diff --git a/README.md b/README.md index 45165ed..6ba05f8 100644 --- a/README.md +++ b/README.md @@ -1,115 +1,5 @@ -# Throwing +This modpack contains: +* `throwing`, an API for registering throwing and throwable things, +* `throwing_arrow`, a compatible replacement for the throwing mod by PilzAdam using the throwing API. -## Developed by the Eurythmia team - -This mod is an API for registering throwing and throwable things. - -Mods based on this API: -* [throwing_arrows](https://github.com/MT-Eurythmia/throwing_arrows) is a compatible replacement for the throwing mod by PilzAdam. -* [sling](https://github.com/tacotexmex/sling) is a mod written by @tacotexmex that enables item stack and single item throwing of any item. - -## Configuration - -The settings are the following: -``` -throwing.velocity_factor = 19 -throwing.horizontal_acceleration_factor = -3 -throwing.vertical_acceleration = -10 - -throwing.allow_arrow_placing = false - -throwing.bow_cooldown = 0.2 -``` - -## API - -There are two available functions in the mod API: -```lua -function throwing.register_bow(name, definition) ---[[ -Name: Bow name. If it doesn't contain ":", the "throwing:" prefix will be added. -Definition: definition table, containing: - * itemcraft (optional, you may want to register your own craft or to make the bow uncraftable): item used to craft the bow. - * description (highly recommended): description of the bow. - * texture (essential): texture of the bow, shown in inventory. - * groups (optional): groups of the item. - * uses: number of uses of the bow (default is 50). - * allow_shot (optional): function(player, itemstack, index, last_run): - - player: the player using the bow - - itemstack: the itemstack of the bow - - index: index of the arrow in the inventory - - last_run: whether this is the last time this function is called before actually calling `spawn_arrow_entity`. - Currently, `allow_shot` is actually run twice (once before the delay, and once after). - - should return true if the shot can be made, and false otherwise - - the default function checks that the arrow to be thrown is a registered arrow - - it can return a second return value, which is the new itemstack - * throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory. - If present, allow_shot is ignored. - Default is false. - *Warning*: this field is not known to be currently used by a mod. If you encounter bugs using it, please open - an issue! - * cooldown: bow cooldown. Default is setting throwing.bow_cooldown - * function spawn_arrow_entity(position, arrow, player): defaults to throwing.spawn_arrow_entity - * sound: sound to be played when the bow is used - * delay: delay before throwing the arrow -]] - --- Example: -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) ---[[ -Name: Arrow name. If it doesn't contain ":", the "throwing:" prefix will be added. -Definition: definition table, containing: - * itemcraft (optional, you may want to register your own craft or to make the arrow uncraftable): item used to craft the arrow. - * craft_quantity (optional, defaulting to 1 if itemcraft is non-nil, pointless otherwise): quantity of arrows in the craft output. - * 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). - * allow_protected (optional, defaulting to false): whether the arrow can be throw in a protected area - * on_hit_sound (optional): sound played when the arrow hits a node or an object. - * on_hit(self, pos, last_pos, node, object, hitter, data) (optional but very useful): 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(self, pos, thrower, itemstack, index, data) (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_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 thrown, 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(self, pos, thrower, data) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected) -]] - --- Example: -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 -}) -``` - -If the item to throw is an arrow registered using `throwing.register_arrow`, the entity used will be the entity automatically registered by this function. -Otherwise, if its definition contains a `throwing_entity` field, this field will be used as the entity name if it is a string, otherwise it will be called as a `function(pos, player)` that has to spawn the object and return the corresponding ObjectRef. -If the item is neither an arrow nor has a `throwing_entity` field, the corresponding `__builtin:item` will be used. +Please refer to the mods individual README for more information. diff --git a/modpack.txt b/modpack.txt new file mode 100644 index 0000000..e69de29 diff --git a/LICENSE.txt b/throwing/LICENSE.txt similarity index 100% rename from LICENSE.txt rename to throwing/LICENSE.txt diff --git a/throwing/README.md b/throwing/README.md new file mode 100644 index 0000000..f08e48b --- /dev/null +++ b/throwing/README.md @@ -0,0 +1,115 @@ +# Throwing + +## Developed by the Eurythmia team + +This