MineClone2/mods/ITEMS/mcl_potions/splash.lua

205 lines
6.7 KiB
Lua

local S = minetest.get_translator(minetest.get_current_modname())
local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
local REDUX_MAP = {7/8,0.5,0.25}
local PARTICLE_DIAMETER = 0.1
local PARTICLE_MIN_VELOCITY = vector.new(-2, 0, -2)
local PARTICLE_MAX_VELOCITY = vector.new( 2, 2, 2)
local mod_target = minetest.get_modpath("mcl_target")
local function splash_image(colorstring, opacity)
if not opacity then
opacity = 127
end
return "mcl_potions_splash_overlay.png^[colorize:"..colorstring..":"..tostring(opacity).."^mcl_potions_splash_bottle.png"
end
function mcl_potions.register_splash(name, descr, color, def)
local id = "mcl_potions:"..name.."_splash"
local longdesc = def._longdesc
if not def.no_effect then
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.")
if def._longdesc then
longdesc = longdesc .. "\n" .. def._longdesc
end
end
local groups = {brewitem=1, bottle=1, splash_potion=1, _mcl_potion=1}
if def.nocreative then groups.not_in_creative_inventory = 1 end
minetest.register_craftitem(id, {
description = descr,
_tt_help = def._tt,
_dynamic_tt = def._dynamic_tt,
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = S("Use the “Punch” key to throw it."),
stack_max = def.stack_max,
_effect_list = def._effect_list,
uses_level = def.uses_level,
has_potent = def.has_potent,
has_plus = def.has_plus,
_default_potent_level = def._default_potent_level,
_default_extend_level = def._default_extend_level,
inventory_image = splash_image(color),
groups = groups,
on_use = function(item, placer, pointed_thing)
local velocity = 10
local dir = placer:get_look_dir();
local pos = placer:get_pos();
minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
local obj = vl_projectile.create(id.."_flying",{
pos = vector.offset(pos, dir.x, dir.y + 1.64, dir.z),
owner = placer,
dir = dir,
velocity = velocity,
})
local ent = obj:get_luaentity()
ent._thrower = placer:get_player_name()
ent._potency = item:get_meta():get_int("mcl_potions:potion_potent")
ent._plus = item:get_meta():get_int("mcl_potions:potion_plus")
ent._effect_list = def._effect_list
if not minetest.is_creative_enabled(placer:get_player_name()) then
item:take_item()
end
return item
end,
stack_max = 1,
_on_dispense = function(stack, dispenserpos, droppos, dropnode, dropdir)
local s_pos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
local pos = {x=s_pos.x+dropdir.x,y=s_pos.y+dropdir.y,z=s_pos.z+dropdir.z}
minetest.sound_play("mcl_throwing_throw", {pos = pos, gain = 0.4, max_hear_distance = 16}, true)
local obj = minetest.add_entity(pos, id.."_flying")
local velocity = 22
obj:set_velocity({x=dropdir.x*velocity,y=dropdir.y*velocity,z=dropdir.z*velocity})
obj:set_acceleration({x=dropdir.x*-3, y=-9.8, z=dropdir.z*-3})
local ent = obj:get_luaentity()
ent._potency = stack:get_meta():get_int("mcl_potions:potion_potent")
ent._plus = stack:get_meta():get_int("mcl_potions:potion_plus")
ent._effect_list = def._effect_list
end
})
local w = 0.7
-- Precompute particle texture and acceleration
local particle_texture, particle_acc
if name == "water" then
particle_texture = "mcl_particles_droplet_bottle.png"
particle_acc = {x=0, y=-GRAVITY, z=0}
else
if def.instant then
particle_texture = "mcl_particles_instant_effect.png"
else
particle_texture = "mcl_particles_effect.png"
end
particle_acc = {x=0, y=0, z=0}
end
particle_texture = particle_texture.."^[colorize:"..color..":127"
local function splash_effects(self, pos, def, range)
minetest.add_particlespawner({
amount = 50,
time = 0.1,
minpos = vector.offset(pos, -PARTICLE_DIAMETER, 0.5, -PARTICLE_DIAMETER),
maxpos = vector.offset(pos, PARTICLE_DIAMETER, 0.5, PARTICLE_DIAMETER),
minvel = PARTICLE_MIN_VELOCITY,
maxvel = PARTICLE_MAX_VELOCITY,
minacc = particle_acc,
maxacc = particle_acc,
minexptime = 0.5,
maxexptime = 1.25,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = particle_texture,
})
for _,obj in pairs(minetest.get_objects_inside_radius(pos, range)) do
-- Make sure the potion can interact with this object
local entity = obj:get_luaentity()
if obj:is_player() or entity and entity.is_mob then
local potency = self._potency or 0
local plus = self._plus or 0
if def.on_splash then def.on_splash(pos, potency+1) end
local pos2 = obj:get_pos()
local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
-- Apply effect list
if def._effect_list then
for name, details in pairs(def._effect_list) do
local ef_level
local dur
if details.uses_level then
ef_level = details.level + details.level_scaling * potency
else
ef_level = details.level
end
if details.dur_variable then
dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
if potency>0 and details.uses_level then
dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
end
dur = dur * mcl_potions.SPLASH_FACTOR
else
dur = details.dur
end
if details.effect_stacks then
ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
end
if rad > 0 then
mcl_potions.give_effect_by_level(name, obj, ef_level, REDUX_MAP[rad]*dur)
else
mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
end
end
end
if def.custom_effect then
local power = (potency+1) * mcl_potions.SPLASH_FACTOR
if rad > 0 then
def.custom_effect(obj, REDUX_MAP[rad] * power, plus)
else
def.custom_effect(obj, power, plus)
end
end
end
end
end
vl_projectile.register(id.."_flying",{
textures = {splash_image(color)},
hp_max = 1,
visual_size = {x=w/2,y=w/2},
collisionbox = {-0.1,-0.1,-0.1,0.1,0.1,0.1},
_vl_projectile = {
behaviors = {
vl_projectile.has_owner_grace_distance,
vl_projectile.collides_with_entities,
vl_projectile.collides_with_solids,
},
grace_distance = 3.34, -- 1.5 active region + 1.64 height offset + 0.1 safety
on_collide_with_solid = function(self, pos, node)
splash_effects(self, pos, def, 4)
if mod_target and node.name == "mcl_target:target_off" then
mcl_target.hit(pos, 0.4) -- 4 redstone ticks
end
end,
on_collide_with_entity = function(self, pos, obj)
splash_effects(self, pos, def, 4)
end,
sounds = {
on_collision = {"mcl_potions_breaking_glass", {max_hear_distance = 16, gain = 1}, true},
},
},
pointable = false,
})
end