aaed0a2ea8
pipeworks, steel, unified dyes, unified mesecons, and worldedit
461 lines
13 KiB
Lua
461 lines
13 KiB
Lua
--[[
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Minetest Mod - Simple Shooter [shooter] 0.5.3
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=======================================
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License Source Code: 2013 Stuart Jones - LGPL v2.1
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License Textures: Stuart Jones - WTFPL
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Licence Models: Stuart Jones - CC-BY-SA 3.0
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License Sounds: freesound.org
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--]]
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minetest.register_alias("crossbow", "castle_weapons:crossbow")
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minetest.register_alias("bolt", "castle_weapons:crossbow_bolt")
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minetest.register_alias("castle:crossbow", "castle_weapons:crossbow")
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minetest.register_alias("castle:bolt", "castle_weapons:crossbow_bolt")
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minetest.register_alias("castle:crossbow_bolt", "castle_weapons:crossbow_bolt")
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minetest.register_alias("castle:crossbow_loaded", "castle_weapons:crossbow_loaded")
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-- internationalization boilerplate
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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local crossbow={}
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CROSSBOW_USES = 300
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CROSSBOW_BOLT_TOOL_CAPS = {damage_groups={fleshy=4}}
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CROSSBOW_BOLT_LIFETIME = 60-- 1 minute
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CROSSBOW_ENABLE_PARTICLE_FX = false
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CROSSBOW_ENABLE_PROTECTION = true
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CROSSBOW_EXPLOSION_TEXTURE = "castle_crossbow_hit.png"
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CROSSBOW_ALLOW_NODES = true
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CROSSBOW_ALLOW_ENTITIES = true
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CROSSBOW_ALLOW_PLAYERS = true
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CROSSBOW_PLAYER_OFFSET = {x=0, y=1, z=0}
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CROSSBOW_ENTITY_OFFSET = {x=0, y=0, z=0}
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CROSSBOW_ENTITIES = {
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"mobs:chicken",
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"mobs:cow",
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"mobs:dirt_monster",
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"mobs:dungeon_master",
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"mobs:goat",
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"mobs:mese_monster",
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"mobs:npc",
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"mobs:oerkki",
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"mobs:pig",
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"mobs:pumba",
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"mobs:rat",
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"mobs:rhino",
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"mobs:sand_monster",
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"mobs:sheep",
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"mobs:spider",
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"mobs:stone_monster",
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"mobs:tree_monster",
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}
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if minetest.is_singleplayer() == true then
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CROSSBOW_ALLOW_ENTITIES = true
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CROSSBOW_ALLOW_PLAYERS = true
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end
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local allowed_entities = {}
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for _,v in ipairs(CROSSBOW_ENTITIES) do
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allowed_entities[v] = 1
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end
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local function get_dot_product(v1, v2)
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
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end
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local function get_particle_pos(p, v, d)
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return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
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end
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function crossbow:spawn_particles(pos, texture)
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if CROSSBOW_ENABLE_PARTICLE_FX == true then
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if type(texture) ~= "string" then
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texture = CROSSBOW_EXPLOSION_TEXTURE
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end
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local spread = {x=0.1, y=0.1, z=0.1}
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minetest.add_particlespawner({
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amount = 15,
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time = 0.3,
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minpos = vector.subtract(pos, spread),
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maxpos = vector.add(pos, spread),
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minvel = {x=-1, y=1, z=-1},
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maxvel = {x=1, y=2, z=1},
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minacc = {x=-2, y=-2, z=-2},
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maxacc = {x=2, y=-2, z=2},
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minexptime = 0.1,
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maxexptime = 0.75,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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texture = texture,
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})
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end
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end
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function crossbow:punch_node(pos, def)
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local node = minetest.get_node(pos)
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if not node then
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return
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end
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local item = minetest.registered_items[node.name]
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if not item then
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return
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end
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if CROSSBOW_ENABLE_PROTECTION then
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if minetest.is_protected(pos, def.name) then
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return
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end
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end
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if item.groups then
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for k, v in pairs(def.groups) do
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local level = item.groups[k] or 0
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if level >= v then
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minetest.remove_node(pos)
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if item.tiles then
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if item.tiles[1] then
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crossbow:spawn_particles(pos, item.tiles[1])
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end
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end
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break
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end
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end
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end
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end
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function crossbow:is_valid_object(object)
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if object then
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if object:is_player() == true then
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return CROSSBOW_ALLOW_PLAYERS
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end
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if CROSSBOW_ALLOW_ENTITIES == true then
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local luaentity = object:get_luaentity()
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if luaentity then
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if luaentity.name then
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if allowed_entities[luaentity.name] then
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return true
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end
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end
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end
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end
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end
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end
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function crossbow:get_intersect_pos(ray, plane, collisionbox)
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local v = vector.subtract(ray.pos, plane.pos)
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local r1 = get_dot_product(v, plane.normal)
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local r2 = get_dot_product(ray.dir, plane.normal)
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if r2 ~= 0 then
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local t = -(r1 / r2)
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local td = vector.multiply(ray.dir, {x=t, y=t, z=t})
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local pt = vector.add(ray.pos, td)
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local pd = vector.subtract(pt, plane.pos)
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if math.abs(pd.x) < collisionbox[4] and
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math.abs(pd.y) < collisionbox[5] and
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math.abs(pd.z) < collisionbox[6] then
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return pt
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end
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end
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end
