lucky_block = {} lucky_schems = {} -- Load support for intllib. local MP = minetest.get_modpath(minetest.get_current_modname()) local S = minetest.get_translator and minetest.get_translator("lucky_block") or dofile(MP .. "/intllib.lua") -- default blocks local lucky_list = { {"nod", "lucky_block:super_lucky_block", 0} } -- ability to add new blocks to list function lucky_block:add_blocks(list) for s = 1, #list do table.insert(lucky_list, list[s]) end end -- call to purge the block list function lucky_block:purge_block_list() lucky_list = { {"nod", "lucky_block:super_lucky_block", 0} } end -- add schematics to global list function lucky_block:add_schematics(list) for s = 1, #list do table.insert(lucky_schems, list[s]) end end -- import schematics and default blocks dofile(minetest.get_modpath("lucky_block") .. "/schems.lua") dofile(minetest.get_modpath("lucky_block") .. "/blocks.lua") -- for random colour selection local all_colours = { "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta", "orange", "violet", "brown", "pink", "dark_grey", "dark_green", "white" } -- default items in chests local chest_stuff = { {name = "default:apple", max = 3}, {name = "default:steel_ingot", max = 2}, {name = "default:gold_ingot", max = 2, chance = 2}, {name = "default:diamond", max = 1, chance = 3}, {name = "default:pick_steel", max = 1, chance = 2}, {name = "default:mese_crystal_fragment", max = 3, chance = 3}, } -- call to purge the chest items list function lucky_block:purge_chest_items() chest_stuff = {} end -- ability to add to chest items list function lucky_block:add_chest_items(list) for s = 1, #list do table.insert(chest_stuff, list[s]) end end -- particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow) radius = radius or 2 gravity = gravity or -10 minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = -radius, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size or 0.5, maxsize = max_size or 1.0, texture = texture, glow = glow or 0, }) end -- temp entity for mob damage minetest.register_entity("lucky_block:temp", { physical = true, collisionbox = {0, 0, 0, 0, 0, 0}, visual_size = {x = 0, y = 0}, visual = "sprite", textures = {"tnt_smoke.png"}, _is_arrow = true, on_step = function(self, dtime) self.timer = (self.timer or 0) + dtime if self.timer > 0.5 then self.object:remove() end end }) -- modified from TNT mod to deal entity damage only local function entity_physics(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist -- add temp entity to cause damage local tmp_ent = minetest.add_entity(pos, "lucky_block:temp") for n = 1, #objs do obj_pos = objs[n]:get_pos() dist = vector.distance(pos, obj_pos) if dist < 1 then dist = 1 end local damage = math.floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() if objs[n]:is_player() then objs[n]:set_hp(objs[n]:get_hp() - damage) else --if ent.health then objs[n]:punch(tmp_ent, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end end -- fill chest with random items from list local function fill_chest(pos, items) local stacks = items or {} local inv = minetest.get_meta(pos):get_inventory() inv:set_size("main", 8 * 4) for i = 0, 2, 1 do local stuff = chest_stuff[math.random(1, #chest_stuff)] table.insert(stacks, {name = stuff.name, max = stuff.max}) end for s = 1, #stacks do if not inv:contains_item("main", stacks[s]) then if not stacks[s].chance or math.random(1, stacks[s].chance) == 1 then if minetest.registered_items[stacks[s].name] then inv:set_stack("main", math.random(32), { name = stacks[s].name, count = math.random(stacks[s].max) }) end end end end end -- explosion with protection check local function explode(pos, radius, sound) sound = sound or "tnt_explode" if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = sound, }) else minetest.sound_play(sound, {pos = pos, gain = 1.0, max_hear_distance = 32}, true) entity_physics(pos, radius) effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end end local lb_schematic = function(pos, digger, def) if #lucky_schems == 0 then print ("[lucky block] No schematics") return end local schem = def[2] local switch = def[3] or 0 local force = def[4] local reps = def[5] or {} if switch == 1 then pos = vector.round(digger:get_pos()) end for i = 1, #lucky_schems do if schem == lucky_schems[i][1] then local p1 = vector.subtract(pos, lucky_schems[i][3]) minetest.place_schematic(p1, lucky_schems[i][2], "", reps, force) break end end if switch == 1 then digger:set_pos(pos, false) end end local lb_node = function(pos, digger, def) local nod = def[2] local switch = def[3] local items = def[4] if switch == 1 then pos = digger:get_pos() end if not minetest.registered_nodes[nod] then nod = "default:goldblock" end effect(pos, 25, "tnt_smoke.png", 8, 8, 2, 1, 0) minetest.set_node(pos, {name = nod}) if nod == "default:chest" then fill_chest(pos, items) end end local lb_spawn = function(pos, digger, def) local pos2 = {} local num = def[3] or 1 local tame = def[4] local own = def[5] local range = def[6] or 5 local name = def[7] for i = 1, num do pos2.x = pos.x + math.random(-range, range) pos2.y = pos.y + 1 pos2.z = pos.z + math.random(-range, range) local nod = minetest.get_node(pos2) local nodef = minetest.registered_nodes[nod.name] if nodef and nodef.walkable == false then local entity -- select between random or single entity if type(def[2]) == "table" then entity = def[2][math.random(#def[2])] else entity = def[2] end -- coloured sheep if entity == "mobs:sheep" then local colour = "_" .. all_colours[math.random(#all_colours)] entity = "mobs:sheep" .. colour end if entity == "mobs_animal:sheep" then local colour = "_" .. all_colours[math.random(#all_colours)] entity = "mobs_animal:sheep" .. colour end -- has entity been registered? if minetest.registered_entities[entity] then local obj = minetest.add_entity(pos2, entity) if obj then local ent = obj:get_luaentity() if tame then ent.tamed = true end if own then ent.owner = digger:get_player_name() end if name then ent.nametag = name ent.object:set_properties({ nametag = name, nametag_color = "#FFFF00" }) end else print ("[lucky_block] " .. entity .. " could not be spawned") end end end end end local lb_explode = function(pos, def) local rad = def[2] or 2 local snd = def[3] or "tnt_explode" explode(pos, rad, snd) end local lb_teleport = function(pos, digger, def) local xz_range = def[2] or 10 local y_range = def[3] or 5 pos.x = pos.x + math.random(-xz_range, xz_range) pos.y = pos.y + math.random(-y_range, y_range) pos.z = pos.z + math.random(-xz_range, xz_range) effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0) digger:set_pos(pos, false) effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0) minetest.chat_send_player(digger:get_player_name(), minetest.get_color_escape_sequence("#1eff00") .. S("Random Teleport!")) end local lb_drop = function(pos, digger, def) local num = def[3] or 1 local colours = def[4] local items = #def[2] -- drop multiple different items or colours if items > 1 or colours then for i = 1, num do local item = def[2][math.random(items)] if colours then item = item .. all_colours[math.random(#all_colours)] end if not minetest.registered_items[item] then item = "default:coal_lump" end local obj = minetest.add_item(pos, item) if obj then obj:set_velocity({ x = math.random(-10, 10) / 9, y = 5, z = math.random(-10, 10) / 9, }) end end else -- drop single item in a stack local item = def[2][1] if not minetest.registered_items[item] then item = ItemStack("default:coal_lump " .. tonumber(num)) else item = ItemStack(item .. " " .. tonumber(num)) end local obj = minetest.add_item(pos, item) if obj then obj:set_velocity({ x = math.random(-10, 10) / 9, y = 5, z = math.random(-10, 10) / 9, }) end end end local lb_lightning = function(pos, digger, def) local nod = def[2] if not minetest.registered_nodes[nod] then nod = "fire:basic_flame" end pos = digger:get_pos() local bnod = minetest.get_node_or_nil(pos) local bref = bnod and minetest.registered_items[bnod.name] if bref and bref.buildable_to then minetest.set_node(pos, {name = nod}) end minetest.add_particle({ pos = pos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = 1.0, collisiondetection = false, texture = "lucky_lightning.png", size = math.random(100, 150), glow = 15, }) entity_physics(pos, 2) minetest.sound_play("lightning", { pos = pos, gain = 1.0, max_hear_distance = 25 }, true) end local lb_falling = function(pos, digger, def) local nods = def[2] local switch = def[3] local spread = def[4] local range = def[5] or 5 if switch == 1 then pos = digger:get_pos() end if spread then pos.y = pos.y + 10 else pos.y = pos.y + #nods end minetest.remove_node(pos) local pos2 = {x = pos.x, y = pos.y, z = pos.z} for s = 1, #nods do minetest.after(0.5 * s, function() if spread then pos2.x = pos.x + math.random(-range, range) pos2.z = pos.z + math.random(-range, range) end local n = minetest.registered_nodes[nods[s]] if n then local obj = minetest.add_entity(pos2, "__builtin:falling_node") if obj then local ent = obj:get_luaentity() if ent then ent:set_node(n) end end end end) end end local lb_troll = function(pos, def) local nod = def[2] local snd = def[3] local exp = def[4] minetest.set_node(pos, {name = nod}) if snd then minetest.sound_play(snd, { pos = pos, gain = 1.0, max_hear_distance = 10 }, true) end if not minetest.registered_nodes[nod] then nod = "default:goldblock" end minetest.after(2.0, function() if exp then minetest.set_node(pos, {name = "air"}) explode(pos, 2) else minetest.set_node(pos, {name = "air"}) minetest.sound_play("default_hard_footstep", { pos = pos, gain = 1.0, max_hear_distance = 10 }, true) end end) end local lb_floor = function(pos, def) local size = def[2] or 1 local nods = def[3] or {"default:dirt"} local offs = def[4] or 0 local num = 1 for x = 0, size - 1 do for z = 0, size - 1 do minetest.after(0.5 * num, function() minetest.set_node({ x = (pos.x + x) - offs, y = pos.y - 1, z = (pos.z + z) - offs }, {name = nods[math.random(#nods)]}) minetest.sound_play("default_place_node", { pos = pos, gain = 1.0, max_hear_distance = 10 }, true) end) num = num + 1 end end end -- this is what happens when you dig a lucky block function lucky_block:open(pos, digger, blocks_list) -- check for custom blocks list or use default blocks_list = blocks_list or lucky_list -- make sure it's really random math.randomseed(minetest.get_timeofday() + pos.x + pos.z - os.time()) local luck = math.random(#blocks_list) ; -- luck = 1 local action = blocks_list[luck][1] -- print ("luck ["..luck.." of "..#blocks_list.."]", action) -- place schematic if action == "sch" then lb_schematic(pos, digger, blocks_list[luck]) -- place node (if chest then fill chest) elseif action == "nod" then lb_node(pos, digger, blocks_list[luck]) -- place entity elseif action == "spw" then lb_spawn(pos, digger, blocks_list[luck]) -- explosion elseif action == "exp" then lb_explode(pos, blocks_list[luck]) -- teleport elseif action == "tel" then lb_teleport(pos, digger, blocks_list[luck]) -- drop items elseif action == "dro" then lb_drop(pos, digger, blocks_list[luck]) -- lightning strike elseif action == "lig" then lb_lightning(pos, digger, blocks_list[luck]) -- falling nodes elseif action == "fal" then lb_falling(pos, digger, blocks_list[luck]) -- troll block, disappears or explodes after 2 seconds elseif action == "tro" then lb_troll(pos, blocks_list[luck]) -- floor paint elseif action == "flo" then lb_floor(pos, blocks_list[luck]) -- custom function elseif action == "cus" then local func = blocks_list[luck][2] local def = blocks_list[luck][3] if func then func(pos, digger, def) end end end -- lucky block itself minetest.register_node("lucky_block:lucky_block", { description = S("Lucky Block"), tiles = {{ name = "lucky_block_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }}, inventory_image = minetest.inventorycube("lucky_block.png"), sunlight_propagates = false, is_ground_content = false, paramtype = "light", light_source = 3, groups = {oddly_breakable_by_hand = 3, unbreakable = 1}, drop = {}, sounds = default.node_sound_wood_defaults(), on_dig = function(pos, node, digger) minetest.set_node(pos, {name = "air"}) lucky_block:open(pos, digger) end, on_blast = function() end, }) minetest.register_craft({ output = "lucky_block:lucky_block", recipe = { {"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"}, {"default:gold_ingot", "default:chest", "default:gold_ingot"}, {"default:gold_ingot", "default:gold_ingot", "default:gold_ingot"} } }) -- super lucky block minetest.register_node("lucky_block:super_lucky_block", { description = S("Super Lucky Block (use pick)"), tiles = {{ name = "lucky_block_super_animated.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1 }, }}, inventory_image = minetest.inventorycube("lucky_block_super.png"), sunlight_propagates = false, is_ground_content = false, paramtype = "light", groups = {cracky = 1, level = 2, unbreakable = 1}, drop = {}, 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) if math.random(10) < 8 then minetest.set_node(pos, {name = "air"}) effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0) minetest.sound_play("fart1", { pos = pos, gain = 1.0, max_hear_distance = 10 }, true) if math.random(5) == 1 then pos.y = pos.y + 0.5 minetest.add_item(pos, "default:goldblock " .. math.random(5)) end else minetest.set_node(pos, {name = "lucky_block:lucky_block"}) end end, on_blast = function() end, }) minetest.after(0, function() print (S("[MOD] Lucky Blocks loaded (@1 in total)", #lucky_list)) end)