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local S = minetest.get_translator ( minetest.get_current_modname ( ) )
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mcl_bows = { }
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-- local arrows = {
-- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity",
-- }
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local GRAVITY = 9.81
local BOW_DURABILITY = 385
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-- Charging time in microseconds
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local BOW_CHARGE_TIME_HALF = 200000 -- bow level 1
local BOW_CHARGE_TIME_FULL = 500000 -- 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.
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)
-- 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 = 40
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--[[ Store the charging state of each player.
keys : player name
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
in which the charging has started
] ]
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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
local bow_index = { }
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-- define FOV modifier(s)
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mcl_fovapi.register_modifier ( {
name = " bowcomplete " ,
fov_factor = 0.8 ,
time = 1 ,
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reset_time = 0.3 ,
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is_multiplier = true ,
} )
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function mcl_bows . shoot_arrow ( arrow_item , pos , dir , yaw , shooter , power , damage , is_critical , bow_stack , collectable )
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local obj = minetest.add_entity ( { x = pos.x , y = pos.y , z = pos.z } , arrow_item .. " _entity " )
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if power == nil then
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power = BOW_MAX_SPEED --19
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end
if damage == nil then
damage = 3
end
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local knockback
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if bow_stack then
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local enchantments = mcl_enchanting.get_enchantments ( bow_stack )
if enchantments.power then
damage = damage + ( enchantments.power + 1 ) / 4
end
if enchantments.punch then
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knockback = enchantments.punch * 21
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end
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if enchantments.flame then
mcl_burning.set_on_fire ( obj , math.huge )
end
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end
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obj : set_velocity ( { x = dir.x * power , y = dir.y * power , z = dir.z * power } )
obj : set_acceleration ( { x = 0 , y =- GRAVITY , z = 0 } )
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obj : set_yaw ( yaw - math.pi / 2 )
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local le = obj : get_luaentity ( )
le._shooter = shooter
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le._source_object = shooter
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le._damage = damage
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le._is_critical = is_critical
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le._startpos = pos
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le._knockback = knockback
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le._collectable = collectable
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minetest.sound_play ( " mcl_bows_bow_shoot " , { pos = pos , max_hear_distance = 16 } , true )
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if shooter and shooter : is_player ( ) then
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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 function get_arrow ( player )
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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
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local function player_shoot_arrow ( itemstack , player , power , damage , is_critical )
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local arrow_stack , arrow_stack_id = get_arrow ( player )
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local arrow_itemstring
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local has_infinity_enchantment = mcl_enchanting.has_enchantment ( player : get_wielded_item ( ) , " infinity " )
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local infinity_used = false
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if minetest.is_creative_enabled ( player : get_player_name ( ) ) then
if arrow_stack then
arrow_itemstring = arrow_stack : get_name ( )
else
arrow_itemstring = " mcl_bows:arrow "
end
else
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if not arrow_stack then
return false
end
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arrow_itemstring = arrow_stack : get_name ( )
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if has_infinity_enchantment and minetest.get_item_group ( arrow_itemstring , " ammo_bow_regular " ) > 0 then
infinity_used = true
else
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arrow_stack : take_item ( )
end
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local inv = player : get_inventory ( )
inv : set_stack ( " main " , arrow_stack_id , arrow_stack )
end
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if not arrow_itemstring then
return false
end
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local playerpos = player : get_pos ( )
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local dir = player : get_look_dir ( )
local yaw = player : get_look_horizontal ( )
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mcl_bows.shoot_arrow ( arrow_itemstring , { x = playerpos.x , y = playerpos.y + 1.5 , z = playerpos.z } , dir , yaw , player , power , damage , is_critical , player : get_wielded_item ( ) , not infinity_used )
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return true
end
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-- Bow item, uncharged state
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minetest.register_tool ( " mcl_bows:bow " , {
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description = S ( " Bow " ) ,
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_tt_help = S ( " Launches arrows " ) ,
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_doc_items_longdesc = S ( " Bows are ranged weapons to shoot arrows at your foes. " ) .. " \n " ..
