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...

26 Commits
1.0 ... master

Author SHA1 Message Date
SmallJoker dfc724fa06 Ensure Minetest 5.7.0 compatibility
The enforced type checking in Minetest revealed this incorrect API use.
2023-10-18 21:45:32 +02:00
Louis Royer 31f0cf5f86
Add toolranks_extras support (#25)
This displays `bow level x` instead of `tool level x` when toolranks is
enabled, and display `Arrows thrown` instead of `Node dug`.

* Add .luacheckrc and fixes warnings from luacheck
2020-08-14 17:33:20 +02:00
upsilon 4c50e6baec
Fix crash when the bow becomes fully worn
The crash only happened if toolranks was enabled.
2020-05-10 16:36:22 +02:00
upsilon 2d2368529f
Fix a typo causing a crash
Fixes #24
2020-04-27 10:49:00 +02:00
upsilon 49f3f36bdf
Better documentation for new physics in README.md 2020-04-03 08:13:57 +02:00
upsilon 0dd44bb30c
New physics 2020-04-02 17:17:31 +02:00
Louis Royer bd4d040c4e
Add toolrank optional support (#21)
* Add toolrank support

* Make bow shot able to level up the bow

* Add requested changes

* Change enable_toolranks to no_toolranks

* Remove the overwritting

* no_toolranks in defs in throwing.register_bow

* Toolranks support: minor changes
Reword documentation in README.md, fix a typo in init.lua and enable toolranks even if def.original_description exists---but do not overwrite it.

* Wait until the arrow hits its target before updating bow toolranks uses

* Add a throwing.toolranks settting to allow globally disabling toolranks

Co-authored-by: upsilon <upsilon@langg.net>
2020-04-02 16:11:42 +02:00
upsilon e2cb1286f1
Add throwing.make_arrow_def back for backwards compatibility, and make arrow_step public 2020-02-18 14:45:30 +01:00
upsilon edeba9de8b
Change default allow_shot function to allow items that throw itself to be thrown by default
This seems obvious, but wasn't the case
2020-02-16 18:38:49 +01:00
upsilon b9c78c92b2
Make the data table different for each arrow
I found myself discovering, while re-reading this code (and judging it not so readable, despite myself being its author), that data table of each arrow was in fact a single reference shared between all entities corresponding to an arrow of the same type.
I'm really sorry about this and the catastrophes it may have caused (e.g., it made it easy to duplicate an item using a drop arrow by throwing a random item, and then throwing the item to duplicate before the first arrow hit the ground: both arrows would then produce the stack that was thrown last). I hope no player discovered this on a server that used this mod.

