Convert rocket to use vl_projectile API using mcl_bows:arrow as a template, remove some dead code

This commit is contained in:
teknomunk 2024-08-31 06:41:42 -05:00
parent 69f7f4af29
commit 922dd4d33e
4 changed files with 56 additions and 434 deletions

View File

@ -9,15 +9,13 @@ local vector = vector
-- Time in seconds after which a stuck arrow is deleted -- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 60 local ARROW_TIMEOUT = 60
-- Time after which stuck arrow is rechecked for being stuck -- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 5 local STUCK_RECHECK_TIME = 5
--local GRAVITY = 9.81
local YAW_OFFSET = -math.pi/2 local YAW_OFFSET = -math.pi/2
local function dir_to_pitch(dir) local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z) local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end end
@ -114,7 +112,7 @@ local function stuck_arrow_on_step(self, dtime)
end end
end end
vl_projectile.register("mcl_bows:arrow_entity", { local arrow_entity = {
physical = true, physical = true,
pointable = false, pointable = false,
visual = "mesh", visual = "mesh",
@ -290,6 +288,7 @@ vl_projectile.register("mcl_bows:arrow_entity", {
end end
end end
-- Item definition entity collision hook
local item_def = minetest.registered_items[self._arrow_item] local item_def = minetest.registered_items[self._arrow_item]
local hook = item_def and item_def._on_collide_with_entity local hook = item_def and item_def._on_collide_with_entity
if hook then hook(self, pos, obj) end if hook then hook(self, pos, obj) end
@ -435,7 +434,12 @@ vl_projectile.register("mcl_bows:arrow_entity", {
self.object:remove() self.object:remove()
end end
end, end,
}) }
-- Make the arrow entity available to other mods as a template
mcl_bows.arrow_entity = table.copy(arrow_entity)
vl_projectile.register("mcl_bows:arrow_entity", arrow_entity)
minetest.register_on_respawnplayer(function(player) minetest.register_on_respawnplayer(function(player)
for _, obj in pairs(player:get_children()) do for _, obj in pairs(player:get_children()) do
@ -460,4 +464,3 @@ end
if minetest.get_modpath("doc_identifier") then if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
end end

View File

@ -1,11 +1,5 @@
local S = minetest.get_translator(minetest.get_current_modname()) local S = minetest.get_translator(minetest.get_current_modname())
mcl_bows = {}
-- local arrows = {
-- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity",
-- }
local GRAVITY = 9.81 local GRAVITY = 9.81
local BOW_DURABILITY = 385 local BOW_DURABILITY = 385

View File

@ -1,3 +1,5 @@
mcl_bows = {}
--Bow --Bow
dofile(minetest.get_modpath("mcl_bows") .. "/arrow.lua") dofile(minetest.get_modpath("mcl_bows") .. "/arrow.lua")
dofile(minetest.get_modpath("mcl_bows") .. "/bow.lua") dofile(minetest.get_modpath("mcl_bows") .. "/bow.lua")

