nssm/nssm_weapons.lua

631 lines
18 KiB
Lua

--Parameters used by some weapons
local default_dir = {
x = 1,
y = 1,
z = 1,
}
--Function used to shoot:
local function weapons_shot(itemstack, placer, pointed_thing, velocity, name)
local dir = placer:get_look_dir();
local playerpos = placer:getpos();
local obj = minetest.env:add_entity({x=playerpos.x+0+dir.x,y=playerpos.y+2+dir.y,z=playerpos.z+0+dir.z}, "nssm:"..name)
local vec = {x=dir.x*velocity,y=dir.y*velocity,z=dir.z*velocity}
obj:setvelocity(vec)
return itemstack
end
local function hit(pos, self)
local node = node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
end
local function activate_balls(pos)
local radius = 50
local objects = minetest.env:get_objects_inside_radius(pos, radius)
for _,obj in ipairs(objects) do
if (obj:get_luaentity() and obj:get_luaentity().name == "nssm:hellzone_grenade") then
obj:get_luaentity().move = 1
end
end
end
local function search_on_step2(
self,
dtime, --used to count time
max_time, --after this amount of time the entity is removec
radius, --radius in which look for entities to follow
vel) --velocity of the projectile
local pos = self.object:getpos()
--Disappear after a certain time
if self.life_time == 0 then
self.life_time = os.time()
end
if os.time() - self.life_time > max_time then
self.object:remove()
return
end
--Look for an entity to follow
local objects = minetest.env:get_objects_inside_radius(pos, radius)
local min_dist = 100
local obj_min = nil
local obj_p = nil
local vec_min = nil
for _,obj in ipairs(objects) do
if (obj:is_player()) then
elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
obj_p = obj:getpos()
local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
if (dist<min_dist) then
min_dist = dist
obj_min = obj
vec_min = vec
end
end
end
--Found an entity to follow:
if obj_min ~= nil then
local new_vel = {x=0, y=0, z=0}
local dir = 0
local max_diff = 0
if (max_diff<math.abs(vec_min.x)) then
dir = 1
max_diff = math.abs(vec_min.x)
end
if (max_diff<math.abs(vec_min.y)) then
dir = 2
max_diff = math.abs(vec_min.y)
end
if (max_diff<math.abs(vec_min.z)) then
dir = 3
max_diff = math.abs(vec_min.z)
end
vec_min.x = (vec_min.x/max_diff)*vel
vec_min.y = (vec_min.y/max_diff)*vel
vec_min.z = (vec_min.z/max_diff)*vel
obj_p = obj_min:getpos()
if min_dist <=8 and self.move==0 then
self.object:setvelocity({x=0, y=0, z=0})
--hit(pos,self)
elseif min_dist<=1 and self.move==1 then
hit(pos,self)
else
self.object:setvelocity(vec_min)
end
end
local n = minetest.env:get_node(pos).name
if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
hit(pos,self)
end
end
--on_step function able to follow the mobs
local function search_on_step(
self,
dtime, --used to count time
max_time, --after this amount of time the entity is removec
radius, --radius in which look for entities to follow
vel) --velocity of the projectile
local pos = self.object:getpos()
--Disappear after a certain time
if self.life_time == 0 then
self.life_time = os.time()
end
if os.time() - self.life_time > max_time then
self.object:remove()
return
end
--Look for an entity to follow
local objects = minetest.env:get_objects_inside_radius(pos, radius)
local min_dist = 100
local obj_min = nil
local obj_p = nil
local vec_min = nil
for _,obj in ipairs(objects) do
if (obj:is_player()) then
elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
obj_p = obj:getpos()
local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
if (dist<min_dist) then
min_dist = dist
obj_min = obj
vec_min = vec
end
end
end
--Found an entity to follow:
if obj_min ~= nil then
local new_vel = {x=0, y=0, z=0}
local dir = 0
local max_diff = 0
if (max_diff<math.abs(vec_min.x)) then
dir = 1
max_diff = math.abs(vec_min.x)
end
if (max_diff<math.abs(vec_min.y)) then
dir = 2
max_diff = math.abs(vec_min.y)
end
if (max_diff<math.abs(vec_min.z)) then
dir = 3
max_diff = math.abs(vec_min.z)
end
vec_min.x = (vec_min.x/max_diff)*vel
vec_min.y = (vec_min.y/max_diff)*vel
vec_min.z = (vec_min.z/max_diff)*vel
obj_p = obj_min:getpos()
if min_dist < 1 then
local node = node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
else
self.object:setvelocity(vec_min)
end
end
local n = minetest.env:get_node(pos).name
if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
local node = node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
end
end
local function default_on_step(
self,
dtime, --used to count time
max_time, --after this amount of time the entity is removec
