mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-11-16 07:30:27 +01:00
9b7e71c675
* initial chasms mod * tweak default chasm settings * prevent chasms from breaching oil and magma seas, make veinstone actually do something * overgenerate caverns to eliminate floating stalactites * make veinstone punchable instead of right-clickable * ensure dfcaverns get carved before chasms this has an unfortunate tradeoff. Chasms will no longer have floating giant columns in them, but will also no longer have smaller stalactites and stalagmites. Also will carve chasms through lake water. Not sure if this is ideal. * add rare big webs to the chasms, to give them a unique feature * reverse the dependencies for df_caverns and chasms, let chasms go first. * fix web generator * add webs to level 3 tunnels, fix sunless sea chasms * fix up tunnel webs * make webs snappy * make webs slightly more prevalent * add chasms to the guide * final touch-ups before merging * allow anchoring against unloaded blocks
157 lines
4.9 KiB
Lua
157 lines
4.9 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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hunter_statue = {}
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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 default and default.node_sound_stone_defaults 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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-- 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 > 3.0 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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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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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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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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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 |