mirror of
https://notabug.org/TenPlus1/lucky_block.git
synced 2024-11-05 15:43:45 +01:00
61df334d33
fixed mese crystal item typo
749 lines
14 KiB
Lua
749 lines
14 KiB
Lua
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lucky_block = {}
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lucky_schems = {}
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-- Load support for intllib.
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP .. "/intllib.lua")
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-- default blocks
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local lucky_list = {
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{"nod", "lucky_block:super_lucky_block", 0},
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}
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-- ability to add new blocks to list
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function lucky_block:add_blocks(list)
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for s = 1, #list do
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table.insert(lucky_list, list[s])
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end
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end
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-- call to purge the block list
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function lucky_block:purge_block_list()
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lucky_list = {
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{"nod", "lucky_block:super_lucky_block", 0}
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}
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end
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-- add schematics to global list
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function lucky_block:add_schematics(list)
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for s = 1, #list do
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table.insert(lucky_schems, list[s])
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end
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end
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-- import schematics and default blocks
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dofile(minetest.get_modpath("lucky_block") .. "/schems.lua")
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dofile(minetest.get_modpath("lucky_block") .. "/blocks.lua")
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-- for random colour selection
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local all_colours = {
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"grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta",
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"orange", "violet", "brown", "pink", "dark_grey", "dark_green", "white"
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}
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-- default items in chests
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local chest_stuff = {
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{name = "default:apple", max = 3},
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{name = "default:steel_ingot", max = 2},
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{name = "default:gold_ingot", max = 2, chance = 2},
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{name = "default:diamond", max = 1, chance = 3},
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{name = "default:pick_steel", max = 1, chance = 2},
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{name = "default:mese_crystal_fragment", max = 3, chance = 3},
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}
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-- call to purge the chest items list
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function lucky_block:purge_chest_items()
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chest_stuff = {}
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end
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-- ability to add to chest items list
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function lucky_block:add_chest_items(list)
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for s = 1, #list do
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table.insert(chest_stuff, list[s])
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end
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end
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-- particle effects
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local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
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radius = radius or 2
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gravity = gravity or -10
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minetest.add_particlespawner({
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amount = amount,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = {x = 0, y = gravity, z = 0},
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maxacc = {x = 0, y = gravity, z = 0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = min_size or 0.5,
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maxsize = max_size or 1.0,
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texture = texture,
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glow = glow or 0,
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})
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end
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-- temp entity for mob damage
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minetest.register_entity("lucky_block:temp", {
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physical = true,
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collisionbox = {0, 0, 0, 0, 0, 0},
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visual_size = {x = 0, y = 0},
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visual = "sprite",
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textures = {"tnt_smoke.png"},
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on_step = function(self, dtime)
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self.timer = (self.timer or 0) + dtime
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if self.timer > 0.5 then
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self.object:remove()
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end
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end
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})
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-- modified from TNT mod to deal entity damage only
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local function entity_physics(pos, radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
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-- add temp entity to cause damage
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local tmp_ent = minetest.add_entity(pos, "lucky_block:temp")
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for n = 1, #objs do
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obj_pos = objs[n]:get_pos()
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dist = vector.distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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if objs[n]:is_player() then
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objs[n]:set_hp(objs[n]:get_hp() - damage)
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else --if ent.health then
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objs[n]:punch(tmp_ent, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, pos)
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end
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end
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end
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-- fill chest with random items from list
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local function fill_chest(pos, items)
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local stacks = items or {}
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local inv = minetest.get_meta(pos):get_inventory()
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inv:set_size("main", 8 * 4)
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for i = 0, 2, 1 do
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local stuff = chest_stuff[math.random(1, #chest_stuff)]
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table.insert(stacks, {name = stuff.name, max = stuff.max})
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end
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for s = 1, #stacks do
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if not inv:contains_item("main", stacks[s]) then
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if not stacks[s].chance
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or math.random(1, stacks[s].chance) == 1 then
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inv:set_stack("main", math.random(1, 32), {
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name = stacks[s].name,
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count = math.random(1, stacks[s].max)
