447 lines
14 KiB
Lua
447 lines
14 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local mod_target = minetest.get_modpath("mcl_target")
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local mod_campfire = minetest.get_modpath("mcl_campfires")
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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local math = math
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local vector = vector
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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 YAW_OFFSET = -math.pi/2
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local function random_arrow_positions(positions, placement)
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if positions == "x" then
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return math.random(-4, 4)
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elseif positions == "y" then
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return math.random(0, 10)
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end
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if placement == "front" and positions == "z" then
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return 3
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elseif placement == "back" and positions == "z" then
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return -3
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end
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return 0
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end
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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local mod_button = minetest.get_modpath("mesecons_button")
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minetest.register_craftitem("mcl_bows:arrow", {
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description = S("Arrow"),
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_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
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_doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n"..
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S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.").."\n"..
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S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
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_doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."),
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inventory_image = "mcl_bows_arrow_inv.png",
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groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1, ammo_crossbow=1 },
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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-- Shoot arrow
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local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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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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-- 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_bows:arrow")
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item:set_velocity(vector.zero())
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item:set_yaw(self.object:get_yaw())
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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end
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local function stuck_arrow_on_step(self, dtime)
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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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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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local pos = self.object:get_pos()
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if not pos then return 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 self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
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obj:get_inventory():add_item("main", "mcl_bows: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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mcl_burning.extinguish(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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local arrow_entity = {
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physical = true,
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pointable = false,
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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 = {"mcl_bows_arrow.png"},
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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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liquid_drag = true,
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_fire_damage_resistant = true,
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_save_fields = {
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"last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", "time_in_air",
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},
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_startpos=nil,
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_damage=1, -- Damage on impact
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_is_critical=false, -- Whether this arrow would deal critical damage
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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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_is_arrow = true,
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_in_player = false,
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_blocked = false,
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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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_vl_projectile = {
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survive_collision = true,
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sticks_in_players = true,
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damage_groups = function(self)
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return { fleshy = self._damage }
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end,
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behaviors = {
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vl_projectile.collides_with_solids,
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vl_projectile.raycast_collides_with_entities,
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},
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allow_punching = function(self, entity_def, projectile_def, object)
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local lua = object:get_luaentity()
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if lua and lua.name == "mobs_mc:rover" then return false end
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return true
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end,
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sounds = {
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on_entity_collision = function(self, _, _, _, obj)
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if obj:is_player() then
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return {{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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return {{name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true}
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end
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},
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on_collide_with_solid = function(self, pos, node, node_def)
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local def = node_def
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local vel = self.object:get_velocity()
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local dpos = vector.round(vector.new(pos)) -- digital pos
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-- Check for the node to which the arrow is pointing
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._last_pos.y < pos.y then
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dir = vector.new(0, 1, 0)
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else
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dir = vector.new(0, -1, 0)
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end
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else
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dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
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end
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self._stuckin = vector.add(dpos, dir)
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local snode = minetest.get_node(self._stuckin)
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local sdef = minetest.registered_nodes[snode.name]
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-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
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-- This causes a deflection in the engine.
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if not sdef or sdef.walkable == false or snode.name == "ignore" then
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self._stuckin = nil
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if self._deflection_cooloff <= 0 then
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-- Lose 1/3 of velocity on deflection
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local newvel = vector.multiply(vel, 0.6667)
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self.object:set_velocity(newvel)
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 1.0
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end
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return
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end
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration(vector.zero())
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
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tnt.ignite(self._stuckin)
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end
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-- Ignite Campfires
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if mod_campfire and mcl_burning.is_burning(self.object) and minetest.get_item_group(snode.name, "campfire") ~= 0 then
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mcl_campfires.light_campfire(self._stuckin)
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end
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-- Activate target
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if mod_target and snode.name == "mcl_target:target_off" then
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mcl_target.hit(self._stuckin, 1) --10 redstone ticks
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end
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-- Push the button! Push, push, push the button!
