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mirror of https://gitlab.com/echoes91/spears.git synced 2025-06-30 14:40:21 +02:00

7 Commits
2.3 ... fix

Author SHA1 Message Date
b888cda310 fix itemframes issue nalc/nalc-server-mods#103
fix deployer issue nalc/nalc-server-mods#104
fix deprecated function
fix bad/Nonexistent collision detection on mobs/players, use collision box for very good detection
add translation client side
2022-07-21 17:35:07 +02:00
e2182ca004 Delete depends.txt, add mod.conf 2022-07-02 21:36:09 +02:00
a5b33a6e9a Fix crash 2020-08-09 00:58:12 +02:00
8770387fbc Change craft recipes that conflict with throwing mod 2020-08-08 23:46:38 +02:00
66c69c5265 Fix undeclared global variable warning at startup
DISABLE_GOLD_SPEAR
2020-06-20 16:31:26 +02:00
662e637595 Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev 2020-06-14 22:16:47 +02:00
63d339a686 Corrige avertissement sur variable globale 2018-12-24 01:14:12 +01:00
9 changed files with 134 additions and 67 deletions

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@ -1,8 +1,3 @@
Version 2.3:
- Updated to Minetest 5.6.0 API
- Changed receipts to avoid being confused with arrows
- Various cleansing and fixes
Version 2.2: Version 2.2:
- "Hit detection" based on spearhead position - "Hit detection" based on spearhead position
- Spears go through buildable_to nodes (snow) - Spears go through buildable_to nodes (snow)

7
README
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@ -12,17 +12,14 @@ How to install:
http://wiki.minetest.com/wiki/Installing_Mods http://wiki.minetest.com/wiki/Installing_Mods
How to use the mod: How to use the mod:
Craft a spear with | | | (material) | Craft a spear with | stick | stick | (material) |, works also mirrored.
| | stick | |
| stick | | |,
works also mirrored.
Spears can be thrown using right mouse button, they either hurt someone or stick where they land on; damage depends on speed and material, flight trajectory is ballistic with (unrealistic) drag. Spears can be thrown using right mouse button, they either hurt someone or stick where they land on; damage depends on speed and material, flight trajectory is ballistic with (unrealistic) drag.
Spears can be used to fight, but are slower and weaker than swords. Spears can be used to fight, but are slower and weaker than swords.
Spears can be used to dig, but are slower and weaker and pickaxes. Spears can be used to dig, but are slower and weaker and pickaxes.
If you miss the target it's your fault, the spear is fine. If you miss the target it's your fault, the spear is fine.
You can grab a spear on the fly (or maybe wait until it falls?). You can grab a spear on the fly (or maybe wait until it falls?).
You can stick a spear into a block, but if you remove the block then the spear falls (obviously). You can stick a spear into a block, but if you remove the block then the spear falls (obviously).
This mod contains the word "spear" more than 100 times, if you want the exact number you can count them. This mod contains the word "spear" more than 100 times, if you want the exact number count them yourself.
If you feel clever, throw a spear right above you and look at it to see what happens. If you feel clever, throw a spear right above you and look at it to see what happens.
You can even throw a spear from above down to your foes, it's even easier to hit. You can even throw a spear from above down to your foes, it's even easier to hit.
Someone once reported to have hit its own foot but it takes practice to do that. Someone once reported to have hit its own foot but it takes practice to do that.

