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ball.lua
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-- BALL: energy ball that flies around, can bounce and activate stuff
-- rnd 2016:
-- TO DO: move mode: ball just rolling around on ground without hopping, also if inside slope it would "roll down", just increased velocity in slope direction
-- SETTINGS
basic_machines.ball = {};
basic_machines.ball.maxdamage = 10; -- player health 20
basic_machines.ball.bounce_materials = { -- to be used with bounce setting 2 in ball spawner: 1: bounce in x direction, 2: bounce in z direction, otherwise it bounces in y direction
["default:wood"]=1,
["xpanes:bar_2"]=1,
["xpanes:bar_10"]=1,
["darkage:iron_bars"]=1,
["default:glass"] = 2,
};
-- END OF SETTINGS
local ballcount = {};
local function round(x)
if x < 0 then
return -math.floor(-x+0.5);
else
return math.floor(x+0.5);
end
end
local ball_spawner_update_form = function (pos)
local meta = minetest.get_meta(pos);
local x0,y0,z0;
x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0"); -- direction of velocity
local energy,bounce,g,puncheable, gravity,hp,hurt,solid;
local speed = meta:get_float("speed"); -- if positive sets initial ball speed
energy = meta:get_float("energy"); -- if positive activates, negative deactivates, 0 does nothing
bounce = meta:get_int("bounce"); -- if nonzero bounces when hit obstacle, 0 gets absorbed
gravity = meta:get_float("gravity"); -- gravity
hp = meta:get_float("hp");
hurt = meta:get_float("hurt");
puncheable = meta:get_int("puncheable"); -- if 1 can be punched by players in protection, if 2 can be punched by anyone
solid = meta:get_int("solid"); -- if 1 then entity is solid - cant be walked on
local texture = meta:get_string("texture") or "basic_machines_ball.png";
local visual = meta:get_string("visual") or "sprite";
local scale = meta:get_int("scale");
local form =
"size[4.25,4.75]" .. -- width, height
"field[0.25,0.5;1,1;x0;target;"..x0.."] field[1.25,0.5;1,1;y0;;"..y0.."] field[2.25,0.5;1,1;z0;;"..z0.."]"..
"field[3.25,0.5;1,1;speed;speed;"..speed.."]"..
--speed, jump, gravity,sneak
"field[0.25,1.5;1,1;energy;energy;"..energy.."]"..
"field[1.25,1.5;1,1;bounce;bounce;".. bounce.."]"..
"field[2.25,1.5;1,1;gravity;gravity;"..gravity.."]"..
"field[3.25,1.5;1,1;puncheable;puncheable;"..puncheable.."]"..
"field[3.25,2.5;1,1;solid;solid;"..solid.."]"..
"field[0.25,2.5;1,1;hp;hp;"..hp.."]".."field[1.25,2.5;1,1;hurt;hurt;"..hurt.."]"..
"field[0.25,3.5;4,1;texture;texture;"..minetest.formspec_escape(texture).."]"..
"field[0.25,4.5;1,1;scale;scale;"..scale.."]".."field[1.25,4.5;1,1;visual;visual;"..visual.."]"..
"button_exit[3.25,4.25;1,1;OK;OK]";
if meta:get_int("admin")==1 then
local lifetime = meta:get_int("lifetime");
if lifetime <= 0 then lifetime = 20 end
form = form .. "field[2.25,2.5;1,1;lifetime;lifetime;"..lifetime.."]"
