magicalities/focuses.lua

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-- Wand Focuses
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local particles = minetest.settings:get_bool("mgc_particles", true)
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-- Constants
-- TODO: make settings
magicalities.magic_spray_count = 16
magicalities.elemental_focus_velocity = 16
magicalities.elemental_focus_consumption = 5
-- Teleportation
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minetest.register_craftitem("magicalities:focus_teleport", {
description = "Wand Focus of Teleportation",
groups = {wand_focus = 1},
inventory_image = "magicalities_focus_teleport.png",
stack_max = 1,
_wand_requirements = {
["air"] = 1
},
_wand_use = function (itemstack, user, pointed_thing)
local dir = user:get_look_dir()
local dest = vector.multiply(dir, 20)
dest = vector.add(dest, user:get_pos())
local pos = user:get_pos()
pos.x = pos.x + (dir.x * 2)
pos.y = pos.y + (dir.y * 2) + 1.5
pos.z = pos.z + (dir.z * 2)
local ray = Raycast(pos, dest, true, false)
local targ = ray:next()
local can_go = targ == nil
-- Go above node
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if targ and targ.type == "node" then
local abv = minetest.get_node(targ.above)
if not abv or abv.name == "air" then
local add = {x=0,y=0,z=0}
if user:get_pos().y < targ.above.y - 1.5 then
add.y = 1.5
end
dest = vector.add(targ.above, add)
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can_go = true
end
end
if can_go then
itemstack = magicalities.wands.wand_take_contents(itemstack, {air = 1})
magicalities.wands.update_wand_desc(itemstack)
user:set_pos(dest)
end
return itemstack
end
})
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-- Node swapper
minetest.register_craftitem("magicalities:focus_swap", {
description = "Wand Focus of Swapping",
groups = {wand_focus = 1},
inventory_image = "magicalities_focus_swap.png",
stack_max = 1,
_wand_requirements = {
["earth"] = 1
},
_wand_use = function (itemstack, user, pointed_thing)
local meta = itemstack:get_meta()
local tnode = meta:get_string("swapnode")
local pname = user:get_player_name()
if tnode == "" or pointed_thing.type ~= "node" then return itemstack end
local pos = pointed_thing.under
if minetest.is_protected(pos, pname) then
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minetest.record_protection_violation(pos, pname)
return itemstack
end
local node = minetest.get_node_or_nil(pos)
if not node or node.name == tnode then
return itemstack
end
local place_node_itm = ItemStack(tnode)
local inv = user:get_inventory()
local ndef = minetest.registered_nodes[tnode]
if not inv:contains_item("main", place_node_itm) then
minetest.chat_send_player(pname, ("You don't have enough %s in your inventory."):format(ndef.description))
return itemstack
end
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local drops = minetest.get_node_drops(node.name)
if ndef.can_dig ~= nil and not ndef.can_dig(pos, user) then
return itemstack
end
minetest.remove_node(pos)
itemstack = magicalities.wands.wand_take_contents(itemstack, {earth = 1})
magicalities.wands.update_wand_desc(itemstack)
inv:remove_item("main", place_node_itm)
for _, stk in pairs(drops) do
if inv:room_for_item("main", stk) then
inv:add_item("main", stk)
else
minetest.item_drop(ItemStack(stk), user, vector.add(pos, {x=0,y=1,z=0}))
end
end
minetest.place_node(pos, {name = tnode})
return itemstack
end,
_wand_node = function (pos, node, placer, itemstack, pointed_thing)
if not node or node.name == "air" or node.name == "ignore" then return itemstack end
local meta = itemstack:get_meta()
local tnode = meta:get_string("swapnode")
if tnode == node.name then return itemstack end
meta:set_string("swapnode", node.name)
local ndef = minetest.registered_nodes[node.name]
minetest.chat_send_player(placer:get_player_name(), "Selected replacement node " .. ndef.description)
return itemstack
end
})
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-- Light Source
minetest.register_node("magicalities:light_source", {
description = "Magical Light Source",
