501 lines
17 KiB
Lua
501 lines
17 KiB
Lua
local S = minetest.get_translator("lzr_treasure")
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local NS = function(s) return s end
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local CHEST_LID_LIFETIME = 1.0
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local victory_job
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lzr_treasure = {}
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local registered_after_found_treasures = {}
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-- Register a function callback(pos, player) that is called
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-- when player found a treasure by opening a chest.
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-- pos is position of treasure chest that contains treasure.
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-- player is player who found it.
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lzr_treasure.register_after_found_treasure = function(callback)
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table.insert(registered_after_found_treasures, callback)
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end
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-- Register treasure blocks --
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minetest.register_node("lzr_treasure:gold_block", {
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description = S("Gold Block"),
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tiles = {"lzr_treasure_gold_block.png"},
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-- In Lazarr!, the gold block is only for decoration for the
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-- treasure stash in the main menu ship. It MUST NOT
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-- be used in levels. Use the chests instead to add
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-- gold blocks in levels.
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groups = { breakable = 1, not_in_creative_inventory = 1 },
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sounds = lzr_sounds.node_sound_metal_defaults(),
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})
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minetest.register_entity("lzr_treasure:chest_lid", {
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initial_properties = {
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visual = "mesh",
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mesh = "lzr_treasure_chest_lid.obj",
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visual_size = { x=10, y=10, z=10 },
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textures = {
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"lzr_treasure_chest_top.png",
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"lzr_treasure_chest_top.png",
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"lzr_treasure_chest_side.png",
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"lzr_treasure_chest_front.png",
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},
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backface_culling = true,
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static_save = false,
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physical = false,
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collide_with_objects = false,
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selectionbox = {
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-0.5, 2/16, -0.5, 0.5, 0.5, 0.5,
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},
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},
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_lifetimer = 0,
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on_activate = function(self)
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self.object:set_armor_groups({immortal=1})
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self.object:set_velocity({x=0,y=3,z=0})
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end,
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on_step = function(self, dtime)
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local vel = self.object:get_velocity()
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if vel.y > 0 then
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vel.y = vel.y * 0.9
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if vel.y < 0.001 then
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vel.y = 0
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end
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self.object:set_velocity(vel)
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end
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self._lifetimer = self._lifetimer + dtime
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if self._lifetimer > CHEST_LID_LIFETIME then
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if self._chest_node_name then
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local cpos = self.object:get_pos()
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minetest.add_particlespawner({
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amount = 16,
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time = 0.001,
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minpos = vector.add(cpos, vector.new(-0.5, 7/16, -0.5)),
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maxpos = vector.add(cpos, vector.new(0.5, 0.5, 0.5)),
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minvel = vector.new(-0.9, -0.1, -0.9),
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maxvel = vector.new(0.9, 0.6, 0.9),
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minacc = vector.new(0, -lzr_globals.GRAVITY, 0),
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maxacc = vector.new(0, -lzr_globals.GRAVITY, 0),
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minsize = 0.6,
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maxsize = 0.6,
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minexptime = 0.5,
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maxexptime = 0.55,
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node = {name = self._chest_node_name},
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})
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end
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self.object:remove()
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return
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end
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end,
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})
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-- Register chests --
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local register_chest = function(id, def)
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-- Every chest comes in 4 states:
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-- * Locked
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-- * Unlocked
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-- * Open with treasure
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-- * Open and empty
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-- The locked chests break their lock open. One chest variant can also lock itself when in
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-- unlocked state.
