minetest_x_bows/init.lua

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-- X Bows
-- by SaKeL
minetest = minetest.global_exists('minetest') and minetest--[[@as Minetest]]
ItemStack = minetest.global_exists('ItemStack') and ItemStack--[[@as ItemStack]]
vector = minetest.global_exists('vector') and vector--[[@as Vector]]
default = minetest.global_exists('default') and default--[[@as MtgDefault]]
sfinv = minetest.global_exists('sfinv') and sfinv--[[@as Sfinv]]
unified_inventory = minetest.global_exists('unified_inventory') and unified_inventory--[[@as UnifiedInventory]]
player_api = minetest.global_exists('player_api') and player_api--[[@as MtgPlayerApi]]
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math.randomseed(tonumber(tostring(os.time()):reverse():sub(1, 9))--[[@as number]])
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local path = minetest.get_modpath('x_bows')
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local mod_start_time = minetest.get_us_time()
local bow_charged_timer = 0
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dofile(path .. '/api.lua')
dofile(path .. '/particle_effects.lua')
dofile(path .. '/nodes.lua')
dofile(path .. '/arrow.lua')
dofile(path .. '/items.lua')
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if XBows.i3 then
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XBowsQuiver:i3_register_page()
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elseif XBows.unified_inventory then
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XBowsQuiver:ui_register_page()
else
XBowsQuiver:sfinv_register_page()
end
minetest.register_on_joinplayer(function(player)
local inv_quiver = player:get_inventory()--[[@as InvRef]]
local inv_arrow = player:get_inventory()--[[@as InvRef]]
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if XBows.settings.x_bows_show_3d_quiver and XBows.player_api then
---Order matters here
if XBows.skinsdb then
player_api.set_model(player, 'skinsdb_3d_armor_character_5.b3d')
elseif XBows._3d_armor then
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player_api.set_model(player, 'x_bows_3d_armor_character.b3d')
else
player_api.set_model(player, 'x_bows_character.b3d')
end
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end
inv_quiver:set_size('x_bows:quiver_inv', 1 * 1)
inv_arrow:set_size('x_bows:arrow_inv', 1 * 1)
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local quiver_stack = player:get_inventory():get_stack('x_bows:quiver_inv', 1)
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if quiver_stack and not quiver_stack:is_empty() then
local st_meta = quiver_stack:get_meta()
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local quiver_id = st_meta:get_string('quiver_id')
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---create detached inventory
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local detached_inv = XBowsQuiver:get_or_create_detached_inv(
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quiver_id,
player:get_player_name(),
st_meta:get_string('quiver_items')
)
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---set model textures
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if detached_inv:is_empty('main') then
XBowsQuiver.quiver_empty_state[player:get_player_name()] = false
XBowsQuiver:show_3d_quiver(player, {is_empty = true})
else
XBowsQuiver.quiver_empty_state[player:get_player_name()] = true
XBowsQuiver:show_3d_quiver(player)
end
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else
---set model textures
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XBowsQuiver:hide_3d_quiver(player)
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end
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XBows:reset_charged_bow(player, true)
XBowsQuiver:close_quiver(player)
end)
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if XBows.settings.x_bows_show_3d_quiver and XBows.player_api then
local model_name = 'x_bows_character.b3d'
if XBows.skinsdb then
---skinsdb
model_name = 'skinsdb_3d_armor_character_5.b3d'
elseif XBows._3d_armor then
---3d armor
model_name = 'x_bows_3d_armor_character.b3d'
end
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player_api.register_model(model_name, {
animation_speed = 30,
textures = {'character.png'},
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
})
end
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---formspec callbacks
minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
---arrow inventory
if action == 'move' and inventory_info.to_list == 'x_bows:arrow_inv' then
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
if minetest.get_item_group(stack:get_name(), 'arrow') ~= 0 then
return inventory_info.count
else
return 0
end
elseif action == 'move' and inventory_info.from_list == 'x_bows:arrow_inv' then
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
if minetest.get_item_group(stack:get_name(), 'arrow') ~= 0 then
return inventory_info.count
else
return 0
end
elseif action == 'put' and inventory_info.listname == 'x_bows:arrow_inv' then
if minetest.get_item_group(inventory_info.stack:get_name(), 'arrow') ~= 0 then
return inventory_info.stack:get_count()
else
return 0
end
elseif action == 'take' and inventory_info.listname == 'x_bows:arrow_inv' then
if minetest.get_item_group(inventory_info.stack:get_name(), 'arrow') ~= 0 then
return inventory_info.stack:get_count()
else
return 0
end
end
---quiver inventory
if action == 'move' and inventory_info.to_list == 'x_bows:quiver_inv' then
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
if minetest.get_item_group(stack:get_name(), 'quiver') ~= 0 then
return inventory_info.count
else
return 0
end
elseif action == 'move' and inventory_info.from_list == 'x_bows:quiver_inv' then
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
if minetest.get_item_group(stack:get_name(), 'quiver') ~= 0 then
return inventory_info.count
else
return 0
end
elseif action == 'put' and inventory_info.listname == 'x_bows:quiver_inv' then
if minetest.get_item_group(inventory_info.stack:get_name(), 'quiver') ~= 0 then
return inventory_info.stack:get_count()
else
return 0
end
elseif action == 'take' and inventory_info.listname == 'x_bows:quiver_inv' then
