MineClone2/mods/ITEMS/mcl_bows/bow.lua
2024-12-29 08:09:33 +01:00

415 lines
14 KiB
Lua

local S = core.get_translator(core.get_current_modname())
local BOW_DURABILITY = 385
-- Charging time in microseconds
local BOW_CHARGE_TIME_HALF = 200000 -- bow level 1
local BOW_CHARGE_TIME_FULL = 500000 -- bow level 2 (full charge)
-- Factor to multiply with player speed while player uses bow
-- This emulates the sneak speed.
local PLAYER_USE_BOW_SPEED = tonumber(minetest.settings:get("movement_speed_crouch")) / tonumber(minetest.settings:get("movement_speed_walk"))
-- TODO: Use Minecraft speed (ca. 53 m/s)
-- Currently nerfed because at full speed the arrow would easily get out of the range of the loaded map.
local BOW_MAX_SPEED = 40
--[[ Store the charging state of each player.
keys: player name
value:
nil = not charging or player not existing
number: currently charging, the number is the time from minetest.get_us_time
in which the charging has started
]]
local bow_load = {}
-- Another player table, this one stores the wield index of the bow being charged
local bow_index = {}
-- And yet another player table, this one stores the load level of the bow
local bow_load_level = {}
-- define FOV modifier(s)
mcl_fovapi.register_modifier({
name = "bowcomplete",
fov_factor = 0.8,
time = 1,
reset_time = 0.3,
is_multiplier = true,
})
function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
power = power or BOW_MAX_SPEED
damage = damage or 3
local obj = vl_projectile.create(arrow_item.."_entity", {
pos = pos,
dir = dir,
velocity = power,
owner = shooter,
})
local knockback
if bow_stack then
local enchantments = mcl_enchanting.get_enchantments(bow_stack)
if enchantments.power then
damage = damage + (enchantments.power + 1) / 4
end
if enchantments.punch then
knockback = enchantments.punch * 24
else
knockback = 4.875
end
if enchantments.flame then
mcl_burning.set_on_fire(obj, math.huge)
end
end
local le = obj:get_luaentity()
le._source_object = shooter
le._damage = damage
le._is_critical = is_critical
le._knockback = knockback
le._collectable = collectable
le._arrow_item = arrow_item
local item_def = core.registered_items[le._arrow_item]
if item_def and item_def._arrow_image then
obj:set_properties({textures = item_def._arrow_image})
end
core.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
if shooter and shooter:is_player() then
if le.player == "" then
le.player = shooter
end
le.node = shooter:get_inventory():get_stack("main", 1):get_name()
end
return obj
end
local function get_arrow(player)
local inv = player:get_inventory()
local arrow_stack, arrow_stack_id
for i=1, inv:get_size("main") do
local it = inv:get_stack("main", i)
if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_bow") ~= 0 then
arrow_stack = it
arrow_stack_id = i
break
end
end
return arrow_stack, arrow_stack_id
end
local function player_shoot_arrow(itemstack, player, power, damage, is_critical)
local arrow_stack, arrow_stack_id = get_arrow(player)
local arrow_itemstring
local has_infinity_enchantment = mcl_enchanting.has_enchantment(player:get_wielded_item(), "infinity")
local infinity_used = false
if minetest.is_creative_enabled(player:get_player_name()) then
if arrow_stack then
arrow_itemstring = arrow_stack:get_name()
else
arrow_itemstring = "mcl_bows:arrow"
end
infinity_used = true
else
if not arrow_stack then
return false
end
arrow_itemstring = arrow_stack:get_name()
if has_infinity_enchantment and minetest.get_item_group(arrow_itemstring, "ammo_bow_regular") > 0 then
infinity_used = true
else
arrow_stack:take_item()
end
local inv = player:get_inventory()
inv:set_stack("main", arrow_stack_id, arrow_stack)
end
if not arrow_itemstring then
return false
end
local playerpos = player:get_pos()
local dir = player:get_look_dir()
local yaw = player:get_look_horizontal()
mcl_bows.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), not infinity_used)
return true
end
-- Bow item, uncharged state
minetest.register_tool("mcl_bows:bow", {
description = S("Bow"),
_tt_help = S("Launches arrows"),
_doc_items_longdesc = S("Bows are ranged weapons to shoot arrows at your foes.").."\n"..
