From 3bee57e97d2bdb58038bc33efe0e5f48d0b0effd Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Tue, 25 Jul 2017 01:14:32 +0200 Subject: [PATCH] Make arrows only damage players and mobs --- mods/ITEMS/mcl_throwing/arrow.lua | 48 +++++++++++++------------------ 1 file changed, 20 insertions(+), 28 deletions(-) diff --git a/mods/ITEMS/mcl_throwing/arrow.lua b/mods/ITEMS/mcl_throwing/arrow.lua index b3dc1907dc..0f5bbcc61d 100644 --- a/mods/ITEMS/mcl_throwing/arrow.lua +++ b/mods/ITEMS/mcl_throwing/arrow.lua @@ -59,13 +59,13 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime) -- Iterate through all objects and remember the closest attackable object for k, obj in pairs(objs) do - if obj:get_luaentity() ~= nil then - local entity_name = obj:get_luaentity().name - if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then + -- Arrows can only damage players and mobs + if obj ~= self._shooter and obj:is_player() then + ok = true + elseif obj:get_luaentity() ~= nil then + if obj ~= self._shooter and obj:get_luaentity()._cmi_is_mob then ok = true end - elseif obj ~= self._shooter then - ok = true end if ok then @@ -83,36 +83,28 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime) -- If an attackable object was found, we will damage the closest one only if closest_object ~= nil then local obj = closest_object - if obj:get_luaentity() ~= nil then - local entity_name = obj:get_luaentity().name - if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=self._damage}, - }, nil) - if obj:is_player() then - mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE) - end - - -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away - -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_> - -- TODO: This achievement should be given for the kill, not just a hit - if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then - if (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:skeleton2") then - awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton") - end - end - self.object:remove() - end - elseif obj ~= self._shooter then + local is_player = obj:is_player() + local lua = obj:get_luaentity() + if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, nil) - if obj:is_player() then + if is_player then mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE) end + if lua then + local entity_name = lua.name + -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away + -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_> + -- TODO: This achievement should be given for the kill, not just a hit + if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then + if (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then + awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton") + end + end + end self.object:remove() end end