local function wrap_callback(name, callback, func) assert(type(name) == "string") assert(type(callback) == "string") local old_callback = minetest.registered_items[name][callback] assert(old_callback) local overrides = {} overrides[callback] = function(...) return func(old_callback, ...) end minetest.override_item(name, overrides) end wrap_callback("shooter_hook:grapple_hook", "on_use", function(old, itemstack, user, pointed_thing, ...) if pointed_thing.type == "nothing" then local before = itemstack:get_wear() itemstack:add_wear(65536 / 32) if itemstack:get_wear() < before then itemstack:set_wear(65535) end end return old(itemstack, user, pointed_thing, ...) end) wrap_callback("shooter_hook:grapple_gun_loaded", "on_use", function(old, itemstack, user, pointed_thing, ...) if pointed_thing.type == "nothing" then local before = itemstack:get_wear() itemstack:add_wear(65536 / 16) if itemstack:get_wear() < before then itemstack:set_wear(65535) end end return old(itemstack, user, pointed_thing, ...) end) wrap_callback("shooter_hook:grapple_gun", "on_use", function(old, itemstack, user, pointed_thing) if pointed_thing.type == "object" then pointed_thing.ref:punch(user, 1.0, { full_punch_interval=1.0 }, nil) return user:get_wielded_item() end local inv = user:get_inventory() if inv:contains_item("main", "shooter_hook:grapple_hook") then minetest.sound_play("shooter_reload", {object=user}) local stack = inv:remove_item("main", "shooter_hook:grapple_hook") itemstack = "shooter_hook:grapple_gun_loaded 1 "..stack:get_wear() else minetest.sound_play("shooter_click", {object=user}) end return itemstack end) local config = shooter.config local v3d = vector shooter.blast = function(pos, radius, fleshy, distance, user, groups) if not user then return end groups = groups or { "fleshy" } pos = v3d.round(pos) local name = user:get_player_name() local p1 = v3d.subtract(pos, radius) local p2 = v3d.add(pos, radius) minetest.sound_play("shooter_explode", { pos = pos, gain = 10, max_hear_distance = 100 }) if config.allow_nodes and config.enable_blasting then if not config.enable_protection or not minetest.is_protected(pos, name) then minetest.set_node(pos, {name="shooter:boom"}) end end if config.enable_particle_fx == true then minetest.add_particlespawner({ amount = 50, time = 0.1, minpos = p1, maxpos = p2, minvel = {x=0, y=0, z=0}, maxvel = {x=0, y=0, z=0}, minacc = {x=-0.5, y=5, z=-0.5}, maxacc = {x=0.5, y=5, z=0.5}, minexptime = 0.1, maxexptime = 1, minsize = 8, maxsize = 15, collisiondetection = false, texture = "shooter_smoke.png", }) end local objects = minetest.get_objects_inside_radius(pos, distance) for _,obj in ipairs(objects) do if shooter.is_valid_object(obj) then local obj_pos = obj:get_pos() local dist = v3d.distance(obj_pos, pos) if dist ~= 0 then obj_pos.y = obj_pos.y + 1 local blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z} if shooter.is_valid_object(obj) and minetest.line_of_sight(obj_pos, blast_pos, 1) then -- PATCH local damage = (fleshy * 0.5 ^ dist) * 2 * config.damage_multiplier local damage_groups = {} for i=1, #groups do damage_groups[groups[i]] = damage end -- END PATCH shooter.punch_object(obj, { full_punch_interval = 1.0, damage_groups = damage_groups, }, nil, true, user) end end end end if config.allow_nodes and config.enable_blasting then local pr = PseudoRandom(os.time()) local vm = VoxelManip() local min, max = vm:read_from_map(p1, p2) local area = VoxelArea:new({MinEdge=min, MaxEdge=max}) local data = vm:get_data() local c_air = minetest.get_content_id("air") for z = -radius, radius do for y = -radius, radius do local vp = {x=pos.x - radius, y=pos.y + y, z=pos.z + z} local vi = area:index(vp.x, vp.y, vp.z) for x = -radius, radius do if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius) then if config.enable_protection then if not minetest.is_protected(vp, name) then data[vi] = c_air end else data[vi] = c_air end end vi = vi + 1 end end end vm:set_data(data) vm:update_liquids() vm:write_to_map() end end minetest.registered_entities["shooter_crossbow:arrow_entity"].collide_with_objects = false minetest.registered_entities["shooter_hook:hook"].on_activate = function(self, staticdata) self.object:set_armor_groups({fleshy=0}) if staticdata == "expired" then self.object:remove() return end end local function check_grapple(self, node, pos, above) local player = minetest.get_player_by_name(self.user) if not player then return end local counter = player:get_meta():get_int("death_counter") if self.counter ~= counter then return end -- Check for teleportation if minetest.get_item_group(node.name, "liquid") == 0 and minetest.get_node(pos).name == "air" and minetest.get_node(above).name == "air" then player:move_to(pos) else -- Failed to teleport, return to inventory self.itemstack = player:get_inventory():add_item("main", self.itemstack) end -- Drop remaining stack if self.itemstack and not self.itemstack:is_empty() and minetest.get_item_group(node.name, "lava") == 0 then minetest.add_item(pos, self.itemstack) end end minetest.registered_entities["shooter_hook:hook"].on_step = function(self, dtime, moveresult) if not self.user then return end if not self.counter then local player = minetest.get_player_by_name(self.user) if player then self.counter = player:get_meta():get_int("death_counter") else self.object:remove() return end end if moveresult.collides and (moveresult.axis == "y" or (moveresult.touching_ground or moveresult.standing_on_object)) then local pos = self.object:get_pos() if minetest.get_node(pos).name ~= "air" then pos.y = pos.y + 1 end local above = {x=pos.x, y=pos.y + 1, z=pos.z} local node = minetest.get_node(pos) self.object:set_velocity({x=0, y=-10, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) check_grapple(self, node, pos, above) self.object:remove() end end minetest.register_on_dieplayer(function(player) local meta = player:get_meta() local counter = meta:get_int("death_counter") meta:set_int("death_counter", counter + 1) end) minetest.registered_entities["shooter_rocket:rocket_entity"].on_step = function(self, dtime) self.timer = self.timer + dtime if self.timer > 0.2 then local pos = self.object:get_pos() local above = {x=pos.x, y=pos.y + 1, z=pos.z} if minetest.get_node(pos).name ~= "air" then if self.user then local player = minetest.get_player_by_name(self.user) if player then shooter.blast(above, 4, 25, 8, player, { "fleshy", "rocket" }) end end self.object:remove() end self.timer = 0 end end minetest.registered_entities["shooter_grenade:grenade_entity"].on_step = function(self, dtime) self.timer = self.timer + dtime if self.timer > 0.2 then local pos = self.object:get_pos() local above = {x=pos.x, y=pos.y + 1, z=pos.z} if minetest.get_node(pos).name ~= "air" then if self.user then local player = minetest.get_player_by_name(self.user) if player then shooter.blast(above, 2, 30, 5, player, { "fleshy", "grenade" }) end end self.object:remove() end self.timer = 0 end end