(Also, I don't really see the point of the make_arrow_def function anymore, so I removed it. I wrote this too long ago to remember why I would write such code.)
2020-02-16 18:20:37 +01:00
upsilon 1449f49af7
Move craft registration from throwing to throwing_arrows 2020-02-11 20:01:13 +01:00
upsilon af62c8f9b5 Add farming as an optional dependency 2020-02-10 20:55:24 +01:00
Panquesito7 9fb53faeeb Delete deprecated description.txt and depends.txt
'depends.txt' and 'description.txt' are replaced with 'mod.conf'.
2019-10-27 22:33:33 +01:00
Panquesito7 ba63dea0b2 Replace deprecated functions with newer ones 2019-10-27 22:33:33 +01:00
upsilon cae8d38cfb
Remove outdated information from README.lua, add mention of the Native-American-Village mod by Steamed-Punk 2019-09-23 17:39:47 +02:00
upsilon 5529307ca3
Write depends and description in mod.conf, remove unneeded dependency 2019-08-29 18:14:53 +02:00
upsilon 3758affc98
Update repo URLs in README.md 2018-08-20 10:08:14 +02:00
upsilon 35442d8ac4 Revert "Merge throwing and throwing_arrows into a single modpack."
This reverts commit 8545ebb743.
2018-08-20 10:07:08 +02:00
upsilon d7a8eab2d6 Revert "Remove throwing and throwing_arrows to turn them into subrepos"
This reverts commit 4fd5687561.
2018-08-20 10:07:04 +02:00
upsilon 529f1b7ff2 Revert "git subrepo clone https://git.fwhost.eu/MT-Eurythmia/throwing.git throwing"
This reverts commit 9ae60be3c6.
2018-08-20 10:07:03 +02:00
upsilon cfddd39738 Revert "git subrepo clone https://git.fwhost.eu/MT-Eurythmia/throwing_arrows.git throwing_arrows"
This reverts commit 8c8358718e.
2018-08-20 10:07:02 +02:00
upsilon c89fb00cb4 Revert "Add upstream repositories links in README.md"
This reverts commit b9f17b0bd6.
2018-08-20 10:06:57 +02:00
upsilon b9f17b0bd6
Add upstream repositories links in README.md 2018-08-19 11:17:30 +02:00
upsilon 8c8358718e git subrepo clone https://git.fwhost.eu/MT-Eurythmia/throwing_arrows.git throwing_arrows
subrepo:
  subdir:   "throwing_arrows"
  merged:   "5e9515b"
upstream:
  origin:   "https://git.fwhost.eu/MT-Eurythmia/throwing_arrows.git"
  branch:   "master"
  commit:   "5e9515b"
git-subrepo:
  version:  "0.3.1"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "a7ee886"
2018-08-19 11:14:44 +02:00
upsilon 9ae60be3c6 git subrepo clone https://git.fwhost.eu/MT-Eurythmia/throwing.git throwing
subrepo:
  subdir:   "throwing"
  merged:   "b57abd5"
upstream:
  origin:   "https://git.fwhost.eu/MT-Eurythmia/throwing.git"
  branch:   "master"
  commit:   "b57abd5"
git-subrepo:
  version:  "0.3.1"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "a7ee886"
2018-08-19 11:14:33 +02:00
upsilon 4fd5687561
Remove throwing and throwing_arrows to turn them into subrepos 2018-08-19 11:14:07 +02:00
64 changed files with 331 additions and 833 deletions

26
.luacheckrc Normal file
View File

@ -0,0 +1,26 @@
std = "lua51+minetest"
unused_args = false
allow_defined_top = true
max_line_length = 999
stds.minetest = {
read_globals = {
"minetest",
"VoxelManip",
"VoxelArea",
"PseudoRandom",
"ItemStack",
"default",
table = {
fields = {
"copy",
},
},
}
}
read_globals = {
"toolranks",
"toolranks_extras",
"wielded_light",
}

142
README.md
View File

@ -1,5 +1,139 @@
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.
# Throwing
Please refer to the mods individual README for more information.
