Change mcl_bows to use standard vl_projectile on_step handler, move burning behavior to vl_projectile
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@ -133,6 +133,53 @@ local arrow_entity = {
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return { fleshy = self._damage }
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end,
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behaviors = {
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vl_projectile.burns,
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-- Custom arrow behaviors
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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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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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-- Add tracer
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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.zero(),
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maxpos = vector.zero(),
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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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-- Give the arrows a maximum flight time
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self._time_in_air = (self._time_in_air or 0) + dtime
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if self._time_in_air > ARROW_TIMEOUT then
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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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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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end,
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vl_projectile.collides_with_solids,
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vl_projectile.raycast_collides_with_entities,
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},
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@ -214,7 +261,6 @@ local arrow_entity = {
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end
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between arrow and object
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if lua then
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local entity_name = lua.name
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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@ -245,55 +291,6 @@ local arrow_entity = {
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self.object:remove()
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end
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},
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on_step = function(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 or 0) + dtime
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-- Give the arrows a maximum flight time
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if self._time_in_air > ARROW_TIMEOUT then
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self._removed = true
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self.object:remove()
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end
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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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if self._stuck then
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return stuck_arrow_on_step(self, dtime)
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end
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-- Add tracer
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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.zero(),
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maxpos = vector.zero(),
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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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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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-- Process as projectile
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vl_projectile.update_projectile(self, dtime)
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end,
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-- Force recheck of stuck arrows when punched.
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-- Otherwise, punching has no effect.
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@ -62,6 +62,7 @@ Arguments:
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The projectile API supports specifying the behaviors that a projectile will exhibit. There are several
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standard behaviors provided with the API:
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* `vl_projectile.burns`: Projectiles can be set on fire
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* `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes
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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.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
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@ -186,6 +186,23 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
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)
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end
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function mod.burns(self, dtime, entity_def, projectile_def)
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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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local pos = self.object:get_pos()
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if not pos then return true end
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-- Handle getting set on fire
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local node = minetest.get_node(vector.round(pos))
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if not node or node.name == "ignore" then return end
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local set_on_fire = minetest.get_item_group(node.name, "set_on_fire")
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if set_on_fire ~= 0 then
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mcl_burning.set_on_fire(self.object, set_on_fire)
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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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local pos = self.object:get_pos()
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if not pos then return end
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