VoxeLibre/mods/ITEMS/mcl_bows/bow.lua

308 lines
10 KiB
Lua

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 = 200000 -- bow level 1
local BOW_CHARGE_TIME_FULL = 500000 -- 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 = 40
--[[ 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 = BOW_MAX_SPEED --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" or not get_arrow(player) 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