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---Check if table contains value
---@param table table
---@param value string|number
---@return boolean
local function table_contains ( table , value )
for _ , v in ipairs ( table ) do
if v == value then
return true
end
end
return false
end
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---Merge two tables with key/value pair
---@param t1 table
---@param t2 table
---@return table
local function mergeTables ( t1 , t2 )
for k , v in pairs ( t2 ) do t1 [ k ] = v end
return t1
end
---create UUID
---@return string
local function uuid ( )
local template = ' xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx '
---@diagnostic disable-next-line: redundant-return-value
return string.gsub ( template , ' [xy] ' , function ( c )
local v = ( c == ' x ' ) and math.random ( 0 , 0xf ) or math.random ( 8 , 0xb )
return string.format ( ' %x ' , v )
end )
end
---@type XBows
XBows = {
pvp = minetest.settings : get_bool ( ' enable_pvp ' ) or false ,
creative = minetest.settings : get_bool ( ' creative_mode ' ) or false ,
mesecons = minetest.get_modpath ( ' mesecons ' ) ,
playerphysics = minetest.get_modpath ( ' playerphysics ' ) ,
player_monoids = minetest.get_modpath ( ' player_monoids ' ) ,
registered_bows = { } ,
registered_arrows = { } ,
registered_quivers = { } ,
registered_particle_spawners = { } ,
player_bow_sneak = { } ,
settings = {
x_bows_attach_arrows_to_entities = minetest.settings : get_bool ( ' x_bows_attach_arrows_to_entities ' , false )
} ,
charge_sound_after_job = { }
}
XBows.__index = XBows
---@type XBowsQuiver
XBowsQuiver = {
hud_item_ids = { } ,
after_job = { }
}
XBowsQuiver.__index = XBowsQuiver
setmetatable ( XBowsQuiver , XBows )
---@type XBowsEntityDef
local XBowsEntityDef = { }
XBowsEntityDef.__index = XBowsEntityDef
setmetatable ( XBowsEntityDef , XBows )
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---Check if creative is enabled or if player has creative priv
---@param self XBows
---@param name string
---@return boolean
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function XBows . is_creative ( self , name )
return self.creative or minetest.check_player_privs ( name , { creative = true } )
end
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---Updates `allowed_ammunition` definition on already registered item, so MODs can add new ammunitions to this list.
---@param self XBows
---@param name string
---@param allowed_ammunition string[]
---@return nil
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function XBows . update_bow_allowed_ammunition ( self , name , allowed_ammunition )
local _name = ' x_bows: ' .. name
local def = self.registered_bows [ _name ]
if not def then
return
end
local def_copy = table.copy ( def )
minetest.unregister_item ( _name )
for _ , v in ipairs ( allowed_ammunition ) do
table.insert ( def_copy.custom . allowed_ammunition , v )
end
self : register_bow ( name , def_copy , true )
end
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---Reset charged bow to uncharged bow, this will return the arrow item to the inventory also
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---@param self XBows
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---@param player ObjectRef Player Ref
---@param includeWielded? boolean Will include reset for wielded bow also. default: `false`
---@return nil
function XBows . reset_charged_bow ( self , player , includeWielded )
local _includeWielded = includeWielded or false
local inv = player : get_inventory ( )
if not inv then
return
end
local inv_list = inv : get_list ( ' main ' )
for i , st in ipairs ( inv_list ) do
local st_name = st : get_name ( )
local x_bows_registered_bow_def = self.registered_bows [ st_name ]
local reset = _includeWielded or player : get_wield_index ( ) ~= i
if not st : is_empty ( ) and x_bows_registered_bow_def and reset and minetest.get_item_group ( st_name , ' bow_charged ' ) ~= 0 then
local item_meta = st : get_meta ( )
local arrow_itemstack = ItemStack ( minetest.deserialize ( item_meta : get_string ( ' arrow_itemstack_string ' ) ) )
--return arrow
if arrow_itemstack and not self : is_creative ( player : get_player_name ( ) ) then
if inv : room_for_item ( ' main ' , { name = arrow_itemstack : get_name ( ) } ) then
inv : add_item ( ' main ' , arrow_itemstack : get_name ( ) )
else
minetest.item_drop ( ItemStack ( { name = arrow_itemstack : get_name ( ) , count = 1 } ) , player , player : get_pos ( ) )
end
end
--reset bow to uncharged bow
inv : set_stack ( ' main ' , i , ItemStack ( {
name = x_bows_registered_bow_def.custom . name ,
count = st : get_count ( ) ,
wear = st : get_wear ( )
} ) )
end
end
end
---Register bows
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---@param self XBows
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---@param name string
---@param def ItemDef | BowItemDefCustom
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---@param override? boolean MOD everride
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---@return boolean|nil
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function XBows . register_bow ( self , name , def , override )
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if name == nil or name == ' ' then
return false
end
local mod_name = def.custom . mod_name or ' x_bows '
def.custom . name = mod_name .. ' : ' .. name
def.custom . name_charged = mod_name .. ' : ' .. name .. ' _charged '
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def.short_description = def.short_description
def.description = override and def.short_description or ( def.description or name )
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def.custom . uses = def.custom . uses or 150
def.groups = mergeTables ( { bow = 1 , flammable = 1 } , def.groups or { } )
def.custom . groups_charged = mergeTables ( { bow_charged = 1 , flammable = 1 , not_in_creative_inventory = 1 } , def.groups or { } )
def.custom . strength = def.custom . strength or 30
def.custom . allowed_ammunition = def.custom . allowed_ammunition or nil
def.custom . sound_load = def.custom . sound_load or ' x_bows_bow_load '
def.custom . sound_hit = def.custom . sound_hit or ' x_bows_arrow_hit '
def.custom . sound_shoot = def.custom . sound_shoot or ' x_bows_bow_shoot '
def.custom . sound_shoot_crit = def.custom . sound_shoot_crit or ' x_bows_bow_shoot_crit '
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def.custom . gravity = def.custom . gravity or - 10
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if def.custom . crit_chance then
def.description = def.description .. ' \n ' .. minetest.colorize ( ' #00FF00 ' , ' Critical Arrow Chance: '
.. ( 1 / def.custom . crit_chance ) * 100 .. ' % ' )
end
def.description = def.description .. ' \n ' .. minetest.colorize ( ' #00BFFF ' , ' Strength: '
.. def.custom . strength )
if def.custom . allowed_ammunition then
local allowed_amm_desc = table.concat ( def.custom . allowed_ammunition , ' \n ' )
if allowed_amm_desc ~= ' ' then
def.description = def.description .. ' \n Allowed ammunition: \n ' .. allowed_amm_desc
else
def.description = def.description .. ' \n Allowed ammunition: none '
end
end
self.registered_bows [ def.custom . name ] = def
self.registered_bows [ def.custom . name_charged ] = def
---not charged bow
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minetest.register_tool ( override and ' : ' .. def.custom . name or def.custom . name , {
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description = def.description ,
inventory_image = def.inventory_image or ' x_bows_bow_wood.png ' ,
wield_image = def.wield_image or def.inventory_image ,
groups = def.groups ,
---@param itemstack ItemStack
---@param placer ObjectRef|nil
---@param pointed_thing PointedThingDef
---@return ItemStack|nil
on_place = function ( itemstack , placer , pointed_thing )
if placer then
return self : load ( itemstack , placer , pointed_thing )
end
end ,
---@param itemstack ItemStack
---@param user ObjectRef|nil
---@param pointed_thing PointedThingDef
---@return ItemStack|nil
on_secondary_use = function ( itemstack , user , pointed_thing )
if user then
return self : load ( itemstack , user , pointed_thing )
end
end
} )
---charged bow
