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MineClone2/mods/ITEMS/mcl_tridents/init.lua

551 lines
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Lua

local S = minetest.get_translator(minetest.get_current_modname()) -- Translation for current mod
local cooldown = {}
local mod_target = minetest.get_modpath("mcl_target")
local enable_pvp = minetest.settings:get_bool("enable_pvp")
local TRIDENT_TIMEOUT = 600
local YAW_OFFSET = -math.pi/2
local TRIDENT_VELOCITY = 20 -- Trident velocity
-- Time after which stuck trident is rechecked for being stuck
local STUCK_RECHECK_TIME = 5
minetest.register_on_joinplayer(function(player)
cooldown[player:get_player_name()] = false
end)
minetest.register_on_leaveplayer(function(player)
cooldown[player:get_player_name()] = false
end)
local GRAVITY = 9.81
local TRIDENT_DURABILITY = 251
local TRIDENT_ENTITY = {
physical = true,
pointable = false,
visual = "mesh",
mesh = "mcl_trident.obj",
visual_size = {x=-1, y=1},
textures = {"mcl_trident.png"},
collisionbox = {-.1, -.1, -1, .1, .1, 0.5},
collide_with_objects = true,
_fire_damage_resistant = true,
_lastpos={},
_startpos=nil,
_damage=8, -- Damage on impact
_is_critical=false,
_stuck=false, -- Whether trident is stuck
_stucktimer=nil,-- Amount of time (in seconds) the trident has been stuck so far
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an trident
_stuckin=nil, --Position of node in which arow is stuck.
_shooter=nil, -- ObjectRef of player or mob who shot it
_viscosity=0, -- Viscosity of node the trident is currently in
_deflection_cooloff=0, -- Cooloff timer after an trident deflection, to prevent many deflections in quick succession
}
minetest.register_entity("mcl_tridents:trident_entity", TRIDENT_ENTITY)
local spawn_trident = function(player)
local wielditem = player:get_wielded_item()
local player_pos = vector.new(player:get_pos())
local player_look_dir = vector.new(player:get_look_dir())
local trident_offset = vector.new({x = -0.2, y = 0, z = 0.2})
local trident_start_pos = vector.new({
x = player_pos.x + player_look_dir.x * trident_offset.z - player_look_dir.z * trident_offset.x,
y = player_pos.y + 1.5,
z = player_pos.z + player_look_dir.z * trident_offset.z + player_look_dir.x * trident_offset.x
})
local obj = minetest.add_entity(vector.add(trident_start_pos, vector.new({x = 0, y = 1.5, z = 0})), "mcl_tridents:trident_entity") local yaw = player:get_look_horizontal()+math.pi/2
if obj then
local durability = TRIDENT_DURABILITY
local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
if unbreaking > 0 then
durability = durability * (unbreaking + 1)
end
wielditem:add_wear(65535/durability)
obj:set_velocity(vector.new(player:get_look_dir()):multiply(20))
obj:set_acceleration(vector.new({x=0, y=-GRAVITY, z=0}))
obj:set_yaw(yaw)
end
end
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local function damage_particles(pos, is_critical)
if is_critical then
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = vector.offset(pos, -0.5, -0.5, -0.5),
maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
minvel = vector.new(-0.1, -0.1, -0.1),
maxvel = vector.new(0.1, 0.1, 0.1),
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
end
-- Destroy trident entity self at pos and drops it as an item
local function spawn_item(self, pos)
if not minetest.is_creative_enabled("") then
local item = minetest.add_item(pos, "mcl_tridents")
item:set_velocity(vector.zero())
item:set_yaw(self.object:get_yaw())
end
mcl_burning.extinguish(self.object)
self.object:remove()
end
local function random_trident_positions(positions, placement)
if positions == "x" then
return math.random(-4, 4)
elseif positions == "y" then
return math.random(0, 10)
end
if placement == "front" and positions == "z" then
return 3
elseif placement == "back" and positions == "z" then
return -3
end
return 0
end
function TRIDENT_ENTITY.get_staticdata(self)
local out = {
lastpos = self._lastpos,
startpos = self._startpos,
damage = self._damage,
is_critical = self._is_critical,
stuck = self._stuck,
stuckin = self._stuckin,
stuckin_player = self._in_player,
}
if self._stuck then
-- If _stucktimer is missing for some reason, assume the maximum
if not self._stucktimer then
self._stucktimer = TRIDENT_TIMEOUT
end
out.stuckstarttime = minetest.get_gametime() - self._stucktimer
end
if self._shooter and self._shooter:is_player() then
out.shootername = self._shooter:get_player_name()
end
return minetest.serialize(out)
end
function TRIDENT_ENTITY.on_activate(self, staticdata, dtime_s)
self._time_in_air = 1.0
local data = minetest.deserialize(staticdata)
if data then
self._stuck = data.stuck
if data.stuck then
if data.stuckstarttime then
-- First, check if the stuck trident is aleady past its life timer.
