Implement smooth bow charging, based on [bows]
[bows] mod by Arcelmi: https://github.com/Arcelmi/minetest-bows
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9b47ec2797
commit
b477d35cdc
2 changed files with 86 additions and 52 deletions
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@ -1,3 +1,4 @@
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controls
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awards?
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mcl_achievements?
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mcl_hunger?
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@ -8,8 +8,10 @@ local arrows = {
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}
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local GRAVITY = 9.81
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local BOW_DURABILITY = 385
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local CHARGE_SPEED = 1
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local bow_durability = 385
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local bow_load = {}
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mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrows[arrow_item])
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@ -98,13 +100,13 @@ end
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minetest.register_tool("mcl_throwing:bow", {
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description = "Bow",
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_doc_items_longdesc = "Bows are ranged weapons to shoot arrows at your foes.",
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_doc_items_usagehelp = [[To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Rightclick one to three times to charge the bow. Leftclick to shoot.
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_doc_items_usagehelp = [[To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot.
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The arrow speed and damage increase with the charge level:
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• Low charge: 1 damage
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• Medium charge: 2 damage
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• High charge: 4-5 damage (20% chance for 5 damage)]],
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_doc_items_durability = bow_durability,
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_doc_items_durability = BOW_DURABILITY,
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inventory_image = "mcl_throwing_bow.png",
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stack_max = 1,
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-- Trick to disable melee damage to entities.
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@ -112,8 +114,6 @@ The arrow speed and damage increase with the charge level:
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range = 1,
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-- Trick to disable digging as well
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on_use = function() end,
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on_place = powerup_function("mcl_throwing:bow_0"),
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on_secondary_use = powerup_function("mcl_throwing:bow_0"),
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groups = {weapon=1,weapon_ranged=1},
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})
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@ -124,19 +124,6 @@ minetest.register_tool("mcl_throwing:bow_0", {
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stack_max = 1,
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range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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on_place = powerup_function("mcl_throwing:bow_1"),
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on_secondary_use = powerup_function("mcl_throwing:bow_1"),
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on_use = function(itemstack, user, pointed_thing)
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local wear = itemstack:get_wear()
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itemstack:replace("mcl_throwing:bow")
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itemstack:set_wear(wear)
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if player_shoot_arrow(itemstack, user, 4, 1) then
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if not minetest.settings:get_bool("creative_mode") then
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itemstack:add_wear(65535/bow_durability)
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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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minetest.register_tool("mcl_throwing:bow_1", {
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@ -146,19 +133,6 @@ minetest.register_tool("mcl_throwing:bow_1", {
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stack_max = 1,
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range = 0,
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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on_place = powerup_function("mcl_throwing:bow_2"),
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on_secondary_use = powerup_function("mcl_throwing:bow_2"),
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on_use = function(itemstack, user, pointed_thing)
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local wear = itemstack:get_wear()
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itemstack:replace("mcl_throwing:bow")
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itemstack:set_wear(wear)
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if player_shoot_arrow(itemstack, user, 16, 2) then
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if not minetest.settings:get_bool("creative_mode") then
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itemstack:add_wear(65535/bow_durability)
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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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minetest.register_tool("mcl_throwing:bow_2", {
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@ -168,29 +142,88 @@ minetest.register_tool("mcl_throwing:bow_2", {
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stack_max = 1,
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range = 0,
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1},
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on_use = function(itemstack, user, pointed_thing)
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local wear = itemstack:get_wear()
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itemstack:replace("mcl_throwing:bow")
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itemstack:set_wear(wear)
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local r = math.random(1,5)
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local damage
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-- Damage and range have been nerfed because the arrow charges very quickly
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-- TODO: Use Minecraft damage and range (9-10 @ ca. 53 m/s)
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if r == 1 then
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-- 20% chance to do more damage
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damage = 5
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else
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damage = 4
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end
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if player_shoot_arrow(itemstack, user, 26, damage) then
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if not minetest.settings:get_bool("creative_mode") then
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itemstack:add_wear(65535/bow_durability)
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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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controls.register_on_release(function(player, key, time)
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if key~="RMB" then return end
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local inv = minetest.get_inventory({type="player", name=player:get_player_name()})
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local wielditem = player:get_wielded_item()
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if (wielditem:get_name()=="mcl_throwing:bow_0" or wielditem:get_name()=="mcl_throwing:bow_1" or wielditem:get_name()=="mcl_throwing:bow_2") then
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local shot = false
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if wielditem:get_name()=="mcl_throwing:bow_0" then
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shot = player_shoot_arrow(wielditem, player, 4, 1)
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elseif wielditem:get_name()=="mcl_throwing:bow_1" then
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shot = player_shoot_arrow(wielditem, player, 16, 2)
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elseif wielditem:get_name()=="mcl_throwing:bow_2" then
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local r = math.random(1,5)
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local damage
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-- Damage and range have been nerfed because the arrow charges very quickly
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-- TODO: Use Minecraft damage and range (9-10 @ ca. 53 m/s)
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if r == 1 then
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-- 20% chance for critical hit
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damage = 5
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else
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damage = 4
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end
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shot = player_shoot_arrow(wielditem, player, 26, damage)
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end
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wielditem:set_name("mcl_throwing:bow")
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if shot and minetest.settings:get_bool("creative_mode") == false then
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wielditem:add_wear(65535/BOW_DURABILITY)
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end
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player:set_wielded_item(wielditem)
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bow_load[player:get_player_name()] = false
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end
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end)
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controls.register_on_hold(function(player, key, time)
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if key ~= "RMB" then
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return
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end
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local name = player:get_player_name()
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local inv = minetest.get_inventory({type="player", name=name})
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local wielditem = player:get_wielded_item()
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if wielditem:get_name()=="mcl_throwing:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_throwing:arrow")) then
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wielditem:set_name("mcl_throwing:bow_0")
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bow_load[name] = os.time()
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else
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if type(bow_load[name]) == "number" then
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if wielditem:get_name() == "mcl_throwing:bow_0" and os.time() - bow_load[name] > CHARGE_SPEED then
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wielditem:set_name("mcl_throwing:bow_1")
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elseif wielditem:get_name() == "mcl_throwing:bow_1" and os.time() - bow_load[name] > CHARGE_SPEED*2 then
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wielditem:set_name("mcl_throwing:bow_2")
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end
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else
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wielditem:set_name("mcl_throwing:bow")
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end
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end
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player:set_wielded_item(wielditem)
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end)
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local wielditem = player:get_wielded_item()
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--if wielditem:get_name()=="bow:bow_dropped" then
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-- wielditem:set_name("bow:bow")
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-- player:set_wielded_item(wielditem)
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--end
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local controls = player:get_player_control()
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local inv = minetest.get_inventory({type="player", name = player:get_player_name()})
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if bow_load[player:get_player_name()] and (wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") then
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local list = inv:get_list("main")
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for place, stack in pairs(list) do
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if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then
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stack:set_name("mcl_throwing:bow")
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list[place] = stack
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break
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end
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end
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inv:set_list("main", list)
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bow_load[player:get_player_name()] = false
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end
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end
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end)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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minetest.register_craft({
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output = 'mcl_throwing:bow',
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