View File

@ -4,22 +4,16 @@ local math = math
local vector = vector local vector = vector
-- Time in seconds after which a stuck arrow is deleted -- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 1 local ROCKET_TIMEOUT = 1
-- Time after which stuck arrow is rechecked for being stuck -- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 0.1 local STUCK_RECHECK_TIME = 0.1
--local GRAVITY = 9.81
local YAW_OFFSET = -math.pi/2 local YAW_OFFSET = -math.pi/2
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local function damage_explosion(self, damagemulitplier) local function damage_explosion(self, damagemulitplier)
if self._harmless then return end if self._harmless then return end
local p = self.object:get_pos() local p = self.object:get_pos()
if not p then return end if not p then return end
mcl_explosions.explode(p, 3, {}) mcl_explosions.explode(p, 3, {})
@ -39,7 +33,6 @@ end
local function particle_explosion(self) local function particle_explosion(self)
local particle_pattern = math.random(1, 3) local particle_pattern = math.random(1, 3)
local fpitch local fpitch
--local true_type
local type = math.random(1, 2) local type = math.random(1, 2)
local size = math.random(1, 3) local size = math.random(1, 3)
local colors = {"red", "yellow", "blue", "green", "white"} local colors = {"red", "yellow", "blue", "green", "white"}
@ -53,12 +46,6 @@ local function particle_explosion(self)
fpitch = math.random(60, 70) fpitch = math.random(60, 70)
end end
--[[if type == 1 then
true_type = "Popper"
else
true_type = "Floof"
end]]
if type == 1 then if type == 1 then
minetest.sound_play("mcl_bows_firework", { minetest.sound_play("mcl_bows_firework", {
pos = self.object:get_pos(), pos = self.object:get_pos(),
@ -230,17 +217,12 @@ local function particle_explosion(self)
end end
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
local mod_button = minetest.get_modpath("mesecons_button")
local mod_target = minetest.get_modpath("mcl_target")
local enable_pvp = minetest.settings:get_bool("enable_pvp")
minetest.register_craftitem("mcl_bows:rocket", { minetest.register_craftitem("mcl_bows:rocket", {
description = S("Arrow"), description = S("Arrow"),
_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"), _tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
_doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n".. _doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n"..
S("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.").."\n".. S("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.").."\n"..
S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."), S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
_doc_items_usagehelp = S("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."), _doc_items_usagehelp = S("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_rocket.png", inventory_image = "mcl_bows_rocket.png",
groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=1 }, groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=1 },
@ -250,36 +232,23 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
end, end,
_on_collide_with_entity = function(self, pos, obj)
if self._in_player == false then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
if obj:is_player() then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
mcl_burning.extinguish(self.object)
self.object:remove()
end
end
end,
}) })
local ARROW_ENTITY={
physical = true,
pointable = false,
visual = "mesh",
mesh = "mcl_bows_rocket.obj",
visual_size = {x=2.5, y=2.5},
textures = {"mcl_bows_rocket.png"},
collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
collide_with_objects = false,
_fire_damage_resistant = true,
_lastpos={},
_startpos=nil,
_damage=1, -- Damage on impact
_is_critical=false, -- Whether this arrow would deal critical damage
_stuck=false, -- Whether arrow is stuck
_fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far
_fuserechecktimer=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
_is_arrow = true,
_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
local function spawn_item(self, pos) local function spawn_item(self, pos)
if not minetest.is_creative_enabled("") then if not minetest.is_creative_enabled("") then
@ -313,385 +282,39 @@ local function damage_particles(pos, is_critical)
end end
end end
function ARROW_ENTITY.on_step(self, dtime) local arrow_entity = mcl_bows.arrow_entity
mcl_burning.tick(self.object, dtime, self) local rocket_entity = table.copy(arrow_entity)
-- mcl_burning.tick may remove object immediately table.update(rocket_entity,{
if not self.object:get_pos() then return end mesh = "mcl_bows_rocket.obj",
textures = {"mcl_bows_rocket.png"},
visual_size = {x=2.5, y=2.5},
save_fields = {
"stuck", "fuse", "stuckin", "lastpos", "startpos", "damage", "is_critical", "shootername",
},
_fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far
_fuserechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
})
rocket_entity.on_step = function(self, dtime)
self._fuse = (self._fuse or 0) + dtime
self._time_in_air = self._time_in_air + .001 if self._fuse > ROCKET_TIMEOUT then
local pos = self.object:get_pos()
local dpos = table.copy(pos) -- digital pos
dpos = vector.round(dpos)
local node = minetest.get_node(dpos)
if not self._fuse then
self._fuse = 0
end
if not self._fuserechecktimer then
self._fuserechecktimer = 0
end
self._fuse = self._fuse + dtime
self._fuserechecktimer = self._fuserechecktimer + dtime
if self._fuse > ARROW_TIMEOUT then
self._stuck = true self._stuck = true
end end
if self._stuck then if self._stuck and self._fuse > ROCKET_TIMEOUT then
if self._fuse > ARROW_TIMEOUT then local eploded_particle = particle_explosion(self)
local eploded_particle = particle_explosion(self) damage_explosion(self, eploded_particle * 17)
damage_explosion(self, eploded_particle * 17) mcl_burning.extinguish(self.object)
mcl_burning.extinguish(self.object) self.object:remove()
self.object:remove() return
return
end
-- Drop arrow as item when it is no longer stuck
-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
if self._fuserechecktimer > 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._fuserechecktimer = 0
end
-- Pickup arrow if player is nearby (not in Creative Mode)
local objects = minetest.get_objects_inside_radius(pos, 1)
for _,obj in ipairs(objects) do
if obj:is_player() then
if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
if obj:get_inventory():room_for_item("main", "mcl_bows:rocket") then
obj:get_inventory():add_item("main", "mcl_bows:rocket")
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
}, true)
end
end
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
-- Check for object "collision". Done every tick (hopefully this is not too stressing)
else
if self._in_player == false then
minetest.add_particlespawner({
amount = 1,
time = .0001,
minpos = pos,
maxpos = pos,
