Bow: Fix broken bow charging when switching bows during charge
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@ -18,12 +18,15 @@ local BOW_MAX_SPEED = 26
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--[[ Store the charging state of each player.
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--[[ Store the charging state of each player.
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keys: player name
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keys: player name
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value:
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value:
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false or nil = not charging or player not existing
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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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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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in which the charging has started
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]]
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]]
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local bow_load = {}
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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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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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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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if power == nil then
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@ -178,10 +181,23 @@ controls.register_on_release(function(player, key, time)
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wielditem:add_wear(65535/BOW_DURABILITY)
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wielditem:add_wear(65535/BOW_DURABILITY)
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end
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end
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player:set_wielded_item(wielditem)
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player:set_wielded_item(wielditem)
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bow_load[player:get_player_name()] = false
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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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end
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end
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end)
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end)
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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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controls.register_on_hold(function(player, key, time)
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controls.register_on_hold(function(player, key, time)
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if key ~= "RMB" then
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if key ~= "RMB" then
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return
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return
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@ -189,45 +205,55 @@ controls.register_on_hold(function(player, key, time)
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local name = player:get_player_name()
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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 inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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local wielditem = player:get_wielded_item()
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if 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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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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wielditem:set_name("mcl_throwing:bow_0")
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player:set_wielded_item(wielditem)
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bow_load[name] = minetest.get_us_time()
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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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else
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if type(bow_load[name]) == "number" then
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if player:get_wield_index() == bow_index[name] 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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if type(bow_load[name]) == "number" then
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wielditem:set_name("mcl_throwing:bow_1")
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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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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_1")
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wielditem:set_name("mcl_throwing:bow_2")
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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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end
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player:set_wielded_item(wielditem)
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else
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else
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wielditem:set_name("mcl_throwing:bow")
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reset_bows(player)
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bow_load[name] = nil
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bow_index[name] = nil
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end
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end
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end
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end
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player:set_wielded_item(wielditem)
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end)
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end)
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minetest.register_globalstep(function(dtime)
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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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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 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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local controls = player:get_player_control()
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local inv = minetest.get_inventory({type="player", name = player:get_player_name()})
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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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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
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reset_bows(player)
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local list = inv:get_list("main")
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bow_load[name] = nil
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for place, stack in pairs(list) do
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bow_index[name] = nil
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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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break
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end
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end
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inv:set_list("main", list)
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bow_load[player:get_player_name()] = false
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end
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end
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end
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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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minetest.register_on_leaveplayer(function(player)
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reset_bows(player)
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bow_load[player:get_player_name()] = nil
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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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end)
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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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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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