mcl_throwing = {} local arrows = { ["mcl_throwing:arrow"] = "mcl_throwing:arrow_entity", } local GRAVITY = 9.81 local BOW_DURABILITY = 385 local BOW_CHARGE_TIME_HALF = 500000 local BOW_CHARGE_TIME_FULL = 1000000 -- TODO: Use Minecraft speed (ca. 53 m/s) -- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map. local BOW_MAX_SPEED = 26 local bow_load = {} 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 local get_arrow = function(player) local inv = player:get_inventory() 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 return arrow_stack, arrow_stack_id end local player_shoot_arrow = function(itemstack, player, power, damage) 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 end arrow_itemstring = arrow_stack:get_name() arrow_stack:take_item() 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" 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 end minetest.register_tool("mcl_throwing:bow", { description = "Bow", _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. The arrow speed and damage increase the longer you charge. The minimum damage is 1. At full charge, the damage is 9 with a 20% chance of a critical hit dealing 10 damage instead.]], _doc_items_durability = BOW_DURABILITY, inventory_image = "mcl_throwing_bow.png", stack_max = 1, -- 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, -- Trick to disable digging as well on_use = function() end, groups = {weapon=1,weapon_ranged=1}, }) minetest.register_tool("mcl_throwing:bow_0", { description = "Bow", _doc_items_create_entry = false, inventory_image = "mcl_throwing_bow_0.png", stack_max = 1, range = 0, -- Pointing range to 0 to prevent punching with bow :D groups = {not_in_creative_inventory=1, not_in_craft_guide=1}, }) minetest.register_tool("mcl_throwing:bow_1", { description = "Bow", _doc_items_create_entry = false, inventory_image = "mcl_throwing_bow_1.png", stack_max = 1, range = 0, groups = {not_in_creative_inventory=1, not_in_craft_guide=1}, }) minetest.register_tool("mcl_throwing:bow_2", { description = "Bow", _doc_items_create_entry = false, inventory_image = "mcl_throwing_bow_2.png", stack_max = 1, range = 0, 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 has_shot = false local speed, damage local charge = minetest.get_us_time() - bow_load[player:get_player_name()] charge = math.max(math.min(charge, BOW_CHARGE_TIME_FULL), 0) local charge_ratio = charge / BOW_CHARGE_TIME_FULL charge_ratio = math.max(math.min(charge_ratio, 1), 0) -- Calculate damage and speed -- Fully charged if charge >= BOW_CHARGE_TIME_FULL then speed = BOW_MAX_SPEED local r = math.random(1,5) -- Damage and range have been nerfed because the arrow charges very quickly if r == 1 then -- 20% chance for critical hit damage = 10 else damage = 9 end -- Partially charged else -- Linear speed and damage increase speed = math.max(4, BOW_MAX_SPEED * charge_ratio) damage = math.max(1, math.floor(9 * charge_ratio)) end has_shot = player_shoot_arrow(wielditem, player, speed, damage) wielditem:set_name("mcl_throwing:bow") if has_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] = minetest.get_us_time() else if type(bow_load[name]) == "number" then if wielditem:get_name() == "mcl_throwing:bow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then wielditem:set_name("mcl_throwing:bow_1") elseif wielditem:get_name() == "mcl_throwing:bow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL 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() 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 end inv:set_list("main", list) bow_load[player:get_player_name()] = false end end end) 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 minetest.register_craft({ type = "fuel", recipe = "mcl_throwing:bow", 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