1 -- Time in seconds after which a stuck arrow is deleted
2 local ARROW_TIMEOUT
= 60
4 local mod_mcl_hunger
= minetest
.get_modpath("mcl_hunger")
5 local mod_awards
= minetest
.get_modpath("awards") and minetest
.get_modpath("mcl_achievements")
7 minetest
.register_craftitem("mcl_bows:arrow", {
9 _doc_items_longdesc
= [[Arrows are ammunition for bows and dispensers.
10 An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.]],
11 _doc_items_usagehelp
= "To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory.",
12 inventory_image
= "mcl_bows_arrow_inv.png",
13 groups
= { ammo
=1, ammo_bow
=1 },
14 _on_dispense
= function(itemstack
, dispenserpos
, droppos
, dropnode
, dropdir
)
16 local shootpos
= vector
.add(dispenserpos
, vector
.multiply(dropdir
, 0.51))
17 local yaw
= math
.atan2(dropdir
.z
, dropdir
.x
) - math
.pi
/2
18 mcl_bows
.shoot_arrow(itemstack
:get_name(), shootpos
, dropdir
, yaw
, nil, 19, 3)
22 minetest
.register_node("mcl_bows:arrow_box", {
24 is_ground_content
= false,
29 {-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
31 {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
32 {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
34 {6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
35 {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
36 {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
37 {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
39 {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
40 {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
41 {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
42 {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
45 tiles
= {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
46 groups
= {not_in_creative_inventory
=1},
49 -- FIXME: Restore arrow state properly on re-loading
50 local THROWING_ARROW_ENTITY
={
53 visual_size
= {x
=0.4, y
=0.4},
54 textures
= {"mcl_bows:arrow_box"},
55 collisionbox
= {0,0,0,0,0,0},
59 _damage
=1, -- Damage on impact
60 _stuck
=false, -- Whether arrow is stuck
61 _stucktimer
=nil,-- Amount of time (in seconds) the arrow has been stuck so far
62 _shooter
=nil, -- ObjectRef of player or mob who shot it
65 THROWING_ARROW_ENTITY
.on_step
= function(self
, dtime
)
66 local pos
= self
.object
:getpos()
67 local node
= minetest
.get_node(pos
)
70 self
._stucktimer
= self
._stucktimer
+ dtime
71 if self
._stucktimer
> ARROW_TIMEOUT
then
75 local objects
= minetest
.get_objects_inside_radius(pos
, 2)
76 for _
,obj
in ipairs(objects
) do
77 if obj
:is_player() then
78 if not minetest
.settings
:get_bool("creative_mode") then
79 -- Pickup arrow if player is nearby
80 if obj
:get_inventory():room_for_item("main", "mcl_bows:arrow") then
81 obj
:get_inventory():add_item("main", "mcl_bows:arrow")
82 minetest
.sound_play("item_drop_pickup", {
84 max_hear_distance
= 16,
97 -- Check for object collision. Done every tick (hopefully this is not too stressing)
99 local objs
= minetest
.get_objects_inside_radius(pos
, 2)
101 local closest_distance
104 -- Iterate through all objects and remember the closest attackable object
105 for k
, obj
in pairs(objs
) do
106 -- Arrows can only damage players and mobs
107 if obj
~= self
._shooter
and obj
:is_player() then
109 elseif obj
:get_luaentity() ~= nil then
110 if obj
~= self
._shooter
and obj
:get_luaentity()._cmi_is_mob
then
116 local dist
= vector
.distance(pos
, obj
:getpos())
117 if not closest_object
or not closest_distance
then
119 closest_distance
= dist
120 elseif dist
< closest_distance
then
122 closest_distance
= dist
127 -- If an attackable object was found, we will damage the closest one only
128 if closest_object
~= nil then
129 local obj
= closest_object
130 local is_player
= obj
:is_player()
131 local lua
= obj
:get_luaentity()
132 if obj
~= self
._shooter
and (is_player
or (lua
and lua
._cmi_is_mob
)) then
133 obj
:punch(self
.object
, 1.0, {
134 full_punch_interval
=1.0,
135 damage_groups
={fleshy
=self
._damage
},
139 if self
._shooter
and self
._shooter
:is_player() then
140 -- “Ding” sound for hitting another player
141 minetest
.sound_play({name
="mcl_bows_hit_player", gain
=0.1}, {to_player
=self
._shooter
})
143 if mod_mcl_hunger
then
144 mcl_hunger
.exhaust(obj
:get_player_name(), mcl_hunger
.EXHAUST_DAMAGE
)
149 local entity_name
= lua
.name
150 -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
151 -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
152 -- TODO: This achievement should be given for the kill, not just a hit
153 if self
._shooter
and self
._shooter
:is_player() and vector
.distance(pos
, self
._startpos
) >= 20 then
154 if mod_awards
and (entity_name
== "mobs_mc:skeleton" or entity_name
== "mobs_mc:stray" or entity_name
== "mobs_mc:witherskeleton") then
155 awards
.unlock(self
._shooter
:get_player_name(), "mcl:snipeSkeleton")
164 -- Check for node collision
165 if self
._lastpos
.x
~=nil and not self
._stuck
then
166 local def
= minetest
.registered_nodes
[node
.name
]
167 if (def
and def
.walkable
) or not def
then
168 -- Arrow is stuck and no longer moves
171 self
.object
:set_velocity({x
=0, y
=0, z
=0})
172 self
.object
:set_acceleration({x
=0, y
=0, z
=0})
173 elseif (def
and def
.liquidtype
~= "none") then
174 -- Slow down arrow in liquids
175 local v
= def
.liquid_viscosity
179 local vpenalty
= math
.max(0.1, 0.98 - 0.1 * v
)
180 local vel
= self
.object
:get_velocity()
181 if math
.abs(vel
.x
) > 0.001 then
182 vel
.x
= vel
.x
* vpenalty
184 if math
.abs(vel
.z
) > 0.001 then
185 vel
.z
= vel
.z
* vpenalty
187 self
.object
:set_velocity(vel
)
191 -- Update internal variable
192 self
._lastpos
={x
=pos
.x
, y
=pos
.y
, z
=pos
.z
}
195 minetest
.register_entity("mcl_bows:arrow_entity", THROWING_ARROW_ENTITY
)
197 if minetest
.get_modpath("mcl_core") and minetest
.get_modpath("mcl_mobitems") then
198 minetest
.register_craft({
199 output
= 'mcl_bows:arrow 4',
203 {'mcl_mobitems:feather'}