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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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-- explosion with protection check
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local function explode(pos, radius, sound)
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sound = sound or "tnt_explode"
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if minetest.get_modpath("tnt") and tnt and tnt.boom
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and not minetest.is_protected(pos, "") then
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tnt.boom(pos, {
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radius = radius,
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damage_radius = radius,
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sound = sound,
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})
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else
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minetest.sound_play(sound, {pos = pos, gain = 1.0,
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max_hear_distance = 32})
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entity_physics(pos, radius)
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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end
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local lb_schematic = function(pos, digger, def)
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if #lucky_schems == 0 then
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print ("[lucky block] No schematics")
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return
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end
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local schem = def[2]
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local switch = def[3] or 0
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local force = def[4]
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local reps = def[5] or {}
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if switch == 1 then
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pos = vector.round(digger:get_pos())
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end
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for i = 1, #lucky_schems do
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if schem == lucky_schems[i][1] then
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local p1 = vector.subtract(pos, lucky_schems[i][3])
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minetest.place_schematic(p1, lucky_schems[i][2], "", reps, force)
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break
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end
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end
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if switch == 1 then
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digger:set_pos(pos, false)
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end
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end
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local lb_node = function(pos, digger, def)
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local nod = def[2]
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local switch = def[3]
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local items = def[4]
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if switch == 1 then
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pos = digger:get_pos()
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end
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if not minetest.registered_nodes[nod] then
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nod = "default:goldblock"
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end
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effect(pos, 25, "tnt_smoke.png", 8, 8, 2, 1, 0)
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minetest.set_node(pos, {name = nod})
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if nod == "default:chest" then
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fill_chest(pos, items)
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end
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end
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local lb_spawn = function(pos, digger, def)
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local pos2 = {}
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local num = def[3] or 1
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local tame = def[4]
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local own = def[5]
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local range = def[6] or 5
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local name = def[7]
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for i = 1, num do
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pos2.x = pos.x + math.random(-range, range)
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pos2.y = pos.y + 1
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pos2.z = pos.z + math.random(-range, range)
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local nod = minetest.get_node(pos2)
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local nodef = minetest.registered_nodes[nod.name]
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if nodef and nodef.walkable == false then
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local entity
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-- select between random or single entity
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if type(def[2]) == "table" then
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entity = def[2][math.random(1, #def[2])]
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else
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entity = def[2]
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end
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-- coloured sheep
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if entity == "mobs:sheep" then
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local colour = "_" .. all_colours[math.random(#all_colours)]
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entity = "mobs:sheep" .. colour
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end
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-- has entity been registered?
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if minetest.registered_entities[entity] then
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local ent = minetest.add_entity(pos2, entity):get_luaentity()
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if tame then
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ent.tamed = true
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end
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if own then
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ent.owner = digger:get_player_name()
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end
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if name then
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ent.nametag = name
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ent.object:set_properties({
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nametag = name,
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nametag_color = "#FFFF00"
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})
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end
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else
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print ("[lucky_block] " .. entity .. " could not be spawned")
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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 lb_explode = function(pos, def)
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local rad = def[2] or 2
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local snd = def[3] or "tnt_explode"
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explode(pos, rad, snd)
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end
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local lb_teleport = function(pos, digger, def)
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local xz_range = def[2] or 10
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local y_range = def[3] or 5
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pos.x = pos.x + math.random(-xz_range, xz_range)
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pos.x = pos.y + math.random(-y_range, y_range)
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pos.x = pos.z + math.random(-xz_range, xz_range)
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effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
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digger:set_pos(pos, false)
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effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
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minetest.chat_send_player(digger:get_player_name(),
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minetest.get_color_escape_sequence("#1eff00") .. S("Random Teleport!"))
