star_wars/mods/rangedweapons/laser_blaster.lua

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minetest.register_craft({
output = 'rangedweapons:e11',
recipe = {
{'default:steel_ingot', 'rangedweapons:gun_power_core', 'default:steel_ingot'},
{'rangedweapons:gunsteel_ingot', 'rangedweapons:gunsteel_ingot', 'rangedweapons:gunsteel_ingot'},
{'', 'default:mese_crystal_fragment', 'default:steel_ingot'},
}
})
minetest.register_craftitem("rangedweapons:e11", {
stack_max= 1,
wield_scale = {x=1.15,y=1.15,z=1.15},
description = "" ..core.colorize("#35cdff","Laser blaster\n") ..core.colorize("#FFFFFF", "Ranged damage: 12-18\n") ..core.colorize("#FFFFFF", "accuracy: 100%\n") ..core.colorize("#FFFFFF", "Mob knockback: 0\n") ..core.colorize("#FFFFFF", "Critical chance: 10%\n") ..core.colorize("#FFFFFF", "Critical damage: 28-40\n") ..core.colorize("#FFFFFF", "Power usage: 1\n") ..core.colorize("#FFFFFF", "Rate of fire: 0.35\n") ..core.colorize("#FFFFFF", "Gun type: power pistol\n") ..core.colorize("#FFFFFF", "Bullet velocity: 30"),
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range = 0,
inventory_image = "e11.png",
wield_image = "e11.png^[transformFX",
})
local timer = 0
minetest.register_globalstep(function(dtime, player)
timer = timer + dtime;
if timer >= 0.35 then
for _, player in pairs(minetest.get_connected_players()) do
local inv = player:get_inventory()
local controls = player:get_player_control()
if controls.LMB then
timer = 0
local wielded_item = player:get_wielded_item():get_name()
if wielded_item == "rangedweapons:e11" then
if not inv:contains_item("main", "rangedweapons:power_particle") then
minetest.sound_play("rangedweapons_empty", {object=player})
else
if wielded_item == "rangedweapons:e11" then
inv:remove_item("main", "rangedweapons:power_particle")
local pos = player:getpos()
local dir = player:get_look_dir()
local yaw = player:get_look_yaw()
if pos and dir and yaw then
pos.y = pos.y + 1.6
local obj = minetest.add_entity(pos, "rangedweapons:e11_shot")
if obj then
minetest.sound_play("rangedweapons_laser", {object=obj})
obj:setvelocity({x=dir.x * 30, y=dir.y * 30, z=dir.z * 30})
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obj:setacceleration({x=dir.x * math.random(0,0), y=math.random(0,0), z=dir.z * math.random(0,0)})
obj:setyaw(yaw + math.pi)
local ent = obj:get_luaentity()
if ent then
ent.player = ent.player or player
end
end
end
end
end
end
end
end
end
end)
local rangedweapons_e11_shot = {
physical = false,
timer = 0,
visual = "sprite",
visual_size = {x=0.3, y=0.3},
textures = {"blaster_red.png"},
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lastpos= {},
collisionbox = {0, 0, 0, 0, 0, 0},
}
rangedweapons_e11_shot.on_step = function(self, dtime, node, pos)
self.timer = self.timer + dtime
local tiem = 0.002
local pos = self.object:getpos()
local node = minetest.get_node(pos)
if self.timer > 0.21 then
local objs = minetest.get_objects_inside_radius({x = pos.x, y = pos.y, z = pos.z}, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "rangedweapons:e11_shot" and obj:get_luaentity().name ~= "__builtin:item" then
if math.random(1, 100) <= 10 then
local damage = math.random(28,40)
obj:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups= {fleshy = damage, knockback=0},
}, nil)
minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
self.object:remove()
else
local damage = math.random(12,18)
obj:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups= {fleshy = damage, knockback = 0},
}, nil)
minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
self.object:remove()
end
end
else
if math.random(1, 100) <= 10 then
local damage = math.random(28,40)
obj:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups= {fleshy = damage},
}, nil)
minetest.sound_play("crit", {pos = self.lastpos, gain = 0.8})
self.object:remove()
else
local damage = math.random(12,18)
obj:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups= {fleshy = damage},
}, nil)
minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
self.object:remove()
end
end
if timer >= 0.002 + tiem then
minetest.add_particle({
pos = pos,
velocity = 0,
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 7,
collisiondetection = false,
vertical = false,
texture = "blaster_red.png",
glow = 30,
})
tiem = tiem + 0.002
end
if self.timer >= 4.0 then
self.object:remove()
end
if self.lastpos.x ~= nil then
if minetest.registered_nodes[node.name].walkable then
if not minetest.setting_getbool("creative_mode") then
end
minetest.sound_play("default_dig_cracky", {pos = self.lastpos, gain = 0.8})
if node.name == "rangedweapons:barrel" then
minetest.get_node_timer(pos):start(0)
end
self.object:remove()
end
end
self.lastpos= {x = pos.x, y = pos.y, z = pos.z}
end
end
end
minetest.register_entity("rangedweapons:e11_shot", rangedweapons_e11_shot )