Improve API again

This commit is contained in:
upsilon 2017-01-17 19:03:53 +01:00
parent c3ac46697b
commit 307b2d60e6
2 changed files with 42 additions and 35 deletions

View File

@ -38,7 +38,11 @@ Definition: definition table, containing:
]]
-- Example:
throwing.register_bow("bow_stone", "default:cobble", "Stone Bow", "throwing_bow_stone.png")
throwing.register_bow("bow_wood", {
itemcraft = "default:wood",
description = "Wooden Bow",
texture = "throwing_bow_wood.png"
})
itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, on_throw[, groups]]
function throwing.register_arrow(name, definition table)
@ -50,45 +54,42 @@ Definition: definition table, containing:
* tiles (essential): tiles of the arrow.
* target (optional, defaulting to throwing.target_both): what the arrow is able to hit (throwing.target_node, throwing.target_object, throwing.target_both).
* on_hit_sound (optional): sound played when the arrow hits a node or an object.
* on_hit (must exist, will crash if nil): callback function: on_hit(pos, last_pos, node, object, hitter, self):
* on_hit(pos, last_pos, node, object, hitter, data, self) (must exist, will crash if nil): callback function:
- pos: the position of the hit node or object.
- last_pos: the last air node where the arrow was
- node and object: hit node or object. Either node or object is nil, depending
whether the arrow hit a node or an object.
- hitter: an ObjectRef to the thrower player.
- data: a data table associated to the entity where you can store what you want
- self: the arrow entity table (it allows you to hack a lot!)
- If it fails, it should return:
false[, reason]
* on_throw (optional): callback function: on_throw(pos, thrower, next_itemstack, self):
* on_throw(pos, thrower, next_index, data, self) (optional): callback function: on_throw:
- pos: the position from where the arrow is throw (which a bit higher than the hitter position)
- thrower: an ObjectRef to the thrower player
- next_itemstack: the ItemStack next to the arrow in the "main" inventory
- next_index: the index next to the arrow in the "main" inventory
- data: a data table associated to the entity where you can store what you want
- self: the arrow entity table
- If the arrow shouldn't be throw, it should return false.
* on_throw_sound (optional, there is a default sound, specify "" for no sound): sound to be played when the arrow is throw
* on_hit_fails(pos, thrower, data, self) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected)
]]
-- 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}
-- Example:
if get_setting("arrow") then
throwing.register_arrow("arrow", {
itemcraft = "default:steel_ingot",
craft_quantity = 16,
description = "Arrow",
tiles = {"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"},
target = throwing.target_object,
on_hit_sound = "throwing_arrow",
on_hit = function(pos, _, _, object, hitter)
object:punch(hitter, 1, {
full_punch_interval = 1,
damage_groups = {fleshy = 3}
})
end
})
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
if minetest.is_protected(last_pos) then
return false, "Area is protected"
end
return minetest.place_node(last_pos, {name="default:obsidian_glass"})
end)
end
```

View File

@ -10,8 +10,9 @@ throwing.modname = minetest.get_current_modname()
--------- Arrows functions ---------
local function shoot_arrow(itemstack, player)
local inventory = player:get_inventory()
for _,arrow in ipairs(throwing.arrows) do
if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow then
if inventory:get_stack("main", player:get_wield_index()+1):get_name() == arrow then
local playerpos = player:getpos()
local pos = {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}
local obj = minetest.add_entity(pos, arrow.."_entity")
@ -20,7 +21,7 @@ local function shoot_arrow(itemstack, player)
luaentity.player = player:get_player_name()
if luaentity.on_throw then
if luaentity.on_throw(pos, player, luaentity) == false then
if luaentity.on_throw(pos, player, player:get_wield_index()+2, luaentity.data, luaentity) == false then
return false
end
end
@ -39,7 +40,7 @@ local function shoot_arrow(itemstack, player)
end
if not minetest.setting_getbool("creative_mode") then
player:get_inventory():remove_item("main", arrow)
inventory:remove_item("main", arrow)
end
return true
@ -71,15 +72,18 @@ local function arrow_step(self, dtime)
return
end
local function put_arrow_back()
local function hit_failed()
if not minetest.setting_getbool("creative_mode") then
player:get_inventory():add_item("main", self.node)
end
if self.on_hit_fails then
self.on_hit_fails(pos, player, self.data, self)
end
end
if not self.last_pos then
logging("hitted a node during its first call to the step function")
put_arrow_back()
hit_failed()
return
end
@ -89,7 +93,7 @@ local function arrow_step(self, dtime)
return
end
local ret, reason = self.on_hit(pos, self.last_pos, node, obj, player, self)
local ret, reason = self.on_hit(pos, self.last_pos, node, obj, player, self.data, self)
if ret == false then
if reason then
logging(": on_hit function failed for reason: "..reason)
@ -97,7 +101,7 @@ local function arrow_step(self, dtime)
logging(": on_hit function failed")
end
put_arrow_back()
hit_failed()
return
end
@ -237,9 +241,11 @@ function throwing.register_arrow(name, def)
on_throw_sound = def.on_throw_sound,
on_throw = def.on_throw,
target = def.target,
on_hit_fails = def.on_hit_fails,
node = throwing.modname..":"..name,
player = "",
on_step = arrow_step
on_step = arrow_step,
data = {}
})
if def.itemcraft then