end
meta:set_string("formspec",form);
end
minetest.register_entity("basic_machines:ball",{
timer = 0,
lifetime = 20, -- how long it exists before disappearing
energy = 0, -- if negative it will deactivate stuff, positive will activate, 0 wont do anything
puncheable = 1, -- can be punched by players in protection
bounce = 0, -- 0: absorbs in block, 1 = proper bounce=lag buggy, -- to do: 2 = line of sight bounce
gravity = 0,
speed = 5, -- velocity when punched
hurt = 0, -- how much damage it does to target entity, if 0 damage disabled
owner = "",
state = false,
origin = {x=0,y=0,z=0},
lastpos = {x=0,y=0,z=0}, -- last not-colliding position
hp_max = 100,
elasticity = 0.9, -- speed gets multiplied by this after bounce
visual="sprite",
visual_size={x=.6,y=.6},
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
physical=false,
--textures={"basic_machines_ball"},
on_activate = function(self, staticdata)
self.object:set_properties({textures={"basic_machines_ball.png"}})
self.object:set_properties({visual_size = {x=1, y=1}});
self.timer = 0;self.owner = "";
self.origin = self.object:getpos();
self.lifetime = 20;
end,
get_staticdata = function(self) -- this gets called before object put in world and before it hides
if not self.state then return nil end
self.object:remove();
return nil
end,
on_punch = function (self, puncher, time_from_last_punch, tool_capabilities, dir)
if self.puncheable == 0 then return end
if self.puncheable == 1 then -- only those in protection
local name = puncher:get_player_name();
local pos = self.object:getpos();
if minetest.is_protected(pos,name) then return end
end
--minetest.chat_send_all(minetest.pos_to_string(dir))
if time_from_last_punch<0.5 then return end
local v = self.speed or 1;
local velocity = dir;
velocity.x = velocity.x*v;velocity.y = velocity.y*v;velocity.z = velocity.z*v;
self.object:setvelocity(velocity)
end,
on_step = function(self, dtime)
self.timer=self.timer+dtime
if self.timer>self.lifetime then
local count = ballcount[self.owner] or 1; count=count-1; ballcount[self.owner] = count;
self.object:remove()
return
end
if not self.state then self.state = true end
local pos=self.object:getpos()
local origin = self.origin;
local r = 30;-- maximal distance when balls disappear
local dist = math.max(math.abs(pos.x-origin.x), math.abs(pos.y-origin.y), math.abs(pos.z-origin.z));
if dist>r then -- remove if it goes too far
local count = ballcount[self.owner] or 1; count=count-1; ballcount[self.owner] = count;
self.object:remove()
return
end
local nodename = minetest.get_node(pos).name;
local walkable = false;
if nodename ~= "air" then
walkable = minetest.registered_nodes[nodename].walkable;
if nodename == "basic_machines:ball_spawner" and dist>0.5 then walkable = true end -- ball can activate spawner, just not originating one
end
if not walkable then
self.lastpos = pos
if self.hurt~=0 then -- check for coliding nearby objects
local objects = minetest.get_objects_inside_radius(pos,2);
if #objects>1 then
for _, obj in pairs(objects) do
local p = obj:getpos();
local d = math.sqrt((p.x-pos.x)^2+(p.y-pos.y)^2+(p.z-pos.z)^2);
if d>0 then
--if minetest.is_protected(p,self.owner) then return end
if math.abs(p.x)<32 and math.abs(p.y)<32 and math.abs(p.z)<32 then return end -- no damage around spawn
if obj:is_player() then --player
if obj:get_player_name()==self.owner then break end -- dont hurt owner
local hp = obj:get_hp()
local newhp = hp-self.hurt;
if newhp<=0 and boneworld and boneworld.killxp then