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@ -7,7 +7,7 @@ function spears_throw (itemstack, player, pointed_thing)
local pitch = player:get_look_vertical() local pitch = player:get_look_vertical()
local yaw = player:get_look_horizontal() local yaw = player:get_look_horizontal()
local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6) local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
-- Stick into node -- Plant into node
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
@ -23,12 +23,18 @@ function spears_throw (itemstack, player, pointed_thing)
while vector.distance(player_pos, throw_pos) < 1.2 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_velocity() local player_vel
if player.is_fake_player then
player_vel = {x=0,y=0,z=0}
else
player_vel = player:get_velocity()
end
local spear_object = minetest.add_entity(throw_pos, spear) local spear_object = minetest.add_entity(throw_pos, spear)
spear_object:set_velocity(vector.add(player_vel, 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()
spear_object:get_luaentity().lastpos = throw_pos
spear_object:get_luaentity()._stickpos = nil spear_object:get_luaentity()._stickpos = nil
return true return true
end end
@ -41,6 +47,7 @@ function spears_set_entity(spear_type, base_damage, toughness)
visual_size = {x = 0.3, y = 0.3, z = 0.3}, visual_size = {x = 0.3, y = 0.3, z = 0.3},
wield_item = "spears:spear_" .. spear_type, wield_item = "spears:spear_" .. spear_type,
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3}, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
lastpos={},
}, },
on_activate = function (self, staticdata, dtime_s) on_activate = function (self, staticdata, dtime_s)
@ -63,19 +70,19 @@ function spears_set_entity(spear_type, base_damage, toughness)
self.object:remove() self.object:remove()
return return
end end
local pos = self.object:get_pos()
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 then
local node = minetest.get_node(self._stickpos) local node = minetest.get_node(self._stickpos)
local node_cracky = minetest.registered_nodes[node.name].groups.cracky local node_cracky = minetest.registered_nodes[node.name].groups.cracky
local pos = self.object:get_pos()
if node_cracky and node_cracky < 3 then if node_cracky and node_cracky < 3 then
minetest.sound_play("default_metal_footstep", {pos = pos}, true) minetest.sound_play("default_metal_footstep", {pos = pos}, true)
self.object:remove() self.object:remove()
minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear}) minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear})
elseif not self._node_walkable then elseif not self._node_walkable then
minetest.sound_play("default_place_node", {pos = pos}, true) minetest.sound_play("default_place_node", {pos = self._stickpos}, true)
end end
self._node_walkable = minetest.registered_nodes[node.name].walkable self._node_walkable = minetest.registered_nodes[node.name].walkable
if not node or not self._node_walkable then -- Fall when node is removed if not node or not self._node_walkable then -- Fall when node is removed
@ -84,46 +91,91 @@ function spears_set_entity(spear_type, base_damage, toughness)
return return
end end
else -- Spear is flying else -- Spear is flying
local direction = vector.normalize(velocity) local newpos = self.object:get_pos()
local yaw = minetest.dir_to_yaw(direction) for _, pos in pairs(spears_get_trajectoire(self, newpos)) do
local pitch = math.acos(velocity.y/speed) - math.pi/3 local direction = vector.normalize(velocity)
local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5)) local yaw = minetest.dir_to_yaw(direction)
local node = minetest.get_node(spearhead_pos) local pitch = math.acos(velocity.y/speed) - math.pi/3
self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch}) local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5))
-- Hit someone? local node = minetest.get_node(spearhead_pos)
local objects_in_radius = minetest.get_objects_inside_radius(spearhead_pos, 0.6) self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
for _,object in ipairs(objects_in_radius) do -- Hit someone?
if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then local objects_in_radius = minetest.get_objects_inside_radius(spearhead_pos, 2.5)
local damage = (speed + base_damage)^1.15 - 20 for _,object in ipairs(objects_in_radius) do
object:punch(self.object, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=damage},}, direction) if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then
self.object:remove() local objpos = object:get_pos()
minetest.sound_play("spears_hit", {pos = pos}, true) local collisionbox = object:get_properties().collisionbox or {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness}) if spears_touch(spearhead_pos, objpos, collisionbox) then
local damage = (speed + base_damage)^1.15 - 20
object:punch(self.object, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=damage},}, direction)
self.object:remove()
minetest.sound_play("spears_hit", {pos = pos}, true)
minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness})
return
end
end
end
-- Hit a node?
if node and minetest.registered_nodes[node.name].walkable
and not minetest.registered_nodes[node.name].buildable_to
and not (minetest.registered_nodes[node.name].groups.slab and spearhead_pos.y % 1 < 0.5)
then -- Stick
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
self._wear = self._wear + 65535/toughness
if self._wear >= 65535 then
minetest.sound_play("default_tool_breaks", {pos = pos}, true)
self.object:remove()
return
end
self._stickpos = spearhead_pos
self.lastpos = pos
return return
else -- Get drag
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
local acceleration = vector.multiply(velocity, -drag)
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)
self.object:set_acceleration(acceleration)
end end
end end
-- Hit a node? self.lastpos = newpos
if node and minetest.registered_nodes[node.name].walkable
and not minetest.registered_nodes[node.name].buildable_to
and not (minetest.registered_nodes[node.name].groups.slab and spearhead_pos.y % 1 < 0.5)
then -- Stick
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
self._wear = self._wear + 65535/toughness
if self._wear >= 65535 then
minetest.sound_play("default_tool_breaks", {pos = pos}, true)
self.object:remove()
return
end
self._stickpos = spearhead_pos
else -- Get drag
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
local acceleration = vector.multiply(velocity, -drag)
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)
self.object:set_acceleration(acceleration)
end
end end
end, end,
} }
return SPEAR_ENTITY return SPEAR_ENTITY
end end
function spears_get_trajectoire(self, newpos)
if self.lastpos.x == nil then
return {newpos}
end
local coord = {}
local dx = vector.distance({x=newpos["x"], y=0, z=0}, {x=self.lastpos["x"], y=0, z=0} )/2
local dy = vector.distance({x=0, y=newpos["y"], z=0}, {x=0, y=self.lastpos["y"], z=0} )/2
local dz = vector.distance({x=0, y=0, z=newpos["z"]}, {x=0, y=0, z=self.lastpos["z"]} )/2
if newpos["x"] < self.lastpos["x"] then
dx = -dx
end
if newpos["y"] < self.lastpos["y"] then
dy = -dy
end
if newpos["z"] < self.lastpos["z"] then
dz = -dz
end
table.insert(coord, {x=self.lastpos["x"]+dx, y=self.lastpos["y"]+dy ,z=self.lastpos["z"]+dz })
table.insert(coord, newpos)
return coord
end
function spears_touch(pos, objpos, cbox)
--colbox format {x1, y1, z1, x2, y2, z2}
if (pos.x < objpos.x + math.max(cbox[1], cbox[4]) and pos.x > objpos.x + math.min(cbox[1], cbox[4]))
and (pos.y < objpos.y + math.max(cbox[2], cbox[5]) and pos.y > objpos.y + math.min(cbox[2], cbox[5]))
and (pos.z < objpos.z + math.max(cbox[3], cbox[6]) and pos.z > objpos.z + math.min(cbox[3], cbox[6])) then
return true
end
return false
end

