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mirror of https://gitlab.com/echoes91/spears.git synced 2024-11-11 20:30:22 +01:00

Version 2.1

This commit is contained in:
echoes91 2020-04-26 12:58:52 +02:00
parent b5ce10d157
commit 871b69ab0d
2 changed files with 31 additions and 12 deletions

View File

@ -27,6 +27,11 @@ Someone once reported to have hit its own foot but it takes practice to do that.
CHANGELOG CHANGELOG
2.1:
- Spears ding hard blocks (cracky < 3)
- Fixed stick-into-node position to avoid spears turning black (#2467)
- Player velocity added to throw (it's physics baby)
2.0: 2.0:
- Cleaner, streamlined code without deprecated functions - Cleaner, streamlined code without deprecated functions
- Spears hurt players - Spears hurt players

View File

@ -11,9 +11,8 @@ function spears_throw (itemstack, player, pointed_thing)
if pointed_thing.type == "node" then if pointed_thing.type == "node" then
local node = minetest.get_node(pointed_thing.under) local node = minetest.get_node(pointed_thing.under)
if minetest.registered_nodes[node.name].walkable and vector.distance(pointed_thing.above, throw_pos) < 1 then if minetest.registered_nodes[node.name].walkable and vector.distance(pointed_thing.above, throw_pos) < 1 then
local spear_object = minetest.add_entity(vector.divide(vector.add(pointed_thing.above, pointed_thing.under), 2), spear) local spear_object = minetest.add_entity(vector.divide(vector.add(vector.multiply(pointed_thing.above, 2), pointed_thing.under), 3), spear)
spear_object:set_rotation(rotation) spear_object:set_rotation(rotation)
minetest.sound_play("default_place_node", {pos = throw_pos}, true)
spear_object:get_luaentity()._wear = itemstack:get_wear() spear_object:get_luaentity()._wear = itemstack:get_wear()
spear_object:get_luaentity()._stickpos = pointed_thing.under spear_object:get_luaentity()._stickpos = pointed_thing.under
return return
@ -21,11 +20,12 @@ function spears_throw (itemstack, player, pointed_thing)
end end
-- Avoid hitting yourself and throw -- Avoid hitting yourself and throw
local throw_speed = 12 local throw_speed = 12
while vector.distance(player_pos, throw_pos) < 1 do while vector.distance(player_pos, throw_pos) < 1.2 do
throw_pos = vector.add(throw_pos, vector.multiply(direction,0.1)) throw_pos = vector.add(throw_pos, vector.multiply(direction,0.1))
end end
local player_vel = player:get_player_velocity()
local spear_object = minetest.add_entity(throw_pos, spear) local spear_object = minetest.add_entity(throw_pos, spear)
spear_object:set_velocity(vector.multiply(direction, throw_speed)) spear_object:set_velocity(vector.add(player_vel, vector.multiply(direction, throw_speed)))
spear_object:set_rotation(rotation) spear_object:set_rotation(rotation)
minetest.sound_play("spears_throw", {pos = player_pos}, true) minetest.sound_play("spears_throw", {pos = player_pos}, true)
spear_object:get_luaentity()._wear = itemstack:get_wear() spear_object:get_luaentity()._wear = itemstack:get_wear()
@ -66,22 +66,32 @@ function spears_set_entity(spear_type, base_damage, toughness)
local velocity = self.object:get_velocity() local velocity = self.object:get_velocity()
local speed = vector.length(velocity) local speed = vector.length(velocity)
-- Spear is stuck ? -- Spear is stuck ?
if self._stickpos then if self._stickpos and not self._sticknode then
local node = minetest.get_node(self._stickpos) local node = minetest.get_node(self._stickpos)
if not node or not minetest.registered_nodes[node.name].walkable then -- Fall when node is removed local stick_cracky = minetest.registered_nodes[node.name].groups.cracky
if stick_cracky and stick_cracky < 3 then
minetest.sound_play("default_metal_footstep", {pos = pos}, true)
self.object:remove()
minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
elseif not self._stick_walkable then
minetest.sound_play("default_place_node", {pos = throw_pos}, true)
end
self._stick_walkable = minetest.registered_nodes[node.name].walkable
if not node or not self._stick_walkable then -- Fall when node is removed
self.object:remove() self.object:remove()
minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear}) minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
return return
end end
else -- Spear is flying else -- Spear is flying
local direction = vector.normalize(velocity) local direction = vector.normalize(velocity)
local yaw = minetest.dir_to_yaw(velocity) local yaw = minetest.dir_to_yaw(direction)
local pitch = math.acos(velocity.y/speed) - math.pi/3 local pitch = math.acos(velocity.y/speed) - math.pi/3
local pos = vector.add(self.object:get_pos(), vector.multiply(velocity, dtime)) local pos = self.object:get_pos()
local node = minetest.get_node(pos) local next_pos = vector.add(pos, vector.multiply(velocity, dtime))
local node = minetest.get_node(next_pos)
self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch}) self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
-- Hit someone? -- Hit someone?
local objects_in_radius = minetest.get_objects_inside_radius(pos, 0.5) local objects_in_radius = minetest.get_objects_inside_radius(next_pos, 0.6)
for _,object in ipairs(objects_in_radius) do for _,object in ipairs(objects_in_radius) do
if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then
local damage = (speed + base_damage)^1.15 - 20 local damage = (speed + base_damage)^1.15 - 20
@ -97,14 +107,18 @@ function spears_set_entity(spear_type, base_damage, toughness)
if minetest.registered_nodes[node.name].walkable then -- Stick if minetest.registered_nodes[node.name].walkable then -- Stick
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
minetest.sound_play("default_place_node", {pos = pos}, true) -- Correct position if went too deep to aboid disappearing or turning black
while minetest.registered_nodes[minetest.get_node(pos).name].walkable do
pos = vector.add(pos, vector.multiply(direction, - 0.002))
end
self.object:set_pos(pos)
self._wear = self._wear + 65535/toughness self._wear = self._wear + 65535/toughness
if self._wear >= 65535 then if self._wear >= 65535 then
minetest.sound_play("default_tool_breaks", {pos = pos}, true) minetest.sound_play("default_tool_breaks", {pos = pos}, true)
self.object:remove() self.object:remove()
return return
end end
self._stickpos = pos self._stickpos = next_pos
else -- Get drag else -- Get drag
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1) local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
local acceleration = vector.multiply(velocity, -drag) local acceleration = vector.multiply(velocity, -drag)