## 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/minetest-mods/throwing_arrows) is a compatible replacement for the throwing mod by PilzAdam.
* [sling](https://github.com/minetest-mods/sling) is a mod written by @tacotexmex that enables item stack and single item throwing of any item.
* [Native American Village](https://github.com/Steamed-Punk/Native-American-Village), by Steamed-Punk, adds, among many other various items, a tomahawk that can be thrown.
## Configuration
The settings are the following:
```
# Trajectory parameters
throwing.vertical_acceleration = -10
throwing.realistic_trajectory = false
throwing.frictional_coefficient = -.5
# How the initial velocity of arrows is computed: simple, strength, or momentum
throwing.velocity_mode = strength
throwing.velocity_factor = 19
# Whether to allow placing an arrow as a node
throwing.allow_arrow_placing = false
# Minimum time between two shots
throwing.bow_cooldown = 0.2
# Whether to enable toolranks for bows
throwing.toolranks = true
```
### Trajectory parameters
By default, the trajectory of the arrow is a simple parabola. You can set the vertical acceleration (acceleration of gravity) using `throwing.vertical_acceleration`.
If you want a more realistic trajectory that uses a first-order modelling of air friction, you can set `throwing.realistic_trajectory` to true. In this mode, `throwing.frictional_coefficient` indicates the ratio between the friction force on the arrow and its velocity. It should be negative. The acceleration of the arrow is subsequently determined by dividing the force by the "mass" of the arrow, the reference mass of 1 being the mass of the steel arrow in `throwing_arrows`. Generally, the frictional coefficient should be quite small; a value of -1 will already drastically shorten the range of the arrow. The default is -0.5.
### Initial velocity computation
The mod provides three modes to compute the initial velocity of an arrow after it is shot: simple, strength and momentum.
In simple mode, the initial velocity of the arrow is always the same. The value of this velocity is controlled by the `throwing.velocity_factor` setting, which defaults to 19.
In strength mode (the default), the initial velocity of the arrow only depends on the bow that is used---the more expensive the bow, the faster the arrow. The bow strength is multiplied by the velocity factor to compute the speed of the arrow. For reference, the steel bow in `throwing_arrows` has a strength of about 1.
Finally, momentum mode is the most realistic. It computes the velocity of the arrow based on the bow strength, as in the strength mode, and on the mass of the arrow: the heavier the arrow, the slower it will be shot. It is called the momentum mode because, in this mode, the strength of a bow indicates the initial momentum of the arrow rather than its initial speed.
## 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:
* 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 (the 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 to replace the arrow after the shot
* throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory.
The default is false.
* 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
* no_toolranks: If true, toolranks support is disabled for this item. Defaults to false.
* strength: strength of the bow, see above. Defaults to 1.
]]
-- 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:
* 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
* mass (optional, defaulting to 1): the mass of the arrow (see above)
* 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.