S("The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead."),
_doc_items_usagehelp = S("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 (or the zoom key) to charge, release to shoot."),
_doc_items_durability = BOW_DURABILITY,
inventory_image = "mcl_bows_bow.png",
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 4,
-- Trick to disable digging as well
on_use = function() return end,
on_place = function(itemstack, player, pointed_thing)
if pointed_thing and pointed_thing.type == "node" then
-- Call on_rightclick if the pointed node defines it
local node = minetest.get_node(pointed_thing.under)
if player and not player:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, player, itemstack) or itemstack
end
end
end
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
on_secondary_use = function(itemstack)
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,bow=1,cannot_block=1,enchantability=1},
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
-- Iterates through player inventory and resets all the bows in "charging" state back to their original stage
local function reset_bows(player)
local inv = player:get_inventory()
local list = inv:get_list("main")
for place, stack in pairs(list) do
if stack:get_name() == "mcl_bows:bow" or stack:get_name() == "mcl_bows:bow_enchanted" then
stack:get_meta():set_string("active", "")
elseif stack:get_name()=="mcl_bows:bow_0" or stack:get_name()=="mcl_bows:bow_1" or stack:get_name()=="mcl_bows:bow_2" then
stack:set_name("mcl_bows:bow")
stack:get_meta():set_string("active", "")
list[place] = stack
elseif stack:get_name()=="mcl_bows:bow_0_enchanted" or stack:get_name()=="mcl_bows:bow_1_enchanted" or stack:get_name()=="mcl_bows:bow_2_enchanted" then
stack:set_name("mcl_bows:bow_enchanted")
stack:get_meta():set_string("active", "")
list[place] = stack
end
end
inv:set_list("main", list)
end
-- Resets the bow charging state and player speed. To be used when the player is no longer charging the bow
local function reset_bow_state(player, also_reset_bows)
-- clear the FOV change from the player.
mcl_fovapi.remove_modifier(player, "bowcomplete") -- for the complete zoom in FOV Modifier.
bow_load[player:get_player_name()] = nil
bow_index[player:get_player_name()] = nil
bow_load_level[player:get_player_name()] = nil
if minetest.get_modpath("playerphysics") then
playerphysics.remove_physics_factor(player, "speed", "mcl_bows:use_bow")
end
if also_reset_bows then
reset_bows(player)
end
end
-- Old Bows in charging state, purely for conversion if some accidentally stayed behind
for level=0, 2 do
minetest.register_tool("mcl_bows:bow_"..level, {
description = S("Bow"),
_doc_items_create_entry = false,
inventory_image = "mcl_bows_bow.png^vl_unknown.png",
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, cannot_block=1, enchantability=1},
-- Trick to disable digging as well
on_use = function(_, user) reset_bow_state(user, true) return end,
on_drop = function(itemstack, dropper, pos)
reset_bow_state(dropper)
itemstack:get_meta():set_string("active", "")
if mcl_enchanting.is_enchanted(itemstack:get_name()) then
itemstack:set_name("mcl_bows:bow_enchanted")
else
itemstack:set_name("mcl_bows:bow")
end
minetest.item_drop(itemstack, dropper, pos)
itemstack:take_item()
return itemstack
end,
-- Prevent accidental interaction with itemframes and other nodes
on_place = function(itemstack, placer)
reset_bow_state(placer, true)
return itemstack
end,
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
end
controls.register_on_release(function(player, key, time)
if key~="RMB" and key~="zoom" then return end
local wielditem = player:get_wielded_item()
local name = wielditem:get_name()
if name == "mcl_bows:bow" or name == "mcl_bows:bow_enchanted" then
local meta = wielditem:get_meta()
local enchanted = mcl_enchanting.is_enchanted(name)
local speed, damage
local p_load = bow_load[player:get_player_name()]
local charge
-- Type sanity check
if type(p_load) == "number" then
charge = minetest.get_us_time() - p_load
else
-- In case something goes wrong ...
-- Just assume minimum charge.
charge = 0
minetest.log("warning", "[mcl_bows] Player "..player:get_player_name().." fires arrow with non-numeric bow_load!")
