dfcaverns/hunter_statue/init.lua
FaceDeer 9b7e71c675
Chasms (#19)
* 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
2021-03-28 15:20:52 -06:00

157 lines
4.9 KiB
Lua

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 =
-- 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
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)
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
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