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end
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local lb_drop = function(pos, digger, def)
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local num = def[3] or 1
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local colours = def[4]
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local items = #def[2]
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-- drop multiple different items or colours
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if items > 1 or colours then
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for i = 1, num do
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local item = def[2][math.random(1, items)]
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if colours then
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item = item .. all_colours[math.random(#all_colours)]
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end
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if not minetest.registered_items[item] then
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item = "default:coal_lump"
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end
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local obj = minetest.add_item(pos, item)
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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else -- drop single item in a stack
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local item = def[2][1]
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if not minetest.registered_items[item] then
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item = ItemStack("default:coal_lump " .. tonumber(num))
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else
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item = ItemStack(item .. " " .. tonumber(num))
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end
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local obj = minetest.add_item(pos, item)
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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})
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end
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end
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end
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local lb_lightning = function(pos, digger, def)
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local nod = def[2]
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if not minetest.registered_nodes[nod] then
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nod = "fire:basic_flame"
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end
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pos = digger:get_pos()
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local bnod = minetest.get_node_or_nil(pos)
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local bref = bnod and minetest.registered_items[bnod.name]
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if bref and bref.buildable_to then
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minetest.set_node(pos, {name = nod})
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end
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minetest.add_particle({
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pos = pos,
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velocity = {x = 0, y = 0, z = 0},
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = 1.0,
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collisiondetection = false,
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texture = "lucky_lightning.png",
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size = math.random(100, 150),
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glow = 15,
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})
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entity_physics(pos, 2)
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minetest.sound_play("lightning", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 25
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})
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end
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local lb_falling = function(pos, digger, def)
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local nods = def[2]
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local switch = def[3]
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local spread = def[4]
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local range = def[5] or 5
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if switch == 1 then
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pos = digger:get_pos()
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end
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if spread then
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pos.y = pos.y + 10
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else
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pos.y = pos.y + #nods
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end
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minetest.remove_node(pos)
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local pos2 = {x = pos.x, y = pos.y, z = pos.z}
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for s = 1, #nods do
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minetest.after(0.5 * s, function()
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if spread then
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pos2.x = pos.x + math.random(-range, range)
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pos2.z = pos.z + math.random(-range, range)
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end
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local n = minetest.registered_nodes[nods[s]]
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if n then
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local obj = minetest.add_entity(pos2, "__builtin:falling_node")
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obj:get_luaentity():set_node(n)
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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 lb_troll = function(pos, def)
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local nod = def[2]
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local snd = def[3]
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local exp = def[4]
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minetest.set_node(pos, {name = nod})
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if snd then
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minetest.sound_play(snd, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 10
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})
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end
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if not minetest.registered_nodes[nod] then
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nod = "default:goldblock"
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end
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minetest.after(2.0, function()
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if exp then
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minetest.set_node(pos, {name = "air"})
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explode(pos, 2)
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else
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minetest.set_node(pos, {name = "air"})
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minetest.sound_play("default_hard_footstep", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 10
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})
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end
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end)
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end
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local lb_floor = function(pos, def)
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local size = def[2] or 1
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local nods = def[3] or {"default:dirt"}
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local offs = def[4] or 0
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local num = 1
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for x = 0, size - 1 do
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for z = 0, size - 1 do
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minetest.after(0.5 * num, function()
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minetest.set_node({
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x = (pos.x + x) - offs,
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y = pos.y - 1,
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z = (pos.z + z) - offs
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}, {name = nods[math.random(#nods)]})
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minetest.sound_play("default_place_node", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 10
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})
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end)
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num = num + 1
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end
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end
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end
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-- this is what happens when you dig a lucky block
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function lucky_block:open(pos, digger, blocks_list)
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-- check for custom blocks list or use default
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blocks_list = blocks_list or lucky_list
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-- make sure it's really random
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math.randomseed(minetest.get_timeofday() + pos.x + pos.z - os.time())
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local luck = math.random(1, #blocks_list) ; --luck = 1
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local action = blocks_list[luck][1]
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-- print ("luck ["..luck.." of "..#blocks_list.."]", action)
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-- place schematic
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if action == "sch" then
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lb_schematic(pos, digger, blocks_list[luck])
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-- 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]
|
|
|
|
if func then func(pos, digger) 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(1, 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
|
|
})
|
|
|
|
if math.random(1, 5) == 1 then
|
|
pos.y = pos.y + 0.5
|
|
minetest.add_item(pos, "default:goldblock " .. math.random(1, 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)
|
|
|