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local S = minetest.get_translator ( minetest.get_current_modname ( ) )
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local mod_target = minetest.get_modpath ( " mcl_target " )
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local mod_campfire = minetest.get_modpath ( " mcl_campfires " )
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local enable_pvp = minetest.settings : get_bool ( " enable_pvp " )
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local math = math
local vector = vector
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local YAW_OFFSET = - math.pi / 2
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local mod_awards = minetest.get_modpath ( " awards " ) and minetest.get_modpath ( " mcl_achievements " )
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local mod_button = minetest.get_modpath ( " mesecons_button " )
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minetest.register_craftitem ( " mcl_bows:arrow " , {
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description = S ( " Arrow " ) ,
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_tt_help = S ( " Ammunition " ) .. " \n " .. S ( " Damage from bow: 1-10 " ) .. " \n " .. S ( " Damage from dispenser: 3 " ) ,
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_doc_items_longdesc = S ( " Arrows are ammunition for bows and dispensers. " ) .. " \n " ..
S ( " An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage. " ) .. " \n " ..
S ( " Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons. " ) ,
_doc_items_usagehelp = S ( " 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. To retrieve an arrow that sticks in a block, simply walk close to it. " ) ,
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inventory_image = " mcl_bows_arrow_inv.png " ,
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groups = { ammo = 1 , ammo_bow = 1 , ammo_bow_regular = 1 , ammo_crossbow = 1 } ,
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_on_dispense = function ( itemstack , dispenserpos , droppos , dropnode , dropdir )
-- Shoot arrow
local shootpos = vector.add ( dispenserpos , vector.multiply ( dropdir , 0.51 ) )
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local yaw = math.atan2 ( dropdir.z , dropdir.x ) + YAW_OFFSET
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mcl_bows.shoot_arrow ( itemstack : get_name ( ) , shootpos , dropdir , yaw , nil , 19 , 3 )
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end ,
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} )
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-- Destroy arrow entity self at pos and drops it as an item
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local arrow_entity = {
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physical = true ,
pointable = false ,
visual = " mesh " ,
mesh = " mcl_bows_arrow.obj " ,
visual_size = { x =- 1 , y = 1 } ,
textures = { " mcl_bows_arrow.png " } ,
collisionbox = { - 0.19 , - 0.125 , - 0.19 , 0.19 , 0.125 , 0.19 } ,
collide_with_objects = false ,
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liquid_drag = true ,
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_fire_damage_resistant = true ,
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_save_fields = {
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" last_pos " , " startpos " , " damage " , " is_critical " , " stuck " , " stuckin " , " stuckin_player " , " time_in_air " , " vl_projectile " , " collectable " , " arrow_item " , " itemstring "
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} ,
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_damage = 1 , -- Damage on impact
_is_critical = false , -- Whether this arrow would deal critical damage
_stuck = false , -- Whether arrow is stuck
_stucktimer = nil , -- Amount of time (in seconds) the arrow has been stuck so far
_stuckrechecktimer = nil , -- An additional timer for periodically re-checking the stuck status of an arrow
_stuckin = nil , --Position of node in which arow is stuck.
