2020-10-25 19:05:08 +01:00
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-- Translation support
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local S = minetest.get_translator("throwing_arrows")
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local function register_bow_craft(name, itemcraft)
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minetest.register_craft({
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output = "throwing:" .. name,
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recipe = {
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{"farming:string", itemcraft, ""},
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{"farming:string", "", itemcraft},
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{"farming:string", itemcraft, ""},
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}
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})
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end
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throwing.register_bow(":throwing:bow_wood", {
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description = S("Wooden Bow"),
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texture = "throwing_bow_wood.png",
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uses = 50,
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strength = .5
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})
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register_bow_craft("bow_wood", "default:wood")
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throwing.register_bow(":throwing:bow_stone", {
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description = S("Stone Bow"),
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texture = "throwing_bow_stone.png",
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uses = 100,
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strength = .65
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})
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register_bow_craft("bow_stone", "default:cobble")
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throwing.register_bow(":throwing:bow_steel", {
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description = S("Steel Bow"),
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texture = "throwing_bow_steel.png",
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uses = 150,
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strength = .8
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})
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register_bow_craft("bow_steel", "default:steel_ingot")
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throwing.register_bow(":throwing:bow_bronze", {
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description = S("Bronze Bow"),
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texture = "throwing_bow_bronze.png",
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uses = 200,
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strength = .95
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})
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register_bow_craft("bow_bronze", "default:bronze_ingot")
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throwing.register_bow(":throwing:bow_gold", {
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description = S("Gold Bow"),
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texture = "throwing_bow_gold.png",
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uses = 250,
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strength = 1.1
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})
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register_bow_craft("bow_gold", "default:gold_ingot")
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throwing.register_bow(":throwing:bow_mese", {
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description = S("Mese Bow"),
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texture = "throwing_bow_mese.png",
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uses = 300,
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strength = 1.25
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})
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register_bow_craft("bow_mese", "default:mese_crystal")
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throwing.register_bow(":throwing:bow_diamond", {
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description = S("Diamond Bow"),
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texture = "throwing_bow_diamond.png",
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uses = 320,
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strength = 1.4
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})
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register_bow_craft("bow_diamond", "default:diamond")
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local function get_setting(name)
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local value = minetest.settings:get_bool("throwing.enable_"..name)
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if value == true or value == nil then
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return true
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else
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return false
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end
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end
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local function register_arrow_craft(name, itemcraft, craft_quantity)
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minetest.register_craft({
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output = "throwing:"..name.." "..tostring(craft_quantity or 1),
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recipe = {
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{itemcraft, "default:stick", "default:stick"}
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}
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})
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minetest.register_craft({
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output = "throwing:"..name.." "..tostring(craft_quantity or 1),
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recipe = {
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{ "default:stick", "default:stick", itemcraft}
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}
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})
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end
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local last_punch_times = {}
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local function arrow_punch(object, hitter, caps)
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local time_from_last_punch = caps.full_punch_interval or 1
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local hitter_name = hitter:get_player_name()
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local player_name = object:get_player_name()
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if last_punch_times[hitter_name] then
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if last_punch_times[hitter_name][player_name] then
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time_from_last_punch = os.difftime(os.time(), last_punch_times[hitter_name][player_name])
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end
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else
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last_punch_times[hitter_name] = {}
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end
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if time_from_last_punch >= (caps.full_punch_interval or 1) then
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last_punch_times[hitter_name][player_name] = os.time()
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end
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2020-11-04 17:37:44 +01:00
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object:punch(hitter, time_from_last_punch, caps, nil)
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2020-10-25 19:05:08 +01:00
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end
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if get_setting("arrow") then
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throwing.register_arrow("throwing:arrow", {
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description = S("Arrow"),
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tiles = {"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"},
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target = throwing.target_both,
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allow_protected = true,
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mass = 1,
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on_hit_sound = "throwing_arrow",
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on_hit = function(self, pos, _, node, object, hitter)
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if object then
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arrow_punch(object, hitter, {
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full_punch_interval = 0.7,
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max_drop_level = 1,
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damage_groups = {fleshy = 3}
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})
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elseif node then
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if node.name == "mesecons_button:button_off" and minetest.get_modpath("mesecons_button") and minetest.get_modpath("mesecons") then
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minetest.registered_items["mesecons_button:button_off"].on_rightclick(vector.round(pos), node)
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end
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end
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end
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})
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register_arrow_craft("arrow", "default:steel_ingot", 16)
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end
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if get_setting("golden_arrow") then
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throwing.register_arrow("throwing:arrow_gold", {
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description = S("Golden Arrow"),
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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"},
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target = throwing.target_object,
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allow_protected = true,
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on_hit_sound = "throwing_arrow",
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mass = 2,
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on_hit = function(self, pos, _, _, object, hitter)
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arrow_punch(object, hitter, {
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full_punch_interval = 0.6,
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max_drop_level = 1,
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damage_groups = {fleshy = 5}
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})
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end
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})
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register_arrow_craft("arrow_gold", "default:gold_ingot", 16)
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end
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if get_setting("diamond_arrow") then
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throwing.register_arrow("throwing:arrow_diamond", {
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description = S("Diamond Arrow"),
