forked from VoxeLibre/VoxeLibre
Merge branch 'stuck_arrow'
This commit is contained in:
commit
1823aba35a
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@ -1,24 +1,35 @@
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-- Time in seconds after which a stuck arrow is deleted
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local ARROW_TIMEOUT = 60
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-- Time after which stuck arrow is rechecked for being stuck
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local STUCK_RECHECK_TIME = 5
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local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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local mod_button = minetest.get_modpath("mesecons_button")
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minetest.register_craftitem("mcl_bows:arrow", {
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description = "Arrow",
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_doc_items_longdesc = [[Arrows are ammunition for bows and dispensers.
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An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.]],
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_doc_items_usagehelp = "To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory.",
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An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.
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Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons.]],
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_doc_items_usagehelp = "To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it.",
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inventory_image = "mcl_bows_arrow_inv.png",
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groups = { ammo=1, ammo_bow=1 },
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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-- Shoot arrow
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local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
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local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
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mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
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end,
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})
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-- This is a fake node, used as model for the arrow entity.
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-- It's not supposed to be usable as item or real node.
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-- TODO: Use a proper mesh for the arrow entity
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minetest.register_node("mcl_bows:arrow_box", {
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drawtype = "nodebox",
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is_ground_content = false,
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@ -26,11 +37,13 @@ minetest.register_node("mcl_bows:arrow_box", {
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type = "fixed",
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fixed = {
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-- Shaft
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{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
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--Spitze
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{-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
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{-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
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{5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
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-- Tip
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{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
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{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
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--Federn
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-- Fletching
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{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
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{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
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{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
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@ -43,17 +56,20 @@ minetest.register_node("mcl_bows:arrow_box", {
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}
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},
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tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
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groups = {not_in_creative_inventory=1},
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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groups = {not_in_creative_inventory=1, dig_immediate=3},
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})
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-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
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-- and the arrow flies backwards.
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local ARROW_ENTITY={
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physical = false,
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physical = true,
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visual = "wielditem",
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visual_size = {x=0.4, y=0.4},
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textures = {"mcl_bows:arrow_box"},
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collisionbox = {0,0,0,0,0,0},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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_lastpos={},
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@ -61,9 +77,21 @@ local ARROW_ENTITY={
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_damage=1, -- Damage on impact
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_stuck=false, -- Whether arrow is stuck
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_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
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_stuckin=nil, --Position of node in which arow is stuck.
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_shooter=nil, -- ObjectRef of player or mob who shot it
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}
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-- Destroy arrow entity self at pos and drops it as an item
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local spawn_item = function(self, pos)
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if not minetest.settings:get_bool("creative_mode") then
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local item = minetest.add_item(pos, "mcl_bows:arrow")
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item:set_velocity({x=0, y=0, z=0})
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item:set_yaw(self.object:get_yaw())
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end
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self.object:remove()
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end
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ARROW_ENTITY.on_step = function(self, dtime)
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local pos = self.object:getpos()
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local dpos = table.copy(pos) -- digital pos
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@ -72,10 +100,25 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if self._stuck then
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self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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self.object:remove()
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return
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end
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-- Drop arrow as item when it is no longer stuck
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-- FIXME: Arrows are a bit slot to react and continue to float in mid air for a few seconds.
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if self._stuckrechecktimer > STUCK_RECHECK_TIME then
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local stuckin_def
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if self._stuckin then
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stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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end
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-- TODO: In MC, arrow just falls down without turning into an item
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if stuckin_def and stuckin_def.walkable == false then
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spawn_item(self, pos)
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return
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end
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self._stuckrechecktimer = 0
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end
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local objects = minetest.get_objects_inside_radius(pos, 2)
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for _,obj in ipairs(objects) do
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if obj:is_player() then
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@ -170,10 +213,44 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if self._lastpos.x~=nil and not self._stuck then
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local def = minetest.registered_nodes[node.name]
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local vel = self.object:get_velocity()
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-- Arrow hits solid node: remove
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if (def and def.walkable) then
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self.object:remove()
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return
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-- Arrow has stopped in one axis, so it probably hit something
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if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
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-- Check for the node to which the arrow is pointing
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._lastpos.y < pos.y then
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dir = {x=0, y=1, z=0}
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else
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dir = {x=0, y=-1, z=0}
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end
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else
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dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
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end
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self._stuckin = vector.add(pos, dir)
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local snode = minetest.get_node(self._stuckin)
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local sdef = minetest.registered_nodes[snode.name]
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-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
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-- This causes a deflection in the engine.
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if not sdef or sdef.walkable == false or snode.name == "ignore" then
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self._stuckin = nil
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-- Lose 1/3 of velocity on deflection
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self.object:set_velocity(vector.multiply(vel, 0.6667))
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return
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end
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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-- Push the button! Push, push, push the button!
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if mod_button and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
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mesecon.push_button(dpos, node)
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end
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elseif (def and def.liquidtype ~= "none") then
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-- Slow down arrow in liquids
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local v = def.liquid_viscosity
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@ -191,18 +268,39 @@ ARROW_ENTITY.on_step = function(self, dtime)
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end
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end
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-- Update yaw
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if not self._stuck then
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local vel = self.object:get_velocity()
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self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
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end
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-- Update internal variable
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self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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-- Force recheck of stuck arrows when punched.
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-- Otherwise, punching has no effect.
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ARROW_ENTITY.on_punch = function(self)
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if self._stuck then
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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end
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end
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ARROW_ENTITY.get_staticdata = function(self)
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local out = {
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lastpos = self._lastpos,
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startpos = self._startpos,
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damage = self._damage,
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stuck = self._stuck,
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stucktimer = self._stucktimer,
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stuckin = self._stuckin,
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}
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if self._stuck then
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-- If _stucktimer is missing for some reason, assume the maximum
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if not self._stucktimer then
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self._stucktimer = ARROW_TIMEOUT
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end
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out.stuckstarttime = minetest.get_gametime() - self._stucktimer
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end
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if self._shooter and self._shooter:is_player() then
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out.shootername = self._shooter:get_player_name()
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end
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@ -212,11 +310,28 @@ end
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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local data = minetest.deserialize(staticdata)
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if data then
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self._stuck = data.stuck
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if data.stuck then
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if data.stuckstarttime then
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-- First, check if the stuck arrow is aleady past its life timer.
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-- If yes, delete it.
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self._stucktimer = minetest.get_gametime() - data.stuckstarttime
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if self._stucktimer > ARROW_TIMEOUT then
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self.object:remove()
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return
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end
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end
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-- Perform a stuck recheck on the next step.
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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self._stuckin = data.stuckin
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end
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-- Get the remaining arrow state
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self._lastpos = data.lastpos
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self._startpos = data.startpos
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self._damage = data.damage
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self._stuck = data.stuck
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self._stucktimer = data.stucktimer
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if data.shootername then
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local shooter = minetest.get_player_by_name(data.shootername)
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if shooter and shooter:is_player() then
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@ -238,3 +353,8 @@ if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") the
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}
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})
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end
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if minetest.get_modpath("doc_identifier") ~= nil then
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doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
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end
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@ -6,4 +6,5 @@ mcl_core?
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mcl_mobitems?
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mcl_playerphysics?
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doc?
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doc_identifier?
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mesecons_button?
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