mod is an API for registering throwing and throwable things. + +Mods based on this API: +* [throwing_arrows](https://github.com/MT-Eurythmia/throwing/tree/master/throwing_arrows) is a compatible replacement for the throwing mod by PilzAdam. +* [sling](https://github.com/tacotexmex/sling) is a mod written by @tacotexmex that enables item stack and single item throwing of any item. + +## Configuration + +The settings are the following: +``` +throwing.velocity_factor = 19 +throwing.horizontal_acceleration_factor = -3 +throwing.vertical_acceleration = -10 + +throwing.allow_arrow_placing = false + +throwing.bow_cooldown = 0.2 +``` + +## API + +There are two available functions in the mod API: +```lua +function throwing.register_bow(name, definition) +--[[ +Name: Bow name. If it doesn't contain ":", the "throwing:" prefix will be added. +Definition: definition table, containing: + * itemcraft (optional, you may want to register your own craft or to make the bow uncraftable): item used to craft the bow. + * description (highly recommended): description of the bow. + * texture (essential): texture of the bow, shown in inventory. + * groups (optional): groups of the item. + * uses: number of uses of the bow (default is 50). + * allow_shot (optional): function(player, itemstack, index, last_run): + - player: the player using the bow + - itemstack: the itemstack of the bow + - index: index of the arrow in the inventory + - last_run: whether this is the last time this function is called before actually calling `spawn_arrow_entity`. + Currently, `allow_shot` is actually run twice (once before the delay, and once after). + - should return true if the shot can be made, and false otherwise + - the default function checks that the arrow to be thrown is a registered arrow + - it can return a second return value, which is the new itemstack + * throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory. + If present, allow_shot is ignored. + Default is false. + *Warning*: this field is not known to be currently used by a mod. If you encounter bugs using it, please open + an issue! + * cooldown: bow cooldown. Default is setting throwing.bow_cooldown + * function spawn_arrow_entity(position, arrow, player): defaults to throwing.spawn_arrow_entity + * sound: sound to be played when the bow is used + * delay: delay before throwing the arrow +]] + +-- Example: +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) +--[[ +Name: Arrow name. If it doesn't contain ":", the "throwing:" prefix will be added. +Definition: definition table, containing: + * itemcraft (optional, you may want to register your own craft or to make the arrow uncraftable): item used to craft the arrow. + * craft_quantity (optional, defaulting to 1 if itemcraft is non-nil, pointless otherwise): quantity of arrows in the craft output. + * 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). + * allow_protected (optional, defaulting to false): whether the arrow can be throw in a protected area + * on_hit_sound (optional): sound played when the arrow hits a node or an object. + * on_hit(self, pos, last_pos, node, object, hitter, data) (optional but very useful): 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(self, pos, thrower, itemstack, index, data) (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_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 thrown, 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(self, pos, thrower, data) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected) +]] + +-- Example: +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 +}) +``` + +If the item to throw is an arrow registered using `throwing.register_arrow`, the entity used will be the entity automatically registered by this function. +Otherwise, if its definition contains a `throwing_entity` field, this field will be used as the entity name if it is a string, otherwise it will be called as a `function(pos, player)` that has to spawn the object and return the corresponding ObjectRef. +If the item is neither an arrow nor has a `throwing_entity` field, the corresponding `__builtin:item` will be used. diff --git a/depends.txt b/throwing/depends.txt similarity index 100% rename from depends.txt rename to throwing/depends.txt diff --git a/description.txt b/throwing/description.txt similarity index 100% rename from description.txt rename to throwing/description.txt diff --git a/init.lua b/throwing/init.lua similarity index 100% rename from init.lua rename to throwing/init.lua diff --git a/mod.conf b/throwing/mod.conf similarity index 100% rename from mod.conf rename to throwing/mod.conf diff --git a/throwing_arrows/LICENSE.txt b/throwing_arrows/LICENSE.txt new file mode 100644 index 0000000..52d1351 --- /dev/null +++ b/throwing_arrows/LICENSE.txt @@ -0,0 +1,374 @@ +Mozilla Public License Version 2.0 +================================== + +1. Definitions +-------------- + +1.1. "Contributor" + means each individual or legal