pax_global_header00006660000000000000000000000064136414010130014503gustar00rootroot0000000000000052 comment=0dd44bb30cb2d84290185f81fd171a3e3f1ceb24 throwing-1.1/000077500000000000000000000000001364140101300132055ustar00rootroot00000000000000throwing-1.1/LICENSE.txt000066400000000000000000000405271364140101300150400ustar00rootroot00000000000000Mozilla Public License Version 2.0 ================================== 1. Definitions -------------- 1.1. "Contributor" means each individual or legal entity that creates, contributes to the creation of, or owns Covered Software. 1.2. "Contributor Version" means the combination of the Contributions of others (if any) used by a Contributor and that particular Contributor's Contribution. 1.3. "Contribution" means Covered Software of a particular Contributor. 1.4. "Covered Software" means Source Code Form to which the initial Contributor has attached the notice in Exhibit A, the Executable Form of such Source Code Form, and Modifications of such Source Code Form, in each case including portions thereof. 1.5. "Incompatible With Secondary Licenses" means (a) that the initial Contributor has attached the notice described in Exhibit B to the Covered Software; or (b) that the Covered Software was made available under the terms of version 1.1 or earlier of the License, but not also under the terms of a Secondary License. 1.6. "Executable Form" means any form of the work other than Source Code Form. 1.7. "Larger Work" means a work that combines Covered Software with other material, in a separate file or files, that is not Covered Software. 1.8. "License" means this document. 1.9. "Licensable" means having the right to grant, to the maximum extent possible, whether at the time of the initial grant or subsequently, any and all of the rights conveyed by this License. 1.10. "Modifications" means any of the following: (a) any file in Source Code Form that results from an addition to, deletion from, or modification of the contents of Covered Software; or (b) any new file in Source Code Form that contains any Covered Software. 1.11. "Patent Claims" of a Contributor means any patent claim(s), including without limitation, method, process, and apparatus claims, in any patent Licensable by such Contributor that would be infringed, but for the grant of the License, by the making, using, selling, offering for sale, having made, import, or transfer of either its Contributions or its Contributor Version. 1.12. "Secondary License" means either the GNU General Public License, Version 2.0, the GNU Lesser General Public License, Version 2.1, the GNU Affero General Public License, Version 3.0, or any later versions of those licenses. 1.13. "Source Code Form" means the form of the work preferred for making modifications. 1.14. "You" (or "Your") means an individual or a legal entity exercising rights under this License. For legal entities, "You" includes any entity that controls, is controlled by, or is under common control with You. For purposes of this definition, "control" means (a) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (b) ownership of more than fifty percent (50%) of the outstanding shares or beneficial ownership of such entity. 2. License Grants and Conditions -------------------------------- 2.1. Grants Each Contributor hereby grants You a world-wide, royalty-free, non-exclusive license: (a) under intellectual property rights (other than patent or trademark) Licensable by such Contributor to use, reproduce, make available, modify, display, perform, distribute, and otherwise exploit its Contributions, either on an unmodified basis, with Modifications, or as part of a Larger Work; and (b) under Patent Claims of such Contributor to make, use, sell, offer for sale, have made, import, and otherwise transfer either its Contributions or its Contributor Version. 2.2. Effective Date The licenses granted in Section 2.1 with respect to any Contribution become effective for each Contribution on the date the Contributor first distributes such Contribution. 2.3. Limitations on Grant Scope The licenses granted in this Section 2 are the only rights granted under this License. No additional rights or licenses will be implied from the distribution or licensing of Covered Software under this License. Notwithstanding Section 2.1(b) above, no patent license is granted by a Contributor: (a) for any code that a Contributor has removed from Covered Software; or (b) for infringements caused by: (i) Your and any other third party's modifications of Covered Software, or (ii) the combination of its Contributions with other software (except as part of its Contributor Version); or (c) under Patent Claims infringed by Covered Software in the absence of its Contributions. This License does not grant any rights in the trademarks, service marks, or logos of any Contributor (except as may be necessary to comply with the notice requirements in Section 3.4). 