Aaron Suen 943604cf95 Scaling overhaul.
- Remove pummel recipes.  Now find handholds just by
  staring at a particular spot.  Being closer or better focused
  helps.
- Use only particles instead of a facedir node, so facedir
  isn't a problem when adjacent to multiple walls/ceilings.
- Automatically upgrade "wall" climbing to "overhang" climbing
  when a ceiling is present.
2019-10-22 01:31:09 -04:00

232 lines
5.8 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local ItemStack, math, minetest, nodecore, pairs, vector
= ItemStack, math, minetest, nodecore, pairs, vector
local math_random
= math.random
-- LUALOCALS > ---------------------------------------------------------
nodecore.amcoremod()
local modname = minetest.get_current_modname()
minetest.register_node(modname .. ":root", {
paramtype = "light",
sunlight_propagates = true,
drawtype = "airlike",
light_source = 1,
walkable = false,
climbable = true,
pointable = false,
buildable_to = true,
air_equivalent = true,
groups = {[modname] = 1}
})
minetest.register_node(modname .. ":branch", {
paramtype = "light",
sunlight_propagates = true,
drawtype = "airlike",
walkable = false,
climbable = true,
pointable = false,
buildable_to = true,
air_equivalent = true,
groups = {[modname] = 1}
})
minetest.register_node(modname .. ":floor", {
paramtype = "light",
sunlight_propagates = true,
drawtype = "airlike",
light_source = 1,
walkable = false,
pointable = false,
buildable_to = true,
air_equivalent = true,
groups = {[modname] = 1}
})
local function solid(pos)
local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if def and def.walkable and (not nodecore.toolspeed(
ItemStack(""), def.groups)) then return true end
end
local function findrel(pos, test)
if test({x = pos.x, y = pos.y + 1, z = pos.z}) then
return "ceil"
end
if test({x = pos.x + 1, y = pos.y, z = pos.z})
or test({x = pos.x - 1, y = pos.y, z = pos.z})
or test({x = pos.x, y = pos.y, z = pos.z + 1})
or test({x = pos.x, y = pos.y, z = pos.z - 1}) then
return "wall"
end
end
local function closenough(pos, player)
local pp = player:get_pos()
pp.y = pp.y + 1
return vector.distance(pos, pp) <= 5
end
local function anyclosenough(pos)
for _, p in pairs(minetest.get_connected_players()) do
if closenough(pos, p) then return true end
end
end
local function sparkle(pos)
minetest.add_particlespawner({
texture = modname .. "_particle.png",
collisiondetection = false,
amount = 10,
time = 5,
minpos = {x = pos.x - 0.4, y = pos.y - 0.4, z = pos.z - 0.4},
maxpos = {x = pos.x + 0.4, y = pos.y + 0.4, z = pos.z + 0.4},
minvel = {x = -0.02, y = -0.02, z = -0.02},
maxvel = {x = 0.02, y = 0.02, z = 0.02},
minexptime = 2,
maxexptime = 8,
minsize = 0.25,
maxsize = 0.5,
glow = -4
})
end
nodecore.register_limited_abm({
label = "Scaling Decay (Root)",
interval = 5,
chance = 1,
limited_max = 100,
nodenames = {modname .. ":root"},
action = function(pos)
if (not findrel(pos, solid)) or (not anyclosenough(pos)) then
return minetest.remove_node(pos)
end
return sparkle(pos)
end
})
nodecore.register_limited_abm({
label = "Scaling Decay (Branch)",
interval = 5,
chance = 1,
limited_max = 100,
nodenames = {modname .. ":branch"},
action = function(pos)
local meta = minetest.get_meta(pos)
local root = meta:get_string("root")
if (not root) or (root == "") then
return minetest.remove_node(pos)
end
root = minetest.string_to_pos(root)
if (minetest.get_node(root).name ~= modname .. ":root")
or (not anyclosenough(pos)) then
return minetest.remove_node(pos)
end
end
})
nodecore.register_limited_abm({
label = "Scaling Decay (Floor)",
interval = 5,
chance = 1,
limited_max = 100,
nodenames = {modname .. ":floor"},
action = function(pos)
if (not solid({x = pos.x, y = pos.y - 1, z = pos.z}))
or (not anyclosenough(pos)) then
return minetest.remove_node(pos)
end
end
})
local function addbranch(pos, dx, dy, dz)
local npos = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
if minetest.get_node(npos).name ~= "air" then return end
minetest.set_node(npos, {name = modname .. ":branch"})
minetest.get_meta(npos):set_string("root", minetest.pos_to_string(pos))
end
local function addanchor(pos)
local rel = findrel(pos, solid)
if rel then
minetest.set_node(pos, {name = modname .. ":root"})
sparkle(pos)
addbranch(pos, 0, -1, 0)
if rel == "ceil" then
addbranch(pos, 1, -1, 0)
addbranch(pos, -1, -1, 0)
addbranch(pos, 0, -1, 1)
addbranch(pos, 0, -1, -1)
end
elseif solid({x = pos.x, y = pos.y - 1, z = pos.z}) then
minetest.set_node(pos, {name = modname .. ":floor"})
end
end
local cache = {}
local function cacheclean()
local exp = minetest.get_us_time() - 10 * 1000000
minetest.after(10, cacheclean)
for _, pc in pairs(cache) do
for pkey, pp in pairs(pc) do
if (pp.last or 0) < exp then
pc[pkey] = nil
end
end
end
end
cacheclean()
local function hit(pos, player)
local nn = minetest.get_node(pos).name
if nn ~= "air" and nn ~= modname .. ":branch" then return end
local pname = player:get_player_name()
local pc = cache[pname]
if not pc then
pc = {}
cache[pname] = pc
end
local key = minetest.pos_to_string(pos)
local pp = pc[key]
if not pp then
pp = {}
pc[key] = pp
end
pp.last = minetest.get_us_time()
pp.hits = (pp.hits or 0) + 1
if pp.hits >= 5 then
pc[key] = nil
return addanchor(pos)
end
end
local function scanplayer(player)
local pos = player:get_pos()
pos.y = pos.y + player:get_properties().eye_height
local dir = player:get_look_dir()
dir.x = dir.x + nodecore.boxmuller() / 3
dir.y = dir.y + nodecore.boxmuller() / 3
dir.z = dir.z + nodecore.boxmuller() / 3
dir = vector.multiply(dir, math_random() * 5)
for pointed in minetest.raycast(pos, vector.add(pos, dir)) do
if pointed.type == "node" then return hit(pointed.above, player) end
end
end
local function scan()
minetest.after(0.25, scan)
for _, player in pairs(minetest.get_connected_players()) do
local ctl = player:get_player_control()
if not ctl.right and not ctl.left and not ctl.down and not ctl.up
and not ctl.LMB and not ctl.RBM then
scanplayer(player)
end
end
end
scan()