Convert splash potion to vl_projectile, remove dead code, precompute several values in splash potion code, add check of behaviors array in vl_projectile

This commit is contained in:
teknomunk 2024-09-06 06:31:15 -05:00
parent a7342eb024
commit eca43272bb
3 changed files with 102 additions and 90 deletions

View File

@ -1,2 +1,2 @@
name = mcl_potions
depends = mcl_core, mcl_farming, mcl_flowers, mcl_mobitems, mcl_mobs, mcl_fishing, mcl_bows, mcl_end, mcl_weather, playerphysics, mcl_wip
depends = mcl_core, mcl_farming, mcl_flowers, mcl_mobitems, mcl_mobs, mcl_fishing, mcl_bows, mcl_end, mcl_weather, playerphysics, mcl_wip, vl_projectile

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@ -1,5 +1,9 @@
local S = minetest.get_translator(minetest.get_current_modname())
local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
local REDUX_MAP = {7/8,0.5,0.25}
local PARTICLE_DIAMETER = 0.1
local PARTICLE_MIN_VELOCITY = vector.new(-2, 0, -2)
local PARTICLE_MAX_VELOCITY = vector.new( 2, 2, 2)
local mod_target = minetest.get_modpath("mcl_target")
@ -10,7 +14,6 @@ local function splash_image(colorstring, opacity)
return "mcl_potions_splash_overlay.png^[colorize:"..colorstring..":"..tostring(opacity).."^mcl_potions_splash_bottle.png"
end
function mcl_potions.register_splash(name, descr, color, def)
local id = "mcl_potions:"..name.."_splash"
local longdesc = def._longdesc
@ -22,6 +25,7 @@ function mcl_potions.register_splash(name, descr, color, def)
end
local groups = {brewitem=1, bottle=1, splash_potion=1, _mcl_potion=1}
if def.nocreative then groups.not_in_creative_inventory = 1 end
minetest.register_craftitem(id, {
description = descr,
_tt_help = def._tt,
@ -73,112 +77,117 @@ function mcl_potions.register_splash(name, descr, color, def)
local w = 0.7
minetest.register_entity(id.."_flying",{
-- Precompute particle texture and acceleration
local particle_texture, particle_acc
if name == "water" then
particle_texture = "mcl_particles_droplet_bottle.png"
particle_acc = {x=0, y=-GRAVITY, z=0}
else
if def.instant then
particle_texture = "mcl_particles_instant_effect.png"
else
particle_texture = "mcl_particles_effect.png"
end
particle_acc = {x=0, y=0, z=0}
end
particle_texture = particle_texture.."^[colorize:"..color..":127"
local function make_particles(pos)
minetest.add_particlespawner({
amount = 50,
time = 0.1,
minpos = vector.offset(pos, -PARTICLE_DIAMETER, 0.5, -PARTICLE_DIAMETER),
maxpos = vector.offset(pos, PARTICLE_DIAMETER, 0.5, PARTICLE_DIAMETER),
minvel = PARTICLE_MIN_VELOCITY,
maxvel = PARTICLE_MAX_VELOCITY,
minacc = particle_acc,
maxacc = particle_acc,
minexptime = 0.5,
maxexptime = 1.25,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = particle_texture,
})
end
vl_projectile.register(id.."_flying",{
textures = {splash_image(color)},
hp_max = 1,
visual_size = {x=w/2,y=w/2},
collisionbox = {-0.1,-0.1,-0.1,0.1,0.1,0.1},
pointable = false,
on_step = function(self, dtime)
local pos = self.object:get_pos()
local node = minetest.get_node(pos)
local n = node.name
local g = minetest.get_item_group(n, "liquid")
local d = 0.1
local redux_map = {7/8,0.5,0.25}
if mod_target and n == "mcl_target:target_off" then
mcl_target.hit(vector.round(pos), 0.4) --4 redstone ticks
end
if n ~= "air" and n ~= "mcl_portals:portal" and n ~= "mcl_portals:portal_end" and g == 0 or mcl_potions.is_obj_hit(self, pos) then
minetest.sound_play("mcl_potions_breaking_glass", {pos = pos, max_hear_distance = 16, gain = 1})
