minetest-mod-snow/src/snowball.lua

356 lines
10 KiB
Lua

--============
--Snowballs
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local creative_mode = minetest.setting_getbool("creative_mode")
local snowball_velocity = snow.snowball_velocity
local snowball_gravity = snow.snowball_gravity
snow.register_on_configuring(function(name, v)
if name == "snowball_velocity" then
snowball_velocity = v
elseif name == "snowball_gravity" then
snowball_gravity = v
end
end)
local function get_gravity()
local grav = tonumber(minetest.setting_get("movement_gravity")) or 9.81
return grav*snowball_gravity
end
local someone_throwing
local timer = 0
--Shoot snowball
local function snow_shoot_snowball(item, player)
local addp = {y = 1.625} -- + (math.random()-0.5)/5}
local dir = player:get_look_dir()
local dif = 2*math.sqrt(dir.z*dir.z+dir.x*dir.x)
addp.x = dir.z/dif -- + (math.random()-0.5)/5
addp.z = -dir.x/dif -- + (math.random()-0.5)/5
local pos = vector.add(player:getpos(), addp)
local obj = minetest.add_entity(pos, "snow:snowball_entity")
obj:setvelocity(vector.multiply(dir, snowball_velocity))
obj:setacceleration({x=dir.x*-3, y=-get_gravity(), z=dir.z*-3})
if creative_mode then
if not someone_throwing then
someone_throwing = true
timer = -0.5
end
return
end
item:take_item()
return item
end
if creative_mode then
local function update_step(dtime)
timer = timer+dtime
if timer < 0.006 then
return
end
timer = 0
local active
for _,player in pairs(minetest.get_connected_players()) do
if player:get_player_control().LMB then
local item = player:get_wielded_item()
local itemname = item:get_name()
if itemname == "default:snow" then
snow_shoot_snowball(nil, player)
active = true
break
end
end
end
-- disable the function if noone currently throws them
if not active then
someone_throwing = false
end
end
-- do automatic throwing using a globalstep
minetest.register_globalstep(function(dtime)
-- only if one holds left click
if someone_throwing then
update_step(dtime)
end
end)
end
--The snowball Entity
local snow_snowball_ENTITY = {
physical = false,
timer = 0,
collisionbox = {-5/16,-5/16,-5/16, 5/16,5/16,5/16},
}
function snow_snowball_ENTITY.on_activate(self)
self.object:set_properties({textures = {"default_snowball.png^[transform"..math.random(0,7)}})
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
self.lastpos = self.object:getpos()
minetest.after(0.1, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if vel
and vel.y ~= 0 then
return
end
minetest.after(0, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if not vel
or vel.y == 0 then
obj:remove()
end
end, obj)
end, self.object)
end
--Snowball_entity.on_step()--> called when snowball is moving.
function snow_snowball_ENTITY.on_step(self, dtime)
self.timer = self.timer+dtime
if self.timer > 600 then
-- 10 minutes are too long for a snowball to fly somewhere
self.object:remove()
end
if self.physical then
local fell = self.object:getvelocity().y == 0
if not fell then
return
end
local pos = vector.round(self.object:getpos())
if minetest.get_node(pos).name == "air" then
pos.y = pos.y-1
if minetest.get_node(pos).name == "air" then
return
end
end
snow.place(pos)
self.object:remove()
return
end
local pos = vector.round(self.object:getpos())
if vector.equals(pos, self.lastpos) then
return
end
if minetest.get_node(pos).name ~= "air" then
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
--self.object:setvelocity({x=0, y=0, z=0})
pos = self.lastpos
self.object:setpos(pos)
local gain = vector.length(self.object:getvelocity())/30
minetest.sound_play("default_snow_footstep", {pos=pos, gain=gain})
self.object:set_properties({physical = true})
self.physical = true
return
end
self.lastpos = vector.new(pos)
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
minetest.register_node(":default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
},
},
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11
minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
})
--]]
minetest.override_item("default:snow", {
drop = {
max_items = 2,
items = {
{items = {'snow:moss'}, rarity = 20,},
{items = {'default:snow'},}
}
},
leveled = 7,
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
},
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, falling_node=1, melts=2, float=1},
sunlight_propagates = true,
--Disable placement prediction for snow.
node_placement_prediction = "",
on_construct = function(pos)
pos.y = pos.y-1
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
end
end,
--Handle node drops due to node level.
on_dig = function(pos, node, digger)
local level = minetest.get_node_level(pos)
minetest.node_dig(pos, node, digger)
if minetest.get_node(pos).name ~= node.name then
local inv = digger:get_inventory()
if not inv then
return
end
local left = inv:add_item("main", "default:snow "..tostring(level/7-1))
if not left:is_empty() then
minetest.add_item({
x = pos.x + math.random()/2-0.25,
y = pos.y + math.random()/2-0.25,
z = pos.z + math.random()/2-0.25,
}, left)
end
end
end,
--Manage snow levels.
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
if not oldnode_under
or not above then
return
end
local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local place_to
-- If node under is buildable_to, place into it instead (eg. snow)
if olddef_under.buildable_to then
place_to = under
else
-- Place above pointed node
place_to = above
end
local level = minetest.get_node_level(place_to)
if level == 63 then
minetest.set_node(place_to, {name="default:snowblock"})
else
minetest.set_node_level(place_to, level+7)
end
if minetest.get_node(place_to).name ~= "default:snow" then
local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
return itemstack, placed
end
itemstack:take_item()
return itemstack
end,
on_use = snow_shoot_snowball
})
--[[
A note about default torches, melting, and "buildable_to = true" in default snow.
On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
~ LazyJ
--]]
-- Some of the ideas I tried. ~ LazyJ
--[[
local can_place_torch_on_top = function(pos)
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
--]]
--[[
minetest.override_item("default:torch", {
--on_construct = function(pos)
on_place = function(itemstack, placer, pointed_thing)
--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
-- Even though layered snow doesn't look like it's in the next position above (y+1)
-- it registers in that position. Check the terminal's output to see the coord change.
--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
if pointed_thing.name == "default:snow"
then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
end
end
})
--]]