-- set content id's local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_obsidian = minetest.get_content_id("default:obsidian") local c_brick = minetest.get_content_id("default:obsidianbrick") local c_chest = minetest.get_content_id("default:chest_locked") -- get node but use fallback for nil or unknown function nssm:node_ok(pos, fallback) fallback = fallback or "default:dirt" local node = minetest.get_node_or_nil(pos) if not node then return minetest.registered_nodes[fallback] end if minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end --check_for_death functions customized for monsters who respawns (Masticone) function nssm:check_for_death_hydra(self) local hp = self.object:get_hp() if hp > 0 then self.health = hp if self.sounds.damage ~= nil then minetest.sound_play(self.sounds.damage,{ object = self.object, max_hear_distance = self.sounds.distance }) end return false end local pos = self.object:getpos() local obj = nil if self.sounds.death ~= nil then minetest.sound_play(self.sounds.death,{ object = self.object, max_hear_distance = self.sounds.distance }) end self.object:remove() return true end function nssm:round(n) if (n>0) then return n % 1 >= 0.5 and math.ceil(n) or math.floor(n) else n=-n local t = n % 1 >= 0.5 and math.ceil(n) or math.floor(n) return -t end end function nssm:explosion_particles(pos, exp_radius) minetest.add_particlespawner( 100*exp_radius/2, --amount 0.1, --time {x=pos.x-exp_radius, y=pos.y-exp_radius, z=pos.z-exp_radius}, --minpos {x=pos.x+exp_radius, y=pos.y+exp_radius, z=pos.z+exp_radius}, --maxpos {x=0, y=0, z=0}, --minvel {x=0.1, y=0.3, z=0.1}, --maxvel {x=-0.5,y=1,z=-0.5}, --minacc {x=0.5,y=1,z=0.5}, --maxacc 0.1, --minexptime 4, --maxexptime 6, --minsize 12, --maxsize false, --collisiondetection "tnt_smoke.png" --texture ) end function nssm:explosion(pos, exp_radius, fire) local radius = exp_radius -- if area protected or near map limits then no blast damage if minetest.is_protected(pos, "") or not within_limits(pos, radius) then return end --sound minetest.sound_play("boom", { pos = pos, max_hear_distance = exp_radius*4, }) --particles: nssm:explosion_particles(pos, exp_radius) --Damages entities around (not the player) local objects = minetest.env:get_objects_inside_radius(pos, exp_radius) for _,obj in ipairs(objects) do if (obj:is_player()) then elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item") then local 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 local damage = -exp_radius*dist+exp_radius^2 obj:set_hp(obj:get_hp()-damage) if (obj:get_hp() <= 0) then if (not obj:is_player()) and obj:get_entity_name() ~= "nssm:kamehameha" then obj:remove() end end --minetest.chat_send_all("HP: "..obj:get_hp()) end end --damages blocks around and if necessary put some fire pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?! local vm = VoxelManip() local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius)) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local p = {} local pr = PseudoRandom(os.time()) --remove everything near the center of the explosion for dz=-radius,radius do for dy=-radius,radius do local vi = a:index(pos.x + (-radius), pos.y + dy, pos.z + dz) for dx=-radius,radius do local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} if (dx * dx) + (dy * dy) + (dz * dz) <= (radius * radius) + pr:next(-radius, radius) and data[vi] ~= c_air and data[vi] ~= c_ignore and data[vi] ~= c_obsidian and data[vi] ~= c_brick and data[vi] ~= c_chest then local n = nssm:node_ok(p).name local on_blast = minetest.registered_nodes[n].on_blast if on_blast then return on_blast(p) end if minetest.get_item_group(n, "unbreakable") ~= 1 then -- if chest then drop items inside if n == "default:chest" or n == "3dchest:chest" or n == "bones:bones" then local meta = minetest.get_meta(p) local inv = meta:get_inventory() for i = 1, inv:get_size("main") do local m_stack = inv:get_stack("main", i) local obj = minetest.add_item(p, m_stack) if obj then obj:setvelocity({ x = math.random(-2, 2), y = 7, z = math.random(-2, 2) }) end end end -- after effects if fire > 0 and (minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 3) then minetest.set_node(p, {name = "fire:basic_flame"}) else local dist = nssm:round(((pos.x-p.x)^2 + (pos.y-p.y)^2 + (pos.z-p.z)^2)^1/2) local prob = 2/dist if math.random(1,100)<=prob*100 then minetest.env:remove_node(p) end end end end vi = vi+1 end end end end -- SPECIAL ABILITIES OF SOME MOBS function nssm:digging_ability( self, --the entity of the mob group, --group of the blocks the mob can dig: nil=everything max_vel, --max velocity of the mob dim --vector representing the dimensions of the mob ) local v = self.object:getvelocity() local pos = self.object:getpos() if minetest.is_protected(pos, "") then return end local h = dim.y local max = 0 --local posmax = 0 -- 1 = x, -1=-x, 2 = z, -2 = -z local yaw = (self.object:getyaw() + self.rotate) or 0 local x = math.sin(yaw)*-1 local z = math.cos(yaw) local i = 1 local i1 = -1 local k = 1 local k1 = -1 local multiplier = 2 if x>0 then --minetest.chat_send_all("X positivo") i = nssm:round(x*max_vel)*multiplier else --minetest.chat_send_all("X negativo") i1 = nssm:round(x*max_vel)*multiplier end if z>0 then --minetest.chat_send_all("Z positivo") k = nssm:round(z*max_vel)*multiplier else --minetest.chat_send_all("Z negativo") k1 = nssm:round(z*max_vel)*multiplier end --[[ if math.abs(v.x)>math.abs(v.z) then max = math.abs(v.x) if v.x>0 then i = max*multiplier else i1 = max*multiplier end else max = math.abs(v.z) if v.z>0 then k = max*multiplier else k1 = max*multiplier end end ]]-- for dx = i1, i do for dy = 0, h do for dz = k1, k do local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} if minetest.is_protected(p, "") then minetest.chat_send_all("Protetto") end local n = minetest.env:get_node(p).name --local up = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} if group == nil then if minetest.get_item_group(n, "unbreakable") == 1 or minetest.is_protected(p, "") then else minetest.env:set_node(p, {name="air"}) end else if (minetest.get_item_group(n, group)==1) and (minetest.get_item_group(n, "unbreakable") ~= 1) and not (minetest.is_protected(p, "")) then minetest.env:set_node(p, {name="air"}) end end end end end --[[ for dx = -c*(math.abs(v.x))-1 , c*(math.abs(v.x))+1 do for dy=0,h do for dz = -c*(math.abs(v.z))-1 , c*(math.abs(v.z))+1 do local p = {x=pos.x+dx, y=pos.y, z=pos.z+dz} local t = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz} local n = minetest.env:get_node(p).name if (n~="default:water_source" and n~="default:water_flowing") then minetest.env:set_node(t, {name="air"}) end end end end ]] end