Difference between revisions of "User:Hybrid Dog"

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Line 446: Line 446:
 
|-
 
|-
 
|<source enclose="none">sort(ps, [preferred_coords])</source>
 
|<source enclose="none">sort(ps, [preferred_coords])</source>
|
+
| nil
 
| ps, which gets changed, is a list of vectors,
 
| ps, which gets changed, is a list of vectors,
 
which become sorted by the coord in the order of preferred_coords
 
which become sorted by the coord in the order of preferred_coords

Revision as of 22:08, 19 December 2015

-- recently modified by beautifier.lua
or string.find(node.name, "default:water_")
minetest.set_node(pos, {name="tnt:tnt_burning"})
end
interval = 2,
description = "TNT",
nodes[p_pos] = tnt_c_fire
if not drop_items
local p_node = area:index(p.x, p.y, p.z)
if obj == nil then
tnt_c_fire = minetest.get_content_id("fire:basic_flame")
end
for dy=-1,1 do
l = l-1
if puncher:get_wielded_item():get_name() == "default:torch" then
	--		)
	local function combine_texture(texture_size, frame_count, texture, ani_texture)
	boom({x=p.x, y=p.y, z=p.z}, 0, player)
	px = px+texture_size

	sounds = default.node_sound_wood_defaults(),
	obj:setacceleration({x=0, y=-10, z=0})
	tiles = {"default_tnt_top.png", "default_tnt_bottom.png", tnt_side},
}
nodes[p_node] = tnt_c_tnt_burning
if nodename ~= "tnt:gunpowder" then
	--minetest.set_node(pos, {name="tnt:boom"})
	return
	drop_items = true
	manip:update_map()
end
-- recently modified by beautifier.lua
end
minetest.after(0.5, function(pos)
end
or (obj:get_luaentity() and obj:get_luaentity().name ~= "__builtin:item") then
else
destroy(p, player)
for dz=-1,1 do
output = "tnt:tnt",
tiles = {{name="tnt_gunpowder_burning_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1}}},
pos.y = pos.y+dy
tnt_c_air = minetest.get_content_id("air")
if node.name == "tnt:tnt" then
	light_source = 5,

	-- recently modified by beautifier.lua
	chance = 10,
end
burn({x=pos.x, y=pos.y, z=pos.z}, player)
},
for _,item in ipairs(drop) do
	end, {x=pos.x, y=pos.y, z=pos.z})

	{"",			"group:wood",		""			}

end
100, --amount
tiles = {"tnt_gunpowder.png",},
{x=pos.x-3, y=pos.y-3, z=pos.z-3}, --minpos
minetest.set_node(pos, {name="tnt:tnt_burning"})
pos.z = pos.z-dz
minetest.set_node(pos, {name="tnt:tnt_burning"})
minetest.add_particle(pos, {x=0,y=0,z=0}, {x=0,y=0,z=0}, 0.5, 16, false, "tnt_boom.png")
end
if not (math.abs(dx) == 1 and math.abs(dz) == 1) then
else
end


return
tiles = {{name=animated_tnt_texture, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1}},
-- recently modified by beautifier.lua
minetest.register_abm({
selection_box = {
	local tnt_preserve_items = false
	neighbors = {"fire:basic_flame"},
	for _,obj in ipairs(objects) do
	end
	burn(pos)
	enable = function(pos)
	minetest.sound_play("tnt_ignite", {pos=pos})
else
end

if obj == nil then
	return
	"default_tnt_bottom.png", tnt_side},
end
if minetest.get_node(pos).name ~= "tnt:gunpowder_burning" then
	if minetest.setting_get("log_mods") then
	end
	for dz=-tnt_range,tnt_range do
		minetest.register_craft({
			minetest.sound_play("tnt_explode", {pos=pos, gain=1.5, max_hear_distance=tnt_range*64})
		end
		local function destroy(pos, player)
		sounds = default.node_sound_leaves_defaults(),

