nuke/init.lua
2014-03-15 14:40:35 +01:00

1072 lines
29 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()
print("[nuke] loading...")
nuke = nuke or {}
--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"}
}
minetest.after(3, function()
if minetest.get_modpath("extrablocks") then
nuke.mossy_nodes = {
{"default:cobble", "default:mossycobble"},
{"default:stonebrick", "extrablocks:mossystonebrick"},
{"extrablocks:wall", "extrablocks:mossywall"}
}
else
nuke.mossy_nodes = {
{"default:cobble", "default:mossycobble"}
}
end
local num = 1
nuke.mossy_nds = {}
for _,node in ipairs(nuke.mossy_nodes) do
nuke.mossy_nds[num] = {minetest.get_content_id(node[1]), minetest.get_content_id(node[2])}
num = num+1
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
function nuke.set_vm_data(manip, nodes, pos, t1, msg)
manip:set_data(nodes)
manip:write_to_map()
print(string.format("[nuke] "..msg.." at ("..pos.x.."|"..pos.y.."|"..pos.z..") after ca. %.2fs", os.clock() - t1))
if not nuke.no_map_update then
local t1 = os.clock()
manip:update_map()
print(string.format("[nuke] map updated after ca. %.2fs", os.clock() - t1))
end
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(tnt_np,tntr)
local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
for k, obj in pairs(objs) do
local oname = obj:get_entity_name()
local v = obj:getvelocity()
local p = obj:getpos()
if oname == "experimental:tnt"
or oname == "nuke:iron_tnt"
or oname == "nuke:mese_tnt"
or oname == "nuke:hardcore_iron_tnt"
or oname == "nuke:hardcore_mese_tnt" then
obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z})
else
if v ~= nil then
obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
else
if obj:get_player_name() ~= nil then
obj:set_hp(obj:get_hp() - 1)
end
end
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
return tab
end
local chest_descs = {
{5, "You nuked. I HAVE NOT!"},
{10, "Hehe, I'm the result of your explosion hee!"},
{20, "Look into me, I'm fat!"},
{30, "Please don't rob me. Else you are as evil as the other persons who took my inventoried stuff."},
{300, "I'll follow you until I ate you. Like I did with the other objects here..."},
}
function nuke.describe_chest()
for _,i in ipairs(chest_descs) do
if math.random(i[1]) == 1 then
return i[2]
end
end
return "Feel free to take the nuked items out of me!"
end
function nuke.set_chest(pos) --add a chest
minetest.add_node(pos, {name="default:chest"})
local meta = minetest.get_meta(pos)
meta:set_string("formspec", default.chest_formspec)
meta:set_string("infotext", describe_chest())
local inve = meta:get_inventory()
inve:set_size("main", 8*4)
nuke_chestpos = pos
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 ipairs(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 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)
local drops = get_drops(data)
add_to_inv(drops)
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})
local pr = nuke.get_nuke_random(pos)
for _,npos in ipairs(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 pr:next(1,2) == 1 then
minetest.node_dig(p, node, player)
end
else
minetest.node_dig(p, node, player)
end
end
end
print(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()
local pr = nuke.get_nuke_random(pos)
if nuke.preserve_items then
node_tab = {}
num = 1
for _,npos in ipairs(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]
if npos[2] then
if pr:next(1,2) == 1 then
node_tab = add_c_to_tab(node_tab, d_p_p, nd)
nodes[p_p] = c_air
end
else
node_tab = add_c_to_tab(node_tab, d_p_p, nd)
