4 ["mcl_bows:arrow"] = "mcl_bows:arrow_entity",
8 local BOW_DURABILITY
= 385
10 -- Charging time in microseconds
11 local BOW_CHARGE_TIME_HALF
= 500000 -- bow level 1
12 local BOW_CHARGE_TIME_FULL
= 1000000 -- bow level 2 (full charge)
14 -- Factor to multiply with player speed while player uses bow
15 -- This emulates the sneak speed.
16 local PLAYER_USE_BOW_SPEED
= tonumber(minetest
.settings
:get("movement_speed_crouch")) / tonumber(minetest
.settings
:get("movement_speed_walk"))
18 -- TODO: Use Minecraft speed (ca. 53 m/s)
19 -- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
20 local BOW_MAX_SPEED
= 26
22 --[[ Store the charging state of each player.
25 nil = not charging or player not existing
26 number: currently charging, the number is the time from minetest.get_us_time
27 in which the charging has started
31 -- Another player table, this one stores the wield index of the bow being charged
34 mcl_bows
.shoot_arrow
= function(arrow_item
, pos
, dir
, yaw
, shooter
, power
, damage
)
35 local obj
= minetest
.add_entity({x
=pos
.x
,y
=pos
.y
,z
=pos
.z
}, arrows
[arrow_item
])
42 obj
:set_velocity({x
=dir
.x
*power
, y
=dir
.y
*power
, z
=dir
.z
*power
})
43 obj
:set_acceleration({x
=0, y
=-GRAVITY
, z
=0})
44 obj
:setyaw(yaw
-math
.pi
/2)
45 local le
= obj
:get_luaentity()
49 minetest
.sound_play("mcl_bows_bow_shoot", {pos
=pos
})
50 if shooter
~= nil then
51 if obj
:get_luaentity().player
== "" then
52 obj
:get_luaentity().player
= shooter
54 obj
:get_luaentity().node
= shooter
:get_inventory():get_stack("main", 1):get_name()
59 local get_arrow
= function(player
)
60 local inv
= player
:get_inventory()
61 local arrow_stack
, arrow_stack_id
62 for i
=1, inv
:get_size("main") do
63 local it
= inv
:get_stack("main", i
)
64 if not it
:is_empty() and minetest
.get_item_group(it
:get_name(), "ammo_bow") ~= 0 then
70 return arrow_stack
, arrow_stack_id
73 local player_shoot_arrow
= function(itemstack
, player
, power
, damage
)
74 local arrow_stack
, arrow_stack_id
= get_arrow(player
)
75 local arrow_itemstring
76 if not minetest
.settings
:get_bool("creative_mode") then
77 if not arrow_stack
then
80 arrow_itemstring
= arrow_stack
:get_name()
81 arrow_stack
:take_item()
82 local inv
= player
:get_inventory()
83 inv
:set_stack("main", arrow_stack_id
, arrow_stack
)
85 local playerpos
= player
:getpos()
86 local dir
= player
:get_look_dir()
87 local yaw
= player
:get_look_horizontal()
89 if not arrow_itemstring
then
90 arrow_itemstring
= "mcl_bows:arrow"
92 mcl_bows
.shoot_arrow(arrow_itemstring
, {x
=playerpos
.x
,y
=playerpos
.y
+1.5,z
=playerpos
.z
}, dir
, yaw
, player
, power
, damage
)
96 -- Bow item, uncharged state
97 minetest
.register_tool("mcl_bows:bow", {
99 _doc_items_longdesc
= [[Bows are ranged weapons to shoot arrows at your foes.
100 The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead.]],
101 _doc_items_usagehelp
= [[To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot.]],
102 _doc_items_durability
= BOW_DURABILITY
,
103 inventory_image
= "mcl_bows_bow.png",
105 -- Trick to disable melee damage to entities.
106 -- Range not set to 0 (unlike the others) so it can be placed into item frames
108 -- Trick to disable digging as well
109 on_use
= function() end,
110 groups
= {weapon
=1,weapon_ranged
=1},
113 -- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
114 local reset_bows
= function(player
)
115 local inv
= player
:get_inventory()
116 local list
= inv
:get_list("main")
117 for place
, stack
in pairs(list
) do
118 if stack
:get_name()=="mcl_bows:bow_0" or stack
:get_name()=="mcl_bows:bow_1" or stack
:get_name()=="mcl_bows:bow_2" then
119 stack
:set_name("mcl_bows:bow")
123 inv
:set_list("main", list
)
126 -- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
127 local reset_bow_state
= function(player
, also_reset_bows
)
128 bow_load
[player
:get_player_name()] = nil
129 bow_index
[player
:get_player_name()] = nil
130 if minetest
.get_modpath("mcl_playerphysics") then
131 mcl_playerphysics
.remove_physics_factor(player
, "speed", "mcl_bows:use_bow")
133 if also_reset_bows
then
138 -- Bow in charging state
140 minetest
.register_tool("mcl_bows:bow_"..level
, {
142 _doc_items_create_entry
= false,
143 inventory_image
= "mcl_bows_bow_"..level
..".png",
145 range
= 0, -- Pointing range to 0 to prevent punching with bow :D
146 groups
= {not_in_creative_inventory
=1, not_in_craft_guide
=1},
147 on_drop
= function(itemstack
, dropper
, pos
)
148 reset_bow_state(dropper
)
149 itemstack
:set_name("mcl_bows:bow")
150 minetest
.item_drop(itemstack
, dropper
, pos
)
151 itemstack
:take_item()
154 -- Prevent accidental interaction with itemframes and other nodes
155 on_place
= function(itemstack
)
162 controls
.register_on_release(function(player
, key
, time
)
163 if key
~="RMB" then return end
164 local inv
= minetest
.get_inventory({type="player", name
=player
:get_player_name()})
165 local wielditem
= player
:get_wielded_item()
166 if (wielditem
:get_name()=="mcl_bows:bow_0" or wielditem
:get_name()=="mcl_bows:bow_1" or wielditem
:get_name()=="mcl_bows:bow_2") then
167 local has_shot
= false
170 local p_load
= bow_load
[player
:get_player_name()]
173 if type(p_load
) == "number" then
174 charge
= minetest
.get_us_time() - p_load
176 -- In case something goes wrong ...
