Move arrow-node logic out of mcl_bows/arrow.lua and into the node definitions under _vl_projectile.on_collide
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@ -27,6 +27,11 @@ minetest.register_node("mcl_target:target_off", {
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rules = mesecon.rules.alldirs,
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},
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},
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_vl_projectile = {
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on_collide = function(projectile, pos, node, node_def)
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mcl_target.hit(pos, 1) --10 redstone ticks
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end
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},
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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})
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@ -67,4 +72,4 @@ if mod_farming then
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{"", "mesecons:redstone", ""},
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},
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})
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end
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end
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@ -151,6 +151,20 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
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}},
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_mcl_button_basename = basename,
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_mcl_button_timer = button_timer,
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_vl_projectile = {
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on_collide = function(projectile, pos, node, node_def)
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pos = vector.round(pos)
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-- Push the button! Push, push, push the button!
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if node_def.groups.button_push_by_arrow == 1 then
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minetest.log("hit"..dump({
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pos = pos,
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node = node,
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}))
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mesecon.push_button(pos, node)
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end
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end
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},
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_mcl_blast_resistance = 0.5,
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_mcl_hardness = 0.5,
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@ -198,28 +198,11 @@ local arrow_entity = {
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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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-- 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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local is_player = obj:is_player()
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@ -261,6 +261,14 @@ function mcl_campfires.register_campfire(name, def)
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},
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_mcl_blast_resistance = 2,
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_mcl_hardness = 2,
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_vl_projectile = {
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on_collide = function(projectile, pos, node, node_def)
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-- Ignite Campfires
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if mcl_burning.is_burning(projectile) then
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mcl_campfires.light_campfire(pos)
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end
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end
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},
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after_dig_node = function(pos, node, oldmeta, digger)
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campfire_drops(pos, digger, def.drops, name.."_lit")
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end,
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@ -110,6 +110,13 @@ minetest.register_node("mcl_tnt:tnt", {
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tnt.ignite(droppos)
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end
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end,
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_vl_projectile = {
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on_collide = function(projectile, pos, node, node_def)
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if mcl_burning.is_burning(projectile) then
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tnt.ignite(pos)
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end
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end
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},
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sounds = sounds,
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})
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