From ddfb7c89b5597116b2693329421e42386e6b4022 Mon Sep 17 00:00:00 2001 From: teknomunk Date: Fri, 15 Nov 2024 18:11:40 -0600 Subject: [PATCH] Remove old spear implementation, make spears drop as an item when removed --- mods/ITEMS/vl_weaponry/init.lua | 431 +------------------------------- 1 file changed, 4 insertions(+), 427 deletions(-) diff --git a/mods/ITEMS/vl_weaponry/init.lua b/mods/ITEMS/vl_weaponry/init.lua index 118a76d8e..76506bc43 100644 --- a/mods/ITEMS/vl_weaponry/init.lua +++ b/mods/ITEMS/vl_weaponry/init.lua @@ -2,7 +2,6 @@ local modname = minetest.get_current_modname() local modpath = minetest.get_modpath(modname) local S = minetest.get_translator(modname) - local hammer_tt = S("Can crush blocks") .. "\n" .. S("Increased knockback") local hammer_longdesc = S("Hammers are great in melee combat, as they deal high damage with increased knockback and can endure countless battles. Hammers can also be used to crush things.") local hammer_use = S("To crush a block, dig the block with the hammer. This only works with some blocks.") @@ -13,437 +12,15 @@ local spear_use = S("To throw a spear, hold it in your hand, then hold use (righ local wield_scale = mcl_vars.tool_wield_scale -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 --- Time after which stuck spear is rechecked for being stuck -local STUCK_RECHECK_TIME = 5 --- Time in seconds after which a stuck spear is deleted -local SPEAR_TIMEOUT = 180 -local SPEAR_ENTITY={ - physical = true, - pointable = false, - visual = "item", - visual_size = {x=-0.5, y=-0.5}, - textures = {"vl_weaponry:spear_wood"}, - collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, - collide_with_objects = false, - _fire_damage_resistant = true, - - _lastpos={}, - _startpos=nil, - _damage=1, -- Damage on impact - _is_critical=false, -- Whether this spear would deal critical damage - _stuck=false, -- Whether spear is stuck - _stucktimer=nil,-- Amount of time (in seconds) the spear has been stuck so far - _stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an spear - _stuckin=nil, --Position of node in which spear is stuck. - _shooter=nil, -- ObjectRef of player or mob who threw it - _is_arrow = true, - _in_player = false, - _blocked = false, - _viscosity = 0, -- Viscosity of node the spear is currently in - _deflection_cooloff = 0, -- Cooloff timer after an spear deflection, to prevent many deflections in quick succession - _itemstack = nil, -- ItemStack of the original object -} - --- Destroy spear 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, self._itemstack) - item:set_velocity(vector.new(0, 0, 0)) - item:set_yaw(self.object:get_yaw()) - end - mcl_burning.extinguish(self.object) - self.object:remove() -end - -local function damage_particles(pos, is_critical) - if is_critical then - minetest.add_particlespawner({ - amount = 15, - time = 0.1, - minpos = vector.offset(pos, -0.5, -0.5, -0.5), - maxpos = vector.offset(pos, 0.5, 0.5, 0.5), - minvel = vector.new(-0.1, -0.1, -0.1), - maxvel = vector.new(0.1, 0.1, 0.1), - minexptime = 1, - maxexptime = 2, - minsize = 1.5, - maxsize = 1.5, - collisiondetection = false, - vertical = false, - texture = "mcl_particles_crit.png^[colorize:#bc7a57:127", - }) - end -end - -function SPEAR_ENTITY.on_step(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 + .001 - - local pos = self.object:get_pos() - local dpos = vector.round(vector.new(pos)) -- digital pos - local node = minetest.get_node(dpos) - - if self._stuck then - self._stucktimer = self._stucktimer + dtime - self._stuckrechecktimer = self._stuckrechecktimer + dtime - if self._stucktimer > SPEAR_TIMEOUT then - spawn_item(self, pos) - return - end - -- Drop spear as item when it is no longer stuck - 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: fall 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 spear 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 self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then - if obj:get_inventory():room_for_item("main", self._itemstack) then - obj:get_inventory():add_item("main", self._itemstack) - minetest.sound_play("item_drop_pickup", { - pos = pos, - max_hear_distance = 16, - gain = 1.0, - }, true) - mcl_burning.extinguish(self.object) - self.object:remove() - end - else - spawn_item(self, pos) - end - return - end - end - - -- Check for object "collision". Done every tick (hopefully this is not too stressing) - else - - if self._damage >= 9 and self._in_player == false then - minetest.add_particlespawner({ - amount = 20, - time = .2, - minpos = vector.new(0,0,0), - maxpos = vector.new(0,0,0), - 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 - - local closest_object - local closest_distance - - if self._deflection_cooloff > 0 then - self._deflection_cooloff = self._deflection_cooloff - dtime - end - - local spear_dir = self.object:get_velocity() - --create a raycast from the spear based on the velocity of the spear to deal with lag - local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(spear_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 spear - 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 closest_object then - local obj = closest_object - local is_player = obj:is_player() - local lua = obj:get_luaentity() - if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then - if obj:get_hp() > 0 then - -- Check if there is no solid node between spear 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 def = minetest.registered_nodes[nn] - if (not def) or def.walkable then - -- There's a node in the way. Delete spear without damage - spawn_item(self, pos) - return - end - end - end - - -- Punch target object but avoid hurting enderman. - if not lua or lua.name ~= "mobs_mc:enderman" then - if not self._in_player then - damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical) - end - if mcl_burning.is_burning(self.object) then - mcl_burning.set_on_fire(obj, 5) - end - if not self._in_player and not self._blocked then - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=self._damage}, - }, self.object:get_velocity()) - if obj:is_player() then - if not mcl_shields.is_blocking(obj) then - spawn_item(self, pos) - else - self._blocked = true - self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25)) - end - minetest.after(150, function() - spawn_item(self, pos) - end) - else - spawn_item(self, pos) - end - end - end - - - if is_player then - if self._shooter and self._shooter:is_player() and not self._in_player and not self._blocked 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 not self._in_player and not self._blocked then - minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) - end - end - if not obj:is_player() then - mcl_burning.extinguish(self.object) - if self._piercing == 0 then - spawn_item(self, pos) - end - end - return - end - end - end - - -- Check for node collision - if self._lastpos.x~=nil and not self._stuck then - local def = minetest.registered_nodes[node.name] - local vel = self.object:get_velocity() - -- Spear 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 spear is pointing - local dir - if math.abs(vel.y) < 0.00001 then - if self._lastpos.y < pos.y then - dir = vector.new(0, 1, 0) - else - dir = vector.new(0, -1, 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 spear 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 spear stuck - self._stuck = true - self._stucktimer = 0 - self._stuckrechecktimer = 0 - - self.object:set_velocity(vector.new(0, 0, 0)) - self.object:set_acceleration(vector.new(0, 0, 0)) - - minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) - - if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then - tnt.ignite(self._stuckin) - end - - -- Ignite Campfires - if mod_campfire and mcl_burning.is_burning(self.object) and minetest.get_item_group(snode.name, "campfire") ~= 0 then - mcl_campfires.light_campfire(self._stuckin) - end - - -- 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 (def and def.liquidtype ~= "none") then - -- Slow down spear in liquids - local v = def.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 = pos -end - --- Force recheck of stuck spears when punched. --- Otherwise, punching has no effect. -function SPEAR_ENTITY.on_punch(self) - if self._stuck then - self._stuckrechecktimer = STUCK_RECHECK_TIME - end -end - -function SPEAR_ENTITY.get_staticdata(self) - local out = { - lastpos = self._lastpos, - startpos = self._startpos, - damage = self._damage, - is_critical = self._is_critical, - stuck = self._stuck, - stuckin = self._stuckin, - stuckin_player = self._in_player, - } - if self._stuck then - -- If _stucktimer is missing for some reason, assume the maximum - if not self._stucktimer then - self._stucktimer = SPEAR_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 SPEAR_ENTITY.on_activate(self, staticdata, dtime_s) - self._time_in_air = 1.0 - 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 spear is aleady past its life timer. - -- If yes, delete it. - self._stucktimer = minetest.get_gametime() - data.stuckstarttime - if self._stucktimer > SPEAR_TIMEOUT then - spawn_item(self, pos) - return - end - end - - -- Perform a stuck recheck on the next step. - self._stuckrechecktimer = STUCK_RECHECK_TIME - - self._stuckin = data.stuckin - end - - -- Get the remaining spear state - self._lastpos = data.lastpos - self._startpos = data.startpos - self._damage = data.damage - self._is_critical = data.is_critical - 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 - - if data.stuckin_player then - spawn_item(self, pos) - end - end - self.object:set_armor_groups({ immortal = 1 }) -end - local spear_entity = table.copy(mcl_bows.arrow_entity) table.update(spear_entity,{ visual = "item", visual_size = {x=-0.5, y=-0.5}, textures = {"vl_weaponry:spear_wood"}, + _on_remove = function(self) + minetest.log('spear._on_remove') + vl_projectile.replace_with_item_drop(self, self.object:get_pos()) + end, }) table.update(spear_entity._vl_projectile,{ behaviors = {