mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-05 01:03:44 +01:00
205 lines
6.7 KiB
Lua
205 lines
6.7 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local REDUX_MAP = {7/8,0.5,0.25}
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local PARTICLE_DIAMETER = 0.1
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local PARTICLE_MIN_VELOCITY = vector.new(-2, 0, -2)
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local PARTICLE_MAX_VELOCITY = vector.new( 2, 2, 2)
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local mod_target = minetest.get_modpath("mcl_target")
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local function splash_image(colorstring, opacity)
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if not opacity then
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opacity = 127
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end
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return "mcl_potions_splash_overlay.png^[colorize:"..colorstring..":"..tostring(opacity).."^mcl_potions_splash_bottle.png"
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end
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function mcl_potions.register_splash(name, descr, color, def)
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local id = "mcl_potions:"..name.."_splash"
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local longdesc = def._longdesc
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if not def.no_effect then
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longdesc = S("A throwable potion that will shatter on impact, where it gives all nearby players and mobs a status effect or a set of status effects.")
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if def._longdesc then
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longdesc = longdesc .. "\n" .. def._longdesc
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end
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end
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local groups = {brewitem=1, bottle=1, splash_potion=1, _mcl_potion=1}
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if def.nocreative then groups.not_in_creative_inventory = 1 end
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minetest.register_craftitem(id, {
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description = descr,
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_tt_help = def._tt,
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_dynamic_tt = def._dynamic_tt,
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_doc_items_longdesc = longdesc,
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_doc_items_usagehelp = S("Use the “Punch” key to throw it."),
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stack_max = def.stack_max,
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_effect_list = def._effect_list,
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uses_level = def.uses_level,
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has_potent = def.has_potent,
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has_plus = def.has_plus,
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_default_potent_level = def._default_potent_level,
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_default_extend_level = def._default_extend_level,
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inventory_image = splash_image(color),
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groups = groups,
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on_use = function(item, placer, pointed_thing)
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local velocity = 10
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local dir = placer:get_look_dir();
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local pos = placer:get_pos();
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minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
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local obj = vl_projectile.create(id.."_flying",{
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pos = vector.offset(pos, dir.x, dir.y + 1.64, dir.z),
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owner = placer,
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dir = dir,
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velocity = velocity,
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})
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local ent = obj:get_luaentity()
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ent._thrower = placer:get_player_name()
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ent._potency = item:get_meta():get_int("mcl_potions:potion_potent")
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ent._plus = item:get_meta():get_int("mcl_potions:potion_plus")
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ent._effect_list = def._effect_list
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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item:take_item()
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end
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return item
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end,
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stack_max = 1,
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_on_dispense = function(stack, dispenserpos, droppos, dropnode, dropdir)
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local s_pos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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local pos = {x=s_pos.x+dropdir.x,y=s_pos.y+dropdir.y,z=s_pos.z+dropdir.z}
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minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
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local obj = minetest.add_entity(pos, id.."_flying")
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local velocity = 22
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obj:set_velocity({x=dropdir.x*velocity,y=dropdir.y*velocity,z=dropdir.z*velocity})
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obj:set_acceleration({x=dropdir.x*-3, y=-9.8, z=dropdir.z*-3})
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local ent = obj:get_luaentity()
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ent._potency = stack:get_meta():get_int("mcl_potions:potion_potent")
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ent._plus = stack:get_meta():get_int("mcl_potions:potion_plus")
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ent._effect_list = def._effect_list
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end
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})
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local w = 0.7
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-- Precompute particle texture and acceleration
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local particle_texture, particle_acc
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if name == "water" then
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particle_texture = "mcl_particles_droplet_bottle.png"
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particle_acc = {x=0, y=-GRAVITY, z=0}
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else
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if def.instant then
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particle_texture = "mcl_particles_instant_effect.png"
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else
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particle_texture = "mcl_particles_effect.png"
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end
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particle_acc = {x=0, y=0, z=0}
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end
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particle_texture = particle_texture.."^[colorize:"..color..":127"
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local function splash_effects(self, pos, def, range)
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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 = vector.offset(pos, -PARTICLE_DIAMETER, 0.5, -PARTICLE_DIAMETER),
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maxpos = vector.offset(pos, PARTICLE_DIAMETER, 0.5, PARTICLE_DIAMETER),
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minvel = PARTICLE_MIN_VELOCITY,
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maxvel = PARTICLE_MAX_VELOCITY,
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minacc = particle_acc,
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maxacc = particle_acc,
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minexptime = 0.5,
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maxexptime = 1.25,
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minsize = 1,
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maxsize = 2,
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collisiondetection = true,
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vertical = false,
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texture = particle_texture,
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})
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for _,obj in pairs(minetest.get_objects_inside_radius(pos, range)) do
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-- Make sure the potion can interact with this object
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local entity = obj:get_luaentity()
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if obj:is_player() or entity and entity.is_mob then
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local potency = self._potency or 0
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local plus = self._plus or 0
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if def.on_splash then def.on_splash(pos, potency+1) end
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local pos2 = obj:get_pos()
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local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
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-- Apply effect list
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if def._effect_list then
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for name, details in pairs(def._effect_list) do
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local ef_level
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local dur
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if details.uses_level then
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ef_level = details.level + details.level_scaling * potency
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else
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ef_level = details.level
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end
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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if rad > 0 then
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mcl_potions.give_effect_by_level(name, obj, ef_level, REDUX_MAP[rad]*dur)
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else
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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end
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if def.custom_effect then
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local power = (potency+1) * mcl_potions.SPLASH_FACTOR
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if rad > 0 then
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def.custom_effect(obj, REDUX_MAP[rad] * power, plus)
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else
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def.custom_effect(obj, power, plus)
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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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vl_projectile.register(id.."_flying",{
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textures = {splash_image(color)},
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hp_max = 1,
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visual_size = {x=w/2,y=w/2},
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collisionbox = {-0.1,-0.1,-0.1,0.1,0.1,0.1},
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_vl_projectile = {
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behaviors = {
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vl_projectile.has_owner_grace_distance,
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vl_projectile.collides_with_entities,
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vl_projectile.collides_with_solids,
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},
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grace_distance = 3.34, -- 1.5 active region + 1.64 height offset + 0.1 safety
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on_collide_with_solid = function(self, pos, node)
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splash_effects(self, pos, def, 4)
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if mod_target and node.name == "mcl_target:target_off" then
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mcl_target.hit(pos, 0.4) -- 4 redstone ticks
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end
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end,
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on_collide_with_entity = function(self, pos, obj)
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splash_effects(self, pos, def, 4)
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end,
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sounds = {
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on_collision = {"mcl_potions_breaking_glass", {max_hear_distance = 16, gain = 1}, true},
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},
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},
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pointable = false,
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})
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end
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