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synced 2024-09-12 08:58:36 +02:00
Slow player down when using bow
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commit
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@ -11,6 +11,9 @@ local BOW_DURABILITY = 385
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local BOW_CHARGE_TIME_HALF = 500000 -- bow level 1
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local BOW_CHARGE_TIME_FULL = 1000000 -- bow level 2 (full charge)
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-- Factor to multiply with player speed while player uses bow
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local PLAYER_USE_BOW_SPEED = 0.30232558 -- = sneak speed / walking speed from Minecraft Wiki
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-- TODO: Use Minecraft speed (ca. 53 m/s)
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-- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
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local BOW_MAX_SPEED = 26
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@ -106,27 +109,7 @@ The speed and damage of the arrow increases the longer you charge. The regular d
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groups = {weapon=1,weapon_ranged=1},
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})
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-- Bow in charging state
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for level=0, 2 do
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minetest.register_tool("mcl_throwing:bow_"..level, {
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description = "Bow",
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_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_"..level..".png",
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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_drop = function(itemstack, dropper, pos)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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itemstack:set_name("mcl_throwing:bow")
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minetest.item_drop(itemstack, dropper, pos)
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itemstack:take_item()
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return itemstack
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end,
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})
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end
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-- Resets all the bows in "charging" state back to their original stage
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-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
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local reset_bows = function(player)
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local inv = player:get_inventory()
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local list = inv:get_list("main")
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@ -139,6 +122,38 @@ local reset_bows = function(player)
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inv:set_list("main", list)
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end
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-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
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local reset_bow_state = function(player, also_reset_bows)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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if minetest.get_modpath("mcl_playerphysics") then
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mcl_playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
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end
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if also_reset_bows then
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reset_bows(player)
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end
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end
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-- Bow in charging state
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for level=0, 2 do
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minetest.register_tool("mcl_throwing:bow_"..level, {
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description = "Bow",
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_doc_items_create_entry = false,
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inventory_image = "mcl_throwing_bow_"..level..".png",
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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_drop = function(itemstack, dropper, pos)
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reset_bow_state(player)
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itemstack:set_name("mcl_throwing:bow")
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minetest.item_drop(itemstack, dropper, pos)
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itemstack:take_item()
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return itemstack
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end,
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})
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end
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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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@ -188,9 +203,7 @@ controls.register_on_release(function(player, key, time)
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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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reset_bows(player)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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reset_bow_state(player, true)
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end
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end)
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@ -204,6 +217,10 @@ controls.register_on_hold(function(player, key, time)
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if bow_load[name] == nil and 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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player:set_wielded_item(wielditem)
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if minetest.get_modpath("mcl_playerphysics") then
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-- Slow player down when using bow
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mcl_playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
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end
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bow_load[name] = minetest.get_us_time()
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bow_index[name] = player:get_wield_index()
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else
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@ -221,9 +238,7 @@ controls.register_on_hold(function(player, key, time)
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end
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player:set_wielded_item(wielditem)
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else
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reset_bows(player)
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bow_load[name] = nil
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bow_index[name] = nil
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reset_bow_state(player, true)
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end
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end
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end)
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@ -235,9 +250,7 @@ minetest.register_globalstep(function(dtime)
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local wieldindex = player:get_wield_index()
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local controls = player:get_player_control()
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if type(bow_load[name]) == "number" and ((wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") or wieldindex ~= bow_index[name]) then
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reset_bows(player)
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bow_load[name] = nil
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bow_index[name] = nil
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reset_bow_state(player, true)
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end
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end
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end)
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@ -247,9 +260,7 @@ minetest.register_on_joinplayer(function(player)
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end)
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minetest.register_on_leaveplayer(function(player)
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reset_bows(player)
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bow_load[player:get_player_name()] = nil
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bow_index[player:get_player_name()] = nil
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reset_bow_state(player, true)
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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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@ -4,4 +4,5 @@ mcl_achievements?
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mcl_hunger?
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mcl_core?
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mcl_mobitems?
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mcl_playerphysics?
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doc?
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