Merge pull request #14 from Napiophelios/master

Thanks. Was looking to do this myself...
This commit is contained in:
philipbenr 2016-05-07 17:39:14 +00:00
commit d95a811c5c
22 changed files with 458 additions and 123 deletions

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@ -1,92 +0,0 @@
minetest.register_craftitem("castle:arrow", {
description = "Arrow",
inventory_image = "castle_arrow.png",
})
minetest.register_node("castle:arrow_box", {
drawtype = "nodebox",
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},
}
},
tiles = {"castle_arrow.png", "castle_arrow.png", "castle_arrow_back.png", "castle_arrow_front.png", "castle_arrow_2.png", "castle_arrow.png"},
groups = {not_in_creative_inventory=1},
})
local castle_ARROW_ENTITY={
physical = false,
timer=0,
visual = "wielditem",
visual_size = {x=0.1, y=0.1},
textures = {"castle:arrow_box"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
castle_ARROW_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
if self.timer>0.2 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= "castle:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
local damage = 3
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=1/(damage-2), [2]=1/(damage-1), [3]=1/damage}},
snappy={times={[1]=1/(damage-2), [2]=1/(damage-1), [3]=1/damage}},
}
}, nil)
self.object:remove()
end
else
local damage = 3
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=1/(damage-2), [2]=1/(damage-1), [3]=1/damage}},
snappy={times={[1]=1/(damage-2), [2]=1/(damage-1), [3]=1/damage}},
}
}, nil)
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= "air" then
minetest.add_item(self.lastpos, 'castle:arrow')
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
minetest.register_entity("castle:arrow_entity", castle_ARROW_ENTITY)
minetest.register_craft({
output = 'castle:arrow 16',
recipe = {
{'default:stick', 'default:stick', 'default:steel_ingot'},
}
})

