0cdaec2967
subrepo: subdir: "mods/lucky_block" merged: "d183354" upstream: origin: "https://github.com/tenplus1/lucky_block.git" branch: "master" commit: "d183354" git-subrepo: version: "0.3.1" origin: "https://github.com/ingydotnet/git-subrepo" commit: "a7ee886"
678 lines
15 KiB
Lua
678 lines
15 KiB
Lua
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lucky_block = {}
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lucky_schems = {}
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lucky_block.seed = PseudoRandom(os.time())
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-- example custom function (punches player with 5 damage)
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local function punchy(pos, player)
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player:punch(player, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 5}
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}, nil)
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minetest.chat_send_player(player:get_player_name(), "Stop hitting yourself!")
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end
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local function drop(pos, itemstack)
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local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
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if obj then
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obj:setvelocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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-- custom function to drop player inventory and replace with dry shrubs
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local function bushy(pos, player)
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local player_inv = player:get_inventory()
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for i = 1, player_inv:get_size("main") do
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drop(pos, player_inv:get_stack("main", i))
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player_inv:set_stack("main", i, "default:dry_shrub")
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end
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minetest.chat_send_player(player:get_player_name(), "Dry Shrub Takeover!")
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end
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-- default blocks
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local lucky_list = {
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{"cus", bushy},
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{"cus", punchy},
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{"fal", {"default:wood", "default:gravel", "default:sand", "default:desert_sand", "default:stone", "default:dirt", "default:goldblock"}, 0},
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{"lig"},
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{"nod", "lucky_block:super_lucky_block", 0},
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{"exp"},
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}
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-- ability to add new blocks to list
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function lucky_block:add_blocks(list)
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for s = 1, #list do
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table.insert(lucky_list, list[s])
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end
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end
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-- call to purge the block list
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function lucky_block:purge_block_list()
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lucky_list = {
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{"nod", "lucky_block:super_lucky_block", 0}
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}
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end
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-- add schematics to global list
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function lucky_block:add_schematics(list)
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for s = 1, #list do
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table.insert(lucky_schems, list[s])
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end
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end
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-- import schematics and default blocks
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dofile(minetest.get_modpath("lucky_block") .. "/schems.lua")
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dofile(minetest.get_modpath("lucky_block") .. "/blocks.lua")
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-- for random colour selection
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local all_colours = {
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"grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta",
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"orange", "violet", "brown", "pink", "dark_grey", "dark_green", "white"
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}
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-- default items in chests
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local chest_stuff = {
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{name = "default:apple", max = 3},
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{name = "default:steel_ingot", max = 2},
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{name = "default:gold_ingot", max = 2},
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{name = "default:diamond", max = 1},
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{name = "default:pick_steel", max = 1}
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}
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-- call to purge the chest items list
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function lucky_block:purge_chest_items()
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chest_stuff = {}
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end
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-- ability to add chest items
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function lucky_block:add_chest_items(list)
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for s = 1, #list do
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table.insert(chest_stuff, list[s])
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end
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end
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-- particle effects
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function effect(pos, amount, texture, max_size)
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minetest.add_particlespawner({
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amount = amount,
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time = 0.5,
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minpos = {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
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maxpos = {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1},
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minvel = {x = -5, y = -5, z = -5},
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maxvel = {x = 5, y = 5, z = 5},
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minacc = {x = -4, y = -4, z = -4},
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maxacc = {x = 4, y = 4, z = 4},
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minexptime = 1,
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maxexptime = 3,
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minsize = 0.5,
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maxsize = (max_size or 1),
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texture = texture,
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})
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end
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-- modified from TNT mod to deal entity damage only
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function entity_physics(pos, radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
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for n = 1, #objs do