nodes[p_p] = c_air
end
end
end
move_items(node_tab)
else
for _,npos in ipairs(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 pr:next(1,2) == 1 then
nodes[p_p] = c_air
end
else
nodes[p_p] = c_air
end
end
end
end
nuke.set_vm_data(manip, nodes, pos, t1, "exploded")
end
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()
local pr = nuke.get_nuke_random(pos)
for _,npos in ipairs(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 pr:next(1,5) >= 4 then
nodes[p_p] = c_air
else
for _,node in ipairs(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
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()
local pr = nuke.get_nuke_random(pos)
if nuke.preserve_items then
node_tab = {}
num = 1
for _,npos in ipairs(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]
if npos[2] then
if pr:next(1,2) == 1 then
node_tab = add_c_to_tab(node_tab, d_p_p, nd)
nodes[p_p] = c_air
end
else
node_tab = add_c_to_tab(node_tab, d_p_p, nd)
nodes[p_p] = c_air
end
end
end
move_items(node_tab)
else
for _,npos in ipairs(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 pr:next(1,2) == 1 then
nodes[p_p] = c_air
end
else
nodes[p_p] = c_air
end
end
end
end
manip:set_data(nodes)
manip:write_to_map()
print(string.format("[nuke] pre exploded at ("..pos.x.."|"..pos.y.."|"..pos.z..") after ca. %.2fs", os.clock() - t1))
minetest.after(delay, function(param)
local t1 = os.clock()
minetest.sound_play("nuke_explode", {pos = param.pos, gain = 1, max_hear_distance = param.range*200})
print(string.format("[nuke] map updated after ca. %.2fs", os.clock() - t1))
minetest.add_particle(param.pos, {x=0,y=0,z=0}, {x=0,y=0,z=0}, 0.5, 16*(param.range*2-1), false, "smoke_puff.png")
for _,i in ipairs({
{{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(
5*param.range, --amount
0.1, --time
i[1], --minpos
{x=param.pos.x, y=param.pos.y+param.range, z=param.pos.z}, --maxpos
i[2], --minvel
{x=0, y=0, z=0}, --maxvel
{x=0,y=5,z=0}, --minacc
{x=0,y=10,z=0}, --maxacc
0.1, --minexptime
1, --maxexptime
8, --minsize
15, --maxsize
false, --collisiondetection
"smoke_puff.png" --texture
)
end
param.manip:update_map()
print(string.format("[nuke] map updated after ca. %.2fs", os.clock() - t1))
end, {pos=pos, range=range, manip=manip})
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 ipairs(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()
if not nuke.no_map_update then
nuke.no_map_update = true
msg = "nuke map_update disabled"
else
nuke.no_map_update = false
msg = "nuke map_update enabled"
end
print("[nuke] "..name..": "..msg)
minetest.chat_send_player(name, msg)
end
})
--Crafting:
local w = 'default:wood'
local c = 'default:coal_lump'
for _,i in ipairs({
{"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, ''}
}
})
minetest.register_craft({
output = 'nuke:hardcore_'..i[1]..'_tnt',
recipe = {
{'', c, ''},
{c, 'nuke:'..i[1]..'_tnt', c},
{'', c, ''}
}
})
end
function nuke.lit_tnt(pos, name, puncher)
minetest.remove_node(pos)
spawn_tnt(pos, "nuke:"..name.."_tnt")
nodeupdate(pos)
nuke_puncher = puncher
end
for _,i in ipairs(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"},
})
minetest.register_on_punchnode(function(p, node, puncher)
if node.name == nnam then
nuke.lit_tnt(p, i[1], puncher)
end
end)
end
-- Iron TNT
local IRON_TNT = {
-- 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 = {"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"},
-- Initial value for our timer
timer = 0,
-- Number of punches required to defuse
health = 1,
