forked from mtcontrib/minetest-mod-snow
191 lines
7.8 KiB
Lua
191 lines
7.8 KiB
Lua
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--============
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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 snowball_GRAVITY=9
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local snowball_VELOCITY=19
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--Shoot snowball
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local snow_shoot_snowball=function (item, player, pointed_thing)
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local playerpos=player:getpos()
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local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "snow:snowball_entity")
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local dir=player:get_look_dir()
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obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
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obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
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item:take_item()
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return item
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end
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--The snowball Entity
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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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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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}
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--Snowball_entity.on_step()--> called when snowball is moving.
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snow_snowball_ENTITY.on_step = function(self, dtime)
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self.timer=self.timer+dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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--Become item when hitting a node.
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if self.lastpos.x~=nil then --If there is no lastpos for some reason. ~ Splizard
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-- Check to see what is one node above where the snow is
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-- going to be placed. ~ LazyJ, 2014_04_08
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local abovesnowballtarget = {x=pos.x, y=pos.y+1, z=pos.z}
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-- Identify the name of the node that was found above. ~ LazyJ, 2014_04_08
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local findwhatisabove = minetest.get_node(abovesnowballtarget).name
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-- If the node above is air, then it's OK to go on to the next step. ~ LazyJ, 2014_04_08
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if findwhatisabove == "air" then
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-- If the node where the snow is going is anything except air, then it's OK to put
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-- the snow on it. ~ Original line of code by Splizard, comment by LazyJ so I can
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-- keep track of what this code does. ~ LazyJ, 2014_04_07
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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
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-- 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()
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end
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else -- If findwhatisabove is not equal to "air" then cancel the snowball
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-- with self.object:remove() ~ LazyJ, 2014_04_08
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self.object:remove()
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end
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
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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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groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3,falling_node=1, melts=2, float=1},
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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"
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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.
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if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and
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-- Minus 2 because at the end of this, the layer that triggers the change to a snowblock
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-- is the second snowball layer more than the full block below. That second layer,from
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-- what I've observed, seems to push into a third node box above so by subracting 2,
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-- the swap_node target is moved back down to the first get_node y=pos.
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-- ~ LazyJ, 2014_04_24
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minetest.get_node({x=pos.x, y=pos.y-1, 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,
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-- the reset is default Minetest. ~ LazyJ
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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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