forked from Mirrorlandia_minetest/portalgun
304 lines
11 KiB
Lua
304 lines
11 KiB
Lua
stone_sounds = {}
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stone_sounds.footstep = {name = "stone_walk", gain = 1.0}
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stone_sounds.dug = {name = "stone_break", gain = 1.0}
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stone_sounds.place = {name = "block_place", gain = 1.0}
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glass_sounds = {}
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glass_sounds.footstep = {name = "glass_walk", gain = 1.0}
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glass_sounds.dug = {name = "glass_break", gain = 1.0}
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glass_sounds.place = {name = "block_place", gain = 1.0}
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wood_sounds = {}
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wood_sounds.footstep = {name = "wood_walk", gain = 1.0}
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wood_sounds.dug = {name = "wood_break", gain = 1.0}
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wood_sounds.place = {name = "block_place", gain = 1.0}
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minetest.register_node(
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"portalgun:turretgun2",
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{
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description = "Sentry turret",
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groups = {oddly_breakable_by_hand = 1, not_in_creative_inventory = 1},
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drop = "portalgun:turretgun",
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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sounds = stone_sounds,
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tiles = {"portalgun_sentry_turret.png"},
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drawtype = "mesh",
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mesh = "turret2.obj",
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.3, -0.5, -0.3, 0.3, 1, 0.3}
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}
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},
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on_timer = function(pos, elapsed)
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local p = minetest.get_node(pos).param2
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local pos1 = {x = pos.x, y = pos.y + 0.5, z = pos.z}
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local d
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for i, ob in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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if
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portalgun_visiable(pos1, ob) and
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(ob:is_player() or
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(ob:get_luaentity() and (ob:get_luaentity().type or ob:get_luaentity().portalgun == nil)))
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then
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local a = ob:get_pos()
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if a.y < pos.y + 2 and a.y > pos.y - 1 then
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a = {x = math.floor(a.x), y = math.floor(a.y), z = math.floor(a.z)}
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if p == 3 and a.x > pos.x and a.z == pos.z then
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d = {x = 20, y = 0, z = 0}
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break
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elseif p == 1 and a.x < pos.x and a.z == pos.z then
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d = {x = -20, y = 0, z = 0}
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break
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elseif p == 2 and a.z > pos.z and a.x == pos.x then
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d = {x = 0, y = 0, z = 20}
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break
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elseif p == 0 and a.z < pos.z and a.x == pos.x then
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d = {x = 0, y = 0, z = -20}
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break
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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 m = minetest.get_meta(pos)
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if d then
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m:set_int("stop", 0)
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minetest.add_entity(pos1, "portalgun:bullet1"):set_velocity(d)
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minetest.sound_play("portalgun_bullet1", {pos = pos, gain = 1, max_hear_distance = 15})
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for i = 2, 5, 1 do
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minetest.after(
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i * 0.1,
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function(pos, d)
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minetest.add_entity(pos1, "portalgun:bullet1"):set_velocity(d)
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minetest.sound_play("portalgun_bullet1", {pos = pos, gain = 1, max_hear_distance = 15})
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end,
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pos,
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d
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)
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end
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else
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if m:get_int("stop") == 1 then
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minetest.set_node(pos, {name = "portalgun:turretgun", param2 = p})
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minetest.get_node_timer(pos):start(0.2)
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else
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m:set_int("stop", 1)
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end
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end
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return true
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end
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}
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)
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minetest.register_entity(
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"portalgun:turret_held",
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{
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hp_max = 1000,
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physical = true,
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weight = 5,
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visual = "mesh",
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visual_size = {x = 10, y = 10},
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mesh = "turret2.obj",
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textures = {"portalgun_sentry_turret.png"},
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is_visible = true,
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makes_footstep_sound = true,
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automatic_rotate = 1,
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portalgun = 2,
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on_step = function(self, dtime)
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--if not held and on ground then transform to turret
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self.object:set_acceleration({x = 0, y = -10, z = 0})
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if self.held == false then
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--check if on ground
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local pos = self.object:get_pos()
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pos = {x = math.floor(pos.x), y = math.floor(pos.y) - 1, z = math.floor(pos.z)}
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local n = minetest.get_node(pos)
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if n.name == "air" then
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else
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--create turret node
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local p = self.object:get_pos()
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p = {x = math.floor(p.x), y = math.floor(p.y), z = math.floor(p.z)}
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--check if the node with pos p is air
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local n = minetest.get_node(p)
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if n.name == "air" then
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local rotation_param2 = self.object:get_rotation().x
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minetest.set_node(p, {name = "portalgun:turretgun2", param2 = rotation_param2})
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minetest.get_node_timer(p):start(0.2)
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self.object:remove()
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end
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end
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end
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end,
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on_detach = function(self, player)
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--set held variable to false
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self.held = false
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end,
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_held = true,
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}
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)
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minetest.register_node(
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"portalgun:turretgun",
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{
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description = "Sentry turret",
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groups = {oddly_breakable_by_hand = 1},
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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sounds = stone_sounds,
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tiles = {"portalgun_sentry_turret.png"},
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drawtype = "mesh",
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mesh = "turret1.obj",
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selection_box = {
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type = "fixed",
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fixed = {
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{-0.3, -0.5, -0.3, 0.3, 1, 0.3}
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}
