grenades: Improve API (#615)
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3 changed files with 58 additions and 41 deletions
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@ -1,24 +1,31 @@
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# Grenades API
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Still WIP. Please suggest new features here: https://forum.minetest.net/viewtopic.php?f=9&t=21466
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Please suggest new features here: https://forum.minetest.net/viewtopic.php?f=9&t=21466
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## API
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grenades.register_grenade("name", { -- Name of the grenade (Like 'smoke' or 'flashbang')
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description = "", -- A short description of the grenade.
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image = "", -- The name of the grenade's texture
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on_explode = function(pos, name)
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-- This function is called when the grenade 'explodes'
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-- <pos> the place the grenade 'exploded' at
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-- <name> the name of the player that threw the grenade
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end,
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placeable = false, -- Optional, default is false
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clock = 3, -- Optional, controls how long until grenade detonates. Default is 3
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particle = { -- Adds particles in the grenade's trail
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image = "grenades_smoke.png", -- The particle's image
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life = 1, -- How long (seconds) it takes for the particle to disappear
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size = 4, -- Size of the particle
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glow = 0, -- Brightens the texture in darkness
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interval = 5, -- How long it takes before a particle can be added
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}
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})
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```lua
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grenades.register_grenade("name", { -- Name of the grenade (Like 'smoke' or 'flashbang')
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description = "", -- A short description of the grenade.
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image = "", -- The name of the grenade's texture
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on_explode = function(pos, name)
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-- This function is called when the grenade 'explodes'
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-- <pos> the place the grenade 'exploded' at
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-- <name> the name of the player that threw the grenade
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end,
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on_collide = function(obj, name)
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-- This function is called when the grenade collides with a surface
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-- <obj> the grenade object
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-- <name> the name of the player that threw the grenade
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-- return true to cause grenade explosion
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end,
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clock = 3, -- Optional, controls how long until grenade detonates. Default is 3
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particle = { -- Adds particles in the grenade's trail
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image = "grenades_smoke.png", -- The particle's image
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life = 1, -- How long (seconds) it takes for the particle to disappear
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size = 4, -- Size of the particle
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glow = 0, -- Brightens the texture in darkness
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interval = 5, -- How long it takes before a particle can be added
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}
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})
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```
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@ -194,6 +194,6 @@ grenades.register_grenade("grenades:smoke", {
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life = 1,
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size = 4,
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glow = 0,
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interval = 5,
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interval = 0.3,
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}
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})
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@ -2,16 +2,17 @@ grenades = {
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grenade_deaccel = 9
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}
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local function throw_grenade(name, player)
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function grenades.throw_grenade(name, startspeed, player)
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local dir = player:get_look_dir()
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local pos = player:get_pos()
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local obj = minetest.add_entity({x = pos.x + dir.x, y = pos.y + 1.5 + dir.y, z = pos.z + dir.z}, name)
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local m = 20
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obj:set_velocity({x = dir.x * m, y = dir.y * m, z = dir.z * m})
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obj:set_velocity(vector.multiply(dir, startspeed))
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obj:set_acceleration({x = 0, y = -9.8, z = 0})
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return(obj:get_luaentity())
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obj:get_luaentity().thrower_name = player:get_player_name()
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return obj:get_luaentity()
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end
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function grenades.register_grenade(name, def)
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@ -20,15 +21,17 @@ function grenades.register_grenade(name, def)
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end
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local grenade_entity = {
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physical = true,
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initial_properties = {
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physical = true,
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collide_with_objects = false,
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visual = "sprite",
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visual_size = {x = 0.5, y = 0.5, z = 0.5},
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textures = {def.image},
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collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.15, 0.2},
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pointable = false,
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static_save = false,
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},
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sliding = 1,
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collide_with_objects = false,
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visual = "sprite",
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visual_size = {x = 0.5, y = 0.5, z = 0.5},
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textures = {def.image},
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collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.15, 0.2},
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pointable = false,
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static_save = false,
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particle = 0,
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timer = 0,
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on_step = function(self, dtime)
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@ -46,6 +49,16 @@ function grenades.register_grenade(name, def)
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-- Check for a collision on the x/y/z axis
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if not vector.equals(self.last_vel, vel) and vector.distance(self.last_vel, vel) > 4 then
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if def.on_collide and def.on_collide(obj, self.thrower_name) then
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if self.thrower_name then
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minetest.log("action", "[Grenades] A grenade thrown by " .. self.thrower_name ..
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" explodes at " .. minetest.pos_to_string(vector.round(pos)))
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def.on_explode(pos, self.thrower_name)
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end
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obj:remove()
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end
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if math.abs(self.last_vel.x - vel.x) > 5 then -- Check for a large reduction in velocity
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vel.x = self.last_vel.x * -0.3 -- Invert velocity and reduce it a bit
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end
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@ -87,13 +100,13 @@ function grenades.register_grenade(name, def)
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-- Grenade Particles
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if def.particle and self.particle >= 4 then
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if def.particle and self.particle >= def.particle.interval then
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self.particle = 0
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minetest.add_particle({
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pos = obj:get_pos(),
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velocity = vector.divide(vel, 2),
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acceleration = vector.divide(obj:get_acceleration(), -5),
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acceleration = vector.divide(obj:get_acceleration() or vector.new(1, 1, 1), -5),
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expirationtime = def.particle.life,
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size = def.particle.size,
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collisiondetection = false,
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@ -103,14 +116,14 @@ function grenades.register_grenade(name, def)
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glow = def.particle.glow
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})
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elseif def.particle and self.particle < def.particle.interval then
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self.particle = self.particle + 1
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self.particle = self.particle + dtime
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end
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-- Explode when clock is up
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if self.timer > def.clock or not self.thrower_name then
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if self.thrower_name then
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minetest.log("[Grenades] A grenade thrown by " .. self.thrower_name ..
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minetest.log("action", "[Grenades] A grenade thrown by " .. self.thrower_name ..
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" explodes at " .. minetest.pos_to_string(vector.round(pos)))
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def.on_explode(pos, self.thrower_name)
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end
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@ -129,14 +142,11 @@ function grenades.register_grenade(name, def)
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newdef.range = 0
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newdef.inventory_image = def.image
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newdef.on_use = function(itemstack, user, pointed_thing)
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local player_name = user:get_player_name()
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if pointed_thing.type ~= "node" then
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local grenade = throw_grenade(name, user)
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grenade.thrower_name = player_name
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grenades.throw_grenade(name, 20, user)
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if not minetest.settings:get_bool("creative_mode") then
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itemstack = ""
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itemstack:take_item(1)
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end
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end
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