VoxeLibre/mods/ITEMS/vl_fireworks/rockets.lua
2024-12-31 03:44:34 +01:00

214 lines
6.2 KiB
Lua

local S = core.get_translator(core.get_current_modname())
local tt_help = S("Flight Duration:")
local description = S("Firework Rocket")
local TAU = 2*math.pi
local function explode(self, pos, stars)
mcl_mobs.mob_class.safe_boom(self, pos, 1)
if not stars then return end
for _, effect in pairs(stars) do
if type(effect) == "string" then effect = core.deserialize(effect) end
if effect.fn == "generic" then
vl_fireworks.generic_particle_explosion(pos, effect.size or 1)
end
-- TODO implement other handlers
end
end
local firework_entity = {
physical = true,
pointable = false,
visual = "mesh",
visual_size = {x=3, y=3},
mesh = "vl_fireworks_rocket.obj",
textures = {"vl_fireworks_entity.png"},
backface_culling = false,
collisionbox = {-0.1, 0, -0.1, 0.1, 0.5, 0.1},
collide_with_objects = false,
liquid_drag = true,
_fire_damage_resistant = true,
_save_fields = {
"last_pos", "vl_projectile", "dir", "rot_axis", "force", "stars"
},
_vector_save_fields = {
last_pos = true, dir = true, rot_axis = true, force = true
},
_damage=1, -- Damage on impact
_blocked = false,
_viscosity=0, -- Viscosity of node the arrow is currently in
_vl_projectile = {
ignore_gravity = true,
survive_collision = false,
damages_players = true,
maximum_time = 3,
pitch_offset = -math.pi / 2,
damage_groups = function(self)
return { fleshy = vector.length(self.object:get_velocity()) }
end,
tracer_texture = "mobs_mc_arrow_particle.png",
behaviors = {
vl_projectile.burns,
vl_projectile.has_tracer,
function(self, dtime)
if self._vl_projectile.extra then
local e = self._vl_projectile.extra
self._force = e.force/10 + 5
self._vl_projectile.maximum_time = e.dur
self._rot_axis = e.rot_axis
self._dir = self.object:get_velocity():normalize()
self._stars = e.stars
self._vl_projectile.extra = nil
end
if not self._dir then return end
if self._last_pos and (self._last_pos - self.object:get_pos()):length() < (10*dtime) then
self._rot_axis = -self._rot_axis
end
self._dir = self._dir:rotate_around_axis(self._rot_axis, dtime/3)
local obj = self.object
obj:set_velocity((obj:get_velocity():length() + self._force*dtime) * self._dir)
end,
vl_projectile.collides_with_solids,
vl_projectile.raycast_collides_with_entities,
},
allow_punching = function(self, entity_def, projectile_def, object)
local lua = object:get_luaentity()
if lua and lua.name == "mobs_mc:rover" then return false end
-- TODO at some point make it so impact depends on collision speed? (see next line)
--if (self.object:get_velocity() + object:get_velocity()).length() < 5 then return end
return true
end,
},
get_staticdata = function(self)
local out = {}
local save_fields = self._save_fields
for i = 1,#save_fields do
local field = save_fields[i]
out[field] = self["_"..field]
end
out.timer = self.timer
-- Preserve entity properties
out.properties = self.object:get_properties()
return core.serialize(out)
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({ immortal = 1 })
self._time_in_air = 1.0
local data = core.deserialize(staticdata)
if not data then return end
-- Restore entity properties
if data.properties then
self.object:set_properties(data.properties)
data.properties = nil
end
self.timer = data.timer
-- Restore rocket state
local save_fields = self._save_fields
local vecs = self._vector_save_fields
for i = 1,#save_fields do
local field = save_fields[i]
local d = data[field]
if type(d) == "table" and vecs[field] then
d = vector.new(d.x, d.y, d.z)
end
self["_"..field] = d
end
if not self._vl_projectile then
self._vl_projetile = {}
end
end,
_on_remove = function(self)
explode(self, self.object:get_pos(), self._stars)
end,
}
vl_projectile.register("vl_fireworks:rocket", firework_entity)
function vl_fireworks.shoot_firework(itemstack, pos, dir)
local meta = itemstack:get_meta()
local rot_axis = vector.new(1,0,0)
rot_axis = rot_axis:rotate_around_axis(vector.new(0,1,0), math.random()*TAU)
local stars = meta:get("vl_fireworks:stars") or core.serialize({})
vl_projectile.create("vl_fireworks:rocket", {
pos = pos,
dir = dir or vector.new(0,1,0),
velocity = 1 + meta:get_int("vl_fireworks:force")/10,
extra = {
dur = meta:get_float("vl_fireworks:duration"),
force = meta:get_float("vl_fireworks:force"),
rot_axis = rot_axis,
stars = core.deserialize(stars)
}
})
end
local firework_def = {
description = description,
inventory_image = "vl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local elytra = mcl_playerplus.elytra[user]
if elytra.active and elytra.rocketing <= 0 then
elytra.rocketing = meta:get_float("vl_fireworks:duration")
if not core.is_creative_enabled(user:get_player_name()) then
itemstack:take_item()
end
core.sound_play("vl_fireworks_rocket", {pos = user:get_pos()})
end
return itemstack
end,
on_place = function(itemstack, user, pointed_thing)
local pos = pointed_thing.above
vl_fireworks.shoot_firework(itemstack, pos)
if mcl_gamemode.get_gamemode(user) ~= "creative" then
itemstack:take_item()
return itemstack
end
end,
_on_dispense = function(dropitem, pos, droppos, dropnode, dropdir)
vl_fireworks.shoot_firework(dropitem, pos, dropdir)
end,
_vl_fireworks_std_durs_forces = { {2.2, 10}, {4.5, 20}, {6, 30} },
_vl_fireworks_tt = function(duration, stars)
local retval = tt_help .. " " .. duration
for _, effect in pairs(stars) do
if type(effect) == "string" then effect = core.deserialize(effect) end
retval = retval .. "\n\n" .. vl_fireworks.star_tt(effect)
end
return retval
end,
}
vl_fireworks.firework_def = table.copy(firework_def)
core.register_craftitem("vl_fireworks:rocket", firework_def)
-- legacy
for i=1, 3 do
vl_legacy.register_item_conversion("mcl_fireworks:rocket_"..i, nil, function(itemstack)
itemstack:set_name("vl_fireworks:rocket")
local meta = itemstack:get_meta()
local tbl = vl_fireworks.firework_def._vl_fireworks_std_durs_forces[i]
meta:set_float("vl_fireworks:duration", tbl[1])
meta:set_int("vl_fireworks:force", tbl[2])
tt.reload_itemstack_description(itemstack)
end)
end