function spears_throw (itemstack, player, pointed_thing) local spear = itemstack:get_name() .. '_entity' 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) local direction = player:get_look_dir() local throw_pos = vector.add(head_pos, vector.multiply(direction,0.5)) local pitch = player:get_look_vertical() local yaw = player:get_look_horizontal() local rotation = vector.new(0, yaw + math.pi/2, pitch + math.pi/6) -- Plant 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.divide(vector.add(vector.multiply(pointed_thing.above, 2), pointed_thing.under), 3), spear) spear_object:set_rotation(rotation) spear_object:get_luaentity()._wear = itemstack:get_wear() spear_object:get_luaentity()._stickpos = pointed_thing.under return end end -- Avoid hitting yourself and throw local throw_speed = 12 while vector.distance(player_pos, throw_pos) < 1.2 do throw_pos = vector.add(throw_pos, vector.multiply(direction, 0.1)) end local player_vel if player.is_fake_player then player_vel = {x=0,y=0,z=0} else player_vel = player:get_velocity() end local spear_object = minetest.add_entity(throw_pos, spear) spear_object:set_velocity(vector.add(player_vel, vector.multiply(direction, throw_speed))) spear_object:set_rotation(rotation) minetest.sound_play("spears_throw", {pos = player_pos}, true) spear_object:get_luaentity()._wear = itemstack:get_wear() spear_object:get_luaentity().lastpos = throw_pos spear_object:get_luaentity()._stickpos = nil return true end function spears_set_entity(spear_type, base_damage, toughness) local SPEAR_ENTITY={ initial_properties = { physical = false, visual = "item", visual_size = {x = 0.3, y = 0.3, z = 0.3}, wield_item = "spears:spear_" .. spear_type, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3}, lastpos={}, }, on_activate = function (self, staticdata, dtime_s) self.object:set_armor_groups({immortal = 1}) end, on_punch = function (self, puncher) if puncher:is_player() then -- Grab the spear 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() end end end, on_step = function(self, dtime) if not self._wear then self.object:remove() return end local velocity = self.object:get_velocity() local speed = vector.length(velocity) -- Spear is stuck ? if self._stickpos then local node = minetest.get_node(self._stickpos) local node_cracky = minetest.registered_nodes[node.name].groups.cracky local pos = self.object:get_pos() if node_cracky and node_cracky < 3 then minetest.sound_play("default_metal_footstep", {pos = pos}, true) self.object:remove() minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear}) elseif not self._node_walkable then minetest.sound_play("default_place_node", {pos = self._stickpos}, true) end self._node_walkable = minetest.registered_nodes[node.name].walkable if not node or not self._node_walkable then -- Fall when node is removed self.object:remove() minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear}) return end else -- Spear is flying local newpos = self.object:get_pos() for _, pos in pairs(spears_get_trajectoire(self, newpos)) do local direction = vector.normalize(velocity) local yaw = minetest.dir_to_yaw(direction) local pitch = math.acos(velocity.y/speed) - math.pi/3 local spearhead_pos = vector.add(pos, vector.multiply(direction, 0.5)) local node = minetest.get_node(spearhead_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(spearhead_pos, 2.5) for _,object in ipairs(objects_in_radius) do if object:get_luaentity() ~= self and object:get_armor_groups().fleshy then local objpos = object:get_pos() local collisionbox = object:get_properties().collisionbox or {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} if spears_touch(spearhead_pos, objpos, collisionbox) 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) self.object:remove() minetest.sound_play("spears_hit", {pos = pos}, true) minetest.add_item(pos, {name='spears:spear_' .. spear_type, wear = self._wear + 65535/toughness}) return end end end -- Hit a node? if node and minetest.registered_nodes[node.name].walkable and not minetest.registered_nodes[node.name].buildable_to and not (minetest.registered_nodes[node.name].groups.slab and spearhead_pos.y % 1 < 0.5) then -- Stick self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0}) self._wear = self._wear + 65535/toughness if self._wear >= 65535 then minetest.sound_play("default_tool_breaks", {pos = pos}, true) self.object:remove() return end self._stickpos = spearhead_pos self.lastpos = pos return else -- Get drag 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) self.object:set_acceleration(acceleration) end end self.lastpos = newpos end end, } return SPEAR_ENTITY end function spears_get_trajectoire(self, newpos) if self.lastpos.x == nil then return {newpos} end local coord = {} local dx = vector.distance({x=newpos["x"], y=0, z=0}, {x=self.lastpos["x"], y=0, z=0} )/2 local dy = vector.distance({x=0, y=newpos["y"], z=0}, {x=0, y=self.lastpos["y"], z=0} )/2 local dz = vector.distance({x=0, y=0, z=newpos["z"]}, {x=0, y=0, z=self.lastpos["z"]} )/2 if newpos["x"] < self.lastpos["x"] then dx = -dx end if newpos["y"] < self.lastpos["y"] then dy = -dy end if newpos["z"] < self.lastpos["z"] then dz = -dz end table.insert(coord, {x=self.lastpos["x"]+dx, y=self.lastpos["y"]+dy ,z=self.lastpos["z"]+dz }) table.insert(coord, newpos) return coord end function spears_touch(pos, objpos, cbox) --colbox format {x1, y1, z1, x2, y2, z2} if (pos.x < objpos.x + math.max(cbox[1], cbox[4]) and pos.x > objpos.x + math.min(cbox[1], cbox[4])) and (pos.y < objpos.y + math.max(cbox[2], cbox[5]) and pos.y > objpos.y + math.min(cbox[2], cbox[5])) and (pos.z < objpos.z + math.max(cbox[3], cbox[6]) and pos.z > objpos.z + math.min(cbox[3], cbox[6])) then return true end return false end