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48
README.txt
@ -1,13 +1,53 @@
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=== SPEARS for MINETEST ===
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=== SPEARS for MINETEST by Echoes91 ===
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This mod adds spears to Minetest. It aims at improving the ones introduced within throwing enhanced.
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This mod adds spears to Minetest.
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How to download:
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If you have this file, you already know
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Forum topic:
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https://forum.minetest.net/viewtopic.php?f=11&t=13367
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How to install:
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http://wiki.minetest.com/wiki/Installing_Mods
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How to use the mod:
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Spear work similarly to other tools such as swords, even if being a little slower. Moreover, a spear can be thrown using the drop key ('Q') or placed on a node using the place key ('right click'); they have also limited digging capabilities.
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Craft a spear with | stick | stick | (material) |, works also mirrored.
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Spears can be thrown using right mouse button, they either hurt someone or stick where they land on; damage depends on speed and material, flight trajectory is ballistic with (unrealistic) drag.
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Spears can be used to fight, but are slower and weaker than swords.
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Spears can be used to dig, but are slower and weaker and pickaxes.
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If you miss the target it's your fault, the spear is fine.
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You can grab a spear on the fly (or maybe wait until it falls?).
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You can stick a spear into a block, but if you remove the block then the spear falls (obviously).
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This mod contains the word "spear" more than 100 times, if you want the exact number count them yourself.
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If you feel clever, throw a spear right above you and look at it to see what happens.
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You can even throw a spear from above down to your foes, it's even easier to hit.
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Someone once reported to have hit its own foot but it takes practice to do that.
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CHANGELOG
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2.1:
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- Spears ding hard blocks (cracky < 3)
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- Fixed stick-into-node position to avoid spears turning black (#2467)
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- Player velocity added to throw (it's physics baby)
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2.0:
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- Cleaner, streamlined code without deprecated functions
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- Spears hurt players
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- Spears animated in flight
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- Spears stick into nodes
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- New textures
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- New sound when hitting flesh
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- New receipt to fit with default tools
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- Drag depends on fluid
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- Improved instructions
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- New gold-plated spear to celebrate
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1.1:
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- Make use of new on_secondary_use API, requires Minetest 5.2.0
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License:
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Sourcecode: LGPLv2.1 (see http://www.gnu.org/licenses/lgpl-2.1.html)
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Grahpics & sounds: CC-BY 3.0 (see http://creativecommons.org/licenses/by/3.0/legalcode)
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Grahpics & sounds: CC-BY 3.0 (see http://creativecommons.org/licenses/by/3.0/legalcode)
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@ -1,4 +1,6 @@
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DISABLE_STONE_SPEAR = false
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DISABLE_STEEL_SPEAR = false
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DISABLE_COPPER_SPEAR = false
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DISABLE_BRONZE_SPEAR = false
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DISABLE_DIAMOND_SPEAR = false
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DISABLE_OBSIDIAN_SPEAR = false
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180
functions.lua
@ -1,77 +1,133 @@
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function spears_shot (itemstack, player)
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function spears_throw (itemstack, player, pointed_thing)
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local spear = itemstack:get_name() .. '_entity'
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local playerpos = player:getpos()
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local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, spear)
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local dir = player:get_look_dir()
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local sp = 14
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local dr = .3
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local gravity = 9.8
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obj:setvelocity({x=dir.x*sp, y=dir.y*sp, z=dir.z*sp})
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obj:setacceleration({x=-dir.x*dr, y=-gravity, z=-dir.z*dr})
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obj:setyaw(player:get_look_yaw()+math.pi)
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minetest.sound_play("spears_sound", {pos=playerpos})
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obj:get_luaentity().wear = itemstack:get_wear()
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local player_pos = player:get_pos()
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local head_pos = vector.new(player_pos.x, player_pos.y + player:get_properties().eye_height, player_pos.z)
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local direction = player:get_look_dir()
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local throw_pos = vector.add(head_pos, vector.multiply(direction,0.5))
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local pitch = player:get_look_vertical()
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local yaw = player:get_look_horizontal()
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local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
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-- Plant into node
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if pointed_thing.type == "node" then
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local node = minetest.get_node(pointed_thing.under)
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if minetest.registered_nodes[node.name].walkable and vector.distance(pointed_thing.above, throw_pos) < 1 then
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local spear_object = minetest.add_entity(vector.divide(vector.add(vector.multiply(pointed_thing.above, 2), pointed_thing.under), 3), spear)
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spear_object:set_rotation(rotation)
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spear_object:get_luaentity()._wear = itemstack:get_wear()
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spear_object:get_luaentity()._stickpos = pointed_thing.under
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return
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end
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end
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-- Avoid hitting yourself and throw
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local throw_speed = 12
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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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local player_vel = player:get_player_velocity()