entity that creates, contributes to + the creation of, or owns Covered Software. + +1.2. "Contributor Version" + means the combination of the Contributions of others (if any) used + by a Contributor and that particular Contributor's Contribution. + +1.3. "Contribution" + means Covered Software of a particular Contributor. + +1.4. "Covered Software" + means Source Code Form to which the initial Contributor has attached + the notice in Exhibit A, the Executable Form of such Source Code + Form, and Modifications of such Source Code Form, in each case + including portions thereof. + +1.5. "Incompatible With Secondary Licenses" + means + + (a) that the initial Contributor has attached the notice described + in Exhibit B to the Covered Software; or + + (b) that the Covered Software was made available under the terms of + version 1.1 or earlier of the License, but not also under the + terms of a Secondary License. + +1.6. "Executable Form" + means any form of the work other than Source Code Form. + +1.7. "Larger Work" + means a work that combines Covered Software with other material, in + a separate file or files, that is not Covered Software. + +1.8. "License" + means this document. + +1.9. "Licensable" + means having the right to grant, to the maximum extent possible, + whether at the time of the initial grant or subsequently, any and + all of the rights conveyed by this License. + +1.10. "Modifications" + means any of the following: + + (a) any file in Source Code Form that results from an addition to, + deletion from, or modification of the contents of Covered + Software; or + + (b) any new file in Source Code Form that contains any Covered + Software. + +1.11. "Patent Claims" of a Contributor + means any patent claim(s), including without limitation, method, + process, and apparatus claims, in any patent Licensable by such + Contributor that would be infringed, but for the grant of the + License, by the making, using, selling, offering for sale, having + made, import, or transfer of either its Contributions or its + Contributor Version. + +1.12. "Secondary License" + means either the GNU General Public License, Version 2.0, the GNU + Lesser General Public License, Version 2.1, the GNU Affero General + Public License, Version 3.0, or any later versions of those + licenses. + +1.13. "Source Code Form" + means the form of the work preferred for making modifications. + +1.14. "You" (or "Your") + means an individual or a legal entity exercising rights under this + License. For legal entities, "You" includes any entity that + controls, is controlled by, or is under common control with You. For + purposes of this definition, "control" means (a) the power, direct + or indirect, to cause the direction or management of such entity, + whether by contract or otherwise, or (b) ownership of more than + fifty percent (50%) of the outstanding shares or beneficial + ownership of such entity. + +2. License Grants and Conditions +-------------------------------- + +2.1. Grants + +Each Contributor hereby grants You a world-wide, royalty-free, +non-exclusive license: + +(a) under intellectual property rights (other than patent or trademark) + Licensable by such Contributor to use, reproduce, make available, + modify, display, perform, distribute, and otherwise exploit its + Contributions, either on an unmodified basis, with Modifications, or + as part of a Larger Work; and + +(b) under Patent Claims of such Contributor to make, use, sell, offer + for sale, have made, import, and otherwise transfer either its + Contributions or its Contributor Version. + +2.2. Effective Date + +The licenses granted in Section 2.1 with respect to any Contribution +become effective for each Contribution on the date the Contributor first +distributes such Contribution. + +2.3. Limitations on Grant Scope + +The licenses granted in this Section 2 are the only rights granted under +this License. No additional rights or licenses will be implied from the +distribution or licensing of Covered Software under this License. +Notwithstanding Section 2.1(b) above, no patent license is granted by a +Contributor: + +(a) for any code that a Contributor has removed from Covered Software; + or + +(b) for infringements caused by: (i) Your and any other third party's + modifications of Covered Software, or (ii) the combination of its + Contributions with other software (except as part of its Contributor + Version); or + +(c) under Patent Claims infringed by Covered Software in the absence of + its Contributions. + +This License does not grant any rights in the trademarks, service marks, +or logos of any Contributor (except as may be necessary to comply with +the notice requirements in Section 3.4). + +2.4. Subsequent Licenses + +No Contributor makes additional grants as a result of Your choice to +distribute the Covered Software under a subsequent version of this +License (see Section 10.2) or under the terms of a Secondary License (if +permitted under the terms of Section 3.3). + +2.5. Representation + +Each Contributor represents that the Contributor believes its +Contributions are its original creation(s) or it has sufficient rights +to grant the rights to its Contributions conveyed by this License. + +2.6. Fair Use + +This License is not intended to limit any rights You have under +applicable copyright doctrines of fair use, fair dealing, or other +equivalents. + +2.7. Conditions + +Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted +in Section 2.1. + +3. Responsibilities +------------------- + +3.1. Distribution of Source Form + +All distribution of Covered Software in Source Code Form, including any +Modifications that You create or to which You contribute, must be under +the terms of this License. You must inform recipients that the Source +Code Form of the Covered Software is governed by the terms of this +License, and how they can obtain a copy of this License. You may not +attempt to alter or restrict the recipients' rights in the Source Code +Form. + +3.2. Distribution of Executable Form + +If You distribute Covered Software in Executable Form then: + +(a) such Covered Software must also be made available in Source Code + Form, as described in Section 3.1, and You must inform recipients of + the Executable Form how they can obtain a copy of such Source Code + Form by reasonable means in a timely manner, at a charge no more + than the cost of distribution to the recipient; and + +(b) You may distribute such Executable Form under the terms of this + License, or sublicense it under different terms, provided that the + license for the Executable Form does not attempt to limit or alter + the recipients' rights in the Source Code Form under this License. + +3.3. Distribution of a Larger Work + +You may create and distribute a Larger Work under terms of Your choice, +provided that You also comply with the requirements of this License for +the Covered Software. If the Larger Work is a combination of Covered +Software with a work governed by one or more Secondary Licenses, and the +Covered Software is not Incompatible With Secondary Licenses, this +License permits You to additionally distribute such Covered Software +under the terms of such Secondary License(s), so that the recipient of +the Larger Work may, at their option, further distribute the Covered +Software under the terms of either this License or such Secondary +License(s). + +3.4. Notices + +You may not remove or alter the substance of any license notices +(including copyright notices, patent notices, disclaimers of warranty, +or limitations of liability) contained within the Source Code Form of +the Covered Software, except that You may alter any license notices to +the extent required to remedy known factual inaccuracies. + +3.5. Application of Additional Terms + +You may choose to offer, and to charge a fee for, warranty, support, +indemnity or liability obligations to one or more recipients of Covered +Software. However, You may do so only on Your own behalf, and not on +behalf of any Contributor. You must make it absolutely clear that any +such warranty, support, indemnity, or liability obligation is offered by +You alone, and You hereby agree to indemnify every Contributor for any +liability incurred by such Contributor as a result of warranty, support, +indemnity or liability terms You offer. You may include additional +disclaimers of warranty and limitations of liability specific to any +jurisdiction. + +4. Inability to Comply Due to Statute or Regulation +--------------------------------------------------- + +If it is impossible for You to comply with any of the terms of this +License with respect to some or all of the Covered Software due to +statute, judicial order, or regulation then You must: (a) comply with +the terms of this License to the maximum extent possible; and (b) +describe the limitations and the code they affect. Such description must +be placed in a text file included with all distributions of the Covered +Software under this License. Except to the extent prohibited by statute +or regulation, such description must be sufficiently detailed for a +recipient of ordinary skill to be able to understand it. + +5. Termination +-------------- + +5.1. The rights granted under this License will terminate automatically +if You fail to comply with any of its terms. However, if You become +compliant, then the rights granted under this License from a particular +Contributor are reinstated (a) provisionally, unless and until such +Contributor explicitly and finally terminates Your grants, and (b) on an +ongoing basis, if such Contributor fails to notify You of the +non-compliance by some reasonable means prior to 60 days after You have +come back into compliance. Moreover, Your grants from a particular +Contributor are reinstated on an ongoing basis if such Contributor +notifies You of the non-compliance by some reasonable