grenades = { grenade_deaccel = 9 } local function throw_grenade(name, 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_acceleration({x = 0, y = -9.8, z = 0}) return(obj:get_luaentity()) end function grenades.register_grenade(name, def) if not def.clock then def.clock = 4 end local grenade_entity = { physical = true, 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) local obj = self.object local vel = obj:get_velocity() local pos = obj:get_pos() local norm_vel -- Normalized velocity self.timer = self.timer + dtime if not self.last_vel then self.last_vel = vel end -- 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 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 if math.abs(self.last_vel.y - vel.y) > 5 then -- Check for a large reduction in velocity vel.y = self.last_vel.y * -0.2 -- Invert velocity and reduce it a bit end if math.abs(self.last_vel.z - vel.z) > 5 then -- Check for a large reduction in velocity vel.z = self.last_vel.z * -0.3 -- Invert velocity and reduce it a bit end obj:set_velocity(vel) end self.last_vel = vel if self.sliding == 1 and vel.y == 0 then -- Check if grenade is sliding self.sliding = 2 -- Multiplies drag by 2 elseif self.sliding > 1 and vel.y ~= 0 then self.sliding = 1 -- Doesn't affect drag end if self.sliding > 1 then -- Is the grenade sliding? if vector.distance(vector.new(), vel) <= 1 and not vector.equals(vel, vector.new()) then -- Grenade is barely moving, make sure it stays that way obj:set_velocity(vector.new()) obj:set_acceleration(vector.new(0, -9.8, 0)) end else norm_vel = vector.normalize(vel) obj:set_acceleration({ x = -norm_vel.x * grenades.grenade_deaccel * self.sliding, y = -9.8, z = -norm_vel.z * grenades.grenade_deaccel * self.sliding, }) end -- Grenade Particles if def.particle and self.particle >= 4 then self.particle = 0 minetest.add_particle({ pos = obj:get_pos(), velocity = vector.divide(vel, 2), acceleration = vector.divide(obj:get_acceleration(), -5), expirationtime = def.particle.life, size = def.particle.size, collisiondetection = false, collision_removal = false, vertical = false, texture = def.particle.image, glow = def.particle.glow }) elseif def.particle and self.particle < def.particle.interval then self.particle = self.particle + 1 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 .. " explodes at " .. minetest.pos_to_string(vector.round(pos))) def.on_explode(pos, self.thrower_name) end obj:remove() end end } minetest.register_entity(name, grenade_entity) local newdef = {} newdef.description = def.description newdef.stack_max = 1 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 if not minetest.settings:get_bool("creative_mode") then itemstack = "" end end return itemstack end minetest.register_craftitem(name, newdef) end dofile(minetest.get_modpath("grenades") .. "/grenades.lua")