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26
.luacheckrc
Normal 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
|
@ -1,5 +1,139 @@
|
||||||
This modpack contains:
|
# Throwing
|
||||||
* `throwing`, an API for registering throwing and throwable things,
|
|
||||||
* `throwing_arrow`, a compatible replacement for the throwing mod by PilzAdam using the throwing API.
|
|
||||||
|
|
||||||
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.
|
||||||
|
|
|
@ -7,6 +7,8 @@ throwing.target_node = 2
|
||||||
throwing.target_both = 3
|
throwing.target_both = 3
|
||||||
|
|
||||||
throwing.modname = minetest.get_current_modname()
|
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 ---------
|
--------- Arrows functions ---------
|
||||||
function throwing.is_arrow(itemstack)
|
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)
|
return minetest.registered_items[arrow].throwing_entity(pos, player)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
obj = minetest.add_entity(pos, "__builtin:item", arrow)
|
return minetest.add_entity(pos, "__builtin:item", arrow)
|
||||||
end
|
end
|
||||||
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()
|
local inventory = player:get_inventory()
|
||||||
if not throw_itself then
|
local arrow_index
|
||||||
if index >= player:get_inventory():get_size("main") then
|
if throw_itself then
|
||||||
|
arrow_index = bow_index
|
||||||
|
else
|
||||||
|
if bow_index >= player:get_inventory():get_size("main") then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
index = index + 1
|
arrow_index = bow_index + 1
|
||||||
end
|
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 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 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()
|
local luaentity = obj:get_luaentity()
|
||||||
|
|
||||||
|
-- Set custom data in the entity
|
||||||
luaentity.player = player:get_player_name()
|
luaentity.player = player:get_player_name()
|
||||||
if not luaentity.item then
|
if not luaentity.item then
|
||||||
luaentity.item = arrow
|
luaentity.item = arrow
|
||||||
end
|
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 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()
|
obj:remove()
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
local dir = player:get_look_dir()
|
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 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})
|
local velocity
|
||||||
obj:setacceleration({x=dir.x*horizontal_acceleration_factor, y=vertical_acceleration, z=dir.z*horizontal_acceleration_factor})
|
if velocity_mode == "simple" then
|
||||||
obj:setyaw(player:get_look_horizontal()-math.pi/2)
|
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
|
if luaentity.on_throw_sound ~= "" then
|
||||||
minetest.sound_play(luaentity.on_throw_sound or "throwing_sound", {pos=playerpos, gain = 0.5})
|
minetest.sound_play(luaentity.on_throw_sound or "throwing_sound", {pos=playerpos, gain = 0.5})
|
||||||
end
|
end
|
||||||
|
|
||||||
if not minetest.settings:get_bool("creative_mode") then
|
if not minetest.settings:get_bool("creative_mode") then
|
||||||
if new_stack then
|
inventory:set_stack("main", arrow_index, new_stack)
|
||||||
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
|
|
||||||
end
|
end
|
||||||
|
|
||||||
return true
|
return true
|
||||||
end
|
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
|
self.timer = self.timer + dtime
|
||||||
local pos = self.object:getpos()
|
local pos = self.object:get_pos()
|
||||||
local node = minetest.get_node(pos)
|
local node = minetest.get_node(pos)
|
||||||
|
|
||||||
local logging = function(message, level)
|
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)
|
minetest.log(level or "action", "[throwing] Arrow "..(self.item or self.name).." throwed by player "..self.player.." "..tostring(self.timer).."s ago "..message)
|
||||||
end
|
end
|
||||||
|
|
||||||
local hit = function(pos, node, obj)
|
local hit = function(pos1, node1, obj)
|
||||||
if obj then
|
if obj then
|
||||||
if obj:is_player() then
|
if obj:is_player() then
|
||||||
if obj:get_player_name() == self.player then -- Avoid hitting the hitter
|
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)
|
player:get_inventory():add_item("main", self.item)
|
||||||
end
|
end
|
||||||
if self.on_hit_fails then
|
if self.on_hit_fails then
|
||||||
self:on_hit_fails(pos, player, self.data)
|
self:on_hit_fails(pos1, player, self.data)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -119,14 +159,14 @@ local function arrow_step(self, dtime)
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
if node and minetest.is_protected(pos, self.player) and not self.allow_protected then -- Forbid hitting nodes in protected areas
|
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(pos, self.player)
|
minetest.record_protection_violation(pos1, self.player)
|
||||||
logging("hitted a node into a protected area")
|
logging("hitted a node into a protected area")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
