local r_corr = 0.25 -- Remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing) local mk1_charge = 40000 local mining_lasers_list = { -- {, , }, {"1", 7, mk1_charge}, {"2", 11, mk1_charge * 4}, {"3", 30, mk1_charge * 16}, } local f_1 = 0.5 - r_corr local f_2 = 0.5 + r_corr local S = technic.getter minetest.register_craft({ output = 'technic:laser_mk1', recipe = { {'default:diamond', 'default:steel_ingot', 'technic:battery'}, {'', 'default:steel_ingot', 'technic:battery'}, {'', '', 'default:copper_ingot'}, } }) local function get_used_dir(dir) local abs_dir = {x = math.abs(dir.x), y = math.abs(dir.y), z = math.abs(dir.z)} local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z) if dir_max == abs_dir.x then local tab = {"x", {x = 1, y = dir.y / dir.x, z = dir.z / dir.x}} if dir.x >= 0 then tab[3] = "+" end return tab end if dir_max == abs_dir.y then local tab = {"y", {x = dir.x / dir.y, y = 1, z = dir.z / dir.y}} if dir.y >= 0 then tab[3] = "+" end return tab end local tab = {"z", {x = dir.x / dir.z, y = dir.y / dir.z, z = 1}} if dir.z >= 0 then tab[3] = "+" end return tab end local function node_tab(z, d) local n1 = math.floor(z * d + f_1) local n2 = math.floor(z * d + f_2) if n1 == n2 then return {n1} end return {n1, n2} end local function laser_node(pos, player) local node = minetest.get_node(pos) if node.name == "air" or node.name == "ignore" or node.name == "default:lava_source" or node.name == "default:lava_flowing" then return end if node.name == "default:water_source" or node.name == "default:water_flowing" then minetest.remove_node(pos) minetest.add_particle(pos, {x=0, y=2, z=0}, {x=0, y=-1, z=0}, 1.5, 8, false, "smoke_puff.png") return end if player then minetest.node_dig(pos, node, player) end end local function laser_nodes(pos, dir, player, range) local t_dir = get_used_dir(dir) local dir_typ = t_dir[1] if t_dir[3] == "+" then f_tab = {0, range} else f_tab = {-range,0} end local d_ch = t_dir[2] if dir_typ == "x" then for d = f_tab[1],f_tab[2],1 do local x = d local ytab = node_tab(d_ch.y, d) local ztab = node_tab(d_ch.z, d) for _, y in pairs(ytab) do for _, z in pairs(ztab) do laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player) end end end return end if dir_typ == "y" then for d = f_tab[1], f_tab[2] do local xtab = node_tab(d_ch.x, d) local y = d local ztab = node_tab(d_ch.z, d) for _, x in pairs(xtab) do for _, z in pairs(ztab) do laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player) end end end return end for d = f_tab[1], f_tab[2] do local xtab = node_tab(d_ch.x, d) local ytab = node_tab(d_ch.y, d) local z = d for _, x in pairs(xtab) do for _, y in pairs(ytab) do laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player) end end end end local function laser_shoot(player, range, particle_texture, sound) local playerpos = player:getpos() local dir = player:get_look_dir() local startpos = {x = playerpos.x, y = playerpos.y + 1.6, z = playerpos.z} local mult_dir = vector.multiply(dir, 50) minetest.add_particle(startpos, dir, mult_dir, range / 11, 1, false, particle_texture) laser_nodes(vector.round(startpos), dir, player, range) minetest.sound_play(sound, {pos = playerpos, gain = 1.0, max_hear_distance = range}) end for _, m in pairs(mining_lasers_list) do technic.register_power_tool("technic:laser_mk"..m[1], m[3]) minetest.register_tool("technic:laser_mk"..m[1], { description = S("Mining Laser Mk%d"):format(m[1]), inventory_image = "technic_mining_laser_mk"..m[1]..".png", stack_max = 1, on_use = function(itemstack, user) local meta = get_item_meta(itemstack:get_metadata()) if not meta or not meta.charge then return end if meta.charge - 400 > 0 then laser_shoot(user, m[2], "technic_laser_beam_mk"..m[1]..".png", "technic_laser_mk"..m[1]) meta.charge = meta.charge - 400 technic.set_RE_wear(itemstack, meta.charge, m[3]) itemstack:set_metadata(set_item_meta(meta)) end return itemstack end, }) end