}
})
-local function table_icontains(t, v)
- for i = 1,#t do
- if v == t[i] then
- return true
+-- Based on code by Uberi: https://gist.github.com/Uberi/3125280
+local function rayIter(pos, dir, range)
+ local p = vector.round(pos)
+ local x_step, y_step, z_step = 0, 0, 0
+ local x_component, y_component, z_component = 0, 0, 0
+ local x_intersect, y_intersect, z_intersect = 0, 0, 0
+
+ if dir.x == 0 then
+ x_intersect = math.huge
+ elseif dir.x > 0 then
+ x_step = 1
+ x_component = 1 / dir.x
+ x_intersect = x_component
+ else
+ x_step = -1
+ x_component = 1 / -dir.x
+ end
+ if dir.y == 0 then
+ y_intersect = math.huge
+ elseif dir.y > 0 then
+ y_step = 1
+ y_component = 1 / dir.y
+ y_intersect = y_component
+ else
+ y_step = -1
+ y_component = 1 / -dir.y
+ end
+ if dir.z == 0 then
+ z_intersect = math.huge
+ elseif dir.z > 0 then
+ z_step = 1
+ z_component = 1 / dir.z
+ z_intersect = z_component
+ else
+ z_step = -1
+ z_component = 1 / -dir.z
+ end
+
+ return function()
+ if x_intersect < y_intersect then
+ if x_intersect < z_intersect then
+ p.x = p.x + x_step
+ x_intersect = x_intersect + x_component
+ else
+ p.z = p.z + z_step
+ z_intersect = z_intersect + z_component
+ end
+ elseif y_intersect < z_intersect then
+ p.y = p.y + y_step
+ y_intersect = y_intersect + y_component
+ else
+ p.z = p.z + z_step
+ z_intersect = z_intersect + z_component
+ end
+ if vector.distance(pos, p) > range then
+ return nil
end
+ return p
end
- return false
end
-local function laser_node(pos, player)
- local node = minetest.get_node(pos)
- if table_icontains({"air", "ignore", "default:lava_source", "default:lava_flowing"}, node.name) then
- return
- end
- local pname = player:get_player_name()
- if minetest.is_protected(pos, pname) then
- minetest.record_protection_violation(pos, pname)
- return
- end
- if table_icontains({"default:water_flowing", "default:water_source"}, node.name) then
+local function laser_node(pos, node, player)
+ local def = minetest.registered_nodes[node.name]
+ if def and def.liquidtype ~= "none" then
minetest.remove_node(pos)
minetest.add_particle({
pos = pos,
vel = {x=0, y=2, z=0},
acc = {x=0, y=-1, z=0},
expirationtime = 1.5,
- size = 6+math.random()*2,
- texture = "smoke_puff.png^[transform"..math.random(0,7),
+ size = 6 + math.random() * 2,
+ texture = "smoke_puff.png^[transform" .. math.random(0, 7),
})
return
end
- if player then
- minetest.node_dig(pos, node, player)
- end
-end
-
-if not vector.line then
- dofile(technic.modpath.."/tools/vector_line.lua")
+ minetest.node_dig(pos, node, player)
end
+local no_destroy = {
+ ["air"] = true,
+ ["default:lava_source"] = true,
+ ["default:lava_flowing"] = true,
+}
local function laser_shoot(player, range, particle_texture, sound)
- local playerpos = player:getpos()
+ local player_pos = player:getpos()
+ local player_name = player:get_player_name()
local dir = player:get_look_dir()
- local startpos = {x = playerpos.x, y = playerpos.y + 1.625, z = playerpos.z}
- local mult_dir = vector.multiply(dir, 50)
+ local start_pos = vector.new(player_pos)
+ -- Adjust to head height
+ start_pos.y = start_pos.y + 1.9
minetest.add_particle({
pos = startpos,
vel = dir,
- acc = mult_dir,
+ acc = vector.multiply(dir, 50),
expirationtime = range / 11,
size = 1,
- texture = particle_texture.."^[transform"..math.random(0,7),
+ texture = particle_texture .. "^[transform" .. math.random(0, 7),
})
- for _,pos in ipairs(vector.line(vector.round(startpos), dir, range)) do
- laser_node(pos, player)
+ minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
+ for pos in rayIter(start_pos, dir, range) do
+ if minetest.is_protected(pos, player_name) then
+ minetest.record_protection_violation(pos, player_name)
+ break
+ end
+ local node = minetest.get_node_or_nil(pos)
+ if not node then
+ break
+ end
+ if not no_destroy[node.name] then
+ laser_node(pos, node, player)
+ end
end
- minetest.sound_play(sound, {pos = playerpos, max_hear_distance = range})
end
+++ /dev/null
-local twolines = {}
-function vector.twoline(x, y)
- local pstr = x.." "..y
- local line = twolines[pstr]
- if line then
- return line
- end
- line = {}
- local n = 1
- local dirx = 1
- if x < 0 then
- dirx = -dirx
- end
- local ymin, ymax = 0, y
- if y < 0 then
- ymin, ymax = ymax, ymin
- end
- local m = y/x --y/0 works too
- local dir = 1
- if m < 0 then
- dir = -dir
- end
- for i = 0,x,dirx do
- local p1 = math.max(math.min(math.floor((i-0.5)*m+0.5), ymax), ymin)
- local p2 = math.max(math.min(math.floor((i+0.5)*m+0.5), ymax), ymin)
- for j = p1,p2,dir do
- line[n] = {i, j}
- n = n+1
- end
- end
- twolines[pstr] = line
- return line
-end
-
-local threelines = {}
-function vector.threeline(x, y, z)
- local pstr = x.." "..y.." "..z
- local line = threelines[pstr]
- if line then
- return line
- end
- if x ~= math.floor(x) then
- print("[technic] INFO: The position used for vector.threeline isn't round.")
- end
- local two_line = vector.twoline(x, y)
- line = {}
- local n = 1
- local zmin, zmax = 0, z
- if z < 0 then
- zmin, zmax = zmax, zmin
- end
- local m = z/math.hypot(x, y)
- local dir = 1
- if m < 0 then
- dir = -dir
- end
- for _,i in ipairs(two_line) do
- local px, py = unpack(i)
- local ph = math.hypot(px, py)
- local z1 = math.max(math.min(math.floor((ph-0.5)*m+0.5), zmax), zmin)
- local z2 = math.max(math.min(math.floor((ph+0.5)*m+0.5), zmax), zmin)
- for pz = z1,z2,dir do
- line[n] = {px, py, pz}
- n = n+1
- end
- end
- threelines[pstr] = line
- return line
-end
-
-function vector.line(pos, dir, range)
- if range then --dir = pos2
- dir = vector.round(vector.multiply(dir, range))
- else
- dir = vector.subtract(dir, pos)
- end
- local line,n = {},1
- for _,i in ipairs(vector.threeline(dir.x, dir.y, dir.z)) do
- line[n] = {x=pos.x+i[1], y=pos.y+i[2], z=pos.z+i[3]}
- n = n+1
- end
- return line
-end