local S = minetest.get_translator(minetest.get_current_modname()) mcl_bows_s = {} -- local arrows = { -- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity", -- } local BOW_DURABILITY = 385 -- Charging time in microseconds local _BOW_CHARGE_TIME_HALF = 350000 -- bow level 1 local _BOW_CHARGE_TIME_FULL = 900000 -- bow level 2 (full charge) local BOW_CHARGE_TIME_HALF = 350000 -- bow level 1 local BOW_CHARGE_TIME_FULL = 900000 -- bow level 2 (full charge) -- Factor to multiply with player speed while player uses bow -- This emulates the sneak speed. local PLAYER_USE_CROSSBOW_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 = 68 local function play_load_sound(id, pos) minetest.sound_play("mcl_bows_crossbow_drawback_"..id, {pos=pos, max_hear_distance=12}, true) end --[[ 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 = {} function mcl_bows_s.shoot_arrow_crossbow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, crossbow_stack, collectable) power = power or BOW_MAX_SPEED damage = damage or 3 local obj = vl_projectile.create(arrow_item.."_entity", { pos = pos, dir = dir, velocity = power, owner = shooter, }) local knockback = 4.875 if crossbow_stack then local enchantments = mcl_enchanting.get_enchantments(crossbow_stack) if enchantments.piercing then obj:get_luaentity()._piercing = 1 * enchantments.piercing else obj:get_luaentity()._piercing = 0 end end local le = obj:get_luaentity() le._source_object = shooter le._damage = damage le._is_critical = is_critical le._startpos = pos le._knockback = knockback le._collectable = collectable le._arrow_item = arrow_item minetest.sound_play("mcl_bows_crossbow_shoot", {pos=pos, max_hear_distance=16}, true) if shooter 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 function get_arrow(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_crossbow") ~= 0 then arrow_stack = it arrow_stack_id = i break end end return arrow_stack, arrow_stack_id end local function player_shoot_arrow(wielditem, player, power, damage, is_critical) local has_multishot_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "multishot") local arrow_itemstring = wielditem:get_meta():get("arrow") if not arrow_itemstring then return false end local playerpos = player:get_pos() local dir = player:get_look_dir() local yaw = player:get_look_horizontal() if has_multishot_enchantment then -- calculate rotation by 10 degrees 'left' and 'right' of facing direction local pitch = player:get_look_vertical() local pitch_c = math.cos(pitch) local pitch_s = math.sin(pitch) local yaw_c = math.cos(yaw + math.pi / 2) local yaw_s = math.sin(yaw + math.pi / 2) local rot_left = {x = yaw_c * pitch_s * math.pi / 18, y = pitch_c * math.pi / 18, z = yaw_s * pitch_s * math.pi / 18} local rot_right = {x = - yaw_c * pitch_s * math.pi / 18, y = - pitch_c * math.pi / 18, z = - yaw_s * pitch_s * math.pi / 18} local dir_left = vector.rotate(dir, rot_left) local dir_right = vector.rotate(dir, rot_right) mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_left.x, y=dir_left.y, z=dir_left.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false) mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_right.x, y=dir_right.y, z=dir_right.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false) mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true) else mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true) end return true end -- Bow item, uncharged state minetest.register_tool("mcl_bows:crossbow", { description = S("Crossbow"), _tt_help = S("Launches arrows"), _doc_items_longdesc = S("Crossbows 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 crossbow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button (or zoom key) to charge, release to load an arrow into the chamber, then to shoot press left mouse."), _doc_items_durability = BOW_DURABILITY, inventory_image = "mcl_bows_crossbow.png", wield_scale = mcl_vars.tool_wield_scale, stack_max = 1, range = 4, -- Trick to disable digging as well on_use = function() return end, on_place = function(itemstack, player, pointed_thing) if pointed_thing and pointed_thing.type == "node" then -- Call on_rightclick if the pointed node defines it local node = minetest.get_node(pointed_thing.under) if player and not player:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack end end end itemstack:get_meta():set_string("active", "true") return itemstack end, on_secondary_use = function(itemstack) itemstack:get_meta():set_string("active", "true") return itemstack end, groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1}, touch_interaction = "short_dig_long_place", _mcl_uses = 326, }) minetest.register_tool("mcl_bows:crossbow_loaded", { description = S("Crossbow"), _tt_help = S("Launches arrows"), _doc_items_longdesc = S("Crossbows 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 crossbow, 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 load an arrow into the chamber, then to shoot press left mouse."), _doc_items_durability = BOW_DURABILITY, inventory_image = "mcl_bows_crossbow_3.png", wield_scale = mcl_vars.tool_wield_scale, stack_max = 1, range = 4, -- Trick to disable digging as well on_use = function() return end, on_place = function(itemstack, player, pointed_thing) if pointed_thing and pointed_thing.type == "node" then -- Call on_rightclick if the pointed node defines it local node = minetest.get_node(pointed_thing.under) if player and not player:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack end end end itemstack:get_meta():set_string("active", "true") return itemstack end, on_secondary_use = function(itemstack) itemstack:get_meta():set_string("active", "true") return itemstack end, groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1,not_in_creative_inventory=1}, touch_interaction = "short_dig_long_place", _mcl_uses = 326, }) -- Iterates through player inventory and resets all the bows in "charging" state back to their original stage local function reset_bows(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:crossbow" or stack:get_name() == "mcl_bows:crossbow_enchanted" then stack:get_meta():set_string("active", "") elseif stack:get_name()=="mcl_bows:crossbow_0" or stack:get_name()=="mcl_bows:crossbow_1" or stack:get_name()=="mcl_bows:crossbow_2" then stack:set_name("mcl_bows:crossbow") stack:get_meta():set_string("active", "") list[place] = stack elseif stack:get_name()=="mcl_bows:crossbow_0_enchanted" or stack:get_name()=="mcl_bows:crossbow_1_enchanted" or stack:get_name()=="mcl_bows:crossbow_2_enchanted" then stack:set_name("mcl_bows:crossbow_enchanted") stack:get_meta():set_string("active", "") 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 function reset_bow_state(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_crossbow") 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:crossbow_"..level, { description = S("Crossbow"), _doc_items_create_entry = false, inventory_image = "mcl_bows_crossbow_"..level..".png", wield_scale = mcl_vars.tool_wield_scale, 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, cannot_block=1, bow=1, enchantability=1}, -- Trick to disable digging as well on_use = function() return end, on_drop = function(itemstack, dropper, pos) reset_bow_state(dropper) itemstack:get_meta():set_string("active", "") if mcl_enchanting.is_enchanted(itemstack:get_name()) then itemstack:set_name("mcl_bows:crossbow_enchanted") else itemstack:set_name("mcl_bows:crossbow") end 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, touch_interaction = "short_dig_long_place", _mcl_uses = 385, }) end controls.register_on_release(function(player, key, time) if key~="RMB" and key~="zoom" 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:crossbow_2" and get_arrow(player) or wielditem:get_name()=="mcl_bows:crossbow_2" and minetest.is_creative_enabled(player:get_player_name()) or wielditem:get_name()=="mcl_bows:crossbow_2_enchanted" and get_arrow(player) or wielditem:get_name()=="mcl_bows:crossbow_2_enchanted" and minetest.is_creative_enabled(player:get_player_name()) then local arrow_stack, arrow_stack_id = get_arrow(player) local arrow_itemstring if minetest.is_creative_enabled(player:get_player_name()) then if arrow_stack then arrow_itemstring = arrow_stack:get_name() else arrow_itemstring = "mcl_bows:arrow" end else arrow_itemstring = arrow_stack:get_name() arrow_stack:take_item() player:get_inventory():set_stack("main", arrow_stack_id, arrow_stack) end wielditem:get_meta():set_string("arrow", arrow_itemstring) if wielditem:get_name()=="mcl_bows:crossbow_2" then wielditem:set_name("mcl_bows:crossbow_loaded") else wielditem:set_name("mcl_bows:crossbow_loaded_enchanted") end player:set_wielded_item(wielditem) minetest.sound_play("mcl_bows_crossbow_load", {pos=player:get_pos(), max_hear_distance=16}, true) else reset_bow_state(player, true) end end) controls.register_on_press(function(player, key, time) if key~="LMB" then return end local wielditem = player:get_wielded_item() if wielditem:get_name()=="mcl_bows:crossbow_loaded" or wielditem:get_name()=="mcl_bows:crossbow_loaded_enchanted" then local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name()) local