obsidianmese = {} -- save how many bullets owner fired obsidianmese.fired_table = {} local enable_particles = minetest.settings:get_bool("enable_particles") -- particles function obsidianmese.add_effects(pos) if not enable_particles then return end return minetest.add_particlespawner({ amount = 2, time = 0, minpos = {x=pos.x-1, y=pos.y+0.5, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+1.5, z=pos.z+1}, minvel = {x=-0.1, y=-0.1, z=-0.1}, maxvel = {x=0.3, y=-0.3, z=0.3}, minacc = vector.new(), maxacc = vector.new(), minexptime = 1, maxexptime = 5, minsize = .5, maxsize = 1.5, texture = "obsidianmese_chest_particle.png", }) end -- check for player near by to activate particles function obsidianmese.check_around_radius(pos) local player_near = false for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 16)) do if obj:is_player() then player_near = true break end end return player_near end -- check if within physical map limits (-30911 to 30927) function obsidianmese.within_limits(pos, radius) if (pos.x - radius) > -30913 and (pos.x + radius) < 30928 and (pos.y - radius) > -30913 and (pos.y + radius) < 30928 and (pos.z - radius) > -30913 and (pos.z + radius) < 30928 then return true -- within limits end return false -- beyond limits end -- remember how many bullets player fired i.e. {SaKeL: 1,...} function obsidianmese.sync_fired_table(owner) if obsidianmese.fired_table[owner] ~= nil then obsidianmese.fired_table[owner] = obsidianmese.fired_table[owner] - 1 -- print(minetest.serialize(fired_table)) end end function obsidianmese.fire_sword(itemstack, user, pointed_thing) if not user:get_player_control().RMB then return end local speed = 8 local pos = user:getpos() local v = user:get_look_dir() local player_name = user:get_player_name() if obsidianmese.fired_table[player_name] ~= nil then if obsidianmese.fired_table[player_name] >= 1 then minetest.chat_send_player(player_name, "You can shoot 1 shot at the time!") return else obsidianmese.fired_table[player_name] = obsidianmese.fired_table[player_name] + 1 end else obsidianmese.fired_table[player_name] = 1 end print(minetest.serialize(obsidianmese.fired_table)) -- adjust position from where the bullet will be fired based on the look direction -- prevents hitting the node when looking/shooting down from the edge pos.x = pos.x + v.x pos.z = pos.z + v.z if v.y > 0.4 or v.y < -0.4 then pos.y = pos.y + v.y else pos.y = pos.y + 1 end -- play shoot attack sound minetest.sound_play("throwing_sound", { pos = pos, gain = 1.0, -- default max_hear_distance = 10, }) local obj = minetest.add_entity(pos, "obsidianmese:sword_bullet") local ent = obj:get_luaentity() if ent then ent._owner = player_name v.x = v.x * speed v.y = v.y * speed v.z = v.z * speed obj:setvelocity(v) end -- wear tool local wdef = itemstack:get_definition() itemstack:add_wear(65535 / (150 - 1)) -- Tool break sound if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then minetest.sound_play(wdef.sound.breaks, {pos = pointed_thing.above, gain = 0.5}) end return itemstack end function obsidianmese.add_wear(itemstack) -- wear tool local wdef = itemstack:get_definition() itemstack:add_wear(65535 / (400 - 1)) -- Tool break sound if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then minetest.sound_play(wdef.sound.breaks, {pos = pointed_thing.above, gain = 0.5}) end return itemstack end -- prevent pick axe engraved of placing item when clicken on one of the items from this list local pick_engraved_place_blacklist = { ["xdecor:itemframe"] = true } function obsidianmese.pick_engraved_place(itemstack, placer, pointed_thing) local idx = placer:get_wield_index() + 1 -- item to right of wielded tool local inv = placer:get_inventory() local stack = inv:get_stack("main", idx) -- stack to right of tool local stack_name = stack:get_name() local under = pointed_thing.under local above = pointed_thing.above local node_under = minetest.get_node(under) local udef = {} local temp_stack = "" -- handle nodes if pointed_thing.type == "node" then local pos = minetest.get_pointed_thing_position(pointed_thing) local pointed_node = minetest.get_node(pos) -- check if have to use default on_place first if pick_engraved_place_blacklist[pointed_node.name] ~= nil then -- print("minetest.item_place") return