damage, --damage dealt to the entity around
dir, --vector to specify directions in which remove blocks
radius, --radius of blocks removed aroind the projectile
not_transparent, --name of a block or of a group: when the projectile hit one of these blocks the function hit_node is called
vel) --velocity of the projectile
local pos = self.object:getpos()
if self.life_time == 0 then
self.life_time = os.time()
end
if os.time() - self.life_time > max_time then
local node = node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
end
self.timer = self.timer + dtime
--while going around it damages entities
local objects = minetest.env:get_objects_inside_radius(pos, 2)
if self.timer > 0.3 then
for _,obj in ipairs(objects) do
obj:set_hp(obj:get_hp()-damage)
if (obj:get_hp() <= 0) then
if (not obj:is_player()) and obj:get_entity_name() ~= self.object:get_luaentity().name then
obj:remove()
end
end
end
end
local n = minetest.env:get_node(pos).name
if n==not_transparent or minetest.get_item_group(n, not_transparent)==1 then
local node = node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
else
local vec = self.object:getvelocity()
local c=vel/10
--calculate how many blocks around need to be removed
local max = 0
local posmax = 0
if max<math.abs(vec.x) then
max = math.abs(vec.x)
posmax = 1
end
if max<math.abs(vec.y) then
max = math.abs(vec.y)
posmax = 2
end
if max<math.abs(vec.z) then
max = math.abs(vec.z)
posmax = 3
end
local i = radius
local j = radius
local k = radius
if dir.x == 0 then
i = 0
end
if dir.y == 0 then
j = 0
end
if dir.z == 0 then
k = 0
end
if posmax==1 then
i = 0
end
if posmax==2 then
j = 0
end
if posmax==3 then
k = 0
end
for dx = -i,i do
for dy= -j,j do
for dz = -k,k do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
if not minetest.is_protected(p, "") or not minetest.get_item_group(n, "unbreakable") == 1 then
minetest.env:remove_node(p)
end
end
end
end
end
end
--[[
Function to register new weapons: parameters:
- name of the weapon
- on_step function (written by you or taken from the standard one above)
- hit_node function
- description of the weapon
- the velocity of the projectile
- one material to be used in the receipt
]]
local function nssm_register_weapon(name, def)
minetest.register_entity("nssm:"..name, {
textures = {name..".png"},
on_step = function(self, dtime)
def.on_step(self, dtime)
end,
hit_node = function(self, pos, node)
def.hit_node(self, pos, node)
end,
move = def.move,
life_time = 0,
timer = 0,
custom_timer = 0,
})
minetest.register_craftitem("nssm:"..name.."_hand", {
description = def.description,
inventory_image = name.."_hand.png",
on_use = function(itemstack, placer, pointed_thing)
weapons_shot(itemstack, placer, pointed_thing, def.velocity, name)
itemstack:take_item()
return itemstack
end,
on_drop = def.on_drop or function(itemstack, user, pointed_thing)
end,
})
minetest.register_craft({
output = 'nssm:'..name.."_hand 13",
recipe = {
{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'},
{'nssm:great_energy_globe', def.material, 'nssm:great_energy_globe'},
{'nssm:great_energy_globe', 'nssm:great_energy_globe', 'nssm:great_energy_globe'}
}
})
end
--Registered weapons:
nssm_register_weapon("kamehameha", {
velocity = 25,
on_step = function(self, dtime)
default_on_step(self, dtime, 4, 20, default_dir, 1, "stone", 25)
end,
hit_node = function(self, pos, node)
explosion(pos, 6, 1)
end,
material = "default:diamondblock",
description = "Kamehameha from DragonBall",
})
nssm_register_weapon("kienzan", {
velocity = 25,
on_step = function(self, dtime)
default_on_step(self, dtime, 5, 20, {x=1, y=0, z=1}, 1, nil, 25)
end,
hit_node = function(self, pos, node)
end,
material = "default:bronzeblock",
description = "Kienzan from DragonBall",
})
nssm_register_weapon("spirit_ball", {
velocity = 25,
move = 0,
on_step = function(self, dtime)
search_on_step(self, dtime, 5, 30, 25)
end,
hit_node = function(self, pos, node)
explosion(pos, 4, 0)
end,
material = "default:goldblock",
description = "Spirit Ball from DragonBall",
})
nssm_register_weapon("hellzone_grenade", {
velocity = 25,
move = 0,
on_step = function(self, dtime)
search_on_step2(self, dtime, 30, 30, 25)
end,
hit_node = function(self, pos, node)
explosion(pos, 4, 0)
end,
on_drop = function(itemstack, user, pointed_thing)
local pos = user:getpos()
activate_balls(pos)
end,
material = "default:mese",
description = "Hellzone grenade (Press q to activate)",
})
