function spears_throw (itemstack, player, pointed_thing) local spear = itemstack:get_name() .. '_entity' local player_pos = player:get_pos() local head_pos = vector.new(player_pos.x, player_pos.y + player:get_properties().eye_height, player_pos.z) local direction = player:get_look_dir() local throw_pos = vector.add(head_pos, vector.multiply(direction,0.5)) local pitch = player:get_look_vertical() local yaw = player:get_look_horizontal() local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6) local wear = itemstack:get_wear() local pointed_a = pointed_thing.above local pointed_b = pointed_thing.under if pointed_thing.type == "node" and vector.distance(pointed_a, throw_pos) < 1 then -- Stick into node local node = minetest.get_node(pointed_b) local check_node = spears_check_node(node.name) if check_node == nil then return false elseif check_node == 'cracky' then minetest.sound_play("default_metal_footstep", {pos = pointed_a}, true) return false elseif check_node == 'sticky' then local spear_object = minetest.add_entity(vector.divide(vector.add(vector.multiply(pointed_a, 2), pointed_b), 3), spear) spear_object:set_rotation(rotation) spear_object:get_luaentity()._wear = wear spear_object:get_luaentity()._stickpos = pointed_b minetest.sound_play("default_place_node", {pos = pointed_a}, true) return false end else -- Throw local throw_speed = tonumber(minetest.settings:get("spears_throw_speed") or 13) --while vector.distance(player_pos, throw_pos) < 1.2 do -- throw_pos = vector.add(throw_pos, vector.multiply(direction, 0.1)) --end local player_vel = player:get_velocity() 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_rotation(rotation) minetest.sound_play("spears_throw", {pos = player_pos}, true) spear_object:get_luaentity()._wear = wear spear_object:get_luaentity()._stickpos = nil spear_object:get_luaentity()._owner = player:get_luaentity() return true end end function spears_set_entity(spear_type, base_damage, toughness) local SPEAR_ENTITY={ initial_properties = { physical = false, visual = "item", visual_size = {x = 0.3, y = 0.3, z = 0.3}, wield_item = "spears:spear_" .. spear_type, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3}, }, on_activate = function (self, staticdata, dtime_s) self.object:set_armor_groups({immortal = 1}) end, on_punch = function (self, puncher) if puncher:is_player() then -- Grab the spear local stack = {name='spears:spear_' .. spear_type, wear = self._wear} local inv = puncher:get_inventory() if inv:room_for_item("main", stack) then inv:add_item("main", stack) self.object:remove() end end end, on_step = function(self, dtime) local wear = self._wear if wear == nil then self.object:remove() return false end local pos = self.object:get_pos() local velocity = self.object:get_velocity() local speed = vector.length(velocity) if self._stickpos ~= nil then -- Spear is stuck local node = minetest.get_node(self._stickpos) local check_node = spears_check_node(node.name) if check_node ~= 'sticky' then -- Fall when node is removed self.object:remove() minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = wear}) return false end else -- Spear is flying local direction = vector.normalize(velocity) local yaw = minetest.dir_to_yaw(direction) local pitch = math.acos(velocity.y/speed) - math.pi/3 local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5)) self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch}) -- Hit a target? local objects_in_radius = minetest.get_objects_inside_radius(spearhead_pos, 1) for _,object in ipairs(objects_in_radius) do if spears_check_target(self, object, spearhead_pos) and object:get_armor_groups().fleshy 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) wear = spears_wear(wear, toughness) minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = wear}) return true end end -- Hit a node? local node = minetest.get_node(spearhead_pos) local check_node = spears_check_node(node.name) if check_node == nil then self.object:remove() minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = wear}) elseif check_node ~= 'through' then wear = spears_wear(wear, toughness) if wear >= 65535 then minetest.sound_play("default_tool_breaks", {pos = pos}, true) self.object:remove() minetest.add_item(pos, {name='defaut:stick'}) return false elseif check_node == 'cracky' then minetest.sound_play("default_metal_footstep", {pos = pos}, true) self.object:remove() minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = wear}) return false elseif check_node == 'sticky' then self.object:set_acceleration({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) self._stickpos = spearhead_pos self._wear = wear end else -- Get drag local viscosity = minetest.registered_nodes[node.name].liquid_viscosity local drag_coeff = tonumber(minetest.settings:get("spears_drag_coeff")) local drag = math.max(viscosity, drag_coeff) local acceleration = vector.multiply(velocity, -drag) acceleration.y = acceleration.y - 10 * ((7 - drag) / 7) self.object:set_acceleration(acceleration) end end end, } return SPEAR_ENTITY end function spears_check_node(node_name) local node = minetest.registered_nodes[node_name] local cracky_limit = tonumber(minetest.settings:get("spears_node_cracky_limit") or 3) if node == nil then return nil elseif node.groups.cracky ~= nil and node.groups.cracky < cracky_limit then return 'cracky' elseif node.walkable and not node.buildable_to then return 'sticky' else return 'through' end end function spears_wear(initial_wear, toughness) if not minetest.settings:get_bool("creative_mode") then local wear = initial_wear + 65535/toughness return wear else local wear = initial_wear return wear end end function spears_check_target(self, object, spearhead_pos) if object:get_luaentity() == self then return false elseif isPointInsideEntity(object, spearhead_pos) then -- print(self.name .. " hit " .. object:get_luaentity().name) return true else -- print(self.name .. " missed " .. object:get_luaentity().name) return false end end -- Function to check if a point is inside an entity function isPointInsideEntity(object, point) local pos = object:get_pos() local collisionbox = object:get_properties().collisionbox local yaw = object:get_yaw() -- Adjust position for the center of the collision box local center = { x = pos.x + (collisionbox[1] + collisionbox[4]) / 2, y = pos.y + (collisionbox[2] + collisionbox[5]) / 2, z = pos.z + (collisionbox[3] + collisionbox[6]) / 2 } -- Rotate the point around the entity's center local rotatedPoint = rotatePoint(point, center, yaw) -- Check if the rotated point is inside the collision box return rotatedPoint.x >= pos.x + collisionbox[1] and rotatedPoint.x <= pos.x + collisionbox[4] and rotatedPoint.y >= pos.y + collisionbox[2] and rotatedPoint.y <= pos.y + collisionbox[5] and rotatedPoint.z >= pos.z + collisionbox[3] and rotatedPoint.z <= pos.z + collisionbox[6] end -- Function to rotate a point around a center and yaw angle function rotatePoint(point, center, yaw) local cosYaw = math.cos(yaw) local sinYaw = math.sin(yaw) local translatedX = point.x - center.x local translatedZ = point.z - center.z local rotatedX = translatedX * cosYaw - translatedZ * sinYaw local rotatedZ = translatedX * sinYaw + translatedZ * cosYaw return { x = rotatedX + center.x, y = point.y, z = rotatedZ + center.z } end