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minetest.register_tool ( override and ' : ' .. def.custom . name_charged or def.custom . name_charged , {
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description = def.description ,
inventory_image = def.custom . inventory_image_charged or ' x_bows_bow_wood_charged.png ' ,
wield_image = def.custom . wield_image_charged or def.custom . inventory_image_charged ,
groups = def.custom . groups_charged ,
---@param itemstack ItemStack
---@param user ObjectRef|nil
---@param pointed_thing PointedThingDef
---@return ItemStack|nil
on_use = function ( itemstack , user , pointed_thing )
if user then
return self : shoot ( itemstack , user , pointed_thing )
end
end ,
---@param itemstack ItemStack
---@param dropper ObjectRef|nil
---@param pos Vector
---@return ItemStack|nil
on_drop = function ( itemstack , dropper , pos )
if dropper then
local item_meta = itemstack : get_meta ( )
local arrow_itemstack = ItemStack ( minetest.deserialize ( item_meta : get_string ( ' arrow_itemstack_string ' ) ) )
---return arrow
if arrow_itemstack and not self : is_creative ( dropper : get_player_name ( ) ) then
minetest.item_drop ( ItemStack ( { name = arrow_itemstack : get_name ( ) , count = 1 } ) , dropper , { x = pos.x + 0.5 , y = pos.y + 0.5 , z = pos.z + 0.5 } )
end
itemstack : set_name ( def.custom . name )
---returns leftover itemstack
return minetest.item_drop ( itemstack , dropper , pos )
end
end
} )
---recipes
if def.custom . recipe then
minetest.register_craft ( {
output = def.custom . name ,
recipe = def.custom . recipe
} )
end
---fuel recipe
if def.custom . fuel_burntime then
minetest.register_craft ( {
type = ' fuel ' ,
recipe = def.custom . name ,
burntime = def.custom . fuel_burntime ,
} )
end
end
---Register arrows
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---@param self XBows
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---@param name string
---@param def ItemDef | ArrowItemDefCustom
---@return boolean|nil
function XBows . register_arrow ( self , name , def )
if name == nil or name == ' ' then
return false
end
local mod_name = def.custom . mod_name or ' x_bows '
def.custom . name = mod_name .. ' : ' .. name
def.description = def.description or name
def.custom . tool_capabilities = def.custom . tool_capabilities or {
full_punch_interval = 1 ,
max_drop_level = 0 ,
damage_groups = { fleshy = 2 }
}
def.groups = mergeTables ( { arrow = 1 , flammable = 1 } , def.groups or { } )
def.custom . particle_effect = def.custom . particle_effect or ' arrow '
def.custom . particle_effect_crit = def.custom . particle_effect_crit or ' arrow_crit '
def.custom . particle_effect_fast = def.custom . particle_effect_fast or ' arrow_fast '
def.custom . projectile_textures = def.custom . projectile_textures or { ' x_bows:arrow_node ' }
def.custom . projectile_visual_size = def.custom . projectile_visual_size or { x = 1 , y = 1 , z = 1 }
def.custom . projectile_entity = def.custom . projectile_entity or ' x_bows:arrow_entity '
def.custom . on_hit_node = def.custom . on_hit_node or nil
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def.custom . on_hit_entity = def.custom . on_hit_entity or nil
def.custom . on_hit_player = def.custom . on_hit_player or nil
def.custom . on_after_activate = def.custom . on_after_activate or nil
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self.registered_arrows [ def.custom . name ] = def
minetest.register_craftitem ( def.custom . name , {
description = def.description .. ' \n ' .. minetest.colorize ( ' #00FF00 ' , ' Damage: '
.. def.custom . tool_capabilities.damage_groups . fleshy ) .. ' \n ' .. minetest.colorize ( ' #00BFFF ' , ' Charge Time: '
.. def.custom . tool_capabilities.full_punch_interval .. ' s ' ) ,
short_description = def.description ,
inventory_image = def.inventory_image ,
groups = def.groups
} )
---recipes
if def.custom . recipe then
minetest.register_craft ( {
output = def.custom . name .. ' ' .. ( def.custom . craft_count or 4 ) ,
recipe = def.custom . recipe
} )
end
---fuel recipe
if def.custom . fuel_burntime then
minetest.register_craft ( {
type = ' fuel ' ,
recipe = def.custom . name ,
burntime = def.custom . fuel_burntime ,
} )
end
end
---Register quivers
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---@param self XBows
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---@param name string
---@param def ItemDef | QuiverItemDefCustom
---@return boolean|nil
function XBows . register_quiver ( self , name , def )
if name == nil or name == ' ' then
return false
end
def.custom . name = ' x_bows: ' .. name
def.custom . name_open = ' x_bows: ' .. name .. ' _open '
def.description = def.description or name
def.short_description = def.short_description or name
def.groups = mergeTables ( { quiver = 1 , flammable = 1 } , def.groups or { } )
def.custom . groups_charged = mergeTables ( { quiver = 1 , quiver_open = 1 , flammable = 1 , not_in_creative_inventory = 1 } , def.groups or { } )
if def.custom . faster_arrows then
def.description = def.description .. ' \n ' .. minetest.colorize ( ' #00FF00 ' , ' Faster Arrows: ' .. ( 1 / def.custom . faster_arrows ) * 100 .. ' % ' )
def.short_description = def.short_description .. ' \n ' .. minetest.colorize ( ' #00FF00 ' , ' Faster Arrows: ' .. ( 1 / def.custom . faster_arrows ) * 100 .. ' % ' )
end
if def.custom . add_damage then
def.description = def.description .. ' \n ' .. minetest.colorize ( ' #FF8080 ' , ' Arrow Damage: + ' .. def.custom . add_damage )
def.short_description = def.short_description .. ' \n ' .. minetest.colorize ( ' #FF8080 ' , ' Arrow Damage: + ' .. def.custom . add_damage )
end
self.registered_quivers [ def.custom . name ] = def
self.registered_quivers [ def.custom . name_open ] = def
---closed quiver
minetest.register_tool ( def.custom . name , {
description = def.description ,
short_description = def.short_description ,
inventory_image = def.inventory_image or ' x_bows_quiver.png ' ,
wield_image = def.wield_image or ' x_bows_quiver.png ' ,
groups = def.groups ,
---@param itemstack ItemStack
---@param user ObjectRef|nil
---@param pointed_thing PointedThingDef
---@return ItemStack|nil
on_secondary_use = function ( itemstack , user , pointed_thing )
if user then
return self : open_quiver ( itemstack , user )
end
end ,
---@param itemstack ItemStack
---@param placer ObjectRef
---@param pointed_thing PointedThingDef
---@return ItemStack|nil
on_place = function ( itemstack , placer , pointed_thing )
if pointed_thing.under then
local node = minetest.get_node ( pointed_thing.under )
local node_def = minetest.registered_nodes [ node.name ]
if node_def and node_def.on_rightclick then
return node_def.on_rightclick ( pointed_thing.under , node , placer , itemstack , pointed_thing )
end
end
return self : open_quiver ( itemstack , placer )
end
} )
---open quiver
minetest.register_tool ( def.custom . name_open , {
description = def.description ,
short_description = def.short_description ,
inventory_image = def.custom . inventory_image_open or ' x_bows_quiver_open.png ' ,
wield_image = def.custom . wield_image_open or ' x_bows_quiver_open.png ' ,
groups = def.custom . groups_charged ,
---@param itemstack ItemStack
---@param dropper ObjectRef|nil
---@param pos Vector
---@return ItemStack
on_drop = function ( itemstack , dropper , pos )
local replace_item = XBowsQuiver : get_replacement_item ( itemstack , ' x_bows:quiver ' )
return minetest.item_drop ( replace_item , dropper , pos )
end
} )
---recipes
if def.custom . recipe then
minetest.register_craft ( {
output = def.custom . name ,
recipe = def.custom . recipe
} )
end
---fuel recipe
if def.custom . fuel_burntime then
minetest.register_craft ( {
type = ' fuel ' ,
recipe = def.custom . name ,
burntime = def.custom . fuel_burntime ,
} )
end
end
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---Load bow
---@param self XBows
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---@param itemstack ItemStack
---@param user ObjectRef
---@param pointed_thing PointedThingDef
---@return ItemStack
function XBows . load ( self , itemstack , user , pointed_thing )
local player_name = user : get_player_name ( )
local inv = user : get_inventory ( ) --[[@as InvRef]]
local inv_list = inv : get_list ( ' main ' )
