mirror of
https://github.com/Splizard/minetest-mod-snow.git
synced 2024-11-13 21:30:17 +01:00
346 lines
10 KiB
Lua
346 lines
10 KiB
Lua
--============
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--Snowballs
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--============
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-- Snowballs were destroying nodes if the snowballs landed just right.
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-- Quite a bit of trial-and-error learning here and it boiled down to a
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-- small handful of code lines making the difference. ~ LazyJ
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local creative_mode = minetest.setting_getbool("creative_mode")
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local function get_gravity()
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local grav = tonumber(minetest.setting_get("movement_gravity")) or 9.81
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return grav*snow.snowball_gravity
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end
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local someone_throwing
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local timer = 0
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--Shoot snowball
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local function snow_shoot_snowball(item, player)
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local addp = {y = 1.625} -- + (math.random()-0.5)/5}
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local dir = player:get_look_dir()
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local dif = 2*math.sqrt(dir.z*dir.z+dir.x*dir.x)
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addp.x = dir.z/dif -- + (math.random()-0.5)/5
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addp.z = -dir.x/dif -- + (math.random()-0.5)/5
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local pos = vector.add(player:getpos(), addp)
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local obj = minetest.add_entity(pos, "snow:snowball_entity")
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obj:setvelocity(vector.multiply(dir, snow.snowball_velocity))
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obj:setacceleration({x=dir.x*-3, y=-get_gravity(), z=dir.z*-3})
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if creative_mode then
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if not someone_throwing then
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someone_throwing = true
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timer = -0.5
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end
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return
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end
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item:take_item()
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return item
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end
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if creative_mode then
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local function update_step(dtime)
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timer = timer+dtime
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if timer < 0.006 then
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return
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end
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timer = 0
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local active
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for _,player in pairs(minetest.get_connected_players()) do
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if player:get_player_control().LMB then
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local item = player:get_wielded_item()
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local itemname = item:get_name()
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if itemname == "default:snow" then
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snow_shoot_snowball(nil, player)
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active = true
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break
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end
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end
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end
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-- disable the function if noone currently throws them
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if not active then
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someone_throwing = false
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end
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end
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-- do automatic throwing using a globalstep
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minetest.register_globalstep(function(dtime)
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-- only if one holds left click
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if someone_throwing then
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update_step(dtime)
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end
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end)
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end
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--The snowball Entity
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local snow_snowball_ENTITY = {
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physical = false,
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timer = 0,
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textures = {"default_snowball.png"},
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collisionbox = {-5/16,-5/16,-5/16,5/16,5/16,5/16},
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}
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function snow_snowball_ENTITY.on_activate(self)
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self.object:setacceleration({x=0, y=-get_gravity(), z=0})
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self.lastpos = self.object:getpos()
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minetest.after(0.1, function(obj)
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if not obj then
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return
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end
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local vel = obj:getvelocity()
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if vel
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and vel.y ~= 0 then
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return
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end
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minetest.after(0, function(obj)
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if not obj then
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return
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end
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local vel = obj:getvelocity()
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if not vel
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or vel.y == 0 then
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obj:remove()
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end
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end, obj)
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end, self.object)
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end
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--Snowball_entity.on_step()--> called when snowball is moving.
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function snow_snowball_ENTITY.on_step(self, dtime)
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self.timer = self.timer+dtime
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if self.timer > 600 then
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-- 10 minutes are too long for a snowball to fly somewhere
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self.object:remove()
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end
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if self.physical then
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local fell = self.object:getvelocity().y == 0
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if not fell then
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return
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end
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local pos = vector.round(self.object:getpos())
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if minetest.get_node(pos).name == "air" then
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pos.y = pos.y-1
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if minetest.get_node(pos).name == "air" then
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return
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end
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end
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snow.place(pos)
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self.object:remove()
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return
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end
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local pos = vector.round(self.object:getpos())
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if vector.equals(pos, self.lastpos) then
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return
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end
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if minetest.get_node(pos).name ~= "air" then
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self.object:setacceleration({x=0, y=-get_gravity(), z=0})
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--self.object:setvelocity({x=0, y=0, z=0})
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pos = self.lastpos
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self.object:setpos(pos)
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local gain = vector.length(self.object:getvelocity())/30
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minetest.sound_play("default_snow_footstep", {pos=pos, gain=gain})
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self.object:set_properties({physical = true})
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self.physical = true
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return
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end
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self.lastpos = vector.new(pos)
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end
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minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
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-- Snowball and Default Snowball Merged
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-- They both look the same, they do basically the same thing (except one is a leftclick throw
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-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
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-- benefit from both? ~ LazyJ, 2014_04_08
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--[[ Save this for reference and occasionally compare to the default code for any updates.