_shooter = nil , -- ObjectRef of player or mob who shot it
_is_arrow = true ,
_in_player = false ,
_blocked = false ,
_viscosity = 0 , -- Viscosity of node the arrow is currently in
_deflection_cooloff = 0 , -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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_vl_projectile = {
survive_collision = true ,
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sticks_in_players = true ,
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damages_players = true ,
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maximum_time = 60 ,
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damage_groups = function ( self )
return { fleshy = self._damage }
end ,
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hide_tracer = function ( self )
return self._stuck or self._damage < 9 or self._in_player
end ,
tracer_texture = " mobs_mc_arrow_particle.png " ,
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behaviors = {
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vl_projectile.sticks ,
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vl_projectile.burns ,
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vl_projectile.has_tracer ,
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vl_projectile.has_owner_grace_distance ,
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-- Custom arrow behaviors
function ( self , dtime )
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
end ,
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vl_projectile.collides_with_solids ,
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vl_projectile.raycast_collides_with_entities ,
} ,
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allow_punching = function ( self , entity_def , projectile_def , object )
local lua = object : get_luaentity ( )
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if lua and lua.name == " mobs_mc:rover " then return false end
return true
end ,
sounds = {
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on_entity_collision = function ( self , _ , _ , _ , obj )
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if obj : is_player ( ) then
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return { { name = " mcl_bows_hit_player " , gain = 0.1 } , { to_player = obj : get_player_name ( ) } , true }
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end
return { { name = " mcl_bows_hit_other " , gain = 0.3 } , { pos = self.object : get_pos ( ) , max_hear_distance = 16 } , true }
end
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} ,
on_collide_with_entity = function ( self , pos , obj )
local is_player = obj : is_player ( )
local lua = obj : get_luaentity ( )
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-- Make sure collision is valid
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if not ( is_player or ( lua and ( lua.is_mob or lua._hittable_by_projectile ) ) ) then
return
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end
if obj : get_hp ( ) > 0 then
if lua then
local entity_name = lua.name
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
-- TODO: This achievement should be given for the kill, not just a hit
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local shooter = self._vl_projectile . owner
if shooter and shooter : is_player ( ) and vector.distance ( pos , self._startpos ) >= 20 then
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if mod_awards and ( entity_name == " mobs_mc:skeleton " or entity_name == " mobs_mc:stray " or entity_name == " mobs_mc:witherskeleton " ) then
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awards.unlock ( shooter : get_player_name ( ) , " mcl:snipeSkeleton " )
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end
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end
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end
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end
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-- Item definition entity collision hook
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local item_def = minetest.registered_items [ self._arrow_item ]
local hook = item_def and item_def._on_collide_with_entity
if hook then hook ( self , pos , obj ) end
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if ( self._piercing or 0 ) > 0 then
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self._piercing = self._piercing - 1
return
end
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-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
-- has collided with an entity
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if not is_player then
mcl_util.remove_entity ( self )
end
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end
} ,
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-- Force recheck of stuck arrows when punched.
-- Otherwise, punching has no effect.
on_punch = function ( self )
if self._stuck then
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self._stuckrechecktimer = 5
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end
end ,
get_staticdata = function ( self )
local out = { }
local save_fields = self._save_fields
for i = 1 , # save_fields do
local field = save_fields [ i ]
out [ field ] = self [ " _ " .. field ]
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end
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-- Preserve entity properties
out.properties = self.object : get_properties ( )
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return minetest.serialize ( out )
end ,
on_activate = function ( self , staticdata , dtime_s )
self.object : set_armor_groups ( { immortal = 1 } )
self._time_in_air = 1.0
local data = minetest.deserialize ( staticdata )
if not data then return end
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-- Restore entity properties
if data.properties then
self.object : set_properties ( data.properties )
data.properties = nil
end
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-- Restore arrow state
local save_fields = self._save_fields
for i = 1 , # save_fields do
local field = save_fields [ i ]
self [ " _ " .. field ] = data [ field ]
end
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if not self._vl_projectile then
self._vl_projetile = { }
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end
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if data.shootername then
local shooter = minetest.get_player_by_name ( data.shootername )
if shooter and shooter : is_player ( ) then
self._shooter = shooter
end
end
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if data.stuckin_player then
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mcl_util.remove_entity ( self )
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end
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end ,
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}
-- Make the arrow entity available to other mods as a template
mcl_bows.arrow_entity = table.copy ( arrow_entity )
vl_projectile.register ( " mcl_bows:arrow_entity " , arrow_entity )
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minetest.register_on_respawnplayer ( function ( player )
for _ , obj in pairs ( player : get_children ( ) ) do
local ent = obj : get_luaentity ( )
if ent and ent.name and string.find ( ent.name , " mcl_bows:arrow_entity " ) then
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mcl_util.remove_entity ( ent )
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end
end
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:arrow 4 " ,
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recipe = {
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{ " mcl_core:flint " } ,
{ " mcl_core:stick " } ,
{ " mcl_mobitems:feather " }
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}
} )
end
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if minetest.get_modpath ( " doc_identifier " ) then
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doc.sub . identifier.register_object ( " mcl_bows:arrow_entity " , " craftitems " , " mcl_bows:arrow " )
end