diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index f375686ea..442ceb219 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -1,24 +1,35 @@ -- Time in seconds after which a stuck arrow is deleted local ARROW_TIMEOUT = 60 +-- Time after which stuck arrow is rechecked for being stuck +local STUCK_RECHECK_TIME = 5 + +local GRAVITY = 9.81 + +local YAW_OFFSET = -math.pi/2 local mod_mcl_hunger = minetest.get_modpath("mcl_hunger") local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements") +local mod_button = minetest.get_modpath("mesecons_button") minetest.register_craftitem("mcl_bows:arrow", { description = "Arrow", _doc_items_longdesc = [[Arrows are ammunition for bows and dispensers. -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.]], - _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.", +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. +Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons.]], + _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.", inventory_image = "mcl_bows_arrow_inv.png", groups = { ammo=1, ammo_bow=1 }, _on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir) -- Shoot arrow local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51)) - local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2 + local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) end, }) +-- This is a fake node, used as model for the arrow entity. +-- It's not supposed to be usable as item or real node. +-- TODO: Use a proper mesh for the arrow entity minetest.register_node("mcl_bows:arrow_box", { drawtype = "nodebox", is_ground_content = false, @@ -26,16 +37,18 @@ minetest.register_node("mcl_bows:arrow_box", { type = "fixed", fixed = { -- Shaft - {-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, - --Spitze + {-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17}, + {-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17}, + {5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, + -- Tip {-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 + -- Fletching {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}, @@ -43,17 +56,20 @@ minetest.register_node("mcl_bows:arrow_box", { } }, 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"}, - groups = {not_in_creative_inventory=1}, + paramtype = "light", + paramtype2 = "facedir", + sunlight_propagates = true, + 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={ - physical = false, + physical = true, visual = "wielditem", visual_size = {x=0.4, y=0.4}, textures = {"mcl_bows:arrow_box"}, - collisionbox = {0,0,0,0,0,0}, + collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, collide_with_objects = false, _lastpos={}, @@ -61,9 +77,21 @@ local ARROW_ENTITY={ _damage=1, -- Damage on impact _stuck=false, -- Whether arrow is stuck _stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far + _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. _shooter=nil, -- ObjectRef of player or mob who shot it } +-- Destroy arrow entity self at pos and drops it as an item +local spawn_item = function(self, pos) + if not minetest.settings:get_bool("creative_mode") then + local item = minetest.add_item(pos, "mcl_bows:arrow") + item:set_velocity({x=0, y=0, z=0}) + item:set_yaw(self.object:get_yaw()) + end + self.object:remove() +end + ARROW_ENTITY.on_step = function(self, dtime) local pos = self.object:getpos() local dpos = table.copy(pos) -- digital pos @@ -72,10 +100,25 @@ ARROW_ENTITY.on_step = function(self, dtime) if self._stuck then self._stucktimer = self._stucktimer + dtime + self._stuckrechecktimer = self._stuckrechecktimer + dtime if self._stucktimer > ARROW_TIMEOUT then self.object:remove() return end + -- Drop arrow as item when it is no longer stuck + -- FIXME: Arrows are a bit slot to react and continue to float in mid air for a few seconds. + if self._stuckrechecktimer > STUCK_RECHECK_TIME then + local stuckin_def + if self._stuckin then + stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name] + end + -- TODO: In MC, arrow just falls down without turning into an item + if stuckin_def and stuckin_def.walkable == false then + spawn_item(self, pos) + return + end + self._stuckrechecktimer = 0 + end local objects = minetest.get_objects_inside_radius(pos, 2) for _,obj in ipairs(objects) do if obj:is_player() then @@ -97,7 +140,7 @@ ARROW_ENTITY.on_step = function(self, dtime) end end end - + -- Check for object collision. Done every tick (hopefully this is not too stressing) else local objs = minetest.get_objects_inside_radius(pos, 2) @@ -170,10 +213,44 @@ ARROW_ENTITY.on_step = function(self, dtime) if self._lastpos.x~=nil and not self._stuck then local def = minetest.registered_nodes[node.name] local vel = self.object:get_velocity() - -- Arrow hits solid node: remove - if (def and def.walkable) then - self.object:remove() - return + -- Arrow has stopped in one axis, so it probably hit something + 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 + local dir + if math.abs(vel.y) < 0.00001 then + if self._lastpos.y < pos.y then + dir = {x=0, y=1, z=0} + else + dir = {x=0, y=-1, z=0} + end + else + dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET))) + end + self._stuckin = vector.add(pos, dir) + local snode = minetest.get_node(self._stuckin) + local sdef = minetest.registered_nodes[snode.name] + + -- If node is non-walkable, unknown or ignore, don't make arrow stuck. + -- This causes a deflection in the engine. + if not sdef or sdef.walkable == false or snode.name == "ignore" then + self._stuckin = nil + -- Lose 1/3 of velocity on deflection + self.object:set_velocity(vector.multiply(vel, 0.6667)) + return + end + + -- Node was walkable, make arrow stuck + self._stuck = true + self._stucktimer = 0 + self._stuckrechecktimer = 0 + + self.object:set_velocity({x=0, y=0, z=0}) + self.object:set_acceleration({x=0, y=0, z=0}) + + -- Push the button! Push, push, push the button! + 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) + end elseif (def and def.liquidtype ~= "none") then -- Slow down arrow in liquids local v = def.liquid_viscosity @@ -191,18 +268,39 @@ ARROW_ENTITY.on_step = function(self, dtime) end end + -- Update yaw + if not self._stuck then + local vel = self.object:get_velocity() + self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET) + end + -- Update internal variable self._lastpos={x=pos.x, y=pos.y, z=pos.z} end +-- Force recheck of stuck arrows when punched. +-- Otherwise, punching has no effect. +ARROW_ENTITY.on_punch = function(self) + if self._stuck then + self._stuckrechecktimer = STUCK_RECHECK_TIME + end +end + ARROW_ENTITY.get_staticdata = function(self) local out = { lastpos = self._lastpos, startpos = self._startpos, damage = self._damage, stuck = self._stuck, - stucktimer = self._stucktimer, + stuckin = self._stuckin, } + if self._stuck then + -- If _stucktimer is missing for some reason, assume the maximum + if not self._stucktimer then + self._stucktimer = ARROW_TIMEOUT + end + out.stuckstarttime = minetest.get_gametime() - self._stucktimer + end if self._shooter and self._shooter:is_player() then out.shootername = self._shooter:get_player_name() end @@ -212,11 +310,28 @@ end ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s) local data = minetest.deserialize(staticdata) if data then + self._stuck = data.stuck + if data.stuck then + if data.stuckstarttime then + -- First, check if the stuck arrow is aleady past its life timer. + -- If yes, delete it. + self._stucktimer = minetest.get_gametime() - data.stuckstarttime + if self._stucktimer > ARROW_TIMEOUT then + self.object:remove() + return + end + end + + -- Perform a stuck recheck on the next step. + self._stuckrechecktimer = STUCK_RECHECK_TIME + + self._stuckin = data.stuckin + end + + -- Get the remaining arrow state self._lastpos = data.lastpos self._startpos = data.startpos self._damage = data.damage - self._stuck = data.stuck - self._stucktimer = data.stucktimer if data.shootername then local shooter = minetest.get_player_by_name(data.shootername) if shooter and shooter:is_player() then @@ -238,3 +353,8 @@ if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") the } }) end + +if minetest.get_modpath("doc_identifier") ~= nil then + doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") +end + diff --git a/mods/ITEMS/mcl_bows/depends.txt b/mods/ITEMS/mcl_bows/depends.txt index eb7f075a1..228a1357b 100644 --- a/mods/ITEMS/mcl_bows/depends.txt +++ b/mods/ITEMS/mcl_bows/depends.txt @@ -6,4 +6,5 @@ mcl_core? mcl_mobitems? mcl_playerphysics? doc? +doc_identifier? mesecons_button? diff --git a/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow.png b/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow.png index ba70cfbf4..278d910f2 100644 Binary files a/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow.png and b/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow.png differ diff --git a/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_back.png b/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_back.png index 15cd09412..18164e90a 100644 Binary files a/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_back.png and b/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_back.png differ diff --git a/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_front.png b/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_front.png index 445782726..054561f72 100644 Binary files a/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_front.png and b/mods/ITEMS/mcl_bows/textures/mcl_bows_arrow_front.png differ