2.4. Subsequent Licenses No Contributor makes additional grants as a result of Your choice to distribute the Covered Software under a subsequent version of this License (see Section 10.2) or under the terms of a Secondary License (if permitted under the terms of Section 3.3). 2.5. Representation Each Contributor represents that the Contributor believes its Contributions are its original creation(s) or it has sufficient rights to grant the rights to its Contributions conveyed by this License. 2.6. Fair Use This License is not intended to limit any rights You have under applicable copyright doctrines of fair use, fair dealing, or other equivalents. 2.7. Conditions Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted in Section 2.1. 3. Responsibilities ------------------- 3.1. Distribution of Source Form All distribution of Covered Software in Source Code Form, including any Modifications that You create or to which You contribute, must be under the terms of this License. You must inform recipients that the Source Code Form of the Covered Software is governed by the terms of this License, and how they can obtain a copy of this License. You may not attempt to alter or restrict the recipients' rights in the Source Code Form. 3.2. Distribution of Executable Form If You distribute Covered Software in Executable Form then: (a) such Covered Software must also be made available in Source Code Form, as described in Section 3.1, and You must inform recipients of the Executable Form how they can obtain a copy of such Source Code Form by reasonable means in a timely manner, at a charge no more than the cost of distribution to the recipient; and (b) You may distribute such Executable Form under the terms of this License, or sublicense it under different terms, provided that the license for the Executable Form does not attempt to limit or alter the recipients' rights in the Source Code Form under this License. 3.3. Distribution of a Larger Work You may create and distribute a Larger Work under terms of Your choice, provided that You also comply with the requirements of this License for the Covered Software. If the Larger Work is a combination of Covered Software with a work governed by one or more Secondary Licenses, and the Covered Software is not Incompatible With Secondary Licenses, this License permits You to additionally distribute such Covered Software under the terms of such Secondary License(s), so that the recipient of the Larger Work may, at their option, further distribute the Covered Software under the terms of either this License or such Secondary License(s). 3.4. Notices You may not remove or alter the substance of any license notices (including copyright notices, patent notices, disclaimers of warranty, or limitations of liability) contained within the Source Code Form of the Covered Software, except that You may alter any license notices to the extent required to remedy known factual inaccuracies. 3.5. Application of Additional Terms You may choose to offer, and to charge a fee for, warranty, support, indemnity or liability obligations to one or more recipients of Covered Software. However, You may do so only on Your own behalf, and not on behalf of any Contributor. You must make it absolutely clear that any such warranty, support, indemnity, or liability obligation is offered by You alone, and You hereby agree to indemnify every Contributor for any liability incurred by such Contributor as a result of warranty, support, indemnity or liability terms You offer. You may include additional disclaimers of warranty and limitations of liability specific to any jurisdiction. 