Add crossbow and arrows

This commit is contained in:
stujones11 2014-10-24 20:53:18 +01:00
parent de408aee18
commit da827ac9eb
11 changed files with 261 additions and 0 deletions

1
.gitignore vendored
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@ -4,4 +4,5 @@
*bak*
tags
*.vim
shooter.conf

254
crossbow.lua Normal file
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@ -0,0 +1,254 @@
SHOOTER_CROSSBOW_USES = 50
SHOOTER_ARROW_TOOL_CAPS = {damage_groups={fleshy=2}}
SHOOTER_ARROW_LIFETIME = 180 -- 3 minutes
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
local function punch_object(puncher, object)
if puncher and shooter:is_valid_object(object) then
if puncher ~= object then
local dir = puncher:get_look_dir()
local p1 = puncher:getpos()
local p2 = object:getpos()
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
end
local function stop_arrow(object, pos, stuck)
local acceleration = {x=0, y=-10, z=0}
if stuck == true then
pos = pos or object:getpos()
acceleration = {x=0, y=0, z=0}
object:moveto(pos)
end
object:set_properties({
physical = true,
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
})
object:setvelocity({x=0, y=0, z=0})
object:setacceleration(acceleration)
end
minetest.register_craftitem("shooter:arrow", {
description = "Arrow",
inventory_image = "shooter_arrow_inv.png",
})
minetest.register_entity("shooter:arrow_entity", {
physical = false,
visual = "mesh",
mesh = "shooter_arrow.b3d",
visual_size = {x=1, y=1},
textures = {
"shooter_arrow_uv.png",
},
timer = 0,
lifetime = SHOOTER_ARROW_LIFETIME,
player = nil,
state = "init",
node_pos = nil,
collisionbox = {0,0,0, 0,0,0},
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"
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"
stop_arrow(self.object)
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) 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:getpos(), 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
punch_object(self.player, 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"
stop_arrow(self.object, tpos, true)
shooter:play_node_sound(node)
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_tool("shooter:crossbow_loaded", {
description = "Crossbow",
inventory_image = "shooter_crossbow_loaded.png",
groups = {not_in_creative_inventory=1},
on_use = function(itemstack, user, pointed_thing)
minetest.sound_play("shooter_click", {object=user})
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/SHOOTER_CROSSBOW_USES)
end
itemstack = "shooter:crossbow 1 "..itemstack:get_wear()
local pos = user:getpos()
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
minetest.sound_play("shooter_throw", {object=obj})
local frame = get_animation_frame(dir)
obj:setyaw(yaw + math.pi)
obj:set_animation({x=frame, y=frame}, 0)
obj:setvelocity({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
punch_object(user, pointed_thing.ref)
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"
stop_arrow(object, pos, true)
shooter:play_node_sound(node)
end, obj, tpos, ppos)
return itemstack
end
end
obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
ent.player = ent.player or user
ent.state = "flight"
end
end
return itemstack
end,
})
minetest.register_tool("shooter:crossbow", {
description = "Crassbow",
inventory_image = "shooter_crossbow.png",
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
if inv:contains_item("main", "shooter:arrow") then
minetest.sound_play("shooter_reload", {object=user})
if not minetest.setting_getbool("creative_mode") then
inv:remove_item("main", "shooter:arrow 1")
end
itemstack = "shooter:crossbow_loaded 1 "..itemstack:get_wear()
else
minetest.sound_play("shooter_click", {object=user})
end
return itemstack
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",
recipe = {
{"default:steel_ingot", "", ""},
{"", "default:stick", "default:paper"},
{"", "default:paper", "default:stick"},
},
})
end

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@ -2,6 +2,9 @@ local modpath = minetest.get_modpath(minetest.get_current_modname())
dofile(modpath.."/shooter.lua")
if SHOOTER_ENABLE_CROSSBOW == true then
dofile(modpath.."/crossbow.lua")
end
if SHOOTER_ENABLE_GUNS == true then
dofile(modpath.."/guns.lua")
end

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models/shooter_arrow.b3d Normal file

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models/shooter_arrow.blend Normal file

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models/shooter_arrow_uv.png Normal file

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-- Enable node destruction with explosives
SHOOTER_ENABLE_BLASTING = true
-- Enable Crossbow
SHOOTER_ENABLE_CROSSBOW = true
-- Enable basic guns (Pistol, Rifle, Shotgun, Machine Gun)
SHOOTER_ENABLE_GUNS = true

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