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function crossbow:process_round(round)
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local target = {object=nil, distance=10000}
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local p1 = round.pos
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local v1 = round.ray
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for _,ref in ipairs(castle.objects) do
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local p2 = vector.add(ref.pos, ref.offset)
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if p1 and p2 and ref.name ~= round.name then
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local d = vector.distance(p1, p2)
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if d < round.def.step and d < target.distance then
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local ray = {pos=p1, dir=v1}
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local plane = {pos=p2, normal={x=-1, y=0, z=-1}}
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local pos = crossbow:get_intersect_pos(ray, plane, ref.collisionbox)
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if pos then
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target.object = ref.object
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target.pos = pos
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target.distance = d
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end
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end
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end
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end
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if target.object and target.pos then
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local success, pos = minetest.line_of_sight(p1, target.pos, 1)
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if success then
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local user = minetest.get_player_by_name(round.name)
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if user then
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target.object:punch(user, nil, round.def.tool_caps, v1)
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crossbow:spawn_particles(target.pos, CROSSBOW_EXPLOSION_TEXTURE)
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end
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return 1
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elseif pos and CROSSBOW_ALLOW_NODES == true then
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crossbow:punch_node(pos, round.def)
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return 1
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end
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elseif CROSSBOW_ALLOW_NODES == true then
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local d = round.def.step
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local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
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local success, pos = minetest.line_of_sight(p1, p2, 1)
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if pos then
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crossbow:punch_node(pos, round.def)
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return 1
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end
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end
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end
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local function get_animation_frame(dir)
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local angle = math.atan(dir.y)
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local frame = 90 - math.floor(angle * 360 / math.pi)
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if frame < 1 then
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frame = 1
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elseif frame > 180 then
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frame = 180
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end
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return frame
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end
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local function get_target_pos(p1, p2, dir, offset)
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local d = vector.distance(p1, p2) - offset
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local td = vector.multiply(dir, {x=d, y=d, z=d})
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return vector.add(p1, td)
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end
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local function punch_object(puncher, object)
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if puncher and crossbow:is_valid_object(object) then
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if puncher ~= object then
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local dir = puncher:get_look_dir()
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local p1 = puncher:getpos()
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local p2 = object:getpos()
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local tpos = get_target_pos(p1, p2, dir, 0)
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crossbow:spawn_particles(tpos, CROSSBOW_EXPLOSION_TEXTURE)
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object:punch(puncher, nil, CROSSBOW_BOLT_TOOL_CAPS, dir)
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end
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end
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end
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local function stop_crossbow_bolt(object, pos, stuck)
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local acceleration = {x=0, y=-10, z=0}
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if stuck == true then
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pos = pos or object:getpos()
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acceleration = {x=0, y=0, z=0}
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object:moveto(pos)
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end
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object:set_properties({
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physical = true,
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collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
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})
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object:setvelocity({x=0, y=0, z=0})
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object:setacceleration(acceleration)
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end
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minetest.register_craftitem("castle_weapons:crossbow_bolt", {
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description = S("Bolt"),
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stack_max = 20,
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inventory_image = "castle_crossbow_bolt_inv.png",
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})
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minetest.register_entity("castle_weapons:crossbow_bolt_entity", {
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physical = false,
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visual = "mesh",
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mesh = "castle_crossbow_bolt.b3d",
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visual_size = {x=1.0, y=1.0},
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textures = {
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"castle_crossbow_bolt_uv.png"
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},
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timer = 0,
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lifetime = CROSSBOW_BOLT_LIFETIME,
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player = nil,
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state = "init",
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node_pos = nil,
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collisionbox = {0,0,0, 0,0,0},
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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if staticdata == "expired" then
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self.object:remove()
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end
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end,
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on_punch = function(self, puncher)
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if puncher then
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if puncher:is_player() then
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local stack = "castle_weapons:crossbow_bolt"
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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self.object:remove()
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end
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end
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end
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end,
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on_step = function(self, dtime)
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if self.state == "init" then
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return
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end
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self.timer = self.timer + dtime
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self.lifetime = self.lifetime - dtime
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if self.lifetime < 0 then
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self.object:remove()
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return
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elseif self.state == "dropped" then
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return
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elseif self.state == "stuck" then
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if self.timer > 1 then
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if self.node_pos then
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local node = minetest.get_node(self.node_pos)
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if node.name then
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local item = minetest.registered_items[node.name]
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if item then
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if not item.walkable then
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self.state = "dropped"
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stop_crossbow_bolt(self.object)
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return
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end
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end
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end
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end
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self.timer = 0
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end
