88ef857fb4
Currently using linear increase.
244 lines
8.1 KiB
Lua
244 lines
8.1 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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local BOW_CHARGE_TIME_HALF = 500000
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local BOW_CHARGE_TIME_FULL = 1000000
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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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local bow_load = {}
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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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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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_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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The arrow speed and damage increase the longer you charge. The minimum damage is 1. At full charge, the damage is 9 with a 20% chance of a critical hit dealing 10 damage instead.]],
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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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minetest.register_tool("mcl_throwing:bow_0", {
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description = "Bow",
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_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_0.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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})
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minetest.register_tool("mcl_throwing:bow_1", {
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description = "Bow",
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_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_1.png",
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stack_max = 1,
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range = 0,
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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})
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minetest.register_tool("mcl_throwing:bow_2", {
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description = "Bow",
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_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_2.png",
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stack_max = 1,
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range = 0,
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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})
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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 charge = minetest.get_us_time() - bow_load[player:get_player_name()]
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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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-- Damage and range have been nerfed because the arrow charges very quickly
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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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bow_load[player:get_player_name()] = false
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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 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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bow_load[name] = minetest.get_us_time()
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else
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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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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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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 wielditem = player:get_wielded_item()
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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 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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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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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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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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