minetest.item_place(itemstack, placer, pointed_thing) end if pointed_node ~= nil and stack_name ~= "" then local stack_def = minetest.registered_nodes[stack_name] local stack_name_split = string.split(stack_name, ":") local stack_mod = stack_name_split[1] udef = minetest.registered_nodes[stack_name] -- not for farming - that should be part of a hoe if stack_mod ~= "farming" or stack_mod ~= "farming_addons" then if udef and udef.on_place then temp_stack = udef.on_place(stack, placer, pointed_thing) or stack inv:set_stack("main", idx, temp_stack) -- itemstack = obsidianmese.add_wear(itemstack) return itemstack elseif udef and udef.on_use then temp_stack = udef.on_use(stack, placer, pointed_thing) or stack inv:set_stack("main", idx, temp_stack) -- itemstack = obsidianmese.add_wear(itemstack) return itemstack end end -- handle farming and farming_addons placement -- if stack_mod == "farming" or stack_mod == "farming_addons" then -- print("farming.place_seed") -- udef = minetest.registered_nodes[stack_name] -- if udef and udef.on_place then -- temp_stack = udef.on_place(stack, placer, pointed_thing) or stack -- elseif udef and udef.on_use then -- temp_stack = udef.on_use(stack, placer, pointed_thing) or stack -- end -- inv:set_stack("main", idx, temp_stack) -- itemstack = obsidianmese.add_wear(itemstack) -- return itemstack -- end -- handle default torch placement if stack_name == "default:torch" then local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above)) local fakestack = stack if wdir == 0 then fakestack:set_name("default:torch_ceiling") elseif wdir == 1 then fakestack:set_name("default:torch") else fakestack:set_name("default:torch_wall") end temp_stack = minetest.item_place(fakestack, placer, pointed_thing, wdir) temp_stack:set_name("default:torch") inv:set_stack("main", idx, temp_stack) -- itemstack = obsidianmese.add_wear(itemstack) return itemstack end end -- if everything else fails use default on_place stack = minetest.item_place(stack, placer, pointed_thing) inv:set_stack("main", idx, stack) return itemstack end end function obsidianmese.shovel_place(itemstack, placer, pointed_thing) local pt = pointed_thing -- check if pointing at a node if not pt then return end if pt.type ~= "node" then return end local under = minetest.get_node(pt.under) local p = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z} local above = minetest.get_node(p) -- return if any of the nodes is not registered if not minetest.registered_nodes[under.name] then return end if not minetest.registered_nodes[above.name] then return end -- check if the node above the pointed thing is air if above.name ~= "air" then return end if minetest.is_protected(pt.under, placer:get_player_name()) then minetest.record_protection_violation(pt.under, placer:get_player_name()) return end -- dirt path if under.name == "default:dirt" and under.name ~= "obsidianmese:path_dirt" then minetest.set_node(pt.under, {name = "obsidianmese:path_dirt"}) -- grass path elseif (under.name == "default:dirt_with_grass" or under.name == "default:dirt_with_grass_footsteps" or under.name == "default:dirt_with_dry_grass" or under.name == "default:dirt_with_snow" or under.name == "default:dirt_with_rainforest_litter") and under.name ~= "obsidianmese:path_grass" then minetest.set_node(pt.under, {name = "obsidianmese:path_grass"}) -- sand path elseif under.name == "default:sand" and under.name ~= "obsidianmese:path_sand" then minetest.set_node(pt.under, {name = "obsidianmese:path_sand"}) -- desert sand path elseif under.name == "default:desert_sand" and under.name ~= "obsidianmese:path_desert_sand" then minetest.set_node(pt.under, {name = "obsidianmese:path_desert_sand"}) -- silver sand path elseif under.name == "default:silver_sand" and under.name ~= "obsidianmese:path_silver_sand" then minetest.set_node(pt.under, {name = "obsidianmese:path_silver_sand"}) -- snow path elseif under.name == "default:snowblock" and under.name ~= "obsidianmese:path_snowblock" then minetest.set_node(pt.under, {name = "obsidianmese:path_snowblock"}) else return end -- play sound minetest.sound_play("default_dig_crumbly", { pos = pt.under, gain = 0.5 }) -- add wear itemstack = obsidianmese.add_wear(itemstack) return itemstack end