mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-30 22:41:20 +01:00
0b27b6bec3
DO NOT USE IN PRODUCTION, DO NOT START OLD WORLDS WITHOUT A BACKUP These are the first steps of the new mob API. The game does actually start, but mobs do not work yet. You will also get some warnings about mob spawners, but don't worry about that. This is really just some 'first impression' of how the mob API is gonna look like. Some things are already complete, like the agression system. AI and attacking have not been worked on yet. mobs_mc and mcl_mobs have actually been merged into one piece but I will probably change that again in the future actually, and split the different mobs into different mods. There are also a few usefull things like the universal mount API and a more general purpose smoke API, but all of this is still far from complete. I'll put some work into the API this week but probably not next week, then I'll see but don't expect this to be done before 2022. I'll work on it, but I'll do it slowly and progressively to not get burned out again and to still have enough time to graduate from school in the meantime.
399 lines
14 KiB
Lua
399 lines
14 KiB
Lua
local S = minetest.get_translator("mcl_bows")
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mcl_bows = {}
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-- local arrows = {
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-- ["mcl_bows:arrow"] = "mcl_bows: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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-- Charging time in microseconds
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local BOW_CHARGE_TIME_HALF = 200000 -- bow level 1
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local BOW_CHARGE_TIME_FULL = 500000 -- bow level 2 (full charge)
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-- Factor to multiply with player speed while player uses bow
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-- This emulates the sneak speed.
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local PLAYER_USE_BOW_SPEED = tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))
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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 = 40
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--[[ Store the charging state of each player.
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keys: player name
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value:
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nil = not charging or player not existing
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number: currently charging, the number is the time from minetest.get_us_time
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in which the charging has started
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]]
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local bow_load = {}
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-- Another player table, this one stores the wield index of the bow being charged
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local bow_index = {}
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mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity, make_sound)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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if power == nil then
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power = BOW_MAX_SPEED --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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gravity = gravity or -GRAVITY
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local knockback
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if bow_stack then
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local enchantments = mcl_enchanting.get_enchantments(bow_stack)
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if enchantments.power then
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damage = damage + (enchantments.power + 1) / 4
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end
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if enchantments.punch then
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knockback = enchantments.punch * 3
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end
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if enchantments.flame then
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mcl_burning.set_on_fire(obj, math.huge)
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end
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end
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_acceleration({x=0, y=gravity, z=0})
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obj:set_yaw(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._source_object = shooter
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le._damage = damage
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le._is_critical = is_critical
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le._startpos = pos
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le._knockback = knockback
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le._collectable = collectable
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if not no_sound then
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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
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end
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if shooter ~= nil and shooter:is_player() 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, is_critical)
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local arrow_stack, arrow_stack_id = get_arrow(player)
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local arrow_itemstring
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local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity")
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local infinity_used = false
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if minetest.is_creative_enabled(player:get_player_name()) then
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if arrow_stack then
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arrow_itemstring = arrow_stack:get_name()
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else
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arrow_itemstring = "mcl_bows:arrow"
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end
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else
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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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if has_infinity_enchantment and minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") > 0 then
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infinity_used = true
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else
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arrow_stack:take_item()
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end
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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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if not arrow_itemstring then
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return false
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end
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local playerpos = player:get_pos()
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local dir = player:get_look_dir()
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local yaw = player:get_look_horizontal()
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mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), not infinity_used)
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return true
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end
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-- Bow item, uncharged state
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minetest.register_tool("mcl_bows:bow", {
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description = S("Bow"),
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_tt_help = S("Launches arrows"),
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_doc_items_longdesc = S("Bows are ranged weapons to shoot arrows at your foes.").."\n"..
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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."),
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_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."),
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_doc_items_durability = BOW_DURABILITY,
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inventory_image = "mcl_bows_bow.png",
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 4,
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-- Trick to disable digging as well
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on_use = function() return end,
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on_place = function(itemstack, player, pointed_thing)
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if pointed_thing and pointed_thing.type == "node" then
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-- Call on_rightclick if the pointed node defines it
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local node = minetest.get_node(pointed_thing.under)
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if player and not player:get_player_control().sneak then
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if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
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return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack
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end
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end
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end
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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on_secondary_use = function(itemstack)
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
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_mcl_uses = 385,
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})
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-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
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local reset_bows = function(player)
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local inv = player:get_inventory()
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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_bows:bow" or stack:get_name() == "mcl_bows:bow_enchanted" then
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stack:get_meta():set_string("active", "")
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elseif stack:get_name()=="mcl_bows:bow_0" or stack:get_name()=="mcl_bows:bow_1" or stack:get_name()=="mcl_bows:bow_2" then
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stack:set_name("mcl_bows:bow")
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stack:get_meta():set_string("active", "")
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list[place] = stack
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elseif stack:get_name()=="mcl_bows:bow_0_enchanted" or stack:get_name()=="mcl_bows:bow_1_enchanted" or stack:get_name()=="mcl_bows:bow_2_enchanted" then
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stack:set_name("mcl_bows:bow_enchanted")
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stack:get_meta():set_string("active", "")
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list[place] = stack
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end
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end
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inv:set_list("main", list)
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end
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-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
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local reset_bow_state = function(player, also_reset_bows)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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if minetest.get_modpath("playerphysics") then
