Move projectile stick logic into vl_projectile
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@ -36,65 +36,6 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
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})
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-- Destroy arrow entity self at pos and drops it as an item
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-- Destroy arrow entity self at pos and drops it as an item
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local function replace_with_item_drop(self, pos)
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if not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, "mcl_bows:arrow")
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item:set_velocity(vector.zero())
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item:set_yaw(self.object:get_yaw())
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end
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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end
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local function stuck_arrow_on_step(self, dtime)
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self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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return
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end
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local pos = self.object:get_pos()
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if not pos then return end
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-- Drop arrow as item when it is no longer stuck
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-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
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if self._stuckrechecktimer > STUCK_RECHECK_TIME then
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local stuckin_def = self._stuckin and minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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-- TODO: In MC, arrow just falls down without turning into an item
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if stuckin_def and stuckin_def.walkable == false then
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replace_with_item_drop(self, pos)
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return
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end
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self._stuckrechecktimer = 0
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end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for _,obj in ipairs(objects) do
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if obj:is_player() then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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local arrow_item = self._arrow_item
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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obj:get_inventory():add_item("main", arrow_item)
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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end
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end
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local arrow_entity = {
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local arrow_entity = {
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physical = true,
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physical = true,
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pointable = false,
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pointable = false,
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@ -137,17 +78,12 @@ local arrow_entity = {
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end,
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end,
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tracer_texture = "mobs_mc_arrow_particle.png",
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tracer_texture = "mobs_mc_arrow_particle.png",
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behaviors = {
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behaviors = {
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vl_projectile.sticks,
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vl_projectile.burns,
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vl_projectile.burns,
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vl_projectile.has_tracer,
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vl_projectile.has_tracer,
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-- Custom arrow behaviors
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-- Custom arrow behaviors
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function(self, dtime)
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function(self, dtime)
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-- Stuck handling
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if self._stuck then
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stuck_arrow_on_step(self, dtime)
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return
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end
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
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self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
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@ -184,57 +120,6 @@ local arrow_entity = {
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return {{name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true}
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return {{name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true}
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end
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end
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},
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},
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on_collide_with_solid = function(self, pos, node, node_def)
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local vel = self.object:get_velocity()
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local dpos = vector.round(pos) -- digital pos
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-- Check for the node to which the arrow is pointing
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._last_pos.y < pos.y then
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dir = vector.new(0, 1, 0)
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else
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dir = vector.new(0, -1, 0)
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end
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else
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dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
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end
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self._stuckin = vector.add(dpos, dir)
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local snode = minetest.get_node(self._stuckin)
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local sdef = minetest.registered_nodes[snode.name]
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-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
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-- This causes a deflection in the engine.
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if not sdef or sdef.walkable == false or snode.name == "ignore" then
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self._stuckin = nil
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if self._deflection_cooloff <= 0 then
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-- Lose 1/3 of velocity on deflection
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local newvel = vector.multiply(vel, 0.6667)
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self.object:set_velocity(newvel)
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 1.0
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end
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return
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end
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration(vector.zero())
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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-- Temporary handler here to test moving this to node definitions.
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-- TODO: move to vl_projectile when the stuck logic gets moved there and before merging
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-- Trigger hits on the node the projectile hit
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local hook = sdef._vl_projectile and sdef._vl_projectile.on_collide
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if hook then hook(self, self._stuckin, snode, sdef) end
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end,
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on_collide_with_entity = function(self, pos, obj)
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on_collide_with_entity = function(self, pos, obj)
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local is_player = obj:is_player()
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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local lua = obj:get_luaentity()
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@ -67,6 +67,8 @@ standard behaviors provided with the API:
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* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
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* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
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* `vl_projectile.has_tracer`: projectile will have a tracer trail when thrown/shot. Projectile can define
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* `vl_projectile.has_tracer`: projectile will have a tracer trail when thrown/shot. Projectile can define
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`_vl_projectile.hide_tracer = function(self)` to conditionally hide the tracer.
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`_vl_projectile.hide_tracer = function(self)` to conditionally hide the tracer.
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* `vl_projectile.sticks`: projectile will stick into nodes. Forces `_vl_projectile.sticks_in_nodes = true`
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and `_vl_projectile.survive_collision = true`.
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* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
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* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
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check along the path of movement.
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check along the path of movement.
