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