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playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
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end
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if also_reset_bows then
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reset_bows(player)
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end
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end
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-- Bow in charging state
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for level=0, 2 do
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minetest.register_tool("mcl_bows:bow_"..level, {
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description = S("Bow"),
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_doc_items_create_entry = false,
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inventory_image = "mcl_bows_bow_"..level..".png",
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wield_scale = mcl_vars.tool_wield_scale,
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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, bow=1, enchantability=1},
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-- Trick to disable digging as well
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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reset_bow_state(dropper)
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itemstack:get_meta():set_string("active", "")
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if mcl_enchanting.is_enchanted(itemstack:get_name()) then
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itemstack:set_name("mcl_bows:bow_enchanted")
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else
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itemstack:set_name("mcl_bows:bow")
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end
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minetest.item_drop(itemstack, dropper, pos)
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itemstack:take_item()
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return itemstack
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end,
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-- Prevent accidental interaction with itemframes and other nodes
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on_place = function(itemstack)
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return itemstack
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end,
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_mcl_uses = 385,
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})
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end
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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_bows:bow_0" or wielditem:get_name()=="mcl_bows:bow_1" or wielditem:get_name()=="mcl_bows:bow_2" or
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wielditem:get_name()=="mcl_bows:bow_0_enchanted" or wielditem:get_name()=="mcl_bows:bow_1_enchanted" or wielditem:get_name()=="mcl_bows:bow_2_enchanted") then
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local has_shot = false
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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local speed, damage
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local p_load = bow_load[player:get_player_name()]
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local charge
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-- Type sanity check
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if type(p_load) == "number" then
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charge = minetest.get_us_time() - p_load
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else
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-- In case something goes wrong ...
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-- Just assume minimum charge.
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charge = 0
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minetest.log("warning", "[mcl_bows] Player "..player:get_player_name().." fires arrow with non-numeric bow_load!")
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end
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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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local is_critical = false
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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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if r == 1 then
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-- 20% chance for critical hit
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damage = 10
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is_critical = true
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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, is_critical)
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if enchanted then
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wielditem:set_name("mcl_bows:bow_enchanted")
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else
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wielditem:set_name("mcl_bows:bow")
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end
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if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then
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local durability = BOW_DURABILITY
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local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
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if unbreaking > 0 then
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durability = durability * (unbreaking + 1)
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end
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wielditem:add_wear(65535/durability)
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end
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player:set_wielded_item(wielditem)
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reset_bow_state(player, true)
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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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local name = player:get_player_name()
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local creative = minetest.is_creative_enabled(name)
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if key ~= "RMB" or not (creative or get_arrow(player)) then
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return
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end
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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 bow_load[name] == nil and (wielditem:get_name()=="mcl_bows:bow" or wielditem:get_name()=="mcl_bows:bow_enchanted") and wielditem:get_meta():get("active") and (creative or get_arrow(player)) then
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local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
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if enchanted then
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wielditem:set_name("mcl_bows:bow_0_enchanted")
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else
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wielditem:set_name("mcl_bows:bow_0")
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end
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player:set_wielded_item(wielditem)
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if minetest.get_modpath("playerphysics") then
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-- Slow player down when using bow
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playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
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end
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bow_load[name] = minetest.get_us_time()
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bow_index[name] = player:get_wield_index()
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else
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if player:get_wield_index() == bow_index[name] then
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if type(bow_load[name]) == "number" then
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if wielditem:get_name() == "mcl_bows:bow_0" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
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wielditem:set_name("mcl_bows:bow_1")
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elseif wielditem:get_name() == "mcl_bows:bow_0_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
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wielditem:set_name("mcl_bows:bow_1_enchanted")
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elseif wielditem:get_name() == "mcl_bows:bow_1" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
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wielditem:set_name("mcl_bows:bow_2")
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elseif wielditem:get_name() == "mcl_bows:bow_1_enchanted" and minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
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wielditem:set_name("mcl_bows:bow_2_enchanted")
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end
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else
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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
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wielditem:set_name("mcl_bows:bow")
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elseif wielditem:get_name() == "mcl_bows:bow_0_enchanted" or wielditem:get_name() == "mcl_bows:bow_1_enchanted" or wielditem:get_name() == "mcl_bows:bow_2_enchanted" then
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wielditem:set_name("mcl_bows:bow_enchanted")
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end
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end
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player:set_wielded_item(wielditem)
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else
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reset_bow_state(player, true)
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end
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end
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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 name = player:get_player_name()
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local wielditem = player:get_wielded_item()
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local wieldindex = player:get_wield_index()
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local controls = player:get_player_control()
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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" and wielditem:get_name()~="mcl_bows:bow_0_enchanted" and wielditem:get_name()~="mcl_bows:bow_1_enchanted" and wielditem:get_name()~="mcl_bows:bow_2_enchanted") or wieldindex ~= bow_index[name]) then
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reset_bow_state(player, true)
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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reset_bows(player)
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end)
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minetest.register_on_leaveplayer(function(player)
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reset_bow_state(player, true)
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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_bows: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_bows: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 = "group: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_bows:bow", "tools", "mcl_bows:bow_0")
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doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_1")
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doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_2")
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end
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