Tweaked and tidied code

This commit is contained in:
TenPlus1 2015-11-05 11:43:56 +00:00
parent bebb640ca5
commit e2e2612f52

153
init.lua

@ -5,6 +5,7 @@ local lucky_list = {
{"fal", {"default:wood", "default:gravel", "default:sand", "default:desert_sand", "default:stone", "default:dirt", "default:goldblock"}, 0},
{"lig"},
{"nod", "lucky_block:super_lucky_block", 0},
{"exp"},
}
-- ability to add new blocks to list
@ -68,49 +69,55 @@ function effect(pos, amount, texture, max_size)
})
end
-- from TNT mod
function calc_velocity(pos1, pos2, old_vel, power)
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
vel = vector.add(vel, old_vel)
return vel
end
-- modified from TNT mod
function entity_physics(pos, radius)
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, obj_vel, dist
local obj_pos, dist
for _, obj in pairs(objs) do
obj_pos = obj:getpos()
obj_vel = obj:getvelocity()
dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then
obj:setvelocity(calc_velocity(pos, obj_pos, obj_vel, radius * 10))
end
local damage = (4 / dist) * radius
local damage = math.floor((4 / dist) * radius)
obj:set_hp(obj:get_hp() - damage)
end
end
-- get node but use fallback for nil or unknown
function node_ok(pos, fallback)
fallback = fallback or "default:dirt"
local node = minetest.get_node_or_nil(pos)
if not node then
return minetest.registered_nodes[fallback]
end
local nodef = minetest.registered_nodes[node.name]
if nodef then
return node
end
return minetest.registered_nodes[fallback]
end
-- set content id's
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_brick = minetest.get_content_id("default:obsidianbrick")
local c_chest = minetest.get_content_id("default:chest_locked")
-- explosion
function explosion(pos, radius)
local pos = vector.round(pos)
local vm = VoxelManip()
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local p = {}
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_brick = minetest.get_content_id("default:obsidianbrick")
local c_chest = minetest.get_content_id("default:chest_locked")
-- play explosion sound
minetest.sound_play("tnt_explode", {
pos = pos,
gain = 1.0,
@ -122,28 +129,45 @@ function explosion(pos, radius)
return
end
--local pos = vector.round(pos)
local vm = VoxelManip()
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local p = {}
for z = -radius, radius do
for y = -radius, radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if data[vi] ~= c_air
and data[vi] ~= c_ignore
and data[vi] ~= c_obsidian
and data[vi] ~= c_brick
and data[vi] ~= c_chest then
local n = minetest.get_node(p).name
local n = node_ok(p).name
if minetest.get_item_group(n, "unbreakable") ~= 1 then
-- if chest then drop items inside
if n == "default:chest"
or n == "3dchest:chest" then
or n == "3dchest:chest"
or n == "bones:bones" then
local meta = minetest.get_meta(p)
local inv = meta:get_inventory()
for i = 1, 32 do
for i = 1, inv:get_size("main") do
local m_stack = inv:get_stack("main", i)
local obj = minetest.add_item(p, m_stack)
if obj then
obj:setvelocity({
x = math.random(-2, 2),
@ -165,9 +189,11 @@ function explosion(pos, radius)
end
function fill_chest(pos, items)
local stacks = items or {}
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
for i = 0, 2, 1 do
@ -184,6 +210,7 @@ end
-- this is what happens when you dig a lucky block
local lucky_block = function(pos, digger)
local luck = math.random(1, #lucky_list) ; --luck = 1
local action = lucky_list[luck][1]
local schem
@ -192,13 +219,16 @@ local lucky_block = function(pos, digger)
-- place schematic
if action == "sch" then
local offset = lucky_list[luck][4]
local switch = lucky_list[luck][3]
local schem = lucky_list[luck][2]
local force = lucky_list[luck][5] or false
if switch == 1 then
pos = digger:getpos()
end
minetest.place_schematic(
{
x = pos.x - offset.x,
@ -209,47 +239,60 @@ local lucky_block = function(pos, digger)
-- place node (if chest then fill chest)
elseif action == "nod" then
local nod = lucky_list[luck][2]
local switch = lucky_list[luck][3]