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@ -1,43 +1,431 @@
arrows = {
{"castle:arrow", "castle:arrow_entity"},
--[[
Minetest Mod - Simple Shooter [shooter] 0.5.3
=======================================
License Source Code: 2013 Stuart Jones - LGPL v2.1
License Textures: Stuart Jones - WTFPL
Licence Models: Stuart Jones - CC-BY-SA 3.0
License Sounds: freesound.org
--]]
local crossbow={}
minetest.register_alias("crossbow", "castle:crossbow")
minetest.register_alias("bolt", "castle:crossbow_bolt")
CROSSBOW_USES = 300
CROSSBOW_BOLT_TOOL_CAPS = {damage_groups={fleshy=4}}
CROSSBOW_BOLT_LIFETIME = 60-- 1 minute
CROSSBOW_ENABLE_PARTICLE_FX = false
CROSSBOW_ENABLE_PROTECTION = true
CROSSBOW_EXPLOSION_TEXTURE = "castle_crossbow_hit.png"
CROSSBOW_ALLOW_NODES = true
CROSSBOW_ALLOW_ENTITIES = true
CROSSBOW_ALLOW_PLAYERS = true
CROSSBOW_PLAYER_OFFSET = {x=0, y=1, z=0}
CROSSBOW_ENTITY_OFFSET = {x=0, y=0, z=0}
CROSSBOW_ENTITIES = {
"mobs:chicken",
"mobs:cow",
"mobs:dirt_monster",
"mobs:dungeon_master",
"mobs:goat",
"mobs:mese_monster",
"mobs:npc",
"mobs:oerkki",
"mobs:pig",
"mobs:pumba",
"mobs:rat",
"mobs:rhino",
"mobs:sand_monster",
"mobs:sheep",
"mobs:spider",
"mobs:stone_monster",
"mobs:tree_monster",
}
local castle_shoot_arrow = function(itemstack, player)
for _,arrow in ipairs(arrows) do
if player:get_inventory():get_stack("main", player:get_wield_index()+1):get_name() == arrow[1] then
if not minetest.setting_getbool("creative_mode") then
player:get_inventory():remove_item("main", arrow[1])
end
local playerpos = player:getpos()
local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, arrow[2])
local dir = player:get_look_dir()
obj:setvelocity({x=dir.x*19, y=dir.y*19, z=dir.z*19})
obj:setacceleration({x=dir.x*-3, y=-10, z=dir.z*-3})
obj:setyaw(player:get_look_yaw()+math.pi)
minetest.sound_play("castle_sound", {pos=playerpos})
if obj:get_luaentity().player == "" then
obj:get_luaentity().player = player
end
obj:get_luaentity().node = player:get_inventory():get_stack("main", 1):get_name()
return true
if minetest.is_singleplayer() == true then
CROSSBOW_ALLOW_ENTITIES = true
CROSSBOW_ALLOW_PLAYERS = true
end
local allowed_entities = {}
for _,v in ipairs(CROSSBOW_ENTITIES) do
allowed_entities[v] = 1
end
local function get_dot_product(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
end
local function get_particle_pos(p, v, d)
return vector.add(p, vector.multiply(v, {x=d, y=d, z=d}))
end
function crossbow:spawn_particles(pos, texture)
if CROSSBOW_ENABLE_PARTICLE_FX == true then
if type(texture) ~= "string" then
texture = CROSSBOW_EXPLOSION_TEXTURE
end
local spread = {x=0.1, y=0.1, z=0.1}
minetest.add_particlespawner(15, 0.3,
vector.subtract(pos, spread), vector.add(pos, spread),
{x=-1, y=1, z=-1}, {x=1, y=2, z=1},
{x=-2, y=-2, z=-2}, {x=2, y=-2, z=2},
0.1, 0.75, 1, 2, false, texture
)
end
end
function crossbow:punch_node(pos, def)
local node = minetest.get_node(pos)
if not node then
return
end
local item = minetest.registered_items[node.name]
if not item then
return
end
if CROSSBOW_ENABLE_PROTECTION then
if minetest.is_protected(pos, def.name) then
return
end
end
return false
end
minetest.register_tool("castle:crossbow", {
description = "Crossbow",
inventory_image = "castle_crossbow.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
if castle_shoot_arrow(item, user, pointed_thing) then
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/200)
if item.groups then
for k, v in pairs(def.groups) do
local level = item.groups[k] or 0
if level >= v then
minetest.remove_node(pos)
if item.tiles then
if item.tiles[1] then
crossbow:spawn_particles(pos, item.tiles[1])
end
end
break
end
end
return itemstack
end
end
function crossbow:is_valid_object(object)
if object then
if object:is_player() == true then
return CROSSBOW_ALLOW_PLAYERS
end
if CROSSBOW_ALLOW_ENTITIES == true then
local luaentity = object:get_luaentity()
if luaentity then
if luaentity.name then
if allowed_entities[luaentity.name] then
return true
end
end
end
end
end
end
function crossbow:get_intersect_pos(ray, plane, collisionbox)
local v = vector.subtract(ray.pos, plane.pos)
local r1 = get_dot_product(v, plane.normal)
local r2 = get_dot_product(ray.dir, plane.normal)
if r2 ~= 0 then
local t = -(r1 / r2)
local td = vector.multiply(ray.dir, {x=t, y=t, z=t})
local pt = vector.add(ray.pos, td)
local pd = vector.subtract(pt, plane.pos)
if math.abs(pd.x) < collisionbox[4] and
math.abs(pd.y) < collisionbox[5] and
math.abs(pd.z) < collisionbox[6] then
return pt
end
end
end
function crossbow:process_round(round)
local target = {object=nil, distance=10000}
local p1 = round.pos
local v1 = round.ray
for _,ref in ipairs(castle.objects) do
local p2 = vector.add(ref.pos, ref.offset)
if p1 and p2 and ref.name ~= round.name then
local d = vector.distance(p1, p2)
if d < round.def.step and d < target.distance then
local ray = {pos=p1, dir=v1}
local plane = {pos=p2, normal={x=-1, y=0, z=-1}}
local pos = crossbow:get_intersect_pos(ray, plane, ref.collisionbox)
if pos then
target.object = ref.object
target.pos = pos
target.distance = d
end
end
end
end
if target.object and target.pos then
local success, pos = minetest.line_of_sight(p1, target.pos, 1)
if success then
local user = minetest.get_player_by_name(round.name)
if user then
target.object:punch(user, nil, round.def.tool_caps, v1)
crossbow:spawn_particles(target.pos, CROSSBOW_EXPLOSION_TEXTURE)
end
return 1
elseif pos and CROSSBOW_ALLOW_NODES == true then
crossbow:punch_node(pos, round.def)
return 1
end
elseif CROSSBOW_ALLOW_NODES == true then
local d = round.def.step
local p2 = vector.add(p1, vector.multiply(v1, {x=d, y=d, z=d}))
local success, pos = minetest.line_of_sight(p1, p2, 1)
if pos then
crossbow:punch_node(pos, round.def)
return 1
end
end
end
local function get_animation_frame(dir)
local angle = math.atan(dir.y)
local frame = 90 - math.floor(angle * 360 / math.pi)
if frame < 1 then
frame = 1
elseif frame > 180 then
frame = 180
end
return frame
end
local function get_target_pos(p1, p2, dir, offset)
local d = vector.distance(p1, p2) - offset
local td = vector.multiply(dir, {x=d, y=d, z=d})
return vector.add(p1, td)
end
local function punch_object(puncher, object)
