Implement fire spell, add license.

master
Beha 2017-01-05 16:03:23 -05:00
parent 7d9a523a5d
commit 5550325396
24 changed files with 470 additions and 4 deletions

31
LICENSE.txt Normal file
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Licenses for any modifications made for this modpack and the following mods in this modpack: kingdoms, magic
Other mods will contain appropriate README or LICENSE files.
License for Code
----------------
Copyright (c) 2016-2017 Beha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
License for Textures, Models and Sounds
---------------------------------------
CC BY-SA 4.0. Created by Beha.

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README.txt Normal file
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@ -68,7 +68,20 @@ minetest.register_craftitem("kingdoms:silver_lump", {
minetest.register_craftitem("kingdoms:silver_ingot", {
description = "Silver Ingot",
inventory_image = "kingdoms_silver_ingot.png",
groups = {spellbinding = 1},
groups = {spellbinding = 1, minor_spellbinding = 1},
})
minetest.register_craftitem("kingdoms:silver_shard", {
description = "Silver Shard",
inventory_image = "kingdoms_silver_shard.png",
groups = {minor_spellbinding = 1},
})
minetest.register_craft({
output = 'kingdoms:silver_shard 9',
recipe = {
{'kingdoms:silver_ingot'},
}
})
minetest.register_craft({
@ -87,6 +100,15 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'kingdoms:silver_ingot',
recipe = {
{'kingdoms:silver_shard', 'kingdoms:silver_shard', 'kingdoms:silver_shard'},
{'kingdoms:silver_shard', 'kingdoms:silver_shard', 'kingdoms:silver_shard'},
{'kingdoms:silver_shard', 'kingdoms:silver_shard', 'kingdoms:silver_shard'},
}
})
minetest.register_craft({
type = "cooking",
output = "kingdoms:silver_ingot",

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@ -92,7 +92,7 @@ minetest.register_craftitem("magic:null_essence", {
inventory_image = "magic_essence.png",
})
function magic.register_crystal(def, craft)
function magic.register_crystal(def, nocraft)
minetest.register_node("magic:crystal_"..def.name, {
description = def.desc.." Crystal",
drawtype = "glasslike",
@ -164,11 +164,11 @@ function magic.register_crystal(def, craft)
end
end
if craft then
if not nocraft then
magic.register_crystal_craft(def)
end
end
for _,def in ipairs(magic.crystals) do
magic.register_crystal(def, true)
magic.register_crystal(def)
end

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@ -24,6 +24,7 @@ minetest.override_item("default:mese", {
domodfile("crafts.lua")
domodfile("crystals.lua")
domodfile("throwing.lua")
domodfile("spells.lua")
domodfile("timegens.lua")
domodfile("mapgen.lua")

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function magic.register_spell(name, def)
local item_def = {
description = def.description,
inventory_image = "magic_essence.png^[colorize:"..def.color..":"..tostring(0xCC).."^magic_emblem_"..def.emblem..".png",
groups = def.groups or {spell = 1},
}
if def.type == "missile" then
magic.register_missile(name.."_missile", item_def.inventory_image, def)
item_def.on_use = function(itemstack, player, pointed_thing)
local playerpos = player:getpos()
local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.4,z=playerpos.z}, name.."_missile")
local dir = player:get_look_dir()
obj:setvelocity({x=dir.x*def.speed, y=dir.y*def.speed, z=dir.z*def.speed})
obj:setacceleration({x=dir.x*-3, y=-8.5*def.gravity, z=dir.z*-3})
obj:setyaw(player:get_look_yaw()+math.pi)
if obj:get_luaentity() then
obj:get_luaentity().player = player
else
obj:remove()
end
itemstack:take_item()
return itemstack
end
else
error("Unknown spell type: "..def.type)
end
minetest.register_craftitem(name, item_def)
end
magic.register_spell("magic:spell_fire", {
description = "Fire Spell",
type = "missile",
color = "#F00",
emblem = "attack",
speed = 30,
gravity = 0,
hit_node = function(self, pos, last_empty_pos)
local flammable = minetest.get_item_group(minetest.get_node(pos).name, "flammable")
if flammable > 0 then
minetest.set_node(pos, {name = "fire:basic_flame"})
return true
elseif last_empty_pos then
minetest.set_node(last_empty_pos, {name = "fire:basic_flame"})
return true
end
return false
end,
})
minetest.register_craft({
output = "magic:spell_fire",
recipe = {
{"magic:rage_essence", "group:minor_spellbinding"},
},
})

