dfcaverns/hunter_statue/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
hunter_statue = {}
local statue_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 95/64, 0.5},
},
}
local fourtyfivedegrees = math.pi/4
local sixtydegrees = math.pi/3
local default_sounds
if default and default.node_sound_stone_defaults then
default_sounds = default.node_sound_stone_defaults()
end
local test_array = {
{x=0,y=0,z=0},
{x=0,y=-1,z=0},
{x=0,y=1,z=0},
{x=0,y=-2,z=0},
{x=0,y=2,z=0},
}
--statue_def = {
-- description = name of statue type
-- tiles = {}
-- drop = ""
-- sounds =
-- groups = {}
-- interval = 1
-- chance = 1
-- damage = 8
-- knockback = 16
-- tnt_vulnerable = false
-- tnt_debris =
-- hunters_allowed_here = -- function(pos)
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-- other_overrides =
--}
hunter_statue.register_hunter_statue = function(node_name, statue_def)
local def = {
description = statue_def.description or S("Hunter Statue"),
-- _doc_items_longdesc = long_description,
-- _doc_items_usagehelp = usage_help,
drawtype = "mesh",
mesh = "hunter_statue.obj",
tiles = statue_def.tiles or {},
paramtype2 = "facedir",
drop = statue_def.drop or "",
collision_box = statue_box,
selection_box = statue_box,
groups = statue_def.groups or {falling_node = 1},
sounds = statue_def.sounds or default_sounds,
}
if statue_def.tnt_vulnerable then
def.on_blast = function(pos, intensity)
if intensity > 3.0 then
minetest.set_node(pos, {name= statue_def.tnt_debris or "air"})
minetest.check_for_falling(pos)
end
end
end
if statue_def.other_overrides then
for k, v in pairs(statue_def.other_overrides) do
def[k] = v
end
end
local knockback = statue_def.knockback or 16
local damage = statue_def.damage or 8
local hunters_allowed_here = statue_def.hunters_allowed_here
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minetest.register_node(node_name, def)
minetest.register_abm({
label = node_name .. " ABM",
nodenames = {node_name},
interval = statue_def.interval or 1.0,
chance = statue_def.chance or 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local players = minetest.get_connected_players()
local nearest_distance = 50
local nearest_player = nil
local nearest_pos = nil
for _, player in pairs(players) do
local player_pos = player:get_pos()
local player_distance = vector.distance(pos, player_pos)
-- ignore far-away players
if player_distance < 50 then
local look_dir = player:get_look_dir()
local statue_dir = vector.direction(player_pos, pos)
local angle = vector.angle(look_dir, statue_dir)
if angle < sixtydegrees then
-- raycast test?
-- a player is looking, do nothing
return
elseif player_distance < nearest_distance then
nearest_distance = player_distance
nearest_player = player
nearest_pos = player_pos
end
end
end
if nearest_player then
if nearest_distance < 2 then
local armour_multiplier = 1
local fleshy_armour = nearest_player:get_armor_groups().fleshy
if fleshy_armour then
armour_multiplier = fleshy_armour/100
end
nearest_player:add_velocity(vector.multiply(vector.direction(pos, nearest_pos), knockback))
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nearest_player:set_hp(math.max(nearest_player:get_hp() - damage*armour_multiplier, 0))
minetest.sound_play({name="hunter_statue_thud"}, {pos = nearest_pos})
return
end
local player_dir = vector.direction(pos, nearest_pos)
local new_facedir = minetest.dir_to_facedir(player_dir)
local new_pos = vector.round(vector.add(pos, player_dir))
for _, add_pos in ipairs(test_array) do
local test_base = vector.add(new_pos, add_pos)
if hunters_allowed_here == nil or hunters_allowed_here(test_base) then
local test_base_node = minetest.get_node(test_base)
local test_base_node_def = minetest.registered_nodes[test_base_node.name]
if test_base_node_def and test_base_node_def.buildable_to then
local test_above = vector.add(test_base, {x=0, y=1, z=0})
local test_above_node = minetest.get_node(test_above)
local test_above_node_def = minetest.registered_nodes[test_above_node.name]
if test_above_node_def and test_above_node_def.buildable_to then
local test_below = vector.add(test_base, {x=0, y=-1, z=0})
local test_below_node = minetest.get_node(test_below)
local test_below_node_def = minetest.registered_nodes[test_below_node.name]
if test_below_node_def and test_below_node_def.walkable then
minetest.set_node(pos, {name="air"}) -- old location
minetest.set_node(test_above, {name="air"}) -- some kind of filler node?
node.param2 = new_facedir
minetest.set_node(test_base, node)
minetest.check_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
minetest.sound_play({name="hunter_statue_brick_step"}, {pos = pos, gain = 0.5})
return
end
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end
end
end
end
if node.param2 ~= new_facedir then
node.param2 = new_facedir
minetest.set_node(pos, node)
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minetest.sound_play({name="hunter_statue_turn_grind"}, {pos = pos, gain = 0.5})
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end
end
end,
})
end