SHOOTER_CROSSBOW_USES = 50 SHOOTER_ARROW_TOOL_CAPS = {damage_groups={fleshy=2}} SHOOTER_ARROW_LIFETIME = 180 -- 3 minutes minetest.register_alias("shooter:arrow", "shooter:arrow_white") minetest.register_alias("shooter:crossbow_loaded", "shooter:crossbow_loaded_white") local dye_basecolors = (dye and dye.basecolors) or {"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"} local function get_animation_frame(dir) local angle = math.atan(dir.y) local frame = 90 - math.floor(angle * 360 / math.pi) if frame < 1 then frame = 1 elseif frame > 180 then frame = 180 end return frame end local function get_target_pos(p1, p2, dir, offset) local d = vector.distance(p1, p2) - offset local td = vector.multiply(dir, {x=d, y=d, z=d}) return vector.add(p1, td) end -- name is the overlay texture name, colour is used to select the wool texture local function get_texture(name, colour) return "shooter_"..name..".png^wool_"..colour..".png^shooter_"..name..".png^[makealpha:255,126,126" end minetest.register_entity("shooter:arrow_entity", { physical = false, collide_with_objects = false, visual = "mesh", mesh = "shooter_arrow.b3d", visual_size = {x=1, y=1}, textures = { get_texture("arrow_uv", "white"), }, color = "white", timer = 0, lifetime = SHOOTER_ARROW_LIFETIME, player = nil, state = "init", node_pos = nil, collisionbox = {0,0,0, 0,0,0}, stop = function(self, pos) local acceleration = {x=0, y=-10, z=0} if self.state == "stuck" then pos = pos or self.object:get_pos() acceleration = {x=0, y=0, z=0} end if pos then self.object:moveto(pos) end self.object:set_properties({ physical = true, collisionbox = {-1/8, -1/8, -1/8, 1/8, 1/8, 1/8}, }) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration(acceleration) end, strike = function(self, object) local puncher = self.player if puncher and shooter:is_valid_object(object) then if puncher ~= object then local dir = puncher:get_look_dir() local p1 = puncher:get_pos() local p2 = object:get_pos() local tpos = get_target_pos(p1, p2, dir, 0) shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE) object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir) end end self:stop(object:get_pos()) end, on_activate = function(self, staticdata) self.object:set_armor_groups({immortal=1}) if staticdata == "expired" then self.object:remove() end end, on_punch = function(self, puncher) if puncher then if puncher:is_player() then local stack = "shooter:arrow_"..self.color local inv = puncher:get_inventory() if inv:room_for_item("main", stack) then inv:add_item("main", stack) self.object:remove() end end end end, on_step = function(self, dtime) if self.state == "init" then return end self.timer = self.timer + dtime self.lifetime = self.lifetime - dtime if self.lifetime < 0 then self.object:remove() return elseif self.state == "dropped" then return elseif self.state == "stuck" then if self.timer > 1 then if self.node_pos then local node = minetest.get_node(self.node_pos) if node.name then local item = minetest.registered_items[node.name] if item then if not item.walkable then self.state = "dropped" self:stop() return end end end end self.timer = 0 end return end if self.timer > 0.2 then local pos = self.object:getpos() local dir = vector.normalize(self.object:getvelocity()) local frame = get_animation_frame(dir) self.object:set_animation({x=frame, y=frame}, 0) local objects = minetest.get_objects_inside_radius(pos, 5) for _, obj in ipairs(objects) do if shooter:is_valid_object(obj) and obj ~= self.player then local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25} local offset = SHOOTER_PLAYER_OFFSET if not obj:is_player() then offset = SHOOTER_ENTITY_OFFSET local ent = obj:get_luaentity() if ent then local def = minetest.registered_entities[ent.name] collisionbox = def.collisionbox or collisionbox end end local opos = vector.add(obj:get_pos(), offset) local ray = {pos=pos, dir=dir} local plane = {pos=opos, normal={x=-1, y=0, z=-1}} local ipos = shooter:get_intersect_pos(ray, plane, collisionbox) if ipos then self:strike(obj) end end end