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minetest.register_node(":default:snow", {
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description = "Snow",
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tiles = {"default_snow.png"},
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inventory_image = "default_snowball.png",
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wield_image = "default_snowball.png",
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is_ground_content = true,
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paramtype = "light",
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buildable_to = true,
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leveled = 7,
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drawtype = "nodebox",
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freezemelt = "default:water_flowing",
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node_box = {
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type = "leveled",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
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},
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},
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groups = {crumbly=3,falling_node=1, melts=1, float=1},
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_snow_footstep", gain=0.25},
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dug = {name="default_snow_footstep", gain=0.75},
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}),
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on_construct = function(pos)
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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
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minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
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end
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-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
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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
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minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
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minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
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end
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end,
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on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
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})
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--]]
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minetest.override_item("default:snow", {
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drop = {
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max_items = 2,
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items = {
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{items = {'snow:moss'}, rarity = 20,},
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{items = {'default:snow'},}
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}
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},
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leveled = 7,
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node_box = {
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type = "leveled",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
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},
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},
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groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, falling_node=1, melts=2, float=1},
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sunlight_propagates = true,
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--Disable placement prediction for snow.
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node_placement_prediction = "",
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on_construct = function(pos)
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pos.y = pos.y-1
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local node = minetest.get_node(pos)
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if node.name == "default:dirt_with_grass"
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or node.name == "default:dirt" then
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node.name = "default:dirt_with_snow"
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minetest.set_node(pos, node)
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end
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end,
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--Handle node drops due to node level.
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on_dig = function(pos, node, digger)
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local level = minetest.get_node_level(pos)
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minetest.node_dig(pos, node, digger)
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if minetest.get_node(pos).name ~= node.name then
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local inv = digger:get_inventory()
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if not inv then
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return
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end
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local left = inv:add_item("main", "default:snow "..tostring(level/7-1))
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if not left:is_empty() then
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minetest.add_item({
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x = pos.x + math.random()/2-0.25,
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y = pos.y + math.random()/2-0.25,
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z = pos.z + math.random()/2-0.25,
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}, left)
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end
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end
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end,
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--Manage snow levels.
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on_place = function(itemstack, placer, pointed_thing)
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local under = pointed_thing.under
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local oldnode_under = minetest.get_node_or_nil(under)
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local above = pointed_thing.above
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if not oldnode_under
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or not above then
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return
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end
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local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
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olddef_under = olddef_under or minetest.nodedef_default
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local place_to
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-- If node under is buildable_to, place into it instead (eg. snow)
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if olddef_under.buildable_to then
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place_to = under
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else
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-- Place above pointed node
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place_to = above
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end
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local level = minetest.get_node_level(place_to)
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if level == 63 then
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minetest.set_node(place_to, {name="default:snowblock"})
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else
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minetest.set_node_level(place_to, level+7)
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end
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if minetest.get_node(place_to).name ~= "default:snow" then
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local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
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return itemstack, placed
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end
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itemstack:take_item()
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return itemstack
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end,
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on_use = snow_shoot_snowball
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})
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--[[
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A note about default torches, melting, and "buildable_to = true" in default snow.
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On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
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water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
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the snow placed where the players want water to be.
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If you place a default torch *on* default snow to melt it, instead of melting the snow is
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*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
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longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
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I tinkered with the default torch's code (see below) to check for snow at the position and one
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node above (layered snow logs as the next y position above) but default snow's
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"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
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works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
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and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
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because if you set a default torch on layered snow, the torch will replace the snow and be
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lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
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melt and the torch would become a dropped item.
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~ LazyJ
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--]]
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-- Some of the ideas I tried. ~ LazyJ
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--[[
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local can_place_torch_on_top = function(pos)
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if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
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or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
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minetest.override_item("default:snow", {buildable_to = false,})
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end
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end
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--]]
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--[[
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minetest.override_item("default:torch", {
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--on_construct = function(pos)
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on_place = function(itemstack, placer, pointed_thing)
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--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
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-- Even though layered snow doesn't look like it's in the next position above (y+1)
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-- it registers in that position. Check the terminal's output to see the coord change.
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--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
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if pointed_thing.name == "default:snow"
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then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
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end
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end
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})
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--]]
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