The tool workshop is meant to repair mechanical damage to tools, so is at risk of `repairing' tools that use the wear bar to represent something other than mechanical wear. It had special-case recognition of the water and lava cans, which use the wear bar to represent how much content they're carrying, and wouldn't repair them. But it didn't avoid `repairing' RE chargeable items, which use the wear bar to represent how much energy they have stored. It would modify the wear bar without actually affecting the charge, so the wear bar would jump back to the correct place when the next charging or discharging event occurred. To genericise, introduce a new item property, "wear_represents", which indicates how the wear bar is used for this item. Currently defined values are "mechanical_wear" (straightforward damage to tools that start out perfect), "technic_RE_charge" (electrical energy, canonically represented in the meta rather than the wear bar), and "content_level" (how full a container is). For backcompat, nil is interpreted as "mechanical_wear". The tool workshop will only repair "mechanical_wear" tools. As a bonus, set_RE_wear() will only set the wear bar for "technic_RE_charge" items: this means developers will notice if they forget to declare wear_represents, but also means that with no further changes it's possible to have an RE chargeable item that uses its wear bar to represent something else.
190 lines
5.0 KiB
Lua
190 lines
5.0 KiB
Lua
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local r_corr = 0.25 -- Remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing)
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local mining_lasers_list = {
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-- {<num>, <range of the laser shots>, <max_charge>, <charge_per_shot>},
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{"1", 7, 50000, 1000},
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{"2", 14, 200000, 2000},
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{"3", 21, 650000, 3000},
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}
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local f_1 = 0.5 - r_corr
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local f_2 = 0.5 + r_corr
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local S = technic.getter
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minetest.register_craft({
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output = 'technic:laser_mk1',
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recipe = {
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{'default:diamond', 'default:steel_ingot', 'technic:red_energy_crystal'},
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{'', 'default:steel_ingot', 'default:steel_ingot'},
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{'', '', 'default:copper_ingot'},
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}
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})
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minetest.register_craft({
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output = 'technic:laser_mk2',
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recipe = {
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{'default:diamond', 'default:steel_ingot', 'technic:laser_mk1'},
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{'', 'default:steel_ingot', 'technic:green_energy_crystal'},
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{'', '', 'default:copper_ingot'},
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}
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})
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minetest.register_craft({
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output = 'technic:laser_mk3',
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recipe = {
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{'default:diamond', 'default:steel_ingot', 'technic:laser_mk2'},
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{'', 'default:steel_ingot', 'technic:blue_energy_crystal'},
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{'', '', 'default:copper_ingot'},
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}
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})
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local function get_used_dir(dir)
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local abs_dir = {x = math.abs(dir.x),
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y = math.abs(dir.y),
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z = math.abs(dir.z)}
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local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z)
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if dir_max == abs_dir.x then
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local tab = {"x", {x = 1, y = dir.y / dir.x, z = dir.z / dir.x}}
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if dir.x >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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if dir_max == abs_dir.y then
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local tab = {"y", {x = dir.x / dir.y, y = 1, z = dir.z / dir.y}}
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if dir.y >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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local tab = {"z", {x = dir.x / dir.z, y = dir.y / dir.z, z = 1}}
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if dir.z >= 0 then
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tab[3] = "+"
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end
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return tab
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end
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local function node_tab(z, d)
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local n1 = math.floor(z * d + f_1)
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local n2 = math.floor(z * d + f_2)
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if n1 == n2 then
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return {n1}
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end
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return {n1, n2}
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end
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local function laser_node(pos, player)
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if minetest.is_protected(pos, player:get_player_name()) then
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minetest.record_protection_violation(pos, player:get_player_name())
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return
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end
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local node = minetest.get_node(pos)
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if node.name == "air"
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or node.name == "ignore"
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or node.name == "default:lava_source"
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or node.name == "default:lava_flowing" then
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return
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end
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if node.name == "default:water_source"
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or node.name == "default:water_flowing" then
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minetest.remove_node(pos)
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minetest.add_particle(pos,
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{x=0, y=2, z=0},
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{x=0, y=-1, z=0},
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1.5,
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8,
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false,
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"smoke_puff.png")
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return
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end
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if player then
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minetest.node_dig(pos, node, player)
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end
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end
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local function laser_nodes(pos, dir, player, range)
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local t_dir = get_used_dir(dir)
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local dir_typ = t_dir[1]
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if t_dir[3] == "+" then
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f_tab = {0, range}
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else
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f_tab = {-range,0}
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end
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local d_ch = t_dir[2]
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if dir_typ == "x" then
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for d = f_tab[1],f_tab[2],1 do
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local x = d
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local ytab = node_tab(d_ch.y, d)
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local ztab = node_tab(d_ch.z, d)
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for _, y in pairs(ytab) do
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for _, z in pairs(ztab) do
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laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
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end
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end
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end
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return
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end
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if dir_typ == "y" then
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for d = f_tab[1], f_tab[2] do
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local xtab = node_tab(d_ch.x, d)
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local y = d
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local ztab = node_tab(d_ch.z, d)
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for _, x in pairs(xtab) do
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for _, z in pairs(ztab) do
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laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
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end
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end
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end
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return
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end
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for d = f_tab[1], f_tab[2] do
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local xtab = node_tab(d_ch.x, d)
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local ytab = node_tab(d_ch.y, d)
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local z = d
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for _, x in pairs(xtab) do
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for _, y in pairs(ytab) do
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laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
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end
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end
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end
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end
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local function laser_shoot(player, range, particle_texture, sound)
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local playerpos = player:getpos()
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local dir = player:get_look_dir()
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local startpos = {x = playerpos.x, y = playerpos.y + 1.6, z = playerpos.z}
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local mult_dir = vector.multiply(dir, 50)
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minetest.add_particle(startpos, dir, mult_dir, range / 11, 1, false, particle_texture)
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laser_nodes(vector.round(startpos), dir, player, range)
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minetest.sound_play(sound, {pos = playerpos, gain = 1.0, max_hear_distance = range})
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end
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for _, m in pairs(mining_lasers_list) do
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technic.register_power_tool("technic:laser_mk"..m[1], m[3])
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minetest.register_tool("technic:laser_mk"..m[1], {
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description = S("Mining Laser Mk%d"):format(m[1]),
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inventory_image = "technic_mining_laser_mk"..m[1]..".png",
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stack_max = 1,
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wear_represents = "technic_RE_charge",
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on_use = function(itemstack, user)
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local meta = minetest.deserialize(itemstack:get_metadata())
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if not meta or not meta.charge then
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return
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end
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-- If there's enough charge left, fire the laser
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if meta.charge >= m[4] then
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meta.charge = meta.charge - m[4]
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laser_shoot(user, m[2], "technic_laser_beam_mk"..m[1]..".png", "technic_laser_mk"..m[1])
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technic.set_RE_wear(itemstack, meta.charge, m[3])
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itemstack:set_metadata(minetest.serialize(meta))
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end
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return itemstack
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end,
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})
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end
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