local S = minetest.get_translator("mcl_bows") mcl_bows = {} -- local arrows = { -- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity", -- } local GRAVITY = 9.81 local BOW_DURABILITY = 385 -- Charging time in microseconds local BOW_CHARGE_TIME_HALF = 500000 -- bow level 1 local BOW_CHARGE_TIME_FULL = 1000000 -- bow level 2 (full charge) -- Factor to multiply with player speed while player uses bow -- This emulates the sneak speed. local PLAYER_USE_BOW_SPEED = tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk")) -- TODO: Use Minecraft speed (ca. 53 m/s) -- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map. local BOW_MAX_SPEED = 26 --[[ Store the charging state of each player. keys: player name value: nil = not charging or player not existing number: currently charging, the number is the time from minetest.get_us_time in which the charging has started ]] local bow_load = {} -- Another player table, this one stores the wield index of the bow being charged local bow_index = {} mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage) local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") if power == nil then power = 22 --19 end if damage == nil then damage = 3 end obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power}) obj:set_acceleration({x=0, y=-GRAVITY, z=0}) obj:set_yaw(yaw-math.pi/2) local le = obj:get_luaentity() le._shooter = shooter le._damage = damage le._startpos = pos minetest.sound_play("mcl_bows_bow_shoot", {pos=pos}, true) if shooter ~= nil and shooter:is_player() then if obj:get_luaentity().player == "" then obj:get_luaentity().player = shooter end obj:get_luaentity().node = shooter:get_inventory():get_stack("main", 1):get_name() end return obj end local get_arrow = function(player) local inv = player:get_inventory() local arrow_stack, arrow_stack_id for i=1, inv:get_size("main") do local it = inv:get_stack("main", i) if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_bow") ~= 0 then arrow_stack = it arrow_stack_id = i break end end return arrow_stack, arrow_stack_id end local player_shoot_arrow = function(itemstack, player, power, damage) local arrow_stack, arrow_stack_id = get_arrow(player) local arrow_itemstring = arrow_stack:get_name() if not minetest.is_creative_enabled(player:get_player_name()) then if not arrow_stack then return false end -- arrow_itemstring = arrow_stack:get_name() arrow_stack:take_item() local inv = player:get_inventory() inv:set_stack("main", arrow_stack_id, arrow_stack) end local playerpos = player:get_pos() local dir = player:get_look_dir() local yaw = player:get_look_horizontal() if not arrow_itemstring then arrow_itemstring = "mcl_bows:arrow" end mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage) return true end -- Bow item, uncharged state minetest.register_tool("mcl_bows:bow", { description = S("Bow"), _tt_help = S("Launches arrows"), _doc_items_longdesc = S("Bows are ranged weapons to shoot arrows at your foes.").."\n".. S("The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead."), _doc_items_usagehelp = S("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."), _doc_items_durability = BOW_DURABILITY, inventory_image = "mcl_bows_bow.png", wield_scale = { x = 1.8, y = 1.8, z = 1 }, stack_max = 1, -- Trick to disable melee damage to entities. -- Range not set to 0 (unlike the others) so it can be placed into item frames range = 1, -- Trick to disable digging as well on_use = function() end, groups = {weapon=1,weapon_ranged=1}, }) -- Iterates through player inventory and resets all the bows in "charging" state back to their original stage local reset_bows = function(player) local inv = player:get_inventory() local list = inv:get_list("main") for place, stack in pairs(list) do if stack:get_name()=="mcl_bows:bow_0" or stack:get_name()=="mcl_bows:bow_1" or stack:get_name()=="mcl_bows:bow_2" then stack:set_name("mcl_bows:bow") list[place] = stack end end inv:set_list("main", list) end -- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow local reset_bow_state = function(player, also_reset_bows) bow_load[player:get_player_name()] = nil bow_index[player:get_player_name()] = nil if minetest.get_modpath("playerphysics") then playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow") end if also_reset_bows then reset_bows(player) end end -- Bow in charging state for level=0, 2 do minetest.register_tool("mcl_bows:bow_"..level, { description = S("Bow"), _doc_items_create_entry = false, inventory_image = "mcl_bows_bow_"..level..".png", wield_scale = { x = 1.8, y = 1.8, z = 1 }, stack_max = 1, range = 0, -- Pointing range to 0 to prevent punching with bow :D groups = {not_in_creative_inventory=1, not_in_craft_guide=1}, on_drop = function(itemstack, dropper, pos) reset_bow_state(dropper) itemstack:set_name("mcl_bows:bow") minetest.item_drop(itemstack, dropper, pos) itemstack:take_item() return itemstack end, -- Prevent accidental interaction with itemframes and other nodes on_place = function(itemstack) return itemstack end, }) end controls.register_on_release(function(player, key, time) if key~="RMB" then return end local inv = minetest.get_inventory({type="player", name=player:get_player_name()}) local wielditem = player:get_wielded_item() if (wielditem:get_name()=="mcl_bows:bow_0" or wielditem:get_name()=="mcl_bows:bow_1" or wielditem:get_name()=="mcl_bows:bow_2") then local has_shot = false local speed, damage local p_load = bow_load[player:get_player_name()] local charge -- Type sanity check if type(p_load) == "number" then charge = minetest.get_us_time() - p_load else -- In case something goes wrong ... -- Just assume minimum charge. charge = 0 minetest.log("warning", "[mcl_bows] Player "..player:get_player_name().." fires arrow with non-numeric bow_load!") end charge = math.max(math.min(charge, BOW_CHARGE_TIME_FULL), 0) local charge_ratio = charge / BOW_CHARGE_TIME_FULL charge_ratio = math.max(math.min(charge_ratio, 1), 0) -- Calculate damage and speed -- Fully charged if charge >= BOW_CHARGE_TIME_FULL then speed = BOW_MAX_SPEED local r = math.random(1,5) if r == 1 then -- 20% chance for critical hit damage = 10 else damage = 9 end -- Partially charged else -- Linear speed and damage increase speed = math.max(4, BOW_MAX_SPEED * charge_ratio) damage = math.max(1, math.floor(9 * charge_ratio)) end has_shot = player_shoot_arrow(wielditem, player, speed, damage) wielditem:set_name("mcl_bows:bow") if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then wielditem:add_wear(65535/BOW_DURABILITY) end player:set_wielded_item(wielditem) reset_bow_state(player, true) end end) controls.register_on_hold(function(player, key, time) if key ~= "RMB" then return end local name = player:get_player_name() local inv = minetest.get_inventory({type="player", name=name}) local wielditem = player:get_wielded_item() local creative = minetest.is_creative_enabled(name) if bow_load[name] == nil and wielditem:get_name()=="mcl_bows:bow" and (creative or #get_arrow(player)) then --inv:contains_item("main", "mcl_bows:arrow")) then wielditem:set_name("mcl_bows:bow_0") player:set_wielded_item(wielditem) if minetest.get_modpath("playerphysics") then -- Slow player down when using bow playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED) end bow_load[name] = minetest.get_us_time() bow_index[name] = player:get_wield_index() else if player:get_wield_index() == bow_index[name] then if type(bow_load[name]) == "number" then if wielditem:get_name() == "mcl_bows:bow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then wielditem:set_name("mcl_bows:bow_1") elseif wielditem:get_name() == "mcl_bows:bow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then wielditem:set_name("mcl_bows:bow_2") end else if wielditem:get_name() == "mcl_bows:bow_0" or wielditem:get_name() == "mcl_bows:bow_1" or wielditem:get_name() == "mcl_bows:bow_2" then wielditem:set_name("mcl_bows:bow") end end player:set_wielded_item(wielditem) else reset_bow_state(player, true) end end end) minetest.register_globalstep(function(dtime) for _, player in pairs(minetest.get_connected_players()) do local name = player:get_player_name() local wielditem = player:get_wielded_item() local wieldindex = player:get_wield_index() local controls = player:get_player_control() if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_bows:bow_0" and wielditem:get_name()~="mcl_bows:bow_1" and wielditem:get_name()~="mcl_bows:bow_2") or wieldindex ~= bow_index[name]) then reset_bow_state(player, true) end end end) minetest.register_on_joinplayer(function(player) reset_bows(player) end) minetest.register_on_leaveplayer(function(player) reset_bow_state(player, true) end) if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then minetest.register_craft({ output = 'mcl_bows:bow', recipe = { {'', 'mcl_core:stick', 'mcl_mobitems:string'}, {'mcl_core:stick', '', 'mcl_mobitems:string'}, {'', 'mcl_core:stick', 'mcl_mobitems:string'}, } }) minetest.register_craft({ output = 'mcl_bows:bow', recipe = { {'mcl_mobitems:string', 'mcl_core:stick', ''}, {'mcl_mobitems:string', '', 'mcl_core:stick'}, {'mcl_mobitems:string', 'mcl_core:stick', ''}, } }) end minetest.register_craft({ type = "fuel", recipe = "mcl_bows:bow", burntime = 15, }) -- Add entry aliases for the Help if minetest.get_modpath("doc") then doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_0") doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_1") doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_2") end