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-rw-r--r--castle/crossbow.lua443
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diff --git a/castle/crossbow.lua b/castle/crossbow.lua
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index c752779..0000000
--- a/castle/crossbow.lua
+++ /dev/null
@@ -1,443 +0,0 @@
---[[
-Minetest Mod - Simple Shooter [shooter] 0.5.3
-=======================================
-
-License Source Code: 2013 Stuart Jones - LGPL v2.1
-
-License Textures: Stuart Jones - WTFPL
-
-Licence Models: Stuart Jones - CC-BY-SA 3.0
-
-License Sounds: freesound.org
-
---]]
-local crossbow={}
-
-minetest.register_alias("crossbow", "castle:crossbow")
-minetest.register_alias("bolt", "castle:crossbow_bolt")
-
-CROSSBOW_USES = 300
-CROSSBOW_BOLT_TOOL_CAPS = {damage_groups={fleshy=4}}
-CROSSBOW_BOLT_LIFETIME = 60-- 1 minute
-CROSSBOW_ENABLE_PARTICLE_FX = false
-CROSSBOW_ENABLE_PROTECTION = true
-CROSSBOW_EXPLOSION_TEXTURE = "castle_crossbow_hit.png"
-CROSSBOW_ALLOW_NODES = true
-CROSSBOW_ALLOW_ENTITIES = true
-CROSSBOW_ALLOW_PLAYERS = true
-CROSSBOW_PLAYER_OFFSET = {x=0, y=1, z=0}
-CROSSBOW_ENTITY_OFFSET = {x=0, y=0, z=0}
-CROSSBOW_ENTITIES = {
-"mobs:chicken",
-"mobs:cow",
-"mobs:dirt_monster",
-"mobs:dungeon_master",
-"mobs:goat",
-"mobs:mese_monster",
-"mobs:npc",
-"mobs:oerkki",
-"mobs:pig",
-"mobs:pumba",
-"mobs:rat",
-"mobs:rhino",
-"mobs:sand_monster",
-"mobs:sheep",
-"mobs:spider",
-"mobs:stone_monster",
-"mobs:tree_monster",
-}
-
-if minetest.is_singleplayer() == true then
- CROSSBOW_ALLOW_ENTITIES = true
- CROSSBOW_ALLOW_PLAYERS = true
-end
-
-local allowed_entities = {}
-for _,v in ipairs(CROSSBOW_ENTITIES) do
- allowed_entities[v] = 1
-end
-
-local function get_dot_product(v1, v2)
- return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
-end
-
-local function get_particle_pos(p, v, d)
- return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
-end
-
-function crossbow:spawn_particles(pos, texture)
- if CROSSBOW_ENABLE_PARTICLE_FX == true then
- if type(texture) ~= "string" then
- texture = CROSSBOW_EXPLOSION_TEXTURE
- end
- local spread = {x=0.1, y=0.1, z=0.1}
- minetest.add_particlespawner(15, 0.3,
- vector.subtract(pos, spread), vector.add(pos, spread),
- {x=-1, y=1, z=-1}, {x=1, y=2, z=1},
- {x=-2, y=-2, z=-2}, {x=2, y=-2, z=2},
- 0.1, 0.75, 1, 2, false, texture
- )
- end
-end
-
-function crossbow:punch_node(pos, def)
- local node = minetest.get_node(pos)
- if not node then
- return
- end
- local item = minetest.registered_items[node.name]
- if not item then
- return
- end
- if CROSSBOW_ENABLE_PROTECTION then
- if minetest.is_protected(pos, def.name) then
- return
- end
- end
- if item.groups then
- for k, v in pairs(def.groups) do
- local level = item.groups[k] or 0
- if level >= v then
- minetest.remove_node(pos)
- if item.tiles then
- if item.tiles[1] then
- crossbow:spawn_particles(pos, item.tiles[1])
- end
- end
- break
- end
- end
- end
-end
-
-function crossbow:is_valid_object(object)
- if object then
- if object:is_player() == true then
- return CROSSBOW_ALLOW_PLAYERS
- end
- if CROSSBOW_ALLOW_ENTITIES == true then
- local luaentity = object:get_luaentity()
- if luaentity then
- if luaentity.name then
- if allowed_entities[luaentity.name] then
- return true
- end
- end
- end
- end
- end
-end
-
-function crossbow:get_intersect_pos(ray, plane, collisionbox)
- local v = vector.subtract(ray.pos, plane.pos)
- local r1 = get_dot_product(v, plane.normal)
- local r2 = get_dot_product(ray.dir, plane.normal)
- if r2 ~= 0 then
- local t = -(r1 / r2)
- local td = vector.multiply(ray.dir, {x=t, y=t, z=t})
- local pt = vector.add(ray.pos, td)
- local pd = vector.subtract(pt, plane.pos)
- if math.abs(pd.x) < collisionbox[4] and
- math.abs(pd.y) < collisionbox[5] and
- math.abs(pd.z) < collisionbox[6] then
- return pt
- end
- end
-end
-
-function crossbow:process_round(round)
- local target = {object=nil, distance=10000}
- local p1 = round.pos
- local v1 = round.ray
- for _,ref in ipairs(castle.objects) do
- local p2 = vector.add(ref.pos, ref.offset)
- if p1 and p2 and ref.name ~= round.name then
- local d = vector.distance(p1, p2)