4. Inability to Comply Due to Statute or Regulation --------------------------------------------------- If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Covered Software due to statute, judicial order, or regulation then You must: (a) comply with the terms of this License to the maximum extent possible; and (b) describe the limitations and the code they affect. Such description must be placed in a text file included with all distributions of the Covered Software under this License. Except to the extent prohibited by statute or regulation, such description must be sufficiently detailed for a recipient of ordinary skill to be able to understand it. 5. Termination -------------- 5.1. The rights granted under this License will terminate automatically if You fail to comply with any of its terms. However, if You become compliant, then the rights granted under this License from a particular Contributor are reinstated (a) provisionally, unless and until such Contributor explicitly and finally terminates Your grants, and (b) on an ongoing basis, if such Contributor fails to notify You of the non-compliance by some reasonable means prior to 60 days after You have come back into compliance. Moreover, Your grants from a particular Contributor are reinstated on an ongoing basis if such Contributor notifies You of the non-compliance by some reasonable means, this is the first time You have received notice of non-compliance with this License from such Contributor, and You become compliant prior to 30 days after Your receipt of the notice. 5.2. If You initiate litigation against any entity by asserting a patent infringement claim (excluding declaratory judgment actions, counter-claims, and cross-claims) alleging that a Contributor Version directly or indirectly infringes any patent, then the rights granted to You by any and all Contributors for the Covered Software under Section 2.1 of this License shall terminate. 5.3. In the event of termination under Sections 5.1 or 5.2 above, all end user license agreements (excluding distributors and resellers) which have been validly granted by You or Your distributors under this License prior to termination shall survive termination. ************************************************************************ * * * 6. Disclaimer of Warranty * * ------------------------- * * * * Covered Software is provided under this License on an "as is" * * basis, without warranty of any kind, either expressed, implied, or * * statutory, including, without limitation, warranties that the * * Covered Software is free of defects, merchantable, fit for a * * particular purpose or non-infringing. The entire risk as to the * * quality and performance of the Covered Software is with You. * * Should any Covered Software prove defective in any respect, You * * (not any Contributor) assume the cost of any necessary servicing, * * repair, or correction. This disclaimer of warranty constitutes an * * essential part of this License. No use of any Covered Software is * * authorized under this License except under this disclaimer. * * * ************************************************************************ ************************************************************************ * * * 7. Limitation of Liability * * -------------------------- * * * * Under no circumstances and under no legal theory, whether tort * * (including negligence), contract, or otherwise, shall any * * Contributor, or anyone who distributes Covered Software as * * permitted above, be liable to You for any direct, indirect, * * special, incidental, or consequential damages of any character * * including, without limitation, damages for lost profits, loss of * * goodwill, work stoppage, computer failure or malfunction, or any * * and all other commercial damages or losses, even if such party * * shall have been informed of the possibility of such damages. This * * limitation of liability shall not apply to liability for death or * * personal injury resulting from such party's negligence to the * * extent applicable law prohibits such limitation. Some * * jurisdictions do not allow the exclusion or limitation of * * incidental or consequential damages, so this exclusion and * * limitation may not apply to You. * * * ************************************************************************ 8. Litigation ------------- Any litigation relating to this License may be brought only in the courts of a jurisdiction where the defendant maintains its principal place of business and such litigation shall be governed by laws of that jurisdiction, without reference to its conflict-of-law provisions. Nothing in this Section shall prevent a party's ability to bring cross-claims or counter-claims. 9. Miscellaneous ---------------- This License represents the complete agreement concerning the subject matter hereof. If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. Any law or regulation which provides that the language of a contract shall be construed against the drafter shall not be used to construe this License against a Contributor. 