--============ --Snowballs --============ -- Snowballs were destroying nodes if the snowballs landed just right. -- Quite a bit of trial-and-error learning here and it boiled down to a -- small handful of code lines making the difference. ~ LazyJ local snowball_GRAVITY=9 local snowball_VELOCITY=19 --Shoot snowball local snow_shoot_snowball=function (item, player, pointed_thing) local playerpos=player:getpos() local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "snow:snowball_entity") local dir=player:get_look_dir() obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY}) obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3}) item:take_item() return item end --The snowball Entity snow_snowball_ENTITY={ physical = false, timer=0, textures = {"default_snowball.png"}, lastpos={}, collisionbox = {0,0,0,0,0,0}, } --Snowball_entity.on_step()--> called when snowball is moving. snow_snowball_ENTITY.on_step = function(self, dtime) self.timer=self.timer+dtime local pos = self.object:getpos() local node = minetest.get_node(pos) --Become item when hitting a node. if self.lastpos.x~=nil then --If there is no lastpos for some reason. ~ Splizard -- Check to see what is one node above where the snow is -- going to be placed. ~ LazyJ, 2014_04_08 local abovesnowballtarget = {x=pos.x, y=pos.y+1, z=pos.z} -- Identify the name of the node that was found above. ~ LazyJ, 2014_04_08 local findwhatisabove = minetest.get_node(abovesnowballtarget).name -- If the node above is air, then it's OK to go on to the next step. ~ LazyJ, 2014_04_08 if findwhatisabove == "air" then -- If the node where the snow is going is anything except air, then it's OK to put -- the snow on it. ~ Original line of code by Splizard, comment by LazyJ so I can -- keep track of what this code does. ~ LazyJ, 2014_04_07 if node.name ~= "air" then --snow.place(pos) -- this is the original code, I replaced it with -- minetest.place_node and bumped the y position up by 2 (make the snow drop -- from a node above and pile up). ~ LazyJ, 2014_04_07 minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"}) self.object:remove() end else -- If findwhatisabove is not equal to "air" then cancel the snowball -- with self.object:remove() ~ LazyJ, 2014_04_08 self.object:remove() end end self.lastpos={x=pos.x, y=pos.y, z=pos.z} end minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY) -- Snowball and Default Snowball Merged -- They both look the same, they do basically the same thing (except one is a leftclick throw -- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and -- benefit from both? ~ LazyJ, 2014_04_08 --[[ Save this for reference and occasionally compare to the default code for any updates. minetest.register_node(":default:snow", { description = "Snow", tiles = {"default_snow.png"}, inventory_image = "default_snowball.png", wield_image = "default_snowball.png", is_ground_content = true, paramtype = "light", buildable_to = true, leveled = 7, drawtype = "nodebox", freezemelt = "default:water_flowing", node_box = { type = "leveled", fixed = { {-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5}, }, }, groups = {crumbly=3,falling_node=1, melts=1, float=1}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_snow_footstep", gain=0.25}, dug = {name="default_snow_footstep", gain=0.75}, }), on_construct = function(pos) if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"}) end -- Now, let's turn the snow pile into a snowblock. ~ LazyJ if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11 minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"}) end end, on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest. }) --]] minetest.override_item("default:snow", { groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3,falling_node=1, melts=2, float=1}, on_construct = function(pos) if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"}) end -- Now, let's turn the snow pile into a snowblock. if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock -- is the second snowball layer more than the full block below. That second layer,from -- what I've observed, seems to push into a third node box above so by subracting 2, -- the swap_node target is moved back down to the first get_node y=pos. -- ~ LazyJ, 2014_04_24 minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:snow" then minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"}) end end, on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, -- the reset is default Minetest. ~ LazyJ }) --[[ A note about default torches, melting, and "buildable_to = true" in default snow. On servers where buckets are disabled, snow and ice stuff is used to set water for crops and water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on the snow placed where the players want water to be. If you place a default torch *on* default snow to melt it, instead of melting the snow is *replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no longer pile-up in layers; the snow would stack like thin shelves in a vertical column. I tinkered with the default torch's code (see below) to check for snow at the position and one node above (layered snow logs as the next y position above) but default snow's "buildable_to = true" always happened first. An interesting exercise to better learn how Minetest works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt and disappear leaving you with nearly the same end result anyway. I say "nearly the same" because if you set a default torch on layered snow, the torch will replace the snow and be lit on the ground. If you were able to set a default torch *on* layered snow, the snow would melt and the torch would become a dropped item. ~ LazyJ --]] -- Some of the ideas I tried. ~ LazyJ --[[ local can_place_torch_on_top = function(pos) if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then minetest.override_item("default:snow", {buildable_to = false,}) end end --]] --[[ minetest.override_item("default:torch", { --on_construct = function(pos) on_place = function(itemstack, placer, pointed_thing) --if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" -- Even though layered snow doesn't look like it's in the next position above (y+1) -- it registers in that position. Check the terminal's output to see the coord change. --or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" if pointed_thing.name == "default:snow" then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"}) end end }) --]]