Remove old spear implementation, make spears drop as an item when removed
This commit is contained in:
parent
23d4d7f11e
commit
1a509e3143
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@ -2,7 +2,6 @@ local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local modpath = minetest.get_modpath(modname)
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local S = minetest.get_translator(modname)
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local S = minetest.get_translator(modname)
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local hammer_tt = S("Can crush blocks") .. "\n" .. S("Increased knockback")
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local hammer_tt = S("Can crush blocks") .. "\n" .. S("Increased knockback")
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local hammer_longdesc = S("Hammers are great in melee combat, as they deal high damage with increased knockback and can endure countless battles. Hammers can also be used to crush things.")
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local hammer_longdesc = S("Hammers are great in melee combat, as they deal high damage with increased knockback and can endure countless battles. Hammers can also be used to crush things.")
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local hammer_use = S("To crush a block, dig the block with the hammer. This only works with some blocks.")
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local hammer_use = S("To crush a block, dig the block with the hammer. This only works with some blocks.")
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@ -13,437 +12,15 @@ local spear_use = S("To throw a spear, hold it in your hand, then hold use (righ
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local wield_scale = mcl_vars.tool_wield_scale
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local wield_scale = mcl_vars.tool_wield_scale
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local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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-- Time after which stuck spear is rechecked for being stuck
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local STUCK_RECHECK_TIME = 5
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-- Time in seconds after which a stuck spear is deleted
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local SPEAR_TIMEOUT = 180
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local SPEAR_ENTITY={
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physical = true,
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pointable = false,
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visual = "item",
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visual_size = {x=-0.5, y=-0.5},
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textures = {"vl_weaponry:spear_wood"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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_fire_damage_resistant = true,
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_lastpos={},
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_startpos=nil,
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_damage=1, -- Damage on impact
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_is_critical=false, -- Whether this spear would deal critical damage
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_stuck=false, -- Whether spear is stuck
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_stucktimer=nil,-- Amount of time (in seconds) the spear has been stuck so far
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_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an spear
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_stuckin=nil, --Position of node in which spear is stuck.
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_shooter=nil, -- ObjectRef of player or mob who threw it
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_is_arrow = true,
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_in_player = false,
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_blocked = false,
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_viscosity = 0, -- Viscosity of node the spear is currently in
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_deflection_cooloff = 0, -- Cooloff timer after an spear deflection, to prevent many deflections in quick succession
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_itemstack = nil, -- ItemStack of the original object
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}
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-- Destroy spear entity self at pos and drops it as an item
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local function spawn_item(self, pos)
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if not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, self._itemstack)
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item:set_velocity(vector.new(0, 0, 0))
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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.object:remove()
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end
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local function damage_particles(pos, is_critical)
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if is_critical then
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
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minvel = vector.new(-0.1, -0.1, -0.1),
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maxvel = vector.new(0.1, 0.1, 0.1),
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minexptime = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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function SPEAR_ENTITY.on_step(self, dtime)
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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self._time_in_air = self._time_in_air + .001
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local pos = self.object:get_pos()
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local dpos = vector.round(vector.new(pos)) -- digital pos
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local node = minetest.get_node(dpos)
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if self._stuck then
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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 > SPEAR_TIMEOUT then
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spawn_item(self, pos)
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return
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end
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-- Drop spear as item when it is no longer stuck
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if self._stuckrechecktimer > STUCK_RECHECK_TIME then
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local stuckin_def
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if self._stuckin then
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stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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end
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-- TODO: fall down without turning into an item?
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if stuckin_def and stuckin_def.walkable == false then
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spawn_item(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 spear 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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if obj:get_inventory():room_for_item("main", self._itemstack) then
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obj:get_inventory():add_item("main", self._itemstack)
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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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mcl_burning.extinguish(self.object)
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self.object:remove()
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end
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else
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spawn_item(self, pos)
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end
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return
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end
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end
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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if self._damage >= 9 and self._in_player == false then
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minetest.add_particlespawner({
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amount = 20,
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time = .2,
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minpos = vector.new(0,0,0),
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maxpos = vector.new(0,0,0),
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minvel = vector.new(-0.1,-0.1,-0.1),
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maxvel = vector.new(0.1,0.1,0.1),
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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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maxsize = 2,
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attached = self.object,
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collisiondetection = false,
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vertical = false,
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texture = "mobs_mc_arrow_particle.png",
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glow = 1,
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})
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end
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local closest_object
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local closest_distance
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if self._deflection_cooloff > 0 then
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self._deflection_cooloff = self._deflection_cooloff - dtime
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end
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local spear_dir = self.object:get_velocity()
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--create a raycast from the spear based on the velocity of the spear to deal with lag
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(spear_dir, 0.1)), true, false)
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for hitpoint in raycast do
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if hitpoint.type == "object" then
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-- find the closest object that is in the way of the spear
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local ok = false
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if hitpoint.ref:is_player() and enable_pvp then
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ok = true
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elseif not hitpoint.ref:is_player() and 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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if ok then
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local dist = vector.distance(hitpoint.ref:get_pos(), pos)
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if not closest_object or not closest_distance then
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closest_object = hitpoint.ref
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closest_distance = dist
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elseif dist < closest_distance then
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closest_object = hitpoint.ref
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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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if closest_object then
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local obj = closest_object
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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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
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between spear and object
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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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for pointed_thing in ray do
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if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
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-- Target reached! We can proceed now.
