From 6bc5e76b8f6b71a9c679670a9f48443b5f6a069f Mon Sep 17 00:00:00 2001 From: epCode <64379263+epCode@users.noreply.github.com> Date: Fri, 10 Jun 2022 19:40:12 -0700 Subject: [PATCH] fix tipped arrows and rocket --- mods/ITEMS/mcl_bows/rocket.lua | 39 ++++++++++++++----------- mods/ITEMS/mcl_potions/tipped_arrow.lua | 39 ++++++++++++++----------- 2 files changed, 44 insertions(+), 34 deletions(-) diff --git a/mods/ITEMS/mcl_bows/rocket.lua b/mods/ITEMS/mcl_bows/rocket.lua index b8ad2c1f0..c47989e3e 100644 --- a/mods/ITEMS/mcl_bows/rocket.lua +++ b/mods/ITEMS/mcl_bows/rocket.lua @@ -410,29 +410,34 @@ function ARROW_ENTITY.on_step(self, dtime) end -- Iterate through all objects and remember the closest attackable object - for k, obj in pairs(objs) do - local ok = false - -- Arrows can only damage players and mobs - if obj:is_player() then - ok = true - elseif obj:get_luaentity() then - if (obj:get_luaentity().is_mob or obj:get_luaentity()._hittable_by_projectile) then + local arrow_dir = self.object:get_velocity() + --create a raycast from the arrow based on the velocity of the arrow to deal with lag + local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_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 arrow + local ok = false + if hitpoint.ref:is_player() then ok = true + elseif 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 - end - - if ok then - local dist = vector.distance(pos, obj:get_pos()) - if not closest_object or not closest_distance then - closest_object = obj - closest_distance = dist - elseif dist < closest_distance then - closest_object = obj - closest_distance = dist + 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 an attackable object was found, we will damage the closest one only if closest_object then diff --git a/mods/ITEMS/mcl_potions/tipped_arrow.lua b/mods/ITEMS/mcl_potions/tipped_arrow.lua index e6da04dff..a3dbe84c2 100644 --- a/mods/ITEMS/mcl_potions/tipped_arrow.lua +++ b/mods/ITEMS/mcl_potions/tipped_arrow.lua @@ -210,29 +210,34 @@ function mcl_potions.register_arrow(name, desc, color, def) end -- Iterate through all objects and remember the closest attackable object - for k, obj in pairs(objs) do - local ok = false - -- Arrows can only damage players and mobs - if obj ~= self._shooter and obj:is_player() then - ok = true - elseif obj:get_luaentity() then - if obj ~= self._shooter and obj:get_luaentity().is_mob then + local arrow_dir = self.object:get_velocity() + --create a raycast from the arrow based on the velocity of the arrow to deal with lag + local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_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 arrow + local ok = false + if hitpoint.ref:is_player() then ok = true + elseif 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 - end - - if ok then - local dist = vector.distance(pos, obj:get_pos()) - if not closest_object or not closest_distance then - closest_object = obj - closest_distance = dist - elseif dist < closest_distance then - closest_object = obj - closest_distance = dist + 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 an attackable object was found, we will damage the closest one only if closest_object then local obj = closest_object