Different arrow damage and speed based on charge
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d4ea161f33
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@ -33,50 +33,51 @@ minetest.register_node("mcl_throwing:arrow_box", {
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local THROWING_ARROW_ENTITY={
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physical = false,
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timer=0,
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visual = "wielditem",
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visual_size = {x=0.4, y=0.4},
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textures = {"mcl_throwing:arrow_box"},
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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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_timer=0,
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_lastpos={},
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_damage=1, -- Damage on impact
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_shooter=nil, -- ObjectRef of player or mob who shot it
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}
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THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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self.timer=self.timer+dtime
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self._timer=self._timer+dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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if self.timer>0.2 then
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if self._timer>0.2 then
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "mcl_throwing:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
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local damage = 3
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if obj ~= self._shooter and obj:get_luaentity().name ~= "mcl_throwing:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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damage_groups={fleshy=self._damage},
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}, nil)
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self.object:remove()
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end
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else
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local damage = 3
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elseif obj ~= self._shooter then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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damage_groups={fleshy=self._damage},
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}, nil)
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self.object:remove()
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end
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end
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end
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if self.lastpos.x~=nil then
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if self._lastpos.x~=nil then
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local def = minetest.registered_nodes[node.name]
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if (def and def.walkable) or not def then
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minetest.add_item(self.lastpos, 'mcl_throwing:arrow')
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minetest.add_item(self._lastpos, 'mcl_throwing:arrow')
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self.object:remove()
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end
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
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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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@ -9,11 +9,20 @@ local arrows = {
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local GRAVITY = 9.81
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mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter)
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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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obj:setvelocity({x=dir.x*19, y=dir.y*19, z=dir.z*19})
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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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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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@ -38,7 +47,7 @@ local get_arrow = function(player)
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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)
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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.setting_getbool("creative_mode") then
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@ -57,7 +66,7 @@ local player_shoot_arrow = function(itemstack, player)
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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)
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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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@ -88,6 +97,17 @@ minetest.register_tool("mcl_throwing:bow_0", {
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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on_place = powerup_function("mcl_throwing:bow_1"),
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on_secondary_use = powerup_function("mcl_throwing:bow_1"),
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on_use = function(itemstack, user, pointed_thing)
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local wear = itemstack:get_wear()
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itemstack:replace("mcl_throwing:bow")
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itemstack:set_wear(wear)
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if player_shoot_arrow(itemstack, user, 4, 1) then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:add_wear(65535/385)
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end
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end
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return itemstack
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end,
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})
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minetest.register_tool("mcl_throwing:bow_1", {
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@ -97,6 +117,17 @@ minetest.register_tool("mcl_throwing:bow_1", {
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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on_place = powerup_function("mcl_throwing:bow_2"),
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on_secondary_use = powerup_function("mcl_throwing:bow_2"),
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on_use = function(itemstack, user, pointed_thing)
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local wear = itemstack:get_wear()
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itemstack:replace("mcl_throwing:bow")
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itemstack:set_wear(wear)
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if player_shoot_arrow(itemstack, user, 16, 2) then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:add_wear(65535/385)
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end
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end
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return itemstack
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end,
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})
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minetest.register_tool("mcl_throwing:bow_2", {
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@ -108,7 +139,17 @@ minetest.register_tool("mcl_throwing:bow_2", {
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local wear = itemstack:get_wear()
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itemstack:replace("mcl_throwing:bow")
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itemstack:set_wear(wear)
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if player_shoot_arrow(itemstack, user, pointed_thing) then
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local r = math.random(1,5)
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local damage
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-- Damage and range have been nerfed because the arrow charges very quickly
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-- TODO: Use Minecraft damage and range (9-10 @ ca. 53 m/s)
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if r == 1 then
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-- 20% chance to do more damage
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damage = 5
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else
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damage = 4
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end
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if player_shoot_arrow(itemstack, user, 26, damage) then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:add_wear(65535/385)
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end
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