tiles = {"magicalities_light_source.png"},
groups = {cracky = 3, not_in_creative_inventory = 1},
light_source = 13,
drop = ""
})
minetest.register_craftitem("magicalities:focus_light", {
description = "Wand Focus of Light",
groups = {wand_focus = 1},
inventory_image = "magicalities_focus_light.png",
stack_max = 1,
_wand_requirements = {
["light"] = 1
},
_wand_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local pos = pointed_thing.under
local pname = user:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
local node = minetest.get_node(pos).name
if node == "default:stone" or node == "default:desert_stone" then
minetest.swap_node(pos, {name = "magicalities:light_source"})
itemstack = magicalities.wands.wand_take_contents(itemstack, {light = 1})
magicalities.wands.update_wand_desc(itemstack)
end
return itemstack
end,
})
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---------------
-- Tunneling --
---------------
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local tunneler_memory = {}
local tunneler_depth = 8
local function reset_tunnel(tid)
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local infos = tunneler_memory[tid]
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if not infos then return end
local manip = minetest.get_voxel_manip()
local e1, e2 = manip:read_from_map(infos.minp, infos.maxp)
local area = VoxelArea:new{MinEdge=e1, MaxEdge=e2}
local data = manip:get_data()
for i in area:iterp(infos.minp, infos.maxp) do
if infos.data[i] ~= nil then
data[i] = infos.data[i]
end
end
manip:set_data(data)
manip:write_to_map()
tunneler_memory['t' .. tid] = nil
end
local function create_tunnel(pos, dir, owner)
-- Ensure no double tunnels
for id,data in pairs(tunneler_memory) do
if data.owner == owner then
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return false
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end
end
local minp
local maxp
if dir.x < 0 or dir.y < 0 or dir.z < 0 then
maxp = vector.add(pos, dir)
minp = vector.add(pos, vector.multiply(dir, tunneler_depth))
else
minp = vector.add(pos, dir)
maxp = vector.add(pos, vector.multiply(dir, tunneler_depth))
end
if dir.z ~= 0 then
minp.x = minp.x + -1
maxp.x = maxp.x + 1
minp.y = minp.y + -1
maxp.y = maxp.y + 1
end
if dir.y ~= 0 then
minp.z = minp.z + -1
maxp.z = maxp.z + 1
minp.x = minp.x + -1
maxp.x = maxp.x + 1
end
if dir.x ~= 0 then
minp.z = minp.z + -1
maxp.z = maxp.z + 1
minp.y = minp.y + -1
maxp.y = maxp.y + 1
end
-- Set the nodes
local manip = minetest.get_voxel_manip()
local e1, e2 = manip:read_from_map(minp, maxp)
local area = VoxelArea:new{MinEdge=e1, MaxEdge=e2}
local data = manip:get_data()
local c_air = minetest.get_content_id("air")
local c_tunnel = minetest.get_content_id("magicalities:tunnel_node")
local dtree = {}
local abort = false
for i in area:iterp(minp, maxp) do
if data[i] ~= c_air then
dtree[i] = data[i]
data[i] = c_tunnel
elseif data[i] == c_tunnel then
abort = true
break
end
end
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if abort then return false end
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-- Set nodes in map
manip:set_data(data)
manip:write_to_map()
-- Save in cache
local cnum = math.random(10, 1000)
local comp1 = math.random(10, 1000)
local comp2 = math.random(10, 1000)
cnum = (math.ceil(comp2 + comp1 / cnum) + cnum)
tunneler_memory['t' .. cnum] = {
data = dtree,
minp = minp,
maxp = maxp,
owner = owner,
}
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minetest.after(10, reset_tunnel, 't' .. cnum)
return true
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end
minetest.register_node("magicalities:tunnel_node", {
groups = {not_in_creative_inventory = 1},
walkable = false,
pointable = false,
diggable = false,
drawtype = "glasslike_framed",
paramtype = "light",
sunlight_propagates = true,
tiles = {"magicalities_void.png"},
})
minetest.register_craftitem("magicalities:focus_tunnel", {
description = "Wand Focus of Tunneling",
groups = {wand_focus = 1},
inventory_image = "magicalities_focus_tunnel.png",
stack_max = 1,
_wand_requirements = {
