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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
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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
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--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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node_box = {
type = " leveled " ,
fixed = {
{ - 0.5 , - 0.5 , - 0.5 , 0.5 , - 0.5 + 2 / 16 , 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 } ,
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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
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end ,
--Remove dirt_with_snow and replace with dirt_with_grass.
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--[[after_destruct = function(pos)
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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
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end , ] ]
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--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 ( )
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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
} )
--]]