local items = lucky_list[luck][4]
if switch == 1 then
pos = digger:getpos()
end
if not minetest.registered_nodes[nod] then
print (nod)
nod = "default:goldblock"
end
effect(pos, 25, "tnt_smoke.png", 8)
minetest.set_node(pos, {name = nod})
if nod == "default:chest" then
fill_chest(pos, items)
end
-- place entity
elseif action == "spw" then
local pos2 = {}
local num = lucky_list[luck][3]
local num = lucky_list[luck][3] or 1
local tame = lucky_list[luck][4]
local own = lucky_list[luck][5]
for i = 1, num do
pos2.x = pos.x + math.random(-5, 5)
pos2.y = pos.y + 1
pos2.z = pos.z + math.random(-5, 5)
local nod = minetest.get_node_or_nil(pos2)
if nod and nod.name == "air" then
local nod = node_ok(pos2).name
if nod == "air" then
local entity = lucky_list[luck][2]
-- coloured sheep
if entity == "mobs:sheep" then
local colour = "_" .. all_colours[math.random(#all_colours)]
--if colour == "_white" then colour = "" end
entity = "mobs:sheep" .. colour
end
local mob = minetest.add_entity(pos2, entity)
local ent = mob:get_luaentity()
if tame then
ent.tamed = true
end
if own then
ent.owner = digger:get_player_name()
end
@ -258,28 +301,37 @@ local lucky_block = function(pos, digger)
-- explosion
elseif action == "exp" then
explosion(pos, 2)
entity_physics(pos, 2)
-- teleport
elseif action == "tel" then
--pos = digger:getpos()
pos.x = pos.x + math.random(-10, 10)
pos.x = pos.y + math.random(-5, 20)
pos.x = pos.z + math.random(-10, 10)
digger:moveto(pos, false)
-- drop items
elseif action == "dro" then
local num = lucky_list[luck][3]
local colours = lucky_list[luck][4]
local items = #lucky_list[luck][2]
for i = 1, num do
local item = lucky_list[luck][2][math.random(1, items)]
if colours then
item = item .. all_colours[math.random(#all_colours)]
end
local obj = core.add_item(pos, item)
if obj then
obj:setvelocity({
x = math.random(-1.5, 1.5),
@ -291,8 +343,11 @@ local lucky_block = function(pos, digger)
-- lightning strike
elseif action == "lig" then
pos = digger:getpos()
minetest.set_node(pos, {name = "fire:basic_flame"})
minetest.add_particlespawner({
amount = 1,
time = 1,
@ -308,7 +363,9 @@ local lucky_block = function(pos, digger)
maxsize = 150,
texture = "lucky_lightning.png",
})
entity_physics(pos, 2)
minetest.sound_play("lightning", {
pos = pos,
gain = 1.0,
@ -317,27 +374,38 @@ local lucky_block = function(pos, digger)
-- falling nodes
elseif action == "fal" then
local nods = lucky_list[luck][2]
local switch = lucky_list[luck][3]
if switch == 1 then
pos = digger:getpos()
end
pos.y = pos.y + #nods
minetest.remove_node(pos)
for s = 1, #nods do
minetest.after(0.5 * s, function()
local n = minetest.registered_nodes[nods[s]]
core.remove_node(pos)
local obj = core.add_entity(pos, "__builtin:falling_node")
obj:get_luaentity():set_node(n)
end)
end
-- troll block, disappears or explodes after 2 seconds
elseif action == "tro" then
local nod = lucky_list[luck][2]
local snd = lucky_list[luck][3]
local exp = lucky_list[luck][4]
minetest.set_node(pos, {name = nod})
if snd then
minetest.sound_play(snd, {
pos = pos,
@ -345,12 +413,17 @@ local lucky_block = function(pos, digger)
max_hear_distance = 10
})
end
minetest.after(2.0, function()
if exp then
explosion(pos, 2)
entity_physics(pos, 2)
else
minetest.set_node(pos, {name = "air"})
minetest.sound_play("default_hard_footstep", {
pos = pos,
gain = 1.0,
@ -374,6 +447,7 @@ minetest.register_node('lucky_block:lucky_block', {
light_source = 3,
groups = {oddly_breakable_by_hand = 3},
sounds = default.node_sound_wood_defaults(),
on_dig = function(pos, node, digger)
minetest.set_node(pos, {name = "air"})
lucky_block(pos, digger)
@ -400,13 +474,18 @@ minetest.register_node('lucky_block:super_lucky_block', {
paramtype = 'light',
groups = {cracky = 1, level = 2},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Super Lucky Block")
end,
on_dig = function(pos)
minetest.set_node(pos, {name = "air"})
effect(pos, 25, "tnt_smoke.png", 8)
minetest.sound_play("fart1", {
pos = pos,
gain = 1.0,