Improve api, respect entity on_blast callbacks
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2 changed files with 48 additions and 29 deletions
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@ -10,11 +10,11 @@ Crafting
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### Gunpowder
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### Gunpowder
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1 x Coal Lump + 1 x Clay Lump = 5 x Gunpowder (shapeless)
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1 x Coal Lump + 1 x Clay Lump = 5 x Gunpowder
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```
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```
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output = "shooter:gunpowder 5",
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output = "shooter:gunpowder 5",
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type = "shapeless",
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type = "shapeless",
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recipe = {"default:coal_lump", "default:clay_lump"},
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recipe = {"default:coal_lump", "default:clay_lump"},
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```
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```
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Configuration
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Configuration
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-------------
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-------------
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@ -119,8 +119,14 @@ API Documentation
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* `shooter.spawn_particles(pos, particles)`: Adds particles at the specified position
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* `shooter.spawn_particles(pos, particles)`: Adds particles at the specified position
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* `particles` is an optional table of overrides for `shooter.default_particles`
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* `particles` is an optional table of overrides for `shooter.default_particles`
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* `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos`
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* `shooter.play_node_sound(node, pos)`: Plays the registered 'dug' sound for the node at `pos`
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* `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities
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* `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged
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* `shooter.is_valid_object(object)`: Returns `true` if the object can be damaged
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* `shooter.punch_node(pos, spec)`: Punches the node at `pos` with the `spec` group capabilities
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* `shooter.punch_object(object, tool_caps, dir, on_blast)`: Punches the object
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* Returns `true` if the object is damaged
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* `object`: Object to punched, not checked for validity!
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* `tool_caps`: Tool capabilities of the weapon uesd -- See "Weapon Definition"
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* `dir`: Unit vector pointing from the source of the punch to the object
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* `on_blast`: Respect entity `on_blast` damage callback
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* `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que
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* `shooter.fire_weapon(player, itemstack, spec)`: Adds a 'round' with `spec` to the processing que
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* `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos`
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* `shooter.blast(pos, radius, fleshy, distance, user)`: Create explosion at `pos`
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* `radius`: Blast radius in nodes
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* `radius`: Blast radius in nodes
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@ -156,7 +162,7 @@ Used by `shooter.register_weapon`
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-- `name`: Name of the weapon item, eg. `shooter_guns:rifle`
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-- `name`: Name of the weapon item, eg. `shooter_guns:rifle`
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-- `user`: Name of the player that fired the weapon
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-- `user`: Name of the player that fired the weapon
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-- `origin`: Initial starting position of the shot
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-- `origin`: Initial starting position of the shot
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-- `dir`: Direction of the virtual shot before impact
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-- `dir`: Unit vector direction of the virtual shot before impact
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end,
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end,
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spec = {
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spec = {
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-- Weapon specifications
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-- Weapon specifications
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@ -160,6 +160,20 @@ shooter.play_node_sound = function(node, pos)
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end
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end
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end
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end
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shooter.is_valid_object = function(object)
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if object then
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if object:is_player() == true then
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return config.allow_players
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end
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if config.allow_entities == true then
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local luaentity = object:get_luaentity()
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if luaentity then
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return luaentity.name ~= "__builtin:item"
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end
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end
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end
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end
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shooter.punch_node = function(pos, spec)
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shooter.punch_node = function(pos, spec)
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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if not node then
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if not node then
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@ -185,24 +199,25 @@ shooter.punch_node = function(pos, spec)
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shooter.spawn_particles(pos, {texture=item.tiles[1]})
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shooter.spawn_particles(pos, {texture=item.tiles[1]})
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end
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end
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end
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end
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break
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return true
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end
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end
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end
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end
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end
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end
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end
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end
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shooter.is_valid_object = function(object)
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shooter.punch_object = function(object, tool_caps, dir, on_blast)
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if object then
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local do_damage = true
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if object:is_player() == true then
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if on_blast then
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return config.allow_players
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local ent = object:get_luaentity()
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end
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local def = minetest.registered_entities[ent.name]
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if config.allow_entities == true then
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if def.on_blast then
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local luaentity = object:get_luaentity()
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do_damage = def.on_blast(ent, tool_caps.fleshy)
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if luaentity then
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return luaentity.name ~= "__builtin:item"
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end
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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 do_damage then
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object:punch(object, nil, tool_caps, dir)
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return true
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end
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end
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end
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local function process_hit(pointed_thing, spec, dir)
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local function process_hit(pointed_thing, spec, dir)
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@ -217,15 +232,12 @@ local function process_hit(pointed_thing, spec, dir)
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shooter.punch_node(pos, spec)
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shooter.punch_node(pos, spec)
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elseif pointed_thing.type == "object" then
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elseif pointed_thing.type == "object" then
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local object = pointed_thing.ref
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local object = pointed_thing.ref
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if shooter.is_valid_object(object) == true then
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if shooter.is_valid_object(object) and
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local player = minetest.get_player_by_name(spec.user)
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shooter.punch_object(object, spec.tool_caps, dir) then
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if player then
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local pos = pointed_thing.intersection_point or object:get_pos()
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object:punch(player, nil, spec.tool_caps, dir)
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local groups = object:get_armor_groups() or {}
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local pos = pointed_thing.intersection_point or object:get_pos()
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if groups.fleshy then
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local groups = object:get_armor_groups() or {}
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shooter.spawn_particles(pos, spec.particles)
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if groups.fleshy then
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shooter.spawn_particles(pos, spec.particles)
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end
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end
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end
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end
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end
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end
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end
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@ -364,11 +376,12 @@ shooter.blast = function(pos, radius, fleshy, distance, user)
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if dist ~= 0 then
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if dist ~= 0 then
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obj_pos.y = obj_pos.y + 1
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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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local blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
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if minetest.line_of_sight(obj_pos, blast_pos, 1) then
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if shooter.is_valid_object(obj) and
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obj:punch(user, 1.0, {
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minetest.line_of_sight(obj_pos, blast_pos, 1) then
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shooter.punch_object(obj, {
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full_punch_interval = 1.0,
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full_punch_interval = 1.0,
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damage_groups = {fleshy=damage},
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damage_groups = {fleshy=damage},
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})
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}, nil, true)
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end
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end
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end
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end
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end
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end
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