--[[nssm_register_weapon("particles_ball", {
velocity = 25,
move = 0,
on_step = function(self, dtime)
local pos = self.object:getpos()
local vel = 1
minetest.add_particlespawner({
amount = 2,
time = 0.01,
minpos = pos,
maxpos = pos,
minvel = {x=3, y=3, z=3},
maxvel = {x=-3, y=-3, z=-3},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 0.5,
maxexptime = 0.5,
minsize = 3,
maxsize = 3,
collisiondetection = false,
vertical = false,
texture = "morparticle.png"
})
--Disappear after a certain time
if self.life_time == 0 then
self.life_time = os.time()
end
if os.time() - self.life_time > 60 then
self.object:remove()
return
end
--Look for an entity to follow
local objects = minetest.env:get_objects_inside_radius(pos, 20)
local min_dist = 100
local obj_min = nil
local obj_p = nil
local vec_min = nil
for _,obj in ipairs(objects) do
if (obj:is_player()) then
elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
obj_p = obj:getpos()
local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
if (dist<min_dist) then
min_dist = dist
obj_min = obj
vec_min = vec
end
end
end
--Found an entity to follow:
if obj_min ~= nil then
local new_vel = {x=0, y=0, z=0}
local dir = 0
local max_diff = 0
if (max_diff<math.abs(vec_min.x)) then
dir = 1
max_diff = math.abs(vec_min.x)
end
if (max_diff<math.abs(vec_min.y)) then
dir = 2
max_diff = math.abs(vec_min.y)
end
if (max_diff<math.abs(vec_min.z)) then
dir = 3
max_diff = math.abs(vec_min.z)
end
vec_min.x = (vec_min.x/max_diff)*vel
vec_min.y = (vec_min.y/max_diff)*vel
vec_min.z = (vec_min.z/max_diff)*vel
obj_p = obj_min:getpos()
self.object:setvelocity(vec_min)
--[[if min_dist < 1 then
local node = nssm:node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
else
self.object:setvelocity(vec_min)
end
]]
end
local n = minetest.env:get_node(pos).name
--[[if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
local node = nssm:node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
end
]]
end,
hit_node = function(self, pos, node)
--nssm:explosion(pos, 4, 0)
end,
on_drop = function(itemstack, user, pointed_thing)
local pos = user:getpos()
--activate_balls(pos)
end,
material = "group:wood",
description = "Particles ball",
})
nssm_register_weapon("light_ball", {
velocity = 25,
move = 0,
on_step = function(self, dtime, last_pos)
local pos = self.object:getpos()
local vel = 1
--Disappear after a certain time
if self.life_time == 0 then
self.life_time = os.time()
end
if os.time() - self.life_time > 60 then
self.object:remove()
return
end
if self.custom_timer == 0 then
self.custom_timer = os.time()
end
if last_pos == nil or (last_pos ~= nil and last_pos ~= pos) then
minetest.set_node(pos, {name="nssm:invisible_light"})
if last_pos ~= nil then
minetest.set_node(last_pos, {name="air"})
end
last_pos = pos
end
--Look for an entity to follow
local objects = minetest.env:get_objects_inside_radius(pos, 20)
local min_dist = 100
local obj_min = nil
local obj_p = nil
local vec_min = nil
for _,obj in ipairs(objects) do
if (obj:is_player()) then
elseif (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item" and obj:get_luaentity().name ~= self.object:get_luaentity().name) then
obj_p = obj:getpos()
local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
if (dist<min_dist) then
min_dist = dist
obj_min = obj
vec_min = vec
end
end
end
--Found an entity to follow:
if obj_min ~= nil then
local new_vel = {x=0, y=0, z=0}
local dir = 0
local max_diff = 0
if (max_diff<math.abs(vec_min.x)) then
dir = 1
max_diff = math.abs(vec_min.x)
end
if (max_diff<math.abs(vec_min.y)) then
dir = 2
max_diff = math.abs(vec_min.y)
end
if (max_diff<math.abs(vec_min.z)) then
dir = 3
max_diff = math.abs(vec_min.z)
end
vec_min.x = (vec_min.x/max_diff)*vel
vec_min.y = (vec_min.y/max_diff)*vel
vec_min.z = (vec_min.z/max_diff)*vel
obj_p = obj_min:getpos()
self.object:setvelocity(vec_min)
--[[if min_dist < 1 then
local node = nssm:node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
else
self.object:setvelocity(vec_min)
end
]]
end
local n = minetest.env:get_node(pos).name
--[[if n ~= "air" and n ~= "default:water_source" and n ~= "default:water_flowing" then
local node = nssm:node_ok(pos).name
self.hit_node(self, pos, node)
self.object:remove()
return
end
]]
end,
hit_node = function(self, pos, node)
--nssm:explosion(pos, 4, 0)
end,
on_drop = function(itemstack, user, pointed_thing)
local pos = user:getpos()
--activate_balls(pos)
end,
material = "group:sand",
description = "Light Ball",
})
]]