forked from VoxeLibre/VoxeLibre
Fix player-mcl_throwing collisions, fix chick spawning on egg collisions, luacheck fixes
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9d6d72452f
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8907251cad
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@ -17,6 +17,24 @@ minetest.register_craftitem("mcl_throwing:egg", {
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groups = { craftitem = 1 },
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})
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local function egg_spawn_chicks(pos)
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-- 1/8 chance to spawn a chick
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if math.random(1,8) ~= 1 then return end
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pos.y = math.ceil(pos.y)
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if not mcl_mobs.spawn_child(pos, "mobs_mc:chicken") then
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minetest.log("unable to spawn chick at "..vector.to_string(pos))
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end
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-- BONUS ROUND: 1/32 chance to spawn 3 additional chicks
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if math.random(1,32) ~= 1 then return end
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mcl_mobs.spawn_child(vector.offset(pos, 0.7, 0, 0 ), "mobs_mc:chicken")
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mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, -0.7), "mobs_mc:chicken")
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mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, 0.7), "mobs_mc:chicken")
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end
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minetest.register_entity("mcl_throwing:egg_entity",{
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physical = false,
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timer=0,
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@ -34,24 +52,22 @@ minetest.register_entity("mcl_throwing:egg_entity",{
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_vl_projectile = {
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behaviors = {
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vl_projectile.collides_with_solids,
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vl_projectile.collides_with_entities,
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},
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allow_punching = function(self, _, _, object)
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if self._owner == object:get_player_name() then
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return self.timer > 1
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end
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end,
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on_collide_with_solid = function(self, pos, node)
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if mod_target and node.name == "mcl_target:target_off" then
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mcl_target.hit(vector.round(pos), 0.4) --4 redstone ticks
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end
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-- 1/8 chance to spawn a chick
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-- FIXME: Chicks have a quite good chance to spawn in walls
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if math.random(1,8) ~= 1 then return end
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mcl_mobs.spawn_child(pos, "mobs_mc:chicken")
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-- BONUS ROUND: 1/32 chance to spawn 3 additional chicks
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if math.random(1,32) ~= 1 then return end
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mcl_mobs.spawn_child(vector.offset(pos, 0.7, 0, 0 ), "mobs_mc:chicken")
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mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, -0.7), "mobs_mc:chicken")
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mcl_mobs.spawn_child(vector.offset(pos, -0.7, 0, 0.7), "mobs_mc:chicken")
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egg_spawn_chicks(pos)
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end,
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on_collide_with_entity = function(self, pos, obj)
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egg_spawn_chicks(pos)
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end,
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sounds = {
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on_collision = {"mcl_throwing_egg_impact", {max_hear_distance=10, gain=0.5}, true}
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@ -1,5 +1,4 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local S = minetest.get_translator(modname)
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local math = math
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@ -21,6 +20,85 @@ minetest.register_craftitem("mcl_throwing:ender_pearl", {
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groups = { transport = 1 },
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})
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function on_collide(self, pos, node)
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if mod_target and node.name == "mcl_target:target_off" then
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mcl_target.hit(vector.round(pos), 0.4) --4 redstone ticks
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end
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if node.name == "ignore" then
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-- FIXME: This also means the player loses an ender pearl for throwing into unloaded areas
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return
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end
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-- Make sure we have a reference to the player
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local player = self._thrower and minetest.get_player_by_name(self._thrower)
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if not player then return end
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-- Teleport and hurt player
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-- First determine good teleport position
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local dir = vector.zero()
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local v = self.object:get_velocity()
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local node_def = minetest.registered_nodes[node.name]
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if node_def and node_def.walkable then
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local vc = vector.normalize(v) -- vector for calculating
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-- Node is walkable, we have to find a place somewhere outside of that node
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-- Zero-out the two axes with a lower absolute value than the axis with the strongest force
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local lv, ld = math.abs(vc.y), "y"
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if math.abs(vc.x) > lv then
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lv, ld = math.abs(vc.x), "x"
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end
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if math.abs(vc.z) > lv then
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ld = "z" --math.abs(vc.z)
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end
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if ld ~= "x" then vc.x = 0 end
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if ld ~= "y" then vc.y = 0 end
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if ld ~= "z" then vc.z = 0 end
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-- Final tweaks to the teleporting pos, based on direction
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-- Impact from the side
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dir.x = vc.x * -1
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dir.z = vc.z * -1
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-- Special case: top or bottom of node
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if vc.y > 0 then
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-- We need more space when impact is from below
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dir.y = -2.3
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elseif vc.y < 0 then
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-- Standing on top
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dir.y = 0.5
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end
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end
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-- If node was not walkable, no modification to pos is made.
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-- Final teleportation position
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local telepos = vector.add(pos, dir)
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local telenode = minetest.get_node(telepos)
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--[[ It may be possible that telepos is walkable due to the algorithm.
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Especially when the ender pearl is faster horizontally than vertical.