local killxp = boneworld.killxp[self.owner];
if killxp then
boneworld.killxp[self.owner] = killxp + 0.01;
end
end
obj:set_hp(newhp)
else -- non player
local lua_entity = obj:get_luaentity();
if lua_entity and lua_entity.itemstring then
local entname = lua_entity.itemstring;
if entname == "robot" then
self.object:remove()
return;
end
end
local hp = obj:get_hp()
local newhp = hp-self.hurt;
minetest.chat_send_player(self.owner,"#ball: target hp " .. newhp)
if newhp<=0 then obj:remove() else obj:set_hp(newhp) end
end
local count = ballcount[self.owner] or 1; count=count-1; ballcount[self.owner] = count;
self.object:remove();
return
end
end
end
end
end
if walkable then -- we hit a node
--minetest.chat_send_all(" hit node at " .. minetest.pos_to_string(pos))
local node = minetest.get_node(pos);
local table = minetest.registered_nodes[node.name];
if table and table.effector then -- activate target
local energy = self.energy;
if energy~=0 then
if minetest.is_protected(pos,self.owner) then return end
end
local effector = table.effector;
local count = ballcount[self.owner] or 1; count=count-1; ballcount[self.owner] = count;
self.object:remove();
if energy>0 then
if not effector.action_on then return end
effector.action_on(pos,node,16);
elseif energy<0 then
if not effector.action_off then return end
effector.action_off(pos,node,16);
end
else -- bounce ( copyright rnd, 2016 )
local bounce = self.bounce;
if self.bounce == 0 then
local count = ballcount[self.owner] or 1; count=count-1; ballcount[self.owner] = count;
self.object:remove()
return end
local n = {x=0,y=0,z=0}; -- this will be bounce normal
local v = self.object:getvelocity();
local opos = {x=round(pos.x),y=round(pos.y), z=round(pos.z)}; -- obstacle
local bpos ={ x=(pos.x-opos.x),y=(pos.y-opos.y),z=(pos.z-opos.z)}; -- boundary position on cube, approximate
if bounce == 2 then -- uses special blocks for non buggy lag proof bouncing: by default it bounces in y direction
local bounce_direction = basic_machines.ball.bounce_materials[node.name] or 0;
if bounce_direction == 0 then
if v.y>=0 then n.y = -1 else n.y = 1 end
elseif bounce_direction == 1 then
if v.x>=0 then n.x = -1 else n.x = 1 end
n.y = 0;
elseif bounce_direction == 2 then
if v.z>=0 then n.z = -1 else n.z = 1 end
n.y = 0;
end
else -- algorithm to determine bounce direction - problem: with lag its impossible to determine reliable which node was hit and which face ..
if v.x<=0 then n.x = 1 else n.x = -1 end -- possible bounce directions
if v.y<=0 then n.y = 1 else n.y = -1 end
if v.z<=0 then n.z = 1 else n.z = -1 end
local dpos = {};
dpos.x = 0.5*n.x; dpos.y = 0; dpos.z = 0; -- calculate distance to bounding surface midpoints
local d1 = (bpos.x-dpos.x)^2 + (bpos.y)^2 + (bpos.z)^2;
dpos.x = 0; dpos.y = 0.5*n.y; dpos.z = 0;
local d2 = (bpos.x)^2 + (bpos.y-dpos.y)^2 + (bpos.z)^2;
dpos.x = 0; dpos.y = 0; dpos.z = 0.5*n.z;
local d3 = (bpos.x)^2 + (bpos.y)^2 + (bpos.z-dpos.z)^2;
local d = math.min(d1,d2,d3); -- we obtain bounce direction from minimal distance
if d1==d then --x
n.y=0;n.z=0
elseif d2==d then --y
n.x=0;n.z=0
elseif d3==d then --z
n.x=0;n.y=0
end
nodename=minetest.get_node({x=opos.x+n.x,y=opos.y+n.y,z=opos.z+n.z}).name -- verify normal
walkable = nodename ~= "air";
if walkable then -- problem, nonempty node - incorrect normal, fix it
if n.x ~=0 then -- x direction is wrong, try something else
n.x=0;
if v.y>=0 then n.y = -1 else n.y = 1 end -- try y
nodename=minetest.get_node({x=opos.x+n.x,y=opos.y+n.y,z=opos.z+n.z}).name -- verify normal