if self.on_hit then
|
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 ret == false then
|
||||||
if reason then
|
if reason then
|
||||||
logging(": on_hit function failed for reason: "..reason)
|
logging(": on_hit function failed for reason: "..reason)
|
||||||
|
@ -140,17 +180,33 @@ local function arrow_step(self, dtime)
|
||||||
end
|
end
|
||||||
|
|
||||||
if self.on_hit_sound then
|
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
|
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
|
elseif obj then
|
||||||
if obj:get_luaentity() 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
|
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
|
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
|
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())
|
wielded_light.update_light_by_item(self.item, self.object:get_pos())
|
||||||
end
|
end
|
||||||
|
|
||||||
|
apply_realistic_acceleration(self.object, self.mass) -- Physics: air friction
|
||||||
|
|
||||||
self.last_pos = pos -- Used by the build arrow
|
self.last_pos = pos -- Used by the build arrow
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Backwards compatibility
|
||||||
function throwing.make_arrow_def(def)
|
function throwing.make_arrow_def(def)
|
||||||
def.timer = 0
|
def.on_step = throwing.arrow_step
|
||||||
def.player = ""
|
|
||||||
def.on_step = arrow_step
|
|
||||||
def.data = {}
|
|
||||||
return def
|
return def
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -234,17 +290,18 @@ function throwing.register_arrow(name, def)
|
||||||
if not def.groups.dig_immediate then
|
if not def.groups.dig_immediate then
|
||||||
def.groups.dig_immediate = 3
|
def.groups.dig_immediate = 3
|
||||||
end
|
end
|
||||||
|
|
||||||
def.inventory_image = def.tiles[1]
|
def.inventory_image = def.tiles[1]
|
||||||
def.on_place = function(itemstack, placer, pointed_thing)
|
def.on_place = function(itemstack, placer, pointed_thing)
|
||||||
if minetest.settings:get_bool("throwing.allow_arrow_placing") and pointed_thing.above then
|
if minetest.settings:get_bool("throwing.allow_arrow_placing") and pointed_thing.above then
|
||||||
local playername = placer:get_player_name()
|
local playername = placer:get_player_name()
|
||||||
if not minetest.is_protected(pointed_thing.above, playername) then
|
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})
|
minetest.set_node(pointed_thing.above, {name = name})
|
||||||
itemstack:take_item()
|
itemstack:take_item()
|
||||||
return itemstack
|
return itemstack
|
||||||
else
|
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)
|
minetest.record_protection_violation(pointed_thing.above, playername)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
|
@ -276,7 +333,7 @@ function throwing.register_arrow(name, def)
|
||||||
}
|
}
|
||||||
minetest.register_node(registration_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,
|
physical = false,
|
||||||
visual = "wielditem",
|
visual = "wielditem",
|
||||||
visual_size = {x = 0.125, y = 0.125},
|
visual_size = {x = 0.125, y = 0.125},
|
||||||
|
@ -289,39 +346,44 @@ function throwing.register_arrow(name, def)
|
||||||
allow_protected = def.allow_protected,
|
allow_protected = def.allow_protected,
|
||||||
target = def.target,
|
target = def.target,
|
||||||
on_hit_fails = def.on_hit_fails,
|
on_hit_fails = def.on_hit_fails,
|
||||||
|
on_step = throwing.arrow_step,
|
||||||
item = name,
|
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
|
end
|
||||||
|
|
||||||
|
|
||||||
---------- Bows -----------
|
---------- 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)
|
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
|
if not def.allow_shot then
|
||||||
def.allow_shot = function(player, itemstack, index)
|
def.allow_shot = function(player, itemstack, index)
|
||||||
if index >= player:get_inventory():get_size("main") and not def.throw_itself then
|
if index >= player:get_inventory():get_size("main") and not def.throw_itself then
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
return throwing.is_arrow(itemstack)
|
return throwing.is_arrow(itemstack) or def.throw_itself
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if not def.inventory_image then
|
if not def.inventory_image then
|
||||||
def.inventory_image = def.texture
|
def.inventory_image = def.texture
|
||||||
end
|
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)
|
def.on_use = function(itemstack, user, pointed_thing)
|
||||||
-- Cooldown
|
-- Cooldown
|
||||||
local meta = itemstack:get_meta()
|
local meta = itemstack:get_meta()
|
||||||
|
@ -340,33 +402,50 @@ function throwing.register_bow(name, def)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Sound
|
-- Sound
|
||||||
if def.sound then
|
if throw_sound then
|
||||||
minetest.sound_play(def.sound, {to_player=user:get_player_name()})
|
minetest.sound_play(throw_sound, {to_player=user:get_player_name()})
|
||||||
end
|
end
|
||||||
|
|
||||||
meta:set_int("delay", os.time() + (def.delay or 0))