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["dark"] = 10,
["light"] = 10,
["earth"] = 10,
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},
_wand_use = function (itemstack, user, pointed_thing)
if not pointed_thing.above or pointed_thing.type ~= "node" then return itemstack end
if not user or user:get_player_name() == "" then return itemstack end
local dir = user:get_look_dir()
local wm = minetest.dir_to_wallmounted(dir)
dir = minetest.wallmounted_to_dir(wm)
minetest.after(0.1, create_tunnel, pointed_thing.above, dir, user:get_player_name())
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itemstack = magicalities.wands.wand_take_contents(itemstack, {
["dark"] = 10,
["light"] = 10,
["earth"] = 10,
})
magicalities.wands.update_wand_desc(itemstack)
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return itemstack
end
})
minetest.register_on_shutdown(function ()
for id in pairs(tunneler_memory) do
reset_tunnel(id)
end
end)
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-----------------------
-- Elemental Attacks --
-----------------------
local special_fn = {}
-- Particles
local randparticles = PcgRandom(os.clock())
local function shoot_particles (user, velocity, color)
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if not particles then return end
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if not color then
color = ""
else
color = "^[multiply:"..color
end
-- Calculate velocity
local dir = user:get_look_dir()
local vel = {x=0,y=0,z=0}
vel.x = dir.x * velocity
vel.y = dir.y * velocity
vel.z = dir.z * velocity
-- Calculate position
local pos = user:get_pos()
pos.x = pos.x + (dir.x * 2)
pos.y = pos.y + (dir.y * 2) + 1.5
pos.z = pos.z + (dir.z * 2)
for i = 1, magicalities.magic_spray_count do
-- Deviation
local relvel = {x=0,y=0,z=0}
relvel.x = vel.x + (randparticles:next((-i/2.5) * 1000, (i/2.5) * 1000) / 1000)
relvel.y = vel.y + (randparticles:next((-i/2.5) * 1000, (i/2.5) * 1000) / 1000)
relvel.z = vel.z + (randparticles:next((-i/2.5) * 1000, (i/2.5) * 1000) / 1000)
minetest.add_particle({
pos = pos,
velocity = relvel,
acceleration = relvel,
expirationtime = 1,
size = 4,
collisiondetection = true,
collision_removal = true,
texture = "magicalities_spark.png"..color,
-- animation = {Tile Animation definition},
glow = 2
})
end
end
local function shoot_spray(user, dmg, vel, color, hit_fn)
shoot_particles(user, vel, color)
minetest.after(0.05, function()
local pos = user:get_pos()
local dir = user:get_look_dir()
local x = math.random(-1,1)*0.1
local y = math.random(-1,1)*0.1
local z = math.random(-1,1)*0.1
local scatternum = math.random(2, magicalities.magic_spray_count / 2)
for i = 1, scatternum do
local relvel = {x=0,y=0,z=0}
relvel.x = dir.x * vel + (randparticles:next((-i/2.5) * 1000, (i/2.5) * 1000) / 1000)
relvel.y = dir.y * vel + (randparticles:next((-i/2.5) * 1000, (i/2.5) * 1000) / 1000)
relvel.z = dir.z * vel + (randparticles:next((-i/2.5) * 1000, (i/2.5) * 1000) / 1000)
local dmglow = dmg - math.floor(dmg / scatternum)
local reldmg = math.random(dmglow, dmg)
local e=minetest.add_entity({x=pos.x+x,y=pos.y+1.5+y,z=pos.z+z}, "magicalities:magic_spray")
e:set_velocity(relvel)
e:set_yaw(user:get_look_yaw()+math.pi)
e:get_luaentity():set_dmg(reldmg)
e:get_luaentity():set_user(user)
if hit_fn then
e:get_luaentity():set_hit_function(hit_fn)
end
end
end)
end
-- Attack
local on_hit_object = function(self, target, hp, user)
target:punch(user, 1, {full_punch_interval = 1, damage_groups = {fleshy = hp, magic = hp * 2}}, nil)
return self
end
local magic_remove = function(self)
if self.object:get_attach() then self.object:set_detach() end
if self.target then self.target:punch(self.object, 1,{full_punch_interval=1,damage_groups={fleshy=4}}, nil) end
self.object:set_hp(0)
self.object:punch(self.object, 1,{full_punch_interval=1.0,damage_groups={fleshy=4}}, nil)
return self
end
local magic_spray = {
initial_properties = {
hp_max = 1,
physical = false,
collide_with_objects = false,
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {"[combine:16x16"},
pointable = false,
},
struck = false,
timer = 0,
