minetest-mods/throwing/init.lua

399 lines
12 KiB
Lua

throwing = {}
throwing.arrows = {}
throwing.target_object = 1
throwing.target_node = 2
throwing.target_both = 3
throwing.modname = minetest.get_current_modname()
--------- Arrows functions ---------
function throwing.is_arrow(itemstack)
return throwing.arrows[ItemStack(itemstack):get_name()]
end
function throwing.spawn_arrow_entity(pos, arrow, player)
if throwing.is_arrow(arrow) then
return minetest.add_entity(pos, arrow.."_entity")
elseif minetest.registered_items[arrow].throwing_entity then
if type(minetest.registered_items[arrow].throwing_entity) == "string" then
return minetest.add_entity(pos, minetest.registered_items[arrow].throwing_entity)
else -- Type is a function
return minetest.registered_items[arrow].throwing_entity(pos, player)
end
else
obj = minetest.add_entity(pos, "__builtin:item", arrow)
end
end
local function shoot_arrow(itemstack, player, index, throw_itself, new_stack)
local inventory = player:get_inventory()
if not throw_itself then
if index >= player:get_inventory():get_size("main") then
return false
end
index = index + 1
end
local arrow_stack = inventory:get_stack("main", index)
local arrow = arrow_stack:get_name()
local playerpos = player:getpos()
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 luaentity = obj:get_luaentity()
luaentity.player = player:get_player_name()
if not luaentity.item then
luaentity.item = arrow
end
if luaentity.on_throw then
if luaentity:on_throw(pos, player, arrow_stack, index, luaentity.data) == false then
obj:remove()
return false
end
end
local dir = player:get_look_dir()
local velocity_factor = tonumber(minetest.settings:get("throwing.velocity_factor")) or 19
local horizontal_acceleration_factor = tonumber(minetest.settings:get("throwing.horizontal_acceleration_factor")) or -3
local vertical_acceleration = tonumber(minetest.settings:get("throwing.vertical_acceleration")) or -10
obj:setvelocity({x=dir.x*velocity_factor, y=dir.y*velocity_factor, z=dir.z*velocity_factor})
obj:setacceleration({x=dir.x*horizontal_acceleration_factor, y=vertical_acceleration, z=dir.z*horizontal_acceleration_factor})
obj:setyaw(player:get_look_horizontal()-math.pi/2)
if luaentity.on_throw_sound ~= "" then
minetest.sound_play(luaentity.on_throw_sound or "throwing_sound", {pos=playerpos, gain = 0.5})
end
if not minetest.settings:get_bool("creative_mode") then
if new_stack then
inventory:set_stack("main", index, new_stack)
else
local stack = inventory:get_stack("main", index)
stack:take_item()
inventory:set_stack("main", index, stack)
end
end
return true
end
local function arrow_step(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
local logging = function(message, level)
minetest.log(level or "action", "[throwing] Arrow "..(self.item or self.name).." throwed by player "..self.player.." "..tostring(self.timer).."s ago "..message)
end
local hit = function(pos, node, obj)
if obj then
if obj:is_player() then
if obj:get_player_name() == self.player then -- Avoid hitting the hitter
return false
end
end
end
local player = minetest.get_player_by_name(self.player)
if not player then -- Possible if the player disconnected
return
end
local function hit_failed()
if not minetest.settings:get_bool("creative_mode") and self.item then
player:get_inventory():add_item("main", self.item)
end
if self.on_hit_fails then
self:on_hit_fails(pos, player, self.data)
end
end
if not self.last_pos then
logging("hitted a node during its first call to the step function")
hit_failed()
return
end
if node and minetest.is_protected(pos, self.player) and not self.allow_protected then -- Forbid hitting nodes in protected areas
minetest.record_protection_violation(pos, self.player)
logging("hitted a node into a protected area")
return
end
if self.on_hit then
local ret, reason = self:on_hit(pos, self.last_pos, node, obj, player, self.data)
if ret == false then
if reason then
logging(": on_hit function failed for reason: "..reason)
else
logging(": on_hit function failed")
end
hit_failed()
return
end
end
if self.on_hit_sound then
minetest.sound_play(self.on_hit_sound, {pos = pos, gain = 0.8})
end
if node then
logging("collided with node "..node.name.." at ("..pos.x..","..pos.y..","..pos.z..")")
elseif obj then
if obj:get_luaentity() then
logging("collided with luaentity "..obj:get_luaentity().name.." at ("..pos.x..","..pos.y..","..pos.z..")")
elseif obj:is_player() then
logging("collided with player "..obj:get_player_name().." at ("..pos.x..","..pos.y..","..pos.z..")")
else
logging("collided with object at ("..pos.x..","..pos.y..","..pos.z..")")
end
end
end
-- Collision with a node
if node.name == "ignore" then
self.object:remove()
logging("reached ignore. Removing.")
return
elseif (minetest.registered_items[node.name] or {}).drawtype ~= "airlike" then
if self.target ~= throwing.target_object then -- throwing.target_both, nil, throwing.target_node, or any invalid value
if hit(pos, node, nil) ~= false then
self.object:remove()
end
else
self.object:remove()
end
return
end
-- Collision with an object
local objs = minetest.get_objects_inside_radius(pos, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() then
if obj:get_luaentity().name ~= self.name and obj:get_luaentity().name ~= "__builtin:item" then
if self.target ~= throwing.target_node then -- throwing.target_both, nil, throwing.target_object, or any invalid value
if hit(pos, nil, obj) ~= false then
self.object:remove()
end
else
self.object:remove()
end
end
else
if self.target ~= throwing.target_node then -- throwing.target_both, nil, throwing.target_object, or any invalid value
if hit(pos, nil, obj) ~= false then
self.object:remove()
end
else
self.object:remove()
end
end
end
-- Support for shining items using wielded light
if minetest.global_exists("wielded_light") and self.object then
wielded_light.update_light_by_item(self.item, self.object:get_pos())
end
self.last_pos = pos -- Used by the build arrow
end
function throwing.make_arrow_def(def)
def.timer = 0
def.player = ""
def.on_step = arrow_step
def.data = {}
return def
end
--[[
on_hit(pos, last_pos, node, object, hitter)
Either node or object is nil, depending whether the arrow collided with an object (luaentity or player) or with a node.