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_bows_rocket_particle.png",
glow = 1,
})
end
-- We just check for any hurtable objects nearby.
-- The radius of 3 is fairly liberal, but anything lower than than will cause
-- arrow to hilariously go through mobs often.
-- TODO: Implement an ACTUAL collision detection (engine support needed).
local objs = minetest.get_objects_inside_radius(pos, 1.5)
local closest_object
local closest_distance
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
-- Iterate through all objects and remember the closest attackable object
local arrow_dir = self.object:get_velocity()
--create a raycast from the arrow based on the velocity of the arrow to deal with lag
local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
for hitpoint in raycast do
if hitpoint.type == "object" then
-- find the closest object that is in the way of the arrow
local ok = false
if hitpoint.ref:is_player() and enable_pvp then
ok = true
elseif not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then
if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
ok = true
end
end
if ok then
local dist = vector.distance(hitpoint.ref:get_pos(), pos)
if not closest_object or not closest_distance then
closest_object = hitpoint.ref
closest_distance = dist
elseif dist < closest_distance then
closest_object = hitpoint.ref
closest_distance = dist
end
end
end
end
-- If an attackable object was found, we will damage the closest one only
if closest_object then
local obj = closest_object
local is_player = obj:is_player()
local lua = obj:get_luaentity()
if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then
if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object
local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
for pointed_thing in ray do
if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
-- Target reached! We can proceed now.
break
elseif pointed_thing.type == "node" then
local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
local def = minetest.registered_nodes[nn]
if (not def) or def.walkable then
-- There's a node in the way. Delete arrow without damage
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
end
-- Punch target object but avoid hurting enderman.
if not lua or lua.name ~= "mobs_mc:rover" then
if self._in_player == false then
damage_particles(self.object:get_pos(), self._is_critical)
end
if mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(obj, 5)
end
if self._in_player == false then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
if obj:is_player() then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
mcl_burning.extinguish(self.object)
self.object:remove()
end
end
end
if is_player then
if self._shooter and self._shooter:is_player() and self._in_player == false then
-- “Ding” sound for hitting another player
minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
end
end
if lua then
local entity_name = lua.name
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
-- TODO: This achievement should be given for the kill, not just a hit
if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
end
end
end
if self._in_player == false then
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
end
end
if not obj:is_player() then
mcl_burning.extinguish(self.object)
if self._piercing == 0 then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
self.object:remove()
end
end
return
end
end
end end
-- Check for node collision -- Perform normal arrow behaviors
if self._lastpos.x~=nil and not self._stuck then arrow_entity.on_step(self, dtime)
local def = minetest.registered_nodes[node.name]
local vel = self.object:get_velocity()
-- 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
-- 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(dpos, 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
if self._deflection_cooloff <= 0 then
-- Lose 1/3 of velocity on deflection
local newvel = vector.multiply(vel, 0.6667)
self.object:set_velocity(newvel)
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
self._deflection_cooloff = 1.0
end
else
-- Node was walkable, make arrow stuck
self._stuck = true
self._fuserechecktimer = 0
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
tnt.ignite(self._stuckin)
end
-- Activate target
if mod_target and snode.name == "mcl_target:target_off" then
mcl_target.hit(self._stuckin, 1) --10 redstone ticks
end
-- 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
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
elseif (def and def.liquidtype ~= "none") then
-- Slow down arrow in liquids
local v = def.liquid_viscosity
if not v then
v = 0
end
--local old_v = self._viscosity
self._viscosity = v
local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
if math.abs(vel.x) > 0.001 then
vel.x = vel.x * vpenalty
end
if math.abs(vel.z) > 0.001 then
vel.z = vel.z * vpenalty
end
self.object:set_velocity(vel)
end
end
-- Update yaw
if not self._stuck then
local vel = self.object:get_velocity()
local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET
local pitch = dir_to_pitch(vel)
self.object:set_rotation({ x = 0, y = yaw, z = pitch })
end
-- Update internal variable
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
end end
-- Force recheck of stuck arrows when punched. minetest.log(dump(rocket_entity))
-- Otherwise, punching has no effect.
function ARROW_ENTITY.on_punch(self)
if self._stuck then
self._fuserechecktimer = STUCK_RECHECK_TIME
end
end
function ARROW_ENTITY.get_staticdata(self) vl_projectile.register("mcl_bows:rocket_entity", rocket_entity)
local out = {
lastpos = self._lastpos,
startpos = self._startpos,
damage = self._damage,
is_critical = self._is_critical,
stuck = self._stuck,
stuckin = self._stuckin,
}
if self._stuck then
-- If _fuse is missing for some reason, assume the maximum
if not self._fuse then
self._fuse = ARROW_TIMEOUT
end
out.stuckstarttime = minetest.get_gametime() - self._fuse
end
if self._shooter and self._shooter:is_player() then
out.shootername = self._shooter:get_player_name()
end
return minetest.serialize(out)
end
function ARROW_ENTITY.on_activate(self, staticdata, dtime_s)
self._time_in_air = 1.0
self._in_player = false
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._fuse = minetest.get_gametime() - data.stuckstarttime
if self._fuse > ARROW_TIMEOUT then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
end
self._fuse = 2
-- Perform a stuck recheck on the next step.
self._fuserechecktimer = 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._is_critical = data.is_critical
if data.shootername then
local shooter = minetest.get_player_by_name(data.shootername)
if shooter and shooter:is_player() then
self._shooter = shooter
end
end
end
self.object:set_armor_groups({ immortal = 1 })
end
minetest.register_entity("mcl_bows:rocket_entity", ARROW_ENTITY)
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({ minetest.register_craft({