blinktimer = 0,
blinkstatus = true,
}
function IRON_TNT:on_activate(staticdata)
self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
end
function IRON_TNT:on_step(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
self.blinktimer = self.blinktimer + dtime
end
end
if self.blinktimer > 0.5 then
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
if self.timer > 10 then
local pos = self.object:getpos()
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, IRON_TNT_RANGE)
if minetest.get_node(pos).name == "default:water_source" or minetest.get_node(pos).name == "default:water_flowing" then
-- Cancel the Explosion
self.object:remove()
return
end
nuke.explode(pos, vector.explosion_table(IRON_TNT_RANGE), IRON_TNT_RANGE)
self.object:remove()
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
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
}
end
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_activate(staticdata)
self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
if not mese_tnt_table then
mese_tnt_table = vector.explosion_table(MESE_TNT_RANGE)
end
end
function MESE_TNT:on_step(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
self.blinktimer = self.blinktimer + dtime
end
end
if self.blinktimer > 0.5 then
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
if self.timer > 10 then
local pos = self.object:getpos()
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
self.object:remove()
return
end
nuke.explode(pos, mese_tnt_table, MESE_TNT_RANGE)
self.object:remove()
end
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_activate(staticdata)
self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
if not mossy_tnt_table then
mossy_tnt_table = vector.explosion_table(MOSSY_TNT_RANGE)
end
end
function MOSSY_TNT:on_step(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
self.blinktimer = self.blinktimer + dtime
end
end
if self.blinktimer > 0.5 then
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
if self.timer > 10 then
local pos = vector.round(self.object:getpos())
do_tnt_physics(pos, MOSSY_TNT_RANGE)
if minetest.get_node(pos).name == "default:water_source"
or minetest.get_node(pos).name == "default:water_flowing" then
self.object:remove()
return
end
nuke.explode_mossy(pos, mossy_tnt_table, MOSSY_TNT_RANGE)
self.object:remove()
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)
-- Hardcore Iron TNT
minetest.register_node("nuke:hardcore_iron_tnt", {
tiles = {"nuke_iron_tnt_top.png", "nuke_iron_tnt_bottom.png",
"nuke_hardcore_iron_tnt_side.png"},
inventory_image = minetest.inventorycube("nuke_iron_tnt_top.png",
"nuke_hardcore_iron_tnt_side.png", "nuke_hardcore_iron_tnt_side.png"),
dug_item = '', -- Get nothing
material = {
diggability = "not",
},
description = "Hardcore Iron Bomb",
})
minetest.register_on_punchnode(function(p, node)
if node.name == "nuke:hardcore_iron_tnt" then
minetest.remove_node(p)
spawn_tnt(p, "nuke:hardcore_iron_tnt")
nodeupdate(p)
end
end)
local HARDCORE_IRON_TNT_RANGE = 6
local HARDCORE_IRON_TNT = {
-- 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 = {"nuke_iron_tnt_top.png", "nuke_iron_tnt_bottom.png",
"nuke_hardcore_iron_tnt_side.png", "nuke_hardcore_iron_tnt_side.png",
"nuke_hardcore_iron_tnt_side.png", "nuke_hardcore_iron_tnt_side.png"},
-- Initial value for our timer
timer = 0,
-- Number of punches required to defuse
health = 1,
blinktimer = 0,
blinkstatus = true,
}
function HARDCORE_IRON_TNT:on_activate(staticdata)
self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
