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 minetest.get_modpath("default") 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) -- 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 >= 1.0 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 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)) 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 end end end end if node.param2 ~= new_facedir then node.param2 = new_facedir minetest.set_node(pos, node) minetest.sound_play({name="hunter_statue_turn_grind"}, {pos = pos, gain = 0.5}) end end end, }) end