127 lines
4.1 KiB
Lua
127 lines
4.1 KiB
Lua
----
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-- Base XBows class
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-- @author SaKeL
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-- @license LGPL-2.1-or-later
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-- @classmod XBows
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XBows = {
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--- `enable_pvp` setting, default `false`
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pvp = false,
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--- `creative_mode` setting, default `false`
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creative = false,
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--- `mesecons` check if MOD enabled or exists
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mesecons = false,
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--- `playerphysics` check if MOD enabled or exists
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playerphysics = false,
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--- `player_monoids` check if MOD enabled or exists
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player_monoids = false,
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--- table with key/value pairs, `key` is the item name (e.g. `x_bows:bow_wood`), `value` is the definition passed to XBows register method
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registered_bows = {},
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--- table with key/value pairs, `key` is the item name (e.g. `x_bows:arrow_wood`), `value` is the definition passed to XBows register method
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registered_arrows = {},
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--- table with key/value pairs, `key` is the item name (e.g. `x_bows:quiver`), `value` is the definition passed to XBows register method
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registered_quivers = {},
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--- registered particle spawners for internal use
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registered_particle_spawners = {},
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--- sneaking players when bow is charged
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player_bow_sneak = {},
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--- `Settings` from minetest
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settings = {
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--- `x_bows_attach_arrows_to_entities` setting, default: `false`
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x_bows_attach_arrows_to_entities = false
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},
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--- table of `after` jobs
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charge_sound_after_job = {}
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}
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---Check if creative is enabled or if player has creative priv
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-- @param self XBows
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-- @param name string
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-- @return boolean
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function XBows.is_creative(self, name) end
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---Updates `allowed_ammunition` definition on already registered item, so MODs can add new ammunitions to this list.
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-- @param self XBows
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-- @param name string
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-- @param allowed_ammunition string[]
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-- @return nil
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function XBows.update_bow_allowed_ammunition(self, name, allowed_ammunition) 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
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-- @param includeWielded? boolean Will include reset for wielded bow also. default: `false`
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-- @return nil
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function XBows.reset_charged_bow(self, player, includeWielded) end
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---Register bows
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-- @param self XBows
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-- @param name string
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-- @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) end
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---Register arrows
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-- @param self XBows
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-- @param name string
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-- @param def ItemDef | ArrowItemDefCustom
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-- @return boolean|nil
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function XBows.register_arrow(self, name, def) end
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---Register quivers
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-- @param self XBows
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-- @param name string
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-- @param def ItemDef | QuiverItemDefCustom
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-- @return boolean|nil
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function XBows.register_quiver(self, name, def) end
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---Load bow
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-- @param self XBows
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-- @param itemstack ItemStack
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-- @param user ObjectRef
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-- @param pointed_thing PointedThingDef
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-- @return ItemStack
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function XBows.load(self, itemstack, user, pointed_thing) end
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---Shoot bow
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-- @param self XBows
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-- @param itemstack ItemStack
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-- @param user ObjectRef
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-- @param pointed_thing? PointedThingDef
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-- @return ItemStack
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function XBows.shoot(self, itemstack, user, pointed_thing) end
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---Add new particle to XBow registration
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-- @param self XBows
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-- @param name string
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-- @param def ParticlespawnerDef|ParticlespawnerDefCustom
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-- @return nil
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function XBows.register_particle_effect(self, name, def) end
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---Get particle effect from registered spawners table
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-- @param self XBows
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-- @param name string
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-- @param pos Vector
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-- @return number|boolean
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function XBows.get_particle_effect_for_arrow(self, name, pos) end
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---Check if ammunition is allowed to charge this weapon
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-- @param self XBows
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-- @param weapon_name string
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-- @param ammo_name string
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-- @return boolean
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function XBows.is_allowed_ammunition(self, weapon_name, ammo_name) end
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---Register new projectile entity
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-- @param self XBows
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-- @param name string
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-- @param def XBowsEntityDef
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function XBows.register_entity(self, name, def) end
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---Open quiver
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-- @param self XBows
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-- @param itemstack ItemStack
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-- @param user ObjectRef
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-- @return ItemStack
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function XBows.open_quiver(self, itemstack, user) end
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