forked from Mineclonia/Mineclonia
Stuck arrows: Deflection, check stuck state, yaw
This commit is contained in:
parent
19dd11dfb8
commit
af8515b6e4
|
@ -1,8 +1,15 @@
|
|||
-- Time in seconds after which a stuck arrow is deleted
|
||||
local ARROW_TIMEOUT = 60
|
||||
-- Time after which stuck arrow is rechecked for being stuck
|
||||
local STUCK_RECHECK_TIME = 5
|
||||
|
||||
local GRAVITY = 9.81
|
||||
|
||||
local YAW_OFFSET = -math.pi/2
|
||||
|
||||
local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
|
||||
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
|
||||
local mod_button = minetest.get_modpath("mesecons_button")
|
||||
|
||||
minetest.register_craftitem("mcl_bows:arrow", {
|
||||
description = "Arrow",
|
||||
|
@ -14,7 +21,7 @@ An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a
|
|||
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
|
||||
-- Shoot arrow
|
||||
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
|
||||
local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
|
||||
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
|
||||
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
|
||||
end,
|
||||
})
|
||||
|
@ -61,9 +68,20 @@ local ARROW_ENTITY={
|
|||
_damage=1, -- Damage on impact
|
||||
_stuck=false, -- Whether arrow is stuck
|
||||
_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
|
||||
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
|
||||
_stuckin=nil, --Position of node in which arow is stuck.
|
||||
_shooter=nil, -- ObjectRef of player or mob who shot it
|
||||
}
|
||||
|
||||
local spawn_item = function(self, pos)
|
||||
if not minetest.settings:get_bool("creative_mode") then
|
||||
local item = minetest.add_item(pos, "mcl_bows:arrow")
|
||||
item:set_velocity({x=0, y=0, z=0})
|
||||
item:set_yaw(self.object:get_yaw())
|
||||
end
|
||||
self.object:remove()
|
||||
end
|
||||
|
||||
ARROW_ENTITY.on_step = function(self, dtime)
|
||||
local pos = self.object:getpos()
|
||||
local dpos = table.copy(pos) -- digital pos
|
||||
|
@ -72,10 +90,24 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
|
||||
if self._stuck then
|
||||
self._stucktimer = self._stucktimer + dtime
|
||||
self._stuckrechecktimer = self._stuckrechecktimer + dtime
|
||||
if self._stucktimer > ARROW_TIMEOUT then
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
-- Drop arrow as item when it is no longer stuck
|
||||
if self._stuckrechecktimer > STUCK_RECHECK_TIME then
|
||||
local stuckin_def
|
||||
if self._stuckin then
|
||||
stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
|
||||
end
|
||||
-- TODO: In MC, arrow just falls down without turning into an item
|
||||
if stuckin_def and stuckin_def.walkable == false then
|
||||
spawn_item(self, pos)
|
||||
return
|
||||
end
|
||||
self._stuckrechecktimer = 0
|
||||
end
|
||||
local objects = minetest.get_objects_inside_radius(pos, 2)
|
||||
for _,obj in ipairs(objects) do
|
||||
if obj:is_player() then
|
||||
|
@ -171,15 +203,40 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
if self._lastpos.x~=nil and not self._stuck then
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
local vel = self.object:get_velocity()
|
||||
-- Arrow has stopped
|
||||
-- Arrow has stopped in one axis, so it probably hit something
|
||||
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
|
||||
-- Arrow is stuck and no longer moves
|
||||
-- Check for the node to which the arrow is pointing
|
||||
local dir
|
||||
if vel.y >= 0 and vel.y < 0.00001 then
|
||||
dir = {x=0, y=-1, z=0}
|
||||
elseif vel.y <= 0 and vel.y > 0.00001 then
|
||||
dir = {x=0, y=1, z=0}
|
||||
else
|
||||
dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
|
||||
end
|
||||
self._stuckin = vector.add(pos, dir)
|
||||
local snode = minetest.get_node(self._stuckin)
|
||||
local sdef = minetest.registered_nodes[snode.name]
|
||||
|
||||
-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
|
||||
-- This causes a deflection in the engine.
|
||||
if not sdef or sdef.walkable == false or snode.name == "ignore" then
|
||||
self._stuckin = nil
|
||||
-- Lose 1/3 of velocity on deflection
|
||||
self.object:set_velocity(vector.multiply(vel, 0.6667))
|
||||
return
|
||||
end
|
||||
|
||||
-- Node was walkable, make arrow stuck
|
||||
self._stuck = true
|
||||
self._stucktimer = 0
|
||||
self._stuckrechecktimer = 0
|
||||
|
||||
self.object:set_velocity({x=0, y=0, z=0})
|
||||
self.object:set_acceleration({x=0, y=0, z=0})
|
||||
-- Push the button
|
||||
if minetest.get_modpath("mesecons_button") and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
|
||||
|
||||
-- Push the button! Push, push, push the button!
|
||||
if mod_button and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
|
||||
mesecon.push_button(dpos, node)
|
||||
end
|
||||
elseif (def and def.liquidtype ~= "none") then
|
||||
|
@ -199,6 +256,12 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
end
|
||||
end
|
||||
|
||||
-- Update yaw
|
||||
if not self._stuck then
|
||||
local vel = self.object:get_velocity()
|
||||
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
|
||||
end
|
||||
|
||||
-- Update internal variable
|
||||
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
|
||||
end
|
||||
|
@ -210,6 +273,7 @@ ARROW_ENTITY.get_staticdata = function(self)
|
|||
damage = self._damage,
|
||||
stuck = self._stuck,
|
||||
stucktimer = self._stucktimer,
|
||||
stuckin = self._stuckin,
|
||||
}
|
||||
if self._shooter and self._shooter:is_player() then
|
||||
out.shootername = self._shooter:get_player_name()
|
||||
|
@ -224,7 +288,12 @@ ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
|
|||
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
|
||||
|
|
Loading…
Reference in New Issue