Merge pull request 'items/mcl_bows: Let players shoot themselves with arrows' (#117) from fix-arrow-selfshoot-3 into master

Reviewed-on: Mineclonia/Mineclonia#117
Reviewed-by: E <e@noreply.git.minetest.land>
This commit is contained in:
2 changed files with 15 additions and 9 deletions

View File

@ -136,6 +136,8 @@ end
ARROW_ENTITY.on_step = function(self, dtime) ARROW_ENTITY.on_step = function(self, dtime)
mcl_burning.tick(self.object, dtime) mcl_burning.tick(self.object, dtime)
self._time_in_air = self._time_in_air + dtime
local pos = self.object:get_pos() local pos = self.object:get_pos()
local dpos = table.copy(pos) -- digital pos local dpos = table.copy(pos) -- digital pos
dpos = vector.round(dpos) dpos = vector.round(dpos)
@ -201,10 +203,10 @@ ARROW_ENTITY.on_step = function(self, dtime)
for k, obj in pairs(objs) do for k, obj in pairs(objs) do
local ok = false local ok = false
-- Arrows can only damage players and mobs -- Arrows can only damage players and mobs
if obj ~= self._shooter and obj:is_player() then if obj:is_player() then
ok = true ok = true
elseif obj:get_luaentity() ~= nil then elseif obj:get_luaentity() ~= nil then
if obj ~= self._shooter and (obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile) then if obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile then
ok = true ok = true
end end
end end
@ -226,7 +228,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
local obj = closest_object local obj = closest_object
local is_player = obj:is_player() local is_player = obj:is_player()
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then if obj == self._shooter and self._time_in_air > 1 or obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
if obj:get_hp() > 0 then if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object -- Check if there is no solid node between arrow and object
local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true) local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
@ -263,7 +265,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
if is_player then if is_player then
if self._shooter and self._shooter:is_player() then if self._shooter and self._shooter:is_player() and obj ~= self._shooter then
-- “Ding” sound for hitting another player -- “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) minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
end end
@ -411,6 +413,7 @@ end
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s) ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
self._time_in_air = dtime_s
if data then if data then
self._stuck = data.stuck self._stuck = data.stuck
if data.stuck then if data.stuck then

View File

@ -130,6 +130,8 @@ function mcl_potions.register_arrow(name, desc, color, def)
end end
ARROW_ENTITY.on_step = function(self, dtime) ARROW_ENTITY.on_step = function(self, dtime)
self._time_in_air = self._time_in_air + dtime
local pos = self.object:get_pos() local pos = self.object:get_pos()
local dpos = table.copy(pos) -- digital pos local dpos = table.copy(pos) -- digital pos
dpos = vector.round(dpos) dpos = vector.round(dpos)
@ -193,10 +195,10 @@ function mcl_potions.register_arrow(name, desc, color, def)
for k, obj in pairs(objs) do for k, obj in pairs(objs) do
local ok = false local ok = false
-- Arrows can only damage players and mobs -- Arrows can only damage players and mobs
if obj ~= self._shooter and obj:is_player() then if obj:is_player() then
ok = true ok = true
elseif obj:get_luaentity() ~= nil then elseif obj:get_luaentity() ~= nil then
if obj ~= self._shooter and obj:get_luaentity()._cmi_is_mob then if obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile then
ok = true ok = true
end end
end end
@ -218,7 +220,7 @@ function mcl_potions.register_arrow(name, desc, color, def)
local obj = closest_object local obj = closest_object
local is_player = obj:is_player() local is_player = obj:is_player()
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then if obj == self._shooter and self._time_in_air > 1 or obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
if obj:get_hp() > 0 then if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object -- Check if there is no solid node between arrow and object
@ -256,9 +258,9 @@ function mcl_potions.register_arrow(name, desc, color, def)
end end
if is_player then if is_player then
if self._shooter and self._shooter:is_player() then if self._shooter and self._shooter:is_player() and obj ~= self._shooter then
-- “Ding” sound for hitting another player -- “Ding” sound for hitting another player
minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter}, true) minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
end end
end end
@ -395,6 +397,7 @@ function mcl_potions.register_arrow(name, desc, color, def)
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s) ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
self._time_in_air = dtime_s
if data then if data then
self._stuck = data.stuck self._stuck = data.stuck
if data.stuck then if data.stuck then