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MineClone2/mods/ITEMS/mcl_throwing/arrow.lua

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minetest.register_craftitem("mcl_throwing:arrow", {
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description = "Arrow",
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_doc_items_longdesc = "Arrows are ammunition for bows and dispensers.",
_doc_items_usagehelp = "To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory.",
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inventory_image = "mcl_throwing_arrow_inv.png",
groups = { ammo=1, ammo_bow=1 },
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})
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minetest.register_node("mcl_throwing:arrow_box", {
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drawtype = "nodebox",
is_ground_content = false,
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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},
}
},
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tiles = {"mcl_throwing_arrow.png", "mcl_throwing_arrow.png", "mcl_throwing_arrow_back.png", "mcl_throwing_arrow_front.png", "mcl_throwing_arrow_2.png", "mcl_throwing_arrow.png"},
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groups = {not_in_creative_inventory=1},
})
local THROWING_ARROW_ENTITY={
physical = false,
visual = "wielditem",
visual_size = {x=0.4, y=0.4},
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textures = {"mcl_throwing:arrow_box"},
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collisionbox = {0,0,0,0,0,0},
_lastpos={},
_startpos=nil,
_damage=1, -- Damage on impact
_shooter=nil, -- ObjectRef of player or mob who shot it
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}
THROWING_ARROW_ENTITY.on_step = function(self, dtime)
local pos = self.object:getpos()
local node = minetest.get_node(pos)
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-- Check for object collision. Done every tick (hopefully this is not too stressing)
do
local objs = minetest.get_objects_inside_radius(pos, 2)
local closest_object
local closest_distance
local ok = false
-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
local entity_name = obj:get_luaentity().name
if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then
ok = true
end
elseif obj ~= self._shooter then
ok = true
end
if ok then
local dist = vector.distance(pos, obj:getpos())
if not closest_object or not closest_distance then
closest_object = obj
closest_distance = dist
elseif dist < closest_distance then
closest_object = obj
closest_distance = dist
end
end
end
-- If an attackable object was found, we will damage the closest one only
if closest_object ~= nil then
local obj = closest_object
if obj:get_luaentity() ~= nil then
local entity_name = obj:get_luaentity().name
if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then
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obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
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}, nil)
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if obj:is_player() then
mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
end
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
-- TODO: This achievement should be given for the kill, not just a hit
if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
if (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:skeleton2") then
awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
end
end
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self.object:remove()
end
elseif obj ~= self._shooter then
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obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
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}, nil)
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if obj:is_player() then
mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
end
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self.object:remove()
end
end
end
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-- Check for node collision
if self._lastpos.x~=nil then
local def = minetest.registered_nodes[node.name]
if (def and def.walkable) or not def then
if not minetest.setting_getbool("creative_mode") then
minetest.add_item(self._lastpos, 'mcl_throwing:arrow')
end
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self.object:remove()
end
end
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-- Update internal variable
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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minetest.register_entity("mcl_throwing:arrow_entity", THROWING_ARROW_ENTITY)
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minetest.register_craft({
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output = 'mcl_throwing:arrow 4',
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recipe = {
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{'mcl_core:flint'},
{'mcl_core:stick'},
{'mcl_mobitems:feather'}
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}
})