spears/functions.lua

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function spears_throw (itemstack, player, pointed_thing)
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local spear = itemstack:get_name() .. '_entity'
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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)
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local direction = player:get_look_dir()
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local throw_pos = vector.add(head_pos, vector.multiply(direction,0.5))
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local pitch = player:get_look_vertical()
local yaw = player:get_look_horizontal()
local throw_speed = 15
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local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
-- Stick into node
if pointed_thing.type == "node" then
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
local spear_object = minetest.add_entity(vector.add(throw_pos, vector.multiply(direction,0.5)), spear)
spear_object:set_rotation(rotation)
minetest.sound_play("default_place_node", {pos = throw_pos}, true)
spear_object:get_luaentity()._wear = itemstack:get_wear()
spear_object:get_luaentity()._stickpos = pointed_thing.under
return
end
end
-- Avoid hitting yourself and throw
while vector.distance(player_pos, throw_pos) < 1 do
throw_pos = vector.add(throw_pos, vector.multiply(direction,0.1))
end
local spear_object = minetest.add_entity(throw_pos, spear)
spear_object:set_velocity(vector.multiply(direction, throw_speed))
spear_object:set_rotation(rotation)
minetest.sound_play("spears_throw", {pos = player_pos}, true)
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spear_object:get_luaentity()._wear = itemstack:get_wear()
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spear_object:get_luaentity()._stickpos = nil
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return true
end
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function spears_set_entity(spear_type, base_damage, toughness)
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local SPEAR_ENTITY={
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initial_properties = {
physical = false,
visual = "item",
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visual_size = {x = 0.25, y = 0.25, z = 0.25},
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wield_item = "spears:spear_" .. spear_type,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
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on_activate = function (self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
end,
on_punch = function (self, puncher)
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if puncher:is_player() then
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()
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end
end
end,
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on_step = function(self, dtime)
if not self._wear then
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self.object:remove()
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return
end
local velocity = self.object:get_velocity()
local speed = vector.length(velocity)
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if self._stickpos then
local node = minetest.get_node(self._stickpos)
if not node or not minetest.registered_nodes[node.name].walkable then
self.object:remove()
minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
return
end
else
local direction = vector.normalize(velocity)
local yaw = minetest.dir_to_yaw(velocity)
local pitch = math.acos(velocity.y/speed) - math.pi/3
local pos = vector.add(self.object:get_pos(), vector.multiply(velocity, dtime))
local node = minetest.get_node(pos)
self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
-- Hit someone?
local objects_in_radius = minetest.get_objects_inside_radius(pos, 0.5)
for _,object in ipairs(objects_in_radius) do
if object:get_luaentity() ~= self 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)
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self.object:remove()
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minetest.sound_play("spears_hit", {pos = pos}, true)
minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness})
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return
end
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end
-- Stick or get drag
if node then
if minetest.registered_nodes[node.name].walkable 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._wear = self._wear + 65535/toughness
if self._wear >= 65535 then
minetest.sound_play("default_tool_breaks", {pos = pos}, true)
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self.object:remove()
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return
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end
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self._stickpos = pos
else
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)^2
self.object:set_acceleration(acceleration)
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end
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end
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end
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end,
}
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return SPEAR_ENTITY
end