos)
local nodes = manip:get_data()
if nuke.preserve_items then
node_tab = {}
num = 1
for _,npos in pairs(tab) do
local p = vector.add(pos, npos[1])
local p_p = area:index(p.x, p.y, p.z)
local d_p_p = nodes[p_p]
if d_p_p ~= c_air
and d_p_p ~= c_chest then
add_c_to_tab(node_tab, d_p_p, node_tab[d_p_p])
nodes[p_p] = c_air
end
end
move_items(node_tab)
else
for _,npos in pairs(tab) do
local f = npos[1]
local p = {x=pos.x+f.x, y=pos.y+f.y, z=pos.z+f.z}
local p_p = area:index(p.x, p.y, p.z)
local d_p_p = nodes[p_p]
if d_p_p ~= c_air
and d_p_p ~= c_chest then
nodes[p_p] = c_air
end
end
end
nuke.set_vm_data(manip, nodes, pos, t1, "exploded")
end
end
function nuke.explode_inv(pos, tab, range, dir)
local t1 = os.clock()
minetest.sound_play("piston_extend", {pos = pos, max_hear_distance = range*200})
local manip = minetest.get_voxel_manip()
local area = nuke.r_area(manip, range+1, pos)
local nodes = manip:get_data()
local dones = {}
local strange = {}
for _,npos in pairs(tab) do
local f = npos[1]
local dif = vector.scalar(dir, f)
if dif < 0
and dif ~= math.huge then
dif = -dif*2
local p1 = vector.add(pos, f)
local p = vector.add(p1, vector.multiply(dir, dif))
local p2 = vector.round(p)
local p_p = area:indexp(p1)
local p_p2 = area:indexp(p2)
--if not dones[p_p]
if dones[p_p2] then
table.insert(strange, {p1, p})
else
--dones[p_p] = true
if not npos[2]
or math.random(2) == 1 then
dones[p_p2] = true
nodes[p_p],nodes[p_p2] = nodes[p_p2],nodes[p_p]
end
--[[local d1 = nodes[p_p]
local d2 = nodes[p_p2]
nodes[p_p] = d2 or c_air
nodes[p_p2] = d1 or c_air]]
end
end
end
for _,ps in pairs(strange) do
local p1,p = unpack(ps)
local x,y,z = p.x,p.y,p.z
local fi
for s = 0.1,range,0.1 do
local f = s
for ax = -f,f,1 do
for ay = -f,f,1 do
for az = -f,f,1 do
local t = vector.round({x=x+ax, y=y+ay, z=z+az})
local p_t = area:indexp(t)
if not dones[p_t] then
dones[p_t] = true
local p_p = area:indexp(p1)
nodes[p_p],nodes[p_t] = nodes[p_t],nodes[p_p]
fi = true
break
end
end
if fi then break end
end
if fi then break end
end
if fi then break end
end
end
nuke.set_vm_data(manip, nodes, pos, t1, "explodid")
minetest.sound_play("piston_retract", {pos = pos, max_hear_distance = range*200})
end
function nuke.explode_mossy(pos, tab, range)
local t1 = os.clock()
minetest.sound_play("nuke_explode", {pos = pos, gain = 1, max_hear_distance = range*200})
local manip = minetest.get_voxel_manip()
local area = nuke.r_area(manip, range+1, pos)
local nodes = manip:get_data()
for _,npos in pairs(tab) do
local f = npos[1]
local p = {x=pos.x+f.x, y=pos.y+f.y, z=pos.z+f.z}
local p_p = area:index(p.x, p.y, p.z)
local d_p_p = nodes[p_p]
if d_p_p ~= c_air
and d_p_p ~= c_chest then
if npos[2] then
if math.random(5) >= 4 then
nodes[p_p] = c_air
else
for _,node in pairs(nuke.mossy_nds) do
if d_p_p == node[1] then
nodes[p_p] = node[2]
break
end
end
end
else
nodes[p_p] = c_air
end
end
end
nuke.set_vm_data(manip, nodes, pos, t1, "exploded (mossy)")
end
local known_delays = {}
function nuke.explode_tnt(pos, tab, range, delay)
local t1 = os.clock()
local manip = minetest.get_voxel_manip()
local area = nuke.r_area(manip, range+1, pos)
local nodes = manip:get_data()
if nuke.preserve_items then
node_tab = {}
num = 1
for _,npos in pairs(tab) do
local p = vector.add(pos, npos[1])
local p_p = area:index(p.x, p.y, p.z)
local d_p_p = nodes[p_p]
if d_p_p ~= c_air
and d_p_p ~= c_chest then
local nd = node_tab[d_p_p]
add_c_to_tab(node_tab, d_p_p, nd)
nodes[p_p] = c_air
end
end
move_items(node_tab)
else
for _,npos in pairs(tab) do
local f = npos[1]
local p = {x=pos.x+f.x, y=pos.y+f.y, z=pos.z+f.z}
local p_p = area:index(p.x, p.y, p.z)
local d_p_p = nodes[p_p]
if d_p_p ~= c_air
and d_p_p ~= c_chest then
nodes[p_p] = c_air
end
end
end
manip:set_data(nodes)
manip:write_to_map()
log(string.format("[nuke] pre exploded at ("..pos.x.."|"..pos.y.."|"..pos.z..") after ca. %.2fs", os.clock() - t1))