means, this is the +first time You have received notice of non-compliance with this License +from such Contributor, and You become compliant prior to 30 days after +Your receipt of the notice. + +5.2. If You initiate litigation against any entity by asserting a patent +infringement claim (excluding declaratory judgment actions, +counter-claims, and cross-claims) alleging that a Contributor Version +directly or indirectly infringes any patent, then the rights granted to +You by any and all Contributors for the Covered Software under Section +2.1 of this License shall terminate. + +5.3. In the event of termination under Sections 5.1 or 5.2 above, all +end user license agreements (excluding distributors and resellers) which +have been validly granted by You or Your distributors under this License +prior to termination shall survive termination. + +************************************************************************ +* * +* 6. Disclaimer of Warranty * +* ------------------------- * +* * +* Covered Software is provided under this License on an "as is" * +* basis, without warranty of any kind, either expressed, implied, or * +* statutory, including, without limitation, warranties that the * +* Covered Software is free of defects, merchantable, fit for a * +* particular purpose or non-infringing. The entire risk as to the * +* quality and performance of the Covered Software is with You. * +* Should any Covered Software prove defective in any respect, You * +* (not any Contributor) assume the cost of any necessary servicing, * +* repair, or correction. This disclaimer of warranty constitutes an * +* essential part of this License. No use of any Covered Software is * +* authorized under this License except under this disclaimer. * +* * +************************************************************************ + +************************************************************************ +* * +* 7. Limitation of Liability * +* -------------------------- * +* * +* Under no circumstances and under no legal theory, whether tort * +* (including negligence), contract, or otherwise, shall any * +* Contributor, or anyone who distributes Covered Software as * +* permitted above, be liable to You for any direct, indirect, * +* special, incidental, or consequential damages of any character * +* including, without limitation, damages for lost profits, loss of * +* goodwill, work stoppage, computer failure or malfunction, or any * +* and all other commercial damages or losses, even if such party * +* shall have been informed of the possibility of such damages. This * +* limitation of liability shall not apply to liability for death or * +* personal injury resulting from such party's negligence to the * +* extent applicable law prohibits such limitation. Some * +* jurisdictions do not allow the exclusion or limitation of * +* incidental or consequential damages, so this exclusion and * +* limitation may not apply to You. * +* * +************************************************************************ + +8. Litigation +------------- + +Any litigation relating to this License may be brought only in the +courts of a jurisdiction where the defendant maintains its principal +place of business and such litigation shall be governed by laws of that +jurisdiction, without reference to its conflict-of-law provisions. +Nothing in this Section shall prevent a party's ability to bring +cross-claims or counter-claims. + +9. Miscellaneous +---------------- + +This License represents the complete agreement concerning the subject +matter hereof. If any provision of this License is held to be +unenforceable, such provision shall be reformed only to the extent +necessary to make it enforceable. Any law or regulation which provides +that the language of a contract shall be construed against the drafter +shall not be used to construe this License against a Contributor. + +10. Versions of the License +--------------------------- + +10.1. New Versions + +Mozilla Foundation is the license steward. Except as provided in Section +10.3, no one other than the license steward has the right to modify or +publish new versions of this License. Each version will be given a +distinguishing version number. + +10.2. Effect of New Versions + +You may distribute the Covered Software under the terms of the version +of the License under which You originally received the Covered Software, +or under the terms of any subsequent version published by the license +steward. + +10.3. Modified Versions + +If you create software not governed by this License, and you want to +create a new license for such software, you may create and use a +modified version of this License if you rename the license and remove +any references to the name of the license steward (except to note that +such modified license differs from this License). + +10.4. Distributing Source Code Form that is Incompatible With Secondary +Licenses + +If You choose to distribute