end
function HARDCORE_IRON_TNT:on_step(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
self.blinktimer = self.blinktimer + dtime
end
end
if self.blinktimer > 0.5 then
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
if self.timer > 10 then
local pos = self.object:getpos()
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
minetest.sound_play("nuke_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,})
for x=-HARDCORE_IRON_TNT_RANGE,HARDCORE_IRON_TNT_RANGE do
for z=-HARDCORE_IRON_TNT_RANGE,HARDCORE_IRON_TNT_RANGE do
if x*x+z*z <= HARDCORE_IRON_TNT_RANGE * HARDCORE_IRON_TNT_RANGE + HARDCORE_IRON_TNT_RANGE then
local np={x=pos.x+x,y=pos.y,z=pos.z+z}
minetest.add_entity(np, "nuke:iron_tnt")
end
end
end
self.object:remove()
end
end
function HARDCORE_IRON_TNT:on_punch(hitter)
self.health = self.health - 1
if self.health <= 0 then
self.object:remove()
hitter:add_to_inventory("node nuke:hardcore_iron_tnt 1")
end
end
minetest.register_entity("nuke:hardcore_iron_tnt", HARDCORE_IRON_TNT)
-- Hardcore Mese TNT
minetest.register_node("nuke:hardcore_mese_tnt", {
tiles = {"nuke_mese_tnt_top.png", "nuke_mese_tnt_bottom.png",
"nuke_hardcore_mese_tnt_side.png"},
inventory_image = minetest.inventorycube("nuke_mese_tnt_top.png",
"nuke_hardcore_mese_tnt_side.png", "nuke_hardcore_mese_tnt_side.png"),
dug_item = '', -- Get nothing
material = {
diggability = "not",
},
description = "Hardcore Mese Bomb",
})
minetest.register_on_punchnode(function(p, node)
if node.name == "nuke:hardcore_mese_tnt" then
minetest.remove_node(p)
spawn_tnt(p, "nuke:hardcore_mese_tnt")
nodeupdate(p)
end
end)
local HARDCORE_MESE_TNT_RANGE = 6
local HARDCORE_MESE_TNT = {
-- 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 = {"nuke_mese_tnt_top.png", "nuke_mese_tnt_bottom.png",
"nuke_hardcore_mese_tnt_side.png", "nuke_hardcore_mese_tnt_side.png",
"nuke_hardcore_mese_tnt_side.png", "nuke_hardcore_mese_tnt_side.png"},
-- Initial value for our timer
timer = 0,
-- Number of punches required to defuse
health = 1,
blinktimer = 0,
blinkstatus = true,
}
function HARDCORE_MESE_TNT:on_activate(staticdata)
self.object:setvelocity({x=0, y=4, z=0})
self.object:setacceleration({x=0, y=-10, z=0})
self.object:settexturemod("^[brighten")
end
function HARDCORE_MESE_TNT:on_step(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
self.blinktimer = self.blinktimer + dtime
end
end
if self.blinktimer > 0.5 then
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
if self.timer > 10 then
local pos = self.object:getpos()
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
minetest.sound_play("nuke_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,})
for x=-HARDCORE_MESE_TNT_RANGE,HARDCORE_MESE_TNT_RANGE do
for z=-HARDCORE_MESE_TNT_RANGE,HARDCORE_MESE_TNT_RANGE do
if x*x+z*z <= HARDCORE_MESE_TNT_RANGE * HARDCORE_MESE_TNT_RANGE + HARDCORE_MESE_TNT_RANGE then
local np={x=pos.x+x,y=pos.y,z=pos.z+z}
minetest.add_entity(np, "nuke:mese_tnt")
end
end
end
self.object:remove()
end
end
function HARDCORE_MESE_TNT:on_punch(hitter)
self.health = self.health - 1
if self.health <= 0 then
self.object:remove()
hitter:add_to_inventory("node nuke:hardcore_mese_tnt 1")
end
end
minetest.register_entity("nuke:hardcore_mese_tnt", HARDCORE_MESE_TNT)
-- Rocket Launcher
nuke.rocket_speed = 1
nuke.rocket_a = 100
nuke.rocket_range = 100
nuke.rocket_expl_range = 3
local r_corr = 0.25 --sth like antialiasing
local f_1 = 0.5-r_corr
local f_2 = 0.5+r_corr
-- Taken from the Flowers mod by erlehmann.
