function spears_shot (itemstack, player) local spear = itemstack:get_name() .. '_entity' local playerpos = player:getpos() local spear_object = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, spear) local direction = player:get_look_dir() local pitch = player:get_look_vertical() local yaw = player:get_look_horizontal() local throw_speed = 15 local drag = 0.3 local gravity = 9.8 spear_object:set_velocity({x = direction.x*throw_speed, y = direction.y*throw_speed, z = direction.z*throw_speed}) spear_object:set_acceleration({x = -direction.x*drag, y = -gravity, z = -direction.z*drag}) spear_object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch + math.pi/6}) minetest.sound_play("spears_throw", {pos = playerpos}, true) spear_object:get_luaentity()._wear = itemstack:get_wear() return true end function spears_set_entity(spear_type, base_damage, toughness) local SPEAR_ENTITY={ initial_properties = { physical = false, visual = "item", visual_size = {x = 0.3, y = 0.3, z = 0.3}, wield_item = "spears:spear_" .. spear_type, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, }, on_punch = function(self, puncher) if puncher:is_player() then local stack = {name='spears:spear_' .. spear_type, wear = self._wear} local inv = puncher:get_inventory() if inv:room_for_item("main", stack) then inv:add_item("main", stack) self.object:remove() end end end, on_step = function(self, dtime) if not self._wear then self.object:remove() return end local acceleration = self.object:get_acceleration() local velocity = self.object:get_velocity() local speed = vector.length(velocity) local yaw = minetest.dir_to_yaw(velocity) local pitch = math.acos(velocity.y/speed) - math.pi/3 local pos = vector.add(self.object:get_pos(), vector.multiply(velocity, dtime)) local node = minetest.get_node(pos) if speed > 0 then if node.name ~= "air" and minetest.get_item_group(node.name, 'attached_node') < 1 then self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0}) minetest.sound_play("default_place_node.2", {pos = pos}, true) self._wear = self._wear + 65535/toughness if self._wear >= 65535 then self.object:remove() return end else self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch}) local objects_in_radius = minetest.get_objects_inside_radius(pos, 1) for _,object in ipairs(objects_in_radius) do if object:is_player() or (object:get_luaentity().name ~= self.name and object:get_luaentity().name ~= "_builtin:item") then local direction = vector.normalize(velocity) local damage = (speed + base_damage)^1.15-20 object:punch(self.object, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=damage},}, direction) self.object:remove() minetest.sound_play("spears_hit", {pos = pos}, true) if self._wear + 65535/toughness < 65535 then minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness}) end end end end end end, } return SPEAR_ENTITY end