S ( " 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. " ) ,
_doc_items_usagehelp = S ( " 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_bows_bow.png " ,
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wield_scale = mcl_vars.tool_wield_scale ,
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stack_max = 1 ,
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range = 4 ,
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-- Trick to disable digging as well
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on_use = function ( ) return end ,
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on_place = function ( itemstack , player , pointed_thing )
if pointed_thing and pointed_thing.type == " node " then
-- Call on_rightclick if the pointed node defines it
local node = minetest.get_node ( pointed_thing.under )
if player and not player : 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 , player , itemstack ) or itemstack
end
end
end
itemstack : get_meta ( ) : set_string ( " active " , " true " )
return itemstack
end ,
on_secondary_use = function ( itemstack )
itemstack : get_meta ( ) : set_string ( " active " , " true " )
return itemstack
end ,
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groups = { weapon = 1 , weapon_ranged = 1 , bow = 1 , enchantability = 1 } ,
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_mcl_uses = 385 ,
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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 function reset_bows ( player )
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local inv = player : get_inventory ( )
local list = inv : get_list ( " main " )
for place , stack in pairs ( list ) do
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if stack : get_name ( ) == " mcl_bows:bow " or stack : get_name ( ) == " mcl_bows:bow_enchanted " then
stack : get_meta ( ) : set_string ( " active " , " " )
elseif stack : get_name ( ) == " mcl_bows:bow_0 " or stack : get_name ( ) == " mcl_bows:bow_1 " or stack : get_name ( ) == " mcl_bows:bow_2 " then
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stack : set_name ( " mcl_bows:bow " )
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stack : get_meta ( ) : set_string ( " active " , " " )
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list [ place ] = stack
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elseif stack : get_name ( ) == " mcl_bows:bow_0_enchanted " or stack : get_name ( ) == " mcl_bows:bow_1_enchanted " or stack : get_name ( ) == " mcl_bows:bow_2_enchanted " then
stack : set_name ( " mcl_bows:bow_enchanted " )
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stack : get_meta ( ) : set_string ( " active " , " " )
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list [ place ] = stack
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end
end
inv : set_list ( " main " , list )
end
-- 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 function reset_bow_state ( player , also_reset_bows )
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-- clear the FOV change from the player.
mcl_fovapi.remove_modifier ( player , " bowcomplete " ) -- for the complete zoom in FOV Modifier.
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bow_load [ player : get_player_name ( ) ] = nil
bow_index [ player : get_player_name ( ) ] = nil
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if minetest.get_modpath ( " playerphysics " ) then
playerphysics.remove_physics_factor ( player , " speed " , " mcl_bows:use_bow " )
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end
if also_reset_bows then
reset_bows ( player )
end
end
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-- Bow in charging state
for level = 0 , 2 do
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minetest.register_tool ( " mcl_bows:bow_ " .. level , {
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description = S ( " Bow " ) ,
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_doc_items_create_entry = false ,
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inventory_image = " mcl_bows_bow_ " .. level .. " .png " ,
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wield_scale = mcl_vars.tool_wield_scale ,
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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 , bow = 1 , enchantability = 1 } ,
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-- Trick to disable digging as well
on_use = function ( ) return end ,
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on_drop = function ( itemstack , dropper , pos )
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reset_bow_state ( dropper )
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itemstack : get_meta ( ) : set_string ( " active " , " " )
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if mcl_enchanting.is_enchanted ( itemstack : get_name ( ) ) then
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itemstack : set_name ( " mcl_bows:bow_enchanted " )
else
itemstack : set_name ( " mcl_bows:bow " )
end
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minetest.item_drop ( itemstack , dropper , pos )
itemstack : take_item ( )
return itemstack
end ,
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-- Prevent accidental interaction with itemframes and other nodes
on_place = function ( itemstack )
return itemstack
end ,
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_mcl_uses = 385 ,
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} )
end
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controls.register_on_release ( function ( player , key , time )
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_bows:bow_0 " or wielditem : get_name ( ) == " mcl_bows:bow_1 " or wielditem : get_name ( ) == " mcl_bows:bow_2 " or
wielditem : get_name ( ) == " mcl_bows:bow_0_enchanted " or wielditem : get_name ( ) == " mcl_bows:bow_1_enchanted " or wielditem : get_name ( ) == " mcl_bows:bow_2_enchanted " ) then
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local enchanted = mcl_enchanting.is_enchanted ( wielditem : get_name ( ) )
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local speed , damage
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local p_load = bow_load [ player : get_player_name ( ) ]
local charge
-- Type sanity check
if type ( p_load ) == " number " then
charge = minetest.get_us_time ( ) - p_load
else
-- In case something goes wrong ...
-- Just assume minimum charge.
