diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index fce0db031..73412c58b 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -285,9 +285,19 @@ vl_projectile.register("mcl_bows:arrow_entity", { if not obj:is_player() then mcl_burning.extinguish(self.object) if self._piercing == 0 then + self._removed = true self.object:remove() end end + + local item_def = minetest.registered_items[self._arrow_item] + local hook = item_def and item_def._on_collide_with_entity + if hook then hook(self, pos, obj) end + + -- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it + -- has collided with an entity + self._removed = true + self.object:remove() end }, on_step = function(self, dtime) @@ -421,6 +431,7 @@ vl_projectile.register("mcl_bows:arrow_entity", { end if data.stuckin_player then + self._removed = true self.object:remove() end end, diff --git a/mods/ITEMS/mcl_bows/bow.lua b/mods/ITEMS/mcl_bows/bow.lua index e3b256f77..c0a1083af 100644 --- a/mods/ITEMS/mcl_bows/bow.lua +++ b/mods/ITEMS/mcl_bows/bow.lua @@ -43,7 +43,7 @@ mcl_fovapi.register_modifier({ }) function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable) - local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") + local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "mcl_bows:arrow_entity") if power == nil then power = BOW_MAX_SPEED --19 end @@ -77,6 +77,10 @@ function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, le._knockback = knockback le._collectable = collectable le._arrow_item = arrow_item + local item_def = minetest.registered_items[le._arrow_item] + if item_def and item_def._arrow_image then + obj:set_properties({ textures = item_def._arrow_image }) + end minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true) if shooter and shooter:is_player() then if obj:get_luaentity().player == "" then diff --git a/mods/ITEMS/mcl_potions/tipped_arrow.lua b/mods/ITEMS/mcl_potions/tipped_arrow.lua index 1833e7169..834d6c1dd 100644 --- a/mods/ITEMS/mcl_potions/tipped_arrow.lua +++ b/mods/ITEMS/mcl_potions/tipped_arrow.lua @@ -4,21 +4,8 @@ local mod_target = minetest.get_modpath("mcl_target") local math = math --- Time in seconds after which a stuck arrow is deleted -local ARROW_TIMEOUT = 60 --- Time after which stuck arrow is rechecked for being stuck -local STUCK_RECHECK_TIME = 5 - ---local GRAVITY = 9.81 - local YAW_OFFSET = -math.pi/2 -local function dir_to_pitch(dir) - --local dir2 = vector.normalize(dir) - local xz = math.abs(dir.x) + math.abs(dir.z) - return -math.atan2(-dir.y, xz) -end - local function arrow_image(colorstring, opacity) if not opacity then opacity = 127 @@ -36,7 +23,6 @@ local arrow_longdesc = minetest.registered_items["mcl_bows:arrow"]._doc_items_lo local arrow_tt = minetest.registered_items["mcl_bows:arrow"]._tt_help or "" function mcl_potions.register_arrow(name, desc, color, def) - local longdesc = def._longdesc or "" local tt = def._tt or "" local groups = {ammo=1, ammo_bow=1, brewitem=1, _mcl_potion=1} @@ -63,465 +49,42 @@ function mcl_potions.register_arrow(name, desc, color, def) local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) end, - }) + _arrow_image = arrow_image(color, 100), + _on_collide_with_entity = function(self, pos, obj) + local potency = self._potency or 0 + local plus = self._plus or 0 + minetest.log("tipped arrow collision") - -- This is a fake node, used as model for the arrow entity. - -- It's not supposed to be usable as item or real node. - -- TODO: Use a proper mesh for the arrow entity - minetest.register_node("mcl_potions:"..name.."_arrow_box", { - drawtype = "nodebox", - is_ground_content = false, - node_box = { - type = "fixed", - fixed = { - -- Shaft - {-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17}, - {-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17}, - {5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, - -- Tip - {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17}, - {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17}, - -- Fletching - {6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17}, - {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17}, - {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17}, - {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17}, - - {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17}, - {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17}, - {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17}, - {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17}, - } - }, - tiles = arrow_image(color, 100), - use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false, - paramtype = "light", - paramtype2 = "facedir", - sunlight_propagates = true, - groups = {not_in_creative_inventory=1, dig_immediate=3}, - drop = "", - node_placement_prediction = "", - on_construct = function(pos) - minetest.log("error", "[mcl_potions] Trying to construct mcl_potions:"..name.."arrow_box at "..minetest.pos_to_string(pos)) - minetest.remove_node(pos) + if def._effect_list then + local ef_level + local dur + for name, details in pairs(def._effect_list) do + if details.uses_level