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local spear_object = minetest.add_entity(throw_pos, spear)
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spear_object:set_velocity(vector.add(player_vel, vector.multiply(direction, throw_speed)))
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spear_object:set_rotation(rotation)
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minetest.sound_play("spears_throw", {pos = player_pos}, true)
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spear_object:get_luaentity()._wear = itemstack:get_wear()
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spear_object:get_luaentity()._stickpos = nil
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return true
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end
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function spears_set_entity(kind, eq, toughness)
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function spears_set_entity(spear_type, base_damage, toughness)
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local SPEAR_ENTITY={
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physical = false,
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timer=0,
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visual = "wielditem",
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visual_size = {x=0.15, y=0.1},
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textures = {"spears:spear_" .. kind},
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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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on_punch = function(self, puncher)
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if puncher then
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if puncher:is_player() then
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local stack = {name='spears:spear_' .. kind, wear=self.wear+65535/toughness}
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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self.object:remove()
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end
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initial_properties = {
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physical = false,
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visual = "item",
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visual_size = {x = 0.3, y = 0.3, z = 0.3},
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wield_item = "spears:spear_" .. spear_type,
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collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
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},
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on_activate = function (self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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end,
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on_punch = function (self, puncher)
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if puncher:is_player() then -- Grab the spear
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local stack = {name='spears:spear_' .. spear_type, wear = self._wear}
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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self.object:remove()
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end
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end
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end,
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}
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SPEAR_ENTITY.on_step = function(self, dtime)
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self.timer=self.timer+dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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if not self.wear then
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self.object:remove()
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return
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end
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if self.lastpos.x~=nil then
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if node.name ~= "air" and not (string.find(node.name, 'grass') and not string.find(node.name, 'dirt')) and not string.find(node.name, 'flowers:') and not string.find(node.name, 'farming:') then
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on_step = function(self, dtime)
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if not self._wear then
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self.object:remove()
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if self.wear+65535/toughness < 65535 then
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minetest.add_item(self.lastpos, {name='spears:spear_' .. kind, wear=self.wear+65535/toughness})
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return
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end
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local velocity = self.object:get_velocity()
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local speed = vector.length(velocity)
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-- Spear is stuck ?
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if self._stickpos and not self._sticknode then
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local node = minetest.get_node(self._stickpos)
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local stick_cracky = minetest.registered_nodes[node.name].groups.cracky
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if stick_cracky and stick_cracky < 3 then
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minetest.sound_play("default_metal_footstep", {pos = pos}, true)
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self.object:remove()
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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elseif not self._stick_walkable then
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minetest.sound_play("default_place_node", {pos = throw_pos}, true)
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end
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elseif self.timer>0.2 then
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "spears:spear_" .. kind .. "_entity" and obj:get_luaentity().name ~= "__builtin:item" then
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local speed = vector.length(self.object:getvelocity())
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local damage = (speed + eq)^1.12-20
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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self.object:remove()
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if self.wear+65535/toughness < 65535 then
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minetest.add_item(self.lastpos, {name='spears:spear_' .. kind, wear=self.wear+65535/toughness})
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end
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end
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self._stick_walkable = minetest.registered_nodes[node.name].walkable
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if not node or not self._stick_walkable then -- Fall when node is removed
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self.object:remove()
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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return
|
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end
|
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else -- Spear is flying
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local direction = vector.normalize(velocity)
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local yaw = minetest.dir_to_yaw(direction)
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local pitch = math.acos(velocity.y/speed) - math.pi/3
|
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local pos = self.object:get_pos()
|
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local next_pos = vector.add(pos, vector.multiply(velocity, dtime))
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local node = minetest.get_node(next_pos)
|
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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(next_pos, 0.6)
|
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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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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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minetest.sound_play("spears_hit", {pos = pos}, true)
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minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness})
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return
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end
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end
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-- Hit a node?
