Improve the API

This commit breaks retro-compatibility. (Although not too much)
This commit is contained in:
upsilon 2017-01-17 16:32:30 +01:00
parent 709bb4ec16
commit ba3838842b
3 changed files with 35 additions and 14 deletions

View File

@ -40,22 +40,28 @@ Groups: optional groups.
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])
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, on_throw[, 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:
On_hit: callback function: on_hit(pos, last_pos, node, object, hitter, self) 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).
* Node and object: hit node or object. Either node or object is nil, depending
whether the arrow hit 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.
* Hitter: the ObjectRef of the player who threw the arrow.
* Self: the arrow entity table (it allows you to hack a lot!)
* When it fails, it should return:
false[, reason]
On_throw: option callback function: on_throw(pos, thrower, self) where:
* Pos: the position from where the arrow is throw (which a bit higher than the hitter position)
* Thrower: the ObjectRef of the thrower
* Self: the arrow entity table
* Should return false if the arrow should not be throw
]]
-- Examples:

View File

@ -8,13 +8,20 @@ throwing.modname = minetest.get_current_modname()
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)
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 pos = {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}
local obj = minetest.add_entity(pos, arrow.."_entity")
local luaentity = obj:get_luaentity()
luaentity.player = player:get_player_name()
if luaentity.on_throw then
if luaentity.on_throw(pos, player, luaentity) == false then
return false
end
end
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
@ -23,7 +30,11 @@ local function shoot_arrow(itemstack, player)
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)
minetest.sound_play("throwing_sound", {pos=playerpos, gain = 0.5})
obj:get_luaentity().player = player:get_player_name()
if not minetest.setting_getbool("creative_mode") then
player:get_inventory():remove_item("main", arrow)
end
return true
end
end
@ -73,7 +84,7 @@ local function arrow_step(self, dtime)
return
end
local ret, reason = self.on_hit(pos, self.last_pos, node, obj, player)
local ret, reason = self.on_hit(pos, self.last_pos, node, obj, player, self)
if ret == false then
if reason then
logging(": on_hit function failed for reason: "..reason)
@ -132,8 +143,11 @@ 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.
on_throw(pos, hitter)
Unlike on_hit, it is optional.
]]
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit, groups)
function throwing.register_arrow(name, itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit, on_throw, groups)
table.insert(throwing.arrows, throwing.modname..":"..name)
local _groups = {dig_immediate = 3}
@ -197,6 +211,7 @@ function throwing.register_arrow(name, itemcraft, craft_quantity, description, t
collisionbox = {0, 0, 0, 0, 0, 0},
on_hit = on_hit,
on_hit_sound = on_hit_sound,
on_throw = on_throw,
node = throwing.modname..":"..name,
player = "",
on_step = arrow_step

View File

@ -61,7 +61,7 @@ if get_setting("dig_arrow_admin") then
return
end
minetest.remove_node(pos)
end, {not_in_creative_inventory = 1})
end, nil, {not_in_creative_inventory = 1})
end
if get_setting("teleport_arrow") then