		print(string.format("[tnt] exploded in: %.2fs", os.clock() - t1))
		action_on = function(pos, node)
		})
		area = VoxelArea:new{MinEdge=emerged_pos1, MaxEdge=emerged_pos2}
	end
	or not tnt_preserve_items then
		})
		if type(item) == "string" then
			if obj:is_player()
			damage_groups={fleshy=damage},
			false, --collisiondetection
			{x=0.5,y=5,z=0.5}, --maxacc
		end
		sounds = default.node_sound_leaves_defaults(),
		burn(pos, puncher)

		manip:set_data(nodes)
		local objects = minetest.get_objects_inside_radius(pos, 7)
		local animated_tnt_texture = combine_texture(16, 4, "default_tnt_top.png", "tnt_top_burning_animated.png")
		minetest.register_node(":tnt:tnt", {
			1, --maxexptime

			while l ~= 0 do
			end
			local tnt_side = "default_tnt_side.png^tnt_shadows.png"
			obj:get_luaentity().collect = true
			description = "Gun Powder",
		end
		15, --maxsize
		type = "shapeless",
		})
		or string.find(node.name, "default:lava_")) then
		end
		return
		local obj = minetest.add_item(pos, item)

		if math.abs(dx) == 1 or math.abs(dz) == 1 then
			},
			drawtype = "raillike",

		end
		local combine_textures = ":0,"..px.."="..texture


		on_punch = function(pos, node, puncher)
		minetest.set_node(pos, {name="tnt:tnt_burning"})
		0.1, --time
	end
end
local px = 0
obj:setvelocity({x=pr:next(0,6)-3, y=10, z=pr:next(0,6)-3})
local function drop_item(pos, nodename, player)
for i=1,item:get_count() do
else


	manip:write_to_map()
	tnt_c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
	sunlight_propagates = true,
	obj:setvelocity({x=pr:next(0,6)-3, y=10, z=pr:next(0,6)-3})
	0.1, --minexptime
	{"group:wood",	"tnt:gunpowder",	"group:wood"},
	drop = "",
	minetest.add_particlespawner(
	return
	nodenames = {"tnt:tnt", "tnt:gunpowder"},
	destroy(p, player)
	return PseudoRandom(math.abs(pos.x+pos.y*3+pos.z*5)+tnt_seed)
	return
	full_punch_interval=1.0,
	groups = {dig_immediate=2,attached_node=1},
	minetest.register_craft({

		)
		fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
		laser = {
			recipe = {"default:coal_lump", "default:gravel"}
			local t1 = os.clock()
			local vec = {x=obj_p.x-pos.x, y=obj_p.y-pos.y, z=obj_p.z-pos.z}
			function boom(pos, time, player)
				minetest.register_node(":tnt:gunpowder", {
					})
					pos.x = pos.x+dx
					minetest.register_node(":tnt:gunpowder_burning", {
						obj:punch(obj, 1.0, {

						end
					end
					minetest.register_node(":tnt:tnt_burning", {

						inv:add_item("main", item)
						output = "tnt:gunpowder",
						minetest.sound_play("tnt_ignite", {pos=pos})
						local dist = (vec.x^2+vec.y^2+vec.z^2)^0.5
						{x=pos.x+3, y=pos.y+3, z=pos.z+3}, --maxpos
						if not player then
						end
						selection_box = {
							nodes = manip:get_data()
						end
						local obj_p = obj:getpos()
						})
						paramtype = "light",
					end
					return
				else

					pr = get_tnt_random(pos)
					pos.x = pos.x-dx
					inv = player:get_inventory()
					end,

					})
				end
			end
		end
		effector = {
			minetest.after(time, function(pos)
			local emerged_pos1, emerged_pos2 = manip:read_from_map({x=pos.x-width, y=pos.y-width, z=pos.z-width},
			local node =  minetest.get_node(p)

		end
		minetest.set_node(pos, {name="tnt:tnt_burning"})
	end
	type = "fixed",
	if minetest.get_node(pos).name ~= "tnt:tnt_burning" then
		on_punch = function(pos, node, puncher)
		boom(pos, 2)
		local tnt_range = 2
		boom({x=pos.x, y=pos.y, z=pos.z}, 0)
		local manip = minetest.get_voxel_manip()
	end
	--		minetest.remove_node(pos)
	drop_item(pos, nodename, player)
elseif not ( d_p_node == tnt_c_fire
	if nodes[p_pos] ~= tnt_c_air then
		-- recently modified by beautifier.lua
		--			end, {x=pos.x, y=pos.y, z=pos.z}


		burn({x=pos.x, y=pos.y, z=pos.z}, player)
		local obj = minetest.add_item(pos, item:get_name())

		minetest.after(1, function(pos)

