forked from VoxeLibre/VoxeLibre
Arrows: Fix reverse flying arrows after long fly
This commit is contained in:
parent
fab5d17a5d
commit
c7949bf703
|
@ -62,8 +62,6 @@ minetest.register_node("mcl_bows:arrow_box", {
|
||||||
groups = {not_in_creative_inventory=1, dig_immediate=3},
|
groups = {not_in_creative_inventory=1, dig_immediate=3},
|
||||||
})
|
})
|
||||||
|
|
||||||
-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
|
|
||||||
-- and the arrow flies backwards.
|
|
||||||
local ARROW_ENTITY={
|
local ARROW_ENTITY={
|
||||||
physical = true,
|
physical = true,
|
||||||
visual = "wielditem",
|
visual = "wielditem",
|
||||||
|
@ -80,6 +78,9 @@ local ARROW_ENTITY={
|
||||||
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
|
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
|
||||||
_stuckin=nil, --Position of node in which arow is stuck.
|
_stuckin=nil, --Position of node in which arow is stuck.
|
||||||
_shooter=nil, -- ObjectRef of player or mob who shot it
|
_shooter=nil, -- ObjectRef of player or mob who shot it
|
||||||
|
|
||||||
|
_viscosity=0, -- Viscosity of node the arrow is currently in
|
||||||
|
_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
|
||||||
}
|
}
|
||||||
|
|
||||||
-- Destroy arrow entity self at pos and drops it as an item
|
-- Destroy arrow entity self at pos and drops it as an item
|
||||||
|
@ -145,6 +146,10 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
local closest_distance
|
local closest_distance
|
||||||
local ok = false
|
local ok = false
|
||||||
|
|
||||||
|
if self._deflection_cooloff > 0 then
|
||||||
|
self._deflection_cooloff = self._deflection_cooloff - dtime
|
||||||
|
end
|
||||||
|
|
||||||
-- Iterate through all objects and remember the closest attackable object
|
-- Iterate through all objects and remember the closest attackable object
|
||||||
for k, obj in pairs(objs) do
|
for k, obj in pairs(objs) do
|
||||||
-- Arrows can only damage players and mobs
|
-- Arrows can only damage players and mobs
|
||||||
|
@ -210,7 +215,8 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
if self._lastpos.x~=nil and not self._stuck then
|
if self._lastpos.x~=nil and not self._stuck then
|
||||||
local def = minetest.registered_nodes[node.name]
|
local def = minetest.registered_nodes[node.name]
|
||||||
local vel = self.object:get_velocity()
|
local vel = self.object:get_velocity()
|
||||||
-- Arrow has stopped in one axis, so it probably hit something
|
-- Arrow has stopped in one axis, so it probably hit something.
|
||||||
|
-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
|
||||||
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
|
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
|
||||||
-- Check for the node to which the arrow is pointing
|
-- Check for the node to which the arrow is pointing
|
||||||
local dir
|
local dir
|
||||||
|
@ -231,25 +237,56 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
-- This causes a deflection in the engine.
|
-- This causes a deflection in the engine.
|
||||||
if not sdef or sdef.walkable == false or snode.name == "ignore" then
|
if not sdef or sdef.walkable == false or snode.name == "ignore" then
|
||||||
self._stuckin = nil
|
self._stuckin = nil
|
||||||
-- Lose 1/3 of velocity on deflection
|
if self._deflection_cooloff <= 0 then
|
||||||
self.object:set_velocity(vector.multiply(vel, 0.6667))
|
-- Lose 1/3 of velocity on deflection
|
||||||
return
|
self.object:set_velocity(vector.multiply(vel, 0.6667))
|
||||||
end
|
|
||||||
|
|
||||||
-- Node was walkable, make arrow stuck
|
-- Just some dirty hack to make sure the arrow has a minimum direction to
|
||||||
self._stuck = true
|
-- avoid triggering the stuck detection again.
|
||||||
self._stucktimer = 0
|
vel = self.object:get_velocity()
|
||||||
self._stuckrechecktimer = 0
|
if math.abs(vel.x) < 0.0001 then
|
||||||
|
if pos.x < self._lastpos.x then
|
||||||
|
vel.x = 0.01
|
||||||
|
else
|
||||||
|
vel.x = -0.01
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if math.abs(vel.z) < 0.0001 then
|
||||||
|
if pos.z < self._lastpos.z then
|
||||||
|
vel.z = 0.01
|
||||||
|
else
|
||||||
|
vel.z = -0.01
|
||||||
|
end
|
||||||
|
end
|
||||||
|
if math.abs(vel.y) < 0.00001 then
|
||||||
|
if pos.y < self._lastpos.y then
|
||||||
|
vel.y = 0.001
|
||||||
|
else
|
||||||
|
vel.y = -0.001
|
||||||
|
end
|
||||||
|
end
|
||||||
|
self.object:set_velocity(vel)
|
||||||
|
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
|
||||||
|
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
|
||||||
|
self._deflection_cooloff = 0.2
|
||||||
|
end
|
||||||
|
else
|
||||||
|
|
||||||
self.object:set_velocity({x=0, y=0, z=0})
|
-- Node was walkable, make arrow stuck
|
||||||
self.object:set_acceleration({x=0, y=0, z=0})
|
self._stuck = true
|
||||||
|
self._stucktimer = 0
|
||||||
|
self._stuckrechecktimer = 0
|
||||||
|
|
||||||
-- Push the button! Push, push, push the button!
|
self.object:set_velocity({x=0, y=0, z=0})
|
||||||
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
|
self.object:set_acceleration({x=0, y=0, z=0})
|
||||||
local bdir = minetest.wallmounted_to_dir(node.param2)
|
|
||||||
-- Check the button orientation
|
-- Push the button! Push, push, push the button!
|
||||||
if vector.equals(vector.add(dpos, bdir), self._stuckin) then
|
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
|
||||||
mesecon.push_button(dpos, node)
|
local bdir = minetest.wallmounted_to_dir(node.param2)
|
||||||
|
-- Check the button orientation
|
||||||
|
if vector.equals(vector.add(dpos, bdir), self._stuckin) then
|
||||||
|
mesecon.push_button(dpos, node)
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
elseif (def and def.liquidtype ~= "none") then
|
elseif (def and def.liquidtype ~= "none") then
|
||||||
|
@ -258,6 +295,8 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
if not v then
|
if not v then
|
||||||
v = 0
|
v = 0
|
||||||
end
|
end
|
||||||
|
local old_v = self._viscosity
|
||||||
|
self._viscosity = v
|
||||||
local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
|
local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
|
||||||
if math.abs(vel.x) > 0.001 then
|
if math.abs(vel.x) > 0.001 then
|
||||||
vel.x = vel.x * vpenalty
|
vel.x = vel.x * vpenalty
|
||||||
|
|
|
@ -39,8 +39,8 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
|
||||||
if damage == nil then
|
if damage == nil then
|
||||||
damage = 3
|
damage = 3
|
||||||
end
|
end
|
||||||
obj:setvelocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
|
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
|
||||||
obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3})
|
obj:set_acceleration({x=0, y=-GRAVITY, z=0})
|
||||||
obj:setyaw(yaw-math.pi/2)
|
obj:setyaw(yaw-math.pi/2)
|
||||||
local le = obj:get_luaentity()
|
local le = obj:get_luaentity()
|
||||||
le._shooter = shooter
|
le._shooter = shooter
|
||||||
|
|
Loading…
Reference in New Issue