end
charge = math.max(math.min(charge, BOW_CHARGE_TIME_FULL), 0)
local charge_ratio = charge / BOW_CHARGE_TIME_FULL
charge_ratio = math.max(math.min(charge_ratio, 1), 0)
-- Calculate damage and speed
-- Fully charged
local is_critical = false
if charge >= BOW_CHARGE_TIME_FULL then
speed = BOW_MAX_SPEED
local r = math.random(1,5) + mcl_luck.get_luck(player:get_player_name())
if r > 4 then
-- 20% chance for critical hit (by default)
damage = 10 + math.floor((r-5)/5) -- mega crit (over crit) with high luck
is_critical = true
else
damage = 9
end
-- Partially charged
else
-- Linear speed and damage increase
speed = math.max(4, BOW_MAX_SPEED * charge_ratio)
damage = math.max(1, math.floor(9 * charge_ratio))
end
local has_shot = player_shoot_arrow(wielditem, player, speed, damage, is_critical)
if enchanted then
meta:set_string("inventory_image", "mcl_bows_bow.png"..mcl_enchanting.overlay)
else
meta:set_string("inventory_image", "mcl_bows_bow.png")
end
if has_shot and not minetest.is_creative_enabled(player:get_player_name()) then
local durability = BOW_DURABILITY
local unbreaking = mcl_enchanting.get_enchantment(wielditem, "unbreaking")
if unbreaking > 0 then
durability = durability * (unbreaking + 1)
end
wielditem:add_wear(65535/durability)
tt.reload_itemstack_description(wielditem) -- update tooltip
end
player:set_wielded_item(wielditem)
reset_bow_state(player, true)
end
end)
controls.register_on_hold(function(player, key, time)
local name = player:get_player_name()
local creative = minetest.is_creative_enabled(name)
if (key ~= "RMB" and key ~= "zoom") or not (creative or get_arrow(player)) then
return
end
local wielditem = player:get_wielded_item()
local meta = wielditem:get_meta()
if bow_load[name] == nil
and (wielditem:get_name()=="mcl_bows:bow" or wielditem:get_name()=="mcl_bows:bow_enchanted")
and (meta:get("active") or key == "zoom") and (creative or get_arrow(player)) then
local enchanted = mcl_enchanting.is_enchanted(wielditem:get_name())
local im_string = "mcl_bows_bow_0.png"
if enchanted then im_string = im_string .. mcl_enchanting.overlay end
meta:set_string("inventory_image", im_string)
player:set_wielded_item(wielditem)
if minetest.get_modpath("playerphysics") then
-- Slow player down when using bow
playerphysics.add_physics_factor(player, "speed", "mcl_bows:use_bow", PLAYER_USE_BOW_SPEED)
end
bow_load[name] = minetest.get_us_time()
bow_load_level[name] = 0
bow_index[name] = player:get_wield_index()
core.chat_send_all("init")
-- begin Bow Zoom.
mcl_fovapi.apply_modifier(player, "bowcomplete")
else
if player:get_wield_index() == bow_index[name] then
local level = 0
if type(bow_load[name]) == "number" then
if minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_FULL then
if bow_load_level[name] == 2 then return end
level = 2
bow_load_level[name] = 2
elseif minetest.get_us_time() - bow_load[name] >= BOW_CHARGE_TIME_HALF then
if bow_load_level[name] == 1 then return end
level = 1
bow_load_level[name] = 1
else return end
else
level = -1
bow_load_level[name] = nil
end
local im_string = level == -1 and "mcl_bows_bow.png" or "mcl_bows_bow_"..level..".png"
if wielditem:get_name() == "mcl_bows:bow_enchanted" then
im_string = im_string .. mcl_enchanting.overlay
end
meta:set_string("inventory_image", im_string)
core.chat_send_all(im_string)
player:set_wielded_item(wielditem)
else
reset_bow_state(player, true)
end
end
end)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local wielditem = player:get_wielded_item()
local wieldindex = player:get_wield_index()
if type(bow_load[name]) == "number"
and ((wielditem:get_name()~="mcl_bows:bow" and wielditem:get_name()~="mcl_bows:bow_enchanted")
or wieldindex ~= bow_index[name]) then
reset_bow_state(player, true)
end
end
end)
minetest.register_on_joinplayer(function(player)
reset_bows(player)
end)
minetest.register_on_leaveplayer(function(player)
reset_bow_state(player, true)
end)
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = "mcl_bows:bow",
recipe = {
{"", "mcl_core:stick", "mcl_mobitems:string"},
{"mcl_core:stick", "", "mcl_mobitems:string"},
{"", "mcl_core:stick", "mcl_mobitems:string"},
}
})
minetest.register_craft({
output = "mcl_bows:bow",
recipe = {
{"mcl_mobitems:string", "mcl_core:stick", ""},
{"mcl_mobitems:string", "", "mcl_core:stick"},
{"mcl_mobitems:string", "mcl_core:stick", ""},
}
})
end
minetest.register_craft({
type = "fuel",
recipe = "group:bow",
burntime = 15,
})