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obj_pos = objs[n]:getpos()
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dist = vector.distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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if objs[n]:is_player() then
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objs[n]:set_hp(objs[n]:get_hp() - damage)
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else --if ent.health then
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objs[n]:punch(objs[n], 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, nil)
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end
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end
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end
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-- get node but use fallback for nil or unknown
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function node_ok(pos, fallback)
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fallback = fallback or "default:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return minetest.registered_nodes[fallback]
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end
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local nodef = minetest.registered_nodes[node.name]
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if nodef then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- set content id's
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_obsidian = minetest.get_content_id("default:obsidian")
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local c_brick = minetest.get_content_id("default:obsidianbrick")
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local c_chest = minetest.get_content_id("default:chest_locked")
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-- explosion
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function explosion(pos, radius)
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-- play explosion sound
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minetest.sound_play("tnt_explode", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 16
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})
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-- if area protected then no blast damage
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if minetest.is_protected(pos, "") then
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return
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end
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local vm = VoxelManip()
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local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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local p = {}
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local pr = PseudoRandom(os.time())
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for z = -radius, radius do
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for y = -radius, radius do
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local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
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for x = -radius, radius do
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p.x = pos.x + x
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p.y = pos.y + y
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p.z = pos.z + z
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if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius)
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and data[vi] ~= c_air
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and data[vi] ~= c_ignore
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and data[vi] ~= c_obsidian
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and data[vi] ~= c_brick
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and data[vi] ~= c_chest then
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local n = node_ok(p).name
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local on_blast = minetest.registered_nodes[n].on_blast
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if on_blast then
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return on_blast(p)
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else
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minetest.set_node(p, {name = "air"})
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effect(p, 2, "tnt_smoke.png", 5)
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end
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end
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vi = vi + 1
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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 fill_chest(pos, items)
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local stacks = items or {}
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local inv = minetest.get_meta(pos):get_inventory()
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inv:set_size("main", 8 * 4)
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for i = 0, 2, 1 do
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local stuff = chest_stuff[math.random(1, #chest_stuff)]
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table.insert(stacks, {name = stuff.name, count = math.random(1, stuff.max)})
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end
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for s = 1, #stacks do
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if not inv:contains_item("main", stacks[s]) then
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inv:set_stack("main", math.random(1, 32), stacks[s])
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end
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end
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end
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-- this is what happens when you dig a lucky block
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local lucky_block = function(pos, digger)
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local luck = math.random(1, #lucky_list) ; --luck = 2
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local action = lucky_list[luck][1]
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local schem
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print ("luck ["..luck.." of "..#lucky_list.."]", action)
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-- place schematic
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if action == "sch" then
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if #lucky_schems == 0 then
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print ("[lucky block] No schematics")
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return
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end
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local schem = lucky_list[luck][2]
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local switch = lucky_list[luck][3] or 0
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local force = lucky_list[luck][4]
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if switch == 1 then
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pos = vector.round( digger:getpos() )
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end
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for i = 1, #lucky_schems do
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if schem == lucky_schems[i][1] then
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local p1 = vector.subtract(pos, lucky_schems[i][3])
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minetest.place_schematic(p1, lucky_schems[i][2], "", {}, force)
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break
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end
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end
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if switch == 1 then
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digger:setpos(pos, false)
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end
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-- place node (if chest then fill chest)
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elseif action == "nod" then
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local nod = lucky_list[luck][2]
