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Make arrows stick into players.

This commit is contained in:
epCode 2021-03-16 15:22:36 -07:00
parent 6645c4cb30
commit 33c589369f
1 changed files with 83 additions and 9 deletions

View File

@ -15,6 +15,26 @@ local dir_to_pitch = function(dir)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end end
local random_arrow_positions = function(positions, placement)
local min = 0
local max = 0
if positions == 'x' then
min = -4
max = 4
elseif positions == 'y' then
min = 0
max = 10
end
if placement == 'front' and positions == 'z' then
min = 3
max = 3
elseif placement == 'back' and positions == 'z' then
min = -3
max = -3
end
return math.random(max, min)
end
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements") local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
local mod_button = minetest.get_modpath("mesecons_button") local mod_button = minetest.get_modpath("mesecons_button")
@ -101,6 +121,14 @@ ARROW_ENTITY.on_step = function(self, dtime)
dpos = vector.round(dpos) dpos = vector.round(dpos)
local node = minetest.get_node(dpos) local node = minetest.get_node(dpos)
if self.object:get_attach() ~= nil and self.object:get_attach(parent):get_hp() < 1 then
self.object:remove()
end
if self.object:get_attach() and not self.object:get_attach(parent) then
self.object:remove()
end
if self._stuck then if self._stuck then
self._stucktimer = self._stucktimer + dtime self._stucktimer = self._stucktimer + dtime
self._stuckrechecktimer = self._stuckrechecktimer + dtime self._stuckrechecktimer = self._stuckrechecktimer + dtime
@ -146,7 +174,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
-- Check for object "collision". Done every tick (hopefully this is not too stressing) -- Check for object "collision". Done every tick (hopefully this is not too stressing)
else else
if self._damage >= 9 then if self._damage >= 9 and self._in_player == false then
minetest.add_particlespawner({ minetest.add_particlespawner({
amount = 1, amount = 1,
time = .001, time = .001,
@ -230,19 +258,60 @@ ARROW_ENTITY.on_step = function(self, dtime)
if obj:is_player() and rawget(_G, "armor") and armor.last_damage_types then if obj:is_player() and rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[obj:get_player_name()] = "projectile" armor.last_damage_types[obj:get_player_name()] = "projectile"
end end
if self._in_player == false then
damage_particles(self.object:get_pos(), self._is_critical) damage_particles(self.object:get_pos(), self._is_critical)
end
if mcl_burning.is_burning(self.object) then if mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(obj, 5) mcl_burning.set_on_fire(obj, 5)
end end
if self._in_player == false then
obj:punch(self.object, 1.0, { obj:punch(self.object, 1.0, {
full_punch_interval=1.0, full_punch_interval=1.0,
damage_groups={fleshy=self._damage}, damage_groups={fleshy=self._damage},
}, self.object:get_velocity()) }, self.object:get_velocity())
if obj:is_player() then
local placement = ''
self._placement = math.random(1, 2)
if self._placement == 1 then
placement = 'front'
else
placement = 'back'
end
self._in_player = true
if self._placement == 2 then
self._rotation_station = 90
else
self._rotation_station = -90
end
self._y_position = random_arrow_positions('y', placement)
self._x_position = random_arrow_positions('x', placement)
if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
self._attach_parent = 'Head'
self._y_position = self._y_position - 6
elseif self._x_position > 2 then
self._attach_parent = 'Arm_Right'
self._y_position = self._y_position - 3
self._x_position = self._x_position - 2
elseif self._x_position < -2 then
self._attach_parent = 'Arm_Left'
self._y_position = self._y_position - 3
self._x_position = self._x_position + 2
else
self._attach_parent = 'Body'
end
self._z_rotation = math.random(30, -30)
self._y_rotation = math.random(30, -30)
self.object:set_attach(obj, self._attach_parent, {x=self._x_position,y=self._y_position,z=random_arrow_positions('z', placement)}, {x=0,y=self._rotation_station + self._y_rotation,z=self._z_rotation})
minetest.after(60, function()
self.object:remove()
end)
end
end
end end
if is_player then if is_player then
if self._shooter and self._shooter:is_player() then if self._shooter and self._shooter:is_player() and self._in_player == false then
-- “Ding” sound for hitting another player -- “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) minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
end end
@ -259,10 +328,14 @@ ARROW_ENTITY.on_step = function(self, dtime)
end end
end end
end end
if self._in_player == false then
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
end end
end
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
if not obj:is_player() then
self.object:remove() self.object:remove()
end
return return
end end
end end
@ -389,6 +462,7 @@ ARROW_ENTITY.get_staticdata = function(self)
end end
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s) ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
self._in_player = false
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
if data then if data then
self._stuck = data.stuck self._stuck = data.stuck