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231
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-- Throwing movement physics.
local safe_ents = {
["__builtin:item"] = true,
["itemframes:item"] = true,
["xdecor:f_item"] = true,
}
local TIMEOUT = 300
-- COPIED FROM technic, under LGPL v2
-- BEGIN COPIED
local scalar = vector.scalar or vector.dot or function(v1, v2)
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z
end
local function biggest_of_vec(vec)
if vec.x < vec.y then
if vec.y < vec.z then
return "z"
end
return "y"
end
if vec.x < vec.z then
return "z"
end
return "x"
end
local function rayIter(pos, dir, range)
-- make a table of possible movements
local step = {}
for i in pairs(pos) do
local v = math.sign(dir[i])
if v ~= 0 then
step[i] = v
end
end
local p
return function()
if not p then
-- avoid skipping the first position
p = vector.round(pos)
return vector.new(p)
end
-- find the position which has the smallest distance to the line
local choose = {}
local choosefit = vector.new()
for i in pairs(step) do
choose[i] = vector.new(p)
choose[i][i] = choose[i][i] + step[i]
choosefit[i] = scalar(vector.normalize(vector.subtract(choose[i], pos)), dir)
end
p = choose[biggest_of_vec(choosefit)]
if vector.distance(pos, p) <= range then
return vector.new(p)
end
end
end
-- END COPIED
function magic.register_missile(name, texture, def)
def.hit_object = def.hit_object or function(self, pos, obj)
return true
end
def.hit_player = def.hit_player or function(self, pos, obj)
return true
end
def.hit_node = def.hit_node or function(self, pos, last_empty_pos)
return true
end
def.is_passthrough_node = def.is_passthrough_node or function(self, pos, node)
return node.name == "air"
end
local ent_def = {
physical = false,
timer=0,
visual = "sprite",
visual_size = {x=0.4, y=0.4},
textures = {texture},
lastpos={},
lastair = nil,
collisionbox = {0,0,0,0,0,0},
}
ent_def.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
if self.lastpos.x == nil then
self.lastpos = pos
if def.is_passthrough_node(self, pos, minetest.get_node(pos).name) then
self.lastair = pos
elseif def.is_passthrough_node(self, vector.add(pos, {x=0, y=1, z=0}), minetest.get_node(vector.add(pos, {x=0, y=1, z=0}))) then
self.lastair = vector.add(pos, {x=0, y=1, z=0})
elseif def.is_passthrough_node(self, vector.add(pos, {x=0, y=2, z=0}), minetest.get_node(vector.add(pos, {x=0, y=2, z=0}))) then
self.lastair = vector.add(pos, {x=0, y=2, z=0})
end
end
if self.timer > TIMEOUT then
self.object:remove()
return
end
local line = {
start = self.lastpos,
finish = pos,
middle = {
x = (self.lastpos.x + pos.x) / 2,
y = (self.lastpos.y + pos.y) / 2,
z = (self.lastpos.z + pos.z) / 2,
},
}
local Hit = {x=0, y=0, z=0};
local function GetIntersection(fDst1, fDst2, P1, P2)
if ( (fDst1 * fDst2) >= 0.0) then return nil end
if ( fDst1 == fDst2) then return nil end
Hit = vector.multiply(vector.add(P1, vector.subtract(P2, P1)), ( -fDst1/(fDst2-fDst1) ));
return true
end
local function InBox(H, B1, B2, Axis)
if ( Axis==1 and H.z > B1.z and H.z < B2.z and H.y > B1.y and H.y < B2.y) then return true; end
if ( Axis==2 and H.z > B1.z and H.z < B2.z and H.x > B1.x and H.x < B2.x) then return true; end
if ( Axis==3 and H.x > B1.x and H.x < B2.x and H.y > B1.y and H.y < B2.y) then return true; end
return false;
end
local function CheckLineBox( B1, B2, L1, L2)
if (L2.x < B1.x and L1.x < B1.x) then return false end
if (L2.x > B2.x and L1.x > B2.x) then return false end
if (L2.y < B1.y and L1.y < B1.y) then return false end
if (L2.y > B2.y and L1.y > B2.y) then return false end
if (L2.z < B1.z and L1.z < B1.z) then return false end
if (L2.z > B2.z and L1.z > B2.z) then return false end
if (L1.x > B1.x and L1.x < B2.x and
L1.y > B1.y and L1.y < B2.y and
L1.z > B1.z and L1.z < B2.z)
then
Hit = L1;
return true
end
if ( (GetIntersection( L1.x-B1.x, L2.x-B1.x, L1, L2) and InBox( Hit, B1, B2, 1 ))
or (GetIntersection( L1.y-B1.y, L2.y-B1.y, L1, L2) and InBox( Hit, B1, B2, 2 ))
or (GetIntersection( L1.z-B1.z, L2.z-B1.z, L1, L2) and InBox( Hit, B1, B2, 3 ))
or (GetIntersection( L1.x-B2.x, L2.x-B2.x, L1, L2) and InBox( Hit, B1, B2, 1 ))
or (GetIntersection( L1.y-B2.y, L2.y-B2.y, L1, L2) and InBox( Hit, B1, B2, 2 ))
or (GetIntersection( L1.z-B2.z, L2.z-B2.z, L1, L2) and InBox( Hit, B1, B2, 3 )))
then
return true
end
return false;
end
local function CheckLineNear(line, pos, distance)
local nx = 0.5
if line.finish.x < line.start.x then nx = -nx end
local ny = 0.5
if line.finish.y < line.start.y then ny = -ny end
local nz = 0.5
if line.finish.z < line.start.z then nz = -nz end
for x=line.start.x,line.finish.x,nx do
for y=line.start.y,line.finish.y,ny do
for z=line.start.z,line.finish.z,nz do
if vector.distance({x=x, y=y, z=z}, pos) <= distance then
return true
end
end
end
end
return false
end
local objs = minetest.get_objects_inside_radius(line.middle, (math.ceil(vector.distance(line.middle, line.start)) + math.ceil(vector.distance(line.middle, line.finish)) * 2) + 6)
for k, obj in pairs(objs) do
local bb = obj:get_properties().collisionbox
-- If bb collides with line...
local b1 = vector.add(obj:getpos(), {x=bb[1], y=bb[2], z=bb[3]})
local b2 = vector.add(obj:getpos(), {x=bb[4], y=bb[5], z=bb[6]})
if CheckLineBox(b1, b2, line.start, line.finish) or CheckLineNear(line, obj:getpos(), 1) then
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= name and not safe_ents[obj:get_luaentity().name] then
if def.hit_object(self, obj:getpos(), obj) then
self.object:remove()
end
end
elseif obj:is_player() then
local can = true
if self.timer > 0.2 or not self.player or obj:get_player_name() ~= self.player:get_player_name() then
if def.hit_player(self, obj:getpos(), obj) then
self.object:remove()
end
end
end
end
end
local hitnode = nil
for pos in rayIter(line.start, self.object:getvelocity(), vector.distance(line.start, line.finish)) do
local node = minetest.get_node(pos)
if def.is_passthrough_node(self, pos, node) then
self.lastair = pos
else
hitnode = pos
end
end
if hitnode then
if def.hit_node(self, hitnode, self.lastair) then
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
minetest.register_entity(name, ent_def)
end