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local switch = lucky_list[luck][3]
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local items = lucky_list[luck][4]
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if switch == 1 then
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pos = digger:getpos()
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end
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if not minetest.registered_nodes[nod] then
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print (nod)
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nod = "default:goldblock"
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end
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effect(pos, 25, "tnt_smoke.png", 8)
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minetest.set_node(pos, {name = nod})
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if nod == "default:chest" then
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fill_chest(pos, items)
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end
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-- place entity
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elseif action == "spw" then
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local pos2 = {}
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local num = lucky_list[luck][3] or 1
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local tame = lucky_list[luck][4]
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local own = lucky_list[luck][5]
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local range = lucky_list[luck][6] or 5
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local name = lucky_list[luck][7]
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for i = 1, num do
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pos2.x = pos.x + lucky_block.seed:next(-range, range)
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pos2.y = pos.y + 1
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pos2.z = pos.z + lucky_block.seed:next(-range, range)
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if minetest.registered_nodes[node_ok(pos2).name].walkable == false then
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local entity = lucky_list[luck][2]
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-- coloured sheep
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if entity == "mobs:sheep" then
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local colour = "_" .. all_colours[math.random(#all_colours)]
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entity = "mobs:sheep" .. colour
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end
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local mob = minetest.add_entity(pos2, entity)
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if mob and mob:get_luaentity() then
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local ent = mob:get_luaentity()
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if tame then
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ent.tamed = true
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end
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if own then
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ent.owner = digger:get_player_name()
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end
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if name then
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ent.nametag = name
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ent.object:set_properties({
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nametag = name,
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nametag_color = "#FFFF00"
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})
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end
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else
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mob:remove()
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print ("[lucky_block] " .. entity .. " could not be spawned")
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end
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end
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end
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-- explosion
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elseif action == "exp" then
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explosion(pos, 2)
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entity_physics(pos, 2)
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-- teleport
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elseif action == "tel" then
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local xz_range = lucky_list[luck][2] or 10
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local y_range = lucky_list[luck][3] or 5
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pos.x = pos.x + lucky_block.seed:next(-xz_range, xz_range)
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pos.x = pos.y + lucky_block.seed:next(-y_range, y_range)
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pos.x = pos.z + lucky_block.seed:next(-xz_range, xz_range)
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effect(pos, 25, "tnt_smoke.png", 8)
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digger:setpos(pos, false)
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-- drop items
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elseif action == "dro" then
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local num = lucky_list[luck][3] or 1
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local colours = lucky_list[luck][4]
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local items = #lucky_list[luck][2]
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for i = 1, num do
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local item = lucky_list[luck][2][math.random(1, items)]
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if colours then
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item = item .. all_colours[math.random(#all_colours)]
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end
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if not minetest.registered_nodes[item]
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and not minetest.registered_craftitems[item]
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and not minetest.registered_tools[item] then
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item = "default:coal_lump"
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end
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local obj = minetest.add_item(pos, item)
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if obj then
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obj:setvelocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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-- lightning strike
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elseif action == "lig" then
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local nod = lucky_list[luck][2]
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if nod and not minetest.registered_nodes[nod] then
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print (nod)
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nod = "fire:basic_flame"
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end
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pos = digger:getpos()
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if nod then
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minetest.set_node(pos, {name = nod})
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end
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minetest.add_particlespawner({
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amount = 1,
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time = 1,
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minpos = {x = pos.x, y = pos.y , z = pos.z},
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maxpos = {x = pos.x, y = pos.y, z = pos.z},
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minvel = {x = 0, y = 0, z = 0},
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maxvel = {x = 0, y = 0, z = 0},
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minacc = {x = 0, y = 0, z = 0},
