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Break long lines, add space between functions in vl_projectile/init.lua
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@ -179,7 +179,8 @@ end
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---Allow to bypass the `buildable_to` node field in a `on_place` callback.
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---Allow to bypass the `buildable_to` node field in a `on_place` callback.
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---
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---
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---You have to make sure that the nodes you return true for have `buildable_to = true`.
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---You have to make sure that the nodes you return true for have `buildable_to = true`.
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---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
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---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node
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--- which have `node_name`
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---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
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---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
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function mcl_util.bypass_buildable_to(func)
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function mcl_util.bypass_buildable_to(func)
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-- Copied from minetest builtin
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-- Copied from minetest builtin
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@ -406,7 +407,8 @@ function mcl_util.get_palette_indexes_from_pos(pos)
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local biome = biome_data.biome
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local biome = biome_data.biome
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local biome_name = core.get_biome_name(biome)
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local biome_name = core.get_biome_name(biome)
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local reg_biome = core.registered_biomes[biome_name]
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local reg_biome = core.registered_biomes[biome_name]
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if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index and reg_biome._mcl_water_palette_index then
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if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index
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and reg_biome._mcl_water_palette_index then
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return {
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return {
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grass_palette_index = reg_biome._mcl_grass_palette_index,
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grass_palette_index = reg_biome._mcl_grass_palette_index,
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foliage_palette_index = reg_biome._mcl_foliage_palette_index,
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foliage_palette_index = reg_biome._mcl_foliage_palette_index,
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@ -432,7 +434,9 @@ function mcl_util.match_node_to_filter(node_name, filters)
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local filter = filters[i]
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local filter = filters[i]
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if node_name == filter then return true end
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if node_name == filter then return true end
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if string.sub(filter,1,6) == "group:" and core.get_item_group(node_name, string.sub(filter,7)) ~= 0 then return true end
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if string.sub(filter,1,6) == "group:" and core.get_item_group(node_name, string.sub(filter,7)) ~= 0 then
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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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return false
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return false
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@ -266,7 +266,8 @@ functions needed for the mob to work properly which contains the following:
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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'_vl_projectile' Table with Projectile API behaviors. Current members are:
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'_vl_projectile' Table with Projectile API behaviors. Current members are:
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'can_punch(self, projectile_luaentity)' return 'false' from this function to prevent the provided projectile from colliding with the mob
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'can_punch(self, projectile_luaentity)' return 'false' from this function to prevent the provided projectile
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from colliding with the mob
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@ -486,7 +487,8 @@ This function registers a arrow for mobs with the attack type shoot.
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'rotate' integer value in degrees to rotate arrow
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'rotate' integer value in degrees to rotate arrow
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'on_step' is a custom function when arrow is active, nil for
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'on_step' is a custom function when arrow is active, nil for
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default.
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default.
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'_vl_projectile' table with Projectile API properties. Refer to mods/ITEMS/vl_projectile/api.md for documentation.
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'_vl_projectile' table with Projectile API properties. Refer to mods/ITEMS/vl_projectile/api.md
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for documentation.
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Spawn Eggs
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Spawn Eggs
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@ -415,8 +415,11 @@ function mcl_mobs.register_arrow(name, def)
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ignore_gravity = true,
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ignore_gravity = true,
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damages_players = true,
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damages_players = true,
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allow_punching = function(self, entity_def, projectile_def, object)
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allow_punching = function(self, entity_def, projectile_def, object)
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if def.allow_punching and not def.allow_punching(self, entity_def, projectile_def, object) then return false end
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if def.allow_punching and not def.allow_punching(self, entity_def, projectile_def, object) then
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if self.timer < 2 and self._owner and mcl_util.get_entity_id(object) == self._owner then return false end
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return false
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elseif self.timer < 2 and self._owner and mcl_util.get_entity_id(object) == self._owner then
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return false
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end
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return true
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return true
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end,
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end,
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@ -128,7 +128,8 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
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local name = mob:get_luaentity().name
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local name = mob:get_luaentity().name
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mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
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mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
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local ent = mob:get_luaentity()
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local ent = mob:get_luaentity()
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if (not ent or ent.health <= 0) and self._owner and core.get_player_by_name(self._owner) and name == "mobs_mc:ghast" then
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if (not ent or ent.health <= 0) and self._owner and core.get_player_by_name(self._owner)
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and name == "mobs_mc:ghast" then
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awards.unlock(self._owner, "mcl:fireball_redir_serv")
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awards.unlock(self._owner, "mcl:fireball_redir_serv")
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end
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end
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end,
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end,
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@ -108,12 +108,14 @@ local arrow_entity = {
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if obj:get_hp() > 0 then
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if obj:get_hp() > 0 then
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if lua then
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if lua then
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local entity_name = lua.name
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local entity_name = lua.name
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50
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-- meters away
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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- TODO: This achievement should be given for the kill, not just a hit
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-- TODO: This achievement should be given for the kill, not just a hit
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local shooter = self._vl_projectile.owner
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local shooter = self._vl_projectile.owner
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if shooter and shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
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if shooter and shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
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if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
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if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray"
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or entity_name == "mobs_mc:witherskeleton") then
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awards.unlock(shooter:get_player_name(), "mcl:snipeSkeleton")
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awards.unlock(shooter:get_player_name(), "mcl:snipeSkeleton")
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end
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end
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end
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end
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@ -130,8 +132,8 @@ local arrow_entity = {
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return
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return
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end
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end
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-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
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-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it
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-- has collided with an entity
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-- now that it has collided with an entity
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if not is_player then
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if not is_player then
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mcl_util.remove_entity(self)
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mcl_util.remove_entity(self)
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end
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end
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@ -15,25 +15,31 @@ Arguments:
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* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
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* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
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* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
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* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
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* `damages_players`: if true, the projectile will deal damage to players.
