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