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},
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(0.2)
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end,
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on_timer = function(pos, elapsed)
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local p = minetest.get_node(pos).param2
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local pos1 = {x = pos.x, y = pos.y + 0.5, z = pos.z}
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local d
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for i, ob in pairs(minetest.get_objects_inside_radius(pos1, 10)) do
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if
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portalgun_visiable(pos1, ob) and
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(ob:is_player() or
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(ob:get_luaentity() and (ob:get_luaentity().type or ob:get_luaentity().portalgun == nil)))
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then
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local a = ob:get_pos()
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if a.y < pos.y + 2 and a.y > pos.y - 1 then
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a = {x = math.floor(a.x), y = math.floor(a.y), z = math.floor(a.z)}
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if p == 3 and a.x > pos.x and a.z == pos.z then
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d = {x = 20, y = 0, z = 0}
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break
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elseif p == 1 and a.x < pos.x and a.z == pos.z then
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d = {x = -20, y = 0, z = 0}
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break
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elseif p == 2 and a.z > pos.z and a.x == pos.x then
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d = {x = 0, y = 0, z = 20}
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break
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elseif p == 0 and a.z < pos.z and a.x == pos.x then
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d = {x = 0, y = 0, z = -20}
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break
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end
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end
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end
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end
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if d then
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minetest.add_entity(pos1, "portalgun:bullet1"):set_velocity(d)
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minetest.set_node(pos, {name = "portalgun:turretgun2", param2 = p})
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minetest.get_node_timer(pos):start(1)
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minetest.sound_play("portalgun_bullet1", {pos = pos, gain = 1, max_hear_distance = 15})
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for i = 2, 5, 1 do
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minetest.after(
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i * 0.1,
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function(pos, d)
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minetest.add_entity(pos1, "portalgun:bullet1"):set_velocity(d)
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minetest.sound_play("portalgun_bullet1", {pos = pos, gain = 1, max_hear_distance = 15})
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end,
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pos,
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d
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)
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end
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end
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return true
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end
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}
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)
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function portalgun_visiable(pos, ob)
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if ob == nil or ob:get_pos() == nil or ob:get_pos().y == nil then
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return false
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end
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local ta = ob:get_pos()
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local v = {x = pos.x - ta.x, y = pos.y - ta.y - 1, z = pos.z - ta.z}
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v.y = v.y - 1
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local amount = (v.x ^ 2 + v.y ^ 2 + v.z ^ 2) ^ 0.5
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local d =
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math.sqrt((pos.x - ta.x) * (pos.x - ta.x) + (pos.y - ta.y) * (pos.y - ta.y) + (pos.z - ta.z) * (pos.z - ta.z))
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v.x = (v.x / amount) * -1
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v.y = (v.y / amount) * -1
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v.z = (v.z / amount) * -1
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for i = 1, d, 1 do
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local node =
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minetest.registered_nodes[
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minetest.get_node({x = pos.x + (v.x * i), y = pos.y + (v.y * i), z = pos.z + (v.z * i)}).name
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]
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if node.walkable then
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return false
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end
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end
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return true
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end
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function portalgun_round(x)
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if x % 2 ~= 0.5 then
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return math.floor(x + 0.5)
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end
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return x - 0.5
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end
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function portalgun_ra2shoot(pos, ob)
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local op = ob:get_pos()
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local m = minetest.get_meta(pos)
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local x = m:get_int("x")
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local y = m:get_int("y")
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local z = m:get_int("z")
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local ox = portalgun_round(op.x)
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local oy = portalgun_round(op.y)
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local oz = portalgun_round(op.z)
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if x == 1 and ox == pos.x and oz <= pos.z then
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return true
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end
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if x == -1 and ox == pos.x and oz >= pos.z then
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return true
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end
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if z == -1 and oz == pos.z and ox <= pos.x then
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return true
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end
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if z == 1 and oz == pos.z and ox >= pos.x then
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return true
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end
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return false
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end
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minetest.register_entity(
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"portalgun:bullet1",
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{
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hp_max = 1,
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--physical = true,
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--collisionbox={-0.01,-0.01,-0.01,0.01,0.01,0.01},
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pointable = false,
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visual = "mesh",
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mesh = "bullet.obj",
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--yellow color as tiles
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tiles = {"#color[yellow]"},
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initial_sprite_basepos = {x = 0, y = 0},
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portalgun = 2,
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bullet = 1,
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on_step = function(self, dtime)
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self.timer = self.timer + dtime
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self.timer2 = self.timer2 + dtime
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local pos = self.object:get_pos()
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local n = minetest.registered_nodes[minetest.get_node(self.object:get_pos()).name]
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if self.timer > 1 or (n and n.walkable) then
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self.object:remove()
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return
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end
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for i, ob in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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if ob:is_player() then
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if ob:get_hp() > 2 then
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ob:set_hp(ob:get_hp() - 2)
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else
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ob:set_hp(0)
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end
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self.object:remove()
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return
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end
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end
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end,
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timer = 0,
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timer2 = 0
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}
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)
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