forked from mtcontrib/spears
Version 3.0
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@ -27,7 +27,7 @@ function spears_throw (itemstack, player, pointed_thing)
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return false
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end
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else -- Avoid hitting yourself and throw
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local throw_speed = SPEARS_THROW_SPEED
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local throw_speed = tonumber(minetest.settings:get("spears_throw_speed"))
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while vector.distance(player_pos, throw_pos) < 1.2 do
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throw_pos = vector.add(throw_pos, vector.multiply(direction, 0.1))
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end
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@ -90,10 +90,10 @@ function spears_set_entity(spear_type, base_damage, toughness)
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local pitch = math.acos(velocity.y/speed) - math.pi/3
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local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5))
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self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
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-- Hit someone?
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local objects_in_radius = minetest.get_objects_inside_radius(spearhead_pos, 0.6)
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-- Hit a target?
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local objects_in_radius = minetest.get_objects_inside_radius(spearhead_pos, 1)
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for _,object in ipairs(objects_in_radius) do
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if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then
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if spears_check_target(self, object, spearhead_pos) and object:get_armor_groups().fleshy then
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local damage = (speed + base_damage)^1.15 - 20
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object:punch(self.object, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=damage},}, direction)
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self.object:remove()
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@ -130,7 +130,8 @@ function spears_set_entity(spear_type, base_damage, toughness)
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end
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else -- Get drag
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local viscosity = minetest.registered_nodes[node.name].liquid_viscosity
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local drag = math.max(viscosity, SPEARS_DRAG_COEFF)
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local drag_coeff = tonumber(minetest.settings:get("spears_drag_coeff"))
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local drag = math.max(viscosity, drag_coeff)
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local acceleration = vector.multiply(velocity, -drag)
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acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)
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self.object:set_acceleration(acceleration)
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@ -143,11 +144,12 @@ end
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function spears_check_node(node_name)
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local node = minetest.registered_nodes[node_name]
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local cracky_limit = tonumber(minetest.settings:get("spears_node_cracky_limit"))
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if node == nil then
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return SPEARS_NODE_UNKNOWN
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elseif node.groups.cracky ~= nil and node.groups.cracky < SPEARS_NODE_CRACKY_LIMIT then
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elseif node.groups.cracky ~= nil and node.groups.cracky < cracky_limit then
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return SPEARS_NODE_CRACKY
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elseif node.walkable and not node.buildable then
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elseif node.walkable and not node.buildable_to then
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return SPEARS_NODE_STICKY
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else
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return SPEARS_NODE_THROUGH
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@ -163,3 +165,59 @@ function spears_wear(initial_wear, toughness)
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return wear
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end
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end
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function spears_check_target(self, object, spearhead_pos)
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if object:get_luaentity() == self then
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return false
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elseif isPointInsideEntity(object, spearhead_pos) then
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-- print(self.name .. " hit " .. object:get_luaentity().name)
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return true
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else
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-- print(self.name .. " missed " .. object:get_luaentity().name)
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return false
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end
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end
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-- Function to check if a point is inside an entity
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function isPointInsideEntity(object, point)
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local pos = object:get_pos()
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local collisionbox = object:get_properties().collisionbox
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local yaw = object:get_yaw()
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-- Adjust position for the center of the collision box
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local center = {
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x = pos.x + (collisionbox[1] + collisionbox[4]) / 2,
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y = pos.y + (collisionbox[2] + collisionbox[5]) / 2,
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z = pos.z + (collisionbox[3] + collisionbox[6]) / 2
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}
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-- Rotate the point around the entity's center
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local rotatedPoint = rotatePoint(point, center, yaw)
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-- Check if the rotated point is inside the collision box
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return rotatedPoint.x >= pos.x + collisionbox[1] and
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rotatedPoint.x <= pos.x + collisionbox[4] and
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rotatedPoint.y >= pos.y + collisionbox[2] and
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rotatedPoint.y <= pos.y + collisionbox[5] and
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rotatedPoint.z >= pos.z + collisionbox[3] and
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rotatedPoint.z <= pos.z + collisionbox[6]
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end
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-- Function to rotate a point around a center and yaw angle
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function rotatePoint(point, center, yaw)
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local cosYaw = math.cos(yaw)
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local sinYaw = math.sin(yaw)
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local translatedX = point.x - center.x
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local translatedZ = point.z - center.z
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local rotatedX = translatedX * cosYaw - translatedZ * sinYaw
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local rotatedZ = translatedX * sinYaw + translatedZ * cosYaw
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return {
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x = rotatedX + center.x,
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y = point.y,
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z = rotatedZ + center.z
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}
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end
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