177 -- Just assume minimum charge.
179 minetest
.log("warning", "[mcl_bows] Player "..player
:get_player_name().." fires arrow with non-numeric bow_load!")
181 charge
= math
.max(math
.min(charge
, BOW_CHARGE_TIME_FULL
), 0)
183 local charge_ratio
= charge
/ BOW_CHARGE_TIME_FULL
184 charge_ratio
= math
.max(math
.min(charge_ratio
, 1), 0)
186 -- Calculate damage and speed
188 if charge
>= BOW_CHARGE_TIME_FULL
then
189 speed
= BOW_MAX_SPEED
190 local r
= math
.random(1,5)
192 -- 20% chance for critical hit
199 -- Linear speed and damage increase
200 speed
= math
.max(4, BOW_MAX_SPEED
* charge_ratio
)
201 damage
= math
.max(1, math
.floor(9 * charge_ratio
))
204 has_shot
= player_shoot_arrow(wielditem
, player
, speed
, damage
)
206 wielditem
:set_name("mcl_bows:bow")
207 if has_shot
and minetest
.settings
:get_bool("creative_mode") == false then
208 wielditem
:add_wear(65535/BOW_DURABILITY
)
210 player
:set_wielded_item(wielditem
)
211 reset_bow_state(player
, true)
215 controls
.register_on_hold(function(player
, key
, time
)
219 local name
= player
:get_player_name()
220 local inv
= minetest
.get_inventory({type="player", name
=name
})
221 local wielditem
= player
:get_wielded_item()
222 if bow_load
[name
] == nil and wielditem
:get_name()=="mcl_bows:bow" and (minetest
.settings
:get_bool("creative_mode") or inv
:contains_item("main", "mcl_bows:arrow")) then
223 wielditem
:set_name("mcl_bows:bow_0")
224 player
:set_wielded_item(wielditem
)
225 if minetest
.get_modpath("mcl_playerphysics") then
226 -- Slow player down when using bow
227 mcl_playerphysics
.add_physics_factor(player
, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED
)
229 bow_load
[name
] = minetest
.get_us_time()
230 bow_index
[name
] = player
:get_wield_index()
232 if player
:get_wield_index() == bow_index
[name
] then
233 if type(bow_load
[name
]) == "number" then
234 if wielditem
:get_name() == "mcl_bows:bow_0" and minetest
.get_us_time() - bow_load
[name
] >= BOW_CHARGE_TIME_HALF
then
235 wielditem
:set_name("mcl_bows:bow_1")
236 elseif wielditem
:get_name() == "mcl_bows:bow_1" and minetest
.get_us_time() - bow_load
[name
] >= BOW_CHARGE_TIME_FULL
then
237 wielditem
:set_name("mcl_bows:bow_2")
240 if wielditem
:get_name() == "mcl_bows:bow_0" or wielditem
:get_name() == "mcl_bows:bow_1" or wielditem
:get_name() == "mcl_bows:bow_2" then
241 wielditem
:set_name("mcl_bows:bow")
244 player
:set_wielded_item(wielditem
)
246 reset_bow_state(player
, true)
251 minetest
.register_globalstep(function(dtime
)
252 for _
, player
in pairs(minetest
.get_connected_players()) do
253 local name
= player
:get_player_name()
254 local wielditem
= player
:get_wielded_item()
255 local wieldindex
= player
:get_wield_index()
256 local controls
= player
:get_player_control()
257 if type(bow_load
[name
]) == "number" and ((wielditem
:get_name()~="mcl_bows:bow_0" and wielditem
:get_name()~="mcl_bows:bow_1" and wielditem
:get_name()~="mcl_bows:bow_2") or wieldindex
~= bow_index
[name
]) then
258 reset_bow_state(player
, true)
263 minetest
.register_on_joinplayer(function(player
)
267 minetest
.register_on_leaveplayer(function(player
)
268 reset_bow_state(player
, true)
271 if minetest
.get_modpath("mcl_core") and minetest
.get_modpath("mcl_mobitems") then
272 minetest
.register_craft({
273 output
= 'mcl_bows:bow',
275 {'', 'mcl_core:stick', 'mcl_mobitems:string'},
276 {'mcl_core:stick', '', 'mcl_mobitems:string'},
277 {'', 'mcl_core:stick', 'mcl_mobitems:string'},
280 minetest
.register_craft({
281 output
= 'mcl_bows:bow',
283 {'mcl_mobitems:string', 'mcl_core:stick', ''},
284 {'mcl_mobitems:string', '', 'mcl_core:stick'},
285 {'mcl_mobitems:string', 'mcl_core:stick', ''},
290 minetest
.register_craft({
292 recipe
= "mcl_bows:bow",
296 -- Add entry aliases for the Help
297 if minetest
.get_modpath("doc") then
298 doc
.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_0")
299 doc
.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_1")
300 doc
.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_2")