mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-12-25 02:10:37 +01:00
165 lines
5.3 KiB
Lua
165 lines
5.3 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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hunter_statue = {}
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-- override this to allow achievements to be recorded without requiring a dependency
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hunter_statue.player_punched = function(node_name, pos, player) end
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local statue_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, 95/64, 0.5},
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},
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}
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local fourtyfivedegrees = math.pi/4
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local sixtydegrees = math.pi/3
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local default_sounds
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if minetest.get_modpath("default") then
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default_sounds = default.node_sound_stone_defaults()
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end
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local test_array = {
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{x=0,y=0,z=0},
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{x=0,y=-1,z=0},
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{x=0,y=1,z=0},
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{x=0,y=-2,z=0},
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{x=0,y=2,z=0},
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}
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--statue_def = {
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-- description = name of statue type
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-- tiles = {}
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-- drop = ""
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-- sounds =
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-- groups = {}
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-- interval = 1
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-- chance = 1
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-- damage = 8
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-- knockback = 16
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-- tnt_vulnerable = false
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-- tnt_debris =
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-- hunters_allowed_here = -- function(pos)
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-- other_overrides =
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--}
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hunter_statue.register_hunter_statue = function(node_name, statue_def)
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local def = {
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description = statue_def.description or S("Hunter Statue"),
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-- _doc_items_longdesc = long_description,
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-- _doc_items_usagehelp = usage_help,
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drawtype = "mesh",
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mesh = "hunter_statue.obj",
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tiles = statue_def.tiles or {},
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paramtype2 = "facedir",
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drop = statue_def.drop or "",
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collision_box = statue_box,
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selection_box = statue_box,
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groups = statue_def.groups or {falling_node = 1},
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sounds = statue_def.sounds or default_sounds,
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}
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if statue_def.tnt_vulnerable then
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def.on_blast = function(pos, intensity)
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if intensity >= 1.0 then
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minetest.set_node(pos, {name= statue_def.tnt_debris or "air"})
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minetest.check_for_falling(pos)
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end
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end
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end
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if statue_def.other_overrides then
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for k, v in pairs(statue_def.other_overrides) do
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def[k] = v
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end
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end
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local knockback = statue_def.knockback or 16
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local damage = statue_def.damage or 8
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local hunters_allowed_here = statue_def.hunters_allowed_here
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minetest.register_node(node_name, def)
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minetest.register_abm({
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label = node_name .. " ABM",
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nodenames = {node_name},
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interval = statue_def.interval or 1.0,
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chance = statue_def.chance or 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local players = minetest.get_connected_players()
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local nearest_distance = 50
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local nearest_player = nil
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local nearest_pos = nil
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for _, player in pairs(players) do
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local player_pos = player:get_pos()
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local player_distance = vector.distance(pos, player_pos)
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-- ignore far-away players
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if player_distance < 50 then
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local look_dir = player:get_look_dir()
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local statue_dir = vector.direction(player_pos, pos)
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local angle = vector.angle(look_dir, statue_dir)
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if angle < sixtydegrees then
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-- raycast test?
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-- a player is looking, do nothing
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return
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elseif player_distance < nearest_distance then
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nearest_distance = player_distance
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nearest_player = player
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nearest_pos = player_pos
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end
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end
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end
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if nearest_player then
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if nearest_distance < 2 then
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local armour_multiplier = 1
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local fleshy_armour = nearest_player:get_armor_groups().fleshy
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if fleshy_armour then
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armour_multiplier = fleshy_armour/100
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end
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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))
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minetest.sound_play({name="hunter_statue_thud"}, {pos = nearest_pos})
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hunter_statue.player_punched(node_name, pos, nearest_player)
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return
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end
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local player_dir = vector.direction(pos, nearest_pos)
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local new_facedir = minetest.dir_to_facedir(player_dir)
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local new_pos = vector.round(vector.add(pos, player_dir))
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for _, add_pos in ipairs(test_array) do
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local test_base = vector.add(new_pos, add_pos)
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if hunters_allowed_here == nil or hunters_allowed_here(test_base) then
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local test_base_node = minetest.get_node(test_base)
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local test_base_node_def = minetest.registered_nodes[test_base_node.name]
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if test_base_node_def and test_base_node_def.buildable_to then
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local test_above = vector.add(test_base, {x=0, y=1, z=0})
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local test_above_node = minetest.get_node(test_above)
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local test_above_node_def = minetest.registered_nodes[test_above_node.name]
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if test_above_node_def and test_above_node_def.buildable_to then
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local test_below = vector.add(test_base, {x=0, y=-1, z=0})
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local test_below_node = minetest.get_node(test_below)
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local test_below_node_def = minetest.registered_nodes[test_below_node.name]
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if test_below_node_def and test_below_node_def.walkable then
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minetest.set_node(pos, {name="air"}) -- old location
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minetest.set_node(test_above, {name="air"}) -- some kind of filler node?
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node.param2 = new_facedir
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minetest.set_node(test_base, node)
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minetest.check_for_falling({x=pos.x, y=pos.y+1, z=pos.z})
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minetest.sound_play({name="hunter_statue_brick_step"}, {pos = pos, gain = 0.5})
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return
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end
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end
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end
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end
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end
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if node.param2 ~= new_facedir then
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node.param2 = new_facedir
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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
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end
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end,
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})
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end |