10. Versions of the License --------------------------- 10.1. New Versions Mozilla Foundation is the license steward. Except as provided in Section 10.3, no one other than the license steward has the right to modify or publish new versions of this License. Each version will be given a distinguishing version number. 10.2. Effect of New Versions You may distribute the Covered Software under the terms of the version of the License under which You originally received the Covered Software, or under the terms of any subsequent version published by the license steward. 10.3. Modified Versions If you create software not governed by this License, and you want to create a new license for such software, you may create and use a modified version of this License if you rename the license and remove any references to the name of the license steward (except to note that such modified license differs from this License). 10.4. Distributing Source Code Form that is Incompatible With Secondary Licenses If You choose to distribute Source Code Form that is Incompatible With Secondary Licenses under the terms of this version of the License, the notice described in Exhibit B of this License must be attached. Exhibit A - Source Code Form License Notice ------------------------------------------- This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. If it is not possible or desirable to put the notice in a particular file, then You may include the notice in a location (such as a LICENSE file in a relevant directory) where a recipient would be likely to look for such a notice. You may add additional accurate notices of copyright ownership. Exhibit B - "Incompatible With Secondary Licenses" Notice --------------------------------------------------------- This Source Code Form is "Incompatible With Secondary Licenses", as defined by the Mozilla Public License, v. 2.0. throwing-1.1/README.md000066400000000000000000000172041364140101300144700ustar00rootroot00000000000000# Throwing ## Developed by the Eurythmia team This mod is an API for registering throwing and throwable things. Mods based on this API: * [throwing_arrows](https://github.com/minetest-mods/throwing_arrows) is a compatible replacement for the throwing mod by PilzAdam. * [sling](https://github.com/minetest-mods/sling) is a mod written by @tacotexmex that enables item stack and single item throwing of any item. * [Native American Village](https://github.com/Steamed-Punk/Native-American-Village), by Steamed-Punk, adds, among many other various items, a tomahawk that can be thrown. ## Configuration The settings are the following: ``` # Trajectory parameters throwing.vertical_acceleration = -10 throwing.realistic_trajectory = false throwing.frictional_coefficient = -.5 # How the initial velocity of arrows is computed: simple, strength, or momentum throwing.velocity_mode = strength throwing.velocity_factor = 19 # Whether to allow placing an arrow as a node throwing.allow_arrow_placing = false # Minimum time between two shots throwing.bow_cooldown = 0.2 # Whether to enable toolranks for bows throwing.toolranks = true ``` ### Trajectory parameters By default, the trajectory of the arrow is a simple parabola. You can set the vertical acceleration (acceleration of gravity) using `throwing.vertical_acceleration`. If you want a more realistic trajectory that uses a first-order modelling of air friction, you can set `throwing.realistic_trajectory` to true. In this mode, `throwing.frictional_coefficient` indicates the ratio between the friction force on the arrow and its velocity. It should be negative. The acceleration of the arrow is subsequently determined by dividing the force by the "mass" of the arrow, the reference mass of 1 being the mass of a simple steel arrow. Generally, the frictional coefficient should be quite small; a value of -1 will already drastically shorten the range of the arrow. The default is -0.5. ### Initial velocity computation The mod provides three modes to compute the initial speed of an arrow: simple, strength or strengthmass. In simple mode, the initial velocity of the arrow is always the same. The `throwing.velocity_factor` contains the value of this velocity. In strength mode (the default), the initial velocity of the arrow only depends on the bow that is used---the more expensive the bow, the faster the arrow. The arrow strength is multiplied by the velocity factor to compute the speed of the arrow, an arrow strength of 1 is about the strength of the steel bow in `throwing_arrows`. Finally, momentum mode is the most realistic. It computes the velocity of the arrow based on the bow strength, as in the strength mode, and on the mass of the arrow: the heavier the arrow, the slower it will be shot. It is called the