- if d < round.def.step and d < target.distance then
- local ray = {pos=p1, dir=v1}
- local plane = {pos=p2, normal={x=-1, y=0, z=-1}}
- local pos = crossbow:get_intersect_pos(ray, plane, ref.collisionbox)
- if pos then
- target.object = ref.object
- target.pos = pos
- target.distance = d
- end
- end
- end
- end
- if target.object and target.pos then
- local success, pos = minetest.line_of_sight(p1, target.pos, 1)
- if success then
- local user = minetest.get_player_by_name(round.name)
- if user then
- target.object:punch(user, nil, round.def.tool_caps, v1)
- crossbow:spawn_particles(target.pos, CROSSBOW_EXPLOSION_TEXTURE)
- end
- return 1
- elseif pos and CROSSBOW_ALLOW_NODES == true then
- crossbow:punch_node(pos, round.def)
- return 1
- end
- elseif CROSSBOW_ALLOW_NODES == true then
- local d = round.def.step
- local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
- local success, pos = minetest.line_of_sight(p1, p2, 1)
- if pos then
- crossbow:punch_node(pos, round.def)
- return 1
- end
- end
-end
-
-local function get_animation_frame(dir)
- local angle = math.atan(dir.y)
- local frame = 90 - math.floor(angle * 360 / math.pi)
- if frame < 1 then
- frame = 1
- elseif frame > 180 then
- frame = 180
- end
- return frame
-end
-
-local function get_target_pos(p1, p2, dir, offset)
- local d = vector.distance(p1, p2) - offset
- local td = vector.multiply(dir, {x=d, y=d, z=d})
- return vector.add(p1, td)
-end
-
-local function punch_object(puncher, object)
- if puncher and crossbow:is_valid_object(object) then
- if puncher ~= object then
- local dir = puncher:get_look_dir()
- local p1 = puncher:getpos()
- local p2 = object:getpos()
- local tpos = get_target_pos(p1, p2, dir, 0)
- crossbow:spawn_particles(tpos, CROSSBOW_EXPLOSION_TEXTURE)
- object:punch(puncher, nil, CROSSBOW_BOLT_TOOL_CAPS, dir)
- end
- end
-end
-
-local function stop_crossbow_bolt(object, pos, stuck)
- local acceleration = {x=0, y=-10, z=0}
- if stuck == true then
- pos = pos or object:getpos()
- acceleration = {x=0, y=0, z=0}
- object:moveto(pos)
- end
- object:set_properties({
- physical = true,
- collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
- })
- object:setvelocity({x=0, y=0, z=0})
- object:setacceleration(acceleration)
-end
-
-minetest.register_craftitem("castle:crossbow_bolt", {
- description = "Bolt",
- stack_max = 20,
- inventory_image = "castle_crossbow_bolt_inv.png",
-})
-
-minetest.register_entity("castle:crossbow_bolt_entity", {
- physical = false,
- visual = "mesh",
- mesh = "castle_crossbow_bolt.b3d",
- visual_size = {x=1.0, y=1.0},
- textures = {
- "castle_crossbow_bolt_uv.png"
- },
- timer = 0,
- lifetime = CROSSBOW_BOLT_LIFETIME,
- player = nil,
- state = "init",
- node_pos = nil,
- collisionbox = {0,0,0, 0,0,0},
- on_activate = function(self, staticdata)
- self.object:set_armor_groups({immortal=1})
- if staticdata == "expired" then
- self.object:remove()
- end
- end,
- on_punch = function(self, puncher)
- if puncher then
- if puncher:is_player() then
- local stack = "castle:crossbow_bolt"
- local inv = puncher:get_inventory()
- if inv:room_for_item("main", stack) then
- inv:add_item("main", stack)
- self.object:remove()
- end
- end
- end
- end,
- on_step = function(self, dtime)
- if self.state == "init" then
- return
- end
- self.timer = self.timer + dtime
- self.lifetime = self.lifetime - dtime
- if self.lifetime < 0 then
- self.object:remove()
- return
- elseif self.state == "dropped" then
- return
- elseif self.state == "stuck" then
- if self.timer > 1 then
- if self.node_pos then
- local node = minetest.get_node(self.node_pos)
- if node.name then
- local item = minetest.registered_items[node.name]
- if item then
- if not item.walkable then
- self.state = "dropped"
- stop_crossbow_bolt(self.object)
- return
- end
- end
- end
- end
- self.timer = 0
- end
- return
- end
- if self.timer > 0.2 then
- local pos = self.object:getpos()
- local dir = vector.normalize(self.object:getvelocity())
- local frame = get_animation_frame(dir)
- self.object:set_animation({x=frame, y=frame}, 0)
- local objects = minetest.get_objects_inside_radius(pos, 5)