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@ -6,6 +6,8 @@ local vl_physics_path = minetest.get_modpath("vl_physics")
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local DEBUG = false
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local DEBUG = false
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local YAW_OFFSET = -math.pi/2
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local YAW_OFFSET = -math.pi/2
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local STUCK_TIMEOUT = 60
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local STUCK_RECHECK_TIME = 0.25
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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function mod.projectile_physics(obj, entity_def, v, a)
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function mod.projectile_physics(obj, entity_def, v, a)
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@ -87,7 +89,9 @@ function mod.update_projectile(self, dtime)
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end
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end
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end
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end
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mod.projectile_physics(self.object, entity_def)
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if not self._stuck then
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mod.projectile_physics(self.object, entity_def)
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end
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end
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end
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local function damage_particles(pos, is_critical)
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local function damage_particles(pos, is_critical)
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@ -229,6 +233,85 @@ function mod.has_tracer(self, dtime, entity_def, projectile_def)
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})
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})
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end
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end
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function mod.replace_with_item_drop(self, pos, entity_def, projectile_def)
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local item = self._arrow_item or projectile_def.item
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if self._collectable and not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, item)
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item:set_velocity(vector.zero())
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item:set_yaw(self.object:get_yaw())
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end
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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end
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local function stuck_on_step(self, dtime, entity_def, projectile_def)
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-- Don't process objects that have been removed
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local pos = self.object:get_pos()
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if not pos then return true end
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self._stucktimer = self._stucktimer + dtime
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if self._stucktimer > STUCK_TIMEOUT then
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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return true
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end
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-- Drop arrow as item when it is no longer stuck
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-- TODO: revist after observer rework
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stuckrechecktimer > 1 then
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self._stuckrechecktimer = 0
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if self._stuckin then
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local node = minetest.get_node(self._stuckin)
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local node_def = minetest.registered_nodes[node.name]
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if node_def and node_def.walkable == false then
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mod.replace_with_item_drop(self, pos, entity_def, projectile_def)
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return
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end
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end
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end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for i = 1,#objects do
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obj = objects[i]
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if obj:is_player() then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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local arrow_item = self._arrow_item
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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obj:get_inventory():add_item("main", arrow_item)
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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return true
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end
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end
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function mod.sticks(self, dtime, entity_def, projectile_def)
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-- Force the projectile to survive collisions (Otherwise, the projectile can't stick in nodes)
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projectile_def.survive_collision = true
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projectile_def.sticks_in_nodes = true
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-- Stuck handling
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if self._stuck then
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return stuck_on_step(self, dtime, entity_def, projectile_def)
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end
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end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not pos then return end
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if not pos then return end
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@ -264,6 +347,55 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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end
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end
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end
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end
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-- Handle sticking in nodes
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if projectile_def.sticks_in_nodes then
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local vel = self.object:get_velocity()
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local dpos = vector.round(pos) -- digital pos
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-- Check for the node to which the arrow is pointing
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._last_pos.y < pos.y then
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dir = vector.new(0, 1, 0)
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else
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dir = vector.new(0, -1, 0)
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end
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else
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dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
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end
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self._stuckin = vector.add(dpos, dir)
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local snode = minetest.get_node(self._stuckin)
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local sdef = minetest.registered_nodes[snode.name]
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-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
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-- This causes a deflection in the engine.
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if not sdef or sdef.walkable == false or snode.name == "ignore" then
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self._stuckin = nil
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if self._deflection_cooloff <= 0 then
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-- Lose 1/3 of velocity on deflection
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local newvel = vector.multiply(vel, 0.6667)
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self.object:set_velocity(newvel)
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 1.0
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end
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return
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end
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration(vector.zero())
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-- Trigger hits on the node the projectile hit
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local hook = sdef._vl_projectile and sdef._vl_projectile.on_collide
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if hook then hook(self, self._stuckin, snode, sdef) end
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end
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-- Call entity collied hook
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-- Call entity collied hook
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local hook = projectile_def.on_collide_with_solid
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local hook = projectile_def.on_collide_with_solid
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if hook then hook(self, pos, node, node_def) end
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if hook then hook(self, pos, node, node_def) end
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@ -1,3 +1,3 @@
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name = vl_projectile
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name = vl_projectile
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depends = mcl_util
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depends = mcl_util
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optional_depends = vl_physics, mcl_shields, mcl_burning
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optional_depends = vl_physics, mcl_shields, mcl_burning, mcl_util
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