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minetest.register_craftitem ( " mcl_throwing:arrow " , {
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description = " Arrow " ,
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_doc_items_longdesc = " Arrows are ammunition for bows and dispensers. " ,
_doc_items_usagehelp = " To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. " ,
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inventory_image = " mcl_throwing_arrow_inv.png " ,
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groups = { ammo = 1 , ammo_bow = 1 } ,
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} )
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minetest.register_node ( " mcl_throwing:arrow_box " , {
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drawtype = " nodebox " ,
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is_ground_content = false ,
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node_box = {
type = " fixed " ,
fixed = {
-- Shaft
{ - 6.5 / 17 , - 1.5 / 17 , - 1.5 / 17 , 6.5 / 17 , 1.5 / 17 , 1.5 / 17 } ,
--Spitze
{ - 4.5 / 17 , 2.5 / 17 , 2.5 / 17 , - 3.5 / 17 , - 2.5 / 17 , - 2.5 / 17 } ,
{ - 8.5 / 17 , 0.5 / 17 , 0.5 / 17 , - 6.5 / 17 , - 0.5 / 17 , - 0.5 / 17 } ,
--Federn
{ 6.5 / 17 , 1.5 / 17 , 1.5 / 17 , 7.5 / 17 , 2.5 / 17 , 2.5 / 17 } ,
{ 7.5 / 17 , - 2.5 / 17 , 2.5 / 17 , 6.5 / 17 , - 1.5 / 17 , 1.5 / 17 } ,
{ 7.5 / 17 , 2.5 / 17 , - 2.5 / 17 , 6.5 / 17 , 1.5 / 17 , - 1.5 / 17 } ,
{ 6.5 / 17 , - 1.5 / 17 , - 1.5 / 17 , 7.5 / 17 , - 2.5 / 17 , - 2.5 / 17 } ,
{ 7.5 / 17 , 2.5 / 17 , 2.5 / 17 , 8.5 / 17 , 3.5 / 17 , 3.5 / 17 } ,
{ 8.5 / 17 , - 3.5 / 17 , 3.5 / 17 , 7.5 / 17 , - 2.5 / 17 , 2.5 / 17 } ,
{ 8.5 / 17 , 3.5 / 17 , - 3.5 / 17 , 7.5 / 17 , 2.5 / 17 , - 2.5 / 17 } ,
{ 7.5 / 17 , - 2.5 / 17 , - 2.5 / 17 , 8.5 / 17 , - 3.5 / 17 , - 3.5 / 17 } ,
}
} ,
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tiles = { " mcl_throwing_arrow.png " , " mcl_throwing_arrow.png " , " mcl_throwing_arrow_back.png " , " mcl_throwing_arrow_front.png " , " mcl_throwing_arrow_2.png " , " mcl_throwing_arrow.png " } ,
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groups = { not_in_creative_inventory = 1 } ,
} )
local THROWING_ARROW_ENTITY = {
physical = false ,
visual = " wielditem " ,
visual_size = { x = 0.4 , y = 0.4 } ,
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textures = { " mcl_throwing:arrow_box " } ,
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collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } ,
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_lastpos = { } ,
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_startpos = nil ,
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_damage = 1 , -- Damage on impact
_shooter = nil , -- ObjectRef of player or mob who shot it
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}
THROWING_ARROW_ENTITY.on_step = function ( self , dtime )
local pos = self.object : getpos ( )
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local node = minetest.get_node ( pos )
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-- Check for object collision. Done every tick (hopefully this is not too stressing)
do
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local objs = minetest.get_objects_inside_radius ( pos , 2 )
local closest_object
local closest_distance
local ok = false
-- Iterate through all objects and remember the closest attackable object
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for k , obj in pairs ( objs ) do
if obj : get_luaentity ( ) ~= nil then
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local entity_name = obj : get_luaentity ( ) . name
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if obj ~= self._shooter and entity_name ~= " mcl_throwing:arrow_entity " and entity_name ~= " __builtin:item " and entity_name ~= " __builtin:falling_node " then
ok = true
end
elseif obj ~= self._shooter then
ok = true
end
if ok then
local dist = vector.distance ( pos , obj : getpos ( ) )
if not closest_object or not closest_distance then
closest_object = obj
closest_distance = dist
elseif dist < closest_distance then
closest_object = obj
closest_distance = dist
end
end
end
-- If an attackable object was found, we will damage the closest one only
if closest_object ~= nil then
local obj = closest_object
if obj : get_luaentity ( ) ~= nil then
local entity_name = obj : get_luaentity ( ) . name
if obj ~= self._shooter and entity_name ~= " mcl_throwing:arrow_entity " and entity_name ~= " __builtin:item " and entity_name ~= " __builtin:falling_node " then
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obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
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damage_groups = { fleshy = self._damage } ,
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} , nil )
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if obj : is_player ( ) then
mcl_hunger.exhaust ( obj : get_player_name ( ) , mcl_hunger.EXHAUST_DAMAGE )
end
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
-- TODO: This achievement should be given for the kill, not just a hit
if self._shooter and self._shooter : is_player ( ) and vector.distance ( pos , self._startpos ) >= 50 then
if ( entity_name == " mobs_mc:skeleton " or entity_name == " mobs_mc:skeleton2 " ) then
awards.unlock ( self._shooter : get_player_name ( ) , " mcl:snipeSkeleton " )
end
end
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self.object : remove ( )
end
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elseif obj ~= self._shooter then
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obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
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damage_groups = { fleshy = self._damage } ,
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} , nil )
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if obj : is_player ( ) then
mcl_hunger.exhaust ( obj : get_player_name ( ) , mcl_hunger.EXHAUST_DAMAGE )
end
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self.object : remove ( )
end
end
end
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-- Check for node collision
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if self._lastpos . x ~= nil then
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local def = minetest.registered_nodes [ node.name ]
if ( def and def.walkable ) or not def then
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if not minetest.setting_getbool ( " creative_mode " ) then
minetest.add_item ( self._lastpos , ' mcl_throwing:arrow ' )
end
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self.object : remove ( )
end
end
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-- Update internal variable
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self._lastpos = { x = pos.x , y = pos.y , z = pos.z }
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end
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minetest.register_entity ( " mcl_throwing:arrow_entity " , THROWING_ARROW_ENTITY )
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minetest.register_craft ( {
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output = ' mcl_throwing:arrow 4 ' ,
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recipe = {
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{ ' mcl_core:flint ' } ,
{ ' mcl_core:stick ' } ,
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{ ' mcl_mobitems:feather ' }
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}
} )