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# Throwing
## Developped by the Mynetest team
This mod is a new rewrite of the original throwing mod by PilzAdam. Compatible replacement for it.
## Configuration
The settings are the following (they all default to true):
```
throwing.enable_arrow = true
throwing.enable_golden_arrow = true
throwing.enable_fire_arrow = true
throwing.enable_teleport_arrow = true
throwing.enable_dig_arrow = true
throwing.enable_dig_arrow_admin = true
throwing.enable_build_arrow = true
```
## API
There are two available functions in the mod API:
```lua
function throwing.register_bow(name, itemcraft, description, texture[, groups])
--[[
Name: Bow name (in second part of the itemstring).
Itemcraft: item used to craft the bow (nil if uncraftable).
Description: Description of the bow.
Texture: Texture of the bow, shown in inventory.
Groups: optional groups.
]]
-- Example:
throwing.register_bow("bow_stone", "default:cobble", "Stone Bow", "throwing_bow_stone.png")
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, groups])
--[[
Name: Arrow name (in second part of the itemstring).
Itemcraft: item used to craft the arrow (nil if uncraftable).
Craft_quantity: quantity of arrows in the craft output.
Tiles: tiles of the arrow.
On_hit_sound: sound played when the arrow hits a node or an object (nil if no sound).
On_hit: callback function: on_hit(pos, last_pos, node, object, hitter) where:
* Pos: the position of the hitted node or object
* Last_pos: the last air node where the arrow was (used by the build_arrow, for example)
* Node and object: hitted node or object. Either node or object is nil, depending
whether the arrow hitted a node or an object (you should always check for that).
An object can be a player or a luaentity.
* Hitter: the ObjectRef of the player who throwed the arrow.
]]
-- Examples:
throwing.register_arrow("arrow_gold", "default:gold_ingot", 16, "Golden Arrow",
{"throwing_arrow_gold.png", "throwing_arrow_gold.png", "throwing_arrow_gold_back.png", "throwing_arrow_gold_front.png", "throwing_arrow_gold_2.png", "throwing_arrow_gold.png"}, "throwing_arrow",
function(pos, last_pos, node, object, hitter)
if not object then
return
end
object:punch(minetest.get_player_by_name(hitter), 1, {
full_punch_interval = 1,
damage_groups = {fleshy = 5}
})
end)
throwing.register_arrow("arrow_build", "default:obsidian_glass", 1, "Build Arrow",
{"throwing_arrow_build.png", "throwing_arrow_build.png", "throwing_arrow_build_back.png", "throwing_arrow_build_front.png", "throwing_arrow_build_2.png", "throwing_arrow_build.png"}, "throwing_build_arrow",
function(pos, last_pos, node, object, hitter)
if not node then
return
end
minetest.set_node(last_pos, {name="default:obsidian_glass"})
end)
```

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default
bucket
fire
farming

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throwing = {}
throwing.arrows = {}
local modname = minetest.get_current_modname()
--------- 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[1])
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()
obj:setvelocity({x=dir.x*19, y=dir.y*19, z=dir.z*19})
obj:setacceleration({x=dir.x*-3, y=-10, z=dir.z*-3})
obj:setyaw(player:get_look_yaw()+math.pi)
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)
self.object:remove()
if obj then
if obj:is_player() then
if self.timer > 0.2 and obj:get_playername() == self.player then -- Avoid hitting the hitter
return
end
end
end
if node and minetest.is_protected(pos, self.player) then -- Forbid hitting nodes in protected areas
return
end
self.on_hit(pos, self.last_pos, node, obj, minetest.get_player_by_name(self.player))
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_playername().." at ("..pos.x..","..pos.y..","..pos.z..")")
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.
]]
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit, groups)
table.insert(throwing.arrows, modname..":"..name)
minetest.register_node(modname..":"..name, {
drawtype = "nodebox",
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,
groups = groups
})
minetest.register_entity(modname..":"..name.."_entity", {
physical = false,
timer = 0,
visual = "wielditem",
visual_size = {x = 0.125, y = 0.125},
textures = {modname..":"..name},
collisionbox = {0, 0, 0, 0, 0, 0},
on_hit = on_hit,
on_hit_sound = on_hit_sound,
node = modname..":"..name,
player = "",
on_step = arrow_step
})
if itemcraft then
minetest.register_craft({
output = modname..":"..name.." "..craft_quantity,
recipe = {
{itemcraft, "default:stick", "default:stick"}
}
})
minetest.register_craft({
output = modname..":"..name.." "..craft_quantity,
recipe = {
{ "default:stick", "default:stick", itemcraft}
}
})
end
end
---------- Bows -----------
function throwing.register_bow(name, itemcraft, description, texture, groups)
minetest.register_tool(modname..":"..name, {
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 = modname..":"..name,
recipe = {
{"farming:cotton", itemcraft, ""},
{"farming:cotton", "", itemcraft},
{"farming:cotton", itemcraft, ""},
}
})
end
end
dofile(minetest.get_modpath(modname).."/registration.lua")