momentum mode because, in this mode, the strength of a bow indicates the initial momentum of the arrow rather than its initial speed. ## API There are two available functions in the mod API: ```lua function throwing.register_bow(name, definition) --[[ Name: Bow name. If it doesn't contain ":", the "throwing:" prefix will be added. Definition: definition table, containing: * description (highly recommended): description of the bow. * texture (essential): texture of the bow, shown in inventory. * groups (optional): groups of the item. * uses: number of uses of the bow (the default is 50). * allow_shot (optional): function(player, itemstack, index, last_run): - player: the player using the bow - itemstack: the itemstack of the bow - index: index of the arrow in the inventory - last_run: whether this is the last time this function is called before actually calling `spawn_arrow_entity`. Currently, `allow_shot` is actually run twice (once before the delay, and once after). - should return true if the shot can be made, and false otherwise - the default function checks that the arrow to be thrown is a registered arrow - it can return a second return value, which is the new itemstack to replace the arrow after the shot * throw_itself (optional): whether the bow should throw itself instead of the arrow next to it in the inventory. The default is false. * cooldown: bow cooldown. Default is setting throwing.bow_cooldown * function spawn_arrow_entity(position, arrow, player): defaults to throwing.spawn_arrow_entity * sound: sound to be played when the bow is used * delay: delay before throwing the arrow * no_toolranks: If true, toolranks support is disabled for this item. Defaults to false. ]] -- Example: throwing.register_bow("bow_wood", { itemcraft = "default:wood", description = "Wooden Bow", texture = "throwing_bow_wood.png" }) itemcraft, craft_quantity, description, tiles, on_hit_sound, on_hit[, on_throw[, groups]] function throwing.register_arrow(name, definition table) --[[ Name: Arrow name. If it doesn't contain ":", the "throwing:" prefix will be added. Definition: definition table, containing: * tiles (essential): tiles of the arrow. * target (optional, defaulting to throwing.target_both): what the arrow is able to hit (throwing.target_node, throwing.target_object, throwing.target_both). * allow_protected (optional, defaulting to false): whether the arrow can be throw in a protected area * on_hit_sound (optional): sound played when the arrow hits a node or an object. * on_hit(self, pos, last_pos, node, object, hitter, data) (optional but very useful): callback function: - pos: the position of the hit node or object. - last_pos: the last air node where the arrow was - node and object: hit node or object. Either node or object is nil, depending whether the arrow hit a node or an object. - hitter: an ObjectRef to the thrower player. - data: a data table associated to the entity where you can store what you want - self: the arrow entity table (it allows you to hack a lot!) - If it fails, it should return: false[, reason] * on_throw(self, pos, thrower, itemstack, index, data) (optional): callback function: on_throw: - pos: the position from where the arrow is throw (which a bit higher than the hitter position) - thrower: an ObjectRef to the thrower player - next_index: the index next to the arrow in the "main" inventory - data: a data table associated to the entity where you can store what you want - self: the arrow entity table - If the arrow shouldn't be thrown, it should return false. * on_throw_sound (optional, there is a default sound, specify "" for no sound): sound to be played when the arrow is throw * on_hit_fails(self, pos, thrower, data) (optional): callback function called if the hit failed (e.g. because on_hit returned false or because the area was protected) ]] -- Example: throwing.register_arrow("arrow", { itemcraft = "default:steel_ingot", craft_quantity = 16, description = "Arrow", tiles = {"throwing_arrow.png", "throwing_arrow.png", "throwing_arrow_back.png", "throwing_arrow_front.png", "throwing_arrow_2.png", "throwing_arrow.png"}, target = throwing.target_object, on_hit_sound = "throwing_arrow", on_hit = function(pos, _, _, object, hitter) object:punch(hitter, 1, { full_punch_interval = 1, damage_groups = {fleshy = 3} }) end }) ``` If the item to throw is an arrow registered using `throwing.register_arrow`, the entity used will be the entity automatically registered by this function. Otherwise, if its definition contains a `throwing_entity` field, this field will be used as the entity name if it is a string, otherwise