d7f6dc7c06
* Add ranged damage group to guns * Add ranged and crossbow group to crossbow
322 lines
9.5 KiB
Lua
322 lines
9.5 KiB
Lua
--[[
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Shooter Crossbow [shooter_crossbow]
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Copyright (C) 2013-2019 stujones11, Stuart Jones
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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]]--
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local config = {
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crossbow_uses = 50,
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arrow_lifetime = 180,
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arrow_fleshy = 2,
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arrow_object_attach = false,
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}
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-- Legacy Config Support
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for name, _ in pairs(config) do
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local global = "SHOOTER_"..name:upper()
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if minetest.global_exists(global) then
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config[name] = _G[global]
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end
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end
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-- Load configuration
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config = shooter.get_configuration(config)
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local arrow_tool_caps = {damage_groups={fleshy=config.arrow_fleshy, ranged=1, crossbow=1}}
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if minetest.global_exists("SHOOTER_ARROW_TOOL_CAPS") then
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arrow_tool_caps = table.copy(SHOOTER_ARROW_TOOL_CAPS)
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end
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local dye_basecolors = (dye and dye.basecolors) or
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{"white", "grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta"}
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-- name is the overlay texture name, colour is used to select the wool texture
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local function get_texture(name, colour)
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return "wool_"..colour..".png^shooter_"..name..".png^[makealpha:255,126,126"
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end
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local function get_animation_frame(dir)
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local angle = math.atan(dir.y)
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local frame = 90 - math.floor(angle * 360 / math.pi)
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if frame < 1 then
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frame = 1
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elseif frame > 180 then
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frame = 180
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end
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return frame
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end
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local function get_pointed_thing(pos, dir, dist)
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local p1 = vector.add(pos, dir)
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local p2 = vector.add(pos, vector.multiply(dir, dist))
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local ray = minetest.raycast(p1, p2, true, true)
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return ray:next()
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end
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local function strike(arrow, pointed_thing, name)
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local puncher = minetest.get_player_by_name(name)
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if not puncher then
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return
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end
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local object = arrow.object
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local hit_pos = pointed_thing.intersection_point or object:get_pos()
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local dir = vector.normalize(object:get_velocity())
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if pointed_thing.type == "object" then
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local target = pointed_thing.ref
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if shooter.is_valid_object(target) then
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if puncher and puncher ~= target then
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local groups = target:get_armor_groups() or {}
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if groups.fleshy then
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shooter.spawn_particles(hit_pos)
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end
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target:punch(puncher, nil, arrow_tool_caps, dir)
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if config.arrow_object_attach then
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local pos = vector.multiply(vector.subtract(target:get_pos(),
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hit_pos), -10)
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local rot = vector.new()
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rot.y = (target:get_yaw() - object:get_yaw()) * 57.2958
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object:set_attach(target, "", pos, rot)
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arrow.state = "stuck"
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else
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arrow.state = "dropped"
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end
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end
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end
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elseif pointed_thing.type == "node" then
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local pos = minetest.get_pointed_thing_position(pointed_thing, false)
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local node = minetest.get_node(pos)
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hit_pos = vector.subtract(hit_pos, vector.multiply(dir, 0.25))
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arrow.node_pos = pos
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arrow.state = "stuck"
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shooter.play_node_sound(node, pos)
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else
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return
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end
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arrow:stop(hit_pos)
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end
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minetest.register_entity("shooter_crossbow:arrow_entity", {
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physical = false,
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visual = "mesh",
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mesh = "shooter_arrow.b3d",
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visual_size = {x=1, y=1},
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textures = {
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get_texture("arrow_uv", "white"),
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},
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color = "white",
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timer = 0,
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lifetime = config.arrow_lifetime,
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user = nil,
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state = "init",
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node_pos = nil,
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collisionbox = {0,0,0, 0,0,0},
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stop = function(self, pos)
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local acceleration = {x=0, y=-10, z=0}
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if self.state == "stuck" then
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pos = pos or self.object:get_pos()
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acceleration = {x=0, y=0, z=0}
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end
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if pos then
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self.object:move_to(pos)
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end
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self.object:set_properties({
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physical = true,
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collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
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})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration(acceleration)
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end,
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on_activate = function(self, staticdata)
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self.object:set_armor_groups({immortal=1})
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if staticdata == "expired" then
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self.object:remove()
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end
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end,
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on_punch = function(self, puncher)
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if puncher then
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if puncher:is_player() then
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local stack = "shooter_crossbow:arrow_"..self.color
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", stack) then
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inv:add_item("main", stack)
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self.object:remove()
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end
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end
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end
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end,
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on_step = function(self, dtime)
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if self.state == "init" then
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return
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end
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self.timer = self.timer + dtime
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self.lifetime = self.lifetime - dtime
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if self.lifetime < 0 then
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self.object:remove()
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return
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elseif self.state == "dropped" then
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return
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elseif self.state == "stuck" then
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if self.timer > 1 then