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throwing.register_bow("bow_wood", "default:wood", "Wooden Bow", "throwing_bow_wood.png")
throwing.register_bow("bow_stone", "default:cobble", "Stone Bow", "throwing_bow_stone.png")
throwing.register_bow("bow_steel", "default:steel_ingot", "Steel Bow", "throwing_bow_steel.png")
throwing.register_bow("bow_bronze", "default:bronze_ingot", "Bronze Bow", "throwing_bow_bronze.png")
throwing.register_bow("bow_mese", "default:mese_crystal", "Mese Bow", "throwing_bow_mese.png")
throwing.register_bow("bow_diamond", "default:diamond", "Diamond Bow", "throwing_bow_diamond.png")
local function get_setting(name)
local value = minetest.setting_getbool("throwing.enable_"..name)
if value == true or value == nil then
return true
else
return false
end
end
if get_setting("arrow") then
throwing.register_arrow("arrow", "default:steel_ingot", 16, "Arrow",
{"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"}, "throwing_arrow",
function(pos, _, _, object, _)
if not object then
return
end
object:punch(minetest.get_player_by_name(hitter), 1, {
full_punch_interval = 1,
damage_groups = {fleshy = 3}
})
end)
end
if get_setting("golden_arrow") then
throwing.register_arrow("arrow_gold", "default:gold_ingot", 16, "Golden Arrow",
{"throwing_arrow_gold.png", "throwing_arrow_gold.png", "throwing_arrow_gold_back.png", "throwing_arrow_gold_front.png", "throwing_arrow_gold_2.png", "throwing_arrow_gold.png"}, "throwing_arrow",
function(pos, last_pos, node, object, hitter)
if not object then
return
end
object:punch(minetest.get_player_by_name(hitter), 1, {
full_punch_interval = 1,
damage_groups = {fleshy = 5}
})
end)
end
if get_setting("dig_arrow") then
throwing.register_arrow("arrow_dig", "default:pick_wood", 1, "Dig Arrow",
{"throwing_arrow_dig.png", "throwing_arrow_dig.png", "throwing_arrow_dig_back.png", "throwing_arrow_dig_front.png", "throwing_arrow_dig_2.png", "throwing_arrow_dig.png"}, "throwing_dig_arrow",
function(pos, _, node, _, _)
if not node then
return
end
minetest.dig_node(pos)
end)
end
if get_setting("dig_arrow_admin") then
throwing.register_arrow("arrow_dig_admin", nil, nil, "Admin Dig Arrow",
{"throwing_arrow_dig.png", "throwing_arrow_dig.png", "throwing_arrow_dig_back.png", "throwing_arrow_dig_front.png", "throwing_arrow_dig_2.png", "throwing_arrow_dig.png"}, nil,
function(pos, _, node, _, _)
if not node then
return
end
minetest.remove_node(pos)
end, {not_in_creative_inventory = 1})
end
if get_setting("teleport_arrow") then
throwing.register_arrow("arrow_teleport", "default:diamond", 1, "Teleport Arrow",
{"throwing_arrow_teleport.png", "throwing_arrow_teleport.png", "throwing_arrow_teleport_back.png", "throwing_arrow_teleport_front.png", "throwing_arrow_teleport_2.png", "throwing_arrow_teleport.png"}, "throwing_teleport_arrow",
function(_, last_pos, node, _, hitter)
if not node then
return
end
if minetest.get_node(last_pos).name ~= "air" then
minetest.log("warning", "[throwing] BUG: node at last_pos was not air")
return
end
hitter:moveto(last_pos)
end)
end
if get_setting("fire_arrow") then
throwing.register_arrow("arrow_fire", "default:torch", 1, "Torch Arrow",
{"throwing_arrow_fire.png", "throwing_arrow_fire.png", "throwing_arrow_fire_back.png", "throwing_arrow_fire_front.png", "throwing_arrow_fire_2.png", "throwing_arrow_fire.png"}, "default_place_node",
function(_, last_pos, node, _, _)
if not node then
return
end
if minetest.get_node(last_pos).name ~= "air" then
minetest.log("warning", "[throwing] BUG: node at last_pos was not air")
return
end
minetest.set_node(last_pos, {name="default:torch"})
end)
end
if get_setting("build_arrow") then
throwing.register_arrow("arrow_build", "default:obsidian_glass", 1, "Build Arrow",
{"throwing_arrow_build.png", "throwing_arrow_build.png", "throwing_arrow_build_back.png", "throwing_arrow_build_front.png", "throwing_arrow_build_2.png", "throwing_arrow_build.png"}, "throwing_build_arrow",
function(_, last_pos, node, _, _)
if not node then
return
end
if minetest.get_node(last_pos).name ~= "air" then
minetest.log("warning", "[throwing] BUG: node at last_pos was not air")
return
end
minetest.set_node(last_pos, {name="default:obsidian_glass"})
end)
end

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