local p = vector.add(pos, vector.multiply(dir, {x=5, y=5, z=5})) local _, npos = minetest.line_of_sight(pos, p, 1) if npos then local node = minetest.get_node(npos) local tpos = get_target_pos(pos, npos, dir, 0.66) self.node_pos = npos self.state = "stuck" self:stop(tpos) shooter:play_node_sound(node, npos) end self.timer = 0 end end, get_staticdata = function(self) return "expired" end, }) for _, color in pairs(dye_basecolors) do minetest.register_craftitem("shooter:arrow_"..color, { description = color:gsub("%a", string.upper, 1).." Arrow", inventory_image = get_texture("arrow_inv", color), }) minetest.register_tool("shooter:crossbow_loaded_"..color, { description = "Crossbow", inventory_image = get_texture("crossbow_loaded", color), groups = {not_in_creative_inventory=1}, on_use = function(itemstack, user, pointed_thing) minetest.sound_play("shooter_click", {object=user}) if not minetest.settings:get_bool("creative_mode") then itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES) end itemstack = "shooter:crossbow 1 "..itemstack:get_wear() local pos = user:get_pos() local dir = user:get_look_dir() local yaw = user:get_look_yaw() if pos and dir and yaw then pos.y = pos.y + 1.5 local obj = minetest.add_entity(pos, "shooter:arrow_entity") local ent = nil if obj then ent = obj:get_luaentity() end if ent then ent.player = ent.player or user ent.state = "flight" ent.color = color obj:set_properties({ textures = {get_texture("arrow_uv", color)} }) minetest.sound_play("shooter_throw", {object=obj}) local frame = get_animation_frame(dir) obj:set_yaw(yaw + math.pi) obj:set_animation({x=frame, y=frame}, 0) obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14}) if pointed_thing.type ~= "nothing" then local ppos = minetest.get_pointed_thing_position(pointed_thing, false) local _, npos = minetest.line_of_sight(pos, ppos, 1) if npos then ppos = npos pointed_thing.type = "node" end if pointed_thing.type == "object" then ent:strike(pointed_thing.ref) return itemstack elseif pointed_thing.type == "node" then local node = minetest.get_node(ppos) local tpos = get_target_pos(pos, ppos, dir, 0.66) minetest.after(0.2, function(object, pos, npos) ent.node_pos = npos ent.state = "stuck" ent:stop(pos) shooter:play_node_sound(node, npos) end, obj, tpos, ppos) return itemstack end end obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3}) end end return itemstack end, }) end minetest.register_tool("shooter:crossbow", { description = "Crossbow", inventory_image = "shooter_crossbow.png", on_use = function(itemstack, user, pointed_thing) local inv = user:get_inventory() local stack = inv:get_stack("main", user:get_wield_index() + 1) local color = string.match(stack:get_name(), "shooter:arrow_(%a+)") if color then minetest.sound_play("shooter_reload", {object=user}) if not minetest.settings:get_bool("creative_mode") then inv:remove_item("main", "shooter:arrow_"..color.." 1") end return "shooter:crossbow_loaded_"..color.." 1 "..itemstack:get_wear() end for _, color in pairs(dye_basecolors) do if inv:contains_item("main", "shooter:arrow_"..color) then minetest.sound_play("shooter_reload", {object=user}) if not minetest.settings:get_bool("creative_mode") then inv:remove_item("main", "shooter:arrow_"..color.." 1") end return "shooter:crossbow_loaded_"..color.." 1 "..itemstack:get_wear() end end minetest.sound_play("shooter_click", {object=user}) end, }) if SHOOTER_ENABLE_CRAFTING == true then minetest.register_craft({ output = "shooter:crossbow", recipe = { {"default:stick", "default:stick", "default:stick"}, {"default:stick", "default:stick", ""}, {"default:stick", "", "default:bronze_ingot"}, }, }) minetest.register_craft({ output = "shooter:arrow_white", recipe = { {"default:steel_ingot", "", ""}, {"", "default:stick", "default:paper"}, {"", "default:paper", "default:stick"}, }, }) for _, color in pairs(dye_basecolors) do if color ~= "white" then minetest.register_craft({ output = "shooter:arrow_"..color, recipe = { {"", "dye:" .. color, "shooter:arrow_white"}, }, }) end end end