forked from VoxeLibre/VoxeLibre
More refactoring to generalize arrow code into projectile
This commit is contained in:
parent
66afe198fb
commit
e6aeb1a513
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@ -56,26 +56,6 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
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end,
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end,
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})
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})
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local function damage_particles(pos, is_critical)
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if is_critical then
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
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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 = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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-- Destroy arrow entity self at pos and drops it as an item
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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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local function spawn_item(self, pos)
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if not minetest.is_creative_enabled("") then
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if not minetest.is_creative_enabled("") then
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@ -165,9 +145,28 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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_vl_projectile = {
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_vl_projectile = {
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survive_collision = true,
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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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behaviors = {
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vl_projectile.raycast_collides_with_entities,
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vl_projectile.collides_with_solids,
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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, entity)
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local lua = entity: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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},
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on_collide_with_solid = function(self, pos, node, node_def)
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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 def = node_def
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@ -252,6 +251,7 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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if obj:get_hp() > 0 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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-- 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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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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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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if pointed_thing.type == "object" and pointed_thing.ref == obj then
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@ -269,78 +269,6 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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end
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end
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end
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end
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-- Punch target object but avoid hurting enderman.
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if not lua or lua.name ~= "mobs_mc:rover" then
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if not self._in_player then
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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end
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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if not self._in_player and not self._blocked 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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}, self.object:get_velocity())
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if obj:is_player() then
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if not mcl_shields.is_blocking(obj) then
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local placement
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self._placement = math.random(1, 2)
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if self._placement == 1 then
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placement = "front"
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else
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placement = "back"
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end
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self._in_player = true
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if self._placement == 2 then
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self._rotation_station = 90
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else
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self._rotation_station = -90
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end
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self._y_position = random_arrow_positions("y", placement)
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self._x_position = random_arrow_positions("x", placement)
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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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self._attach_parent = "Head"
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self._y_position = self._y_position - 6
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elseif self._x_position > 2 then
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self._attach_parent = "Arm_Right"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position - 2
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elseif self._x_position < -2 then
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self._attach_parent = "Arm_Left"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position + 2
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else
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self._attach_parent = "Body"
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end
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self._z_rotation = math.random(-30, 30)
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self._y_rotation = math.random( -30, 30)
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self.object:set_attach(
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obj, self._attach_parent,
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vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)),
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vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
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)
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else
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self._blocked = true
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self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
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end
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minetest.after(150, function()
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self.object:remove()
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end)
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else
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self.object:remove()
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end
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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() and not self._in_player and not self._blocked 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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if lua then
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local entity_name = lua.name
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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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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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@ -352,9 +280,6 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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end
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end
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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 self._in_player and not self._blocked then
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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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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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if not obj:is_player() then
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@ -374,8 +299,8 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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self._time_in_air = self._time_in_air + dtime
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self._time_in_air = self._time_in_air + dtime
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local pos = self.object:get_pos()
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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 dpos = vector.round(vector.new(pos)) -- digital pos
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local node = minetest.get_node(dpos)
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--local node = minetest.get_node(dpos)
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if self._stuck then
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if self._stuck then
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return stuck_arrow_on_step(self, dtime)
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return stuck_arrow_on_step(self, dtime)
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@ -407,6 +332,7 @@ vl_projectile.register("mcl_bows:arrow_entity", {
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end
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end
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-- TODO: change to use vl_physics
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-- TODO: change to use vl_physics
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-- TODO: move to vl_projectile
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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if def and def.liquidtype ~= "none" then
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if def and def.liquidtype ~= "none" then
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-- Slow down arrow in liquids
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-- Slow down arrow in liquids
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@ -2,6 +2,7 @@ local mod = {}