local bow_name = itemstack : get_name ( )
local bow_def = self.registered_bows [ bow_name ]
---@alias ItemStackArrows {["stack"]: ItemStack, ["idx"]: number|integer}[]
---@type ItemStackArrows
local itemstack_arrows = { }
---trigger right click event if pointed item has one
if pointed_thing.under then
local node = minetest.get_node ( pointed_thing.under )
local node_def = minetest.registered_nodes [ node.name ]
if node_def and node_def.on_rightclick then
return node_def.on_rightclick ( pointed_thing.under , node , user , itemstack , pointed_thing )
end
end
---find itemstack arrow in quiver
local quiver_result = XBowsQuiver : get_itemstack_arrow_from_quiver ( user )
local itemstack_arrow = quiver_result.found_arrow_stack
if itemstack_arrow then
local itemstack_arrow_meta = itemstack_arrow : get_meta ( )
itemstack_arrow_meta : set_int ( ' is_arrow_from_quiver ' , 1 )
itemstack_arrow_meta : set_int ( ' found_arrow_stack_idx ' , quiver_result.found_arrow_stack_idx )
itemstack_arrow_meta : set_string ( ' quiver_name ' , quiver_result.quiver_name )
itemstack_arrow_meta : set_string ( ' quiver_id ' , quiver_result.quiver_id )
else
XBowsQuiver : remove_hud ( user )
---find itemstack arrow in players inventory
for i , st in ipairs ( inv_list ) do
local st_name = st : get_name ( )
if not st : is_empty ( ) and self.registered_arrows [ st_name ] then
local is_allowed_ammunition = self : is_allowed_ammunition ( bow_name , st_name )
if self.registered_arrows [ st_name ] and is_allowed_ammunition then
table.insert ( itemstack_arrows , { stack = st , idx = i } )
end
end
end
-- take 1st found arrow in the list
itemstack_arrow = # itemstack_arrows > 0 and itemstack_arrows [ 1 ] . stack or nil
end
if itemstack_arrow and bow_def then
local _tool_capabilities = self.registered_arrows [ itemstack_arrow : get_name ( ) ] . custom.tool_capabilities
---@param v_user ObjectRef
---@param v_bow_name string
---@param v_itemstack_arrow ItemStack
---@param v_inv InvRef
---@param v_itemstack_arrows ItemStackArrows
minetest.after ( 0 , function ( v_user , v_bow_name , v_itemstack_arrow , v_inv , v_itemstack_arrows )
local wielded_item = v_user : get_wielded_item ( )
if wielded_item : get_name ( ) == v_bow_name then
local wielded_item_meta = wielded_item : get_meta ( )
local v_itemstack_arrow_meta = v_itemstack_arrow : get_meta ( )
wielded_item_meta : set_string ( ' arrow_itemstack_string ' , minetest.serialize ( v_itemstack_arrow : to_table ( ) ) )
wielded_item_meta : set_string ( ' time_load ' , tostring ( minetest.get_us_time ( ) ) )
wielded_item : set_name ( v_bow_name .. ' _charged ' )
v_user : set_wielded_item ( wielded_item )
if not self : is_creative ( v_user : get_player_name ( ) ) and v_itemstack_arrow_meta : get_int ( ' is_arrow_from_quiver ' ) ~= 1 then
v_itemstack_arrow : take_item ( )
v_inv : set_stack ( ' main ' , v_itemstack_arrows [ 1 ] . idx , v_itemstack_arrow )
end
end
end , user , bow_name , itemstack_arrow , inv , itemstack_arrows )
---stop previous charged sound after job
if self.charge_sound_after_job [ player_name ] then
for _ , v in pairs ( self.charge_sound_after_job [ player_name ] ) do
v : cancel ( )
end
self.charge_sound_after_job [ player_name ] = { }
else
self.charge_sound_after_job [ player_name ] = { }
end
---sound plays when charge time reaches full punch interval time
table.insert ( self.charge_sound_after_job [ player_name ] , minetest.after ( _tool_capabilities.full_punch_interval , function ( v_user , v_bow_name )
local wielded_item = v_user : get_wielded_item ( )
local wielded_item_name = wielded_item : get_name ( )
if wielded_item_name == v_bow_name .. ' _charged ' then
minetest.sound_play ( ' x_bows_bow_loaded ' , {
to_player = v_user : get_player_name ( ) ,
gain = 0.6
} )
end
end , user , bow_name ) )
minetest.sound_play ( bow_def.custom . sound_load , {
to_player = player_name ,
gain = 0.6
} )
return itemstack
end
return itemstack
end
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---Shoot bow
---@param self XBows
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---@param itemstack ItemStack
---@param user ObjectRef
---@param pointed_thing? PointedThingDef
---@return ItemStack
function XBows . shoot ( self , itemstack , user , pointed_thing )
local time_shoot = minetest.get_us_time ( ) ;
local meta = itemstack : get_meta ( )
local time_load = tonumber ( meta : get_string ( ' time_load ' ) )
local tflp = ( time_shoot - time_load ) / 1000000
---@type ItemStack
local arrow_itemstack = ItemStack ( minetest.deserialize ( meta : get_string ( ' arrow_itemstack_string ' ) ) )
local arrow_itemstack_meta = arrow_itemstack : get_meta ( )
local arrow_name = arrow_itemstack : get_name ( )
local is_arrow_from_quiver = arrow_itemstack_meta : get_int ( ' is_arrow_from_quiver ' )
local quiver_name = arrow_itemstack_meta : get_string ( ' quiver_name ' )
local found_arrow_stack_idx = arrow_itemstack_meta : get_int ( ' found_arrow_stack_idx ' )
local quiver_id = arrow_itemstack_meta : get_string ( ' quiver_id ' )
local detached_inv = XBowsQuiver : get_or_create_detached_inv (
quiver_id ,
user : get_player_name ( )
)
if is_arrow_from_quiver == 1 then
XBowsQuiver : udate_or_create_hud ( user , detached_inv : get_list ( ' main ' ) , found_arrow_stack_idx )
else
XBowsQuiver : remove_hud ( user )
end
local x_bows_registered_arrow_def = self.registered_arrows [ arrow_name ]
if not x_bows_registered_arrow_def then
return itemstack
end
local bow_name_charged = itemstack : get_name ( )
---Bow
local x_bows_registered_bow_charged_def = self.registered_bows [ bow_name_charged ]
local bow_name = x_bows_registered_bow_charged_def.custom . name
local uses = x_bows_registered_bow_charged_def.custom . uses
local crit_chance = x_bows_registered_bow_charged_def.custom . crit_chance
local bow_strength = x_bows_registered_bow_charged_def.custom . strength
local bow_strength_min = x_bows_registered_bow_charged_def.custom . strength_min
local bow_strength_max = x_bows_registered_bow_charged_def.custom . strength_max
local acc_x_min = x_bows_registered_bow_charged_def.custom . acc_x_min
local acc_y_min = x_bows_registered_bow_charged_def.custom . acc_y_min
local acc_z_min = x_bows_registered_bow_charged_def.custom . acc_z_min
local acc_x_max = x_bows_registered_bow_charged_def.custom . acc_x_max
local acc_y_max = x_bows_registered_bow_charged_def.custom . acc_y_max
local acc_z_max = x_bows_registered_bow_charged_def.custom . acc_z_max
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local gravity = x_bows_registered_bow_charged_def.custom . gravity
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---Arrow
local projectile_entity = x_bows_registered_arrow_def.custom . projectile_entity
---Quiver
local x_bows_registered_quiver_def = self.registered_quivers [ quiver_name ]
local _tool_capabilities = x_bows_registered_arrow_def.custom . tool_capabilities
local quiver_xbows_def = x_bows_registered_quiver_def
local staticdata = {
_arrow_name = arrow_name ,
_bow_name = bow_name ,
user_name = user : get_player_name ( ) ,
is_critical_hit = false ,
_tool_capabilities = _tool_capabilities ,
_tflp = tflp ,
_add_damage = 0
}
---crits, only on full punch interval
if crit_chance and crit_chance > 1 and tflp >= _tool_capabilities.full_punch_interval then
if math.random ( 1 , crit_chance ) == 1 then
staticdata.is_critical_hit = true
end
end
---speed multiply
if quiver_xbows_def and quiver_xbows_def.custom . faster_arrows and quiver_xbows_def.custom . faster_arrows > 1 then
staticdata.faster_arrows_multiplier = quiver_xbows_def.custom . faster_arrows
end
---add quiver damage
if quiver_xbows_def and quiver_xbows_def.custom . add_damage and quiver_xbows_def.custom . add_damage > 0 then
staticdata._add_damage = staticdata._add_damage + quiver_xbows_def.custom . add_damage
end
---sound
local sound_name = x_bows_registered_bow_charged_def.custom . sound_shoot
if staticdata.is_critical_hit then
sound_name = x_bows_registered_bow_charged_def.custom . sound_shoot_crit
end
meta : set_string ( ' arrow_itemstack_string ' , ' ' )
itemstack : set_name ( bow_name )
local pos = user : get_pos ( )
local dir = user : get_look_dir ( )
local obj = minetest.add_entity (
{
x = pos.x ,
y = pos.y + 1.5 ,
z = pos.z
} ,
projectile_entity ,
minetest.serialize ( staticdata )
