VoxeLibre/mods/ITEMS/mcl_bows/rocket.lua

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local S = minetest.get_translator(minetest.get_current_modname())
local math = math
local vector = vector
-- Time in seconds after which a stuck arrow is deleted
local ROCKET_TIMEOUT = 1
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local YAW_OFFSET = -math.pi/2
local function damage_explosion(self, damagemulitplier, pos)
if self._harmless then return end
local p = pos or self.object:get_pos()
if not p then return end
mcl_explosions.explode(p, 3, {})
local objects = minetest.get_objects_inside_radius(p, 8)
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for _,obj in pairs(objects) do
if obj:is_player() then
mcl_util.deal_damage(obj, damagemulitplier - vector.distance(p, obj:get_pos()), {type = "explosion"})
elseif obj:get_luaentity() and obj:get_luaentity().is_mob then
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obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=damagemulitplier - vector.distance(p, obj:get_pos())},
}, self.object:get_velocity()) -- TODO possibly change the punch dir to be outwards instead of rocket velocity
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end
end
end
local function particle_explosion(pos)
if pos.object then pos = pos.object:get_pos() end
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local particle_pattern = math.random(1, 3)
local fpitch
local type = math.random(1, 2)
local size = math.random(1, 3)
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local colors = {"red", "yellow", "blue", "green", "white"}
local this_colors = {colors[math.random(#colors)], colors[math.random(#colors)], colors[math.random(#colors)]}
if size == 1 then
fpitch = math.random(200, 300)
elseif size == 2 then
fpitch = math.random(100, 130)
else
fpitch = math.random(60, 70)
end
if type == 1 then
minetest.sound_play("mcl_bows_firework", {
pos = pos,
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max_hear_distance = 100,
gain = 3.0,
pitch = fpitch/100
}, true)
else
minetest.sound_play("mcl_bows_firework_soft", {
pos = pos,
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max_hear_distance = 100,
gain = 4.0,
pitch = fpitch/100
}, true)
end
if particle_pattern == 1 then
minetest.add_particlespawner({
amount = 400 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-7 * size,-7 * size,-7 * size),
maxvel = vector.new(7 * size,7 * size,7 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[1]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 400 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-2 * size,-2 * size,-2 * size),
maxvel = vector.new(2 * size,2 * size,2 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[2]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 100 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-14 * size,-14 * size,-14 * size),
maxvel = vector.new(14 * size,14 * size,14 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[3]..".png",
glow = 14,
})
elseif particle_pattern == 2 then
minetest.add_particlespawner({
amount = 240 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-5 * size,-5 * size,-5 * size),
maxvel = vector.new(5 * size,5 * size,5 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[1]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 500 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-2 * size,-2 * size,-2 * size),
maxvel = vector.new(2 * size,2 * size,2 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[2]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 350 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-3 * size,-3 * size,-3 * size),
maxvel = vector.new(3 * size,3 * size,3 * size),
minexptime = .6 * size / 2,
maxexptime = .9 * size / 2,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[3]..".png",
glow = 14,
})
elseif particle_pattern == 3 then
minetest.add_particlespawner({
amount = 400 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-6 * size,-4 * size,-6 * size),
maxvel = vector.new(6 * size,4 * size,6 * size),
minexptime = .6 * size,
maxexptime = .9 * size,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[1]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 120 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-8 * size,6 * size,-8 * size),
maxvel = vector.new(8 * size,6 * size,8 * size),
minexptime = .6 * size,
maxexptime = .9 * size,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[2]..".png",
glow = 14,
})
minetest.add_particlespawner({
amount = 130 * size,
time = 0.0001,
minpos = pos,
maxpos = pos,
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minvel = vector.new(-3 * size,3 * size,-3 * size),
maxvel = vector.new(3 * size,3 * size,3 * size),
minexptime = .6 * size,
maxexptime = .9 * size,
minsize = 2 * size,
maxsize = 3 * size,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_firework_"..this_colors[3]..".png",
glow = 14,
})
end
return size
end
minetest.register_craftitem("mcl_bows:rocket", {
description = S("Arrow"),
_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
_doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n"..
S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.").."\n"..
S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
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_doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."),
inventory_image = "mcl_bows_rocket.png",
groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=1 },
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
-- Shoot arrow
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
end,
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_on_collide_with_entity = function(self, _, obj)
if self._in_player == false then
pos = self.object:get_pos()
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
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local eploded_particle = particle_explosion(pos)
damage_explosion(self, eploded_particle * 17, pos)
mcl_burning.extinguish(self.object)
self.object:remove()
end
end,
})
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local arrow_entity = mcl_bows.arrow_entity
local rocket_entity = table.copy(arrow_entity)
table.update(rocket_entity,{
mesh = "mcl_bows_rocket.obj",
textures = {"mcl_bows_rocket.png"},
visual_size = {x=2.5, y=2.5},
save_fields = {
"stuck", "fuse", "stuckin", "lastpos", "startpos", "damage", "is_critical", "shootername",
},
_fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far
_fuserechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
})
rocket_entity.on_step = function(self, dtime)
self._fuse = (self._fuse or 0) + dtime
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if self._fuse > ROCKET_TIMEOUT then
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self._stuck = true
end
if self._stuck and self._fuse > ROCKET_TIMEOUT then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
mcl_burning.extinguish(self.object)
self.object:remove()
return
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end
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-- Perform normal projectile behaviors
vl_projectile.update_projectile(self, dtime)
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end
vl_projectile.register("mcl_bows:rocket_entity", rocket_entity)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = "mcl_bows:rocket 1",
recipe = {
{"mcl_core:paper"},
{"mcl_fireworks:rocket_2"},
{"mcl_bows:arrow"},
}
})
end
if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object("mcl_bows:rocket_entity", "craftitems", "mcl_bows:rocket")
end