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local treasure_id = "gold"
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local sound_open = def.sound_open or "lzr_treasure_chest_open"
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local sound_open_fail = def.sound_open_fail or "lzr_treasure_chest_open_fail"
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local sound_lock_break = def.sound_lock_break or "lzr_treasure_chest_lock_break"
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local sound_lock_regen = def.sound_lock_regen or "lzr_treasure_chest_lock_regen"
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local lock_chest = function(pos, node, check_gamestate)
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local add_lock = true
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local gs = lzr_gamestate.get_state()
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if check_gamestate and gs ~= lzr_gamestate.LEVEL and gs ~= lzr_gamestate.LEVEL_TEST and not def.regen_lock then
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add_lock = false
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end
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if add_lock then
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minetest.swap_node(pos, {name="lzr_treasure:chest_"..id.."_locked", param2=node.param2})
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minetest.sound_play({name=sound_lock_regen, gain=0.8}, {pos=pos}, true)
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local dir = minetest.fourdir_to_dir(node.param2)
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local w = 3/16
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local k = 9/16
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local l = 8/16
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local minoff, maxoff
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if dir.x > 0 then
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minoff = vector.new(-k, -w, -w)
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maxoff = vector.new(-l, w, w)
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elseif dir.x < 0 then
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minoff = vector.new(l, -w, -w)
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maxoff = vector.new(k, w, w)
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elseif dir.z > 0 then
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minoff = vector.new(-w, -w, -k)
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maxoff = vector.new(w, w, -l)
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elseif dir.z < 0 then
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minoff = vector.new(-w, -w, l)
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maxoff = vector.new(w, w, k)
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end
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local avgoff = vector.new()
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avgoff.x = (minoff.x + maxoff.x) / 2
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avgoff.y = (minoff.y + maxoff.y) / 2
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avgoff.z = (minoff.z + maxoff.z) / 2
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if minoff then
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minetest.add_particlespawner({
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amount = 42,
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time = 0.001,
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minpos = vector.add(pos, minoff),
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maxpos = vector.add(pos, maxoff),
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minsize = 0.5,
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maxsize = 0.5,
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minexptime = 1.60,
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maxexptime = 1.65,
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radius = {
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min = 0.4,
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max = 0.5,
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bias = 0.5,
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},
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attract = {
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kind = "point",
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strength = 4,
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origin = vector.add(pos, avgoff),
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},
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texture = "lzr_treasure_particle_lock.png",
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})
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else
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minetest.log("error", "[lzr_treasure] Could not find correct position to spawn treasure chest lock particles")
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end
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end
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end
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local on_toggle_unlocked
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local g_unlocked_receiver
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local g_orphan_receiver
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local g_unlocked_element
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local g_locked_element
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local g_unlocked_nici
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local tt_help_unlocked = S("Contains a gold block")
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local tt_help_locked = S("Contains a gold block")
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local element_group = "chest_element"
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local after_place_node
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local after_dig_node
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if def.regen_lock then
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on_toggle_unlocked = function(pos, node)
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lock_chest(pos, node, true)
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end
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g_unlocked_receiver = 1
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g_unlocked_element = 2
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g_locked_element = 1
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-- Hide unlocked chest from creative inventory when the lock
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-- is able to regenerate to enforce some consistency in the editor.
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g_unlocked_nici = 1
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tt_help_unlocked = tt_help_unlocked .. "\n"..S("Gets locked when triggered off")
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tt_help_locked = tt_help_locked .. "\n"..S("Lock breaks when triggered on, but it re-appears when triggered off")
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after_place_node = lzr_laser.trigger_after_place_node
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after_dig_node = lzr_laser.trigger_after_dig_node
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else
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tt_help_locked = tt_help_locked .. "\n"..S("Lock breaks when triggered on")
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g_orphan_receiver = 1
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end
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-- Unlocked chest: Player can punch it to open the chest and reveal a gold block.
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-- If all chests have been opened, the level is won.