)
if not obj then
return itemstack
end
local strength_multiplier = tflp
if strength_multiplier > _tool_capabilities.full_punch_interval then
strength_multiplier = 1
---faster arrow, only on full punch interval
if staticdata.faster_arrows_multiplier then
strength_multiplier = strength_multiplier + ( strength_multiplier / staticdata.faster_arrows_multiplier )
end
end
if bow_strength_max and bow_strength_min then
bow_strength = math.random ( bow_strength_min , bow_strength_max )
end
---acceleration
local acc_x = dir.x
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local acc_y = gravity
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local acc_z = dir.z
if acc_x_min and acc_x_max then
acc_x = math.random ( acc_x_min , acc_x_max )
end
if acc_y_min and acc_y_max then
acc_y = math.random ( acc_y_min , acc_y_max )
end
if acc_z_min and acc_z_max then
acc_z = math.random ( acc_z_min , acc_z_max )
end
local strength = bow_strength * strength_multiplier
obj : set_velocity ( vector.multiply ( dir , strength ) )
obj : set_acceleration ( { x = acc_x , y = acc_y , z = acc_z } )
obj : set_yaw ( minetest.dir_to_yaw ( dir ) )
if not self : is_creative ( user : get_player_name ( ) ) then
itemstack : add_wear ( 65535 / uses )
end
minetest.sound_play ( sound_name , {
gain = 0.3 ,
pos = user : get_pos ( ) ,
max_hear_distance = 10
} )
return itemstack
end
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---Add new particle to XBow registration
---@param self XBows
---@param name string
---@param def ParticlespawnerDef|ParticlespawnerDefCustom
---@return nil
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function XBows . register_particle_effect ( self , name , def )
if self.registered_particle_spawners [ name ] then
minetest.log ( ' warning ' , ' Particle effect " ' .. name .. ' " already exists and will not be overwritten. ' )
return
end
self.registered_particle_spawners [ name ] = def
end
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---Get particle effect from registered spawners table
---@param self XBows
---@param name string
---@param pos Vector
---@return number|boolean
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function XBows . get_particle_effect_for_arrow ( self , name , pos )
local def = self.registered_particle_spawners [ name ]
if not def then
minetest.log ( ' warning ' , ' Particle effect " ' .. name .. ' " is not registered. ' )
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return false
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end
def.custom = def.custom or { }
def.minpos = def.custom . minpos and vector.add ( pos , def.custom . minpos ) or pos
def.maxpos = def.custom . maxpos and vector.add ( pos , def.custom . maxpos ) or pos
return minetest.add_particlespawner ( def --[[@as ParticlespawnerDef]] )
end
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---Check if ammunition is allowed to charge this weapon
---@param self XBows
---@param weapon_name string
---@param ammo_name string
---@return boolean
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function XBows . is_allowed_ammunition ( self , weapon_name , ammo_name )
local x_bows_weapon_def = self.registered_bows [ weapon_name ]
if not x_bows_weapon_def then
return false
end
if not x_bows_weapon_def.custom . allowed_ammunition then
return true
end
if # x_bows_weapon_def.custom . allowed_ammunition == 0 then
return false
end
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return table_contains ( x_bows_weapon_def.custom . allowed_ammunition , ammo_name )
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end
----
--- ENTITY API
----
---Gets total armor level from 3d armor
---@param player ObjectRef
---@return integer
local function get_3d_armor_armor ( player )
local armor_total = 0
if not player : is_player ( ) or not minetest.get_modpath ( ' 3d_armor ' ) or not armor.def [ player : get_player_name ( ) ] then
return armor_total
end
armor_total = armor.def [ player : get_player_name ( ) ] . level
return armor_total
end
---Limits number `x` between `min` and `max` values
---@param x integer
---@param min integer
---@param max integer
---@return integer
local function limit ( x , min , max )
return math.min ( math.max ( x , min ) , max )
end
---Gets collision box
---@param obj ObjectRef
---@return number[]
local function get_obj_box ( obj )
local box
if obj : is_player ( ) then
box = obj : get_properties ( ) . collisionbox or { - 0.5 , 0.0 , - 0.5 , 0.5 , 1.0 , 0.5 }
else
box = obj : get_luaentity ( ) . collisionbox or { - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.5 , 0.5 }
end
return box
end
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---Function receive a "luaentity" table as `self`. Called when the object is instantiated.
---@param self EntityDef|EntityDefCustom|XBows
---@param selfObj table
---@param staticdata string
---@param dtime_s? integer|number
---@return nil
function XBowsEntityDef . on_activate ( self , selfObj , staticdata , dtime_s )
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if not selfObj or not staticdata or staticdata == ' ' then
selfObj.object : remove ( )
return
end
local _staticdata = minetest.deserialize ( staticdata )
-- set/reset - do not inherit from previous entity table
selfObj._velocity = { x = 0 , y = 0 , z = 0 }
selfObj._old_pos = nil
selfObj._attached = false
selfObj._attached_to = {
type = ' ' ,
pos = nil
}
selfObj._has_particles = false
selfObj._lifetimer = 60
selfObj._nodechecktimer = 0.5
selfObj._is_drowning = false
selfObj._in_liquid = false
selfObj._shot_from_pos = selfObj.object : get_pos ( )
selfObj._arrow_name = _staticdata._arrow_name
selfObj._bow_name = _staticdata._bow_name
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selfObj._user_name = _staticdata.user_name
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selfObj.user = minetest.get_player_by_name ( _staticdata.user_name )
selfObj._tflp = _staticdata._tflp
selfObj._tool_capabilities = _staticdata._tool_capabilities
selfObj._is_critical_hit = _staticdata.is_critical_hit
selfObj._faster_arrows_multiplier = _staticdata.faster_arrows_multiplier
selfObj._add_damage = _staticdata._add_damage
local x_bows_registered_arrow_def = self.registered_arrows [ selfObj._arrow_name ]
local x_bows_registered_bow_def = self.registered_bows [ selfObj._bow_name ]
selfObj._arrow_particle_effect = x_bows_registered_arrow_def.custom . particle_effect
selfObj._arrow_particle_effect_crit = x_bows_registered_arrow_def.custom . particle_effect_crit
selfObj._arrow_particle_effect_fast = x_bows_registered_arrow_def.custom . particle_effect_fast
selfObj._projectile_textures = x_bows_registered_arrow_def.custom . projectile_textures
selfObj._projectile_visual_size = x_bows_registered_arrow_def.custom . projectile_visual_size
selfObj._sound_hit = x_bows_registered_bow_def.custom . sound_hit
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selfObj._caused_damage = 0
selfObj._caused_knockback = 0
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selfObj.object : set_properties ( {
textures = selfObj._projectile_textures ,
infotext = selfObj._arrow_name ,
visual_size = selfObj._projectile_visual_size
} )
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local on_after_activate_callback = x_bows_registered_arrow_def.custom . on_after_activate
if on_after_activate_callback then
on_after_activate_callback ( selfObj )
end
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end
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---Function receive a "luaentity" table as `self`. Called when the object dies.
---@param self XBows
---@param selfObj table
---@param killer ObjectRef|nil
---@return nil
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function XBowsEntityDef . on_death ( self , selfObj , killer )
if not selfObj._old_pos then
selfObj.object : remove ( )
return
end
minetest.item_drop ( ItemStack ( selfObj._arrow_name ) , nil , vector.round ( selfObj._old_pos ) )
end
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--- Function receive a "luaentity" table as `self`. Called on every server tick, after movement and collision processing. `dtime`: elapsed time since last call. `moveresult`: table with collision info (only available if physical=true).
