local S = minetest.get_translator(minetest.get_current_modname()) local mod_target = minetest.get_modpath("mcl_target") local mod_campfire = minetest.get_modpath("mcl_campfires") local enable_pvp = minetest.settings:get_bool("enable_pvp") local math = math local vector = vector local YAW_OFFSET = -math.pi/2 local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements") local mod_button = minetest.get_modpath("mesecons_button") minetest.register_craftitem("mcl_bows:arrow", { description = S("Arrow"), _tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"), _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."), inventory_image = "mcl_bows_arrow_inv.png", groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1, ammo_crossbow=1 }, _on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir) -- Shoot arrow local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51)) local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) end, }) -- Destroy arrow entity self at pos and drops it as an item local arrow_entity = { 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, liquid_drag = true, _fire_damage_resistant = true, _save_fields = { "last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", "time_in_air", "vl_projectile", }, _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 _vl_projectile = { survive_collision = true, sticks_in_players = true, damages_players = true, maximum_time = 60, damage_groups = function(self) return { fleshy = self._damage } end, hide_tracer = function(self) return self._stuck or self._damage < 9 or self._in_player end, tracer_texture = "mobs_mc_arrow_particle.png", behaviors = { vl_projectile.sticks, vl_projectile.burns, vl_projectile.has_tracer, vl_projectile.has_owner_grace_distance, -- Custom arrow behaviors function(self, dtime) if self._deflection_cooloff > 0 then self._deflection_cooloff = self._deflection_cooloff - dtime end end, vl_projectile.collides_with_solids, vl_projectile.raycast_collides_with_entities, }, allow_punching = function(self, entity_def, projectile_def, object) local lua = object:get_luaentity() if lua and lua.name == "mobs_mc:rover" then return false end return true end, sounds = { on_entity_collision = function(self, _, _, _, obj) if obj:is_player() then return {{name="mcl_bows_hit_player", gain=0.1}, {to_player=obj:get_player_name()}, true} end return {{name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true} end }, on_collide_with_entity = function(self, pos, obj) local is_player = obj:is_player() local lua = obj:get_luaentity() -- Make sure collision is valid if not (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then return 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 local shooter = self._vl_projectile.owner if shooter and shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then awards.unlock(shooter:get_player_name(), "mcl:snipeSkeleton") end end end end -- Item definition entity collision hook 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 if (self._piercing or 0) > 0 then self._piercing = self._piercing - 1 return end -- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it -- has collided with an entity self._removed = true self.object:remove() end }, -- Force recheck of stuck arrows when punched. -- Otherwise, punching has no effect. on_punch = function(self) if self._stuck then self._stuckrechecktimer = 5 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] end 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 -- 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 if not self._vl_projectile then self._vl_projetile = {} end 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 if data.stuckin_player then self._removed = true self.object:remove() end end, } -- 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) 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 obj:remove() end end end) if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then minetest.register_craft({ output = "mcl_bows:arrow 4", recipe = { {"mcl_core:flint"}, {"mcl_core:stick"}, {"mcl_mobitems:feather"} } }) end if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") end