technic/technic/tools/mining_lasers.lua

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2013-10-27 22:01:13 +01:00
local r_corr = 0.25 -- Remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing)
local mk1_charge = 40000
local mining_lasers_list = {
-- {<num>, <range of the laser shots>, <max_charge>},
{"1", 7, mk1_charge},
{"2", 11, mk1_charge * 4},
{"3", 30, mk1_charge * 16},
}
local f_1 = 0.5 - r_corr
local f_2 = 0.5 + r_corr
local S = technic.getter
minetest.register_craft({
output = 'technic:laser_mk1',
recipe = {
{'default:diamond', 'default:steel_ingot', 'technic:battery'},
{'', 'default:steel_ingot', 'technic:battery'},
{'', '', 'default:copper_ingot'},
}
})
2013-10-27 22:01:13 +01:00
local function get_used_dir(dir)
local abs_dir = {x = math.abs(dir.x),
y = math.abs(dir.y),
z = math.abs(dir.z)}
local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z)
if dir_max == abs_dir.x then
local tab = {"x", {x = 1, y = dir.y / dir.x, z = dir.z / dir.x}}
if dir.x >= 0 then
tab[3] = "+"
end
return tab
end
if dir_max == abs_dir.y then
local tab = {"y", {x = dir.x / dir.y, y = 1, z = dir.z / dir.y}}
if dir.y >= 0 then
tab[3] = "+"
end
return tab
end
local tab = {"z", {x = dir.x / dir.z, y = dir.y / dir.z, z = 1}}
if dir.z >= 0 then
tab[3] = "+"
end
return tab
end
local function node_tab(z, d)
local n1 = math.floor(z * d + f_1)
local n2 = math.floor(z * d + f_2)
if n1 == n2 then
return {n1}
end
return {n1, n2}
end
local function laser_node(pos, player)
local node = minetest.get_node(pos)
if node.name == "air"
or node.name == "ignore"
or node.name == "default:lava_source"
or node.name == "default:lava_flowing" then
return
end
if node.name == "default:water_source"
or node.name == "default:water_flowing" then
minetest.remove_node(pos)
minetest.add_particle(pos,
{x=0, y=2, z=0},
{x=0, y=-1, z=0},
1.5,
8,
false,
"smoke_puff.png")
return
end
if player then
minetest.node_dig(pos, node, player)
end
end
local function laser_nodes(pos, dir, player, range)
local t_dir = get_used_dir(dir)
local dir_typ = t_dir[1]
if t_dir[3] == "+" then
f_tab = {0, range}
else
f_tab = {-range,0}
end
local d_ch = t_dir[2]
if dir_typ == "x" then
for d = f_tab[1],f_tab[2],1 do
local x = d
local ytab = node_tab(d_ch.y, d)
local ztab = node_tab(d_ch.z, d)
for _, y in pairs(ytab) do
for _, z in pairs(ztab) do
laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
end
end
end
return
end
if dir_typ == "y" then
for d = f_tab[1], f_tab[2] do
local xtab = node_tab(d_ch.x, d)
local y = d
local ztab = node_tab(d_ch.z, d)
for _, x in pairs(xtab) do
for _, z in pairs(ztab) do
laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
end
end
end
return
end
for d = f_tab[1], f_tab[2] do
local xtab = node_tab(d_ch.x, d)
local ytab = node_tab(d_ch.y, d)
local z = d
for _, x in pairs(xtab) do
for _, y in pairs(ytab) do
laser_node({x = pos.x + x, y = pos.y + y, z = pos.z + z}, player)
end
end
end
end
local function laser_shoot(player, range, particle_texture, sound)
local playerpos = player:getpos()
local dir = player:get_look_dir()
local startpos = {x = playerpos.x, y = playerpos.y + 1.6, z = playerpos.z}
local mult_dir = vector.multiply(dir, 50)
minetest.add_particle(startpos, dir, mult_dir, range / 11, 1, false, particle_texture)
laser_nodes(vector.round(startpos), dir, player, range)
minetest.sound_play(sound, {pos = playerpos, gain = 1.0, max_hear_distance = range})
end
for _, m in pairs(mining_lasers_list) do
technic.register_power_tool("technic:laser_mk"..m[1], m[3])
minetest.register_tool("technic:laser_mk"..m[1], {
description = S("Mining Laser Mk%d"):format(m[1]),
inventory_image = "technic_mining_laser_mk"..m[1]..".png",
stack_max = 1,
on_use = function(itemstack, user)
local meta = get_item_meta(itemstack:get_metadata())
if not meta or not meta.charge then
return
end
if meta.charge - 400 > 0 then
laser_shoot(user, m[2], "technic_laser_beam_mk"..m[1]..".png", "technic_laser_mk"..m[1])
meta.charge = meta.charge - 400
technic.set_RE_wear(itemstack, meta.charge, m[3])
itemstack:set_metadata(set_item_meta(meta))
end
return itemstack
end,
})
end