forked from VoxeLibre/VoxeLibre
Merge pull request 'Change arrow hit detection for accruate shooting' (#2289) from Raytraced_arrows into master
Reviewed-on: MineClone2/MineClone2#2289 Reviewed-by: cora <cora@noreply.git.minetest.land>
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commit
e4f514bb10
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@ -188,7 +188,8 @@ function ARROW_ENTITY.on_step(self, dtime)
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local objs = minetest.get_objects_inside_radius(pos, 1.5)
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local closest_object
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local closest_object
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local closest_distance
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local closest_distance
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@ -196,32 +197,33 @@ function ARROW_ENTITY.on_step(self, dtime)
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self._deflection_cooloff = self._deflection_cooloff - dtime
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self._deflection_cooloff = self._deflection_cooloff - dtime
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end
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end
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-- Iterate through all objects and remember the closest attackable object
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local arrow_dir = self.object:get_velocity()
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for k, obj in pairs(objs) do
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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local ok = false
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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-- Arrows can only damage players and mobs
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for hitpoint in raycast do
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if obj:is_player() then
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if hitpoint.type == "object" then
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ok = true
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-- find the closest object that is in the way of the arrow
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elseif obj:get_luaentity() then
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local ok = false
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if (obj:get_luaentity().is_mob or obj:get_luaentity()._hittable_by_projectile) then
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if hitpoint.ref:is_player() then
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ok = true
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ok = true
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elseif hitpoint.ref:get_luaentity() then
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if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
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ok = true
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end
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end
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end
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end
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if ok then
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local dist = vector.distance(hitpoint.ref:get_pos(), pos)
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if ok then
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if not closest_object or not closest_distance then
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local dist = vector.distance(pos, obj:get_pos())
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closest_object = hitpoint.ref
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if not closest_object or not closest_distance then
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closest_distance = dist
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closest_object = obj
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elseif dist < closest_distance then
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closest_distance = dist
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closest_object = hitpoint.ref
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elseif dist < closest_distance then
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closest_distance = dist
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closest_object = obj
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end
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closest_distance = dist
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end
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end
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end
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end
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end
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end
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-- If an attackable object was found, we will damage the closest one only
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if closest_object then
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if closest_object then
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local obj = closest_object
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local obj = closest_object
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local is_player = obj:is_player()
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local is_player = obj:is_player()
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@ -249,7 +251,7 @@ function ARROW_ENTITY.on_step(self, dtime)
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-- Punch target object but avoid hurting enderman.
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-- Punch target object but avoid hurting enderman.
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if not lua or lua.name ~= "mobs_mc:enderman" then
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if not lua or lua.name ~= "mobs_mc:enderman" then
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if not self._in_player then
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if not self._in_player then
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damage_particles(self.object:get_pos(), self._is_critical)
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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end
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end
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if mcl_burning.is_burning(self.object) then
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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mcl_burning.set_on_fire(obj, 5)
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@ -304,6 +306,8 @@ function ARROW_ENTITY.on_step(self, dtime)
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minetest.after(150, function()
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minetest.after(150, function()
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self.object:remove()
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self.object:remove()
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end)
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end)
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else
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self.object:remove()
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end
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end
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end
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end
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end
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end
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