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minetest.register_node("lzr_treasure:chest_"..id.."_unlocked", {
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description = def.description_unlocked,
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_tt_help = tt_help_unlocked,
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paramtype2 = "4dir",
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tiles = { def.tile_top, def.tile_bottom, def.tile_side, def.tile_side, def.tile_side, def.tile_front },
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groups = { breakable = 1, chest = 1, chest_closed = 1, rotatable = 3, receiver = g_unlocked_receiver, orphan_receiver = 1, chest_element = g_unlocked_element, not_in_creative_inventory = g_unlocked_nici },
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sounds = def.node_sounds,
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on_punch = function(pos, node, puncher)
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-- Open chest lid
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local gs = lzr_gamestate.get_state()
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if gs ~= lzr_gamestate.LEVEL and gs ~= lzr_gamestate.LEVEL_TEST then
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return
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end
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minetest.log("action", "[lzr_treasure] "..puncher:get_player_name().." opens "..node.name.." at "..minetest.pos_to_string(pos))
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minetest.set_node(pos, {name="lzr_treasure:chest_"..id.."_open_"..treasure_id, param2=node.param2})
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minetest.sound_play({name=sound_open, gain=0.5}, {pos=pos}, true)
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local pos_above = vector.offset(pos, 0, 1, 0)
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local node_above = minetest.get_node(pos_above)
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local def_above = minetest.registered_nodes[node_above.name]
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if not def_above or not def_above.walkable then
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-- Spawn chest lid
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local lidpos = vector.offset(pos, 0, 0.01, 0)
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local obj = minetest.add_entity(lidpos, "lzr_treasure:chest_lid")
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if obj then
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obj:set_properties({
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textures = {
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def.tile_top, def.tile_bottom, def.tile_side, def.tile_front,
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},
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})
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local yaw = (3-((node.param2-1) % 4)) * (math.pi/2)
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obj:set_yaw(yaw)
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local ent = obj:get_luaentity()
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if ent then
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ent._chest_node_name = "lzr_treasure:chest_"..id.."_unlocked"
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end
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end
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end
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-- call callbacks
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for c=1, #registered_after_found_treasures do
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registered_after_found_treasures[c](pos, puncher)
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end
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-- Check for level victory after 1 second
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if victory_job then
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-- cancel old job, restart timer
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victory_job:cancel()
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end
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victory_job = minetest.after(1, function()
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local done = lzr_laser.check_level_won()
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if done then
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lzr_levels.level_complete()
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end
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victory_job = nil
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end)
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end,
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after_place_node = after_place_node,
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after_dig_node = after_dig_node,
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_lzr_on_toggle = on_toggle_unlocked,
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_lzr_element_group = element_group,
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})
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local unlock_chest = function(pos, node, check_gamestate)
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local break_lock = true
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local gs = lzr_gamestate.get_state()
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if check_gamestate and gs ~= lzr_gamestate.LEVEL and gs ~= lzr_gamestate.LEVEL_TEST and not def.regen_lock then
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break_lock = false
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end
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if break_lock then
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minetest.swap_node(pos, {name="lzr_treasure:chest_"..id.."_unlocked", param2=node.param2})
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end
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minetest.sound_play({name=sound_lock_break, gain=0.8}, {pos=pos}, true)
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local dir = minetest.fourdir_to_dir(node.param2)
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local w = 3/16
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local k = 9/16
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local l = 8/16
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local minoff, maxoff
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if dir.x > 0 then
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minoff = vector.new(-k, -w, -w)
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maxoff = vector.new(-l, w, w)
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elseif dir.x < 0 then
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minoff = vector.new(l, -w, -w)
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maxoff = vector.new(k, w, w)
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elseif dir.z > 0 then
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minoff = vector.new(-w, -w, -k)
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maxoff = vector.new(w, w, -l)
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elseif dir.z < 0 then
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minoff = vector.new(-w, -w, l)
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maxoff = vector.new(w, w, k)
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end
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if minoff then
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minetest.add_particlespawner({
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amount = 12,
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time = 0.001,
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minpos = vector.add(pos, minoff),
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maxpos = vector.add(pos, maxoff),
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minvel = vector.new(-0.5, -0.2, -0.5),
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maxvel = vector.new(0.5, 0.5, 0.5),
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minacc = vector.new(0, -lzr_globals.GRAVITY, 0),
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maxacc = vector.new(0, -lzr_globals.GRAVITY, 0),
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minsize = 0.5,
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maxsize = 0.5,
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minexptime = 0.60,
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maxexptime = 0.65,
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texture = "lzr_treasure_particle_lock.png",
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})
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else
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minetest.log("error", "[lzr_treasure] Could not find correct position to spawn treasure chest lock particles")
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end
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end
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-- Locked chest: Unlocks itself when receiving an ON signal.
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-- One chest variant may re-lock itself again when receiving an OFF signal.
