Convert mcl_mobs.register_arrow() to use vl_projectile, tested only with shulker bullet so far
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@ -1236,13 +1236,14 @@ function mob_class:do_states_attack (dtime)
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minetest.after(1, function()
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self.firing = false
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end)
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arrow = minetest.add_entity(p, self.arrow)
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arrow = vl_projectile.create(self.arrow, {
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pos = p,
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owner = self,
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})
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ent = arrow:get_luaentity()
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if ent.velocity then
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v = ent.velocity
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end
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ent.switch = 1
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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v = ent.velocity or 1
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-- important for mcl_shields
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ent._shooter = self.object
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@ -1252,12 +1253,10 @@ function mob_class:do_states_attack (dtime)
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end
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end
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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-- offset makes shoot aim accurate
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vec.y = vec.y + self.shoot_offset
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vec.x = vec.x * (v / amount)
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vec.y = vec.y * (v / amount)
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vec.z = vec.z * (v / amount)
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local amount = vector.length(vec)
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vec = vector.multiply(vec, v / vector.length(vec))
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if self.shoot_arrow then
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vec = vector.normalize(vec)
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self:shoot_arrow(p, vec)
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@ -386,8 +386,15 @@ function mcl_mobs.register_arrow(name, def)
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if not name or not def then return end -- errorcheck
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minetest.register_entity(name, {
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local behaviors = {}
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if def.hit_node then
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table.insert(behaviors, vl_projectile.collides_with_solids)
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end
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if def.hit_player or def.hit_mob or def.hit_object then
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table.insert(behaviors, vl_projectile.collides_with_entities)
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end
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vl_projectile.register(name, {
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physical = false,
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visual = def.visual,
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visual_size = def.visual_size,
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@ -405,6 +412,53 @@ function mcl_mobs.register_arrow(name, def)
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_lifetime = def._lifetime or 7,
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owner_id = def.owner_id,
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rotate = def.rotate,
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_vl_projectile = {
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behaviors = behaviors,
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ignore_gravity = true,
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damages_players = true,
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allow_punching = function(self, entity_def, projectile_def, object)
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if self._owner and object == self._owner.object then return false end
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return true
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end,
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on_collide_with_solid = function(self, pos, node, nodedef)
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if nodedef or not nodedef.walkable then return end
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self.hit_node(self, pos, node)
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if self.drop == true then
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pos.y = pos.y + 1
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self.lastpos = self.lastpos or pos
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minetest.add_item(self.lastpos, self.object:get_luaentity().name)
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end
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self._removed = true
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self.object:remove();
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end,
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on_collide_with_entity = function(self, pos, object)
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if self.hit_player and object:is_player() then
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self.hit_player(self, object)
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self._removed = true
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self.object:remove()
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return
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end
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local entity = object:get_luaentity()
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if not entity or entity.name == self.object:get_luaentity().name then return end
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if self.timer <= 2 then return end
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if self.hit_mob and entity.is_mob == true then
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self.hit_mob(self, object)
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self._removed = true
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self.object:remove()
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return
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elseif self.hit_object then
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self.hit_object(self, object)
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self._removed = true
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self.object:remove()
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return
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end
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end
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},
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on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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local vel = self.object:get_velocity():length()
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self.object:set_velocity(dir * vel)
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@ -417,25 +471,21 @@ function mcl_mobs.register_arrow(name, def)
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on_activate = def.on_activate,
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on_step = def.on_step or function(self, dtime)
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self.timer = self.timer + dtime
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-- Projectile behavior processing
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vl_projectile.update_projectile(self, dtime)
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local pos = self.object:get_pos()
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if not pos then return end
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if self.switch == 0
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or self.timer > self._lifetime
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or not within_limits(pos, 0) then
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if self.switch == 0 or self.timer > self._lifetime or not within_limits(pos, 0) then
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove();
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return
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end
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-- does arrow have a tail (fireball)
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if def.tail
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and def.tail == 1
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and def.tail_texture then
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if def.tail and def.tail == 1 and def.tail_texture then
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minetest.add_particle({
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pos = pos,
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velocity = {x = 0, y = 0, z = 0},
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@ -448,29 +498,6 @@ function mcl_mobs.register_arrow(name, def)
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})
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end
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if self.hit_node then
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local node = node_ok(pos).name
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if minetest.registered_nodes[node].walkable then
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self.hit_node(self, pos, node)
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if self.drop == true then
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pos.y = pos.y + 1
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self.lastpos = (self.lastpos or pos)
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minetest.add_item(self.lastpos, self.object:get_luaentity().name)
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end
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self.object:remove();
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return
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end
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end
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if self.homing and self._target then
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local p = self._target:get_pos()
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if p then
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@ -482,42 +509,6 @@ function mcl_mobs.register_arrow(name, def)
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end
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end
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if self.hit_player or self.hit_mob or self.hit_object then
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for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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if self.hit_player
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and object:is_player() then
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self.hit_player(self, object)
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self.object:remove();
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return
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end
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local entity = object:get_luaentity()
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if entity
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and self.hit_mob
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and entity.is_mob == true
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and (tostring(object) ~= self.owner_id or self.timer > 2)
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and entity.name ~= self.object:get_luaentity().name then
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self.hit_mob(self, object)
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self.object:remove();
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return
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end
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if entity
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and self.hit_object
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and (not entity.is_mob)
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and (tostring(object) ~= self.owner_id or self.timer > 2)
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and entity.name ~= self.object:get_luaentity().name then
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self.hit_object(self, object)
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self.object:remove();
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return
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end
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end
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end
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self.lastpos = pos
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end
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})
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@ -386,10 +386,11 @@ function mod.create(entity_id, options)
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end
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function mod.register(name, def)
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assert(def._vl_projectile)
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assert(def._vl_projectile, "vl_projectile.register() requires definition to define _vl_projectile")
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assert(def._vl_projectile.behaviors, "vl_projectile.register() requires definition to define _vl_projectile.behaviors")
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local behaviors = def._vl_projectile.behaviors
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for i = 1,#behaviors do
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assert(behaviors[i])
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assert(behaviors[i] and type(behaviors[i]) == "function", "def._vl_projectile.behaviors["..i.." is malformed")
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end
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if not def.on_step then
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