-- If yes, delete it.
self._stucktimer = minetest.get_gametime() - data.stuckstarttime
if self._stucktimer > TRIDENT_TIMEOUT then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
-- Perform a stuck recheck on the next step.
self._stuckrechecktimer = STUCK_RECHECK_TIME
self._stuckin = data.stuckin
end
-- Get the remaining trident state
self._lastpos = data.lastpos
self._startpos = data.startpos
self._damage = data.damage
self._is_critical = data.is_critical
if data.shootername then
local shooter = minetest.get_player_by_name(data.shootername)
if shooter and shooter:is_player() then
self._shooter = shooter
end
end
if data.stuckin_player then
self.object:remove()
end
end
self.object:set_armor_groups({ immortal = 1 })
end
function TRIDENT_ENTITY.on_step(self, dtime)
mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end
self._time_in_air = self._time_in_air + .001
local pos = self.object:get_pos()
local dpos = vector.round(vector.new(pos)) -- digital pos
local node = minetest.get_node(dpos)
if self._stuck then
self._stucktimer = self._stucktimer + dtime
self._stuckrechecktimer = self._stuckrechecktimer + dtime
if self._stucktimer > TRIDENT_TIMEOUT then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- Drop trident as item when it is no longer stuck
-- FIXME: Tridents are a bit slow to react and continue to float in mid air for a few seconds.
if self._stuckrechecktimer > STUCK_RECHECK_TIME then
local stuckin_def
if self._stuckin then
stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
end
if stuckin_def and stuckin_def.walkable == false then
spawn_item(self, pos)
return
end
self._stuckrechecktimer = 0
end
-- Add a variable to track whether the trident has been picked up or not
self._picked_up = false
-- Pickup trident if player is nearby (not in Creative Mode)
local objects = minetest.get_objects_inside_radius(pos, 1)
for _,obj in ipairs(objects) do
if obj:is_player() then
if not minetest.is_creative_enabled(obj:get_player_name()) then
if obj:get_inventory():room_for_item("main", "mcl_tridents") and not self._picked_up then
obj:get_inventory():add_item("main", "mcl_tridents:trident")
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
}, true)
self._picked_up = true
end
end
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
-- Check for object "collision". Done every tick (hopefully this is not too stressing)
else
if self._damage >= 9 and self._in_player == false then
minetest.add_particlespawner({
amount = 10,
time = 0.1,
minpos = vector.subtract(pos, vector.new(0.5, 0.5, 0.5)),
maxpos = vector.add(pos, vector.new(0.5, 0.5, 0.5)),
minvel = vector.new(-1, -1, -1),
maxvel = vector.new(1, 1, 1),
minacc = vector.new(0, -3, 0),
maxacc = vector.new(0, -3, 0),
minexptime = 0.5,
maxexptime = 1,
minsize = 0.5,
maxsize = 1,
collisiondetection = true,
collision_removal = true,
object_collision = true,
playername = "",
})
end
local closest_object
local closest_distance
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
local trident_dir = self.object:get_velocity()
-- create a raycast from the trident based on the velocity of the trident to deal with lag
local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(trident_dir, 0.1)), true, false)
for hitpoint in raycast do
if hitpoint.type == "object" then
-- find the closest object that is in the way of the trident
local ok = false
if hitpoint.ref:is_player() and enable_pvp then
ok = true
elseif not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then
if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
ok = true
end
end
if ok then
local dist = vector.distance(hitpoint.ref:get_pos(), pos)
if not closest_object or not closest_distance then
closest_object = hitpoint.ref
closest_distance = dist
elseif dist < closest_distance then
closest_object = hitpoint.ref
closest_distance = dist
end
end
end
end
if closest_object then
local obj = closest_object
local is_player = obj:is_player()
local lua = obj:get_luaentity()
if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then
if obj:get_hp() > 0 then
-- Check if there is no solid node between trident and object
local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
for pointed_thing in ray do
if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
-- Target reached! We can proceed now.
break
elseif pointed_thing.type == "node" then
local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
local def = minetest.registered_nodes[nn]
if (not def) or def.walkable then
-- There's a node in the way. Delete trident without damage
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
end
-- Punch target object but avoid hurting enderman.
