Fold tipped arrows into standard arrows and handle effects via item definition callback, remove arrows when they collide with entities, update handling of removing projectiles
This commit is contained in:
parent
85fc508284
commit
cc1d0ce55e
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@ -285,9 +285,19 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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if not obj:is_player() then
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mcl_burning.extinguish(self.object)
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if self._piercing == 0 then
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self._removed = true
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self.object:remove()
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end
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end
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local item_def = minetest.registered_items[self._arrow_item]
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local hook = item_def and item_def._on_collide_with_entity
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if hook then hook(self, pos, obj) end
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-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
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-- has collided with an entity
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self._removed = true
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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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@ -421,6 +431,7 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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end
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if data.stuckin_player then
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self._removed = true
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self.object:remove()
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end
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end,
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@ -43,7 +43,7 @@ mcl_fovapi.register_modifier({
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})
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function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable)
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "mcl_bows:arrow_entity")
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if power == nil then
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power = BOW_MAX_SPEED --19
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end
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@ -77,6 +77,10 @@ function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage,
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le._knockback = knockback
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le._collectable = collectable
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le._arrow_item = arrow_item
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local item_def = minetest.registered_items[le._arrow_item]
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if item_def and item_def._arrow_image then
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obj:set_properties({ textures = item_def._arrow_image })
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end
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minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true)
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if shooter and shooter:is_player() then
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if obj:get_luaentity().player == "" then
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@ -4,21 +4,8 @@ local mod_target = minetest.get_modpath("mcl_target")
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local math = math
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-- Time in seconds after which a stuck arrow is deleted
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local ARROW_TIMEOUT = 60
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-- Time after which stuck arrow is rechecked for being stuck
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local STUCK_RECHECK_TIME = 5
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--local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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local function arrow_image(colorstring, opacity)
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if not opacity then
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opacity = 127
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@ -36,7 +23,6 @@ local arrow_longdesc = minetest.registered_items["mcl_bows:arrow"]._doc_items_lo
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local arrow_tt = minetest.registered_items["mcl_bows:arrow"]._tt_help or ""
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function mcl_potions.register_arrow(name, desc, color, def)
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local longdesc = def._longdesc or ""
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local tt = def._tt or ""
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local groups = {ammo=1, ammo_bow=1, brewitem=1, _mcl_potion=1}
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@ -63,465 +49,42 @@ function mcl_potions.register_arrow(name, desc, color, def)
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local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
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mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
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end,
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})
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_arrow_image = arrow_image(color, 100),
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_on_collide_with_entity = function(self, pos, obj)
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local potency = self._potency or 0
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local plus = self._plus or 0
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minetest.log("tipped arrow collision")
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-- This is a fake node, used as model for the arrow entity.
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-- It's not supposed to be usable as item or real node.
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-- TODO: Use a proper mesh for the arrow entity
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minetest.register_node("mcl_potions:"..name.."_arrow_box", {
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drawtype = "nodebox",
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = {
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-- Shaft
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{-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
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{-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
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{5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
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-- Tip
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{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
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{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
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-- Fletching
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{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
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{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
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{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
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{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
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{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
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{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
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{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
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{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
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}
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},
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tiles = arrow_image(color, 100),
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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groups = {not_in_creative_inventory=1, dig_immediate=3},
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drop = "",
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node_placement_prediction = "",
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on_construct = function(pos)
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minetest.log("error", "[mcl_potions] Trying to construct mcl_potions:"..name.."arrow_box at "..minetest.pos_to_string(pos))
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minetest.remove_node(pos)
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if def._effect_list then
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local ef_level
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local dur
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for name, details in pairs(def._effect_list) do
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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else
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ef_level = details.level
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end
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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else
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dur = details.dur
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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minetest.log("giving effect "..name)
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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if def.custom_effect then def.custom_effect(obj, potency+1, plus) end
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end,
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})
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local ARROW_ENTITY={
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physical = true,
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visual = "mesh",
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mesh = "mcl_bows_arrow.obj",
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visual_size = {x=-1, y=1},
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textures = arrow_image(color, 100),
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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_lastpos={},
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_startpos=nil,
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_damage=1, -- Damage on impact
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_stuck=false, -- Whether arrow is stuck
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_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
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_stuckin=nil, --Position of node in which arow is stuck.