		--		minetest.after(0.5, function(pos)
		end,
	end
	wield_image = "tnt_gunpowder_inventory.png",
	minetest.remove_node(pos)
	{x=0, y=0, z=0}, --maxvel
	boom(pos, 1, player)
end
if puncher:get_wielded_item():get_name() == "default:torch" then
	local nodename = minetest.get_node(pos).name
end
end

paramtype = "light",
pos.y = pos.y-dy
sounds = default.node_sound_wood_defaults(),

local d_p_node = nodes[p_node]
{"",			"group:wood",		""			},
minetest.set_node(pos, {name="tnt:gunpowder_burning"})
}, vec)
obj:get_luaentity().collect = true
})

local damage = (80*0.5^dist)*2
if dy == 0 then
"tnt_smoke.png" --texture
walkable = false,
local p_pos = area:index(pos.x, pos.y, pos.z)
local function get_tnt_random(pos)
8, --minsize

drawtype = "raillike",
groups = {dig_immediate=2, mesecon=2},
},
drop = "",
end
return
function burn(pos, player)
end, pos)
--minetest.register_node("tnt:boom", {drop="", groups={dig_immediate=3}})
boom(pos, 4, puncher)
if not inv then

	local drop_items = tnt_drop_items
else
	and inv:room_for_item("main", item) then

		tnt_c_tnt = minetest.get_content_id("tnt:tnt")
		light_source = 5,
	end
	local tnt_drop_items = false

	nodes[p_pos] = tnt_c_air
	{x=-0.5,y=5,z=-0.5}, --minacc
	end, pos)
	if pr:next(1,3) == 3
	fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
	inventory_image = "tnt_gunpowder_inventory.png",
	combine_textures = combine_textures..":0,"..px.."="..texture
	{x=-0, y=-0, z=-0}, --minvel
	local t1 = os.clock()
	boom(pos, 0)
	nodes[p_pos] = tnt_c_air
	if pr:next(1,5) <= 4 then
		minetest.sound_play("tnt_gunpowder_burning", {pos=pos, gain=2})
	end
	local width = tnt_range
	--		nodeupdate(pos)
	local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
	--				minetest.remove_node(pos)
	minetest.log("action", "tnt loaded")
	if d_p_node == tnt_c_tnt
	sunlight_propagates = true,
	local drop = minetest.get_node_drops(nodename)
end
if math.abs(dx)<tnt_range and math.abs(dy)<tnt_range and math.abs(dz)<tnt_range then
	recipe = {
		type = "fixed",
		if nodename == "tnt:tnt" then
		end
		for dx=-1,1 do
			for dx=-tnt_range,tnt_range do
			end
			local nodename = minetest.get_node(pos).name
			action = function(pos, node)
			groups = {dig_immediate=2,attached_node=1},
		}
		pos.z = pos.z+dz
		{x=pos.x+width, y=pos.y+width, z=pos.z+width})
		},
		walkable = false,
		minetest.sound_play("tnt_ignite", {pos=pos})
		print(string.format("[tnt] map updated after: %.2fs", os.clock() - t1))
		local l = frame_count

		return ani_texture.."^[combine:"..texture_size.."x"..texture_size*frame_count..":"..combine_textures.."^"..ani_texture
		obj:setacceleration({x=0, y=-10, z=0})
		mesecons = {
			for dy=tnt_range,-tnt_range,-1 do
				drop_items = true
				local p_pos = area:index(pos.x, pos.y, pos.z)
				or d_p_node == tnt_c_tnt_burning then
					if minetest.registered_nodes[nodename].groups.flammable ~= nil then
						local tnt_seed = 15

minetest.on_place

Syntax

minetest.on_place(nodename, func)