walkable = nodename ~= "air";
if walkable then -- still problem, only remaining is z
n.y=0;
if v.z>=0 then n.z = -1 else n.z = 1 end
nodename=minetest.get_node({x=opos.x+n.x,y=opos.y+n.y,z=opos.z+n.z}).name -- verify normal
walkable = nodename ~= "air";
if walkable then -- messed up, just remove the ball
self.object:remove()
return
end
end
end
end
end
local elasticity = self.elasticity;
-- bounce
if n.x~=0 then
v.x=-elasticity*v.x
elseif n.y~=0 then
v.y=-elasticity*v.y
elseif n.z~=0 then
v.z=-elasticity*v.z
end
local r = 0.2
bpos = {x=pos.x+n.x*r,y=pos.y+n.y*r,z=pos.z+n.z*r}; -- point placed a bit further away from box
self.object:setpos(bpos) -- place object at last known outside point
self.object:setvelocity(v);
minetest.sound_play("default_dig_cracky", {pos=pos,gain=1.0,max_hear_distance = 8,})
end
end
return
end,
})
minetest.register_node("basic_machines:ball_spawner", {
description = "Spawns energy ball one block above",
tiles = {"basic_machines_ball.png"},
groups = {cracky=3},
drawtype = "allfaces",
paramtype = "light",
param1=1,
walkable = false,
alpha = 150,
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
meta:set_string("owner", placer:get_player_name());
local privs = minetest.get_player_privs(placer:get_player_name()); if privs.privs then meta:set_int("admin",1) end
if privs.machines then meta:set_int("machines",1) end
meta:set_float("hurt",0);
meta:set_string("texture", "basic_machines_ball.png");
meta:set_float("hp",100);
meta:set_float("speed",5); -- if positive sets initial ball speed
meta:set_float("energy",1); -- if positive activates, negative deactivates, 0 does nothing
meta:set_int("bounce",0); -- if nonzero bounces when hit obstacle, 0 gets absorbed
meta:set_float("gravity",0); -- gravity
meta:set_int("puncheable",0); -- if 0 not puncheable, if 1 can be punched by players in protection, if 2 can be punched by anyone
meta:set_int("scale",100);
meta:set_string("visual","sprite"); -- sprite/cube OR particle
ball_spawner_update_form(pos);
end,
effector = {
action_on = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
if ttl<0 then return end
local meta = minetest.get_meta(pos);
local t0 = meta:get_int("t");
local t1 = minetest.get_gametime();
local T = meta:get_int("T"); -- temperature
if t0>t1-2 then -- activated before natural time
T=T+1;
else
if T>0 then
T=T-1
if t1-t0>5 then T = 0 end
end
end
meta:set_int("T",T);
meta:set_int("t",t1); -- update last activation time
if T > 2 then -- overheat
minetest.sound_play("default_cool_lava",{pos = pos, max_hear_distance = 16, gain = 0.25})
meta:set_string("infotext","overheat: temperature ".. T)
return
end
if meta:get_int("machines")~=1 then -- no machines priv, limit ball count
local owner = meta:get_string("owner");
local count = ballcount[owner];
if not count or count<0 then count = 0 end
if count>=2 then
if t1-t0>10 then count = 0
else return
end
end
count = count + 1;
ballcount[owner]=count;
--minetest.chat_send_all("count " .. count);
end
pos.x = round(pos.x);pos.y = round(pos.y);pos.z = round(pos.z);
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "basic_machines:ball");
local luaent = obj:get_luaentity();
local meta = minetest.get_meta(pos);
local speed,energy,bounce,gravity,puncheable,solid;
speed = meta:get_float("speed");
energy = meta:get_float("energy"); -- if positive activates, negative deactivates, 0 does nothing
bounce = meta:get_int("bounce"); -- if nonzero bounces when hit obstacle, 0 gets absorbed