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_shooter=nil, -- ObjectRef of player or mob who shot it
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_viscosity=0, -- Viscosity of node the arrow is currently in
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_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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}
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-- Destroy arrow entity self at pos and drops it as an item
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local function spawn_item(self, pos)
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if not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, "mcl_potions:"..name.."_arrow")
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item:set_velocity({x=0, y=0, z=0})
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item:set_yaw(self.object:get_yaw())
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end
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self.object:remove()
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end
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function ARROW_ENTITY.on_step(self, dtime)
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local pos = self.object:get_pos()
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local dpos = table.copy(pos) -- digital pos
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dpos = vector.round(dpos)
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local node = minetest.get_node(dpos)
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if self._stuck then
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self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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self.object:remove()
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return
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end
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-- Drop arrow as item when it is no longer stuck
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-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
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if self._stuckrechecktimer > STUCK_RECHECK_TIME then
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local stuckin_def
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if self._stuckin then
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stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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end
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-- TODO: In MC, arrow just falls down without turning into an item
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if stuckin_def and stuckin_def.walkable == false then
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spawn_item(self, pos)
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return
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end
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self._stuckrechecktimer = 0
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end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for _,obj in ipairs(objects) do
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if obj:is_player() then
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if not minetest.is_creative_enabled(obj:get_player_name()) then
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if obj:get_inventory():room_for_item("main", "mcl_potions:"..name.."_arrow") then
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obj:get_inventory():add_item("main", "mcl_potions:"..name.."_arrow")
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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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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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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if self._damage == 10 or self._damage == 9 then
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minetest.add_particlespawner({
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amount = 1,
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time = .001,
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minpos = pos,
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maxpos = pos,
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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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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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-- We just check for any hurtable objects nearby.
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local objs = minetest.get_objects_inside_radius(pos, 1.5)
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local closest_object
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local closest_distance
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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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-- Iterate through all objects and remember the closest attackable object
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local arrow_dir = self.object:get_velocity()
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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for hitpoint in raycast do
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if hitpoint.type == "object" then
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-- find the closest object that is in the way of the arrow
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local ok = false
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if hitpoint.ref:is_player() and enable_pvp then
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ok = true
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elseif not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then
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if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
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ok = true
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end
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end
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if ok then
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local dist = vector.distance(hitpoint.ref:get_pos(), pos)
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if not closest_object or not closest_distance then
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closest_object = hitpoint.ref
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closest_distance = dist
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elseif dist < closest_distance then
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closest_object = hitpoint.ref
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closest_distance = dist
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end
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end
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end
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end
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-- If an attackable object was found, we will damage the closest one only
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if closest_object then
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local obj = closest_object
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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if obj ~= self._shooter and (is_player or (lua and lua.is_mob)) then
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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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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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for pointed_thing in ray do
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if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
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-- Target reached! We can proceed now.
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break
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elseif pointed_thing.type == "node" then
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local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
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local nodedef = minetest.registered_nodes[nn]
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if (not nodedef) or nodedef.walkable then
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-- There's a node in the way. Delete arrow without damage
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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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local potency = self._potency or 0
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local plus = self._plus or 0
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-- Punch target object but avoid hurting enderman.
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if lua then
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if lua.name ~= "mobs_mc:rover" then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, nil)
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if def._effect_list then
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local ef_level
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local dur
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for name, details in pairs(def._effect_list) do
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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else
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ef_level = details.level
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end
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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else
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dur = details.dur
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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if def.custom_effect then def.custom_effect(obj, potency+1, plus) end
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end
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else
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, nil)
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if def._effect_list then
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local ef_level
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local dur
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for name, details in pairs(def._effect_list) do
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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else
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ef_level = details.level
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end
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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else
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dur = details.dur
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
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end
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end
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if def.custom_effect then def.custom_effect(obj, potency+1, plus) end
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end
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if is_player then
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if self._shooter and self._shooter:is_player() then
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-- “Ding” sound for hitting another player
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minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
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end
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end
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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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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- TODO: This achievement should be given for the kill, not just a hit
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if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
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if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
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awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
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end
|
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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
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
Loading…
Reference in New Issue