local updelay = #known_delays
if updelay ~= 0 then
local d = 0
for i = 1,updelay do
d = d+known_delays[i]
end
updelay = math.max(0, delay - d/updelay)
else
updelay = delay
end
minetest.after(updelay, function(manip)
local t1 = os.clock()
manip:update_map()
local delay = tonumber(os.clock()-t1)
table.insert(known_delays, delay)
log(string.format("[nuke] map updated after ca. %.2fs", delay))
end, manip)
minetest.after(delay, function(param)
minetest.sound_play("nuke_explode", {pos = param.pos, gain = 1, max_hear_distance = param.range*200})
if no_map_update then
return
end
minetest.add_particle({
pos = param.pos,
vel = {x=0,y=0,z=0},
acc = {x=0,y=0,z=0},
expirationtime = 0.5,
size = 16*(param.range*2-1),
collisiondetection = false,
texture = "smoke_puff.png"
})
for _,i in pairs({
{{x=param.pos.x-param.range, y=param.pos.y-param.range, z=param.pos.z-param.range}, {x=-3, y=0, z=-3}},
{{x=param.pos.x+param.range, y=param.pos.y-param.range, z=param.pos.z-param.range}, {x=3, y=0, z=-3}},
{{x=param.pos.x-param.range, y=param.pos.y-param.range, z=param.pos.z+param.range}, {x=-3, y=0, z=3}},
{{x=param.pos.x+param.range, y=param.pos.y-param.range, z=param.pos.z+param.range}, {x=3, y=0, z=3}},
}) do
minetest.add_particlespawner({
amount = 5*param.range, --amount
time = 0.1, --time
minpos = i[1], --minpos
maxpos = {x=param.pos.x, y=param.pos.y+param.range, z=param.pos.z}, --maxpos
minvel = i[2], --minvel
maxvel = {x=0, y=0, z=0}, --maxvel
minacc = {x=0,y=5,z=0}, --minacc
maxacc = {x=0,y=10,z=0}, --maxacc
minexptime = 0.1, --minexptime
maxexptime = 1, --maxexptime
minsize = 8, --minsize
maxsize = 15, --maxsize
collisiondetection = false, --collisiondetection
texture = "smoke_puff.png" --texture
})
end
end, {pos=pos, range=range})
end
--[[local function expl_moss(pos, range)
local t1 = os.clock()
minetest.sound_play("nuke_explode", {pos = pos, gain = 1, max_hear_distance = range*200})
local manip = minetest.get_voxel_manip()
local area = nuke.r_area(manip, range+1, pos)
local nodes = manip:get_data()
local pr = nuke.get_nuke_random(pos)
local radius = range^2 + range
for x=-range,range do
for y=-range,range do
for z=-range,range do
local r = x*x+y*y+z*z
if r <= radius then
local np={x=pos.x+x, y=pos.y+y, z=pos.z+z}
local p_np = area:index(np.x, np.y, np.z)
local d_p_np = nodes[p_np]
if d_p_np ~= c_air
and d_p_np ~= c_chest then
if math.floor(math.sqrt(r) +0.5) > range-1 then
if pr:next(1,5) >= 4 then
nodes[p_np] = c_air
--destroy_node(np)
else
for _,node in pairs(nuke.mossy_nds) do
if d_p_np == node[1] then
nodes[p_np] = node[2]
break
end
end
end
else
nodes[p_np] = c_air
--destroy_node(np)
end
end
-- activate_if_tnt(n.name, np, pos, range)
end
end
end
end
nuke.set_vm_data(manip, nodes, pos, t1, "exploded (mossy)")
end]]
minetest.register_chatcommand('nuke_switch_map_update',{
description = 'Switch map update',
params = "",
privs = {},
func = function(name)
no_map_update = not no_map_update
msg = "nuke map_update: ".. tostring(not no_map_update)
minetest.log("action", "[nuke] "..name..": "..msg)
minetest.chat_send_player(name, msg)
end
})
--Crafting:
if nuke.allow_crafting then
local w = 'default:wood'
local c = 'default:coal_lump'
for _,i in pairs({
{"mese", "mese_crystal"},
{"iron", "steel_ingot"}
}) do
local s = "default"..i[2]
minetest.register_craft({
output = 'nuke:'..i[1]..'_tnt 4',
recipe = {
{'', w, ''},
{ s, c, s },
{'', w, ''}
}
})
end
end
function nuke.lit_tnt(pos, node, puncher)
minetest.remove_node(pos)
spawn_tnt(pos, node.name)
nodeupdate(pos)
nuke_puncher = puncher
end
for _,i in pairs(nuke.bombs_list) do
local nnam = "nuke:"..i[1].."_tnt"
minetest.register_node(nnam, {
description = i[2].." Bomb",
tiles = {"nuke_"..i[1].."_tnt_top.png", "nuke_"..i[1].."_tnt_bottom.png", "nuke_"..i[1].."_tnt_side.png"},
dug_item = '', -- Get nothing?
