From 1bef0775cea1f854191a9194388a9570d58b1973 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Wed, 9 May 2018 17:31:04 +0200 Subject: [PATCH] Implement stuck arrow timeout properly --- mods/ITEMS/mcl_bows/arrow.lua | 38 ++++++++++++++++++++++++++--------- 1 file changed, 28 insertions(+), 10 deletions(-) diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index 0b838a23aa..442ceb219a 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -48,7 +48,7 @@ minetest.register_node("mcl_bows:arrow_box", { {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17}, {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17}, {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17}, - + {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17}, {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17}, {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17}, @@ -140,7 +140,7 @@ ARROW_ENTITY.on_step = function(self, dtime) end end end - + -- Check for object collision. Done every tick (hopefully this is not too stressing) else local objs = minetest.get_objects_inside_radius(pos, 2) @@ -292,9 +292,15 @@ ARROW_ENTITY.get_staticdata = function(self) startpos = self._startpos, damage = self._damage, stuck = self._stuck, - stucktimer = self._stucktimer, stuckin = self._stuckin, } + if self._stuck then + -- If _stucktimer is missing for some reason, assume the maximum + if not self._stucktimer then + self._stucktimer = ARROW_TIMEOUT + end + out.stuckstarttime = minetest.get_gametime() - self._stucktimer + end if self._shooter and self._shooter:is_player() then out.shootername = self._shooter:get_player_name() end @@ -304,16 +310,28 @@ end ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s) local data = minetest.deserialize(staticdata) if data then + self._stuck = data.stuck + if data.stuck then + if data.stuckstarttime then + -- First, check if the stuck arrow is aleady past its life timer. + -- If yes, delete it. + self._stucktimer = minetest.get_gametime() - data.stuckstarttime + if self._stucktimer > ARROW_TIMEOUT then + self.object:remove() + return + end + end + + -- Perform a stuck recheck on the next step. + self._stuckrechecktimer = STUCK_RECHECK_TIME + + self._stuckin = data.stuckin + end + + -- Get the remaining arrow state self._lastpos = data.lastpos self._startpos = data.startpos self._damage = data.damage - self._stuck = data.stuck - if self._stuck then - -- Perform a stuck recheck on the next step - self._stuckrechecktimer = STUCK_RECHECK_TIME - end - self._stucktimer = data.stucktimer - self._stuckin = data.stuckin if data.shootername then local shooter = minetest.get_player_by_name(data.shootername) if shooter and shooter:is_player() then