---@param self XBows
---@param selfObj table
---@param dtime number
---@return nil
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function XBowsEntityDef . on_step ( self , selfObj , dtime )
local pos = selfObj.object : get_pos ( )
selfObj._old_pos = selfObj._old_pos or pos
local ray = minetest.raycast ( selfObj._old_pos , pos , true , true )
local pointed_thing = ray : next ( )
selfObj._lifetimer = selfObj._lifetimer - dtime
selfObj._nodechecktimer = selfObj._nodechecktimer - dtime
-- adjust pitch when flying
if not selfObj._attached then
local velocity = selfObj.object : get_velocity ( )
local v_rotation = selfObj.object : get_rotation ( )
local pitch = math.atan2 ( velocity.y , math.sqrt ( velocity.x ^ 2 + velocity.z ^ 2 ) )
selfObj.object : set_rotation ( {
x = pitch ,
y = v_rotation.y ,
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z = v_rotation.z + math.pi / 2
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} )
end
-- remove attached arrows after lifetime
if selfObj._lifetimer <= 0 then
selfObj.object : remove ( )
return
end
-- add particles only when not attached
if not selfObj._attached and not selfObj._in_liquid then
selfObj._has_particles = true
if selfObj._tflp >= selfObj._tool_capabilities . full_punch_interval then
if selfObj._is_critical_hit then
self : get_particle_effect_for_arrow ( selfObj._arrow_particle_effect_crit , selfObj._old_pos )
elseif selfObj._faster_arrows_multiplier then
self : get_particle_effect_for_arrow ( selfObj._arrow_particle_effect_fast , selfObj._old_pos )
else
self : get_particle_effect_for_arrow ( selfObj._arrow_particle_effect , selfObj._old_pos )
end
end
end
-- remove attached arrows after object dies
if not selfObj.object : get_attach ( ) and selfObj._attached_to . type == ' object ' then
selfObj.object : remove ( )
return
end
-- arrow falls down when not attached to node any more
if selfObj._attached_to . type == ' node ' and selfObj._attached and selfObj._nodechecktimer <= 0 then
local node = minetest.get_node ( selfObj._attached_to . pos )
selfObj._nodechecktimer = 0.5
if not node then
return
end
if node.name == ' air ' then
selfObj.object : set_velocity ( { x = 0 , y = - 3 , z = 0 } )
selfObj.object : set_acceleration ( { x = 0 , y = - 3 , z = 0 } )
-- reset values
selfObj._attached = false
selfObj._attached_to . type = ' '
selfObj._attached_to . pos = nil
selfObj.object : set_properties ( { collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } } )
return
end
end
while pointed_thing do
local ip_pos = pointed_thing.intersection_point
local in_pos = pointed_thing.intersection_normal
selfObj.pointed_thing = pointed_thing
if pointed_thing.type == ' object '
and pointed_thing.ref ~= selfObj.object
and pointed_thing.ref : get_hp ( ) > 0
and (
( pointed_thing.ref : is_player ( ) and pointed_thing.ref : get_player_name ( ) ~= selfObj.user : get_player_name ( ) )
or (
pointed_thing.ref : get_luaentity ( )
and pointed_thing.ref : get_luaentity ( ) . physical
and pointed_thing.ref : get_luaentity ( ) . name ~= ' __builtin:item '
)
)
and selfObj.object : get_attach ( ) == nil
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and not selfObj._attached
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then
if pointed_thing.ref : is_player ( ) then
minetest.sound_play ( ' x_bows_arrow_successful_hit ' , {
to_player = selfObj.user : get_player_name ( ) ,
gain = 0.3
} )
else
minetest.sound_play ( selfObj._sound_hit , {
to_player = selfObj.user : get_player_name ( ) ,
gain = 0.6
} )
end
-- store these here before punching in case pointed_thing.ref dies
local collisionbox = get_obj_box ( pointed_thing.ref )
local xmin = collisionbox [ 1 ] * 100
local ymin = collisionbox [ 2 ] * 100
local zmin = collisionbox [ 3 ] * 100
local xmax = collisionbox [ 4 ] * 100
local ymax = collisionbox [ 5 ] * 100
local zmax = collisionbox [ 6 ] * 100
selfObj.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
selfObj.object : set_acceleration ( { x = 0 , y = 0 , z = 0 } )
-- calculate damage
local target_armor_groups = pointed_thing.ref : get_armor_groups ( )
local _damage = 0
if selfObj._add_damage then
_damage = _damage + selfObj._add_damage
end
for group , base_damage in pairs ( selfObj._tool_capabilities . damage_groups ) do
_damage = _damage
+ base_damage
* limit ( selfObj._tflp / selfObj._tool_capabilities . full_punch_interval , 0.0 , 1.0 )
* ( ( target_armor_groups [ group ] or 0 ) + get_3d_armor_armor ( pointed_thing.ref ) ) / 100.0
end
-- crits
if selfObj._is_critical_hit then
_damage = _damage * 2
end
-- knockback
local dir = vector.normalize ( vector.subtract ( selfObj._shot_from_pos , ip_pos ) )
local distance = vector.distance ( selfObj._shot_from_pos , ip_pos )
local knockback = minetest.calculate_knockback (
pointed_thing.ref ,
selfObj.object ,
selfObj._tflp ,
{
full_punch_interval = selfObj._tool_capabilities . full_punch_interval ,
damage_groups = { fleshy = _damage } ,
} ,
dir ,
distance ,
_damage
)
pointed_thing.ref : add_velocity ( {
x = dir.x * knockback * - 1 ,
y = 7 ,
z = dir.z * knockback * - 1
} )
pointed_thing.ref : punch (
selfObj.object ,
selfObj._tflp ,
{
full_punch_interval = selfObj._tool_capabilities . full_punch_interval ,
damage_groups = { fleshy = _damage , knockback = knockback }
} ,
{
x = dir.x * - 1 ,
y = 7 ,
z = dir.z * - 1
}
)
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selfObj._caused_damage = _damage
selfObj._caused_knockback = knockback
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-- already dead (entity)
if not pointed_thing.ref : get_luaentity ( ) and not pointed_thing.ref : is_player ( ) then
selfObj.object : remove ( )
return
end
-- already dead (player)
if pointed_thing.ref : get_hp ( ) <= 0 then
selfObj.object : remove ( )
return
end
-- attach arrow prepare
local rotation = { x = 0 , y = 0 , z = 0 }
local position = { x = 0 , y = 0 , z = 0 }
if in_pos.x == 1 then
-- x = 0
-- y = -90
-- z = 0
rotation.x = math.random ( - 10 , 10 )
rotation.y = math.random ( - 100 , - 80 )
rotation.z = math.random ( - 10 , 10 )
position.x = xmax / 10
position.y = math.random ( ymin , ymax ) / 10
position.z = math.random ( zmin , zmax ) / 10
elseif in_pos.x == - 1 then
-- x = 0
-- y = 90
-- z = 0
rotation.x = math.random ( - 10 , 10 )
rotation.y = math.random ( 80 , 100 )
rotation.z = math.random ( - 10 , 10 )
position.x = xmin / 10
position.y = math.random ( ymin , ymax ) / 10
position.z = math.random ( zmin , zmax ) / 10
elseif in_pos.y == 1 then
-- x = -90
-- y = 0
-- z = -180
rotation.x = math.random ( - 100 , - 80 )
rotation.y = math.random ( - 10 , 10 )
rotation.z = math.random ( - 190 , - 170 )
position.x = math.random ( xmin , xmax ) / 10
position.y = ymax / 10
position.z = math.random ( zmin , zmax ) / 10
elseif in_pos.y == - 1 then
-- x = 90
-- y = 0
-- z = 180
rotation.x = math.random ( 80 , 100 )
rotation.y = math.random ( - 10 , 10 )
rotation.z = math.random ( 170 , 190 )
position.x = math.random ( xmin , xmax ) / 10
position.y = ymin / 10
position.z = math.random ( zmin , zmax ) / 10
elseif in_pos.z == 1 then
-- x = 180
-- y = 0
-- z = 180
rotation.x = math.random ( 170 , 190 )
rotation.y = math.random ( - 10 , 10 )
rotation.z = math.random ( 170 , 190 )
position.x = math.random ( xmin , xmax ) / 10
position.y = math.random ( ymin , ymax ) / 10
position.z = zmax / 10
elseif in_pos.z == - 1 then
-- x = -180
-- y = 180
-- z = -180
rotation.x = math.random ( - 190 , - 170 )
rotation.y = math.random ( 170 , 190 )
rotation.z = math.random ( - 190 , - 170 )
position.x = math.random ( xmin , xmax ) / 10
position.y = math.random ( ymin , ymax ) / 10
position.z = zmin / 10
end
if not XBows.settings . x_bows_attach_arrows_to_entities and not pointed_thing.ref : is_player ( ) then
selfObj.object : remove ( )
return
end
-- attach arrow
selfObj.object : set_attach (
pointed_thing.ref ,
' ' ,
position ,
rotation ,
true
)
selfObj._attached = true
selfObj._attached_to . type = pointed_thing.type
selfObj._attached_to . pos = position
-- remove last arrow when too many already attached
local children = { }
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local projectile_entity = self.registered_arrows [ selfObj._arrow_name ] . custom.projectile_entity
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for _ , object in ipairs ( pointed_thing.ref : get_children ( ) ) do
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if object : get_luaentity ( ) and object : get_luaentity ( ) . name == projectile_entity then
