spears/functions.lua

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function spears_shot (itemstack, player)
local spear = itemstack:get_name() .. '_entity'
local playerpos = player:getpos()
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local spear_object = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, spear)
local direction = player:get_look_dir()
local pitch = player:get_look_vertical()
local yaw = player:get_look_horizontal()
local throw_speed = 15
local drag = 0.3
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local gravity = 9.8
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spear_object:set_velocity({x = direction.x*throw_speed, y = direction.y*throw_speed, z = direction.z*throw_speed})
spear_object:set_acceleration({x = -direction.x*drag, y = -gravity, z = -direction.z*drag})
spear_object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch + math.pi/6})
minetest.sound_play("spears_throw", {pos = playerpos}, true)
spear_object:get_luaentity()._wear = itemstack:get_wear()
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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",
visual_size = {x = 0.3, y = 0.3, z = 0.3},
wield_item = "spears:spear_" .. spear_type,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
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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 acceleration = self.object:get_acceleration()
local velocity = self.object:get_velocity()
local speed = vector.length(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)
if speed > 0 then
if node.name ~= "air" and minetest.get_item_group(node.name, 'attached_node') < 1 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.2", {pos = pos}, true)
self._wear = self._wear + 65535/toughness
if self._wear >= 65535 then
self.object:remove()
return
end
else
self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
local objects_in_radius = minetest.get_objects_inside_radius(pos, 1)
for _,object in ipairs(objects_in_radius) do
if object:is_player() or (object:get_luaentity().name ~= self.name and object:get_luaentity().name ~= "_builtin:item") then
local direction = vector.normalize(velocity)
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)
if self._wear + 65535/toughness < 65535 then
minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness})
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end
end
end
end
end
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end,
}
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return SPEAR_ENTITY
end