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if node then
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if minetest.registered_nodes[node.name].walkable then -- Stick
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
|
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-- Correct position if went too deep to aboid disappearing or turning black
|
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while minetest.registered_nodes[minetest.get_node(pos).name].walkable do
|
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pos = vector.add(pos, vector.multiply(direction, - 0.002))
|
||||
end
|
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self.object:set_pos(pos)
|
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self._wear = self._wear + 65535/toughness
|
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if self._wear >= 65535 then
|
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minetest.sound_play("default_tool_breaks", {pos = pos}, true)
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self.object:remove()
|
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return
|
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end
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self._stickpos = next_pos
|
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else -- Get drag
|
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local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
|
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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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end
|
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end
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end
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
|
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end
|
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end,
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}
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return SPEAR_ENTITY
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end
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|
BIN
screenshot.png
Before Width: | Height: | Size: 293 KiB |
BIN
sounds/spears_hit.ogg
Normal file
BIN
sounds/spears_throw.ogg
Normal file
6
spears.conf.example
Normal file
@ -0,0 +1,6 @@
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DISABLE_STONE_SPEAR = true
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DISABLE_STEEL_SPEAR = true
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DISABLE_COPPER_SPEAR = true
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DISABLE_BRONZE_SPEAR = true
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DISABLE_DIAMOND_SPEAR = true
|
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DISABLE_OBSIDIAN_SPEAR = true
|
BIN
textures/spears_spear_bronze.png
Normal file
After Width: | Height: | Size: 234 B |
BIN
textures/spears_spear_copper.png
Normal file
After Width: | Height: | Size: 247 B |
Before Width: | Height: | Size: 272 B After Width: | Height: | Size: 202 B |
BIN
textures/spears_spear_gold.png
Normal file
After Width: | Height: | Size: 209 B |
Before Width: | Height: | Size: 276 B After Width: | Height: | Size: 193 B |
Before Width: | Height: | Size: 273 B After Width: | Height: | Size: 200 B |
Before Width: | Height: | Size: 277 B After Width: | Height: | Size: 226 B |
45
tools.lua
@ -1,18 +1,19 @@
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function spears_register_spear(kind, desc, eq, toughness, material)
|
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function spears_register_spear(spear_type, desc, base_damage, toughness, material)
|
||||
|
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minetest.register_tool("spears:spear_" .. kind, {
|
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minetest.register_tool("spears:spear_" .. spear_type, {
|
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description = desc .. " spear",
|
||||
inventory_image = "spears_spear_" .. kind .. ".png",
|
||||
wield_scale= {x=2,y=1,z=1},
|
||||
on_drop = function(itemstack, user, pointed_thing)
|
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spears_shot(itemstack, user)
|
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wield_image = "spears_spear_" .. spear_type .. ".png^[transform4",
|
||||
inventory_image = "spears_spear_" .. spear_type .. ".png",
|
||||
wield_scale= {x = 1.5, y = 1.5, z = 1.5},
|
||||
on_secondary_use = function(itemstack, user, pointed_thing)
|
||||
spears_throw(itemstack, user, pointed_thing)
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
itemstack:take_item()
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
on_place = function(itemstack, user, pointed_thing)
|
||||
minetest.add_item(pointed_thing.above, itemstack)
|
||||
spears_throw(itemstack, user, pointed_thing)
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
itemstack:take_item()
|
||||
end
|
||||
@ -24,25 +25,27 @@ function spears_register_spear(kind, desc, eq, toughness, material)
|
||||
groupcaps={
|
||||
cracky = {times={[3]=2}, uses=toughness, maxlevel=1},
|
||||
},
|
||||
damage_groups = {fleshy=eq},
|
||||
}
|
||||
damage_groups = {fleshy=base_damage},
|
||||
},
|
||||
sound = {breaks = "default_tool_breaks"},
|
||||
groups = {flammable = 1}
|
||||
})
|
||||
|
||||
SPEAR_ENTITY=spears_set_entity(kind, eq, toughness)
|
||||
local SPEAR_ENTITY = spears_set_entity(spear_type, base_damage, toughness)
|
||||
|
||||
minetest.register_entity("spears:spear_" .. kind .. "_entity", SPEAR_ENTITY)
|
||||
minetest.register_entity("spears:spear_" .. spear_type .. "_entity", SPEAR_ENTITY)
|
||||
|
||||
minetest.register_craft({
|
||||
output = 'spears:spear_' .. kind,
|
||||
output = 'spears:spear_' .. spear_type,
|
||||
recipe = {
|
||||
{'group:wood', 'group:wood', material},
|
||||
{'group:stick', 'group:stick', material},
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = 'spears:spear_' .. kind,
|
||||
output = 'spears:spear_' .. spear_type,
|
||||
recipe = {
|
||||
{material, 'group:wood', 'group:wood'},
|
||||
{material, 'group:stick', 'group:stick'},
|
||||
}
|
||||
})
|
||||
end
|
||||
@ -55,6 +58,14 @@ if not DISABLE_STEEL_SPEAR then
|
||||
spears_register_spear('steel', 'Steel', 6, 30, 'default:steel_ingot')
|
||||
end
|
||||
|
||||
if not DISABLE_COPPER_SPEAR then
|
||||
spears_register_spear('copper', 'Copper', 5, 35, 'default:copper_ingot')
|
||||
end
|
||||
|
||||
if not DISABLE_BRONZE_SPEAR then
|
||||
spears_register_spear('bronze', 'Bronze', 6, 35, 'default:bronze_ingot')
|
||||
end
|
||||
|
||||
if not DISABLE_OBSIDIAN_SPEAR then
|
||||
spears_register_spear('obsidian', 'Obsidian', 8, 30, 'default:obsidian')
|
||||
end
|
||||
@ -62,3 +73,7 @@ end
|
||||
if not DISABLE_DIAMOND_SPEAR then
|
||||
spears_register_spear('diamond', 'Diamond', 8, 40, 'default:diamond')
|
||||
end
|
||||
|
||||
if not DISABLE_GOLD_SPEAR then
|
||||
spears_register_spear('gold', 'Golden', 5, 40, 'default:gold_ingot')
|
||||
end
|
||||
|