Change mcl_bows to use standard vl_projectile on_step handler, move burning behavior to vl_projectile

This commit is contained in:
teknomunk 2024-10-20 13:15:47 -05:00
parent b8a115753e
commit 53a34747da
3 changed files with 65 additions and 50 deletions

View File

@ -133,6 +133,53 @@ local arrow_entity = {
return { fleshy = self._damage } return { fleshy = self._damage }
end, end,
behaviors = { behaviors = {
vl_projectile.burns,
-- Custom arrow behaviors
function(self, dtime)
-- Stuck handling
if self._stuck then
stuck_arrow_on_step(self, dtime)
return
end
local pos = self.object:get_pos()
self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
-- Add tracer
if self._damage >= 9 and self._in_player == false then
minetest.add_particlespawner({
amount = 20,
time = .2,
minpos = vector.zero(),
maxpos = vector.zero(),
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
attached = self.object,
collisiondetection = false,
vertical = false,
texture = "mobs_mc_arrow_particle.png",
glow = 1,
})
end
-- Give the arrows a maximum flight time
self._time_in_air = (self._time_in_air or 0) + dtime
if self._time_in_air > ARROW_TIMEOUT then
self._removed = true
self.object:remove()
return true
end
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
end,
vl_projectile.collides_with_solids, vl_projectile.collides_with_solids,
vl_projectile.raycast_collides_with_entities, vl_projectile.raycast_collides_with_entities,
}, },
@ -214,7 +261,6 @@ local arrow_entity = {
end end
if obj:get_hp() > 0 then if obj:get_hp() > 0 then
-- Check if there is no solid node between arrow and object
if lua then if lua then
local entity_name = lua.name local entity_name = lua.name
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
@ -245,55 +291,6 @@ local arrow_entity = {
self.object:remove() self.object:remove()
end end
}, },
on_step = function(self, dtime)
mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end
self._time_in_air = (self._time_in_air or 0) + dtime
-- Give the arrows a maximum flight time
if self._time_in_air > ARROW_TIMEOUT then
self._removed = true
self.object:remove()
end
local pos = self.object:get_pos()
self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
if self._stuck then
return stuck_arrow_on_step(self, dtime)
end
-- Add tracer
if self._damage >= 9 and self._in_player == false then
minetest.add_particlespawner({
amount = 20,
time = .2,
minpos = vector.zero(),
maxpos = vector.zero(),
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
attached = self.object,
collisiondetection = false,
vertical = false,
texture = "mobs_mc_arrow_particle.png",
glow = 1,
})
end
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
-- Process as projectile
vl_projectile.update_projectile(self, dtime)
end,
-- Force recheck of stuck arrows when punched. -- Force recheck of stuck arrows when punched.
-- Otherwise, punching has no effect. -- Otherwise, punching has no effect.

View File

@ -62,6 +62,7 @@ Arguments:
The projectile API supports specifying the behaviors that a projectile will exhibit. There are several The projectile API supports specifying the behaviors that a projectile will exhibit. There are several
standard behaviors provided with the API: standard behaviors provided with the API:
* `vl_projectile.burns`: Projectiles can be set on fire
* `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes * `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes
* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities * `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast * `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast

View File

@ -186,6 +186,23 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
) )
end end
function mod.burns(self, dtime, entity_def, projectile_def)
mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately
local pos = self.object:get_pos()
if not pos then return true end
-- Handle getting set on fire
local node = minetest.get_node(vector.round(pos))
if not node or node.name == "ignore" then return end
local set_on_fire = minetest.get_item_group(node.name, "set_on_fire")
if set_on_fire ~= 0 then
mcl_burning.set_on_fire(self.object, set_on_fire)
end
end
function mod.collides_with_solids(self, dtime, entity_def, projectile_def) function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end