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maxacc = {x = 0, y = 0, z = 0},
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minexptime = 1,
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maxexptime = 3,
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minsize = 100,
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maxsize = 150,
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texture = "lucky_lightning.png",
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})
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entity_physics(pos, 2)
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minetest.sound_play("lightning", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 25
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})
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-- falling nodes
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elseif action == "fal" then
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local nods = lucky_list[luck][2]
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local switch = lucky_list[luck][3]
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local spread = lucky_list[luck][4]
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local range = lucky_list[luck][5] or 5
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if switch == 1 then
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pos = digger:getpos()
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end
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if spread then
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pos.y = pos.y + 10
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else
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pos.y = pos.y + #nods
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end
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minetest.remove_node(pos)
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local pos2 = {x = pos.x, y = pos.y, z = pos.z}
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for s = 1, #nods do
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minetest.after(0.5 * s, function()
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if spread then
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pos2.x = pos.x + lucky_block.seed:next(-range, range)
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pos2.z = pos.z + lucky_block.seed:next(-range, range)
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end
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local n = minetest.registered_nodes[nods[s]]
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local obj = minetest.add_entity(pos2, "__builtin:falling_node")
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if obj and n then
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obj:get_luaentity():set_node(n)
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else
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obj:remove()
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end
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end)
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end
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-- troll block, disappears or explodes after 2 seconds
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elseif action == "tro" then
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local nod = lucky_list[luck][2]
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local snd = lucky_list[luck][3]
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local exp = lucky_list[luck][4]
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minetest.set_node(pos, {name = nod})
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if snd then
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minetest.sound_play(snd, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 10
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})
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end
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if not minetest.registered_nodes[nod] then
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print (nod)
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nod = "default:goldblock"
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end
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minetest.after(2.0, function()
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if exp then
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explosion(pos, 2)
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entity_physics(pos, 2)
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else
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minetest.set_node(pos, {name = "air"})
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minetest.sound_play("default_hard_footstep", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 10
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})
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end
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end)
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-- custom function
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elseif action == "cus" then
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local func = lucky_list[luck][2]
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func(pos, digger)
|
|
end
|
|
end
|
|
|
|
-- lucky block itself
|
|
minetest.register_node('lucky_block:lucky_block', {
|
|
description = "Lucky Block",
|
|
tiles = {{
|
|
name = "lucky_block_animated.png",
|
|
animation = {
|
|
type = "vertical_frames",
|
|
aspect_w = 16,
|
|
aspect_h = 16,
|
|
length = 1
|
|
},
|
|
}},
|
|
inventory_image = minetest.inventorycube("lucky_block.png"),
|
|
sunlight_propagates = false,
|
|
is_ground_content = false,
|
|
paramtype = "light",
|
|
light_source = 3,
|
|
groups = {oddly_breakable_by_hand = 3},
|
|
sounds = default.node_sound_wood_defaults(),
|
|
|
|
on_dig = function(pos, node, digger)
|
|
minetest.set_node(pos, {name = "air"})
|
|
lucky_block(pos, digger)
|
|
end,
|
|
})
|
|
|
|
minetest.register_craft({
|
|
output = "lucky_block:lucky_block",
|
|
recipe = {
|
|
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"},
|
|
{"default:gold_ingot", "default:chest", "default:gold_ingot"},
|
|
{"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"}
|
|
}
|
|
})
|
|
|
|
-- super lucky block
|
|
minetest.register_node('lucky_block:super_lucky_block', {
|
|
description = "Super Lucky Block (use Pick)",
|
|
tiles = {{
|
|
name="lucky_block_super_animated.png",
|
|
animation = {
|
|
type = "vertical_frames",
|
|
aspect_w = 16,
|
|
aspect_h = 16,
|
|
length = 1
|
|
},
|
|
}},
|
|
inventory_image = minetest.inventorycube("lucky_block_super.png"),
|
|
sunlight_propagates = false,
|
|
is_ground_content = false,
|
|
paramtype = "light",
|
|
groups = {cracky = 1, level = 2},
|
|
sounds = default.node_sound_stone_defaults(),
|
|
|
|
on_construct = function(pos)
|
|
local meta = minetest.get_meta(pos)
|
|
meta:set_string("infotext", "Super Lucky Block")
|
|
end,
|
|
|
|
on_dig = function(pos)
|
|
|
|
if math.random(1, 10) < 8 then
|
|
|
|
minetest.set_node(pos, {name = "air"})
|
|
|
|
effect(pos, 25, "tnt_smoke.png", 8)
|
|
|
|
minetest.sound_play("fart1", {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = 10
|
|
})
|
|
else
|
|
minetest.set_node(pos, {name = "lucky_block:lucky_block"})
|
|
end
|
|
end,
|
|
})
|
|
|
|
-- used to drop items inside a chest or container
|
|
local drop_items = function(pos, invstring)
|
|
|
|
local meta = minetest.get_meta(pos) ; if not meta then return end
|
|
local inv = meta:get_inventory()
|
|
|
|
for i = 1, inv:get_size(invstring) do
|
|
|
|
local m_stack = inv:get_stack(invstring, i)
|
|
local obj = minetest.add_item(pos, m_stack)
|
|
|
|
if obj then
|
|
|
|
obj:setvelocity({
|
|
x = math.random(-10, 10) / 9,
|
|
y = 3,
|
|
z = math.random(-10, 10) / 9
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- override chest node so it drops items on explode
|
|
minetest.override_item("default:chest", {
|
|
|
|
on_blast = function(p)
|
|
|
|
minetest.after(0, function()
|
|
|
|
drop_items(p, "main")
|
|
|
|
minetest.set_node(p, {name = "air"})
|
|
end)
|
|
end,
|
|
|
|
})
|
|
|
|
minetest.after(0, function()
|
|
print ("[MOD] Lucky Blocks loaded (" .. #lucky_list .. " in total)")
|
|
end)
|
|
|