throwing/init.lua

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throwing = {}
throwing.arrows = {}
throwing.modname = minetest.get_current_modname()
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--------- Arrows functions ---------
local function shoot_arrow(itemstack, player)
for _,arrow in ipairs(throwing.arrows) do
if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow then
if not minetest.setting_getbool("creative_mode") then
player:get_inventory():remove_item("main", arrow)
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end
local playerpos = player:getpos()
local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, arrow.."_entity")
local dir = player:get_look_dir()
local velocity_factor = tonumber(minetest.setting_get("throwing.velocity_factor")) or 19
local horizontal_acceleration_factor = tonumber(minetest.setting_get("throwing.horizontal_acceleration_factor")) or -3
local vertical_acceleration = tonumber(minetest.setting_get("throwing.vertical_acceleration")) or -10
obj:setvelocity({x=dir.x*velocity_factor, y=dir.y*velocity_factor, z=dir.z*velocity_factor})
obj:setacceleration({x=dir.x*horizontal_acceleration_factor, y=vertical_acceleration, z=dir.z*horizontal_acceleration_factor})
obj:setyaw(player:get_look_horizontal()-math.pi/2)
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minetest.sound_play("throwing_sound", {pos=playerpos, gain = 0.5})
obj:get_luaentity().player = player:get_player_name()
return true
end
end
return false
end
local function arrow_step(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
local logging = function(message, level)
minetest.log(level or "action", "[throwing] Arrow "..self.node.." throwed by player "..self.player.." "..tostring(self.timer).."s ago "..message)
end
local hit = function(pos, node, obj)
if obj then
if obj:is_player() then
if obj:get_player_name() == self.player then -- Avoid hitting the hitter
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return
end
end
end
self.object:remove()
local player = minetest.get_player_by_name(self.player)
if not player then -- Possible if the player disconnected
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return
end
local function put_arrow_back()
if not minetest.setting_getbool("creative_mode") then
player:get_inventory():add_item("main", self.node)
end
end
if not self.last_pos then
logging(" hitted a node during its first call to the step function", "warning")
put_arrow_back()
return
end
if node and minetest.is_protected(pos, self.player) then -- Forbid hitting nodes in protected areas
return
end
local ret, reason = self.on_hit(pos, self.last_pos, node, obj, player)
if ret == false then
if reason then
logging(": on_hit function failed for reason: "..reason, "warning")
else
logging(": on_hit function failed", "warning")
end
put_arrow_back()
return
end
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if self.on_hit_sound then
minetest.sound_play(self.on_hit_sound, {pos = pos, gain = 0.8})
end
if node then
logging("collided with node "..node.name.." at ("..pos.x..","..pos.y..","..pos.z..")")
elseif obj then
if obj:get_luaentity() then
logging("collided with luaentity "..obj:get_luaentity().name.." at ("..pos.x..","..pos.y..","..pos.z..")")
elseif obj:is_player() then
logging("collided with player "..obj:get_player_name().." at ("..pos.x..","..pos.y..","..pos.z..")")
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else
logging("collided with object at ("..pos.x..","..pos.y..","..pos.z..")")
end
end
end
-- Collision with a node
if node.name == "ignore" then
self.object:remove()
logging("reached ignore. Removing.")
return
elseif node.name ~= "air" then
hit(pos, node, nil)
return
end
-- Collision with an object
local objs = minetest.get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() then
if obj:get_luaentity().name ~= self.name and obj:get_luaentity().name ~= "__builtin:item" then
hit(pos, nil, obj)
end
else
hit(pos, nil, obj)
end
end
self.last_pos = pos -- Used by the build arrow
end
--[[
on_hit(pos, last_pos, node, object, hitter)
Either node or object is nil, depending whether the arrow collided with an object (luaentity or player) or with a node.
No log message is needed in this function (a generic log message is automatically emitted), except on error or warning.
Should return false or false, reason on failure.
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]]
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit, groups)
table.insert(throwing.arrows, throwing.modname..":"..name)
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local _groups = {dig_immediate = 3}
if groups then
for k, v in pairs(groups) do
_groups[k] = v
end
end
minetest.register_node(throwing.modname..":"..name, {
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
-- Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
-- Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
},
tiles = tiles,
inventory_image = tiles[1],
description = description,
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groups = _groups,
on_place = function(itemstack, placer, pointed_thing)
if minetest.setting_getbool("throwing.allow_arrow_placing") and pointed_thing.above then
local playername = placer:get_player_name()
if not minetest.is_protected(pointed_thing.above, playername) then
minetest.log("action", "Player "..playername.." placed arrow "..throwing.modname..":"..name.." into a protected area at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")")
minetest.set_node(pointed_thing.above, {name = throwing.modname..":"..name})
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itemstack:take_item()
return itemstack
else
minetest.log("warning", "Player "..playername.." tried to place arrow "..throwing.modname..":"..name.." into a protected area at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")")
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return itemstack
end
else
return itemstack
end
end
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})
minetest.register_entity(throwing.modname..":"..name.."_entity", {
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physical = false,
timer = 0,
visual = "wielditem",
visual_size = {x = 0.125, y = 0.125},
textures = {throwing.modname..":"..name},
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collisionbox = {0, 0, 0, 0, 0, 0},
on_hit = on_hit,
on_hit_sound = on_hit_sound,
node = throwing.modname..":"..name,
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player = "",
on_step = arrow_step
})
if itemcraft then
minetest.register_craft({
output = throwing.modname..":"..name.." "..craft_quantity,
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recipe = {
{itemcraft, "default:stick", "default:stick"}
}
})
minetest.register_craft({
output = throwing.modname..":"..name.." "..craft_quantity,
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recipe = {
{ "default:stick", "default:stick", itemcraft}
}
})
end
end
---------- Bows -----------
function throwing.register_bow(name, itemcraft, description, texture, groups)
minetest.register_tool(throwing.modname..":"..name, {
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description = description,
inventory_image = texture,
on_use = function(itemstack, user, pointed_thing)
if shoot_arrow(itemstack, user, pointed_thing) then
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/30)
end
end
return itemstack
end,
groups = groups
})
if itemcraft then
minetest.register_craft({
output = throwing.modname..":"..name,
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recipe = {
{"farming:cotton", itemcraft, ""},
{"farming:cotton", "", itemcraft},
{"farming:cotton", itemcraft, ""},
}
})
end
end
dofile(minetest.get_modpath(throwing.modname).."/registration.lua")