modified: nssm_weapons.lua

This commit is contained in:
npx 2016-03-28 15:48:27 +02:00
parent 06a5918444
commit ef162f92a8

View File

@ -15,6 +15,104 @@ local function weapons_shot(itemstack, placer, pointed_thing, velocity, name)
return itemstack
end
local function hit(pos, self)
local node = nssm:node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
end
local function activate_balls(pos)
local radius = 50
local objects = minetest.env:get_objects_inside_radius(pos, radius)
for _,obj in ipairs(objects) do
if (obj:get_luaentity() and obj:get_luaentity().name == "nssm:spirit_ball") then
obj:get_luaentity().move = 1
end
end
end
local function search_on_step2(
self,
dtime, --used to count time
max_time, --after this amount of time the entity is removec
radius, --radius in which look for entities to follow
vel, --velocity of the projectile
timer)
local pos = self.object:getpos()
--Disappear after a certain time
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer>max_time then
self.object:remove()
end
end)
--Look for an entity to follow
local objects = minetest.env:get_objects_inside_radius(pos, radius)
local min_dist = 100
local obj_min = nil
local obj_p = nil
local vec_min = nil
for _,obj in ipairs(objects) do
if (obj:is_player()) then
elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
obj_p = obj:getpos()
local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
if (dist<min_dist) then
min_dist = dist
obj_min = obj
vec_min = vec
end
end
end
--Found an entity to follow:
if obj_min ~= nil then
local new_vel = {x=0, y=0, z=0}
local dir = 0
local max_diff = 0
if (max_diff<math.abs(vec_min.x)) then
dir = 1
max_diff = math.abs(vec_min.x)
end
if (max_diff<math.abs(vec_min.y)) then
dir = 2
max_diff = math.abs(vec_min.y)
end
if (max_diff<math.abs(vec_min.z)) then
dir = 3
max_diff = math.abs(vec_min.z)
end
vec_min.x = (vec_min.x/max_diff)*vel
vec_min.y = (vec_min.y/max_diff)*vel
vec_min.z = (vec_min.z/max_diff)*vel
obj_p = obj_min:getpos()
if min_dist <=8 and self.move==0 then
self.object:setvelocity({x=0, y=0, z=0})
--hit(pos,self)
elseif min_dist<=1 and self.move==1 then
hit(pos,self)
else
self.object:setvelocity(vec_min)
end
end
local n = minetest.env:get_node(pos).name
if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
hit(pos,self)
end
end
--on_step function able to follow the mobs
local function search_on_step(
self,
@ -211,6 +309,7 @@ local function nssm_register_weapon(name, def)
hit_node = function(self, pos, node)
def.hit_node(self, pos, node)
end,
move = def.move
})
minetest.register_tool("nssm:"..name.."_hand", {
@ -220,6 +319,9 @@ local function nssm_register_weapon(name, def)
weapons_shot(itemstack, placer, pointed_thing, def.velocity, name)
return itemstack
end,
on_drop = function(itemstack, user, pointed_thing)
def.on_drop(itemstack, user, pointed_thing)
end,
})
minetest.register_craft({
@ -260,12 +362,18 @@ nssm_register_weapon("kienzan", {
nssm_register_weapon("spirit_ball", {
velocity = 25,
move = 0,
on_step = function(self, dtime)
search_on_step(self, dtime, 5, 30, 25, 0)
search_on_step2(self, dtime, 25, 30, 25, 0)
end,
hit_node = function(self, pos, node)
nssm:explosion(pos, 4, 0)
end,
on_drop = function(itemstack, user, pointed_thing)
local pos = user:getpos()
activate_balls(pos)
end,
material = "nssm:cursed_pumpkin_seed",
description = "Spirit Ball from DragonBall",
})