View File

@ -7,6 +7,8 @@ throwing.target_node = 2
throwing.target_both = 3
throwing.modname = minetest.get_current_modname()
local S = minetest.get_translator("throwing")
local use_toolranks = minetest.get_modpath("toolranks") and minetest.settings:get_bool("throwing.toolranks", true)
--------- Arrows functions ---------
function throwing.is_arrow(itemstack)
@ -23,74 +25,112 @@ function throwing.spawn_arrow_entity(pos, arrow, player)
return minetest.registered_items[arrow].throwing_entity(pos, player)
end
else
obj = minetest.add_entity(pos, "__builtin:item", arrow)
return minetest.add_entity(pos, "__builtin:item", arrow)
end
end
local function shoot_arrow(itemstack, player, index, throw_itself, new_stack)
local function apply_realistic_acceleration(obj, mass)
if not minetest.settings:get_bool("throwing.realistic_trajectory", false) then
return
end
local vertical_acceleration = tonumber(minetest.settings:get("throwing.vertical_acceleration")) or -10
local friction_coef = tonumber(minetest.settings:get("throwing.frictional_coefficient")) or -3
local velocity = obj:get_velocity()
obj:set_acceleration({
x = friction_coef * velocity.x / mass,
y = friction_coef * velocity.y / mass + vertical_acceleration,
z = friction_coef * velocity.z / mass
})
end
local function shoot_arrow(def, toolranks_data, player, bow_index, throw_itself, new_stack)
local inventory = player:get_inventory()
if not throw_itself then
if index >= player:get_inventory():get_size("main") then
local arrow_index
if throw_itself then
arrow_index = bow_index
else
if bow_index >= player:get_inventory():get_size("main") then
return false
end
index = index + 1
arrow_index = bow_index + 1
end
local arrow_stack = inventory:get_stack("main", index)
local arrow_stack = inventory:get_stack("main", arrow_index)
local arrow = arrow_stack:get_name()
local playerpos = player:getpos()
local playerpos = player:get_pos()
local pos = {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}
local obj = (minetest.registered_items[itemstack:get_name()].spawn_arrow_entity or throwing.spawn_arrow_entity)(pos, arrow, player)
local obj = (def.spawn_arrow_entity or throwing.spawn_arrow_entity)(pos, arrow, player)
local luaentity = obj:get_luaentity()
-- Set custom data in the entity
luaentity.player = player:get_player_name()
if not luaentity.item then
luaentity.item = arrow
end
luaentity.data = {}
luaentity.timer = 0
luaentity.toolranks = toolranks_data -- May be nil if toolranks is disabled
if luaentity.on_throw then
if luaentity:on_throw(pos, player, arrow_stack, index, luaentity.data) == false then
if luaentity:on_throw(pos, player, arrow_stack, arrow_index, luaentity.data) == false then
obj:remove()
return false
end
end
local dir = player:get_look_dir()
local velocity_factor = tonumber(minetest.settings:get("throwing.velocity_factor")) or 19
local horizontal_acceleration_factor = tonumber(minetest.settings:get("throwing.horizontal_acceleration_factor")) or -3
local vertical_acceleration = tonumber(minetest.settings:get("throwing.vertical_acceleration")) or -10
local velocity_factor = tonumber(minetest.settings:get("throwing.velocity_factor")) or 19
local velocity_mode = minetest.settings:get("throwing.velocity_mode") or "strength"
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)
local velocity
if velocity_mode == "simple" then
velocity = velocity_factor
elseif velocity_mode == "momentum" then
velocity = def.strength * velocity_factor / luaentity.mass
else
velocity = def.strength * velocity_factor
end
obj:set_velocity({
x = dir.x * velocity,
y = dir.y * velocity,
z = dir.z * velocity
})
obj:set_acceleration({x = 0, y = vertical_acceleration, z = 0})
obj:set_yaw(player:get_look_horizontal()-math.pi/2)
apply_realistic_acceleration(obj, luaentity.mass)
if luaentity.on_throw_sound ~= "" then
minetest.sound_play(luaentity.on_throw_sound or "throwing_sound", {pos=playerpos, gain = 0.5})
end
if not minetest.settings:get_bool("creative_mode") then
if new_stack then
inventory:set_stack("main", index, new_stack)
else
local stack = inventory:get_stack("main", index)
stack:take_item()
inventory:set_stack("main", index, stack)
end
inventory:set_stack("main", arrow_index, new_stack)
end
return true
end
local function arrow_step(self, dtime)
function throwing.arrow_step(self, dtime)
if not self.timer or not self.player then
self.object:remove()
return
end
self.timer = self.timer + dtime
local pos = self.object:getpos()
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
local logging = function(message, level)
minetest.log(level or "action", "[throwing] Arrow "..(self.item or self.name).." throwed by player "..self.player.." "..tostring(self.timer).."s ago "..message)
end
local hit = function(pos, node, obj)
local hit = function(pos1, node1, obj)
if obj then
if obj:is_player() then