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table.insert ( children , object )
end
end
if # children >= 5 then
children [ 1 ] : remove ( )
end
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if pointed_thing.ref : is_player ( ) then
local on_hit_player_callback = self.registered_arrows [ selfObj._arrow_name ] . custom.on_hit_player
if on_hit_player_callback then
on_hit_player_callback ( selfObj , pointed_thing )
end
else
local on_hit_entity_callback = self.registered_arrows [ selfObj._arrow_name ] . custom.on_hit_entity
if on_hit_entity_callback then
on_hit_entity_callback ( selfObj , pointed_thing )
end
end
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return
elseif pointed_thing.type == ' node ' and not selfObj._attached then
local node = minetest.get_node ( pointed_thing.under )
local node_def = minetest.registered_nodes [ node.name ]
if not node_def then
return
end
selfObj._velocity = selfObj.object : get_velocity ( )
if node_def.drawtype == ' liquid ' and not selfObj._is_drowning then
selfObj._is_drowning = true
selfObj._in_liquid = true
local drag = 1 / ( node_def.liquid_viscosity * 6 )
selfObj.object : set_velocity ( vector.multiply ( selfObj._velocity , drag ) )
selfObj.object : set_acceleration ( { x = 0 , y = - 1.0 , z = 0 } )
XBows : get_particle_effect_for_arrow ( ' bubble ' , selfObj._old_pos )
elseif selfObj._is_drowning then
selfObj._is_drowning = false
if selfObj._velocity then
selfObj.object : set_velocity ( selfObj._velocity )
end
selfObj.object : set_acceleration ( { x = 0 , y = - 9.81 , z = 0 } )
end
if XBows.mesecons and node.name == ' x_bows:target ' then
local distance = vector.distance ( pointed_thing.under , ip_pos )
distance = math.floor ( distance * 100 ) / 100
-- only close to the center of the target will trigger signal
if distance < 0.54 then
mesecon.receptor_on ( pointed_thing.under )
minetest.get_node_timer ( pointed_thing.under ) : start ( 2 )
end
end
if node_def.walkable then
selfObj.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
selfObj.object : set_acceleration ( { x = 0 , y = 0 , z = 0 } )
selfObj.object : set_pos ( ip_pos )
selfObj.object : set_rotation ( selfObj.object : get_rotation ( ) )
selfObj._attached = true
selfObj._attached_to . type = pointed_thing.type
selfObj._attached_to . pos = pointed_thing.under
selfObj.object : set_properties ( { collisionbox = { - 0.2 , - 0.2 , - 0.2 , 0.2 , 0.2 , 0.2 } } )
-- remove last arrow when too many already attached
local children = { }
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local projectile_entity = self.registered_arrows [ selfObj._arrow_name ] . custom.projectile_entity
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for _ , object in ipairs ( minetest.get_objects_inside_radius ( pointed_thing.under , 1 ) ) do
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if not object : is_player ( ) and object : get_luaentity ( ) and object : get_luaentity ( ) . name == projectile_entity then
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table.insert ( children , object )
end
end
if # children >= 5 then
children [ # children ] : remove ( )
end
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---Wiggle
local rotation = selfObj.object : get_rotation ( )
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if rotation then
local wiggle_timer_const = 0.05
local wiggle_timer = 0
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for i = 1 , 3 do
local rotx = rotation.x + math.random ( 10 , 20 ) / 100
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if i % 2 == 0 then
rotx = rotation.x - math.random ( 10 , 20 ) / 100
end
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local _rotation = {
x = rotx ,
y = rotation.y ,
z = rotation.z
}
if i == 3 then
_rotation = rotation
end
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wiggle_timer = wiggle_timer + wiggle_timer_const
minetest.after ( wiggle_timer , function ( v_object )
selfObj.object : set_rotation ( _rotation )
end , selfObj.object , wiggle_timer )
end
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end
---API callbacks
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local on_hit_node_callback = self.registered_arrows [ selfObj._arrow_name ] . custom.on_hit_node
if on_hit_node_callback then
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on_hit_node_callback ( selfObj , pointed_thing )
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end
minetest.sound_play ( selfObj._sound_hit , {
pos = pointed_thing.under ,
gain = 0.6 ,
max_hear_distance = 16
} )
return
end
end
pointed_thing = ray : next ( )
end
selfObj._old_pos = pos
end
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---Function receive a "luaentity" table as `self`. Called when somebody punches the object. Note that you probably want to handle most punches using the automatic armor group system. Can return `true` to prevent the default damage mechanism.
---@param self XBows
---@param selfObj table
---@param puncher ObjectRef|nil
---@param time_from_last_punch number|integer|nil
---@param tool_capabilities ToolCapabilitiesDef
---@param dir Vector
---@param damage number|integer
---@return boolean
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function XBowsEntityDef . on_punch ( self , selfObj , puncher , time_from_last_punch , tool_capabilities , dir , damage )
local wood_sound_def = default.node_sound_wood_defaults ( )
minetest.sound_play ( wood_sound_def.dig . name , {
pos = selfObj.object : get_pos ( ) ,
gain = wood_sound_def.dig . gain
} )
return false
end
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---Register new projectile entity
---@param self XBows
---@param name string
---@param def XBowsEntityDef
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function XBows . register_entity ( self , name , def )
if not def._custom then
def._custom = { }
end
local mod_name = def._custom . mod_name or ' x_bows '
def._custom . name = mod_name .. ' : ' .. name
def.initial_properties = {
visual = ' wielditem ' ,
collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } ,
selectionbox = { 0 , 0 , 0 , 0 , 0 , 0 } ,
physical = false ,
textures = { ' air ' } ,
hp_max = 1
}
def.on_death = function ( selfObj , killer )
return XBowsEntityDef : on_death ( selfObj , killer )
end
if def._custom . on_death then
def.on_death = def._custom . on_death
end
def.on_activate = function ( selfObj , killer )
return XBowsEntityDef : on_activate ( selfObj , killer )
end
def.on_step = function ( selfObj , dtime )
return XBowsEntityDef : on_step ( selfObj , dtime )
end
def.on_punch = function ( selfObj , puncher , time_from_last_punch , tool_capabilities , dir , damage )
return XBowsEntityDef : on_punch ( selfObj , puncher , time_from_last_punch , tool_capabilities , dir , damage )
end
if def._custom . on_punch then
def.on_punch = def._custom . on_punch
end
minetest.register_entity ( def._custom . name , {
initial_properties = def.initial_properties ,
on_death = def.on_death ,
on_activate = def.on_activate ,
on_step = def.on_step ,
on_punch = def.on_punch
} )
end
----
--- QUIVER API
----
---Close one or all open quivers in players inventory
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---@param self XBowsQuiver
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---@param player ObjectRef
---@param quiver_id? string If `nil` then all open quivers will be closed
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---@return nil
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function XBowsQuiver . close_quiver ( self , player , quiver_id )
local player_inv = player : get_inventory ( )
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv : contains_item ( ' main ' , ' x_bows:quiver_open ' ) then
local inv_list = player_inv : get_list ( ' main ' )
for i , st in ipairs ( inv_list ) do
local st_meta = st : get_meta ( )
if not st : is_empty ( ) and st : get_name ( ) == ' x_bows:quiver_open ' then
if quiver_id and st_meta : get_string ( ' quiver_id ' ) == quiver_id then
local replace_item = self : get_replacement_item ( st , ' x_bows:quiver ' )
player_inv : set_stack ( ' main ' , i , replace_item )
break
else
local replace_item = self : get_replacement_item ( st , ' x_bows:quiver ' )
player_inv : set_stack ( ' main ' , i , replace_item )
end
end
end
end
end
---Swap item in player inventory indicating open quiver. Preserve all ItemStack definition and meta.