then + ef_level = details.level + details.level_scaling * (potency) + else + ef_level = details.level + end + if details.dur_variable then + dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus) + if potency>0 and details.uses_level then + dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency) + end + else + dur = details.dur + end + dur = dur * mcl_potions.SPLASH_FACTOR + if details.effect_stacks then + ef_level = ef_level + mcl_potions.get_effect_level(obj, name) + end + minetest.log("giving effect "..name) + mcl_potions.give_effect_by_level(name, obj, ef_level, dur) + end + end + if def.custom_effect then def.custom_effect(obj, potency+1, plus) end end, }) - - local ARROW_ENTITY={ - physical = true, - visual = "mesh", - mesh = "mcl_bows_arrow.obj", - visual_size = {x=-1, y=1}, - textures = arrow_image(color, 100), - collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, - collide_with_objects = false, - - _lastpos={}, - _startpos=nil, - _damage=1, -- Damage on impact - _stuck=false, -- Whether arrow is stuck - _stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far - _stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow - _stuckin=nil, --Position of node in which arow is stuck. - _shooter=nil, -- ObjectRef of player or mob who shot it - - _viscosity=0, -- Viscosity of node the arrow is currently in - _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession - } - - -- Destroy arrow entity self at pos and drops it as an item - local function spawn_item(self, pos) - if not minetest.is_creative_enabled("") then - local item = minetest.add_item(pos, "mcl_potions:"..name.."_arrow") - item:set_velocity({x=0, y=0, z=0}) - item:set_yaw(self.object:get_yaw()) - end - self.object:remove() - end - - function ARROW_ENTITY.on_step(self, dtime) - local pos = self.object:get_pos() - local dpos = table.copy(pos) -- digital pos - dpos = vector.round(dpos) - local node = minetest.get_node(dpos) - - if self._stuck then - self._stucktimer = self._stucktimer + dtime - self._stuckrechecktimer = self._stuckrechecktimer + dtime - if self._stucktimer > ARROW_TIMEOUT then - self.object:remove() - return - end - -- Drop arrow as item when it is no longer stuck - -- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds. - if self._stuckrechecktimer > STUCK_RECHECK_TIME then - local stuckin_def - if self._stuckin then - stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name] - end - -- TODO: In MC, arrow just falls down without turning into an item - if stuckin_def and stuckin_def.walkable == false then - spawn_item(self, pos) - return - end - self._stuckrechecktimer = 0 - end - -- Pickup arrow if player is nearby (not in Creative Mode) - local objects = minetest.get_objects_inside_radius(pos, 1) - for _,obj in ipairs(objects) do - if obj:is_player() then - if not minetest.is_creative_enabled(obj:get_player_name()) then - if obj:get_inventory():room_for_item("main", "mcl_potions:"..name.."_arrow") then - obj:get_inventory():add_item("main", "mcl_potions:"..name.."_arrow") - minetest.sound_play("item_drop_pickup", { - pos = pos, - max_hear_distance = 16, - gain = 1.0, - }, true) - end - end - self.object:remove() - return - end - end - - -- Check for object "collision". Done every tick (hopefully this is not too stressing) - else - - if self._damage == 10 or self._damage == 9 then - minetest.add_particlespawner({ - amount = 1, - time = .001, - minpos = pos, - maxpos = pos, - 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, - collisiondetection = false, - vertical = false, - texture = "mobs_mc_arrow_particle.png", - glow = 1, - }) - end - -- We just check for any hurtable objects nearby. - -- The radius of 3 is fairly liberal, but anything lower than than will cause - -- arrow to hilariously go through mobs often. - -- TODO: Implement an ACTUAL collision detection (engine support needed). - local objs = minetest.get_objects_inside_radius(pos, 1.5) - local closest_object - local closest_distance - - if self._deflection_cooloff > 0 then - self._deflection_cooloff = self._deflection_cooloff - dtime - end - - -- Iterate through all objects and remember the closest attackable object - local arrow_dir = self.object:get_velocity() - --create a raycast from the arrow based on the velocity of the arrow to deal with lag - local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false) - for hitpoint in raycast do - if hitpoint.type == "object" then - -- find the closest object that is in the way of the arrow - local ok = false - if hitpoint.ref:is_player() and enable_pvp then - ok = true - elseif not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then - if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then - ok = true - end - end - if ok then - local dist = vector.distance(hitpoint.ref:get_pos(), pos) - if not closest_object or not closest_distance then - closest_object = hitpoint.ref - closest_distance = dist - elseif dist < closest_distance then - closest_object = hitpoint.ref - closest_distance = dist - end - end - end - end - - - -- If an attackable object was found, we will