if not lua or lua.name ~= "mobs_mc:enderman" then
if not self._in_player then
damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
end
if mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(obj, 5)
end
if not self._in_player and not self._blocked then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
if obj:is_player() then
if not mcl_shields.is_blocking(obj) then
local placement
self._placement = math.random(1, 2)
if self._placement == 1 then
placement = "front"
else
placement = "back"
end
self._in_player = true
if self._placement == 2 then
self._rotation_station = 90
else
self._rotation_station = -90
end
self._y_position = random_trident_positions("y", placement)
self._x_position = random_trident_positions("x", placement)
if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
self._attach_parent = "Head"
self._y_position = self._y_position - 6
elseif self._x_position > 2 then
self._attach_parent = "Arm_Right"
self._y_position = self._y_position - 3
self._x_position = self._x_position - 2
elseif self._x_position < -2 then
self._attach_parent = "Arm_Left"
self._y_position = self._y_position - 3
self._x_position = self._x_position + 2
else
self._attach_parent = "Body"
end
self._z_rotation = math.random(-30, 30)
self._y_rotation = math.random( -30, 30)
self.object:set_attach(
obj, self._attach_parent,
vector.new(self._x_position, self._y_position, random_trident_positions("z", placement)),
vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
)
else
self._blocked = true
self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
end
minetest.after(150, function()
self.object:remove()
end)
end
end
end
if is_player then
if self._shooter and self._shooter:is_player() and not self._in_player and not self._blocked then
-- “Ding” sound for hitting another player
-- TODO: Add sound
-- minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
end
end
if not self._in_player and not self._blocked then
-- TODO: Add sound
-- minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
end
end
if not obj:is_player() then
mcl_burning.extinguish(self.object)
if self._piercing == 0 then
self.object:remove()
end
end
return
end
end
end
-- Check for node collision
if self._lastpos.x~=nil and not self._stuck then
local def = minetest.registered_nodes[node.name]
local vel = self.object:get_velocity()
-- Trident has stopped in one axis, so it probably hit something.
-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
-- Check for the node to which the trident is pointing
local dir
if math.abs(vel.y) < 0.00001 then
if self._lastpos.y < pos.y then
dir = vector.new(0, 1, 0)
else
dir = vector.new(0, -1, 0)
end
else
dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
end
self._stuckin = vector.add(dpos, dir)
local snode = minetest.get_node(self._stuckin)
local sdef = minetest.registered_nodes[snode.name]
-- If node is non-walkable, unknown or ignore, don't make trident stuck.
-- This causes a deflection in the engine.
if not sdef or sdef.walkable == false or snode.name == "ignore" then
self._stuckin = nil
if self._deflection_cooloff <= 0 then
-- Lose 1/3 of velocity on deflection
local newvel = vector.multiply(vel, 0.6667)
self.object:set_velocity(newvel)
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
self._deflection_cooloff = 1.0
end
else
-- Node was walkable, make trident stuck
self._stuck = true
self._stucktimer = 0
self._stuckrechecktimer = 0
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
-- TODO: Add sound
-- minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
tnt.ignite(self._stuckin)
end
-- Activate target
if mod_target and snode.name == "mcl_target:target_off" then
mcl_target.hit(self._stuckin, 1) --10 redstone ticks
end
-- Push the button! Push, push, push the button!
-- TODO: Buttons
--if mod_button and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_trident") == 1 then
--local bdir = minetest.wallmounted_to_dir(node.param2)
-- Check the button orientation
--if vector.equals(vector.add(dpos, bdir), self._stuckin) then
--mesecon.push_button(dpos, node)
--end
--end
end
elseif (def and def.liquidtype ~= "none") then
-- Slow down trident in liquids
local v = def.liquid_viscosity
if not v then
v = 0
end
--local old_v = self._viscosity
self._viscosity = v
local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
if math.abs(vel.x) > 0.001 then
vel.x = vel.x * vpenalty
end
if math.abs(vel.z) > 0.001 then
vel.z = vel.z * vpenalty
end
self.object:set_velocity(vel)
end
end
-- Update yaw
if not self._stuck then
local vel = self.object:get_velocity()
local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET
local pitch = dir_to_pitch(vel)
self.object:set_rotation({ x = 0, y = yaw, z = pitch })
end
-- Update internal variable
self._lastpos = pos
end
minetest.register_tool("mcl_tridents:trident", {
description = S("Trident"),
_tt_help = S("Launches a trident when you rightclick and it is in your hand"),
_doc_items_durability = TRIDENT_DURABILITY,
inventory_image = "mcl_trident_inv.png",
stack_max = 1,
groups = {weapon=1,weapon_ranged=1,trident=1,enchantability=1},
_mcl_uses = TRIDENT_DURABILITY,
on_place = function(itemstack, placer, pointed_thing)
-- Decrease item count by one
local player_name = placer:get_player_name()
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
placer:set_wielded_item(itemstack)
end
spawn_trident(placer)
return itemstack
end,
on_secondary_use = function(itemstack, user, pointed_thing)
-- Decrease item count by one
local player_name = user:get_player_name()
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
user:set_wielded_item(itemstack)
end
spawn_trident(user)
return itemstack
end
})