- for _,obj in ipairs(objects) do
- if crossbow:is_valid_object(obj) then
- local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
- local offset = CROSSBOW_PLAYER_OFFSET
- if not obj:is_player() then
- offset = CROSSBOW_ENTITY_OFFSET
- local ent = obj:get_luaentity()
- if ent then
- local def = minetest.registered_entities[ent.name]
- collisionbox = def.collisionbox or collisionbox
- end
- end
- local opos = vector.add(obj:getpos(), offset)
- local ray = {pos=pos, dir=dir}
- local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
- local ipos = crossbow:get_intersect_pos(ray, plane, collisionbox)
- if ipos then
- punch_object(self.player, obj)
- end
- end
- end
- local p = vector.add(pos, vector.multiply(dir, {x=5, y=5, z=5}))
- local _, npos = minetest.line_of_sight(pos, p, 1)
- if npos then
- local node = minetest.get_node(npos)
- local tpos = get_target_pos(pos, npos, dir, 0.66)
- self.node_pos = npos
- self.state = "stuck"
- stop_crossbow_bolt(self.object, tpos, true)
- minetest.sound_play("castle_crossbow_bolt", {gain = 0.08, max_hear_distance = 2})
- end
- self.timer = 0
- end
- end,
- get_staticdata = function(self)
- return "expired"
- end,
-})
-
- minetest.register_tool("castle:crossbow_loaded", {
- description = "Crossbow",
- inventory_image = "castle_crossbow_loaded.png",
- groups = {not_in_creative_inventory=1},
- on_use = function(itemstack, user, pointed_thing)
- minetest.sound_play("castle_crossbow_click", {object=user})
- if not minetest.setting_getbool("creative_mode") then
- itemstack:add_wear(65535/CROSSBOW_USES)
- end
- itemstack = "castle:crossbow 1 "..itemstack:get_wear()
- local pos = user:getpos()
- local dir = user:get_look_dir()
- local yaw = user:get_look_yaw()
- if pos and dir and yaw then
- pos.y = pos.y + 1.5
- local obj = minetest.add_entity(pos, "castle:crossbow_bolt_entity")
- local ent = nil
- if obj then
- ent = obj:get_luaentity()
- end
- if ent then
- obj:set_properties({
- textures = {"castle_crossbow_bolt_uv.png"}
- })
- minetest.sound_play("castle_crossbow_shoot", {object=obj})
- local frame = get_animation_frame(dir)
- obj:setyaw(yaw + math.pi)
- obj:set_animation({x=frame, y=frame}, 0)
- obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
- if pointed_thing.type ~= "nothing" then
- local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
- local _, npos = minetest.line_of_sight(pos, ppos, 1)
- if npos then
- ppos = npos
- pointed_thing.type = "node"
- end
- if pointed_thing.type == "object" then
- punch_object(user, pointed_thing.ref)
- elseif pointed_thing.type == "node" then
- local node = minetest.get_node(ppos)
- local tpos = get_target_pos(pos, ppos, dir, 0.66)
- minetest.after(0.2, function(object, pos, npos)
- ent.node_pos = npos
- ent.state = "stuck"
- stop_crossbow_bolt(object, pos, true)
- minetest.sound_play("castle_crossbow_bolt", {gain = 0.08, max_hear_distance = 2})
- end, obj, tpos, ppos)
- return itemstack
- end
- end
- obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
- ent.player = ent.player or user
- ent.state = "flight"
- end
- end
- return itemstack
- end,
- })
-
-minetest.register_tool("castle:crossbow", {
- description = "Crossbow",
- inventory_image = "castle_crossbow_inv.png",
- on_use = function(itemstack, user, pointed_thing)
- local inv = user:get_inventory()
-if inv:contains_item("main", "castle:crossbow_bolt") then
- minetest.sound_play("castle_crossbow_reload", {object=user})
- if not minetest.setting_getbool("creative_mode") then
- inv:remove_item("main", "castle:crossbow_bolt 1")
- end
- return "castle:crossbow_loaded 1 "..itemstack:get_wear()
- end
- minetest.sound_play("castle_crossbow_click", {object=user})
- end,
-})
-
------------
---Crafting
------------
-
-minetest.register_craft({
- output = 'castle:crossbow',
- recipe = {
- {'default:steel_ingot', 'default:stick', 'default:steel_ingot'},
- {'farming:string', 'farming:string', 'farming:string'},
- {'', 'default:stick', ''},
- }
-})
-
-minetest.register_craft({
- output = "castle:crossbow_bolt 6",
- recipe = {
- {'default:stick', 'default:stick', 'default:steel_ingot'},
- }
-}) \ No newline at end of file