local function table_contains(t, v)
for _,i in ipairs(t) do
if i == v then
return true
end
end
return false
end
local function rocket_expl(pos, player, pos2, sound)
local nodenam = minetest.get_node(pos).name
if nodenam == "air"
or nodenam == "ignore"
or nodenam == "default:water_source"
or nodenam == "default:water_flowing" then
return false
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]]
local delay = vector.straightdelay(math.max(vector.distance(pos,pos2)-0.5, 0), nuke.rocket_speed, nuke.rocket_a)
nuke.explode_tnt(pos, vector.explosion_table(nuke.rocket_expl_range), nuke.rocket_expl_range, delay)
minetest.after(delay, function(pos)
minetest.sound_stop(sound)
do_tnt_physics(pos, nuke.rocket_expl_range)
end, pos)
return true
end
local function get_used_dir(dir)
local abs_dir = {x=math.abs(dir.x), y=math.abs(dir.y), z=math.abs(dir.z)}
local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z)
if dir_max == abs_dir.x then
local tab = {"x", {x=1, y=dir.y/dir.x, z=dir.z/dir.x}}
if dir.x >= 0 then
tab[3] = "+"
end
return tab
end
if dir_max == abs_dir.y then
local tab = {"y", {x=dir.x/dir.y, y=1, z=dir.z/dir.y}}
if dir.y >= 0 then
tab[3] = "+"
end
return tab
end
local tab = {"z", {x=dir.x/dir.z, y=dir.y/dir.z, z=1}}
if dir.z >= 0 then
tab[3] = "+"
end
return tab
end
local function node_tab(z, d)
local n1 = math.floor(z*d+f_1)
local n2 = math.floor(z*d+f_2)
if n1 == n2 then
return {n1}
end
return {n1, n2}
end
function nuke.rocket_nodes(pos, dir, player, range, sound)
local t_dir = get_used_dir(dir)
local dir_typ = t_dir[1]
if t_dir[3] == "+" then
f_tab = {0, range, 1}
else
f_tab = {0, -range, -1}
end
local d_ch = t_dir[2]
if dir_typ == "x" then
for d = f_tab[1],f_tab[2],f_tab[3] do
local x = d
local ytab = node_tab(d_ch.y, d)
local ztab = node_tab(d_ch.z, d)
for _,y in ipairs(ytab) do
for _,z in ipairs(ztab) do
if rocket_expl({x=pos.x+x, y=pos.y+y, z=pos.z+z}, player, pos, sound) then
return
end
end
end
end
return
end
if dir_typ == "y" then
for d = f_tab[1],f_tab[2],f_tab[3] do
local xtab = node_tab(d_ch.x, d)
local y = d
local ztab = node_tab(d_ch.z, d)
for _,x in ipairs(xtab) do
for _,z in ipairs(ztab) do
if rocket_expl({x=pos.x+x, y=pos.y+y, z=pos.z+z}, player, pos, sound) then
return
end
end
end
end
return
end
for d = f_tab[1],f_tab[2],f_tab[3] do
local xtab = node_tab(d_ch.x, d)
local ytab = node_tab(d_ch.y, d)
local z = d
for _,x in ipairs(xtab) do
for _,y in ipairs(ytab) do
if rocket_expl({x=pos.x+x, y=pos.y+y, z=pos.z+z}, player, pos, sound) then
return
end
end
end
end
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+1.6, z=playerpos.z}
nuke.rocket_nodes(vector.round(startpos), dir, player, range, minetest.sound_play(sound, {pos = playerpos, gain = 1.0, max_hear_distance = range}))
minetest.add_particle(startpos,
{x=dir.x*nuke.rocket_speed, y=dir.y*nuke.rocket_speed, z=dir.z*nuke.rocket_speed},
{x=dir.x*nuke.rocket_a, y=dir.y*nuke.rocket_a, z=dir.z*nuke.rocket_a},
vector.straightdelay(range, nuke.rocket_speed, nuke.rocket_a),
1, false, particle_texture
)
print("[nuke] <rocket> my shot was calculated after "..tostring(os.clock()-t1).."s")
end
minetest.register_tool("nuke:rocket_launcher", {
description = "Rocket Launcher",
inventory_image = "nuke_rocket_launcher.png",
range = 0,
stack_max = 1,
on_use = function(itemstack, user)
nuke_puncher = user
nuke.rocket_shoot(user, nuke.rocket_range, "nuke_rocket_launcher_back.png", "nuke_rocket_launcher")
end,
})
--dofile(minetest.get_modpath("nuke").."/b.lua")
print(string.format("[nuke] loaded after ca. %.2fs", os.clock() - time_load_start))