forked from mtcontrib/spears
Sticking great into nodes
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19
README.txt
19
README.txt
@ -7,9 +7,26 @@ http://wiki.minetest.com/wiki/Installing_Mods
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How to use the mod:
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How to use the mod:
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Craft a spear with | stick | stick | (material) |, also mirrored.
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Craft a spear with | stick | stick | (material) |, also mirrored.
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Spears can be thrown using right mouse button, they either hurt someone or stick where they land on. Damage depends on speed and material, flight trajectory is ballistic with drag.
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Spears can be thrown using right mouse button, they either hurt someone or stick where they land on; damage depends on speed and material, flight trajectory is ballistic with drag.
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Spears can be used to fight, but are slower and weaker than swords.
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Spears can be used to fight, but are slower and weaker than swords.
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Spears can be used to dig, but are slower and weaker and pickaxes.
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Spears can be used to dig, but are slower and weaker and pickaxes.
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You can grab a spear on the fly (or maybe wait until it falls).
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If you feel even clever, throw a spear right above you and look at it to see what happens.
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Someone was reported to have hit its own foot but it takes practice.
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CHANGELOG
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2.0:
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- Cleaned, streamlined code without deprecated functions
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- Spears animated in flight
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- Spears stick into nodes
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- New sound when hitting flesh
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- Changed receipt to fit with default tools
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-
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1.1:
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- Make use of new on_secondary_use API, requires Minetest 5.2.0
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License:
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License:
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104
functions.lua
104
functions.lua
@ -1,18 +1,35 @@
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function spears_shot (itemstack, player)
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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 spear = itemstack:get_name() .. '_entity'
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local playerpos = player:getpos()
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local player_pos = player:get_pos()
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local spear_object = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, spear)
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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 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()
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local pitch = player:get_look_vertical()
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local yaw = player:get_look_horizontal()
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local yaw = player:get_look_horizontal()
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local throw_speed = 15
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local throw_speed = 15
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local drag = 0.3
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local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6)
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local gravity = 9.8
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-- Stick into node
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spear_object:set_velocity({x = direction.x*throw_speed, y = direction.y*throw_speed, z = direction.z*throw_speed})
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if pointed_thing.type == "node" then
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spear_object:set_acceleration({x = -direction.x*drag, y = -gravity, z = -direction.z*drag})
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local node = minetest.get_node(pointed_thing.under)
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spear_object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch + math.pi/6})
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if minetest.registered_nodes[node.name].walkable and vector.distance(pointed_thing.above, throw_pos) < 1 then
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minetest.sound_play("spears_throw", {pos = playerpos}, true)
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local spear_object = minetest.add_entity(vector.add(throw_pos, vector.multiply(direction,0.5)), spear)
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spear_object:set_rotation(rotation)
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minetest.sound_play("default_place_node", {pos = throw_pos}, true)
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spear_object:get_luaentity()._wear = itemstack:get_wear()
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spear_object:get_luaentity()._stickpos = pointed_thing.under
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return
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end
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end
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-- Avoid hitting yourself and throw
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while vector.distance(player_pos, throw_pos) < 1 do
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throw_pos = vector.add(throw_pos, vector.multiply(direction,0.1))
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end
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local spear_object = minetest.add_entity(throw_pos, spear)
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spear_object:set_velocity(vector.multiply(direction, throw_speed))
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spear_object:set_rotation(rotation)
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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()._wear = itemstack:get_wear()
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spear_object:get_luaentity()._stickpos = nil
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return true
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return true
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end
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end
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@ -42,39 +59,54 @@ function spears_set_entity(spear_type, base_damage, toughness)
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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local acceleration = self.object:get_acceleration()
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local velocity = self.object:get_velocity()
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local velocity = self.object:get_velocity()
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local speed = vector.length(velocity)
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local speed = vector.length(velocity)
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local yaw = minetest.dir_to_yaw(velocity)
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if self._stickpos then
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local pitch = math.acos(velocity.y/speed) - math.pi/3
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local node = minetest.get_node(self._stickpos)
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local pos = vector.add(self.object:get_pos(), vector.multiply(velocity, dtime))
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if not node or not minetest.registered_nodes[node.name].walkable then
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local node = minetest.get_node(pos)
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self.object:remove()
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if speed > 0 then
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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if node.name ~= "air" and minetest.get_item_group(node.name, 'attached_node') < 1 then
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return
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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end
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self.object:set_velocity({x = 0, y = 0, z = 0})
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else
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minetest.sound_play("default_place_node.2", {pos = pos}, true)
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local direction = vector.normalize(velocity)
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self._wear = self._wear + 65535/toughness
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local yaw = minetest.dir_to_yaw(velocity)
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if self._wear >= 65535 then
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local pitch = math.acos(velocity.y/speed) - math.pi/3
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local pos = vector.add(self.object:get_pos(), vector.multiply(velocity, dtime))
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local node = minetest.get_node(pos)
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self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
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-- Hit someone?