if obj:get_player_name() == self.player then -- Avoid hitting the hitter
@ -109,7 +149,7 @@ local function arrow_step(self, dtime)
player:get_inventory():add_item("main", self.item)
end
if self.on_hit_fails then
self:on_hit_fails(pos, player, self.data)
self:on_hit_fails(pos1, player, self.data)
end
end
@ -119,14 +159,14 @@ local function arrow_step(self, dtime)
return
end
if node and minetest.is_protected(pos, self.player) and not self.allow_protected then -- Forbid hitting nodes in protected areas
minetest.record_protection_violation(pos, self.player)
if node1 and minetest.is_protected(pos1, self.player) and not self.allow_protected then -- Forbid hitting nodes in protected areas
minetest.record_protection_violation(pos1, self.player)
logging("hitted a node into a protected area")
return
end
if self.on_hit then
local ret, reason = self:on_hit(pos, self.last_pos, node, obj, player, self.data)
local ret, reason = self:on_hit(pos1, self.last_pos, node1, obj, player, self.data)
if ret == false then
if reason then
logging(": on_hit function failed for reason: "..reason)
@ -140,17 +180,33 @@ local function arrow_step(self, dtime)
end
if self.on_hit_sound then
minetest.sound_play(self.on_hit_sound, {pos = pos, gain = 0.8})
minetest.sound_play(self.on_hit_sound, {pos = pos1, gain = 0.8})
end
if node then
logging("collided with node "..node.name.." at ("..pos.x..","..pos.y..","..pos.z..")")
local identifier
if node1 then
identifier = "node " .. node1.name
elseif obj then
if obj:get_luaentity() then
logging("collided with luaentity "..obj:get_luaentity().name.." at ("..pos.x..","..pos.y..","..pos.z..")")
identifier = "luaentity " .. obj:get_luaentity().name
elseif obj:is_player() then
logging("collided with player "..obj:get_player_name().." at ("..pos.x..","..pos.y..","..pos.z..")")
identifier = "player " .. obj:get_player_name()
else
logging("collided with object at ("..pos.x..","..pos.y..","..pos.z..")")
identifier = "unknown object"
end
end
if identifier then
logging("collided with " .. identifier .. " at " .. minetest.pos_to_string(pos1) .. ")")
end
-- Toolranks support: update bow uses
if self.toolranks then
local inventory = player:get_inventory()
-- Check that the player did not move the bow
local current_stack = inventory:get_stack("main", self.toolranks.index)
if current_stack:get_name() == self.toolranks.name then
local new_itemstack = toolranks.new_afteruse(current_stack, player, nil, {wear = self.toolranks.wear})
inventory:set_stack("main", self.toolranks.index, new_itemstack)
end
end
end
@ -200,14 +256,14 @@ local function arrow_step(self, dtime)
wielded_light.update_light_by_item(self.item, self.object:get_pos())
end
apply_realistic_acceleration(self.object, self.mass) -- Physics: air friction
self.last_pos = pos -- Used by the build arrow
end
-- Backwards compatibility
function throwing.make_arrow_def(def)
def.timer = 0
def.player = ""
def.on_step = arrow_step
def.data = {}
def.on_step = throwing.arrow_step
return def
end
@ -234,17 +290,18 @@ function throwing.register_arrow(name, def)
if not def.groups.dig_immediate then
def.groups.dig_immediate = 3
end
def.inventory_image = def.tiles[1]
def.on_place = function(itemstack, placer, pointed_thing)
if minetest.settings:get_bool("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 "..name.." at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")")
minetest.log("action", "Player "..playername.." placed arrow "..name.." at "..minetest.pos_to_string(pointed_thing.above))
minetest.set_node(pointed_thing.above, {name = name})
itemstack:take_item()
return itemstack
else
minetest.log("warning", "Player "..playername.." tried to place arrow "..name.." into a protected area at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")")
minetest.log("warning", "Player "..playername.." tried to place arrow "..name.." into a protected area at "..minetest.pos_to_string(pointed_thing.above))
minetest.record_protection_violation(pointed_thing.above, playername)
return itemstack
end
@ -276,7 +333,7 @@ function throwing.register_arrow(name, def)
}
minetest.register_node(registration_name, def)
minetest.register_entity(registration_name.."_entity", throwing.make_arrow_def{
minetest.register_entity(registration_name.."_entity", {
physical = false,
visual = "wielditem",
visual_size = {x = 0.125, y = 0.125},
@ -289,39 +346,44 @@ function throwing.register_arrow(name, def)
allow_protected = def.allow_protected,
target = def.target,
on_hit_fails = def.on_hit_fails,
on_step = throwing.arrow_step,
item = name,
mass = def.mass or 1,
})
if def.itemcraft then
minetest.register_craft({
output = name.." "..tostring(def.craft_quantity or 1),
recipe = {
{def.itemcraft, "default:stick", "default:stick"}
}
})
minetest.register_craft({
output = name.." "..tostring(def.craft_quantity or 1),
recipe = {
{ "default:stick", "default:stick", def.itemcraft}