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This applies final fixing, just to be sure we're not in a walkable node ]]
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if not minetest.registered_nodes[telenode.name] or minetest.registered_nodes[telenode.name].walkable then
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if v.y < 0 then
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telepos.y = telepos.y + 0.5
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else
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telepos.y = telepos.y - 2.3
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end
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end
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local oldpos = player:get_pos()
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-- Teleport and hurt player
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player:set_pos(telepos)
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player:set_hp(player:get_hp() - 5, { type = "fall", from = "mod" })
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-- 5% chance to spawn endermite at the player's origin
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if math.random(1,20) == 1 then
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minetest.add_entity(oldpos, "mobs_mc:endermite")
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end
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end
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-- Ender pearl entity
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vl_projectile.register("mcl_throwing:ender_pearl_entity",{
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physical = false,
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@ -39,90 +117,22 @@ vl_projectile.register("mcl_throwing:ender_pearl_entity",{
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_vl_projectile = {
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behaviors = {
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vl_projectile.collides_with_solids,
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vl_projectile.collides_with_entities,
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},
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collides_with = {
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"mcl_core:vine", "mcl_core:deadbush",
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"group:flower", "group:sapling",
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"group:plant", "group:mushroom",
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},
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on_collide_with_solid = function(self, pos, node)
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if mod_target and node.name == "mcl_target:target_off" then
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mcl_target.hit(vector.round(pos), 0.4) --4 redstone ticks
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allow_punching = function(self, _, _, object)
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if self._owner == object:get_player_name() then
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return self.timer > 1
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end
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if node.name == "ignore" then
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-- FIXME: This also means the player loses an ender pearl for throwing into unloaded areas
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return
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end
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-- Make sure we have a reference to the player
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local player = self._thrower and minetest.get_player_by_name(self._thrower)
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if not player then return end
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-- Teleport and hurt player
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-- First determine good teleport position
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local dir = vector.zero()
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local v = self.object:get_velocity()
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local node_def = minetest.registered_nodes[node.name]
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if node_def and node_def.walkable then
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local vc = vector.normalize(v) -- vector for calculating
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-- Node is walkable, we have to find a place somewhere outside of that node
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-- Zero-out the two axes with a lower absolute value than the axis with the strongest force
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local lv, ld = math.abs(vc.y), "y"
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if math.abs(vc.x) > lv then
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lv, ld = math.abs(vc.x), "x"
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end
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if math.abs(vc.z) > lv then
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ld = "z" --math.abs(vc.z)
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end
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if ld ~= "x" then vc.x = 0 end
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if ld ~= "y" then vc.y = 0 end
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if ld ~= "z" then vc.z = 0 end
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-- Final tweaks to the teleporting pos, based on direction
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-- Impact from the side
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dir.x = vc.x * -1
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dir.z = vc.z * -1
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-- Special case: top or bottom of node
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if vc.y > 0 then
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-- We need more space when impact is from below
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dir.y = -2.3
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elseif vc.y < 0 then
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-- Standing on top
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dir.y = 0.5
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end
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end
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-- If node was not walkable, no modification to pos is made.
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-- Final teleportation position
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local telepos = vector.add(pos, dir)
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local telenode = minetest.get_node(telepos)
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--[[ It may be possible that telepos is walkable due to the algorithm.
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Especially when the ender pearl is faster horizontally than vertical.
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This applies final fixing, just to be sure we're not in a walkable node ]]
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if not minetest.registered_nodes[telenode.name] or minetest.registered_nodes[telenode.name].walkable then
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if v.y < 0 then
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telepos.y = telepos.y + 0.5
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else
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telepos.y = telepos.y - 2.3
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end
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end
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local oldpos = player:get_pos()
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-- Teleport and hurt player
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player:set_pos(telepos)
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player:set_hp(player:get_hp() - 5, { type = "fall", from = "mod" })
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-- 5% chance to spawn endermite at the player's origin
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if math.random(1,20) == 1 then
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minetest.add_entity(oldpos, "mobs_mc:endermite")
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end
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end
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end,
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on_collide_with_entity = function(self, pos, entity)
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on_collide(self, pos, minetest.get_node(pos))
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end,
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on_collide_with_solid = on_collide,
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},
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})
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mcl_throwing.register_throwable_object("mcl_throwing:ender_pearl", "mcl_throwing:ender_pearl_entity", 22)
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@ -1,6 +1,7 @@
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local mod_target = minetest.get_modpath("mcl_target")
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local how_to_throw = S("Use the punch key to throw.")
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-- Snowball
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@ -54,8 +55,11 @@ vl_projectile.register("mcl_throwing:snowball_entity", {
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vl_projectile.collides_with_entities,
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},
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allow_punching = function(self, _, _, object)
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return object.is_mob or object._hittable_by_projectile or
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not object:is_player() or self._owner ~= object:get_player_name()
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if self._owner == object:get_player_name() then
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return self.timer > 1
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end
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return object.is_mob or object._hittable_by_projectile or object:is_player()
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end,
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on_collide_with_solid = function(self, pos, node)
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if mod_target and node.name == "mcl_target:target_off" then
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