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---@param self XBowsQuiver
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---@param from_stack ItemStack transfer data from this item
---@param to_item_name string transfer data to this item
---@return ItemStack ItemStack replacement item
function XBowsQuiver . get_replacement_item ( self , from_stack , to_item_name )
---@type ItemStack
local replace_item = ItemStack ( {
name = to_item_name ,
count = from_stack : get_count ( ) ,
wear = from_stack : get_wear ( )
} )
local replace_item_meta = replace_item : get_meta ( )
local from_stack_meta = from_stack : get_meta ( )
replace_item_meta : set_string ( ' quiver_items ' , from_stack_meta : get_string ( ' quiver_items ' ) )
replace_item_meta : set_string ( ' quiver_id ' , from_stack_meta : get_string ( ' quiver_id ' ) )
replace_item_meta : set_string ( ' description ' , from_stack_meta : get_string ( ' description ' ) )
return replace_item
end
---Gets arrow from quiver
---@param self XBowsQuiver
---@param player ObjectRef
---@return {["found_arrow_stack"]: ItemStack|nil, ["quiver_id"]: string|nil, ["quiver_name"]: string|nil, ["found_arrow_stack_idx"]: number}
function XBowsQuiver . get_itemstack_arrow_from_quiver ( self , player )
local player_inv = player : get_inventory ( )
local wielded_stack = player : get_wielded_item ( )
---@type ItemStack|nil
local found_arrow_stack
local found_arrow_stack_idx = 1
local prev_detached_inv_list = { }
local quiver_id
local quiver_name
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv : contains_item ( ' main ' , ' x_bows:quiver ' ) then
local inv_list = player_inv : get_list ( ' main ' )
for i , st in ipairs ( inv_list ) do
if not st : is_empty ( ) and st : get_name ( ) == ' x_bows:quiver ' then
local st_meta = st : get_meta ( )
local player_name = player : get_player_name ( )
quiver_id = st_meta : get_string ( ' quiver_id ' )
local detached_inv = self : get_or_create_detached_inv (
quiver_id ,
player_name ,
st_meta : get_string ( ' quiver_items ' )
)
if not detached_inv : is_empty ( ' main ' ) then
local detached_inv_list = detached_inv : get_list ( ' main ' )
---find arrows inside quiver inventory
for j , qst in ipairs ( detached_inv_list ) do
---save copy of inv list before we take the item
table.insert ( prev_detached_inv_list , detached_inv : get_stack ( ' main ' , j ) )
if not qst : is_empty ( ) and not found_arrow_stack then
local is_allowed_ammunition = self : is_allowed_ammunition ( wielded_stack : get_name ( ) , qst : get_name ( ) )
if is_allowed_ammunition then
quiver_name = st : get_name ( )
found_arrow_stack = qst : take_item ( )
found_arrow_stack_idx = j
if not self : is_creative ( player_name ) then
detached_inv : set_list ( ' main ' , detached_inv_list )
self : save ( detached_inv , player , true )
end
end
end
end
end
end
if found_arrow_stack then
---show HUD - quiver inventory
self : udate_or_create_hud ( player , prev_detached_inv_list , found_arrow_stack_idx )
break
end
end
end
return {
found_arrow_stack = found_arrow_stack ,
quiver_id = quiver_id ,
quiver_name = quiver_name ,
found_arrow_stack_idx = found_arrow_stack_idx
}
end
---Remove all added HUDs
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---@param self XBowsQuiver
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---@param player ObjectRef
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---@return nil
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function XBowsQuiver . remove_hud ( self , player )
local player_name = player : get_player_name ( )
if self.hud_item_ids [ player_name ] then
for _ , v in pairs ( self.hud_item_ids [ player_name ] ) do
if type ( v ) == ' table ' then
for _ , v2 in pairs ( v ) do
player : hud_remove ( v2 )
end
else
player : hud_remove ( v )
end
end
self.hud_item_ids [ player_name ] = {
arrow_inv_img = { } ,
stack_count = { }
}
else
self.hud_item_ids [ player_name ] = {
arrow_inv_img = { } ,
stack_count = { }
}
end
end
---@todo implement hud_change?
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---Update or create quiver HUD
---@param self XBowsQuiver
---@param player ObjectRef
---@param inv_list ItemStack[]
---@param idx? number
---@return nil
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function XBowsQuiver . udate_or_create_hud ( self , player , inv_list , idx )
local _idx = idx or 1
local player_name = player : get_player_name ( )
local selected_bg_added = false
if self.after_job [ player_name ] then
for _ , v in pairs ( self.after_job [ player_name ] ) do
v : cancel ( )
end
self.after_job [ player_name ] = { }
else
self.after_job [ player_name ] = { }
end
self : remove_hud ( player )
---title image
self.hud_item_ids [ player_name ] . title_image = player : hud_add ( {
hud_elem_type = ' image ' ,
position = { x = 1 , y = 0.5 } ,
offset = { x = - 120 , y = - 140 } ,
text = ' x_bows_quiver.png ' ,
scale = { x = 4 , y = 4 } ,
alignment = 0 ,
} )
---title copy
local quiver_def = minetest.registered_items [ ' x_bows:quiver ' ]
self.hud_item_ids [ player_name ] . title_copy = player : hud_add ( {
hud_elem_type = ' text ' ,
position = { x = 1 , y = 0.5 } ,
offset = { x = - 120 , y = - 75 } ,
text = quiver_def.short_description ,
alignment = 0 ,
scale = { x = 100 , y = 30 } ,
number = 0xFFFFFF ,
} )
---hotbar bg
self.hud_item_ids [ player_name ] . hotbar_bg = player : hud_add ( {
hud_elem_type = ' image ' ,
position = { x = 1 , y = 0.5 } ,
offset = { x = - 238 , y = 0 } ,
text = ' x_bows_quiver_hotbar.png ' ,
scale = { x = 1 , y = 1 } ,
alignment = { x = 1 , y = 0 } ,
} )
for j , qst in ipairs ( inv_list ) do
if not qst : is_empty ( ) then
local found_arrow_stack_def = minetest.registered_items [ qst : get_name ( ) ]
if not selected_bg_added and j == _idx then
selected_bg_added = true
---ui selected bg
self.hud_item_ids [ player_name ] . hotbar_selected = player : hud_add ( {
hud_elem_type = ' image ' ,
position = { x = 1 , y = 0.5 } ,
offset = { x = - 308 + ( j * 74 ) , y = 2 } ,
text = ' x_bows_quiver_hotbar_selected.png ' ,
scale = { x = 1 , y = 1 } ,
alignment = { x = 1 , y = 0 } ,
} )
end
if found_arrow_stack_def then
---arrow inventory image
table.insert ( self.hud_item_ids [ player_name ] . arrow_inv_img , player : hud_add ( {
hud_elem_type = ' image ' ,
position = { x = 1 , y = 0.5 } ,
offset = { x = - 300 + ( j * 74 ) , y = 0 } ,
text = found_arrow_stack_def.inventory_image ,
scale = { x = 4 , y = 4 } ,
alignment = { x = 1 , y = 0 } ,
} ) )
---stack count
table.insert ( self.hud_item_ids [ player_name ] . stack_count , player : hud_add ( {
hud_elem_type = ' text ' ,
position = { x = 1 , y = 0.5 } ,
offset = { x = - 244 + ( j * 74 ) , y = 23 } ,
text = qst : get_count ( ) ,
alignment = - 1 ,
scale = { x = 50 , y = 10 } ,
number = 0xFFFFFF ,
} ) )
end
end
end
---@param v_player ObjectRef
table.insert ( self.after_job [ player_name ] , minetest.after ( 10 , function ( v_player )
self : remove_hud ( v_player )
end , player ) )
end
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---Get existing detached inventory or create new one
---@param self XBowsQuiver
---@param quiver_id string
---@param player_name string
---@param quiver_items? string
---@return InvRef|unknown
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function XBowsQuiver . get_or_create_detached_inv ( self , quiver_id , player_name , quiver_items )
local detached_inv
if quiver_id ~= ' ' then
detached_inv = minetest.get_inventory ( { type = ' detached ' , name = quiver_id } )
end
if not detached_inv then
detached_inv = minetest.create_detached_inventory ( quiver_id , {
---@param inv InvRef detached inventory
---@param from_list string
---@param from_index number
---@param to_list string
---@param to_index number
---@param count number
---@param player ObjectRef
allow_move = function ( inv , from_list , from_index , to_list , to_index , count , player )
if self : quiver_can_allow ( inv , player ) then