damage the closest one only - if closest_object then - local obj = closest_object - local is_player = obj:is_player() - local lua = obj:get_luaentity() - if obj ~= self._shooter and (is_player or (lua and lua.is_mob)) then - - if obj:get_hp() > 0 then - -- Check if there is no solid node between arrow and object - local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true) - for pointed_thing in ray do - if pointed_thing.type == "object" and pointed_thing.ref == closest_object then - -- Target reached! We can proceed now. - break - elseif pointed_thing.type == "node" then - local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name - local nodedef = minetest.registered_nodes[nn] - if (not nodedef) or nodedef.walkable then - -- There's a node in the way. Delete arrow without damage - self.object:remove() - return - end - end - end - - local potency = self._potency or 0 - local plus = self._plus or 0 - - -- Punch target object but avoid hurting enderman. - if lua then - if lua.name ~= "mobs_mc:rover" then - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=self._damage}, - }, nil) - if def._effect_list then - local ef_level - local dur - for name, details in pairs(def._effect_list) do - if details.uses_level then - ef_level = details.level + details.level_scaling * (potency) - else - ef_level = details.level - end - if details.dur_variable then - dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus) - if potency>0 and details.uses_level then - dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency) - end - else - dur = details.dur - end - dur = dur * mcl_potions.SPLASH_FACTOR - if details.effect_stacks then - ef_level = ef_level + mcl_potions.get_effect_level(obj, name) - end - mcl_potions.give_effect_by_level(name, obj, ef_level, dur) - end - end - if def.custom_effect then def.custom_effect(obj, potency+1, plus) end - end - else - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=self._damage}, - }, nil) - if def._effect_list then - local ef_level - local dur - for name, details in pairs(def._effect_list) do - if details.uses_level then - ef_level = details.level + details.level_scaling * (potency) - else - ef_level = details.level - end - if details.dur_variable then - dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus) - if potency>0 and details.uses_level then - dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency) - end - else - dur = details.dur - end - dur = dur * mcl_potions.SPLASH_FACTOR - if details.effect_stacks then - ef_level = ef_level + mcl_potions.get_effect_level(obj, name) - end - mcl_potions.give_effect_by_level(name, obj, ef_level, dur) - end - end - if def.custom_effect then def.custom_effect(obj, potency+1, plus) end - end - - if is_player then - if self._shooter and self._shooter:is_player() then - -- “Ding” sound for hitting another player - minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true) - end - end - - if lua then - local entity_name = lua.name - -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away - -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_> - -- TODO: This achievement should be given for the kill, not just a hit - if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then - if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then - awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton") - end - end - end - end - self.object:remove() - return - end - end - end - - -- Check for node collision - if self._lastpos.x~=nil and not self._stuck then - local nodedef = minetest.registered_nodes[node.name] - local vel = self.object:get_velocity() - -- Arrow has stopped in one axis, so it probably hit something. - -- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-( - if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then - -- Check for the node to which the arrow is pointing - local dir - if math.abs(vel.y) < 0.00001 then - if self._lastpos.y < pos.y then - dir = {x=0, y=1, z=0} - else - dir = {x=0, y=-1, z=0} - end - else - dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET))) - end - self._stuckin = vector.add(dpos, dir) - local snode = minetest.get_node(self._stuckin) - local sdef = minetest.registered_nodes[snode.name] - - -- If node is non-walkable, unknown or ignore, don't make arrow stuck. - -- This causes a deflection in the engine. - if not sdef or sdef.walkable == false or snode.name == "ignore" then - self._stuckin = nil - if self._deflection_cooloff <= 0 then - -- Lose 1/3 of velocity on deflection - local newvel = vector.multiply(vel, 0.6667) - - self.object:set_velocity(newvel) - -- Reset deflection cooloff timer to prevent many deflections happening in quick succession - self._deflection_cooloff = 1.0 - end - else - - -- Node was walkable, make arrow stuck - self._stuck = true - self._stucktimer = 0 - self._stuckrechecktimer = 0 - - self.object:set_velocity({x=0, y=0, z=0}) - self.object:set_acceleration({x=0, y=0, z=0}) - - -- Activate target - if mod_target and snode.name == "mcl_target:target_off" then - mcl_target.hit(self._stuckin, 1) --10 redstone ticks - end - - -- Push