grenades: Improve API (#615)

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LoneWolfHT 2020-05-14 10:03:06 -07:00 committed by GitHub
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3 changed files with 58 additions and 41 deletions

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@ -1,24 +1,31 @@
# Grenades API
Still WIP. Please suggest new features here: https://forum.minetest.net/viewtopic.php?f=9&t=21466
Please suggest new features here: https://forum.minetest.net/viewtopic.php?f=9&t=21466
## API
grenades.register_grenade("name", { -- Name of the grenade (Like 'smoke' or 'flashbang')
description = "", -- A short description of the grenade.
image = "", -- The name of the grenade's texture
on_explode = function(pos, name)
-- This function is called when the grenade 'explodes'
-- <pos> the place the grenade 'exploded' at
-- <name> the name of the player that threw the grenade
end,
placeable = false, -- Optional, default is false
clock = 3, -- Optional, controls how long until grenade detonates. Default is 3
particle = { -- Adds particles in the grenade's trail
image = "grenades_smoke.png", -- The particle's image
life = 1, -- How long (seconds) it takes for the particle to disappear
size = 4, -- Size of the particle
glow = 0, -- Brightens the texture in darkness
interval = 5, -- How long it takes before a particle can be added
}
})
```lua
grenades.register_grenade("name", { -- Name of the grenade (Like 'smoke' or 'flashbang')
description = "", -- A short description of the grenade.
image = "", -- The name of the grenade's texture
on_explode = function(pos, name)
-- This function is called when the grenade 'explodes'
-- <pos> the place the grenade 'exploded' at
-- <name> the name of the player that threw the grenade
end,
on_collide = function(obj, name)
-- This function is called when the grenade collides with a surface
-- <obj> the grenade object
-- <name> the name of the player that threw the grenade
-- return true to cause grenade explosion
end,
clock = 3, -- Optional, controls how long until grenade detonates. Default is 3
particle = { -- Adds particles in the grenade's trail
image = "grenades_smoke.png", -- The particle's image
life = 1, -- How long (seconds) it takes for the particle to disappear
size = 4, -- Size of the particle
glow = 0, -- Brightens the texture in darkness
interval = 5, -- How long it takes before a particle can be added
}
})
```

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@ -194,6 +194,6 @@ grenades.register_grenade("grenades:smoke", {
life = 1,
size = 4,
glow = 0,
interval = 5,
interval = 0.3,
}
})

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@ -2,16 +2,17 @@ grenades = {
grenade_deaccel = 9
}
local function throw_grenade(name, player)
function grenades.throw_grenade(name, startspeed, player)
local dir = player:get_look_dir()
local pos = player:get_pos()
local obj = minetest.add_entity({x = pos.x + dir.x, y = pos.y + 1.5 + dir.y, z = pos.z + dir.z}, name)
local m = 20
obj:set_velocity({x = dir.x * m, y = dir.y * m, z = dir.z * m})
obj:set_velocity(vector.multiply(dir, startspeed))
obj:set_acceleration({x = 0, y = -9.8, z = 0})
return(obj:get_luaentity())
obj:get_luaentity().thrower_name = player:get_player_name()
return obj:get_luaentity()
end
function grenades.register_grenade(name, def)
@ -20,15 +21,17 @@ function grenades.register_grenade(name, def)
end
local grenade_entity = {
physical = true,
initial_properties = {
physical = true,
collide_with_objects = false,
visual = "sprite",
visual_size = {x = 0.5, y = 0.5, z = 0.5},
textures = {def.image},
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.15, 0.2},
pointable = false,
static_save = false,
},
sliding = 1,
collide_with_objects = false,
visual = "sprite",
visual_size = {x = 0.5, y = 0.5, z = 0.5},
textures = {def.image},
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.15, 0.2},
pointable = false,
static_save = false,
particle = 0,
timer = 0,
on_step = function(self, dtime)
@ -46,6 +49,16 @@ function grenades.register_grenade(name, def)
-- Check for a collision on the x/y/z axis
if not vector.equals(self.last_vel, vel) and vector.distance(self.last_vel, vel) > 4 then
if def.on_collide and def.on_collide(obj, self.thrower_name) then
if self.thrower_name then
minetest.log("action", "[Grenades] A grenade thrown by " .. self.thrower_name ..
" explodes at " .. minetest.pos_to_string(vector.round(pos)))
def.on_explode(pos, self.thrower_name)
end
obj:remove()
end
if math.abs(self.last_vel.x - vel.x) > 5 then -- Check for a large reduction in velocity
vel.x = self.last_vel.x * -0.3 -- Invert velocity and reduce it a bit
end
@ -87,13 +100,13 @@ function grenades.register_grenade(name, def)
-- Grenade Particles
if def.particle and self.particle >= 4 then
if def.particle and self.particle >= def.particle.interval then
self.particle = 0
minetest.add_particle({
pos = obj:get_pos(),
velocity = vector.divide(vel, 2),
acceleration = vector.divide(obj:get_acceleration(), -5),
acceleration = vector.divide(obj:get_acceleration() or vector.new(1, 1, 1), -5),
expirationtime = def.particle.life,
size = def.particle.size,
collisiondetection = false,
@ -103,14 +116,14 @@ function grenades.register_grenade(name, def)
glow = def.particle.glow
})
elseif def.particle and self.particle < def.particle.interval then
self.particle = self.particle + 1
self.particle = self.particle + dtime
end
-- Explode when clock is up
if self.timer > def.clock or not self.thrower_name then
if self.thrower_name then
minetest.log("[Grenades] A grenade thrown by " .. self.thrower_name ..
minetest.log("action", "[Grenades] A grenade thrown by " .. self.thrower_name ..
" explodes at " .. minetest.pos_to_string(vector.round(pos)))
def.on_explode(pos, self.thrower_name)
end
@ -129,14 +142,11 @@ function grenades.register_grenade(name, def)
newdef.range = 0
newdef.inventory_image = def.image
newdef.on_use = function(itemstack, user, pointed_thing)
local player_name = user:get_player_name()
if pointed_thing.type ~= "node" then
local grenade = throw_grenade(name, user)
grenade.thrower_name = player_name
grenades.throw_grenade(name, 20, user)
if not minetest.settings:get_bool("creative_mode") then
itemstack = ""
itemstack:take_item(1)
end
end