}
})
end
end
---------- Bows -----------
if use_toolranks and minetest.get_modpath("toolranks_extras") and toolranks_extras.register_tool_type then
toolranks_extras.register_tool_type("bow", S("bow"), S("Arrows thrown"))
end
function throwing.register_bow(name, def)
local enable_toolranks = use_toolranks and not def.no_toolranks
def.name = name
if not def.allow_shot then
def.allow_shot = function(player, itemstack, index)
if index >= player:get_inventory():get_size("main") and not def.throw_itself then
return false
end
return throwing.is_arrow(itemstack)
return throwing.is_arrow(itemstack) or def.throw_itself
end
end
if not def.inventory_image then
def.inventory_image = def.texture
end
if not def.strength then
def.strength = 20
end
local throw_sound = def.sound
-- Reserved field by Minetest. Prevent leaking irrelevant data to the registration API
def.sound = nil
def.on_use = function(itemstack, user, pointed_thing)
-- Cooldown
local meta = itemstack:get_meta()
@ -340,33 +402,50 @@ function throwing.register_bow(name, def)
end
-- Sound
if def.sound then
minetest.sound_play(def.sound, {to_player=user:get_player_name()})
if throw_sound then
minetest.sound_play(throw_sound, {to_player=user:get_player_name()})
end
meta:set_int("delay", os.time() + (def.delay or 0))
minetest.after(def.delay or 0, function()
-- Re-check that the arrow can be thrown. Overwrite the new_stack
local old_new_stack = new_stack
res, new_stack = def.allow_shot(user, user:get_inventory():get_stack("main", arrow_index), arrow_index, true)
if not new_stack then
new_stack = old_new_stack
end
local arrow_stack = user:get_inventory():get_stack("main", arrow_index)
res, new_stack = def.allow_shot(user, arrow_stack, arrow_index, true)
if not res then
return
end
if not new_stack then
new_stack = old_new_stack
end
if not new_stack then
arrow_stack:take_item()
new_stack = arrow_stack
end
-- Shoot arrow
if shoot_arrow(itemstack, user, bow_index, def.throw_itself, new_stack) then
local uses = 65535 / (def.uses or 50)
local toolranks_data
if enable_toolranks then
toolranks_data = {
name = itemstack:get_name(),
index = bow_index,
wear = uses
}
end
if shoot_arrow(def, toolranks_data, user, bow_index, def.throw_itself, new_stack) then
if not minetest.settings:get_bool("creative_mode") then
itemstack:add_wear(65535 / (def.uses or 50))
itemstack:add_wear(uses)
end
end
if def.throw_itself then
-- This is a bug. If we return ItemStack(nil), the player punches the entity,
-- and if the entity if a __builtin:item, it gets back to his inventory.
-- and if the entity is a __builtin:item, it gets back to his inventory.
minetest.after(0.1, function()
user:get_inventory():remove_item("main", itemstack)
end)
@ -377,22 +456,11 @@ function throwing.register_bow(name, def)
end)
return itemstack
end
minetest.register_tool(name, def)
if def.itemcraft then
-- Check for an override name
-- because an ``output = ":name"'' can't exist in a recipe
local output_name = name
if name:sub(1,1) == ":" then
output_name = name:sub(2)
end
minetest.register_craft({
output = output_name,
recipe = {
{"farming:cotton", def.itemcraft, ""},
{"farming:cotton", "", def.itemcraft},
{"farming:cotton", def.itemcraft, ""},
}
})
if enable_toolranks then
def.original_description = def.original_description or def.description
def.description = toolranks.create_description(def.description)
end
minetest.register_tool(name, def)
end

7
locale/template.txt Normal file
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@ -0,0 +1,7 @@
# textdomain: throwing
### init.lua ###
Arrows thrown=
bow=

7
locale/throwing.fr.tr Normal file
View File

@ -0,0 +1,7 @@
# textdomain: throwing
### init.lua ###
Arrows thrown=Flèches lancées
bow=arc

3
mod.conf Normal file
View File

@ -0,0 +1,3 @@
name = throwing
optional_depends = wielded_light, toolranks, toolranks_extras
description = Throwing library: provides an API for registering throwing and throwable things

View File

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@ -1,115 +0,0 @@
# 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.

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@ -1,3 +0,0 @@
mesecons?
mesecons_button?
wielded_light?

View File

@ -1 +0,0 @@
Throwing, formally throwing_redo - This mod provides an API for registering throwing and throwable things

View File

@ -1 +0,0 @@
name = throwing

View File

@ -1,374 +0,0 @@
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.

View File

@ -1,22 +0,0 @@
# 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)

View File

@ -1,5 +0,0 @@
throwing
default
farming
mesecons?
mesecons_button?

View File

@ -1 +0,0 @@
Classic bows and arrows for the throwing_redo API

View File

@ -1,224 +0,0 @@
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

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