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return
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end
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if self.timer > 0.2 then
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local pos = self.object:getpos()
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local dir = vector.normalize(self.object:getvelocity())
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local frame = get_animation_frame(dir)
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self.object:set_animation({x=frame, y=frame}, 0)
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local objects = minetest.get_objects_inside_radius(pos, 5)
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for _,obj in ipairs(objects) do
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if crossbow:is_valid_object(obj) then
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local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
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local offset = CROSSBOW_PLAYER_OFFSET
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if not obj:is_player() then
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offset = CROSSBOW_ENTITY_OFFSET
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local ent = obj:get_luaentity()
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if ent then
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local def = minetest.registered_entities[ent.name]
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collisionbox = def.collisionbox or collisionbox
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end
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end
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local opos = vector.add(obj:getpos(), offset)
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local ray = {pos=pos, dir=dir}
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local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
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local ipos = crossbow:get_intersect_pos(ray, plane, collisionbox)
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if ipos then
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punch_object(self.player, obj)
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end
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end
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end
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local p = vector.add(pos, vector.multiply(dir, {x=5, y=5, z=5}))
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local _, npos = minetest.line_of_sight(pos, p, 1)
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if npos then
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local node = minetest.get_node(npos)
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local tpos = get_target_pos(pos, npos, dir, 0.66)
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self.node_pos = npos
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self.state = "stuck"
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stop_crossbow_bolt(self.object, tpos, true)
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minetest.sound_play("castle_crossbow_bolt", {gain = 0.08, max_hear_distance = 2})
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end
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self.timer = 0
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end
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end,
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get_staticdata = function(self)
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return "expired"
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end,
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})
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minetest.register_tool("castle_weapons:crossbow_loaded", {
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description = S("Crossbow"),
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inventory_image = "castle_crossbow_loaded.png",
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groups = {not_in_creative_inventory=1},
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on_use = function(itemstack, user, pointed_thing)
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minetest.sound_play("castle_crossbow_click", {object=user})
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if not minetest.settings:get_bool("creative_mode") then
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itemstack:add_wear(65535/CROSSBOW_USES)
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end
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itemstack = "castle_weapons:crossbow 1 "..itemstack:get_wear()
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local pos = user:getpos()
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local dir = user:get_look_dir()
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local yaw = user:get_look_yaw()
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if pos and dir and yaw then
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pos.y = pos.y + 1.5
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local obj = minetest.add_entity(pos, "castle_weapons:crossbow_bolt_entity")
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local ent = nil
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if obj then
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ent = obj:get_luaentity()
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end
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if ent then
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obj:set_properties({
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textures = {"castle_crossbow_bolt_uv.png"}
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})
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minetest.sound_play("castle_crossbow_shoot", {object=obj})
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local frame = get_animation_frame(dir)
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obj:setyaw(yaw + math.pi)
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obj:set_animation({x=frame, y=frame}, 0)
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obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
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if pointed_thing.type ~= "nothing" then
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local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
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local _, npos = minetest.line_of_sight(pos, ppos, 1)
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if npos then
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ppos = npos
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pointed_thing.type = "node"
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end
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if pointed_thing.type == "object" then
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punch_object(user, pointed_thing.ref)
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elseif pointed_thing.type == "node" then
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local node = minetest.get_node(ppos)
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local tpos = get_target_pos(pos, ppos, dir, 0.66)
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minetest.after(0.2, function(object, pos, npos)
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ent.node_pos = npos
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ent.state = "stuck"
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stop_crossbow_bolt(object, pos, true)
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minetest.sound_play("castle_crossbow_bolt", {gain = 0.08, max_hear_distance = 2})
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end, obj, tpos, ppos)
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return itemstack
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end
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end
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obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
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ent.player = ent.player or user
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ent.state = "flight"
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end
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end
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return itemstack
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end,
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})
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minetest.register_tool("castle_weapons:crossbow", {
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description = S("Crossbow"),
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inventory_image = "castle_crossbow_inv.png",
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on_use = function(itemstack, user, pointed_thing)
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local inv = user:get_inventory()
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if inv:contains_item("main", "castle_weapons:crossbow_bolt") then
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minetest.sound_play("castle_crossbow_reload", {object=user})
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if not minetest.settings:get_bool("creative_mode") then
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inv:remove_item("main", "castle_weapons:crossbow_bolt 1")
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end
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return "castle_weapons:crossbow_loaded 1 "..itemstack:get_wear()
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end
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minetest.sound_play("castle_crossbow_click", {object=user})
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end,
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})
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-----------
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--Crafting
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-----------
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minetest.register_craft({
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output = 'castle_weapons:crossbow',
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recipe = {
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{'default:steel_ingot', 'default:stick', 'default:steel_ingot'},
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{'farming:string', 'farming:string', 'farming:string'},
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{'', 'default:stick', ''},
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}
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})
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minetest.register_craft({
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output = "castle_weapons:crossbow_bolt 6",
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recipe = {
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{'default:stick', 'default:stick', 'default:steel_ingot'},
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}
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}) |