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if self.node_pos then
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local node = minetest.get_node(self.node_pos)
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if node.name then
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local item = minetest.registered_items[node.name]
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if item then
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if not item.walkable then
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self.state = "dropped"
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self:stop()
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return
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end
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end
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end
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end
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self.timer = 0
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end
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return
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end
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if self.timer > 0.2 then
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local dir = vector.normalize(self.object:get_velocity())
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local frame = get_animation_frame(dir)
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local pos = self.object:get_pos()
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local pointed_thing = get_pointed_thing(pos, dir, 5)
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if pointed_thing then
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strike(self, pointed_thing, self.user)
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end
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self.object:set_animation({x=frame, y=frame}, 0)
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self.timer = 0
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end
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end,
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get_staticdata = function()
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return "expired"
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end,
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})
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for _, color in pairs(dye_basecolors) do
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minetest.register_craftitem("shooter_crossbow:arrow_"..color, {
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description = color:gsub("%a", string.upper, 1).." Arrow",
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inventory_image = get_texture("arrow_inv", color),
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})
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minetest.register_tool("shooter_crossbow:crossbow_loaded_"..color, {
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description = "Crossbow",
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inventory_image = get_texture("crossbow_loaded", color),
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groups = {not_in_creative_inventory=1},
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on_use = function(itemstack, user)
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minetest.sound_play("shooter_click", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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itemstack:add_wear(65535 / config.crossbow_uses)
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end
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itemstack = "shooter_crossbow:crossbow 1 "..itemstack:get_wear()
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local pos = user:get_pos()
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local dir = user:get_look_dir()
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local yaw = user:get_look_horizontal()
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if pos and dir and yaw then
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pos.y = pos.y + user:get_properties().eye_height
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local obj = minetest.add_entity(pos,
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"shooter_crossbow:arrow_entity")
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local ent = nil
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if obj then
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ent = obj:get_luaentity()
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end
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if ent then
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ent.user = user:get_player_name()
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ent.state = "flight"
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ent.color = color
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obj:set_properties({
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textures = {get_texture("arrow_uv", color)}
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})
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minetest.sound_play("shooter_throw", {object=obj})
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local frame = get_animation_frame(dir)
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obj:set_yaw(yaw - math.pi / 2)
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obj:set_animation({x=frame, y=frame}, 0)
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obj:set_velocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
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obj:set_acceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
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local pointed_thing = get_pointed_thing(pos, dir, 5)
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if pointed_thing then
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strike(ent, pointed_thing, ent.user)
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end
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end
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end
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return itemstack
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end,
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})
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end
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minetest.register_tool("shooter_crossbow:crossbow", {
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description = "Crossbow",
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inventory_image = "shooter_crossbow.png",
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on_use = function(itemstack, user)
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local inv = user:get_inventory()
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local stack = inv:get_stack("main", user:get_wield_index() + 1)
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local color = string.match(stack:get_name(), "shooter_crossbow:arrow_(%a+)")
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if color then
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minetest.sound_play("shooter_reload", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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inv:remove_item("main", "shooter_crossbow:arrow_"..color.." 1")
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end
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return "shooter_crossbow:crossbow_loaded_"..color.." 1 "..itemstack:get_wear()
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end
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for _, clr in pairs(dye_basecolors) do
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if inv:contains_item("main", "shooter_crossbow:arrow_"..clr) then
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minetest.sound_play("shooter_reload", {object=user})
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if not minetest.setting_getbool("creative_mode") then
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inv:remove_item("main", "shooter_crossbow:arrow_"..clr.." 1")
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end
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return "shooter_crossbow:crossbow_loaded_"..clr.." 1 "..itemstack:get_wear()
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end
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end
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minetest.sound_play("shooter_click", {object=user})
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end,
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})
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if shooter.config.enable_crafting == true then
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minetest.register_craft({
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output = "shooter_crossbow:crossbow",
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recipe = {
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{"default:stick", "default:stick", "default:stick"},
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{"default:stick", "default:stick", ""},
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{"default:stick", "", "default:bronze_ingot"},
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},
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})
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minetest.register_craft({
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output = "shooter_crossbow:arrow_white",
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recipe = {
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{"default:steel_ingot", "", ""},
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{"", "default:stick", "default:paper"},
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{"", "default:paper", "default:stick"},
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},
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})
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if minetest.get_modpath("dye") then
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for _, color in pairs(dye_basecolors) do
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if color ~= "white" then
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minetest.register_craft({
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output = "shooter_crossbow:arrow_"..color,
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recipe = {
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{"", "dye:"..color, "shooter_crossbow:arrow_white"},
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},
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})
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end
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end
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end
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end
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--Backwards compatibility
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minetest.register_alias("shooter:crossbow", "shooter_crossbow:crossbow")
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for _, color in pairs(dye_basecolors) do
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minetest.register_alias("shooter:arrow_"..color, "shooter_crossbow:arrow_"..color)
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minetest.register_alias("shooter:crossbow_loaded_"..color, "shooter_crossbow:crossbow_loaded_"..color)
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end
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