Description

This changes on_place of a node after it was defined.
It is not implemented into minetest but can be added via mod(s):

minetest.on_place = minetest.on_place or function(name, func)
	local previous_on_place = minetest.registered_nodes[name].on_place
	minetest.override_item(name, {
		on_place = function(...)
			if func(...) then
				return previous_on_place(...)
			end
		end
	})
end

nodename

The name of the node which should become changed

func

should return true if the node becomes set

function(itemstack, placer, pointed_thing)

Example

minetest.on_place("hydro:growlamp", function(itemstack, placer, pointed_thing)
	if not pointed_thing then
		return
	end
	local pos = minetest.get_pointed_thing_position(pointed_thing, true)
	if not pos then
		return
	end
	local nd_above = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name
	local nd_above_info = minetest.registered_nodes[nd_above]
	if nd_above == "air"
	or nd_above == "hydro:growlamp"
	or not nd_above_info.walkable
	or nd_above_info.buildable_to then
		return
	end
	return true
end)

Mods

vector_extras

Those are added as fields of the vector table, e.g. vector.pos_to_string(pos)

Function Return value Comments Status
pos_to_string(pos) string similar to minetest.pos_to_string, but better readable in my opinion works
line([pos, dir[, range][, alt]]) table of vectors dir can be following:
  • a direction
  • a position (range not needed)

if alt then the old path calculation is used

works
fine_line([pos, dir[, range], scale]) table of vectors
  • like the old vector.line but more precise
  • needed for not round positions
  • try using minetest.line_of_sight instead
works but
old and slow
twoline(x, y) table
  • returns sth like {{0,0}, {0,1}}
  • used for a 2d line
works
threeline(x, y, z) table
  • returns sth like {{0,0,0}, {0,1,0}}
  • used for a 3d line
  • x, y and z should be round
works
sort(ps, [preferred_coords]) nil ps, which gets changed, is a list of vectors,

which become sorted by the coord in the order of preferred_coords

untested
scalar(v1, v2) number v1 and v2 are vectors, returns scalar product works
cross(v1, v2) vector v1 and v2 are vectors, returns cross product works
plane(ps) table of vectors ps is a table of three vectors

returns a list of vectors which make a filled triangle plane together

unfinished
straightdelay([s, v[, a]]) number
  • s = length
  • v = velocity
  • a = acceleration (optional)
works
sun_dir(t) vector
  • t = timeofday
works
inside(pos, minp, maxp) bool returns true if pos is inside or on the corners of minp and maxp untested
minmax(p1, p2) vector, vector the first vector's x, y and z are smaller than the second one's untested
move(p1, p2, s) vector
  • s = length
  • moves s to p2 from p1
  • made for rubenwardy
untested
from_number(i) vector returns {x=i, y=i, z=i} works
explosion_table(r) table
  • r = radius
  • returns sth like {{pos1, true}, {pos2}}
  • using explosion_perlin instead is recommended
works
explosion_perlin(rmin, rmax[, nparams]) table it is used to make perlin noise surface on spheres, which looks good for explosions works
circle(r) table of vectors
  • r = radius
works
ring(r) table of vectors
  • r = radius
  • r can be float
  • each positions "touch" their next ones
works
chunkcorner(pos) vector should return the chunkcorner near pos could work
point_distance_minmax(p1, p2) 2 numbers
collision(p1, p2)
get_data_from_pos(tab, z,y,x) tab[z][y][x] or nil used to get stored information in a table about these coords works
set_data_to_pos(tab, z,y,x, data) nil used to store information in a table about these coords works
set_data_to_pos_optional(tab, z,y,x, data) nil runs set_data_from_pos if get_data_from_pos returned nil there works
remove_data_from_pos(tab, z,y,x) nil used to remove information from a table about these coords works
get_data_pos_table(tab) table
  • tab was used by set_data_to_pos etc.
  • returns {{z,y,x, v}, {z,y,x, v}, …}, {x=minx, y=miny, z=minz}, {x=maxx, y=maxy, z=maxz}, count
works
update_minp_maxp(minp, maxp, pos) nil changes minp and maxp to exceed their borders works
quickadd(pos[, z,y,x]) nil adds those to pos' works
unpack(pos) 3 numbers returns pos.z, pos.y, pos.x works
zero {x=0, y=0, z=0} not a function works