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* `damages_players`: if true, the projectile will deal damage to players.
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile,
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that returns dynamic damange group information.
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entity_def, projectile_def, obj)` that returns dynamic damange group information.
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* `allow_punching`: will the projectile punch entities it collides with. May be either a boolean or a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `allow_punching`: will the projectile punch entities it collides with. May be either a boolean or a function
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* `survive_collision`: will the projectile surive collisions. May be either a boolean or a fnction of type `function(projectile, entity_def, projectile_def, type, ...)`.
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of type `function(projectile, entity_def, projectile_def, obj)`.
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* `survive_collision`: will the projectile surive collisions. May be either a boolean or a function of type
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`function(projectile, entity_def, projectile_def, type, ...)`.
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* If `type` is "node" then the additional parameters `node, node_def` will be provided.
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* If `type` is "node" then the additional parameters `node, node_def` will be provided.
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* If `type` is "entity" then the additional parameter `objet` will be provided.
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* If `type` is "entity" then the additional parameter `objet` will be provided.
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides the following
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides the following
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behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles.raycast_collides_with_entities`
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behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities`
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and `vl_projectiles.raycast_collides_with_entities`
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* `maximum_time`: number of seconds until projectiles are removed.
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* `maximum_time`: number of seconds until projectiles are removed.
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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three parameters for `core.play_sound()`. Supported sounds are:
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three parameters for `core.play_sound()`. Supported sounds are:
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* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
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* `on_collision`: played when no other more specific sound is defined. May be a function of type
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`function(projectile, entity_def, projectile_def, type, ...)`
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* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
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* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
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`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
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`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
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* `on_entity_collision`: played when the projectile collides with another entity. May be a function of type
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* `on_entity_collision`: played when the projectile collides with another entity. May be a function of type
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`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
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`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
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* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires
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* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile
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collides with a solid node. Requires
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`vl_projectile.collides_with_solids` in `behaviors` list.
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`vl_projectile.collides_with_solids` in `behaviors` list.
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* `on_collide_with_entity`: callback of type `function(projectile, pos, obj)` used when the projectile collides with an entity. Requires
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* `on_collide_with_entity`: callback of type `function(projectile, pos, obj)` used when the projectile collides
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with an entity. Requires
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`vl_projectile.collides_with_entities` in `behaviors` list.
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`vl_projectile.collides_with_entities` in `behaviors` list.
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## `vl_projectile.update_projectile(self, dtime)`
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## `vl_projectile.update_projectile(self, dtime)`
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@ -123,6 +123,7 @@ local function damage_particles(pos, is_critical)
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})
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})
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end
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end
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end
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end
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local function random_hit_positions(positions, placement)
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local function random_hit_positions(positions, placement)
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if positions == "x" then
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if positions == "x" then
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return math.random(-4, 4)
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return math.random(-4, 4)
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@ -138,6 +139,7 @@ local function random_hit_positions(positions, placement)
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return 0
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return 0
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end
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end
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local function check_hitpoint(hitpoint)
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local function check_hitpoint(hitpoint)
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if hitpoint.type ~= "object" then return false end
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if hitpoint.type ~= "object" then return false end
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@ -157,6 +159,7 @@ local function check_hitpoint(hitpoint)
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return false
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return false
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end
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end
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local function handle_player_sticking(self, entity_def, projectile_def, entity)
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local function handle_player_sticking(self, entity_def, projectile_def, entity)
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if self._in_player or self._blocked then return end
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if self._in_player or self._blocked then return end
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if not projectile_def.sticks_in_players then return end
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if not projectile_def.sticks_in_players then return end
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@ -225,6 +228,7 @@ function mod.has_owner_grace_distance(self, dtime, entity_def, projectile_def)
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not self._owner or not self._startpos or
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not self._owner or not self._startpos or
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pos and vector.distance(self._startpos, pos) > ( projectile_def.grace_distance or 1.5 )
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pos and vector.distance(self._startpos, pos) > ( projectile_def.grace_distance or 1.5 )
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end
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end
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function mod.has_tracer(self, dtime, entity_def, projectile_def)
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function mod.has_tracer(self, dtime, entity_def, projectile_def)
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local hide_tracer = projectile_def.hide_tracer
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local hide_tracer = projectile_def.hide_tracer
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if hide_tracer and hide_tracer(self) then return end
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if hide_tracer and hide_tracer(self) then return end
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@ -310,7 +314,8 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def)
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local creative = core.is_creative_enabled(player_name)
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local creative = core.is_creative_enabled(player_name)
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if self._collectable and not creative then
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if self._collectable and not creative then
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local arrow_item = self._itemstring or self._arrow_item
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local arrow_item = self._itemstring or self._arrow_item
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if arrow_item and core.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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if arrow_item and core.registered_items[arrow_item]
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and obj:get_inventory():room_for_item("main", arrow_item) then
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obj:get_inventory():add_item("main", arrow_item)
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obj:get_inventory():add_item("main", arrow_item)
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self._picked_up = true
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self._picked_up = true
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end
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end
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@ -655,4 +660,3 @@ function mod.register(name, def)
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core.register_entity(name, def)
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core.register_entity(name, def)
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end
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end
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