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vl_projectile = mod
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vl_projectile = mod
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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function mod.update_projectile(self, dtime)
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function mod.update_projectile(self, dtime)
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local entity_name = self.name
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local entity_name = self.name
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@ -23,8 +24,38 @@ end
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local function no_op()
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local function no_op()
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end
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end
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local function damage_particles(pos, is_critical)
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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if is_critical then
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
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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 = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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local function random_hit_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 function check_hitpoint(hitpoint)
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local function check_hitpoint(hitpoint)
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if hitpoint.type ~= "object" then return false end
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if hitpoint.type ~= "object" then return false end
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@ -41,6 +72,59 @@ local function check_hitpoint(hitpoint)
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return false
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return false
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end
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end
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local function handle_player_sticking(self, entity_def, projectile_def, entity)
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if self._in_player or self._blocked then return end
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if not projectile_def.sticks_in_players then return end
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minetest.after(150, function()
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self.object:remove()
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end)
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-- Handle blocking projectiles
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if mcl_shields.is_blocking(obj) then
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self._blocked = true
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self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
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return
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end
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-- Handle when the projectile hits the player
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local placement
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self._placement = math.random(1, 2)
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if self._placement == 1 then
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placement = "front"
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else
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placement = "back"
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end
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self._in_player = true
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if self._placement == 2 then
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self._rotation_station = 90
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else
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self._rotation_station = -90
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end
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self._y_position = random_arrow_positions("y", placement)
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self._x_position = random_arrow_positions("x", placement)
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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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self._attach_parent = "Head"
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self._y_position = self._y_position - 6
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elseif self._x_position > 2 then
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self._attach_parent = "Arm_Right"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position - 2
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elseif self._x_position < -2 then
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self._attach_parent = "Arm_Left"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position + 2
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else
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self._attach_parent = "Body"
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end
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self._z_rotation = math.random(-30, 30)
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self._y_rotation = math.random( -30, 30)
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self.object:set_attach(
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obj, self._attach_parent,
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vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)),
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vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
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)
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end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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@ -102,16 +186,51 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
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local dir = vector.normalize(self.object:get_velocity())
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local dir = vector.normalize(self.object:get_velocity())
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local self_vl_projectile = self._vl_projectile
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local self_vl_projectile = self._vl_projectile
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if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
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-- Allow punching
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entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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local allow_punching = projectile_def.allow_punching or true
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elseif (entity.is_mob == true or entity._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then
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if type(allow_punching) == "function" then
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entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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allow_punching = allow_punching(self, entity_def, projectile_def, entity)
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end
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print("allow_punching="..tostring(allow_punching))
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if allow_punching then
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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if type(dmg) == "function" then
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dmg = dmg(self, entity_def, projectile_def, entity)
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end
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local entity_lua = entity:get_luaentity()
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-- Apply damage
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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local do_damage = false
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if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, entity)
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elseif entity_lua and (entity_lua.is_mob == true or entity_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then
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do_damage = true
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entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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end
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if do_damage then
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entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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-- Indicate damage
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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-- Light things on fire
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Call entity collied hook
|
-- Call entity collision hook
|
||||||
(projectile_def.on_collide_with_entity or no_op)(self, pos, entity)
|
(projectile_def.on_collide_with_entity or no_op)(self, pos, entity)
|
||||||
|
|
||||||
-- Call entity reverse hook
|
-- Call reverse entity collision hook
|
||||||
local other_entity_def = minetest.registered_entities[entity.name] or {}
|
local other_entity_def = minetest.registered_entities[entity.name] or {}
|
||||||
local other_entity_vl_projectile = other_entity_def._vl_projectile or {}
|
local other_entity_vl_projectile = other_entity_def._vl_projectile or {}
|
||||||
local hook = (other_entity_vl_projectile or {}).on_collide or no_op
|
local hook = (other_entity_vl_projectile or {}).on_collide or no_op
|
||||||
|
@ -120,7 +239,8 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
|
||||||
-- Play sounds
|
-- Play sounds
|
||||||
local sounds = (projectile_def.sounds or {})
|
local sounds = (projectile_def.sounds or {})
|
||||||
local sound = sounds.on_entity_collide or sounds.on_collision
|
local sound = sounds.on_entity_collide or sounds.on_collision
|
||||||
if on_collide_sound then
|
if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, entity)
|
||||||
|
if sound then
|
||||||
local arg2 = table.copy(sound[2])
|
local arg2 = table.copy(sound[2])
|
||||||
arg2.pos = pos
|
arg2.pos = pos
|
||||||
minetest.sound_play(sound[1], arg2, sound[3])
|
minetest.sound_play(sound[1], arg2, sound[3])
|
||||||
|
@ -136,7 +256,6 @@ end
|
||||||
|
|
||||||
function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
|
function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
|
||||||
local pos = self.object:get_pos()
|
local pos = self.object:get_pos()
|
||||||
local dmg = projectile_def.damage_groups or 0
|
|
||||||
|
|
||||||
local hit = nil
|
local hit = nil
|
||||||
local owner = self._vl_projectile.owner
|
local owner = self._vl_projectile.owner
|
||||||
|
|
Loading…
Reference in New Issue