gravity = meta:get_float("gravity"); -- gravity
puncheable = meta:get_int("puncheable"); -- if 1 can be punched by players in protection, if 2 can be punched by anyone
solid = meta:get_int("solid");
if energy<0 then
obj:set_properties({textures={"basic_machines_ball.png^[colorize:blue:120"}})
end
luaent.bounce = bounce;
luaent.energy = energy;
if gravity>0 then
obj:setacceleration({x=0,y=-gravity,z=0});
end
luaent.puncheable = puncheable;
luaent.owner = meta:get_string("owner");
luaent.hurt = meta:get_float("hurt");
if solid==1 then
luaent.physical = true
end
obj:set_hp( meta:get_float("hp") );
local x0,y0,z0;
if speed>0 then luaent.speed = speed end
x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0"); -- direction of velocity
if speed~=0 and (x0~=0 or y0~=0 or z0~=0) then -- set velocity direction
local velocity = {x=x0,y=y0,z=z0};
local v = math.sqrt(velocity.x^2+velocity.y^2+velocity.z^2); if v == 0 then v = 1 end
v = v / speed;
velocity.x=velocity.x/v;velocity.y=velocity.y/v;velocity.z=velocity.z/v;
obj:setvelocity(velocity);
end
if meta:get_int("admin")==1 then
luaent.lifetime = meta:get_float("lifetime");
end
local visual = meta:get_string("visual")
obj:set_properties({visual=visual});
local texture = meta:get_string("texture");
if visual=="sprite" then
obj:set_properties({textures={texture}})
elseif visual == "cube" then
obj:set_properties({textures={texture,texture,texture,texture,texture,texture}})
end
local scale = meta:get_int("scale");if scale<=0 then scale = 1 else scale = scale/100 end
obj:set_properties({visual_size = {x=scale, y=scale}});
end,
action_off = function (pos, node,ttl)
if type(ttl)~="number" then ttl = 1 end
if ttl<0 then return end
pos.x = round(pos.x);pos.y = round(pos.y);pos.z = round(pos.z);
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "basic_machines:ball");
local luaent = obj:get_luaentity();
luaent.energy = -1;
obj:set_properties({textures={"basic_machines_ball.png^[colorize:blue:120"}})
end
},
on_receive_fields = function(pos, formname, fields, sender)
local name = sender:get_player_name();if minetest.is_protected(pos,name) then return end
if fields.OK then
local privs = minetest.get_player_privs(sender:get_player_name());
local meta = minetest.get_meta(pos);
local x0=0; local y0=0; local z0=0;
--minetest.chat_send_all("form at " .. dump(pos) .. " fields " .. dump(fields))
if fields.x0 then x0 = tonumber(fields.x0) or 0 end
if fields.y0 then y0 = tonumber(fields.y0) or 0 end
if fields.z0 then z0 = tonumber(fields.z0) or 0 end
if not privs.privs and (math.abs(x0)>10 or math.abs(y0)>10 or math.abs(z0) > 10) then return end
meta:set_int("x0",x0);meta:set_int("y0",y0);meta:set_int("z0",z0);
local speed,energy,bounce,gravity,puncheable,solid;
energy = meta:get_float("energy"); -- if positive activates, negative deactivates, 0 does nothing
bounce = meta:get_int("bounce"); -- if nonzero bounces when hit obstacle, 0 gets absorbed
gravity = meta:get_float("gravity"); -- gravity
puncheable = meta:get_int("puncheable"); -- if 1 can be punched by players in protection, if 2 can be punched by anyone
solid = meta:get_int("solid");
if fields.speed then
local speed = tonumber(fields.speed) or 0;
if (speed > 10 or speed < 0) and not privs.privs then return end
meta:set_float("speed", speed)
end
if fields.energy then
local energy = tonumber(fields.energy) or 1;
meta:set_float("energy", energy)
end
if fields.bounce then
local bounce = tonumber(fields.bounce) or 1;
meta:set_int("bounce",bounce)
