forked from mtcontrib/spears
Update 2.2
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@ -1,3 +1,7 @@
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Version 2.2:
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- "Hit detection" based on spearhead position
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- Spears go through buildable_to nodes (snow)
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- Ugly fix to not collide in air above slabs (works only if slabs are not rotated)
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Version 2.1:
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- Spears ding hard blocks (cracky < 3)
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@ -17,4 +21,4 @@ Version 2.0:
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- New gold-plated spear to celebrate
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Version 1.1:
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- Make use of new on_secondary_use API, requires Minetest 5.2.0
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- Make use of new on_secondary_use API, requires Minetest 5.2.0
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@ -23,31 +23,3 @@ This mod contains the word "spear" more than 100 times, if you want the exact nu
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If you feel clever, throw a spear right above you and look at it to see what happens.
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You can even throw a spear from above down to your foes, it's even easier to hit.
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Someone once reported to have hit its own foot but it takes practice to do that.
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CHANGELOG
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2.1:
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- Spears ding hard blocks (cracky < 3)
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- Fixed stick-into-node position to avoid spears turning black (#2467)
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- Player velocity added to throw (it's physics baby)
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2.0:
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- Cleaner, streamlined code without deprecated functions
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- Spears hurt players
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- Spears animated in flight
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- Spears stick into nodes
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- New textures
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- New sound when hitting flesh
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- New receipt to fit with default tools
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- Drag depends on fluid
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- Improved instructions
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- New gold-plated spear to celebrate
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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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Sourcecode: LGPLv2.1 (see http://www.gnu.org/licenses/lgpl-2.1.html)
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Grahpics & sounds: CC-BY 3.0 (see http://creativecommons.org/licenses/by/3.0/legalcode)
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@ -21,7 +21,7 @@ function spears_throw (itemstack, player, pointed_thing)
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-- Avoid hitting yourself and throw
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local throw_speed = 12
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while vector.distance(player_pos, throw_pos) < 1.2 do
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throw_pos = vector.add(throw_pos, vector.multiply(direction,0.1))
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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 player_vel = player:get_player_velocity()
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local spear_object = minetest.add_entity(throw_pos, spear)
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@ -66,18 +66,18 @@ function spears_set_entity(spear_type, base_damage, toughness)
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local velocity = self.object:get_velocity()
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local speed = vector.length(velocity)
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-- Spear is stuck ?
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if self._stickpos and not self._sticknode then
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if self._stickpos then
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local node = minetest.get_node(self._stickpos)
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local stick_cracky = minetest.registered_nodes[node.name].groups.cracky
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if stick_cracky and stick_cracky < 3 then
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local node_cracky = minetest.registered_nodes[node.name].groups.cracky
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if node_cracky and node_cracky < 3 then
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minetest.sound_play("default_metal_footstep", {pos = pos}, true)
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self.object:remove()
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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elseif not self._stick_walkable then
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elseif not self._node_walkable then
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minetest.sound_play("default_place_node", {pos = throw_pos}, true)
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end
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self._stick_walkable = minetest.registered_nodes[node.name].walkable
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if not node or not self._stick_walkable then -- Fall when node is removed
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self._node_walkable = minetest.registered_nodes[node.name].walkable
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if not node or not self._node_walkable then -- Fall when node is removed
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self.object:remove()
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minetest.add_item(self.object:get_pos(), {name='spears:spear_' .. spear_type, wear = self._wear})
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return
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@ -87,11 +87,11 @@ function spears_set_entity(spear_type, base_damage, toughness)
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local yaw = minetest.dir_to_yaw(direction)
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local pitch = math.acos(velocity.y/speed) - math.pi/3
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local pos = self.object:get_pos()
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local next_pos = vector.add(pos, vector.multiply(velocity, dtime))
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local node = minetest.get_node(next_pos)
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local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5))
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local node = minetest.get_node(spearhead_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(next_pos, 0.6)
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local objects_in_radius = minetest.get_objects_inside_radius(spearhead_pos, 0.6)
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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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@ -103,29 +103,25 @@ function spears_set_entity(spear_type, base_damage, toughness)
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end
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end
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-- Hit a node?
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if node then
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if minetest.registered_nodes[node.name].walkable then -- Stick
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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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-- Correct position if went too deep to aboid disappearing or turning black
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while minetest.registered_nodes[minetest.get_node(pos).name].walkable do
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pos = vector.add(pos, vector.multiply(direction, - 0.002))
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end
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self.object:set_pos(pos)
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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 = next_pos
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else -- Get drag
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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)
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self.object:set_acceleration(acceleration)
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if node and minetest.registered_nodes[node.name].walkable
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and not minetest.registered_nodes[node.name].buildable_to
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and not (minetest.registered_nodes[node.name].groups.slab and spearhead_pos.y % 1 < 0.5)
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then -- Stick
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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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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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end
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self._stickpos = spearhead_pos
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else -- Get drag
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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)
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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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}
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spears_screenshot.png
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spears_screenshot.png
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