forked from Mineclonia/Mineclonia
300 lines
10 KiB
Lua
300 lines
10 KiB
Lua
mcl_throwing = {}
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local arrows = {
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["mcl_throwing:arrow"] = "mcl_throwing:arrow_entity",
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}
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local GRAVITY = 9.81
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local BOW_DURABILITY = 385
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-- Charging time in microseconds
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local BOW_CHARGE_TIME_HALF = 500000 -- bow level 1
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local BOW_CHARGE_TIME_FULL = 1000000 -- bow level 2 (full charge)
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-- Factor to multiply with player speed while player uses bow
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-- This emulates the sneak speed.
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local PLAYER_USE_BOW_SPEED = tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))
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-- TODO: Use Minecraft speed (ca. 53 m/s)
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-- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
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local BOW_MAX_SPEED = 26
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--[[ Store the charging state of each player.
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keys: player name
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value:
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nil = not charging or player not existing
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number: currently charging, the number is the time from minetest.get_us_time
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in which the charging has started
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]]
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local bow_load = {}
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-- Another player table, this one stores the wield index of the bow being charged
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local bow_index = {}
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mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrows[arrow_item])
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if power == nil then
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power = 19
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end
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if damage == nil then
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damage = 3
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end
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obj:setvelocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3})
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obj:setyaw(yaw-math.pi/2)
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local le = obj:get_luaentity()
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le._shooter = shooter
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le._damage = damage
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le._startpos = pos
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minetest.sound_play("mcl_throwing_bow_shoot", {pos=pos})
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if shooter ~= nil then
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if obj:get_luaentity().player == "" then
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obj:get_luaentity().player = shooter
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end
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obj:get_luaentity().node = shooter:get_inventory():get_stack("main", 1):get_name()
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end
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return obj
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end
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local get_arrow = function(player)
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local inv = player:get_inventory()
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local arrow_stack, arrow_stack_id
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for i=1, inv:get_size("main") do
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local it = inv:get_stack("main", i)
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if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_bow") ~= 0 then
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arrow_stack = it
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arrow_stack_id = i
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break
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end
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end
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return arrow_stack, arrow_stack_id
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end
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local player_shoot_arrow = function(itemstack, player, power, damage)
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local arrow_stack, arrow_stack_id = get_arrow(player)
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local arrow_itemstring
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if not minetest.settings:get_bool("creative_mode") then
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if not arrow_stack then
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return false
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end
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arrow_itemstring = arrow_stack:get_name()
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arrow_stack:take_item()
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local inv = player:get_inventory()
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inv:set_stack("main", arrow_stack_id, arrow_stack)
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end
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local playerpos = player:getpos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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if not arrow_itemstring then
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arrow_itemstring = "mcl_throwing:arrow"
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end
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mcl_throwing.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage)
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return true
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end
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-- Bow item, uncharged state
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minetest.register_tool("mcl_throwing:bow", {
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description = "Bow",
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_doc_items_longdesc = [[Bows are ranged weapons to shoot arrows at your foes.
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The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead.]],
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_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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_doc_items_durability = BOW_DURABILITY,
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inventory_image = "mcl_throwing_bow.png",
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stack_max = 1,
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-- Trick to disable melee damage to entities.
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-- Range not set to 0 (unlike the others) so it can be placed into item frames
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range = 1,
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-- Trick to disable digging as well
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on_use = function() end,
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groups = {weapon=1,weapon_ranged=1},
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})
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-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
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local reset_bows = function(player)
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local inv = player:get_inventory()
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local list = inv:get_list("main")
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for place, stack in pairs(list) do
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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
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stack:set_name("mcl_throwing:bow")
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list[place] = stack
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end
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end
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inv:set_list("main", list)
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end
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-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
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local reset_bow_state = function(player, also_reset_bows)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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if minetest.get_modpath("mcl_playerphysics") then
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
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end
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if also_reset_bows then
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reset_bows(player)
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end
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end
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-- Bow in charging state
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for level=0, 2 do
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minetest.register_tool("mcl_throwing:bow_"..level, {
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description = "Bow",
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_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_"..level..".png",
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stack_max = 1,
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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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on_drop = function(itemstack, dropper, pos)
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reset_bow_state(player)
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itemstack:set_name("mcl_throwing:bow")
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minetest.item_drop(itemstack, dropper, pos)
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itemstack:take_item()
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return itemstack
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end,
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})
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end
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controls.register_on_release(function(player, key, time)
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if key~="RMB" then return end
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local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
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local wielditem = player:get_wielded_item()
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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
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local has_shot = false
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local speed, damage
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local p_load = bow_load[player:get_player_name()]
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local charge
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-- Type sanity check
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if type(p_load) == "number" then
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charge = minetest.get_us_time() - p_load
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else
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-- In case something goes wrong ...