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@ -11,8 +11,5 @@ dofile(minetest.get_modpath("spears").."/functions.lua")
dofile(minetest.get_modpath("spears").."/tools.lua") dofile(minetest.get_modpath("spears").."/tools.lua")
local log_mods = minetest.settings:get_bool("log_mods")
if minetest.settings:get_bool("log_mods") then minetest.log("action", "[spears] loaded.")
minetest.log("action", "[MOD] Spears loaded")
end

9
locale/spears.fr.tr Normal file
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@ -0,0 +1,9 @@
# textdomain: spears
Stone spear=Lance en pierre
Steel spear=Lance en acier
Copper spear=Lance en cuivre
Bronze spear=Lance en bronze
Obsidian spear=Lance en obsidienne
Diamond spear=Lance en diamant
Golden spear=Lance en or

11
locale/template.txt Normal file
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@ -0,0 +1,11 @@
# textdomain: spears
Stone spear=
Steel spear=
Copper spear=
Bronze spear=
Obsidian spear=
Diamond spear=
Golden spear=

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@ -1,7 +1,4 @@
name = spears name = spears
title = Separs
description = Add spears to Minetest
depends = default depends = default
description = Add spears to Minetest, versatile weapons that can be thrown
release = 2.3
author = Echoes91
title = Spears

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@ -3,5 +3,4 @@ DISABLE_STEEL_SPEAR = true
DISABLE_COPPER_SPEAR = true DISABLE_COPPER_SPEAR = true
DISABLE_BRONZE_SPEAR = true DISABLE_BRONZE_SPEAR = true
DISABLE_DIAMOND_SPEAR = true DISABLE_DIAMOND_SPEAR = true
DISABLE_OBSIDIAN_SPEAR = true DISABLE_OBSIDIAN_SPEAR = true
DISABLE_GOLD_SPEAR = true

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@ -1,7 +1,10 @@
local S = minetest.get_translator("spears")
function spears_register_spear(spear_type, desc, base_damage, toughness, material) function spears_register_spear(spear_type, desc, base_damage, toughness, material)
minetest.register_tool("spears:spear_" .. spear_type, { minetest.register_tool("spears:spear_" .. spear_type, {
description = desc .. " spear", description = S(desc .. " spear"),
wield_image = "spears_spear_" .. spear_type .. ".png^[transform4", wield_image = "spears_spear_" .. spear_type .. ".png^[transform4",
inventory_image = "spears_spear_" .. spear_type .. ".png", inventory_image = "spears_spear_" .. spear_type .. ".png",
wield_scale= {x = 1.5, y = 1.5, z = 1.5}, wield_scale= {x = 1.5, y = 1.5, z = 1.5},
@ -13,6 +16,13 @@ function spears_register_spear(spear_type, desc, base_damage, toughness, materia
return itemstack return itemstack
end, end,
on_place = function(itemstack, user, pointed_thing) on_place = function(itemstack, user, pointed_thing)
if pointed_thing.type == "node" then
local node = minetest.get_node(pointed_thing.under)
if minetest.registered_nodes[node.name] and (node.name == "itemframes:pedestal" or node.name == "itemframes:frame") then
minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, user, itemstack)
return itemstack
end
end
spears_throw(itemstack, user, pointed_thing) spears_throw(itemstack, user, pointed_thing)
if not minetest.settings:get_bool("creative_mode") then if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item() itemstack:take_item()
@ -38,18 +48,18 @@ function spears_register_spear(spear_type, desc, base_damage, toughness, materia
minetest.register_craft({ minetest.register_craft({
output = 'spears:spear_' .. spear_type, output = 'spears:spear_' .. spear_type,
recipe = { recipe = {
{"", "", material}, {'', '', material},
{"", "group:stick", ""}, {'', 'group:stick', ''},
{"group:stick", "", ""} {'group:stick', '', ''},
} }
}) })
minetest.register_craft({ minetest.register_craft({
output = 'spears:spear_' .. spear_type, output = 'spears:spear_' .. spear_type,
recipe = { recipe = {
{material, "", ""}, {material, '', ''},
{"", "group:stick", ""}, {'', 'group:stick', ''},
{"", "", "group:stick"} {'', '', 'group:stick'},
} }
}) })
end end