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wtfpl licenses
2015 by Glünggi

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default

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-- refruit for minetest
-- makes fruits regrowing on the trees.
-- images and code are WTFPL license (2015 by Glünggi)
refruit = {}
--replacement
minetest.register_node(":default:apple", {
description = "Apple",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"default_apple.png"},
inventory_image = "default_apple.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
groups = {fleshy=3,dig_immediate=3,flammable=2,leafdecay=3,leafdecay_drop=1},
on_use = minetest.item_eat(2),
sounds = default.node_sound_leaves_defaults(),
after_place_node = function(pos, placer, itemstack)
if placer:is_player() then
minetest.set_node(pos, {name="default:apple", param2=1})
end
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
if oldnode.name == "default:apple" then
if oldnode.param2 ~= 0 then
return
end
minetest.set_node(pos,{name = "refruit:bud_apple"})
else
return
end
end,
})
--register nodes
minetest.register_node("refruit:bud_apple", {
description = "Apple Bud",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"refruit_bud_apple.png"},
inventory_image = "refruit_bud_apple.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-0.1875, -0.3125, -0.1875, 0.1875, 0.3125, 0.1875}
},
groups = {choppy=2,oddly_breakable_by_hand=3,flammable=2,leafdecay=3,leafdecay_drop=1,fruit=1},
drop = {
max_items = 1,
items = {
{
items = {'default:stick'},
rarity = 99,
},
{
items = {'default:stick'},
rarity = 99
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("refruit:flower_apple", {
description = "Apple Flower",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"refruit_flower_apple.png"},
inventory_image = "refruit_flower_apple.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-0.1875, -0.3125, -0.1875, 0.1875, 0.3125, 0.1875}
},
groups = {choppy=2,oddly_breakable_by_hand=3,flammable=2,leafdecay=3,leafdecay_drop=1},
drop = {
max_items = 1,
items = {
{
items = {'default:stick'},
rarity = 99,
},
{
items = {'default:stick'},
rarity = 99
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_abm({
nodenames = {"refruit:bud_apple"},
neighbors = {"group:leaves"},
interval = 34,
chance = 10,
action = function(pos, node)
minetest.set_node(pos, {name="refruit:flower_apple"})
end,
})
minetest.register_abm({
nodenames = {"refruit:flower_apple"},
neighbors = {"group:leaves"},
interval = 33,
chance = 60,
action = function(pos, node)
minetest.set_node(pos, {name="default:apple"})
end,
})

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