No log message is needed in this function (a generic log message is automatically emitted), except on error or warning.
Should return false or false, reason on failure.
on_throw(pos, hitter)
Unlike on_hit, it is optional.
]]
function throwing.register_arrow(name, def)
throwing.arrows[name] = true
local registration_name = name
if name:sub(1,9) == "throwing:" then
registration_name = ":"..name
end
if not def.groups then
def.groups = {}
end
if not def.groups.dig_immediate then
def.groups.dig_immediate = 3
end
def.inventory_image = def.tiles[1]
def.on_place = function(itemstack, placer, pointed_thing)
if minetest.settings:get_bool("throwing.allow_arrow_placing") and pointed_thing.above then
local playername = placer:get_player_name()
if not minetest.is_protected(pointed_thing.above, playername) then
minetest.log("action", "Player "..playername.." placed arrow "..name.." at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")")
minetest.set_node(pointed_thing.above, {name = name})
itemstack:take_item()
return itemstack
else
minetest.log("warning", "Player "..playername.." tried to place arrow "..name.." into a protected area at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")")
minetest.record_protection_violation(pointed_thing.above, playername)
return itemstack
end
else
return itemstack
end
end
def.drawtype = "nodebox"
def.paramtype = "light"
def.node_box = {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
-- Spitze
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
-- Federn
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
}
}
minetest.register_node(registration_name, def)
minetest.register_entity(registration_name.."_entity", throwing.make_arrow_def{
physical = false,
visual = "wielditem",
visual_size = {x = 0.125, y = 0.125},
textures = {name},
collisionbox = {0, 0, 0, 0, 0, 0},
on_hit = def.on_hit,
on_hit_sound = def.on_hit_sound,
on_throw_sound = def.on_throw_sound,
on_throw = def.on_throw,
allow_protected = def.allow_protected,
target = def.target,
on_hit_fails = def.on_hit_fails,
item = name,
})
if def.itemcraft then
minetest.register_craft({
output = name.." "..tostring(def.craft_quantity or 1),
recipe = {
{def.itemcraft, "default:stick", "default:stick"}
}
})
minetest.register_craft({
output = name.." "..tostring(def.craft_quantity or 1),
recipe = {
{ "default:stick", "default:stick", def.itemcraft}
}
})
end
end
---------- Bows -----------
function throwing.register_bow(name, def)
if not def.allow_shot then
def.allow_shot = function(player, itemstack, index)
if index >= player:get_inventory():get_size("main") and not def.throw_itself then
return false
end
return throwing.is_arrow(itemstack)
end
end
if not def.inventory_image then
def.inventory_image = def.texture
end
def.on_use = function(itemstack, user, pointed_thing)
-- Cooldown
local meta = itemstack:get_meta()
local cooldown = def.cooldown or tonumber(minetest.settings:get("throwing.bow_cooldown")) or 0.2
if cooldown > 0 and meta:get_int("cooldown") > os.time()
or meta:get_int("delay") > os.time() then
return
end
local bow_index = user:get_wield_index()
local arrow_index = (def.throw_itself and bow_index) or bow_index+1
local res, new_stack = def.allow_shot(user, user:get_inventory():get_stack("main", arrow_index), arrow_index, false)
if not res then
return (def.throw_itself and new_stack) or itemstack
end
-- Sound
if def.sound then
minetest.sound_play(def.sound, {to_player=user:get_player_name()})
end
meta:set_int("delay", os.time() + (def.delay or 0))
minetest.after(def.delay or 0, function()
-- Re-check that the arrow can be thrown. Overwrite the new_stack
local old_new_stack = new_stack
res, new_stack = def.allow_shot(user, user:get_inventory():get_stack("main", arrow_index), arrow_index, true)
if not new_stack then
new_stack = old_new_stack
end
if not res then
return
end
-- Shoot arrow
if shoot_arrow(itemstack, user, bow_index, def.throw_itself, new_stack) then
if not minetest.settings:get_bool("creative_mode") then
itemstack:add_wear(65535 / (def.uses or 50))
end
end
if def.throw_itself then
-- This is a bug. If we return ItemStack(nil), the player punches the entity,
-- and if the entity if a __builtin:item, it gets back to his inventory.
minetest.after(0.1, function()
user:get_inventory():remove_item("main", itemstack)
end)
elseif cooldown > 0 then
meta:set_int("cooldown", os.time() + cooldown)
end
user:get_inventory():set_stack("main", bow_index, itemstack)
end)
return itemstack
end
minetest.register_tool(name, def)
if def.itemcraft then
-- Check for an override name
-- because an ``output = ":name"'' can't exist in a recipe
local output_name = name
if name:sub(1,1) == ":" then
output_name = name:sub(2)
end
minetest.register_craft({
output = output_name,
recipe = {
{"farming:cotton", def.itemcraft, ""},
{"farming:cotton", "", def.itemcraft},
{"farming:cotton", def.itemcraft, ""},
}
})
end
end