directed_teleports/init.lua

214 lines
8.2 KiB
Lua

teleports = {}
teleports.teleports = {}
teleports.lastplayername =""
teleports.filename = minetest.get_worldpath() .. "/teleports.txt"
function teleports:save()
local datastring = minetest.serialize(self.teleports)
if not datastring then
return
end
local file, err = io.open(self.filename, "w")
if err then
return
end
file:write(datastring)
file:close()
end
function teleports:load()
local file, err = io.open(self.filename, "r")
if err then
self.teleports = {}
return
end
self.teleports = minetest.deserialize(file:read("*all"))
if type(self.teleports) ~= "table" then
self.teleports = {}
end
file:close()
end
function teleports:find_nearby(pos, count)
local nearby = {}
for i = #teleports.teleports, 1, -1 do
local EachTeleport = teleports.teleports[i]
if not vector.equals(EachTeleport.pos, pos) and vector.distance(EachTeleport.pos, pos) < 260 then
table.insert(nearby, EachTeleport)
if #nearby>count then
break
end
end
end
return nearby
end
teleports.set_formspec = function(pos)
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
local buttons = "";
for i, EachTeleport in ipairs( teleports:find_nearby(pos, 5) ) do
buttons = buttons.."button_exit[3,"..(i)..";2,0.5;tp"..i..";GO>"..EachTeleport.pos.x..","..EachTeleport.pos.y..","..EachTeleport.pos.z.."]";
end
meta:set_string("formspec", "size[8,10;]"
.."label[0,0;" .. 'Go to available teleports! Use mossy cobble as fuel!' .. "]"
.."list[current_name;price;0,1;1,1;]"
..buttons
.."button_exit[1,5;2,0.5;cancel;Cancel]"
.."list[current_player;main;0,6;8,4;]")
end
teleports.on_receive_fields = function(pos, formname, fields, player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory();
local price = {name="default:mossycobble", count=1, wear=0, metadata=""}
if fields.tp1 or fields.tp2 or fields.tp3 or fields.tp4 or fields.tp5 or fields.tp6 then
if inv:contains_item("price", price) then
inv:remove_item("price", price);
local available = teleports:find_nearby(pos, 5)
if player ~= nil and player:is_player() then
if fields.tp1 and #available>0 then
player:setpos({x=available[1].pos.x,y=available[1].pos.y+0.5,z=available[1].pos.z})
teleports.lastplayername = player:get_player_name()
elseif fields.tp2 and #available>1 then
player:setpos({x=available[2].pos.x,y=available[2].pos.y+0.5,z=available[2].pos.z})
teleports.lastplayername = player:get_player_name()
elseif fields.tp3 and #available>2 then
player:setpos({x=available[3].pos.x,y=available[3].pos.y+0.5,z=available[3].pos.z})
teleports.lastplayername = player:get_player_name()
elseif fields.tp4 and #available>3 then
player:setpos({x=available[3].pos.x,y=available[3].pos.y+0.5,z=available[3].pos.z})
teleports.lastplayername = player:get_player_name()
elseif fields.tp5 and #available>4 then
player:setpos({x=available[5].pos.x,y=available[5].pos.y+0.5,z=available[5].pos.z})
teleports.lastplayername = player:get_player_name()
elseif fields.tp6 and #available>5 then
player:setpos({x=available[6].pos.x,y=available[6].pos.y+0.5,z=available[6].pos.z})
teleports.lastplayername = player:get_player_name()
end
end
teleports.set_formspec(pos)
end
end
end
teleports.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname=="price" and stack:get_name()=="default:mossycobble" then
return 99
else
return 0
end
end
teleports.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
return 0
end
teleports:load()
minetest.register_node("teleports:teleport", {
description = "Teleport",
drawtype = "glasslike",
tiles = {"teleports_teleport_top.png"},
is_ground_content = false,
light_source = LIGHT_MAX,
groups = {cracky=1, level=3},
drop = 'default:diamond',
sounds = default.node_sound_stone_defaults(),
after_place_node = function(pos, placer)
if placer and placer:is_player() then
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("price", 1)
local initialcharge = {name="default:mossycobble", count=30, wear=0, metadata=""}
inv:add_item("price", initialcharge)
teleports.set_formspec(pos)
table.insert(teleports.teleports, {pos=vector.round(pos)} )
teleports:save()
end
end,
on_destruct = function(pos)
for i, EachTeleport in ipairs(teleports.teleports) do
if vector.equals(EachTeleport.pos, pos) then
table.remove(teleports.teleports, i)
teleports:save()
end
end
end,
on_receive_fields = teleports.on_receive_fields,
allow_metadata_inventory_put = teleports.allow_metadata_inventory_put,
allow_metadata_inventory_take = teleports.allow_metadata_inventory_take,
})
--redefine diamond
minetest.register_node(":default:diamondblock", {
description = "Diamond Block",
tiles = {"default_diamond_block.png"},
is_ground_content = true,
groups = {cracky=1,level=3},
sounds = default.node_sound_stone_defaults(),
on_place = function(itemstack, placer, pointed_thing)
local stack = ItemStack("default:diamondblock")
local pos = pointed_thing.above
if
minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z}).name=="default:diamondblock" and
minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z+1}).name=="default:diamondblock" and
minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z-1}).name=="default:diamondblock" and
minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z}).name=="default:diamondblock" and
minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z+1}).name=="default:diamondblock" and
minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z-1}).name=="default:diamondblock" and
minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1}).name=="default:diamondblock" and
minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1}).name=="default:diamondblock"
then
stack = ItemStack("teleports:teleport")
end
local ret = minetest.item_place(stack, placer, pointed_thing)
if ret==nil then
return itemstack
else
return ItemStack("default:diamondblock "..itemstack:get_count()-(1-ret:get_count()))
end
end,
})
minetest.register_abm({
nodenames = {"teleports:teleport"},
interval = 10,
chance = 1,
action = function(pos)
local objectsnear=minetest.get_objects_inside_radius({x=pos.x,y=pos.y+0.5,z=pos.z}, 0.52);
if #objectsnear>0 then
local player = objectsnear[1];
if player:is_player() and player:get_player_name()~=teleports.lastplayername then
local positions = teleports:find_nearby(pos, 10)
if #positions>0 then
local key = math.random(1, #positions)
local dir, dirmag;
local view = player:get_look_dir();
local dist, distmin; distmin = 99;
for i=1,#positions do -- find teleport closest to where player is looking
dir = {x=positions[i].pos.x-pos.x,y=positions[i].pos.y-pos.y,z=positions[i].pos.z-pos.z};
dirmag = math.sqrt(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z); if dirmag == 0 then dirmag = 1 end
dir.x=dir.x/dirmag;dir.y=dir.y/dirmag;dir.z=dir.z/dirmag;
dir.x = view.x-dir.x;dir.y = view.y-dir.y;dir.z = view.z-dir.z;
dist = math.sqrt(dir.x*dir.x+dir.y*dir.y+dir.z*dir.z);
if dist<distmin then distmin = dist; key = i end
end
local pos2 = positions[key].pos
teleports.lastplayername = player:get_player_name()
if math.random(1, 100) > 5 then
player:setpos({x=pos2.x,y=pos2.y+0.5,z=pos2.z})
else
player:setpos({x=pos2.x-5+math.random(1, 10),y=pos2.y+3,z=pos2.z-5+math.random(1, 10)})
end
end
else
teleports.lastplayername = ""
end
end
end,
})