Fix typos documentation, add ignore_gravity and liquid_drag options, use vl_projectile.register() for enter pearl, move projectile physics to vl_projectile add hook for future vl_physics support
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@ -15,11 +15,6 @@ local STUCK_RECHECK_TIME = 5
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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 function dir_to_pitch(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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local function random_arrow_positions(positions, placement)
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local function random_arrow_positions(positions, placement)
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if positions == "x" then
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if positions == "x" then
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return math.random(-4, 4)
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return math.random(-4, 4)
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@ -123,6 +118,7 @@ local arrow_entity = {
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textures = {"mcl_bows_arrow.png"},
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textures = {"mcl_bows_arrow.png"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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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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collide_with_objects = false,
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liquid_drag = true,
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_fire_damage_resistant = true,
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_fire_damage_resistant = true,
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_save_fields = {
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_save_fields = {
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@ -348,35 +344,11 @@ local arrow_entity = {
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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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-- TODO: change to use vl_physics
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-- TODO: move to vl_projectile
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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if def and def.liquidtype ~= "none" then
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-- Slow down arrow in liquids
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local v = def.liquid_viscosity or 0
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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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local vel = self.object:get_velocity()
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if math.abs(vel.x) > 0.001 then
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vel.x = vel.x * vpenalty
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end
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if math.abs(vel.z) > 0.001 then
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vel.z = vel.z * vpenalty
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end
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self.object:set_velocity(vel)
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end
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-- Process as projectile
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-- Process as projectile
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vl_projectile.update_projectile(self, dtime)
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vl_projectile.update_projectile(self, dtime)
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-- Update yaw
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-- Update yaw
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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if vel and not self._stuck then
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local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET
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local pitch = dir_to_pitch(vel)
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self.object:set_rotation(vector.new(0,yaw,pitch))
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end
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end,
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end,
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-- Force recheck of stuck arrows when punched.
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-- Force recheck of stuck arrows when punched.
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@ -23,7 +23,7 @@ minetest.register_craftitem("mcl_throwing:ender_pearl", {
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mcl_throwing.register_throwable_object("mcl_throwing:ender_pearl", "mcl_throwing:ender_pearl_entity", 22)
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mcl_throwing.register_throwable_object("mcl_throwing:ender_pearl", "mcl_throwing:ender_pearl_entity", 22)
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-- Ender pearl entity
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-- Ender pearl entity
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minetest.register_entity("mcl_throwing:ender_pearl_entity",{
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vl_projectile.register("mcl_throwing:ender_pearl_entity",{
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physical = false,
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physical = false,
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timer=0,
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timer=0,
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textures = {"mcl_throwing_ender_pearl.png"},
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textures = {"mcl_throwing_ender_pearl.png"},
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@ -10,19 +10,21 @@ Arguments:
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* `def`: Projectile defintion. Supports all fields that standard minetest entities support.
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* `def`: Projectile defintion. Supports all fields that standard minetest entities support.
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Must include the field `_vl_projectile` for projectile-specific behaviors. These are the supported
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Must include the field `_vl_projectile` for projectile-specific behaviors. These are the supported
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fields:
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fields:
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* `ignore_gravity`: if true, the projectile will not be affected by gravity
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* `liquid_drag`: if true, apply drag from liquid nodes to the projectile
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* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
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* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
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* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
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* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
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that returns dynamic damange group information.
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that returns dynamic damange group information.
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* `allow_punching`: will the projectile punch entities it collieds with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `allow_punching`: will the projectile punch entities it collides with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides two
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides the following
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behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles_raycast_collieds_with_entities`
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behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles_raycast_collides_with_entities`
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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three parameters for `minetest.play_sound()`. Supported sounds are:
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three parameters for `minetest.play_sound()`. Supported sounds are:
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* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
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* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
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* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
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* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
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`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
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`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
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* `on_entity_collision`: played when the projectile collieds with another entity. May be a function of type
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* `on_entity_collision`: played when the projectile collides with another entity. May be a function of type
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`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
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`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
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* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires
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* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires
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`vl_projectile.collides_with_solids` in `behaviors` list.
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`vl_projectile.collides_with_solids` in `behaviors` list.
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@ -1,9 +1,64 @@
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local mod = {}
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local mod = {}
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vl_projectile = mod
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vl_projectile = mod
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local vl_physics_path = minetest.get_modpath("vl_physics")
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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 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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local function dir_to_pitch(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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function mod.projectile_physics(obj, entity_def, v, a)
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local le = obj:get_luaentity()
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local entity_def = minetest.registered_entities[le.name]
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local pos = obj:get_pos()
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if not pos then return end
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if vl_physics_path then
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v,a = vl_physics.apply_entity_environmental_physics(obj)
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else
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-- Simple physics
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if not v then v = obj:get_velocity() end
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if not a then a = vector.zero() end
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if not entity_def.ignore_gravity then
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a = a + vector.new(0,-GRAVITY,0)
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end
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if entity_def.liquid_drag then
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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if def and def.liquidtype ~= "none" then
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-- Slow down arrow in liquids
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local visc = def.liquid_viscosity or 0
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le._viscosity = visc
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local vpenalty = math.max(0.1, 0.98 - 0.1 * visc)
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if math.abs(v.x) > 0.001 then
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v.x = v.x * vpenalty
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end
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if math.abs(v.z) > 0.001 then
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v.z = v.z * vpenalty
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end
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end
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end
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end
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-- Pass to entity
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if v then obj:set_velocity(v) end
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if a then obj:set_acceleration(a) end
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-- Update projectile yaw to match velocity direction
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if v and le and not le._stuck then
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local yaw = minetest.dir_to_yaw(v) + YAW_OFFSET
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local pitch = dir_to_pitch(v)
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obj:set_rotation(vector.new(0,yaw,pitch))
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end
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end
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function mod.update_projectile(self, dtime)
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function mod.update_projectile(self, dtime)
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if self._removed then return end
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if self._removed then return end
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@ -22,6 +77,8 @@ function mod.update_projectile(self, dtime)
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return
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return
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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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end
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end
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local function no_op()
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local function no_op()
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@ -300,14 +357,13 @@ function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_
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end
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end
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function mod.create(entity_id, options)
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function mod.create(entity_id, options)
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local obj = minetest.add_entity(options.pos, entity_id, options.staticdata)
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local pos = options.pos
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local obj = minetest.add_entity(pos, entity_id, options.staticdata)
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-- Set initial velocoty and acceleration
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-- Set initial velocity and acceleration
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obj:set_velocity(vector.multiply(options.dir or vector.zero(), options.velocity or 0))
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local v = vector.multiply(options.dir or vector.zero(), options.velocity or 0)
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obj:set_acceleration(vector.add(
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local a = vector.multiply(v, -math.abs(options.drag))
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vector.multiply(options.dir or vector.zero(), -math.abs(options.drag)),
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mod.projectile_physics(obj, entity_def, v, a)
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vector.new(0,-GRAVITY,0)
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))
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-- Update projectile parameters
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-- Update projectile parameters
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local luaentity = obj:get_luaentity()
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local luaentity = obj:get_luaentity()
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@ -1,2 +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
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