# 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/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. ## 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.