hit_fn = nil,
on_step = function(self, dtime)
self.timer = self.timer + 1
if self.timer > 80 or self.struck then
magic_remove(self)
end
local pos=self.object:get_pos()
local no=minetest.registered_nodes[minetest.get_node(pos).name]
if no.walkable and not self.struck then
if self.hit_fn and special_fn[self.hit_fn] and special_fn[self.hit_fn].on_hit_node then
special_fn[self.hit_fn].on_hit_node(self, pos, minetest.get_node(pos), self.user)
end
self.struck = true
return self
end
for i, ob in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if (ob and not self.struck) and ((ob:is_player() and ob:get_player_name() ~= self.user:get_player_name()) or (ob:get_luaentity() and ob:get_luaentity().physical and ob:get_luaentity().name~="__builtin:item" )) then
self.object:set_velocity({x=0, y=0, z=0})
on_hit_object(self, ob, self.dmg / 2, self.user)
if self.hit_fn and special_fn[self.hit_fn] and special_fn[self.hit_fn].on_hit_object then
special_fn[self.hit_fn].on_hit_object(self, ob, self.dmg / 2, self.user)
end
self.struck = true
return self
end
end
return self
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
if not self.target then return self end
if not self.hp then self.hp = self.object:get_hp() end
local hp = self.object:get_hp()
local hurt = self.hp-self.object:get_hp()
self.hp = self.object:get_hp()
self.target:set_hp(self.target:get_hp() - hurt)
self.target:punch(self.object, hurt, {full_punch_interval = 1.0, damage_groups = {fleshy=4}}, "default:sword_wood", nil)
if hurt > 100 or hp <= hurt then
self.target:set_detach()
self.target:set_velocity({x=0, y=4, z=0})
self.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) end
magic_remove(self)
end
return self
end
}
function magic_spray:set_dmg(dmg)
self.dmg = dmg
end
function magic_spray:set_user(user)
self.user = user
end
function magic_spray:set_hit_function(hit_fn)
self.hit_fn = hit_fn
end
function magicalities.register_elemental_focus (element, description, damage, hit_fn)
local el = magicalities.elements[element]
minetest.register_craftitem("magicalities:focus_atk_"..element, {
description = "Wand Focus of "..el.description.."\n"..description,
groups = {wand_focus = 1},
inventory_image = "magicalities_focus_atk_"..element..".png",
stack_max = 1,
_wand_requirements = {
[element] = magicalities.elemental_focus_consumption
},
_wand_use = function (itemstack, user, pointed_thing)
if not user or user:get_player_name() == "" then return itemstack end
itemstack = magicalities.wands.wand_take_contents(itemstack, {[element] = magicalities.elemental_focus_consumption})
magicalities.wands.update_wand_desc(itemstack)
shoot_spray(user, damage, magicalities.elemental_focus_velocity, el.color, hit_fn)
return itemstack
end
})
end
function magicalities.register_focus_atk_special(name, fns)
special_fn[name] = fns
end
-- Register everything
minetest.register_entity("magicalities:magic_spray", magic_spray)
magicalities.register_elemental_focus("air", "Deals some damage to enemies", 2)
magicalities.register_elemental_focus("earth", "Deals some damage to enemies", 4)
magicalities.register_elemental_focus("water", "Spawns water sources", 3, "setwater")
magicalities.register_elemental_focus("fire", "Lights things on fire", 8, "setfire")
magicalities.register_focus_atk_special("setfire", {
on_hit_node = function (self, pos, node, user)
local toppos = vector.add(pos, {x=0,y=1,z=0})
local topnode = minetest.get_node_or_nil(toppos)
if not topnode or topnode.name ~= "air" then return end
if minetest.is_protected(toppos, user:get_player_name()) then return end
minetest.set_node(toppos, {name="fire:basic_flame"})
end
})
local function set_water(self, _, __, user)
local pos = self.object:get_pos()
local toppos = vector.add(pos, {x=0,y=1,z=0})
local topnode = minetest.get_node_or_nil(toppos)
if not topnode or topnode.name ~= "air" then return end
if minetest.is_protected(toppos, user:get_player_name()) then return end
minetest.set_node(toppos, {name="default:water_source"})
end
magicalities.register_focus_atk_special("setwater", {
on_hit_object = set_water,
on_hit_node = set_water,
})