if minetest.get_item_group(inventory_info.stack:get_name(), 'quiver') ~= 0 then
return inventory_info.stack:get_count()
else
return 0
end
end
return inventory_info.count or inventory_info.stack:get_count()
end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
---arrow
if action == 'move' and inventory_info.to_list == 'x_bows:arrow_inv' then
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
elseif action == 'move' and inventory_info.from_list == 'x_bows:arrow_inv' then
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
elseif action == 'put' and inventory_info.listname == 'x_bows:arrow_inv' then
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
elseif action == 'take' and inventory_info.listname == 'x_bows:arrow_inv' then
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
end
---quiver
if action == 'move' and inventory_info.to_list == 'x_bows:quiver_inv' then
local stack = inventory:get_stack(inventory_info.to_list, inventory_info.to_index)
---init detached inventory if not already
local st_meta = stack:get_meta()
local quiver_id = st_meta:get_string('quiver_id')
if quiver_id == '' then
quiver_id = stack:get_name()..'_'..XBows.uuid()
st_meta:set_string('quiver_id', quiver_id)
inventory:set_stack(inventory_info.to_list, inventory_info.to_index, stack)
end
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local detached_inv = XBowsQuiver:get_or_create_detached_inv(
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quiver_id,
player:get_player_name(),
st_meta:get_string('quiver_items')
)
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
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---set player visual
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if detached_inv:is_empty('main') then
XBowsQuiver.quiver_empty_state[player:get_player_name()] = false
XBowsQuiver:show_3d_quiver(player, {is_empty = true})
else
XBowsQuiver.quiver_empty_state[player:get_player_name()] = true
XBowsQuiver:show_3d_quiver(player)
end
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elseif action == 'move' and inventory_info.from_list == 'x_bows:quiver_inv' then
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local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
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if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
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---set player visual
if stack:is_empty() then
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XBowsQuiver:hide_3d_quiver(player)
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end
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elseif action == 'put' and inventory_info.listname == 'x_bows:quiver_inv' then
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
elseif action == 'take' and inventory_info.listname == 'x_bows:quiver_inv' then
if XBows.i3 then
i3.set_fs(player)
elseif XBows.unified_inventory then
unified_inventory.set_inventory_formspec(player, 'x_bows:quiver_page')
else
sfinv.set_player_inventory_formspec(player)
end
---set player visual
if inventory:is_empty(inventory_info.listname) then
XBowsQuiver:hide_3d_quiver(player)
end
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end
end)
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minetest.register_on_player_receive_fields(function(player, formname, fields)
if player and fields.quit then
XBowsQuiver:close_quiver(player, formname)
end
end)
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---backwards compatibility
minetest.register_alias('x_bows:arrow_diamond_tipped_poison', 'x_bows:arrow_diamond')
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-- sneak, fov adjustments when bow is charged
minetest.register_globalstep(function(dtime)
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bow_charged_timer = bow_charged_timer + dtime
if bow_charged_timer > 0.5 then
for _, player in ipairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
local wielded_stack = player:get_wielded_item()
local wielded_stack_name = wielded_stack:get_name()
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if not wielded_stack_name then
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return
end
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if not XBows.player_bow_sneak[player_name] then
XBows.player_bow_sneak[player_name] = {}
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end
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if minetest.get_item_group(wielded_stack_name, 'bow_charged') ~= 0 and not XBows.player_bow_sneak[player_name].sneak then
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--charged weapon
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if XBows.playerphysics then
playerphysics.add_physics_factor(player, 'speed', 'x_bows:bow_charged_speed', 0.25)
elseif XBows.player_monoids then
player_monoids.speed:add_change(player, 0.25, 'x_bows:bow_charged_speed')
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end
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XBows.player_bow_sneak[player_name].sneak = true
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player:set_fov(0.9, true, 0.4)
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elseif minetest.get_item_group(wielded_stack_name, 'bow_charged') == 0 and XBows.player_bow_sneak[player_name].sneak then
if XBows.playerphysics then
playerphysics.remove_physics_factor(player, 'speed', 'x_bows:bow_charged_speed')
elseif XBows.player_monoids then
player_monoids.speed:del_change(player, 'x_bows:bow_charged_speed')
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end
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XBows.player_bow_sneak[player_name].sneak = false
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player:set_fov(0, true, 0.4)
end
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XBows:reset_charged_bow(player)
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end
bow_charged_timer = 0
end
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end)
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local mod_end_time = (minetest.get_us_time() - mod_start_time) / 1000000
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print('[Mod] x_bows loaded.. ['.. mod_end_time ..'s]')