mirror of
https://github.com/MinetestForFun/fishing.git
synced 2025-07-22 18:10:27 +02:00
continue rewriting
refactor code rename files
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60
bobber.lua
60
bobber.lua
@ -1,5 +1,4 @@
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-- bobber
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minetest.register_node("fishing:bobber_box", {
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drawtype = "nodebox",
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@ -35,20 +34,21 @@ local FISHING_BOBBER_ENTITY={
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-- {left ,bottom, front, right, top , back}
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collisionbox = {-2/16, -4/16, -2/16, 2/16, 0/16, 2/16},
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randomtime = 50,
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amorce = 0,
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baitball = 0,
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prize = "",
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bait = "",
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-- DESTROY BOBBER WHEN PUNCHING IT
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on_punch = function (self, puncher, time_from_last_punch, tool_capabilities, dir)
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if not puncher:is_player() then return end
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local player = puncher:get_player_name()
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if player ~= self.owner then return end
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if fishing_setting.settings["message"] == true then minetest.chat_send_player(player, fishing_setting.S("You didn't prizes anything."), false) end
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if fishing_setting.settings["message"] == true then minetest.chat_send_player(player, fishing_setting.func.S("You didn't prizes anything."), false) end
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if not fishing_setting.is_creative_mode then
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", {name=self.bait, count=1, wear=0, metadata=""}) then
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inv:add_item("main", {name=self.bait, count=1, wear=0, metadata=""})
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if fishing_setting.settings["message"] == true then minetest.chat_send_player(player, fishing_setting.S("The bait is still there."), false) end
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if fishing_setting.settings["message"] == true then minetest.chat_send_player(player, fishing_setting.func.S("The bait is still there."), false) end
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end
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end
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-- make sound and remove bobber
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@ -57,8 +57,6 @@ local FISHING_BOBBER_ENTITY={
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end,
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-- WHEN RIGHTCLICKING THE BOBBER THE FOLLOWING HAPPENS (CLICK AT THE RIGHT TIME WHILE HOLDING A FISHING POLE)
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on_rightclick = function (self, clicker)
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local item = clicker:get_wielded_item()
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@ -71,7 +69,6 @@ local FISHING_BOBBER_ENTITY={
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if self.prize ~= "" then
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local name = self.prize[1]..":"..self.prize[2]
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local desc = self.prize[4]
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print("You caught "..name.." "..desc)
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minetest.chat_send_player(player, "You caught "..desc, false)
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local wear_value = fishing_setting.func.wear_value(self.prize[3])
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if inv:room_for_item("main", {name=name, count=1, wear=wear_value, metadata=""}) then
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@ -85,11 +82,11 @@ local FISHING_BOBBER_ENTITY={
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minetest.sound_play("fishing_bobber1", { pos = self.object:getpos(), gain = 0.5, })
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self.object:remove()
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elseif item:get_name() == "fishing:amorce" then
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elseif item:get_name() == "fishing:baitball" then
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if not fishing_setting.is_creative_mode then
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inv:remove_item("main", "fishing:amorce")
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inv:remove_item("main", "fishing:baitball")
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end
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self.amorce = 20
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self.baitball = 20
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--addparticle
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minetest.add_particlespawner(30, 0.5, -- for how long (?) -- Particles on splash
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{x=pos.x,y=pos.y-0.0625,z=pos.z}, {x=pos.x,y=pos.y,z=pos.z}, -- position min, pos max
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@ -97,16 +94,13 @@ local FISHING_BOBBER_ENTITY={
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{x=0,y=-9.8,z=0}, {x=0,y=-9.8,z=0},
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0.3, 1.2,
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0.25, 0.5, -- min size, max size
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false, "fishing_particle_amorce.png")
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false, "fishing_particle_baitball.png")
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-- add sound
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minetest.sound_play("fishing_bobber1", {pos = self.object:getpos(), gain = 0.2, })
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end
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end,
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-- AS SOON AS THE BOBBER IS PLACED IT WILL ACT LIKE
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on_step = function(self, dtime)
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local pos = self.object:getpos()
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@ -127,9 +121,7 @@ local FISHING_BOBBER_ENTITY={
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self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/2880*math.pi))
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end
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self.timer = self.timer + 1
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if self.timer < self.randomtime then
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-- if fish or others items, move bobber to simulate fish on the line
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if self.prize ~= "" and math.random(1,3) == 1 then
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@ -137,7 +129,6 @@ local FISHING_BOBBER_ENTITY={
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pos.y = pos.y-0.0325
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self.object:moveto(pos, false)
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self.old_pos2 = false
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--minetest.sound_play("fishing_bobber1", {pos=pos,gain = 0.5,})
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else
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pos.y = pos.y+0.0325
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self.object:moveto(pos, false)
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@ -147,49 +138,32 @@ local FISHING_BOBBER_ENTITY={
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return
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end
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if self.prize == fishing_setting.prizes.tresor then
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minetest.chat_send_player(player, "You lost the tresor, bad luck", false)
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end
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--change item on line
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self.timer = 0
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self.prize = ""
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self.object:moveto(self.old_pos, false)
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self.randomtime = math.random(2,12)*10
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--Once the fish are not hungry :)
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-- amorce increase lucky + 20%
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if math.random(1, 100) > fishing_setting.settings.chance["hungry_fish"] + self.amorce then
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--Once the fish are not hungry :), baitball increase hungry + 20%
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if math.random(1, 100) > fishing_setting.baits[self.bait]["hungry"] + self.baitball then
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--Fish not hungry !(
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self.randomtime = math.random(20,60)*10
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return
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end
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local chance = math.random(1, 100)
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print(" chance: " .. tostring(chance) .. " randomtime: "..tostring(self.randomtime))
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--if 1 you catch a tresor, maybe ...
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if chance == 1 then
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--You are lucky ? :)
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if math.random(1, 100) <= fishing_setting.settings.chance["tresor"] then
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self.prize = fishing_setting.prizes.tresor
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else
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self.prize = fishing_setting.prizes.stuff[math.random(1,#fishing_setting.prizes.stuff)]
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end
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elseif chance <= fishing_setting.settings.chance["fish"] then
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self.prize = fishing_setting.prizes.fish[math.random(1,#fishing_setting.prizes.fish)]
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self.randomtime = math.random(1,5)*10
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if math.random(1, 100) <= fishing_setting.settings.chance["fish"] then
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self.prize = fishing_setting.prizes["fish"][math.random(1,#fishing_setting.prizes["fish"])]
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else
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if math.random(1, 100) <= 10 then
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self.prize = fishing_setting.prizes.loose[math.random(1,#fishing_setting.prizes.loose)]
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self.prize = fishing_setting.prizes["plants"][math.random(1,#fishing_setting.prizes["plants"])]
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end
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end
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if self.prize ~= nil and self.prize ~= "" then
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if self.prize ~= "" then
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pos.y = self.old_pos.y-0.1
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self.object:moveto(pos, false)
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minetest.sound_play("fishing_bobber1", {pos=pos,gain = 0.5,})
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print("prize: "..tostring(self.prize[1])..":"..tostring(self.prize[2]))
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end
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end,
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}
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minetest.register_entity("fishing:bobber_entity", FISHING_BOBBER_ENTITY)
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