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break
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elseif pointed_thing.type == "node" then
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local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
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local def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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-- There's a node in the way. Delete spear without damage
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spawn_item(self, pos)
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return
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end
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end
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end
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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 self._in_player then
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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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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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if not self._in_player and not self._blocked then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, self.object:get_velocity())
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if obj:is_player() then
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if not mcl_shields.is_blocking(obj) then
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spawn_item(self, pos)
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else
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self._blocked = true
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self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
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end
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minetest.after(150, function()
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spawn_item(self, pos)
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end)
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else
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spawn_item(self, pos)
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end
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end
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end
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if is_player then
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if self._shooter and self._shooter:is_player() and not self._in_player and not self._blocked then
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-- “Ding” sound for hitting another player
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minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
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end
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end
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if not self._in_player and not self._blocked then
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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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end
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end
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if not obj:is_player() then
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mcl_burning.extinguish(self.object)
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if self._piercing == 0 then
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spawn_item(self, pos)
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end
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end
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return
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end
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end
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end
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-- Check for node collision
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if self._lastpos.x~=nil and not self._stuck then
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local def = minetest.registered_nodes[node.name]
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local vel = self.object:get_velocity()
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-- Spear has stopped in one axis, so it probably hit something.
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
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-- Check for the node to which the spear 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._lastpos.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 spear 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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else
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-- Node was walkable, make spear 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.new(0, 0, 0))
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self.object:set_acceleration(vector.new(0, 0, 0))
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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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if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
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tnt.ignite(self._stuckin)
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end
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-- Ignite Campfires
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if mod_campfire and mcl_burning.is_burning(self.object) and minetest.get_item_group(snode.name, "campfire") ~= 0 then
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mcl_campfires.light_campfire(self._stuckin)
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end
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-- Activate target
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if mod_target and snode.name == "mcl_target:target_off" then
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mcl_target.hit(self._stuckin, 1) --10 redstone ticks
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end
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-- Push the button! Push, push, push the button!
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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
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local bdir = minetest.wallmounted_to_dir(node.param2)
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-- Check the button orientation
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if vector.equals(vector.add(dpos, bdir), self._stuckin) then
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mesecon.push_button(dpos, node)
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end
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end
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end
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elseif (def and def.liquidtype ~= "none") then
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-- Slow down spear in liquids
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local v = def.liquid_viscosity
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if not v then
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v = 0
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end
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--local old_v = self._viscosity
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self._viscosity = v
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local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
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if math.abs(vel.x) > 0.001 then
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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 = pos
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Force recheck of stuck spears when punched.
|
|
||||||
-- Otherwise, punching has no effect.
|
|
||||||
function SPEAR_ENTITY.on_punch(self)
|
|
||||||
if self._stuck then
|
|
||||||
self._stuckrechecktimer = STUCK_RECHECK_TIME
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
function SPEAR_ENTITY.get_staticdata(self)
|
|
||||||
local out = {
|
|
||||||
lastpos = self._lastpos,
|
|
||||||
startpos = self._startpos,
|
|
||||||
damage = self._damage,
|
|
||||||
is_critical = self._is_critical,
|
|
||||||
stuck = self._stuck,
|
|
||||||
stuckin = self._stuckin,
|
|
||||||
stuckin_player = self._in_player,
|
|
||||||
}
|
|
||||||
if self._stuck then
|
|
||||||
-- If _stucktimer is missing for some reason, assume the maximum
|
|
||||||
if not self._stucktimer then
|
|
||||||
self._stucktimer = SPEAR_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
|
|
||||||
return minetest.serialize(out)
|
|
||||||
end
|
|
||||||
|
|
||||||
function SPEAR_ENTITY.on_activate(self, staticdata, dtime_s)
|
|
||||||
self._time_in_air = 1.0
|
|
||||||
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 spear is aleady past its life timer.
|
|
||||||
-- If yes, delete it.
|
|
||||||
self._stucktimer = minetest.get_gametime() - data.stuckstarttime
|
|
||||||
if self._stucktimer > SPEAR_TIMEOUT then
|
|
||||||
spawn_item(self, pos)
|
|
||||||
return
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Perform a stuck recheck on the next step.
|
|
||||||
self._stuckrechecktimer = STUCK_RECHECK_TIME
|
|
||||||
|
|
||||||
self._stuckin = data.stuckin
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Get the remaining spear 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
|
|
||||||
|
|
||||||
if data.stuckin_player then
|
|
||||||
spawn_item(self, pos)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
self.object:set_armor_groups({ immortal = 1 })
|
|
||||||
end
|
|
||||||
|
|
||||||
local spear_entity = table.copy(mcl_bows.arrow_entity)
|
local spear_entity = table.copy(mcl_bows.arrow_entity)
|
||||||
table.update(spear_entity,{
|
table.update(spear_entity,{
|
||||||
visual = "item",
|
visual = "item",
|
||||||
visual_size = {x=-0.5, y=-0.5},
|
visual_size = {x=-0.5, y=-0.5},
|
||||||
textures = {"vl_weaponry:spear_wood"},
|
textures = {"vl_weaponry:spear_wood"},
|
||||||
|
_on_remove = function(self)
|
||||||
|
minetest.log('spear._on_remove')
|
||||||
|
vl_projectile.replace_with_item_drop(self, self.object:get_pos())
|
||||||
|
end,
|
||||||
})
|
})
|
||||||
table.update(spear_entity._vl_projectile,{
|
table.update(spear_entity._vl_projectile,{
|
||||||
behaviors = {
|
behaviors = {
|
||||||
|
|
Loading…
Reference in New Issue