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minetest-mod-snow/src/snowball.lua

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--============
--Snowballs
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local snowball_GRAVITY=9
local snowball_VELOCITY=19
--Shoot snowball
local snow_shoot_snowball=function (item, player, pointed_thing)
local playerpos=player:getpos()
local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "snow:snowball_entity")
local dir=player:get_look_dir()
obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
item:take_item()
return item
end
--The snowball Entity
snow_snowball_ENTITY={
physical = false,
timer=0,
textures = {"default_snowball.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
--Snowball_entity.on_step()--> called when snowball is moving.
snow_snowball_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
--Become item when hitting a node.
if self.lastpos.x~=nil then --If there is no lastpos for some reason. ~ Splizard
-- Check to see what is one node above where the snow is
-- going to be placed. ~ LazyJ, 2014_04_08
local abovesnowballtarget = {x=pos.x, y=pos.y+1, z=pos.z}
-- Identify the name of the node that was found above. ~ LazyJ, 2014_04_08
local findwhatisabove = minetest.get_node(abovesnowballtarget).name
-- If the node above is air, then it's OK to go on to the next step. ~ LazyJ, 2014_04_08
if findwhatisabove == "air" then
-- If the node where the snow is going is anything except air, then it's OK to put
-- the snow on it. ~ Original line of code by Splizard, comment by LazyJ so I can
-- keep track of what this code does. ~ LazyJ, 2014_04_07
if node.name ~= "air" then
snow.place(pos) -- this is the original code, I replaced it with
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-- minetest.place_node and bumped the y position up by 2 (make the snow drop
-- from a node above and pile up). ~ LazyJ, 2014_04_07
--minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"})
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self.object:remove()
end
else -- If findwhatisabove is not equal to "air" then cancel the snowball
-- with self.object:remove() ~ LazyJ, 2014_04_08
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
minetest.register_node(":default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
},
},
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11
minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
})
--]]
minetest.override_item("default:snow", {
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drop = {
max_items = 2,
items = {
{
-- player will get sapling with 1/20 chance
items = {'snow:moss'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'default:snow'},
}
}
},
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leveled = 7,
node_box = {
type = "leveled",
fixed = {
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{-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
},
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groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3,falling_node=1, melts=2, float=1},
sunlight_propagates = true,
--Disable placement prediction for snow.
node_placement_prediction = "",
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on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass"
or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
end,
--Remove dirt_with_snow and replace with dirt_with_grass.
--[[after_destruct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_snow" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_grass"})
end
end,]]
--Handle node drops due to node level.
on_dig = function(pos, node, digger)
local level = minetest.get_node_level(pos)
minetest.node_dig(pos, node, digger)
if minetest.get_node(pos).name ~= node.name then
if digger:get_inventory() then
local _, dropped_item
local left = digger:get_inventory():add_item("main", "default:snow "..tostring(level/7-1))
if not left:is_empty() then
local p = {
x = pos.x + math.random()/2-0.25,
y = pos.y + math.random()/2-0.25,
z = pos.z + math.random()/2-0.25,
}
minetest.add_item(p, left)
end
end
end
end,
--Manage snow levels.
on_place = function(itemstack, placer, pointed_thing)
local node
local above
local level
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
if not oldnode_under or not oldnode_above then
return
end
local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = ItemStack({name=oldnode_above.name}):get_definition()
olddef_above = olddef_above or minetest.nodedef_default
-- Place above pointed node
local place_to = {x = above.x, y = above.y, z = above.z}
-- If node under is buildable_to, place into it instead (eg. snow)
if olddef_under.buildable_to then
place_to = {x = under.x, y = under.y, z = under.z}
end
node = minetest.get_node(place_to)
level = minetest.get_node_level(place_to)
if level == 63 then
minetest.set_node(place_to, {name="default:snowblock"})
else
minetest.set_node_level(place_to, level+7)
end
if node.name ~= "default:snow" then
local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
return itemstack, placed
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end
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itemstack:take_item()
return itemstack
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end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod,
-- the reset is default Minetest. ~ LazyJ
})
--[[
A note about default torches, melting, and "buildable_to = true" in default snow.
On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
~ LazyJ
--]]
-- Some of the ideas I tried. ~ LazyJ
--[[
local can_place_torch_on_top = function(pos)
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
--]]
--[[
minetest.override_item("default:torch", {
--on_construct = function(pos)
on_place = function(itemstack, placer, pointed_thing)
--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
-- Even though layered snow doesn't look like it's in the next position above (y+1)
-- it registers in that position. Check the terminal's output to see the coord change.
--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
if pointed_thing.name == "default:snow"
then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
end
end
})
--]]