forked from Mirrorlandia_minetest/portalgun
319 lines
12 KiB
Lua
319 lines
12 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:tureta",
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{
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description = "Tureta",
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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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--spawn turretgun and set to air
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on_place = function(itemstack, placer, pointed_thing)
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local pos = pointed_thing.above
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local obj = minetest.add_entity(pos, "portalgun:turretgun")
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--rotate turret to face player
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local dir = placer:get_look_dir()
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local yaw = math.atan(dir.z, dir.x) + math.pi / 2
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if dir.x < 0 then
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yaw = yaw + math.pi
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end
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yaw = yaw + math.pi
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local deg = math.deg(yaw)
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deg = math.fmod(deg, 360)
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deg = math.floor(deg / 90) * 90
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deg = deg + 90
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deg = math.fmod(deg, 360)
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obj:set_yaw(math.rad(deg))
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--set turret to air
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minetest.set_node(pos, {name = "air"})
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end
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}
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)
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minetest.register_craftitem(
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"portalgun:turret_rotator",
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{
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description = "Turret rotator",
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inventory_image = "portalgun_turret_rotator.png",
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stack_max = 1,
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on_use = function(itemstack, user, pointed_thing)
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--if pointing at a entity
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if pointed_thing.type == "object" then
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local obj = pointed_thing.ref
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--if entity is a turret
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if obj:get_luaentity().name == "portalgun:turretgun" then
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--get object yaw
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local yaw = obj:get_yaw()
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local deg = math.deg(yaw)
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deg = math.fmod(deg, 360)
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deg = math.floor(deg / 90) * 90
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deg = deg + 90
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deg = math.fmod(deg, 360)
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--set object yaw
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obj:set_yaw(math.rad(deg))
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end
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end
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end,
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on_place = function(itemstack, placer, pointed_thing)
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--if pointing at an entity
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if pointed_thing.type == "object" then
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local obj = pointed_thing.ref
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--if entity is a turret
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if obj:get_luaentity().name == "portalgun:turretgun" then
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--get object yaw
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local yaw = obj:get_yaw()
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local deg = math.deg(yaw)
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deg = math.fmod(deg, 360)
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deg = math.floor(deg / 90) * 90
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deg = deg - 90
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deg = math.fmod(deg, 360)
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--set object yaw
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obj:set_yaw(math.rad(deg))
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end
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end
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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:turretgun2",
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{
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description = "Sentry turret",
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textures = {"portalgun_sentry_turret.png"},
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visual = "mesh",
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hp_max = 100,
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physical = true,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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weight = 5,
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is_visible = true,
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visual_size = {x = 6, y = 6},
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make_footstep_sound = true,
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_tmr = 0,
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_stop = 1,
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automatic_rotate = 0,
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mesh = "turret2.obj",
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on_step = function(self, elapsed, moveresult)
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self._tmr = self._tmr + elapsed
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self.object:set_yaw(math.rad(math.fmod((math.floor(math.fmod(math.deg(self.object:get_yaw()), 360) / 90) * 90), 360)))
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--get yaw and convert it into param2
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local p = self.object:getyaw()
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--convert yaw from rad to degrees
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local yaw = math.deg(p)
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yaw = math.floor(yaw / 90)
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--if param2 is less than 0, set it to 3
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if yaw < 0 then
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yaw = 3
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end
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p = yaw
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--add -y force
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local force = {x = 0, y = -10, z = 0}
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self.object:setvelocity(force)
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if self._tmr < 0.2 then
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return
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else
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self._tmr = 0
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end
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local pos = self.object:getpos()
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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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--swap 1 and 3 in p
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if p == 1 then
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p = 3
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elseif p == 3 then
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p = 1
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end
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for i, ob in pairs(minetest.get_objects_inside_radius(pos, 10)) do
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if portalgun_visiable(pos1, ob) and (ob:is_player()) 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.sound_play("portalgun_bullet1", {pos = pos, gain = 1, max_hear_distance = 15})
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else
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local obj = minetest.add_entity(pos1, "portalgun:turretgun")
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obj:setyaw(self.object:getyaw())
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self.object:remove()
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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:turretgun",
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{
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description = "Sentry turret",
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textures = {"portalgun_sentry_turret.png"},
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visual = "mesh",
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hp_max = 100,
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physical = true,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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weight = 5,
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is_visible = true,
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make_footstep_sound = true,
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automatic_rotate = 0,
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_tmr = 0,
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_stop = 1,
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visual_size = {x = 6, y = 6},
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mesh = "turret1.obj",
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on_step = function(self, elapsed, moveresult)
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self.object:set_yaw(math.rad(math.fmod((math.floor(math.fmod(math.deg(self.object:get_yaw()), 360) / 90) * 90), 360)))
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--get yaw and convert it into param2
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local p = self.object:getyaw()
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--convert yaw from rad to degrees
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local yaw = math.deg(p)
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yaw = math.floor(yaw / 90)
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--if param2 is less than 0, set it to 3
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if yaw < 0 then
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yaw = 3
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end
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p = yaw
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local pos = self.object:get_pos()
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local pos1 = {x = pos.x, y = pos.y + 0.5, z = pos.z}
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local force = {x = 0, y = -10, z = 0}
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self.object:setvelocity(force)
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self._tmr = self._tmr + elapsed
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if self._tmr < 0.2 then
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return
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else
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self._tmr = 0
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minetest.chat_send_all("turret yaw " .. p .. "yaw" .. math.deg(self.object:getyaw()))
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end
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--swap 1 and 3 in p
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if p == 1 then
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p = 3
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elseif p == 3 then
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p = 1
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end
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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 portalgun_visiable(pos1, ob) and (ob:is_player()) 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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local obj = minetest.add_entity(pos1, "portalgun:turretgun2")
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--set yaw to same as this object
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obj:setyaw(self.object:getyaw())
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self.object:remove()
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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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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() > 3 then
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ob:set_hp(ob:get_hp() - 3)
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elseif ob:get_hp() == 0 then
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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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