|
meta:set_int("delay", os.time() + (def.delay or 0))
|
||||||
minetest.after(def.delay or 0, function()
|
minetest.after(def.delay or 0, function()
|
||||||
-- Re-check that the arrow can be thrown. Overwrite the new_stack
|
-- Re-check that the arrow can be thrown. Overwrite the new_stack
|
||||||
local old_new_stack = 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
|
local arrow_stack = user:get_inventory():get_stack("main", arrow_index)
|
||||||
new_stack = old_new_stack
|
|
||||||
end
|
res, new_stack = def.allow_shot(user, arrow_stack, arrow_index, true)
|
||||||
if not res then
|
if not res then
|
||||||
return
|
return
|
||||||
end
|
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
|
-- 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
|
if not minetest.settings:get_bool("creative_mode") then
|
||||||
itemstack:add_wear(65535 / (def.uses or 50))
|
itemstack:add_wear(uses)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
if def.throw_itself then
|
if def.throw_itself then
|
||||||
-- This is a bug. If we return ItemStack(nil), the player punches the entity,
|
-- 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()
|
minetest.after(0.1, function()
|
||||||
user:get_inventory():remove_item("main", itemstack)
|
user:get_inventory():remove_item("main", itemstack)
|
||||||
end)
|
end)
|
||||||
|
@ -377,22 +456,11 @@ function throwing.register_bow(name, def)
|
||||||
end)
|
end)
|
||||||
return itemstack
|
return itemstack
|
||||||
end
|
end
|
||||||
minetest.register_tool(name, def)
|
|
||||||
|
|
||||||
if def.itemcraft then
|
if enable_toolranks then
|
||||||
-- Check for an override name
|
def.original_description = def.original_description or def.description
|
||||||
-- because an ``output = ":name"'' can't exist in a recipe
|
def.description = toolranks.create_description(def.description)
|
||||||
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, ""},
|
|
||||||
}
|
|
||||||
})
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
minetest.register_tool(name, def)
|
||||||
end
|
end
|
7
locale/template.txt
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
# textdomain: throwing
|
||||||
|
|
||||||
|
|
||||||
|
### init.lua ###
|
||||||
|
|
||||||
|
Arrows thrown=
|
||||||
|
bow=
|
7
locale/throwing.fr.tr
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
# textdomain: throwing
|
||||||
|
|
||||||
|
|
||||||
|
### init.lua ###
|
||||||
|
|
||||||
|
Arrows thrown=Flèches lancées
|
||||||
|
bow=arc
|
3
mod.conf
Normal 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
|
|
@ -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.
|
|
|
@ -1,3 +0,0 @@
|
||||||
mesecons?
|
|
||||||
mesecons_button?
|
|
||||||
wielded_light?
|
|
|
@ -1 +0,0 @@
|
||||||
Throwing, formally throwing_redo - This mod provides an API for registering throwing and throwable things
|
|
|
@ -1 +0,0 @@
|
||||||
name = throwing
|
|
|
@ -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.
|
|
||||||
|
|
|
@ -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)
|
|
|
@ -1,5 +0,0 @@
|
||||||
throwing
|
|
||||||
default
|
|
||||||
farming
|
|
||||||
mesecons?
|
|
||||||
mesecons_button?
|
|
|
@ -1 +0,0 @@
|
||||||
Classic bows and arrows for the throwing_redo API
|
|
|
@ -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
|
|
|
@ -1 +0,0 @@
|
||||||
name = throwing_arrows
|
|
Before Width: | Height: | Size: 366 KiB |
Before Width: | Height: | Size: 139 B |
Before Width: | Height: | Size: 141 B |
Before Width: | Height: | Size: 153 B |
Before Width: | Height: | Size: 139 B |
Before Width: | Height: | Size: 141 B |
Before Width: | Height: | Size: 146 B |
Before Width: | Height: | Size: 120 B |
Before Width: | Height: | Size: 139 B |
Before Width: | Height: | Size: 141 B |
Before Width: | Height: | Size: 148 B |
Before Width: | Height: | Size: 147 B |
Before Width: | Height: | Size: 145 B |
Before Width: | Height: | Size: 120 B |
Before Width: | Height: | Size: 146 B |
Before Width: | Height: | Size: 120 B |
Before Width: | Height: | Size: 210 B |
Before Width: | Height: | Size: 207 B |
Before Width: | Height: | Size: 216 B |
Before Width: | Height: | Size: 178 B |
Before Width: | Height: | Size: 195 B |
Before Width: | Height: | Size: 190 B |
Before Width: | Height: | Size: 197 B |
Before Width: | Height: | Size: 234 B |
Before Width: | Height: | Size: 119 B |
Before Width: | Height: | Size: 148 B |
Before Width: | Height: | Size: 147 B |
Before Width: | Height: | Size: 145 B |
Before Width: | Height: | Size: 120 B |
Before Width: | Height: | Size: 139 B |
Before Width: | Height: | Size: 141 B |
Before Width: | Height: | Size: 141 B |
Before Width: | Height: | Size: 119 B |
Before Width: | Height: | Size: 422 B |
Before Width: | Height: | Size: 408 B |
Before Width: | Height: | Size: 466 B |
Before Width: | Height: | Size: 425 B |
Before Width: | Height: | Size: 391 B |
Before Width: | Height: | Size: 397 B |
Before Width: | Height: | Size: 388 B |
Before Width: | Height: | Size: 68 B |