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Slow player down when using bow

objects
Wuzzy 2018-05-07 20:31:40 +02:00
parent 2c4eae353c
commit fc9b57950f
2 changed files with 45 additions and 33 deletions

View File

@ -11,6 +11,9 @@ local BOW_DURABILITY = 385
local BOW_CHARGE_TIME_HALF = 500000 -- bow level 1
local BOW_CHARGE_TIME_FULL = 1000000 -- bow level 2 (full charge)
-- Factor to multiply with player speed while player uses bow
local PLAYER_USE_BOW_SPEED = 0.30232558 -- = sneak speed / walking speed from Minecraft Wiki
-- TODO: Use Minecraft speed (ca. 53 m/s)
-- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
local BOW_MAX_SPEED = 26
@ -106,27 +109,7 @@ The speed and damage of the arrow increases the longer you charge. The regular d
groups = {weapon=1,weapon_ranged=1},
})
-- Bow in charging state
for level=0, 2 do
minetest.register_tool("mcl_throwing:bow_"..level, {
description = "Bow",
_doc_items_create_entry = false,
inventory_image = "mcl_throwing_bow_"..level..".png",
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
on_drop = function(itemstack, dropper, pos)
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
itemstack:set_name("mcl_throwing:bow")
minetest.item_drop(itemstack, dropper, pos)
itemstack:take_item()
return itemstack
end,
})
end
-- Resets all the bows in "charging" state back to their original stage
-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
local reset_bows = function(player)
local inv = player:get_inventory()
local list = inv:get_list("main")
@ -139,6 +122,38 @@ local reset_bows = function(player)
inv:set_list("main", list)
end
-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
local reset_bow_state = function(player, also_reset_bows)
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
if minetest.get_modpath("mcl_playerphysics") then
mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
end
if also_reset_bows then
reset_bows(player)
end
end
-- Bow in charging state
for level=0, 2 do
minetest.register_tool("mcl_throwing:bow_"..level, {
description = "Bow",
_doc_items_create_entry = false,
inventory_image = "mcl_throwing_bow_"..level..".png",
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
on_drop = function(itemstack, dropper, pos)
reset_bow_state(player)
itemstack:set_name("mcl_throwing:bow")
minetest.item_drop(itemstack, dropper, pos)
itemstack:take_item()
return itemstack
end,
})
end
controls.register_on_release(function(player, key, time)
if key~="RMB" then return end
local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
@ -188,9 +203,7 @@ controls.register_on_release(function(player, key, time)
wielditem:add_wear(65535/BOW_DURABILITY)
end
player:set_wielded_item(wielditem)
reset_bows(player)
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
reset_bow_state(player, true)
end
end)
@ -204,6 +217,10 @@ controls.register_on_hold(function(player, key, time)
if bow_load[name] == nil and wielditem:get_name()=="mcl_throwing:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_throwing:arrow")) then
wielditem:set_name("mcl_throwing:bow_0")
player:set_wielded_item(wielditem)
if minetest.get_modpath("mcl_playerphysics") then
-- Slow player down when using bow
mcl_playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
end
bow_load[name] = minetest.get_us_time()
bow_index[name] = player:get_wield_index()
else
@ -221,9 +238,7 @@ controls.register_on_hold(function(player, key, time)
end
player:set_wielded_item(wielditem)
else
reset_bows(player)
bow_load[name] = nil
bow_index[name] = nil
reset_bow_state(player, true)
end
end
end)
@ -235,9 +250,7 @@ minetest.register_globalstep(function(dtime)
local wieldindex = player:get_wield_index()
local controls = player:get_player_control()
if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") or wieldindex ~= bow_index[name]) then
reset_bows(player)
bow_load[name] = nil
bow_index[name] = nil
reset_bow_state(player, true)
end
end
end)
@ -247,9 +260,7 @@ minetest.register_on_joinplayer(function(player)
end)
minetest.register_on_leaveplayer(function(player)
reset_bows(player)
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
reset_bow_state(player, true)
end)
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then

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@ -4,4 +4,5 @@ mcl_achievements?
mcl_hunger?
mcl_core?
mcl_mobitems?
mcl_playerphysics?
doc?