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minetest.register_node("lzr_treasure:chest_"..id.."_locked", {
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description = def.description_locked,
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_tt_help = tt_help_locked,
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paramtype2 = "4dir",
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tiles = { def.tile_top, def.tile_bottom, def.tile_side, def.tile_side, def.tile_side, def.tile_front_lock },
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groups = { breakable = 1, chest = 2, chest_closed = 1, rotatable = 3, receiver = 1, chest_element = g_locked_element },
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sounds = def.node_sounds,
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on_punch = function(pos, node, puncher)
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local gs = lzr_gamestate.get_state()
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if gs ~= lzr_gamestate.LEVEL and gs ~= lzr_gamestate.LEVEL_TEST then
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return
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end
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minetest.sound_play({name=sound_open_fail, gain=0.3}, {pos=pos}, true)
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end,
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after_place_node = lzr_laser.trigger_after_place_node,
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after_dig_node = lzr_laser.trigger_after_dig_node,
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-- Unlock chest, always
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_lzr_unlock = function(pos, node)
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unlock_chest(pos, node)
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end,
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-- Unlocks the chest, but only if playing a level
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_lzr_on_toggle = function(pos, node)
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unlock_chest(pos, node, true)
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end,
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_lzr_element_group = element_group,
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})
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-- Open empty chest. For the player, this is just
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-- an obstacle.
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-- This element is laser-compatible. A laser can be fired
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-- into it from above for a visual-only effect.
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lzr_laser.register_element("lzr_treasure:chest_"..id.."_open", {
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description = def.description_open,
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paramtype = "light",
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drawtype = "mesh",
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__mesh_off = "lzr_treasure_chest_open.obj",
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__mesh_on = "lzr_treasure_chest_open_laser.obj",
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__tiles_off = {
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{ name = def.tile_top, backface_culling = true },
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{ name = def.tile_bottom, backface_culling = true },
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{ name = def.tile_side, backface_culling = true },
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{ name = def.tile_front, backface_culling = true },
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},
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__tiles_on = {
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{ name = def.tile_top, backface_culling = true },
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{ name = def.tile_bottom, backface_culling = true },
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{ name = def.tile_side, backface_culling = true },
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{ name = def.tile_front, backface_culling = true },
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lzr_laser.LASER_TILE,
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},
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__use_texture_alpha_off = "clip",
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__use_texture_alpha_on = lzr_laser.ALPHA_LASER,
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__light_source_on = lzr_globals.LASER_GLOW,
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collision_box = {
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type = "fixed",
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fixed = { -0.5, -0.5, -0.5, 0.5, 2/16, 0.5 },
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},
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selection_box = {
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type = "fixed",
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fixed = { -0.5, -0.5, -0.5, 0.5, 2/16, 0.5 },
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},
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paramtype2 = "4dir",
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groups = { breakable = 1, chest = 3, laser_block = 1, rotatable = 3, orphan_receiver = 1 },
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sounds = def.node_sounds,
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}, { group = "chest_open" })
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-- Open chest with treasure (gold block).
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-- Appears when the player opened an unlocked chest.
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-- This block does nothing on its own, but when all chests
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-- in the level have been opened and reached this