material = {diggability = "not"},
on_punch = function(...)
nuke.lit_tnt(...)
end
})
end
local function blinkystep(self, dtime)
self.timer = self.timer + dtime
self.blinktimer = self.blinktimer + dtime
if self.timer > 5 then
self.blinktimer = self.blinktimer + dtime
if self.timer > 8 then
self.blinktimer = self.blinktimer + dtime + dtime
end
end
if self.blinktimer <= 0.5 then
return
end
self.blinktimer = self.blinktimer - 0.5
if self.blinkstatus then
self.object:settexturemod("")
else
self.object:settexturemod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
local function can_explode(self, r)
if self.timer < 10 then
return
end
local pos = vector.round(self.object:getpos())
self.object:remove()
do_tnt_physics(pos, r)
if minetest.get_item_group(minetest.get_node(pos).name, "water") == 0 then
return pos
end
end
function nuke.tnt_ent(textures)
return {
-- Static definition
physical = true, -- Collides with things
-- weight = 5,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube",
textures = textures,
-- Initial value for our timer
timer = 0,
-- Number of punches required to defuse
health = 1,
blinktimer = 0,
blinkstatus = true,
on_activate = function(self)
self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
end
}
end
-- Iron TNT
local IRON_TNT = nuke.tnt_ent({
"nuke_iron_tnt_top.png", "nuke_iron_tnt_bottom.png",
"nuke_iron_tnt_side.png", "nuke_iron_tnt_side.png",
"nuke_iron_tnt_side.png", "nuke_iron_tnt_side.png"
})
function IRON_TNT:on_step(dtime)
blinkystep(self, dtime)
local pos = can_explode(self, (IRON_TNT_RANGE+3)/2)
if pos then
nuke.explode(pos, vector.explosion_perlin(3, IRON_TNT_RANGE, {seed=37}), IRON_TNT_RANGE)
end
end
function IRON_TNT:on_punch(hitter)
self.health = self.health - 1
if self.health <= 0 then
self.object:remove()
hitter:get_inventory():add_item("main", "nuke:iron_tnt")
end
end
minetest.register_entity("nuke:iron_tnt", IRON_TNT)
-- Mese TNT
local MESE_TNT = nuke.tnt_ent({
"nuke_mese_tnt_top.png", "nuke_mese_tnt_bottom.png",
"nuke_mese_tnt_side.png", "nuke_mese_tnt_side.png",
"nuke_mese_tnt_side.png", "nuke_mese_tnt_side.png"
})
function MESE_TNT:on_step(dtime)
blinkystep(self, dtime)
if self.timer < 10 then
return
end
local pos = self.object:getpos()
self.object:remove()
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
do_tnt_physics(pos, MESE_TNT_RANGE)
if minetest.get_node(pos).name == "default:water_source"
or minetest.get_node(pos).name == "default:water_flowing" then
-- Cancel the Explosion
return
end
nuke.explode(pos, vector.explosion_perlin(4, MESE_TNT_RANGE, {seed=42}), MESE_TNT_RANGE)
end
function MESE_TNT:on_punch(hitter)
self.health = self.health - 1
if self.health <= 0 then
self.object:remove()
hitter:get_inventory():add_item("main", "nuke:mese_tnt")
end
end
minetest.register_entity("nuke:mese_tnt", MESE_TNT)
-- Mossy TNT
local MOSSY_TNT = nuke.tnt_ent({
"nuke_mossy_tnt_top.png", "nuke_mossy_tnt_bottom.png",
"nuke_mossy_tnt_side.png", "nuke_mossy_tnt_side.png",
"nuke_mossy_tnt_side.png", "nuke_mossy_tnt_side.png"
})
function MOSSY_TNT:on_step(dtime)
blinkystep(self, dtime)
local pos = can_explode(self, (1.5+MOSSY_TNT_RANGE)/2)
if pos then
nuke.explode_mossy(pos, vector.explosion_perlin(1.5, MOSSY_TNT_RANGE, {seed=52}), MOSSY_TNT_RANGE)
end
end
function MOSSY_TNT:on_punch(hitter)
self.health = self.health - 1
if self.health <= 0 then
self.object:remove()
hitter:get_inventory():add_item("main", "nuke:mossy_tnt")
end
end
minetest.register_entity("nuke:mossy_tnt", MOSSY_TNT)
-- Rocket Launcher
nuke.rocket_speed = 1