it will be called as a `function(pos, player)` that has to spawn the object and return the corresponding ObjectRef. If the item is neither an arrow nor has a `throwing_entity` field, the corresponding `__builtin:item` will be used. throwing-1.1/init.lua000066400000000000000000000333501364140101300146570ustar00rootroot00000000000000throwing = {} throwing.arrows = {} throwing.target_object = 1 throwing.target_node = 2 throwing.target_both = 3 throwing.modname = minetest.get_current_modname() local use_toolranks = minetest.get_modpath("toolranks") and minetest.settings:get_bool("throwing.toolranks", true) --------- Arrows functions --------- function throwing.is_arrow(itemstack) return throwing.arrows[ItemStack(itemstack):get_name()] end function throwing.spawn_arrow_entity(pos, arrow, player) if throwing.is_arrow(arrow) then return minetest.add_entity(pos, arrow.."_entity") elseif minetest.registered_items[arrow].throwing_entity then if type(minetest.registered_items[arrow].throwing_entity) == "string" then return minetest.add_entity(pos, minetest.registered_items[arrow].throwing_entity) else -- Type is a function return minetest.registered_items[arrow].throwing_entity(pos, player) end else obj = minetest.add_entity(pos, "__builtin:item", arrow) end end local function apply_realistic_acceleration(obj, mass) if not minetest.settings:get_bool("throwing.realistic_trajectory", false) then return end local vertical_acceleration = tonumber(minetest.settings:get("throwing.vertical_acceleration")) or -10 local friction_coef = tonumber(minetest.settings:get("throwing.frictional_coefficient")) or -3 local velocity = obj:get_velocity() obj:set_acceleration({ x = friction_coef * velocity.x / mass, y = friction_coef * velocity.y / mass + vertical_acceleration, z = friction_coef * velocity.z / mass }) end local function shoot_arrow(def, toolranks_data, player, bow_index, throw_itself, new_stack) local inventory = player:get_inventory() local arrow_index if throw_itself then arrow_index = bow_index else if bow_index >= player:get_inventory():get_size("main") then return false end arrow_index = bow_index + 1 end local arrow_stack = inventory:get_stack("main", arrow_index) local arrow = arrow_stack:get_name() local playerpos = player:get_pos() local pos = {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z} local obj = (def.spawn_arrow_entity or throwing.spawn_arrow_entity)(pos, arrow, player) local luaentity = obj:get_luaentity() -- Set custom data in the entity luaentity.player = player:get_player_name() if not luaentity.item then luaentity.item = arrow end luaentity.data = {} luaentity.timer = 0 luaentity.toolranks = toolranks_data -- May be nil if toolranks is disabled if luaentity.on_throw then if luaentity:on_throw(pos, player, arrow_stack, arrow_index, luaentity.data) == false then obj:remove() return false end end local dir = player:get_look_dir() local vertical_acceleration = tonumber(minetest.settings:get("throwing.vertical_acceleration")) or -10 local velocity_factor = tonumber(minetest.settings:get("throwing.velocity_factor")) or 19 local velocity_mode = minetest.settings:get("throwing.velocity_mode") or "strength" local velocity if velocity_mode == "simple" then velocity = velocity_factor elseif velocity_mode == "momentum" then velocity = def.strength * velocity_factor / luaentity.mass else velocity = def.strength * velocity_factor end obj:set_velocity({ x = dir.x * velocity, y = dir.y * velocity, z = dir.z * velocity }) obj:set_acceleration({x = 0, y = vertical_acceleration, z = 0}) obj:set_yaw(player:get_look_horizontal()-math.pi/2) apply_realistic_acceleration(obj, luaentity.mass) if luaentity.on_throw_sound ~= "" then minetest.sound_play(luaentity.on_throw_sound or "throwing_sound", {pos=playerpos, gain = 0.5}) end if not minetest.settings:get_bool("creative_mode") then if new_stack then inventory:set_stack("main", arrrow_index, new_stack) else local stack = inventory:get_stack("main", arrow_index) stack:take_item() inventory:set_stack("main", arrow_index, stack) end end return true end function throwing.arrow_step(self, dtime) if not self.timer or not self.player then self.object:remove() return end self.timer = self.timer + dtime local pos = self.object:get_pos() local node = minetest.get_node(pos) local logging = function(message, level) minetest.log(level or "action", "[throwing] Arrow "..