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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"},
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target = throwing.target_object,
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allow_protected = true,
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on_hit_sound = "throwing_arrow",
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mass = .7,
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on_hit = function(self, pos, _, _, object, hitter)
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arrow_punch(object, hitter, {
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full_punch_interval = 0.5,
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max_drop_level = 1,
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damage_groups = {fleshy = 7}
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})
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end
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})
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register_arrow_craft("arrow_diamond", "default:diamond", 4)
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end
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if get_setting("dig_arrow") then
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throwing.register_arrow("throwing:arrow_dig", {
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description = S("Dig Arrow"),
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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"},
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target = throwing.target_node,
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mass = 1,
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on_hit_sound = "throwing_dig_arrow",
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on_hit = function(self, pos, _, node, _, hitter)
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return minetest.dig_node(pos)
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end
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})
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register_arrow_craft("arrow_dig", "default:pick_wood")
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end
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if get_setting("dig_arrow_admin") then
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throwing.register_arrow("throwing:arrow_dig_admin", {
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description = S("Admin Dig Arrow"),
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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"},
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target = throwing.target_node,
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mass = 1,
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on_hit = function(self, pos, _, node, _, _)
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minetest.remove_node(pos)
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end,
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groups = {not_in_creative_inventory = 1}
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})
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end
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if get_setting("teleport_arrow") then
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throwing.register_arrow("throwing:arrow_teleport", {
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description = S("Teleport Arrow"),
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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"},
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allow_protected = true,
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mass = 1,
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on_hit_sound = "throwing_teleport_arrow",
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on_hit = function(self, _, last_pos, _, _, hitter)
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if minetest.get_node(last_pos).name ~= "air" then
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minetest.log("warning", "[throwing] BUG: node at "..minetest.pos_to_string(last_pos).." was not air")
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return
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end
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if minetest.settings:get_bool("throwing.allow_teleport_in_protected") == false then
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return false
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end
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hitter:move_to(last_pos)
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end
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})
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register_arrow_craft("arrow_teleport", "default:mese_crystal")
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end
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if get_setting("fire_arrow") then
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throwing.register_arrow("throwing:arrow_fire", {
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description = S("Torch Arrow"),
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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"},
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mass = 1,
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on_hit_sound = "default_place_node",
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on_hit = function(self, pos, last_pos, _, _, hitter)
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if minetest.get_node(last_pos).name ~= "air" then
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minetest.log("warning", "[throwing] BUG: node at "..minetest.pos_to_string(last_pos).." was not air")
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return
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end
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local r_pos = vector.round(pos)
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local r_last_pos = vector.round(last_pos)
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-- Make sure that only one key is different
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if r_pos.y ~= r_last_pos.y then
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r_last_pos.x = r_pos.x
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r_last_pos.z = r_pos.z
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elseif r_pos.x ~= r_last_pos.x then
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r_last_pos.y = r_pos.y
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r_last_pos.z = r_pos.z
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end
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minetest.registered_items["default:torch"].on_place(ItemStack("default:torch"), hitter,
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{type="node", under=r_pos, above=r_last_pos})
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end
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})
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register_arrow_craft("arrow_fire", "default:torch")
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end
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if get_setting("build_arrow") then
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throwing.register_arrow("throwing:arrow_build", {
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description = S("Build Arrow"),
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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"},
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mass = 1,
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on_hit_sound = "throwing_build_arrow",
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on_hit = function(self, pos, last_pos, _, _, hitter)
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if minetest.get_node(last_pos).name ~= "air" then
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minetest.log("warning", "[throwing] BUG: node at "..minetest.pos_to_string(last_pos).." was not air")
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return
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end
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local r_pos = vector.round(pos)
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local r_last_pos = vector.round(last_pos)
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-- Make sure that only one key is different
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if r_pos.y ~= r_last_pos.y then
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r_last_pos.x = r_pos.x
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r_last_pos.z = r_pos.z
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elseif r_pos.x ~= r_last_pos.x then
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r_last_pos.y = r_pos.y
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r_last_pos.z = r_pos.z
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end
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minetest.registered_items["default:obsidian_glass"].on_place(ItemStack("default:obsidian_glass"), hitter,
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{type="node", under=r_pos, above=r_last_pos})
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end
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})
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register_arrow_craft("arrow_build", "default:obsidian_glass")
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end
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if get_setting("drop_arrow") then
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throwing.register_arrow("throwing:arrow_drop", {
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description = S("Drop Arrow"),
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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"},
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on_hit_sound = "throwing_build_arrow",
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allow_protected = true,
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mass = 1,
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on_throw = function(self, _, thrower, _, index, data)
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local inventory = thrower:get_inventory()
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if index >= inventory:get_size("main") or inventory:get_stack("main", index+1):get_name() == "" then
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return false, "nothing to drop"
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end
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data.itemstack = inventory:get_stack("main", index+1)
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data.index = index+1
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thrower:get_inventory():set_stack("main", index+1, nil)
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end,
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on_hit = function(self, _, last_pos, _, _, hitter, data)
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minetest.item_drop(ItemStack(data.itemstack), hitter, last_pos)
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end,
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on_hit_fails = function(self, _, thrower, data)
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if not minetest.settings:get_bool("creative_mode") then
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thrower:get_inventory():set_stack("main", data.index, data.itemstack)
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end
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end
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})
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register_arrow_craft("arrow_drop", "default:copper_ingot", 16)
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end
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