portalgun/gravityuse.lua

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