nuke.rocket_a = 100
nuke.rocket_range = 100
nuke.rocket_expl_range = 6
local function rocket_expl(pos, player, pos2, sound, delay)
local nodenam = minetest.get_node(pos).name
if nodenam == "ignore"
or nodenam == "default:water_source"
or nodenam == "default:water_flowing"
or nodenam == "air" then
return
end
--[[local maxp = {x=nuke.rocket_expl_range, y=nuke.rocket_expl_range, z=nuke.rocket_expl_range}
local minp = vector.multiply(maxp, -1)
if next(minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), {"ignore"})) then
return false
end]]
nuke.explode_tnt(pos, vector.explosion_perlin(2, nuke.rocket_expl_range, {seed=53}), nuke.rocket_expl_range, delay)
minetest.after(delay, function(pos)
minetest.sound_stop(sound)
-- problem: objects already fell because of hidden removing
do_tnt_physics(pos, nuke.rocket_expl_range)
end, pos)
end
function nuke.rocket_shoot(player, range, particle_texture, sound)
local t1 = os.clock()
local playerpos=player:getpos()
local dir=player:get_look_dir()
local startpos = {x=playerpos.x, y=playerpos.y+1.625, z=playerpos.z}
local bl, pos2 = minetest.line_of_sight(startpos, vector.add(vector.multiply(dir, range), startpos), 1)
if not pos2 then
return
end
local snd = minetest.sound_play(sound, {pos = playerpos, max_hear_distance = range})
local delay = vector.straightdelay(math.max(vector.distance(startpos, pos2)-0.5, 0), nuke.rocket_speed, nuke.rocket_a)
if not bl then
rocket_expl(vector.round(pos2), player, startpos, snd, delay)
end
minetest.add_particle({
pos = startpos,
vel = vector.multiply(dir, nuke.rocket_speed),
acc = vector.multiply(dir, nuke.rocket_a),
expirationtime = delay,
size = 1,
collisiondetection = false,
texture = particle_texture.."^[transform"..math.random(0,7)
})
--nuke.rocket_nodes(vector.round(startpos), dir, player, range, )
log("[nuke] <rocket> my shot was calculated after "..tostring(os.clock()-t1).."s")
end
local launcher_active, timer
minetest.register_tool("nuke:rocket_launcher", {
description = "Rocket Launcher",
inventory_image = "nuke_rocket_launcher.png",
range = 0,
stack_max = 1,
on_use = function(_, user)
launcher_active = true
timer = -0.7
nuke_puncher = user
nuke.rocket_shoot(user, nuke.rocket_range, "nuke_rocket_launcher_back.png", "nuke_rocket_launcher")
end,
})
minetest.register_globalstep(function(dtime)
-- abort if noone uses it
if not launcher_active then
return
end
--[[ abort that it doesn't shoot too often (change it if your pc runs faster)
timer = timer+dtime
if timer < 0.1 then
return
end
timer = 0 --]]
local active
for _,player in pairs(minetest.get_connected_players()) do
if player:get_wielded_item():to_string() == "nuke:rocket_launcher"
and player:get_player_control().LMB then
nuke_puncher = player
nuke.rocket_shoot(player, nuke.rocket_range, "nuke_rocket_launcher_back.png", "nuke_rocket_launcher")
active = true
end
end
-- disable the function if noone currently uses it to reduce lag
if not active then
launcher_active = false
end
end)
local srw_range = 15
minetest.register_tool("nuke:mirrortool", {
description = "SRW",
inventory_image = "nuke_rocket_launcher.png^[brighten^[transform"..math.random(0,7),
range = 0,
stack_max = 1,
on_use = function(_, user)
nuke_puncher = user
local pos = user:getpos()
pos.y = pos.y+1.625
pos = vector.round(pos)
local dir = user:get_look_dir()
nuke.explode_inv(pos, vector.explosion_table(srw_range), srw_range, dir)
end,
})
--dofile(minetest.get_modpath("nuke").."/b.lua")
log(string.format("[nuke] loaded after ca. %.2fs", os.clock() - time_load_start))