grenades = { grenade_deaccel = 9 } 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) obj:set_velocity(vector.multiply(dir, startspeed)) obj:set_acceleration({x = 0, y = -9.8, z = 0}) obj:get_luaentity().thrower_name = player:get_player_name() return obj:get_luaentity() end function grenades.register_grenade(name, def) if not def.clock then def.clock = 4 end local grenade_entity = { 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, particle = 0, timer = 0, on_step = function(self, dtime, moveresult) 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 moveresult.collides and moveresult.collisions then if def.on_collide then local c_result = def.on_collide(obj, self.thrower_name) if c_result == true 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() elseif c_result == "stop" then vel = vector.new() self.last_vel = vector.new() obj:set_velocity(vector.new()) obj:set_acceleration(vector.new(0, 0, 0)) end end if moveresult.collisions[1] and moveresult.collisions[1].axis then local axis = moveresult.collisions[1].axis vel[axis] = self.last_vel[axis] * -0.3 end obj:set_velocity(vel) end self.last_vel = vel norm_vel = vector.normalize(vel) if not vector.equals(vel, vector.new()) then obj:set_acceleration({ x = -norm_vel.x * grenades.grenade_deaccel * (moveresult.touching_ground and 2 or 1), y = -9.8, z = -norm_vel.z * grenades.grenade_deaccel * (moveresult.touching_ground and 2 or 1), }) end if moveresult.touching_ground then -- Is the grenade sliding? if vector.distance(vector.new(), vel) <= 2 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 end -- Grenade Particles 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() or vector.new(1, 1, 1), -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 + 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("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 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) if pointed_thing.type ~= "node" then grenades.throw_grenade(name, 16, user) if not minetest.settings:get_bool("creative_mode") then itemstack:take_item(1) end end return itemstack end minetest.register_craftitem(name, newdef) end dofile(minetest.get_modpath("grenades") .. "/grenades.lua")