end
if fields.gravity then
local gravity = tonumber(fields.gravity) or 1;
if (gravity<0 or gravity>30) and not privs.privs then return end
meta:set_float("gravity", gravity)
end
if fields.puncheable then
meta:set_int("puncheable", tonumber(fields.puncheable) or 0)
end
if fields.solid then
meta:set_int("solid", tonumber(fields.solid) or 0)
end
if fields.lifetime then
meta:set_int("lifetime", tonumber(fields.lifetime) or 0)
end
if fields.hurt then
meta:set_float("hurt", tonumber(fields.hurt) or 0)
end
if fields.hp then
meta:set_float("hp", math.abs(tonumber(fields.hp) or 0))
end
if fields.texture then
meta:set_string ("texture", fields.texture);
end
if fields.scale then
local scale = math.abs(tonumber(fields.scale) or 100);
if scale>1000 and not privs.privs then scale = 1000 end
meta:set_int("scale", scale)
end
if fields.visual then
local visual = fields.visual or "";
if visual~="sprite" and visual~="cube" then return end
meta:set_string ("visual", fields.visual);
end
ball_spawner_update_form(pos);
end
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local name = digger:get_player_name();
local inv = digger:get_inventory();
inv:remove_item("main", ItemStack("basic_machines:ball_spawner"));
local stack = ItemStack("basic_machines:ball_spell");
local meta = oldmetadata["fields"];
meta["formspec"]=nil;
stack:set_metadata(minetest.serialize(meta));
inv:add_item("main",stack);
end
})
local spelltime = {};
-- ball as magic spell user can cast
minetest.register_tool("basic_machines:ball_spell", {
description = "ball spawner",
inventory_image = "basic_machines_ball.png",
tool_capabilities = {
full_punch_interval = 2,
max_drop_level=0,
},
on_use = function(itemstack, user, pointed_thing)
local pos = user:getpos();pos.y=pos.y+1;
local meta = minetest.deserialize(itemstack:get_metadata());
if not meta then return end
local owner = meta["owner"] or "";
--if minetest.is_protected(pos,owner) then return end
local t0 = spelltime[owner] or 0;
local t1 = minetest.get_gametime();
if t1-t0<2 then return end -- too soon
spelltime[owner]=t1;
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "basic_machines:ball");
local luaent = obj:get_luaentity();
local speed,energy,bounce,gravity,puncheable;
speed = tonumber(meta["speed"]) or 0;
energy = tonumber(meta["energy"]) or 0; -- if positive activates, negative deactivates, 0 does nothing
bounce = tonumber(meta["bounce"]) or 0; -- if nonzero bounces when hit obstacle, 0 gets absorbed
gravity = tonumber(meta["gravity"]) or 0; -- gravity
puncheable = tonumber(meta["puncheable"]) or 0; -- if 1 can be punched by players in protection, if 2 can be punched by anyone
if energy<0 then
obj:set_properties({textures={"basic_machines_ball.png^[colorize:blue:120"}})
end
luaent.bounce = bounce;
luaent.energy = energy;
if gravity>0 then
obj:setacceleration({x=0,y=-gravity,z=0});
end
luaent.puncheable = puncheable;
luaent.owner = meta["owner"];
luaent.hurt = math.min(tonumber(meta["hurt"]),basic_machines.ball.maxdamage);
obj:set_hp( tonumber(meta["hp"]) );
local x0,y0,z0;
if speed>0 then luaent.speed = speed end
local v = user:get_look_dir();
v.x=v.x*speed;v.y=v.y*speed;v.z=v.z*speed;
obj:setvelocity(v);
if tonumber(meta["admin"])==1 then
luaent.lifetime = tonumber(meta["lifetime"]);
end
obj:set_properties({textures={meta["texture"]}})
end,
})
-- minetest.register_craft({
-- output = "basic_machines:ball_spawner",
-- recipe = {
-- {"basic_machines:power_cell"},
-- {"basic_machines:keypad"}
-- }
-- })