local texture, acc
if name == "water" then
texture = "mcl_particles_droplet_bottle.png"
acc = {x=0, y=-GRAVITY, z=0}
else
if def.instant then
texture = "mcl_particles_instant_effect.png"
else
texture = "mcl_particles_effect.png"
end
acc = {x=0, y=0, z=0}
_vl_projectile = {
behaviors = {
vl_projectile.collides_with_entities,
vl_projectile.collides_with_solids,
},
on_collide_with_solid = function(self, pos, node)
make_particles(pos)
if node.name == "mcl_target:target_off" then
mcl_target.hit(pos, 0.4) -- 4 redstone ticks
end
minetest.add_particlespawner({
amount = 50,
time = 0.1,
minpos = {x=pos.x-d, y=pos.y+0.5, z=pos.z-d},
maxpos = {x=pos.x+d, y=pos.y+0.5+d, z=pos.z+d},
minvel = {x=-2, y=0, z=-2},
maxvel = {x=2, y=2, z=2},
minacc = acc,
maxacc = acc,
minexptime = 0.5,
maxexptime = 1.25,
minsize = 1,
maxsize = 2,
collisiondetection = true,
vertical = false,
texture = texture.."^[colorize:"..color..":127"
})
end,
on_collide_with_entity = function(self, pos, obj)
make_particles(pos)
-- Make sure the potion can interact with this object
local entity = obj:get_luaentity()
if not obj:is_player() and not (entity and entity.is_mob) then return end
local potency = self._potency or 0
local plus = self._plus or 0
if def.on_splash then def.on_splash(pos, potency+1) end
for _,obj in pairs(minetest.get_objects_inside_radius(pos, 4)) do
local entity = obj:get_luaentity()
if obj:is_player() or entity and entity.is_mob then
local pos2 = obj:get_pos()
local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
local pos2 = obj:get_pos()
local rad = math.floor(math.sqrt((pos2.x-pos.x)^2 + (pos2.y-pos.y)^2 + (pos2.z-pos.z)^2))
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
dur = dur * mcl_potions.SPLASH_FACTOR
else
dur = details.dur
end
if details.effect_stacks then
ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
end
if rad > 0 then
mcl_potions.give_effect_by_level(name, obj, ef_level, redux_map[rad]*dur)
else
mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
end
end
-- Apply effect list
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 def.custom_effect then
local power = (potency+1) * mcl_potions.SPLASH_FACTOR
if rad > 0 then
def.custom_effect(obj, redux_map[rad] * power, plus)
else
def.custom_effect(obj, power, plus)
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
dur = dur * mcl_potions.SPLASH_FACTOR
else
dur = details.dur
end
if details.effect_stacks then
ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
end
if rad > 0 then
mcl_potions.give_effect_by_level(name, obj, ef_level, REDUX_MAP[rad]*dur)
else
mcl_potions.give_effect_by_level(name, obj, ef_level, dur)
end
end
end
self.object:remove()
end
end,
if def.custom_effect then
local power = (potency+1) * mcl_potions.SPLASH_FACTOR
if rad > 0 then
def.custom_effect(obj, redux_map[rad] * power, plus)
else
def.custom_effect(obj, power, plus)
end
end
end,
sounds = {
on_collision = {"mcl_potions_breaking_glass", {max_hear_distance = 16, gain = 1}, true},
},
},
pointable = false,
})
end
--[[local function time_string(dur)
return math.floor(dur/60)..string.format(":%02d",math.floor(dur % 60))
end]]

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@ -379,6 +379,9 @@ end
function mod.register(name, def)
assert(def._vl_projectile)
for _,behavior in pairs(def._vl_projectile.behaviors) do
assert(behavior)
end
if not def.on_step then
def.on_step = mod.update_projectile