speed, damage -- Calculate damage and speed -- Fully charged local is_critical = false speed = BOW_MAX_SPEED local r = math.random(1,5) + mcl_luck.get_luck(player:get_player_name()) if r > 4 then -- 20% chance for critical hit (by default) damage = 10 + math.floor((r-5)/5) -- mega crit (over crit) with high luck is_critical = true else damage = 9 end local has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical) if enchanted then wielditem:set_name("mcl_bows:crossbow_enchanted") else wielditem:set_name("mcl_bows:crossbow") end if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then local durability = BOW_DURABILITY local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking") local multishot = mcl_enchanting.get_enchantment(wielditem, "multishot") if unbreaking > 0 then durability = durability * (unbreaking + 1) end if multishot then durability = durability / 3 end wielditem:add_wear(65535/durability) tt.reload_itemstack_description(wielditem) -- update tooltip end player:set_wielded_item(wielditem) reset_bow_state(player, true) end end) controls.register_on_hold(function(player, key, time) local name = player:get_player_name() local creative = minetest.is_creative_enabled(name) if key ~= "RMB" and key ~= "zoom" then return end --local inv = minetest.get_inventory({type="player", name=name}) local wielditem = player:get_wielded_item() local enchantments = mcl_enchanting.get_enchantments(wielditem) if enchantments.quick_charge then BOW_CHARGE_TIME_HALF = _BOW_CHARGE_TIME_HALF - (enchantments.quick_charge * 0.13 * 1000000 * .5) BOW_CHARGE_TIME_FULL = _BOW_CHARGE_TIME_FULL - (enchantments.quick_charge * 0.13 * 1000000) else BOW_CHARGE_TIME_HALF = _BOW_CHARGE_TIME_HALF BOW_CHARGE_TIME_FULL = _BOW_CHARGE_TIME_FULL end if bow_load[name] == nil and (wielditem:get_name()=="mcl_bows:crossbow" or wielditem:get_name()=="mcl_bows:crossbow_enchanted") and (wielditem:get_meta():get("active") or key=="zoom") and (creative or get_arrow(player)) then local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name()) if enchanted then wielditem:set_name("mcl_bows:crossbow_0_enchanted") play_load_sound(0, player:get_pos()) else wielditem:set_name("mcl_bows:crossbow_0") play_load_sound(0, player:get_pos()) end 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_crossbow", PLAYER_USE_CROSSBOW_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:crossbow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then wielditem:set_name("mcl_bows:crossbow_1") play_load_sound(1, player:get_pos()) elseif wielditem:get_name() == "mcl_bows:crossbow_0_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then wielditem:set_name("mcl_bows:crossbow_1_enchanted") play_load_sound(1, player:get_pos()) elseif wielditem:get_name() == "mcl_bows:crossbow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then wielditem:set_name("mcl_bows:crossbow_2") play_load_sound(2, player:get_pos()) elseif wielditem:get_name() == "mcl_bows:crossbow_1_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then wielditem:set_name("mcl_bows:crossbow_2_enchanted") play_load_sound(2, player:get_pos()) end else if wielditem:get_name() == "mcl_bows:crossbow_0" or wielditem:get_name() == "mcl_bows:crossbow_1" or wielditem:get_name() == "mcl_bows:crossbow_2" then wielditem:set_name("mcl_bows:crossbow") play_load_sound(1, player:get_pos()) elseif wielditem:get_name() == "mcl_bows:crossbow_0_enchanted" or wielditem:get_name() == "mcl_bows:crossbow_1_enchanted" or wielditem:get_name() == "mcl_bows:crossbow_2_enchanted" then wielditem:set_name("mcl_bows:crossbow_enchanted") play_load_sound(1, player:get_pos()) 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:crossbow_0" and wielditem:get_name()~="mcl_bows:crossbow_1" and wielditem:get_name()~="mcl_bows:crossbow_2" and wielditem:get_name()~="mcl_bows:crossbow_0_enchanted" and wielditem:get_name()~="mcl_bows:crossbow_1_enchanted" and wielditem:get_name()~="mcl_bows:crossbow_2_enchanted") 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:crossbow", recipe = { {"mcl_core:stick", "mcl_core:iron_ingot", "mcl_core:stick"}, {"mcl_mobitems:string", "mcl_bows:arrow", "mcl_mobitems:string"}, {"", "mcl_core:stick", ""}, } }) end minetest.register_craft({ type = "fuel", recipe = "group:bow", burntime = 15, }) -- Add entry aliases for the Help if minetest.get_modpath("doc") then doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_0") doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_1") doc.add_entry_alias("tools", "mcl_bows:crossbow", "tools", "mcl_bows:crossbow_2") end