japaneseforest = {} -- save how many bullets owner fired japaneseforest.fired_table = {} local enable_particles = minetest.settings:get_bool("enable_particles") local function bound(x, minb, maxb) if x < minb then return minb elseif x > maxb then return maxb else return x end end --- Punch damage calculator. -- By default, this just calculates damage in the vanilla way. Switch it out for something else to change the default damage mechanism for mobs. -- @param ObjectRef player -- @param ?ObjectRef puncher -- @param number time_from_last_punch -- @param table tool_capabilities -- @param ?vector direction -- @param ?Id attacker -- @return number The calculated damage -- @author raymoo function japaneseforest.damage_calculator(player, puncher, tflp, caps, direction, attacker) local a_groups = player:get_armor_groups() or {} local full_punch_interval = caps.full_punch_interval or 1.4 local time_prorate = bound(tflp / full_punch_interval, 0, 1) local damage = 0 for group, damage_rating in pairs(caps.damage_groups or {}) do local armor_rating = a_groups[group] or 0 damage = damage + damage_rating * (armor_rating / 100) end return math.floor(damage * time_prorate) end -- particles function japaneseforest.add_effects(pos) if not enable_particles then return end return minetest.add_particlespawner({ amount = 2, time = 0, minpos = {x=pos.x-1, y=pos.y+0.5, z=pos.z-1}, maxpos = {x=pos.x+1, y=pos.y+1.5, z=pos.z+1}, minvel = {x=-0.1, y=-0.1, z=-0.1}, maxvel = {x=0.3, y=-0.3, z=0.3}, minacc = vector.new(), maxacc = vector.new(), minexptime = 1, maxexptime = 5, minsize = .5, maxsize = 1.5, texture = "japaneseforest_chest_particle.png", glow = 7 }) end -- check for player near by to activate particles function japaneseforest.check_around_radius(pos) local player_near = false for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 16)) do if obj:is_player() then player_near = true break end end return player_near end -- check if within physical map limits (-30911 to 30927) function japaneseforest.within_limits(pos, radius) if (pos.x - radius) > -30913 and (pos.x + radius) < 30928 and (pos.y - radius) > -30913 and (pos.y + radius) < 30928 and (pos.z - radius) > -30913 and (pos.z + radius) < 30928 then return true -- within limits end return false -- beyond limits end function japaneseforest.add_wear(itemstack, pos) -- wear tool local wdef = itemstack:get_definition() itemstack:add_wear(65535/4300) -- Tool break sound if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then minetest.sound_play(wdef.sound.breaks, {pos = pos, gain = 0.5}) end return itemstack end -- prevent pick axe engraved of placing item when clicken on one of the items from this list local pick_engraved_place_blacklist = { ["xdecor:itemframe"] = true } function japaneseforest.pick_engraved_place(itemstack, placer, pointed_thing) local idx = placer:get_wield_index() + 1 -- item to right of wielded tool local inv = placer:get_inventory() local stack = inv:get_stack("main", idx) -- stack to right of tool local stack_name = stack:get_name() local under = pointed_thing.under local above = pointed_thing.above local node_under = minetest.get_node(under) local udef = {} local temp_stack = "" -- handle nodes if pointed_thing.type == "node" then local pos = minetest.get_pointed_thing_position(pointed_thing) local pointed_node = minetest.get_node(pos) -- check if we have to use default on_place first if pick_engraved_place_blacklist[pointed_node.name] ~= nil then return minetest.item_place(itemstack, placer, pointed_thing) end if pointed_node ~= nil and stack_name ~= "" then local stack_def = minetest.registered_nodes[stack_name] local stack_name_split = string.split(stack_name, ":") local stack_mod = stack_name_split[1] udef = minetest.registered_nodes[stack_name] -- print(dump(udef)) -- not for farming - that should be part of a hoe if stack_mod ~= "farming" or stack_mod ~= "farming_addons" then if udef and udef.on_place then temp_stack = udef.on_place(stack, placer, pointed_thing) or stack inv:set_stack("main", idx, temp_stack) -- itemstack = japaneseforest.add_wear(itemstack) -- play sound -- if udef.sounds then -- if udef.sounds.place then -- udef.sounds.place.to_player = placer:get_player_name() -- minetest.sound_play(udef.sounds.place) -- end -- end return itemstack elseif udef and udef.on_use then temp_stack = udef.on_use(stack, placer, pointed_thing) or stack inv:set_stack("main", idx, temp_stack) -- itemstack = japaneseforest.add_wear(itemstack) return itemstack end end -- handle default torch placement if stack_name == "default:torch" then local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above)) local fakestack = stack if wdir == 0 then fakestack:set_name("default:torch_ceiling") elseif wdir == 1 then fakestack:set_name("default:torch") else fakestack:set_name("default:torch_wall") end temp_stack = minetest.item_place(fakestack, placer, pointed_thing, wdir) temp_stack:set_name("default:torch") inv:set_stack("main", idx, temp_stack) -- itemstack = japaneseforest.add_wear(itemstack) -- play sound -- if udef and udef.sounds then -- if udef.sounds.place then -- udef.sounds.place.to_player = placer:get_player_name() -- minetest.sound_play(udef.sounds.place) -- end -- end return itemstack end end -- if everything else fails use default on_place stack = minetest.item_place(stack, placer, pointed_thing) inv:set_stack("main", idx, stack) -- play sound -- if udef and udef.sounds then -- if udef.sounds.place then -- udef.sounds.place.to_player = placer:get_player_name() -- minetest.sound_play(udef.sounds.place) -- end -- end return itemstack end end function japaneseforest.shovel_place(itemstack, placer, pointed_thing) local pt = pointed_thing -- check if pointing at a node if not pt then return end if pt.type ~= "node" then return end local under = minetest.get_node(pt.under) local p = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z} local above = minetest.get_node(p) -- return if any of the nodes is not registered if not minetest.registered_nodes[under.name] then return end if not minetest.registered_nodes[above.name] then return end -- check if the node above the pointed thing is air if above.name ~= "air" then return end if minetest.is_protected(pt.under, placer:get_player_name()) then minetest.record_protection_violation(pt.under, placer:get_player_name()) return end if under.name == "default:dirt" and under.name ~= "japaneseforest:paths" then minetest.set_node(pt.under, {name = "japaneseforest:paths"}) elseif (under.name == "default:dirt_with_grass" or under.name == "default:dirt_with_grass_footsteps" or under.name == "default:dirt_with_dry_grass" or under.name == "default:dirt_with_snow" or under.name == "default:dirt_with_rainforest_litter") and under.name ~= "japaneseforest:paths" then minetest.set_node(pt.under, {name = "japaneseforest:paths"}) elseif under.name == "default:dry_dirt_with_dry_grass" and under.name ~= "japaneseforest:paths" then minetest.set_node(pt.under, {name = "japaneseforest:paths"}) elseif under.name == "default:dirt_with_coniferous_litter" and under.name ~= "japaneseforest:paths" then minetest.set_node(pt.under, {name = "japaneseforest:paths"}) elseif under.name == "japaneseforest:japanese_dirt_with_grass" and under.name ~= "japaneseforest:paths" then minetest.set_node(pt.under, {name = "japaneseforest:paths"}) elseif under.name == "bambooforest:dirt_with_bamboo" and under.name ~= "japaneseforest:paths" then minetest.set_node(pt.under, {name = "japaneseforest:paths"}) else return end -- play sound minetest.sound_play("default_dig_crumbly", { pos = pt.under, gain = 0.5 }) -- add wear itemstack = japaneseforest.add_wear(itemstack) return itemstack end -- Taken from WorldEdit -- Determines the axis in which a player is facing, returning an axis ("x", "y", or "z") and the sign (1 or -1) function japaneseforest.player_axis(player) local dir = player:get_look_dir() local x, y, z = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z) if x > y then if x > z then return "x", dir.x > 0 and 1 or -1 end elseif y > z then return "y", dir.y > 0 and 1 or -1 end return "z", dir.z > 0 and 1 or -1 end function japaneseforest.hoe_on_use(itemstack, user, pointed_thing) local pt = pointed_thing -- check if pointing at a node if not pt then return end if pt.type ~= "node" then return end local under = minetest.get_node(pt.under) local p = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z} local above = minetest.get_node(p) -- return if any of the nodes is not registered if not minetest.registered_nodes[under.name] then return end if not minetest.registered_nodes[above.name] then return end -- check if the node above the pointed thing is air if above.name ~= "air" then return end -- check if pointing at soil if minetest.get_item_group(under.name, "soil") ~= 1 then return end -- check if (wet) soil defined local regN = minetest.registered_nodes if regN[under.name].soil == nil or regN[under.name].soil.wet == nil or regN[under.name].soil.dry == nil then return end if minetest.is_protected(pt.under, user:get_player_name()) then minetest.record_protection_violation(pt.under, user:get_player_name()) return end if minetest.is_protected(pt.above, user:get_player_name()) then minetest.record_protection_violation(pt.above, user:get_player_name()) return end -- turn the node into soil and play sound minetest.set_node(pt.under, {name = regN[under.name].soil.dry}) minetest.sound_play("default_dig_crumbly", { pos = pt.under, gain = 0.5, }) end -- shovel minetest.register_tool("japaneseforest:truel", { description = "Allows you to create Japanese paths", inventory_image = "japaneseforest_truel.png", wield_image = "japaneseforest_truel_90.png^[transformR90", wield_scale = {x=1.0, y=1.0, z=1.0}, tool_capabilities = { full_punch_interval = 1, max_drop_level=1, groupcaps={ crumbly = {times={[1]=1.5, [2]=1.50, [3]=1.50}, uses=15, maxlevel=3}, }, damage_groups = {fleshy=4}, }, sound = {breaks = "default_tool_breaks"}, on_place = japaneseforest.shovel_place }) -- japanese path minetest.register_node("japaneseforest:paths", { description = "Path", drawtype = "nodebox", tiles = {"japaneseforest_path_top.png", "default_dirt.png", "default_dirt.png^japaneseforest_japaneseforest_side.png"}, is_ground_content = false, paramtype = "light", node_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 1/2-1/16, 1/2}, }, collision_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 1/2-1/16, 1/2}, }, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 1/2-1/16, 1/2}, }, drop = "japaneseforest:paths", is_ground_content = false, groups = {crumbly = 3, cracky = 2}, sounds = default.node_sound_stone_defaults(), })