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-- Just assume minimum charge.
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charge = 0
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minetest.log("warning", "[mcl_throwing] Player "..player:get_player_name().." fires arrow with non-numeric bow_load!")
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end
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charge = math.max(math.min(charge, BOW_CHARGE_TIME_FULL), 0)
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local charge_ratio = charge / BOW_CHARGE_TIME_FULL
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charge_ratio = math.max(math.min(charge_ratio, 1), 0)
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-- Calculate damage and speed
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-- Fully charged
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if charge >= BOW_CHARGE_TIME_FULL then
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speed = BOW_MAX_SPEED
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local r = math.random(1,5)
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if r == 1 then
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-- 20% chance for critical hit
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damage = 10
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else
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damage = 9
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end
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-- Partially charged
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else
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-- Linear speed and damage increase
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speed = math.max(4, BOW_MAX_SPEED * charge_ratio)
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damage = math.max(1, math.floor(9 * charge_ratio))
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end
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has_shot = player_shoot_arrow(wielditem, player, speed, damage)
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wielditem:set_name("mcl_throwing:bow")
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if has_shot and minetest.settings:get_bool("creative_mode") == false then
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wielditem:add_wear(65535/BOW_DURABILITY)
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end
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player:set_wielded_item(wielditem)
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reset_bow_state(player, true)
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end
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end)
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controls.register_on_hold(function(player, key, time)
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if key ~= "RMB" then
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return
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end
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local name = player:get_player_name()
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local inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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if bow_load[name] == nil and wielditem:get_name()=="mcl_throwing:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_throwing:arrow")) then
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wielditem:set_name("mcl_throwing:bow_0")
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player:set_wielded_item(wielditem)
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if minetest.get_modpath("mcl_playerphysics") then
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-- Slow player down when using bow
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
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end
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bow_load[name] = minetest.get_us_time()
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bow_index[name] = player:get_wield_index()
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else
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if player:get_wield_index() == bow_index[name] then
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if type(bow_load[name]) == "number" then
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if wielditem:get_name() == "mcl_throwing:bow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
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wielditem:set_name("mcl_throwing:bow_1")
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elseif wielditem:get_name() == "mcl_throwing:bow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
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wielditem:set_name("mcl_throwing:bow_2")
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end
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else
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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
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wielditem:set_name("mcl_throwing:bow")
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end
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end
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player:set_wielded_item(wielditem)
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else
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reset_bow_state(player, true)
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end
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end
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end)
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local wielditem = player:get_wielded_item()
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local wieldindex = player:get_wield_index()
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local controls = player:get_player_control()
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if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") or wieldindex ~= bow_index[name]) then
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reset_bow_state(player, true)
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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reset_bows(player)
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end)
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minetest.register_on_leaveplayer(function(player)
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reset_bow_state(player, true)
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end)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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minetest.register_craft({
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output = 'mcl_throwing:bow',
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recipe = {
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{'', 'mcl_core:stick', 'mcl_mobitems:string'},
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{'mcl_core:stick', '', 'mcl_mobitems:string'},
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{'', 'mcl_core:stick', 'mcl_mobitems:string'},
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}
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})
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minetest.register_craft({
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output = 'mcl_throwing:bow',
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recipe = {
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{'mcl_mobitems:string', 'mcl_core:stick', ''},
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{'mcl_mobitems:string', '', 'mcl_core:stick'},
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{'mcl_mobitems:string', 'mcl_core:stick', ''},
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}
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})
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end
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minetest.register_craft({
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type = "fuel",
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recipe = "mcl_throwing:bow",
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burntime = 15,
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})
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-- Add entry aliases for the Help
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if minetest.get_modpath("doc") then
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doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_0")
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doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_1")
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doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_2")
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end
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