Source Code Form that is Incompatible With +Secondary Licenses under the terms of this version of the License, the +notice described in Exhibit B of this License must be attached. + +Exhibit A - Source Code Form License Notice +------------------------------------------- + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. + +If it is not possible or desirable to put the notice in a particular +file, then You may include the notice in a location (such as a LICENSE +file in a relevant directory) where a recipient would be likely to look +for such a notice. + +You may add additional accurate notices of copyright ownership. + +Exhibit B - "Incompatible With Secondary Licenses" Notice +--------------------------------------------------------- + + This Source Code Form is "Incompatible With Secondary Licenses", as + defined by the Mozilla Public License, v. 2.0. + diff --git a/throwing_arrows/README.md b/throwing_arrows/README.md new file mode 100644 index 0000000..b3dcdb5 --- /dev/null +++ b/throwing_arrows/README.md @@ -0,0 +1,22 @@ +# Bows and Arrows for Throwing + +This mod registers basic bows and arrows for the [throwing API](https://github.com/MT-Eurythmia/throwing). It makes `throwing` a compatible replacement for the throwing mod by PilzAdam. + +## Settings + +The settings are the following: +``` +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 + +throwing.arrow_teleport_in_protected = true +``` + +## Screenshot + +![Screenshot](screenshot.png) diff --git a/throwing_arrows/depends.txt b/throwing_arrows/depends.txt new file mode 100644 index 0000000..51f6307 --- /dev/null +++ b/throwing_arrows/depends.txt @@ -0,0 +1,5 @@ +throwing +default +farming +mesecons? +mesecons_button? diff --git a/throwing_arrows/description.txt b/throwing_arrows/description.txt new file mode 100644 index 0000000..d1cb0c1 --- /dev/null +++ b/throwing_arrows/description.txt @@ -0,0 +1 @@ +Classic bows and arrows for the throwing_redo API diff --git a/throwing_arrows/init.lua b/throwing_arrows/init.lua new file mode 100644 index 0000000..52ac0ee --- /dev/null +++ b/throwing_arrows/init.lua @@ -0,0 +1,224 @@ +throwing.register_bow(":throwing:bow_wood", { + itemcraft = "default:wood", + description = "Wooden Bow", + texture = "throwing_bow_wood.png", + uses = 50 +}) +throwing.register_bow(":throwing:bow_stone", { + itemcraft = "default:cobble", + description = "Stone Bow", + texture = "throwing_bow_stone.png", + uses = 100 +}) +throwing.register_bow(":throwing:bow_steel", { + itemcraft = "default:steel_ingot", + description = "Steel Bow", + texture = "throwing_bow_steel.png", + uses = 150 +}) +throwing.register_bow(":throwing:bow_bronze", { + itemcraft = "default:bronze_ingot", + description = "Bronze Bow", + texture = "throwing_bow_bronze.png", + uses = 200 +}) +throwing.register_bow(":throwing:bow_gold", { + itemcraft = "default:gold_ingot", + description = "Gold Bow", + texture = "throwing_bow_gold.png", + uses = 250 +}) +throwing.register_bow(":throwing:bow_mese", { + itemcraft = "default:mese_crystal", + description = "Mese Bow", + texture = "throwing_bow_mese.png", + uses = 300 +}) +throwing.register_bow(":throwing:bow_diamond", { + itemcraft = "default:diamond", + description = "Diamond Bow", + texture = "throwing_bow_diamond.png", + uses = 320 +}) + +local function get_setting(name) + local value = minetest.settings:get_bool("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("throwing: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_both, + allow_protected = true, + on_hit_sound = "throwing_arrow", + on_hit = function(self, pos, _, node, object, hitter) + if object then + object:punch(hitter, 1, { + full_punch_interval = 1, + damage_groups = {fleshy = 3} + }) + elseif node then + if node.name == "mesecons_button:button_off" and minetest.get_modpath("mesecons_button") and minetest.get_modpath("mesecons") then + minetest.registered_items["mesecons_button:button_off"].on_rightclick(vector.round(pos), node) + end + end + end + }) +end + +if get_setting("golden_arrow") then + throwing.register_arrow("throwing:arrow_gold", { + itemcraft = "default:gold_ingot", + craft_quantity = 16, + description = "Golden Arrow", + tiles = {"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"}, + target = throwing.target_object, + allow_protected = true, + on_hit_sound = "throwing_arrow", + on_hit = function(self, pos, _, _, object, hitter) + object:punch(hitter, 1, { + full_punch_interval = 1, + damage_groups = {fleshy = 5} + }) + end + }) +end + +if get_setting("dig_arrow") then + throwing.register_arrow("throwing:arrow_dig", { + itemcraft = "default:pick_wood", + description = "Dig Arrow", + tiles = {"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"}, + target = throwing.target_node, + on_hit_sound = "throwing_dig_arrow", + on_hit = function(self, pos, _, node, _, hitter) + return minetest.dig_node(pos) + end + }) +end + +if get_setting("dig_arrow_admin") then + throwing.register_arrow("throwing:arrow_dig_admin", { + description = "Admin Dig Arrow", + tiles = {"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"}, + target = throwing.target_node, + on_hit = function(self, pos, _, node, _, _) + minetest.remove_node(pos) + end, + groups = {not_in_creative_inventory = 1} + }) +end + +if get_setting("teleport_arrow") then + throwing.register_arrow("throwing:arrow_teleport", { + itemcraft = "default:diamond", + description = "Teleport Arrow", + tiles = {"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"}, + allow_protected = true, + on_hit_sound = "throwing_teleport_arrow", + on_hit = function(self, _, last_pos, _, _, hitter) + if minetest.get_node(last_pos).name ~= "air" then + minetest.log("warning", "[throwing] BUG: node at last_pos was not air") + return + end + + if minetest.setting_getbool("throwing.allow_teleport_in_protected") == false then + return false + end + + hitter:moveto(last_pos) + end + }) +end + +if get_setting("fire_arrow") then + throwing.register_arrow("throwing:arrow_fire", { + itemcraft = "default:torch", + description = "Torch Arrow", + tiles = {"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"}, + on_hit_sound = "default_place_node", + on_hit = function(self, pos, last_pos, _, _, hitter) + if minetest.get_node(last_pos).name ~= "air" then + minetest.log("warning", "[throwing] BUG: node at last_pos was not air") + return + end + + local r_pos = vector.round(pos) + local r_last_pos = vector.round(last_pos) + -- Make sure that only one key is different + if r_pos.y ~= r_last_pos.y then + r_last_pos.x = r_pos.x + r_last_pos.z = r_pos.z + elseif r_pos.x ~= r_last_pos.x then + r_last_pos.y = r_pos.y + r_last_pos.z = r_pos.z + end + minetest.registered_items["default:torch"].on_place(ItemStack("default:torch"), hitter, + {type="node", under=r_pos, above=r_last_pos}) + end + }) +end + +if get_setting("build_arrow") then + throwing.register_arrow("throwing:arrow_build", { + itemcraft = "default:obsidian_glass", + description = "Build Arrow", + tiles = {"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"}, + on_hit_sound = "throwing_build_arrow", + on_hit = function(self, pos, last_pos, _, _, hitter) + if minetest.get_node(last_pos).name ~= "air" then + minetest.log("warning", "[throwing] BUG: node at last_pos was not air") + return + end + + local r_pos = vector.round(pos) + local r_last_pos = vector.round(last_pos) + -- Make sure that only one key is different + if r_pos.y ~= r_last_pos.y then + r_last_pos.x = r_pos.x + r_last_pos.z = r_pos.z + elseif r_pos.x ~= r_last_pos.x then + r_last_pos.y = r_pos.y + r_last_pos.z = r_pos.z + end + minetest.registered_items["default:obsidian_glass"].on_place(ItemStack("default:obsidian_glass"), hitter, + {type="node", under=r_pos, above=r_last_pos}) + end + }) +end + +if get_setting("drop_arrow") then + throwing.register_arrow("throwing:arrow_drop", { + itemcraft = "default:copper_ingot", + craft_quantity = 16, + description = "Drop Arrow", + tiles = {"throwing_arrow_drop.png", "throwing_arrow_drop.png", "throwing_arrow_drop_back.png", "throwing_arrow_drop_front.png", "throwing_arrow_drop_2.png", "throwing_arrow_drop.png"}, + on_hit_sound = "throwing_build_arrow", + allow_protected = true, + on_throw = function(self, _, thrower, _, index, data) + local inventory = thrower:get_inventory() + if index >= inventory:get_size("main") or inventory:get_stack("main", index+1):get_name() == "" then + return false, "nothing to drop" + end + data.itemstack = inventory:get_stack("main", index+1) + data.index = index+1 + thrower:get_inventory():set_stack("main", index+1, nil) + end, + on_hit = function(self, _, last_pos, _, _, hitter, data) + minetest.item_drop(ItemStack(data.itemstack), hitter, last_pos) + end, + on_hit_fails = function(self, _, thrower, data) + if not minetest.setting_getbool("creative_mode") then + thrower:get_inventory():set_stack("main", data.index, data.itemstack) + end + end + }) +end diff --git a/throwing_arrows/mod.conf b/throwing_arrows/mod.conf new file mode 100644 index 0000000..7112236 --- /dev/null +++ b/throwing_arrows/mod.conf @@ -0,0 +1 @@ +name = throwing_arrows diff --git a/throwing_arrows/screenshot.png b/throwing_arrows/screenshot.png new file mode 100644 index 0000000..a31fb45 Binary files /dev/null and b/throwing_arrows/screenshot.png differ diff --git a/throwing_arrows/sounds/throwing_arrow.ogg b/throwing_arrows/sounds/throwing_arrow.ogg new file mode 100644 index 0000000..36dc1de Binary files /dev/null and b/throwing_arrows/sounds/throwing_arrow.ogg differ diff --git a/throwing_arrows/sounds/throwing_build_arrow.ogg b/throwing_arrows/sounds/throwing_build_arrow.ogg new file mode 100644 index 0000000..339c2e3 Binary files /dev/null and b/throwing_arrows/sounds/throwing_build_arrow.ogg differ diff --git a/throwing_arrows/sounds/throwing_dig_arrow.ogg b/throwing_arrows/sounds/throwing_dig_arrow.ogg new 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