charge = 0
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minetest.log ( " warning " , " [mcl_bows] 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
charge_ratio = math.max ( math.min ( charge_ratio , 1 ) , 0 )
-- Calculate damage and speed
-- Fully charged
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local is_critical = false
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if charge >= BOW_CHARGE_TIME_FULL then
speed = BOW_MAX_SPEED
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local r = math.random ( 1 , 5 )
if r == 1 then
-- 20% chance for critical hit
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damage = 10
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is_critical = true
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else
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damage = 9
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end
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-- 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 ) )
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end
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local has_shot = player_shoot_arrow ( wielditem , player , speed , damage , is_critical )
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if enchanted then
wielditem : set_name ( " mcl_bows:bow_enchanted " )
else
wielditem : set_name ( " mcl_bows:bow " )
end
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if has_shot and not minetest.is_creative_enabled ( player : get_player_name ( ) ) then
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local durability = BOW_DURABILITY
local unbreaking = mcl_enchanting.get_enchantment ( wielditem , " unbreaking " )
if unbreaking > 0 then
durability = durability * ( unbreaking + 1 )
end
wielditem : add_wear ( 65535 / durability )
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end
player : set_wielded_item ( wielditem )
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reset_bow_state ( player , true )
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end
end )
controls.register_on_hold ( function ( player , key , time )
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local name = player : get_player_name ( )
local creative = minetest.is_creative_enabled ( name )
if key ~= " RMB " or not ( creative or get_arrow ( player ) ) then
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return
end
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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_bows:bow " or wielditem : get_name ( ) == " mcl_bows:bow_enchanted " ) and wielditem : get_meta ( ) : get ( " active " ) and ( creative or get_arrow ( player ) ) then
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local enchanted = mcl_enchanting.is_enchanted ( wielditem : get_name ( ) )
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if enchanted then
wielditem : set_name ( " mcl_bows:bow_0_enchanted " )
else
wielditem : set_name ( " mcl_bows:bow_0 " )
end
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player : set_wielded_item ( wielditem )
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if minetest.get_modpath ( " playerphysics " ) then
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-- Slow player down when using bow
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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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-- begin Bow Zoom.
mcl_fovapi.apply_modifier ( player , " bowcomplete " )
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else
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if player : get_wield_index ( ) == bow_index [ name ] then
if type ( bow_load [ name ] ) == " number " then
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if wielditem : get_name ( ) == " mcl_bows:bow_0 " and minetest.get_us_time ( ) - bow_load [ name ] >= BOW_CHARGE_TIME_HALF then
wielditem : set_name ( " mcl_bows:bow_1 " )
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elseif wielditem : get_name ( ) == " mcl_bows:bow_0_enchanted " and minetest.get_us_time ( ) - bow_load [ name ] >= BOW_CHARGE_TIME_HALF then
wielditem : set_name ( " mcl_bows:bow_1_enchanted " )
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elseif wielditem : get_name ( ) == " mcl_bows:bow_1 " and minetest.get_us_time ( ) - bow_load [ name ] >= BOW_CHARGE_TIME_FULL then
wielditem : set_name ( " mcl_bows:bow_2 " )
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elseif wielditem : get_name ( ) == " mcl_bows:bow_1_enchanted " and minetest.get_us_time ( ) - bow_load [ name ] >= BOW_CHARGE_TIME_FULL then
wielditem : set_name ( " mcl_bows:bow_2_enchanted " )
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end
else
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if wielditem : get_name ( ) == " mcl_bows:bow_0 " or wielditem : get_name ( ) == " mcl_bows:bow_1 " or wielditem : get_name ( ) == " mcl_bows:bow_2 " then
wielditem : set_name ( " mcl_bows:bow " )
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elseif wielditem : get_name ( ) == " mcl_bows:bow_0_enchanted " or wielditem : get_name ( ) == " mcl_bows:bow_1_enchanted " or wielditem : get_name ( ) == " mcl_bows:bow_2_enchanted " then
wielditem : set_name ( " mcl_bows:bow_enchanted " )
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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
end
end )
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_bows:bow_0 " and wielditem : get_name ( ) ~= " mcl_bows:bow_1 " and wielditem : get_name ( ) ~= " mcl_bows:bow_2 " and wielditem : get_name ( ) ~= " mcl_bows:bow_0_enchanted " and wielditem : get_name ( ) ~= " mcl_bows:bow_1_enchanted " and wielditem : get_name ( ) ~= " mcl_bows:bow_2_enchanted " ) or wieldindex ~= bow_index [ name ] ) then
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reset_bow_state ( player , true )
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end
end
end )
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minetest.register_on_joinplayer ( function ( player )
reset_bows ( player )
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
minetest.register_craft ( {
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output = " mcl_bows:bow " ,
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recipe = {
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{ " " , " mcl_core:stick " , " mcl_mobitems:string " } ,
{ " mcl_core:stick " , " " , " mcl_mobitems:string " } ,
{ " " , " mcl_core:stick " , " mcl_mobitems:string " } ,
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}
} )
minetest.register_craft ( {
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output = " mcl_bows:bow " ,
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recipe = {
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{ " mcl_mobitems:string " , " mcl_core:stick " , " " } ,
{ " mcl_mobitems:string " , " " , " mcl_core:stick " } ,
{ " mcl_mobitems:string " , " mcl_core:stick " , " " } ,
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}
} )
end
minetest.register_craft ( {
type = " fuel " ,
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recipe = " group:bow " ,
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burntime = 15 ,
} )
-- Add entry aliases for the Help
if minetest.get_modpath ( " doc " ) then
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doc.add_entry_alias ( " tools " , " mcl_bows:bow " , " tools " , " mcl_bows:bow_0 " )
doc.add_entry_alias ( " tools " , " mcl_bows:bow " , " tools " , " mcl_bows:bow_1 " )
doc.add_entry_alias ( " tools " , " mcl_bows:bow " , " tools " , " mcl_bows:bow_2 " )
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end