shooter/shooter_crossbow/init.lua
LoneWolfHT d7f6dc7c06
Add ranged damage group to guns and crossbow
* Add ranged damage group to guns

* Add ranged and crossbow group to crossbow
2020-07-01 11:42:17 -07:00

322 lines
9.5 KiB
Lua

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