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local objects_in_radius = minetest.get_objects_inside_radius(pos, 0.5)
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for _,object in ipairs(objects_in_radius) do
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if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then
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local damage = (speed + base_damage)^1.15 - 20
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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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self.object:remove()
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minetest.sound_play("spears_hit", {pos = pos}, true)
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minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness})
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return
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return
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end
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end
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else
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self.object:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
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local objects_in_radius = minetest.get_objects_inside_radius(pos, 1)
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for _,object in ipairs(objects_in_radius) do
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if object:is_player() or (object:get_luaentity().name ~= self.name and object:get_luaentity().name ~= "_builtin:item") then
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local direction = vector.normalize(velocity)
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local damage = (speed + base_damage)^1.15-20
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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)
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if self._wear + 65535/toughness < 65535 then
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minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness})
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end
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end
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end
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end
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end
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-- Stick or get drag
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if node then
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if minetest.registered_nodes[node.name].walkable then
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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minetest.sound_play("default_place_node", {pos = pos}, true)
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self._wear = self._wear + 65535/toughness
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if self._wear >= 65535 then
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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
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else
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local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
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local acceleration = vector.multiply(velocity, -drag)
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acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)^2
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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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end,
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end,
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}
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}
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@ -6,14 +6,14 @@ function spears_register_spear(spear_type, desc, base_damage, toughness, materia
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inventory_image = "spears_spear_" .. spear_type .. ".png^[transform4",
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inventory_image = "spears_spear_" .. spear_type .. ".png^[transform4",
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wield_scale= {x=2,y=1,z=1},
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wield_scale= {x=2,y=1,z=1},
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on_secondary_use = function(itemstack, user, pointed_thing)
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on_secondary_use = function(itemstack, user, pointed_thing)
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spears_shot(itemstack, user)
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spears_throw(itemstack, user, pointed_thing)
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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itemstack:take_item()
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end
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end
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return itemstack
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return itemstack
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end,
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end,
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on_place = function(itemstack, user, pointed_thing)
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on_place = function(itemstack, user, pointed_thing)
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spears_shot(itemstack, user)
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spears_throw(itemstack, user, pointed_thing)
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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itemstack:take_item()
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end
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end
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@ -38,14 +38,14 @@ function spears_register_spear(spear_type, desc, base_damage, toughness, materia
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minetest.register_craft({
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minetest.register_craft({
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output = 'spears:spear_' .. spear_type,
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output = 'spears:spear_' .. spear_type,
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recipe = {
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recipe = {
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{'group:wood', 'group:wood', material},
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{'group:stick', 'group:stick', material},
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}
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}
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})
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})
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minetest.register_craft({
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minetest.register_craft({
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output = 'spears:spear_' .. spear_type,
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output = 'spears:spear_' .. spear_type,
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recipe = {
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recipe = {
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{material, 'group:wood', 'group:wood'},
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{material, 'group:stick', 'group:stick'},
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}
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}
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})
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})
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end
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end
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