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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-09 17:51:05 +01:00
393 lines
14 KiB
Lua
393 lines
14 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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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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function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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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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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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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
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if shooter 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 function get_arrow(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 function player_shoot_arrow(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 function reset_bows(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 function reset_bow_state(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 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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local 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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