the button! Push, push, push the button! - 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 - local bdir = minetest.wallmounted_to_dir(node.param2) - -- Check the button orientation - if vector.equals(vector.add(dpos, bdir), self._stuckin) then - mesecon.push_button(dpos, node) - end - end - end - elseif (nodedef and nodedef.liquidtype ~= "none") then - -- Slow down arrow in liquids - local v = nodedef.liquid_viscosity - if not v then - v = 0 - end - --local old_v = self._viscosity - self._viscosity = v - local vpenalty = math.max(0.1, 0.98 - 0.1 * v) - if math.abs(vel.x) > 0.001 then - vel.x = vel.x * vpenalty - end - if math.abs(vel.z) > 0.001 then - vel.z = vel.z * vpenalty - end - self.object:set_velocity(vel) - end - end - - -- Update yaw - if not self._stuck then - local vel = self.object:get_velocity() - local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET - local pitch = dir_to_pitch(vel) - self.object:set_rotation({ x = 0, y = yaw, z = pitch }) - end - - -- Update internal variable - self._lastpos={x=pos.x, y=pos.y, z=pos.z} - end - - -- Force recheck of stuck arrows when punched. - -- Otherwise, punching has no effect. - function ARROW_ENTITY.on_punch(self) - if self._stuck then - self._stuckrechecktimer = STUCK_RECHECK_TIME - end - end - - function ARROW_ENTITY.get_staticdata(self) - local out = { - lastpos = self._lastpos, - startpos = self._startpos, - damage = self._damage, - stuck = self._stuck, - stuckin = self._stuckin, - } - if self._stuck then - -- If _stucktimer is missing for some reason, assume the maximum - if not self._stucktimer then - self._stucktimer = ARROW_TIMEOUT - end - out.stuckstarttime = minetest.get_gametime() - self._stucktimer - end - if self._shooter and self._shooter:is_player() then - out.shootername = self._shooter:get_player_name() - end - return minetest.serialize(out) - end - - function ARROW_ENTITY.on_activate(self, staticdata, dtime_s) - local data = minetest.deserialize(staticdata) - if data then - self._stuck = data.stuck - if data.stuck then - if data.stuckstarttime then - -- First, check if the stuck arrow is aleady past its life timer. - -- If yes, delete it. - self._stucktimer = minetest.get_gametime() - data.stuckstarttime - if self._stucktimer > ARROW_TIMEOUT then - self.object:remove() - return - end - end - - -- Perform a stuck recheck on the next step. - self._stuckrechecktimer = STUCK_RECHECK_TIME - - self._stuckin = data.stuckin - end - - -- Get the remaining arrow state - self._lastpos = data.lastpos - self._startpos = data.startpos - self._damage = data.damage - if data.shootername then - local shooter = minetest.get_player_by_name(data.shootername) - if shooter and shooter:is_player() then - self._shooter = shooter - end - end - end - self.object:set_armor_groups({ immortal = 1 }) - end - - minetest.register_entity("mcl_potions:"..name.."_arrow_entity", ARROW_ENTITY) - if minetest.get_modpath("mcl_bows") then minetest.register_craft({ output = "mcl_potions:"..name.."_arrow 8", @@ -531,7 +94,6 @@ function mcl_potions.register_arrow(name, desc, color, def) {"mcl_bows:arrow","mcl_bows:arrow","mcl_bows:arrow"} } }) - end if minetest.get_modpath("doc_identifier") then diff --git a/mods/ITEMS/vl_projectile/init.lua b/mods/ITEMS/vl_projectile/init.lua index c3c1194b2..81dfe6ae2 100644 --- a/mods/ITEMS/vl_projectile/init.lua +++ b/mods/ITEMS/vl_projectile/init.lua @@ -5,6 +5,8 @@ local GRAVITY = tonumber(minetest.settings:get("movement_gravity")) local enable_pvp = minetest.settings:get_bool("enable_pvp") function mod.update_projectile(self, dtime) + if self._removed then return end + local entity_name = self.name local entity_def = minetest.registered_entities[entity_name] or {} local entity_vl_projectile = entity_def._vl_projectile or {} @@ -77,6 +79,7 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity) if not projectile_def.sticks_in_players then return end minetest.after(150, function() + self._removed = true self.object:remove() end) @@ -174,6 +177,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def) -- Normally objects should be removed on collision with solids if not projectile_def.survive_collision then + self._removed = true self.object:remove() end @@ -191,7 +195,6 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity) if type(allow_punching) == "function" then allow_punching = allow_punching(self, entity_def, projectile_def, entity) end - print("allow_punching="..tostring(allow_punching)) if allow_punching then -- Get damage @@ -211,7 +214,6 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity) handle_player_sticking(self, entity_def, projectile_def, entity) elseif entity_lua and (entity_lua.is_mob == true or entity_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then do_damage = true - entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) end if do_damage then @@ -248,6 +250,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity) -- Normally objects should be removed on collision with entities if not projectile_def.survive_collision then + self._removed = true self.object:remove() end