throwing_arrows/init.lua

243 lines
8.3 KiB
Lua

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("diamond_arrow") then
throwing.register_arrow("throwing:arrow_diamond", {
itemcraft = "default:diamond",
craft_quantity = 16,
description = "Diamond Arrow",
tiles = {"throwing_arrow_diamond.png", "throwing_arrow_diamond.png", "throwing_arrow_diamond_back.png", "throwing_arrow_diamond_front.png", "throwing_arrow_diamond_2.png", "throwing_arrow_diamond.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 = 8}
})
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:mese_crystal",
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