(self.item or self.name).." throwed by player "..self.player.." "..tostring(self.timer).."s ago "..message) end local hit = function(pos, node, obj) if obj then if obj:is_player() then if obj:get_player_name() == self.player then -- Avoid hitting the hitter return false end end end local player = minetest.get_player_by_name(self.player) if not player then -- Possible if the player disconnected return end local function hit_failed() if not minetest.settings:get_bool("creative_mode") and self.item then player:get_inventory():add_item("main", self.item) end if self.on_hit_fails then self:on_hit_fails(pos, player, self.data) end end if not self.last_pos then logging("hitted a node during its first call to the step function") hit_failed() return end if node and minetest.is_protected(pos, self.player) and not self.allow_protected then -- Forbid hitting nodes in protected areas minetest.record_protection_violation(pos, self.player) logging("hitted a node into a protected area") return end if self.on_hit then local ret, reason = self:on_hit(pos, self.last_pos, node, obj, player, self.data) if ret == false then if reason then logging(": on_hit function failed for reason: "..reason) else logging(": on_hit function failed") end hit_failed() return end end if self.on_hit_sound then minetest.sound_play(self.on_hit_sound, {pos = pos, gain = 0.8}) end if node then logging("collided with node "..node.name.." at ("..pos.x..","..pos.y..","..pos.z..")") elseif obj then if obj:get_luaentity() then logging("collided with luaentity "..obj:get_luaentity().name.." at ("..pos.x..","..pos.y..","..pos.z..")") elseif obj:is_player() then logging("collided with player "..obj:get_player_name().." at ("..pos.x..","..pos.y..","..pos.z..")") else logging("collided with object at ("..pos.x..","..pos.y..","..pos.z..")") end end -- Toolranks support: update bow uses if self.toolranks then local inventory = player:get_inventory() -- Check that the player did not move the bow if inventory:get_stack("main", self.toolranks.index):get_name() == self.toolranks.itemstack:get_name() then local new_itemstack = toolranks.new_afteruse(self.toolranks.itemstack, player, nil, {wear = self.toolranks.wear}) inventory:set_stack("main", self.toolranks.index, new_itemstack) end end end -- Collision with a node if node.name == "ignore" then self.object:remove() logging("reached ignore. Removing.") return elseif (minetest.registered_items[node.name] or {}).drawtype ~= "airlike" then if self.target ~= throwing.target_object then -- throwing.target_both, nil, throwing.target_node, or any invalid value if hit(pos, node, nil) ~= false then self.object:remove() end else self.object:remove() end return end -- Collision with an object local objs = minetest.get_objects_inside_radius(pos, 1) for k, obj in pairs(objs) do if obj:get_luaentity() then if obj:get_luaentity().name ~= self.name and obj:get_luaentity().name ~= "__builtin:item" then if self.target ~= throwing.target_node then -- throwing.target_both, nil, throwing.target_object, or any invalid value if hit(pos, nil, obj) ~= false then self.object:remove() end else self.object:remove() end end else if self.target ~= throwing.target_node then -- throwing.target_both, nil, throwing.target_object, or any invalid value if hit(pos, nil, obj) ~= false then self.object:remove() end else self.object:remove() end end end -- Support for shining items using wielded light if minetest.global_exists("wielded_light") and self.object then wielded_light.update_light_by_item(self.item, self.object:get_pos()) end apply_realistic_acceleration(self.object, self.mass) -- Physics: air friction self.last_pos = pos -- Used by the build arrow end -- Backwards compatibility function throwing.make_arrow_def(def) def.on_step = throwing.arrow_step return def end --[[ on_hit(pos, last_pos, node, object, hitter) Either node or object is nil, depending whether the arrow collided with an object (luaentity or player) or with a node. No log message is needed in this function (a generic log message is automatically emitted), except on error or warning. Should return false or false, reason on failure. on_throw(pos, hitter) Unlike on_hit, it is optional. ]] function throwing.register_arrow(name, def) throwing.arrows[name] = true local registration_name = name if name:sub(1,9) == "throwing:" then registration_name = ":"..name end if not def.groups then def.groups = {} end if not def.groups.dig_immediate then def.groups.dig_immediate = 3 end def.inventory_image = def.tiles[1] def.on_place = function(itemstack, placer, pointed_thing) if minetest.settings:get_bool("throwing.allow_arrow_placing") and pointed_thing.above then local playername = placer:get_player_name() if not minetest.is_protected(pointed_thing.above, playername) then minetest.log("action", "Player "..playername.." placed arrow "..name.." at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")") minetest.set_node(pointed_thing.above, {name = name}) itemstack:take_item() return itemstack else minetest.log("warning", "Player "..playername.." tried to place arrow "..name.." into a protected area at ("..pointed_thing.above.x..","..pointed_thing.above.y..","..pointed_thing.above.z..")") minetest.record_protection_violation(pointed_thing.above, playername) return itemstack end else return itemstack end end def.drawtype = "nodebox" def.paramtype = "light" def.node_box = { type = "fixed", fixed = { -- Shaft {-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, -- Spitze {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17}, {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17}, -- Federn {6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17}, {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17}, {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17}, {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17}, {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17}, {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17}, {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17}, {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17}, } } minetest.register_node(registration_name, def) minetest.register_entity(registration_name.."_entity", { physical = false, visual = "wielditem", visual_size = {x = 0.125, y = 0.125}, textures = {name}, collisionbox = {0, 0, 0, 0, 0, 0}, on_hit = def.on_hit, on_hit_sound = def.on_hit_sound, on_throw_sound = def.on_throw_sound, on_throw = def.on_throw, allow_protected = def.allow_protected, target = def.target, on_hit_fails = def.on_hit_fails, on_step = throwing.arrow_step, item = name, mass = def.mass or 1, }) end ---------- Bows ----------- function throwing.register_bow(name, def) local enable_toolranks = use_toolranks and not def.no_toolranks def.name = name if not def.allow_shot then def.allow_shot = function(player, itemstack, index) if index >= player:get_inventory():get_size("main") and not def.throw_itself then return false end return throwing.is_arrow(itemstack) or def.throw_itself end end if not def.inventory_image then def.inventory_image = def.texture end if not def.strength then def.strength = 20 end def.on_use = function(itemstack, user, pointed_thing) -- Cooldown local meta = itemstack:get_meta() local cooldown = def.cooldown or tonumber(minetest.settings:get("throwing.bow_cooldown")) or 0.2 if cooldown > 0 and meta:get_int("cooldown") > os.time() or meta:get_int("delay") > os.time() then return end local bow_index = user:get_wield_index() local arrow_index = (def.throw_itself and bow_index) or bow_index+1 local res, new_stack = def.allow_shot(user, user:get_inventory():get_stack("main", arrow_index), arrow_index, false) if not res then return (def.throw_itself and new_stack) or itemstack end -- Sound if def.sound then minetest.sound_play(def.sound, {to_player=user:get_player_name()}) end meta:set_int("delay", os.time() + (def.delay or 0)) minetest.after(def.delay or 0, function() -- Re-check that the arrow can be thrown. Overwrite the new_stack local old_new_stack = new_stack res, new_stack = def.allow_shot(user, user:get_inventory():get_stack("main", arrow_index), arrow_index, true) if not new_stack then new_stack = old_new_stack end if not res then return end -- Shoot arrow local uses = 65535 / (def.uses or 50) local toolranks_data if enable_toolranks then toolranks_data = { itemstack = itemstack, index = bow_index, wear = uses } end if shoot_arrow(def, toolranks_data, user, bow_index, def.throw_itself, new_stack) then if not minetest.settings:get_bool("creative_mode") then itemstack:add_wear(uses) end end if def.throw_itself then -- This is a bug. If we return ItemStack(nil), the player punches the entity, -- and if the entity if a __builtin:item, it gets back to his inventory. minetest.after(0.1, function() user:get_inventory():remove_item("main", itemstack) end) elseif cooldown > 0 then meta:set_int("cooldown", os.time() + cooldown) end user:get_inventory():set_stack("main", bow_index, itemstack) end) return itemstack end if enable_toolranks then def.original_description = def.original_description or def.description def.description = toolranks.create_description(def.description, 0, 1) end minetest.register_tool(name, def) end throwing-1.1/mod.conf000066400000000000000000000002321364140101300146300ustar00rootroot00000000000000name = throwing optional_depends = wielded_light, toolranks description = Throwing library: provides an API for registering throwing and throwable things