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-- state (ignoring empty chests), the level counts as won.
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local treasure = "lzr_treasure:gold_block"
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local treasure_tile_top = "lzr_treasure_gold_block_in_chest_top.png"
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local treasure_tile_side = "lzr_treasure_gold_block_in_chest_side.png"
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local treasure_def = minetest.registered_nodes[treasure]
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local sounds_open_treasure = table.copy(def.node_sounds)
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sounds_open_treasure.footstep = table.copy(treasure_def.sounds.footstep)
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sounds_open_treasure.dig = nil
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sounds_open_treasure.dug = table.copy(treasure_def.sounds.dug)
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minetest.register_node("lzr_treasure:chest_"..id.."_open_"..treasure_id, {
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description = S(def.description_open_with, treasure_def.description),
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
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type = "fixed",
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fixed = {
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{ -0.5, -0.5, -0.5, 0.5, 2/16, 0.5 },
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{ -7/16, 2/16, -7/16, 7/16, 0.5, 7/16 },
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},
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},
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tiles = {
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"("..def.tile_top..")^("..treasure_tile_top.."^[mask:lzr_treasure_mask_block_in_chest_top.png)",
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def.tile_bottom,
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"("..def.tile_side..")^("..treasure_tile_side.."^[mask:lzr_treasure_mask_block_in_chest_side.png)",
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"("..def.tile_side..")^("..treasure_tile_side.."^[mask:lzr_treasure_mask_block_in_chest_side.png)",
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"("..def.tile_side..")^("..treasure_tile_side.."^[mask:lzr_treasure_mask_block_in_chest_side.png)",
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"("..def.tile_front..")^("..treasure_tile_side.."^[mask:lzr_treasure_mask_block_in_chest_side.png)",
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},
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-- Removes the treasure from the chest (turning it into an open empty chest)
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-- and spawns particles (for level finish)
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_lzr_send_treasure = function(pos, node)
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local jobs = {}
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for i=0,30 do
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local job = minetest.after(i*0.0625, function(it)
|
|
if lzr_gamestate.get_state() ~= lzr_gamestate.LEVEL_COMPLETE then
|
|
for j=1, #jobs do
|
|
jobs[j]:cancel()
|
|
end
|
|
return
|
|
end
|
|
local amount = 10
|
|
if it > 20 then
|
|
amount = 31 - it
|
|
end
|
|
minetest.add_particlespawner({
|
|
amount = amount,
|
|
time = 0.001,
|
|
minpos = vector.add(pos, vector.new(-7/16, -4/16+it*0.5, -7/16)),
|
|
maxpos = vector.add(pos, vector.new(7/16, 4/16+it*0.5, 7/16)),
|
|
minvel = vector.new(-0.2, -0.2, -0.2),
|
|
maxvel = vector.new(0.2, 0.2, 0.2),
|
|
minsize = 0.5,
|
|
maxsize = 0.5,
|
|
node = {name=treasure},
|
|
})
|
|
end, i)
|
|
table.insert(jobs, job)
|
|
end
|
|
minetest.set_node(pos, {name="lzr_treasure:chest_"..id.."_open", param2=node.param2})
|
|
end,
|
|
paramtype2 = "4dir",
|
|
groups = { breakable = 1, chest = 4, chest_open = 1, chest_open_treasure = 1, rotatable = 3, orphan_receiver = 1, },
|
|
sounds = sounds_open_treasure,
|
|
})
|
|
end
|
|
|
|
register_chest("wood", {
|
|
--~ Block description
|
|
description_unlocked = S("Wooden Chest"),
|
|
--~ Block description
|
|
description_locked = S("Locked Wooden Chest"),
|
|
--~ Block description
|
|
description_open = S("Open Wooden Chest"),
|
|
--~ Block description
|
|
description_open_laser = S("Open Wooden Chest with Laser"),
|
|
--~ Block description. @1 = a treasure
|
|
description_open_with = NS("Open Wooden Chest with @1"),
|
|
tile_top = "lzr_treasure_chest_top.png",
|
|
tile_bottom = "lzr_treasure_chest_top.png",
|
|
tile_side = "lzr_treasure_chest_side.png",
|
|
tile_front = "lzr_treasure_chest_front.png",
|
|
tile_front_lock = "lzr_treasure_chest_lock.png",
|
|
node_sounds = lzr_sounds.node_sound_wood_defaults(),
|
|
})
|
|
|
|
register_chest("dark", {
|
|
--~ Block description
|
|
description_unlocked = S("Onyx Chest"),
|
|
--~ Block description
|
|
description_locked = S("Locked Onyx Chest"),
|
|
--~ Block description
|
|
description_open = S("Open Onyx Chest"),
|
|
--~ Block description
|
|
description_open_laser = S("Open Onyx Chest with Laser"),
|
|
--~ Block description. @1 = a treasure
|
|
description_open_with = NS("Open Onyx Chest with @1"),
|
|
tile_top = "lzr_treasure_dark_chest_top.png",
|
|
tile_bottom = "lzr_treasure_dark_chest_top.png",
|
|
tile_side = "lzr_treasure_dark_chest_side.png",
|
|
tile_front = "lzr_treasure_dark_chest_front.png",
|
|
tile_front_lock = "lzr_treasure_dark_chest_lock.png",
|
|
node_sounds = lzr_sounds.node_sound_stone_defaults(),
|
|
-- The dark chest can regenerate its lock when toggled off
|
|
regen_lock = true,
|
|
})
|
|
|
|
minetest.register_alias("lzr_treasure:chest_wood_open", "lzr_treasure:chest_wood_open_fixed")
|
|
minetest.register_alias("lzr_treasure:chest_dark_open", "lzr_treasure:chest_dark_open_fixed")
|
|
minetest.register_alias("lzr_treasure:chest_wood_open_laser", "lzr_treasure:chest_wood_open_fixed_on_1")
|
|
minetest.register_alias("lzr_treasure:chest_dark_open_laser", "lzr_treasure:chest_dark_open_fixed_on_1")
|