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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
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local bdir = minetest.wallmounted_to_dir(node.param2)
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-- Check the button orientation
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if vector.equals(vector.add(dpos, bdir), self._stuckin) then
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mesecon.push_button(dpos, node)
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end
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end
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end,
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on_collide_with_entity = function(self, pos, obj)
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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-- Make sure collision is valid
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if obj == self._shooter then
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if self._time_in_air < 1.02 then return end
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else
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if not (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then
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return
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end
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end
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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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-- TODO: remove. this code should never occur if vl_projectile is working correctly
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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 == obj 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 def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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-- There's a node in the way. Delete arrow without damage
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mcl_burning.extinguish(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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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
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end
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end
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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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-- Item definition entity collision hook
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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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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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self._time_in_air = (self._time_in_air or 0) + dtime
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-- Give the arrows a maximum flight time
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if self._time_in_air > ARROW_TIMEOUT then
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self._removed = true
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self.object:remove()
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end
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local pos = self.object:get_pos()
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--local dpos = vector.round(vector.new(pos)) -- digital pos
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--local node = minetest.get_node(dpos)
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if self._stuck then
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return stuck_arrow_on_step(self, dtime)
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end
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-- Add tracer
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if self._damage >= 9 and self._in_player == false then
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minetest.add_particlespawner({
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amount = 20,
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time = .2,
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minpos = vector.new(0,0,0),
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maxpos = vector.new(0,0,0),
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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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attached = self.object,
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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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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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-- Process as projectile
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vl_projectile.update_projectile(self, dtime)
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-- Update yaw
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local vel = self.object:get_velocity()
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end,
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-- Force recheck of stuck arrows when punched.
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-- Otherwise, punching has no effect.
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on_punch = function(self)
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if self._stuck then
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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end
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end,
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get_staticdata = function(self)
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local out = {}
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local save_fields = self._save_fields
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for i = 1,#save_fields do
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local field = save_fields[i]
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out[field] = self["_"..field]
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end
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if self._stuck then
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-- If _stucktimer is missing for some reason, assume the maximum
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if not self._stucktimer then
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self._stucktimer = ARROW_TIMEOUT
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end
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out.stuckstarttime = minetest.get_gametime() - self._stucktimer
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end
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if self._shooter and self._shooter:is_player() then
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out.shootername = self._shooter:get_player_name()
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end
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return minetest.serialize(out)
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end,
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on_activate = function(self, staticdata, dtime_s)
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self.object:set_armor_groups({ immortal = 1 })
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self._time_in_air = 1.0
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local data = minetest.deserialize(staticdata)
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if not data then return end
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-- Restore arrow state
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local save_fields = self._save_fields
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for i = 1,#save_fields do
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local field = save_fields[i]
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self["_"..field] = data[field]
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end
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if data.stuckstarttime then
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-- First, check if the stuck arrow is aleady past its life timer.
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-- If yes, delete it.
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self._stucktimer = minetest.get_gametime() - data.stuckstarttime
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end
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-- Perform a stuck recheck on the next step.
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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if data.shootername then
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local shooter = minetest.get_player_by_name(data.shootername)
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if shooter and shooter:is_player() then
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self._shooter = shooter
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end
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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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}
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-- Make the arrow entity available to other mods as a template
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mcl_bows.arrow_entity = table.copy(arrow_entity)
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vl_projectile.register("mcl_bows:arrow_entity", arrow_entity)
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minetest.register_on_respawnplayer(function(player)
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for _, obj in pairs(player:get_children()) do
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local ent = obj:get_luaentity()
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if ent and ent.name and string.find(ent.name, "mcl_bows:arrow_entity") then
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obj:remove()
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end
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end
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end)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
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minetest.register_craft({
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output = "mcl_bows:arrow 4",
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recipe = {
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{"mcl_core:flint"},
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{"mcl_core:stick"},
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{"mcl_mobitems:feather"}
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}
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})
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end
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if minetest.get_modpath("doc_identifier") then
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doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
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end
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