if puncher and crossbow:is_valid_object(object) then
if puncher ~= object then
local dir = puncher:get_look_dir()
local p1 = puncher:getpos()
local p2 = object:getpos()
local tpos = get_target_pos(p1, p2, dir, 0)
crossbow:spawn_particles(tpos, CROSSBOW_EXPLOSION_TEXTURE)
object:punch(puncher, nil, CROSSBOW_BOLT_TOOL_CAPS, dir)
end
end
end
local function stop_crossbow_bolt(object, pos, stuck)
local acceleration = {x=0, y=-10, z=0}
if stuck == true then
pos = pos or object:getpos()
acceleration = {x=0, y=0, z=0}
object:moveto(pos)
end
object:set_properties({
physical = true,
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
})
object:setvelocity({x=0, y=0, z=0})
object:setacceleration(acceleration)
end
minetest.register_craftitem("castle:crossbow_bolt", {
description = "Bolt",
stack_max = 20,
inventory_image = "castle_crossbow_bolt_inv.png",
})
minetest.register_entity("castle:crossbow_bolt_entity", {
physical = false,
visual = "mesh",
mesh = "castle_crossbow_bolt.b3d",
visual_size = {x=1.0, y=1.0},
textures = {
"castle_crossbow_bolt_uv.png"
},
timer = 0,
lifetime = CROSSBOW_BOLT_LIFETIME,
player = nil,
state = "init",
node_pos = nil,
collisionbox = {0,0,0, 0,0,0},
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
if staticdata == "expired" then
self.object:remove()
end
end,
on_punch = function(self, puncher)
if puncher then
if puncher:is_player() then
local stack = "castle:crossbow_bolt"
local inv = puncher:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
self.object:remove()
end
end
end
end,
on_step = function(self, dtime)
if self.state == "init" then
return
end
self.timer = self.timer + dtime
self.lifetime = self.lifetime - dtime
if self.lifetime < 0 then
self.object:remove()
return
elseif self.state == "dropped" then
return
elseif self.state == "stuck" then
if self.timer > 1 then
if self.node_pos then
local node = minetest.get_node(self.node_pos)
if node.name then
local item = minetest.registered_items[node.name]
if item then
if not item.walkable then
self.state = "dropped"
stop_crossbow_bolt(self.object)
return
end
end
end
end
self.timer = 0
end
return
end
if self.timer > 0.2 then
local pos = self.object:getpos()
local dir = vector.normalize(self.object:getvelocity())
local frame = get_animation_frame(dir)
self.object:set_animation({x=frame, y=frame}, 0)
local objects = minetest.get_objects_inside_radius(pos, 5)
for _,obj in ipairs(objects) do
if crossbow:is_valid_object(obj) then
local collisionbox = {-0.25,-1.0,-0.25, 0.25,0.8,0.25}
local offset = CROSSBOW_PLAYER_OFFSET
if not obj:is_player() then
offset = CROSSBOW_ENTITY_OFFSET
local ent = obj:get_luaentity()
if ent then
local def = minetest.registered_entities[ent.name]
collisionbox = def.collisionbox or collisionbox
end
end
local opos = vector.add(obj:getpos(), offset)
local ray = {pos=pos, dir=dir}
local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
local ipos = crossbow:get_intersect_pos(ray, plane, collisionbox)
if ipos then
punch_object(self.player, obj)
end
end
end
local p = vector.add(pos, vector.multiply(dir, {x=5, y=5, z=5}))
local _, npos = minetest.line_of_sight(pos, p, 1)
if npos then
local node = minetest.get_node(npos)
local tpos = get_target_pos(pos, npos, dir, 0.66)
self.node_pos = npos
self.state = "stuck"
stop_crossbow_bolt(self.object, tpos, true)
minetest.sound_play("castle_crossbow_bolt", {gain = 0.08, max_hear_distance = 2})
end
self.timer = 0
end
end,
get_staticdata = function(self)
return "expired"
end,
})
minetest.register_tool("castle:crossbow_loaded", {
description = "Crossbow",
inventory_image = "castle_crossbow_loaded.png",
groups = {not_in_creative_inventory=1},
on_use = function(itemstack, user, pointed_thing)
minetest.sound_play("castle_crossbow_click", {object=user})
if not minetest.setting_getbool("creative_mode") then
itemstack:add_wear(65535/CROSSBOW_USES)
end
itemstack = "castle:crossbow 1 "..itemstack:get_wear()
local pos = user:getpos()
local dir = user:get_look_dir()
local yaw = user:get_look_yaw()
if pos and dir and yaw then
pos.y = pos.y + 1.5
local obj = minetest.add_entity(pos, "castle:crossbow_bolt_entity")
local ent = nil
if obj then
ent = obj:get_luaentity()
end
if ent then
obj:set_properties({
textures = {"castle_crossbow_bolt_uv.png"}
})
minetest.sound_play("castle_crossbow_shoot", {object=obj})
local frame = get_animation_frame(dir)
obj:setyaw(yaw + math.pi)
obj:set_animation({x=frame, y=frame}, 0)
obj:setvelocity({x=dir.x * 14, y=dir.y * 14, z=dir.z * 14})
if pointed_thing.type ~= "nothing" then
local ppos = minetest.get_pointed_thing_position(pointed_thing, false)
local _, npos = minetest.line_of_sight(pos, ppos, 1)
if npos then
ppos = npos
pointed_thing.type = "node"
end
if pointed_thing.type == "object" then
punch_object(user, pointed_thing.ref)
elseif pointed_thing.type == "node" then
local node = minetest.get_node(ppos)
local tpos = get_target_pos(pos, ppos, dir, 0.66)
minetest.after(0.2, function(object, pos, npos)
ent.node_pos = npos
ent.state = "stuck"
stop_crossbow_bolt(object, pos, true)
minetest.sound_play("castle_crossbow_bolt", {gain = 0.08, max_hear_distance = 2})
end, obj, tpos, ppos)
return itemstack
end
end
obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
ent.player = ent.player or user
ent.state = "flight"
end
end
return itemstack
end,
})
minetest.register_tool("castle:crossbow", {
description = "Crossbow",
inventory_image = "castle_crossbow_inv.png",
on_use = function(itemstack, user, pointed_thing)
local inv = user:get_inventory()
if inv:contains_item("main", "castle:crossbow_bolt") then
minetest.sound_play("castle_crossbow_reload", {object=user})
if not minetest.setting_getbool("creative_mode") then
inv:remove_item("main", "castle:crossbow_bolt 1")
end
return "castle:crossbow_loaded 1 "..itemstack:get_wear()
end
minetest.sound_play("castle_crossbow_click", {object=user})
end,
})
-----------
--Crafting
-----------
minetest.register_craft({
output = 'castle:crossbow',
recipe = {
@ -46,3 +434,10 @@ minetest.register_craft({
{'', 'default:stick', ''},
}
})
minetest.register_craft({
output = "castle:crossbow_bolt 6",
recipe = {
{'default:stick', 'default:stick', 'default:steel_ingot'},
}
})

