mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-18 00:08:25 +01:00
b8e61fd763
- See #87
346 lines
10 KiB
Lua
Executable File
346 lines
10 KiB
Lua
Executable File
--============
|
|
--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 creative_mode = minetest.setting_getbool("creative_mode")
|
|
|
|
local function get_gravity()
|
|
local grav = tonumber(minetest.setting_get("movement_gravity")) or 9.81
|
|
return grav*snow.snowball_gravity
|
|
end
|
|
|
|
local someone_throwing
|
|
local timer = 0
|
|
|
|
--Shoot snowball
|
|
local function snow_shoot_snowball(item, player)
|
|
local addp = {y = 1.625} -- + (math.random()-0.5)/5}
|
|
local dir = player:get_look_dir()
|
|
local dif = 2*math.sqrt(dir.z*dir.z+dir.x*dir.x)
|
|
addp.x = dir.z/dif -- + (math.random()-0.5)/5
|
|
addp.z = -dir.x/dif -- + (math.random()-0.5)/5
|
|
local pos = vector.add(player:getpos(), addp)
|
|
local obj = minetest.add_entity(pos, "snow:snowball_entity")
|
|
obj:setvelocity(vector.multiply(dir, snow.snowball_velocity))
|
|
obj:setacceleration({x=dir.x*-3, y=-get_gravity(), z=dir.z*-3})
|
|
if creative_mode then
|
|
if not someone_throwing then
|
|
someone_throwing = true
|
|
timer = -0.5
|
|
end
|
|
return
|
|
end
|
|
item:take_item()
|
|
return item
|
|
end
|
|
|
|
if creative_mode then
|
|
local function update_step(dtime)
|
|
timer = timer+dtime
|
|
if timer < 0.006 then
|
|
return
|
|
end
|
|
timer = 0
|
|
|
|
local active
|
|
for _,player in pairs(minetest.get_connected_players()) do
|
|
if player:get_player_control().LMB then
|
|
local item = player:get_wielded_item()
|
|
local itemname = item:get_name()
|
|
if itemname == "default:snow" then
|
|
snow_shoot_snowball(nil, player)
|
|
active = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
-- disable the function if noone currently throws them
|
|
if not active then
|
|
someone_throwing = false
|
|
end
|
|
end
|
|
|
|
-- do automatic throwing using a globalstep
|
|
minetest.register_globalstep(function(dtime)
|
|
-- only if one holds left click
|
|
if someone_throwing then
|
|
update_step(dtime)
|
|
end
|
|
end)
|
|
end
|
|
|
|
--The snowball Entity
|
|
local snow_snowball_ENTITY = {
|
|
physical = false,
|
|
timer = 0,
|
|
collisionbox = {-5/16,-5/16,-5/16, 5/16,5/16,5/16},
|
|
}
|
|
|
|
function snow_snowball_ENTITY.on_activate(self)
|
|
self.object:set_properties({textures = {"default_snowball.png^[transform"..math.random(0,7)}})
|
|
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
|
|
self.lastpos = self.object:getpos()
|
|
minetest.after(0.1, function(obj)
|
|
if not obj then
|
|
return
|
|
end
|
|
local vel = obj:getvelocity()
|
|
if vel
|
|
and vel.y ~= 0 then
|
|
return
|
|
end
|
|
minetest.after(0, function(obj)
|
|
if not obj then
|
|
return
|
|
end
|
|
local vel = obj:getvelocity()
|
|
if not vel
|
|
or vel.y == 0 then
|
|
obj:remove()
|
|
end
|
|
end, obj)
|
|
end, self.object)
|
|
end
|
|
|
|
--Snowball_entity.on_step()--> called when snowball is moving.
|
|
function snow_snowball_ENTITY.on_step(self, dtime)
|
|
self.timer = self.timer+dtime
|
|
if self.timer > 600 then
|
|
-- 10 minutes are too long for a snowball to fly somewhere
|
|
self.object:remove()
|
|
end
|
|
|
|
if self.physical then
|
|
local fell = self.object:getvelocity().y == 0
|
|
if not fell then
|
|
return
|
|
end
|
|
local pos = vector.round(self.object:getpos())
|
|
if minetest.get_node(pos).name == "air" then
|
|
pos.y = pos.y-1
|
|
if minetest.get_node(pos).name == "air" then
|
|
return
|
|
end
|
|
end
|
|
snow.place(pos)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
local pos = vector.round(self.object:getpos())
|
|
if vector.equals(pos, self.lastpos) then
|
|
return
|
|
end
|
|
if minetest.get_node(pos).name ~= "air" then
|
|
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
|
|
--self.object:setvelocity({x=0, y=0, z=0})
|
|
pos = self.lastpos
|
|
self.object:setpos(pos)
|
|
local gain = vector.length(self.object:getvelocity())/30
|
|
minetest.sound_play("default_snow_footstep", {pos=pos, gain=gain})
|
|
self.object:set_properties({physical = true})
|
|
self.physical = true
|
|
return
|
|
end
|
|
self.lastpos = vector.new(pos)
|
|
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", {
|
|
drop = {
|
|
max_items = 2,
|
|
items = {
|
|
{items = {'snow:moss'}, rarity = 20,},
|
|
{items = {'default:snow'},}
|
|
}
|
|
},
|
|
leveled = 7,
|
|
node_box = {
|
|
type = "leveled",
|
|
fixed = {
|
|
{-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
|
|
},
|
|
},
|
|
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, falling_node=1, melts=2, float=1},
|
|
sunlight_propagates = true,
|
|
--Disable placement prediction for snow.
|
|
node_placement_prediction = "",
|
|
on_construct = function(pos)
|
|
pos.y = pos.y-1
|
|
local node = minetest.get_node(pos)
|
|
if node.name == "default:dirt_with_grass"
|
|
or node.name == "default:dirt" then
|
|
node.name = "default:dirt_with_snow"
|
|
minetest.set_node(pos, node)
|
|
end
|
|
end,
|
|
--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
|
|
local inv = digger:get_inventory()
|
|
if not inv then
|
|
return
|
|
end
|
|
local left = inv:add_item("main", "default:snow "..tostring(level/7-1))
|
|
if not left:is_empty() then
|
|
minetest.add_item({
|
|
x = pos.x + math.random()/2-0.25,
|
|
y = pos.y + math.random()/2-0.25,
|
|
z = pos.z + math.random()/2-0.25,
|
|
}, left)
|
|
end
|
|
end
|
|
end,
|
|
--Manage snow levels.
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
local under = pointed_thing.under
|
|
local oldnode_under = minetest.get_node_or_nil(under)
|
|
local above = pointed_thing.above
|
|
|
|
if not oldnode_under
|
|
or not above then
|
|
return
|
|
end
|
|
|
|
local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
|
|
olddef_under = olddef_under or minetest.nodedef_default
|
|
|
|
local place_to
|
|
-- If node under is buildable_to, place into it instead (eg. snow)
|
|
if olddef_under.buildable_to then
|
|
place_to = under
|
|
else
|
|
-- Place above pointed node
|
|
place_to = above
|
|
end
|
|
|
|
local 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 minetest.get_node(place_to).name ~= "default:snow" then
|
|
local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
|
|
return itemstack, placed
|
|
end
|
|
|
|
itemstack:take_item()
|
|
|
|
return itemstack
|
|
end,
|
|
on_use = snow_shoot_snowball
|
|
})
|
|
|
|
|
|
|
|
--[[
|
|
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
|
|
})
|
|
--]]
|