mirror of
https://github.com/AiTechEye/portalgun.git
synced 2024-11-22 07:23:52 +01:00
154 lines
4.4 KiB
Lua
154 lines
4.4 KiB
Lua
-- Code by UjEdwin
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portalgun_power={}
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portalgun_power_tmp_power=0
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function portalgun_gravity(itemstack, user, pointed_thing)
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local ob=pointed_thing.ref
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if ob:get_luaentity() and ob:get_luaentity().portalgun_power then
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ob:get_luaentity().target:set_detach()
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if ob:get_luaentity().target:get_luaentity() and (ob:get_luaentity().target:get_luaentity().itemstring or ob:get_luaentity().target:get_luaentity().wsc) then
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ob:get_luaentity().target:set_velocity({x=0, y=-1, z=0})
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ob:get_luaentity().target:set_acceleration({x=0, y=-8, z=0})
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end
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return itemstack
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end
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if not ob:get_attach() and (ob:is_player() or (ob:get_luaentity() and ob:get_luaentity().powerball~=1)) then
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portalgun_power.user=user
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portalgun_power.target=ob
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if ob:is_player() then portalgun_power.player=1 end
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local m=minetest.add_entity(ob:get_pos(), "portalgun:power")
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ob:set_attach(m, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
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return itemstack
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end
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return itemstack
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end
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minetest.register_entity("portalgun:power",{
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hp_max = 100,
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physical = false,
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weight = 0,
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collisionbox = {-0.2,-0.2,-0.2, 0.2,0.2,0.2},
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visual = "sprite",
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visual_size = {x=1, y=1},
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textures = {"portalgun_gravity.png"},
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spritediv = {x=1, y=1},
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is_visible = true,
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makes_footstep_sound = false,
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automatic_rotate = false,
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timer=0,
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time=0.1,
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portalgun_power=1,
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portalgun=1,
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lifelime=100,
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on_activate=function(self, staticdata)
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if portalgun_power.user then
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self.user=portalgun_power.user
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self.target=portalgun_power.target
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self.player=portalgun_power.player
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portalgun_power={}
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else
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self.object:remove()
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end
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end,
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on_punch=function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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if self.target and self.target:get_attach() then
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self.target:set_detach()
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self.target:set_hp(0)
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self.target:punch(self.object, {full_punch_interval=1.0,damage_groups={fleshy=4}}, "default:bronze_pick", nil)
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end
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end,
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on_step= function(self, dtime)
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self.timer=self.timer+dtime
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if self.timer<self.time then return self end
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self.timer=0
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if self.target==nil or (not self.target:get_attach()) then
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self.object:set_hp(0)
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self.object:punch(self.object, {full_punch_interval=1.0,damage_groups={fleshy=4}}, "default:bronze_pick", nil)
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if self.sound then minetest.sound_stop(self.sound) end
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end
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if self.player then
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self.lifelime=self.lifelime-1
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if self.lifelime<0 then
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self.target:set_detach()
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return self
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end
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end
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local pos = self.user:get_pos()
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if pos==nil then return self end
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pos.y=pos.y+1.6
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local dir = self.user:get_look_dir()
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local npos={x=pos.x+(dir.x*2), y=pos.y+(dir.y*2), z=pos.z+(dir.z*2)}
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if minetest.registered_nodes[minetest.get_node(npos).name].walkable then
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return self
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end
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self.object:move_to(npos)
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return self
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end,
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})
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minetest.register_entity("portalgun:power2",{
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hp_max = 100,
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physical = true,
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weight = 10,
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collisionbox = {-0.35,0,-0.35, 0.35,1,0.35},
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visual = "sprite",
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visual_size = {x=1, y=1},
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textures = {"portalgun_gravity.png"},
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spritediv = {x=1, y=1},
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is_visible = true,
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makes_footstep_sound = false,
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automatic_rotate = false,
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timer=0,
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time=0.025,
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portalgun_power=1,
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portalgun=1,
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lifelime=1000,
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v=0.3,
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ltime=0,
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on_activate=function(self, staticdata)
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if portalgun_power.user then
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self.user=portalgun_power.user
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self.target=portalgun_power.target
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self.ltime=portalgun_power_tmp_power
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portalgun_power={}
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else
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self.object:remove()
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end
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end,
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on_step= function(self, dtime)
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local pos=self.object:get_pos()
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local v=self.object:get_velocity()
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local v2={x=v.x-self.v,y=(v.y-self.v)*0.99,z=v.z-self.v}
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if v2.x<0.5 and v2.x>-0.5 then v2.x=0 end
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if v2.y<0.5 and v2.y>-0.5 then v2.y=0 end
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if v2.z<0.5 and v2.z>-0.5 then v2.z=0 end
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self.object:set_velocity(v2)
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self.ltime=self.ltime-self.v
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if self.ltime<self.v or (v2.x+v2.y+v2.z==0) then
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self.lifelime=-1
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end
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local nexpos={x=pos.x+(v.x*0.05),y=pos.y+(v.y*0.05)+1,z=pos.z+(v.z*0.05)}
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if minetest.registered_nodes[minetest.get_node(nexpos).name].walkable then
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self.lifelime=-1
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end
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self.lifelime=self.lifelime-1
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if self.lifelime<0 then
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self.target:set_detach()
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end
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if self.target==nil or (not self.target:get_attach()) then
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self.object:set_hp(0)
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self.object:punch(self.object, {full_punch_interval=1.0,damage_groups={fleshy=4}}, "default:bronze_pick", nil)
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return self
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end
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return self
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end,
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})
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