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@ -7,6 +7,7 @@ dofile(minetest.get_modpath("castle").."/shields_decor.lua")
dofile(minetest.get_modpath("castle").."/murder_hole.lua")
dofile(minetest.get_modpath("castle").."/orbs.lua")
dofile(minetest.get_modpath("castle").."/rope.lua")
dofile(minetest.get_modpath("castle").."/crossbow.lua")
minetest.register_node("castle:stonewall", {
description = "Castle Wall",

10
models/LICENSE.txt Normal file
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@ -0,0 +1,10 @@
License Textures: Stuart Jones - WTFPL
-castle_crossbow_bolt_inv.png
-castle_crossbow_bolt_uv.png
-castle_crossbow_hit.png
Licence Models: Stuart Jones - CC-BY-SA 3.0
-castle_crossbow_bolt.b3d
-castle_crossbow_bolt.blend

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License Sounds
------------------
(From Simple Shooter mod by Stuart Jones)
-castle_crossbow_click.ogg
-castle_crossbow_shoot.ogg
-castle_reload.ogg
Author : freesound.org
License : Attribution 3.0 Unported (CC BY 3.0)
CC0 1.0 Universal (CC0 1.0)
------------------
(From Minetest Game:default mod)
-default_wood_footstep.1.ogg
(renamed to : castle_crossbow_bolt.ogg)
Author : Mito551
License : (CC BY-SA)
------------------

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