return count
else
return 0
end
end ,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number
---@param stack ItemStack
---@param player ObjectRef
allow_put = function ( inv , listname , index , stack , player )
if minetest.get_item_group ( stack : get_name ( ) , ' arrow ' ) ~= 0 and self : quiver_can_allow ( inv , player ) then
return stack : get_count ( )
else
return 0
end
end ,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number
---@param stack ItemStack
---@param player ObjectRef
allow_take = function ( inv , listname , index , stack , player )
if minetest.get_item_group ( stack : get_name ( ) , ' arrow ' ) ~= 0 and self : quiver_can_allow ( inv , player ) then
return stack : get_count ( )
else
return 0
end
end ,
---@param inv InvRef detached inventory
---@param from_list string
---@param from_index number
---@param to_list string
---@param to_index number
---@param count number
---@param player ObjectRef
on_move = function ( inv , from_list , from_index , to_list , to_index , count , player )
self : save ( inv , player )
end ,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number index where was item put
---@param stack ItemStack stack of item what was put
---@param player ObjectRef
on_put = function ( inv , listname , index , stack , player )
self : save ( inv , player )
end ,
---@param inv InvRef detached inventory
---@param listname string listname of the inventory, e.g. `'main'`
---@param index number
---@param stack ItemStack
---@param player ObjectRef
on_take = function ( inv , listname , index , stack , player )
self : save ( inv , player )
end ,
} , player_name )
detached_inv : set_size ( ' main ' , 3 * 1 )
end
---populate items in inventory
if quiver_items and quiver_items ~= ' ' then
self : set_string_to_inv ( detached_inv , quiver_items )
end
return detached_inv
end
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---Create formspec
---@param self XBowsQuiver
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---@param name string name of the form
---@return string
function XBowsQuiver . get_formspec ( self , name )
local width = 3
local height = 1
local list_w = 8
local list_pos_x = ( list_w - width ) / 2
local formspec =
' size[ ' .. list_w .. ' ,6] ' ..
' list[detached: ' .. name .. ' ;main; ' .. list_pos_x .. ' ,0.3; ' .. width .. ' ,1;] ' ..
' list[current_player;main;0, ' .. ( height + 0.85 ) .. ' ; ' .. list_w .. ' ,1;] ' ..
' list[current_player;main;0, ' .. ( height + 2.08 ) .. ' ; ' .. list_w .. ' ,3;8] ' ..
' listring[detached: ' .. name .. ' ;main] ' ..
' listring[current_player;main] ' ..
default.get_hotbar_bg ( 0 , height + 0.85 )
--update formspec
local inv = minetest.get_inventory ( { type = ' detached ' , name = name } )
local invlist = inv : get_list ( name )
---inventory slots overlay
local px , py = list_pos_x , 0.3
for i = 1 , 3 do
if not invlist or invlist [ i ] : is_empty ( ) then
formspec = formspec ..
' image[ ' .. px .. ' , ' .. py .. ' ;1,1;x_bows_arrow_slot.png] '
end
px = px + 1
end
return formspec
end
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---Convert inventory of itemstacks to serialized string
---@param self XBowsQuiver
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---@param inv InvRef
---@return {['inv_string']: string, ['content_description']: string}
function XBowsQuiver . get_string_from_inv ( self , inv )
local inv_list = inv : get_list ( ' main ' )
local t = { }
local content_description = ' '
for i , st in ipairs ( inv_list ) do
if not st : is_empty ( ) then
table.insert ( t , st : to_table ( ) )
content_description = content_description .. ' \n ' .. st : get_short_description ( ) .. ' ' .. st : get_count ( )
else
table.insert ( t , { is_empty = true } )
end
end
return {
inv_string = minetest.serialize ( t ) ,
content_description = content_description == ' ' and ' \n Empty ' or content_description
}
end
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---Set items from serialized string to inventory
---@param self XBowsQuiver
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---@param inv InvRef inventory to add items to
---@param str string previously stringified inventory of itemstacks
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---@return nil
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function XBowsQuiver . set_string_to_inv ( self , inv , str )
local t = minetest.deserialize ( str )
for i , item in ipairs ( t ) do
if not item.is_empty then
inv : set_stack ( ' main ' , i , ItemStack ( item ) )
end
end
end
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---Save quiver inventory to itemstack meta
---@param self XBowsQuiver
---@param inv InvRef
---@param player ObjectRef
---@param quiver_is_closed? boolean
---@return nil
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function XBowsQuiver . save ( self , inv , player , quiver_is_closed )
local player_inv = player : get_inventory ( )
local inv_loc = inv : get_location ( )
local quiver_item_name = quiver_is_closed and ' x_bows:quiver ' or ' x_bows:quiver_open '
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv : contains_item ( ' main ' , quiver_item_name ) then
local inv_list = player_inv : get_list ( ' main ' )
for i , st in ipairs ( inv_list ) do
local st_meta = st : get_meta ( )
if not st : is_empty ( ) and st : get_name ( ) == quiver_item_name and st_meta : get_string ( ' quiver_id ' ) == inv_loc.name then
---save inventory items in quiver item meta
local string_from_inventory_result = self : get_string_from_inv ( inv )
st_meta : set_string ( ' quiver_items ' , string_from_inventory_result.inv_string )
---update description
local new_description = st : get_short_description ( ) .. ' \n ' .. string_from_inventory_result.content_description .. ' \n '
st_meta : set_string ( ' description ' , new_description )
player_inv : set_stack ( ' main ' , i , st )
break
end
end
end
end
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---Check if we are allowing actions in the correct quiver inventory
---@param self XBowsQuiver
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---@param inv InvRef
---@param player ObjectRef
---@return boolean
function XBowsQuiver . quiver_can_allow ( self , inv , player )
local player_inv = player : get_inventory ( )
local inv_loc = inv : get_location ( )
---find matching quiver item in players inventory with the open formspec name
if player_inv and player_inv : contains_item ( ' main ' , ' x_bows:quiver_open ' ) then
local inv_list = player_inv : get_list ( ' main ' )
for i , st in ipairs ( inv_list ) do
local st_meta = st : get_meta ( )
if not st : is_empty ( ) and st : get_name ( ) == ' x_bows:quiver_open ' and st_meta : get_string ( ' quiver_id ' ) == inv_loc.name then
return true
end
end
end
return false
end
---Open quiver
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---@param self XBows
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---@param itemstack ItemStack
---@param user ObjectRef
---@return ItemStack
function XBows . open_quiver ( self , itemstack , user )
local itemstack_meta = itemstack : get_meta ( )
local pname = user : get_player_name ( )
local quiver_id = itemstack_meta : get_string ( ' quiver_id ' )
---create inventory id and save it
if quiver_id == ' ' then
quiver_id = itemstack : get_name ( ) .. ' _ ' .. uuid ( )
itemstack_meta : set_string ( ' quiver_id ' , quiver_id )
end
local quiver_items = itemstack_meta : get_string ( ' quiver_items ' )
XBowsQuiver : get_or_create_detached_inv ( quiver_id , pname , quiver_items )
---show open variation of quiver
local replace_item = XBowsQuiver : get_replacement_item ( itemstack , ' x_bows:quiver_open ' )
itemstack : replace ( replace_item )
minetest.sound_play ( ' x_bows_quiver ' , {
to_player = user : get_player_name ( ) ,
gain = 0.1
} )
minetest.show_formspec ( pname , quiver_id , XBowsQuiver : get_formspec ( quiver_id ) )
return itemstack
end