MineClone2/mods/ITEMS/mcl_throwing/init.lua

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mcl_throwing = {}
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dofile(minetest.get_modpath("mcl_throwing").."/arrow.lua")
dofile(minetest.get_modpath("mcl_throwing").."/throwable.lua")
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local arrows = {
["mcl_throwing:arrow"] = "mcl_throwing:arrow_entity",
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}
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local GRAVITY = 9.81
local BOW_DURABILITY = 385
local CHARGE_SPEED = 1
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local bow_load = {}
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mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage)
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrows[arrow_item])
if power == nil then
power = 19
end
if damage == nil then
damage = 3
end
obj:setvelocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3})
obj:setyaw(yaw-math.pi/2)
local le = obj:get_luaentity()
le._shooter = shooter
le._damage = damage
le._startpos = pos
minetest.sound_play("mcl_throwing_bow_shoot", {pos=pos})
if shooter ~= nil then
if obj:get_luaentity().player == "" then
obj:get_luaentity().player = shooter
end
obj:get_luaentity().node = shooter:get_inventory():get_stack("main", 1):get_name()
end
return obj
end
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local get_arrow = function(player)
local inv = player:get_inventory()
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local arrow_stack, arrow_stack_id
for i=1, inv:get_size("main") do
local it = inv:get_stack("main", i)
if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_bow") ~= 0 then
arrow_stack = it
arrow_stack_id = i
break
end
end
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return arrow_stack, arrow_stack_id
end
local player_shoot_arrow = function(itemstack, player, power, damage)
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local arrow_stack, arrow_stack_id = get_arrow(player)
local arrow_itemstring
if not minetest.settings:get_bool("creative_mode") then
if not arrow_stack then
return false
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end
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arrow_itemstring = arrow_stack:get_name()
arrow_stack:take_item()
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local inv = player:get_inventory()
inv:set_stack("main", arrow_stack_id, arrow_stack)
end
local playerpos = player:getpos()
local dir = player:get_look_dir()
local yaw = player:get_look_horizontal()
if not arrow_itemstring then
arrow_itemstring = "mcl_throwing:arrow"
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end
mcl_throwing.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage)
return true
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end
local powerup_function = function(nextbow)
return function(itemstack, placer, pointed_thing)
-- Use pointed node's on_rightclick function first, if present
if pointed_thing.type == "node" then
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
end
-- Check for arrow or Creative Mode
if minetest.settings:get_bool("creative_mode") or get_arrow(placer) ~= nil then
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local wear = itemstack:get_wear()
itemstack:replace(nextbow)
itemstack:set_wear(wear)
end
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return itemstack
end
end
minetest.register_tool("mcl_throwing:bow", {
description = "Bow",
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_doc_items_longdesc = "Bows are ranged weapons to shoot arrows at your foes.",
_doc_items_usagehelp = [[To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot.
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The arrow speed and damage increase with the charge level:
Low charge: 1 damage
Medium charge: 2 damage
High charge: 4-5 damage (20% chance for 5 damage)]],
_doc_items_durability = BOW_DURABILITY,
inventory_image = "mcl_throwing_bow.png",
stack_max = 1,
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-- Trick to disable melee damage to entities.
-- Range not set to 0 (unlike the others) so it can be placed into item frames
range = 1,
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-- Trick to disable digging as well
on_use = function() end,
groups = {weapon=1,weapon_ranged=1},
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})
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minetest.register_tool("mcl_throwing:bow_0", {
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description = "Bow",
_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_0.png",
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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})
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minetest.register_tool("mcl_throwing:bow_1", {
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description = "Bow",
_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_1.png",
stack_max = 1,
range = 0,
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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})
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minetest.register_tool("mcl_throwing:bow_2", {
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description = "Bow",
_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_2.png",
stack_max = 1,
range = 0,
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
})
controls.register_on_release(function(player, key, time)
if key~="RMB" then return end
local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
local wielditem = player:get_wielded_item()
if (wielditem:get_name()=="mcl_throwing:bow_0" or wielditem:get_name()=="mcl_throwing:bow_1" or wielditem:get_name()=="mcl_throwing:bow_2") then
local shot = false
if wielditem:get_name()=="mcl_throwing:bow_0" then
shot = player_shoot_arrow(wielditem, player, 4, 1)
elseif wielditem:get_name()=="mcl_throwing:bow_1" then
shot = player_shoot_arrow(wielditem, player, 16, 2)
elseif wielditem:get_name()=="mcl_throwing:bow_2" then
local r = math.random(1,5)
local damage
-- Damage and range have been nerfed because the arrow charges very quickly
-- TODO: Use Minecraft damage and range (9-10 @ ca. 53 m/s)
if r == 1 then
-- 20% chance for critical hit
damage = 5
else
damage = 4
end
shot = player_shoot_arrow(wielditem, player, 26, damage)
end
wielditem:set_name("mcl_throwing:bow")
if shot and minetest.settings:get_bool("creative_mode") == false then
wielditem:add_wear(65535/BOW_DURABILITY)
end
player:set_wielded_item(wielditem)
bow_load[player:get_player_name()] = false
end
end)
controls.register_on_hold(function(player, key, time)
if key ~= "RMB" then
return
end
local name = player:get_player_name()
local inv = minetest.get_inventory({type="player", name=name})
local wielditem = player:get_wielded_item()
if wielditem:get_name()=="mcl_throwing:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_throwing:arrow")) then
wielditem:set_name("mcl_throwing:bow_0")
bow_load[name] = os.time()
else
if type(bow_load[name]) == "number" then
if wielditem:get_name() == "mcl_throwing:bow_0" and os.time() - bow_load[name] > CHARGE_SPEED then
wielditem:set_name("mcl_throwing:bow_1")
elseif wielditem:get_name() == "mcl_throwing:bow_1" and os.time() - bow_load[name] > CHARGE_SPEED*2 then
wielditem:set_name("mcl_throwing:bow_2")
end
else
wielditem:set_name("mcl_throwing:bow")
end
end
player:set_wielded_item(wielditem)
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local wielditem = player:get_wielded_item()
--if wielditem:get_name()=="bow:bow_dropped" then
-- wielditem:set_name("bow:bow")
-- player:set_wielded_item(wielditem)
--end
local controls = player:get_player_control()
local inv = minetest.get_inventory({type="player", name = player:get_player_name()})
if bow_load[player:get_player_name()] and (wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") then
local list = inv:get_list("main")
for place, stack in pairs(list) do
if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then
stack:set_name("mcl_throwing:bow")
list[place] = stack
break
end
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end
inv:set_list("main", list)
bow_load[player:get_player_name()] = false
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end
end
end)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = 'mcl_throwing:bow',
recipe = {
{'', 'mcl_core:stick', 'mcl_mobitems:string'},
{'mcl_core:stick', '', 'mcl_mobitems:string'},
{'', 'mcl_core:stick', 'mcl_mobitems:string'},
}
})
minetest.register_craft({
output = 'mcl_throwing:bow',
recipe = {
{'mcl_mobitems:string', 'mcl_core:stick', ''},
{'mcl_mobitems:string', '', 'mcl_core:stick'},
{'mcl_mobitems:string', 'mcl_core:stick', ''},
}
})
end
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minetest.register_craft({
type = "fuel",
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recipe = "mcl_throwing:bow",
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burntime = 15,
})
-- Add entry aliases for the Help
if minetest.get_modpath("doc") then
doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_0")
doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_1")
doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_2")
end