diff --git a/mods/ITEMS/mcl_bows/bow.lua b/mods/ITEMS/mcl_bows/bow.lua index d6fa4cf0b..0d48443e0 100644 --- a/mods/ITEMS/mcl_bows/bow.lua +++ b/mods/ITEMS/mcl_bows/bow.lua @@ -2,9 +2,9 @@ local S = minetest.get_translator("mcl_bows") mcl_bows = {} -local arrows = { - ["mcl_bows:arrow"] = "mcl_bows:arrow_entity", -} +-- local arrows = { +-- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity", +-- } local GRAVITY = 9.81 local BOW_DURABILITY = 385 @@ -34,9 +34,9 @@ local bow_load = {} local bow_index = {} mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage) - local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrows[arrow_item]) + local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") if power == nil then - power = 19 + power = 22 --19 end if damage == nil then damage = 3 @@ -74,12 +74,13 @@ end local player_shoot_arrow = function(itemstack, player, power, damage) local arrow_stack, arrow_stack_id = get_arrow(player) - local arrow_itemstring + local arrow_itemstring = arrow_stack:get_name() + if not minetest.is_creative_enabled(player:get_player_name()) then if not arrow_stack then return false end - arrow_itemstring = arrow_stack:get_name() + -- arrow_itemstring = arrow_stack:get_name() arrow_stack:take_item() local inv = player:get_inventory() inv:set_stack("main", arrow_stack_id, arrow_stack) @@ -305,5 +306,3 @@ if minetest.get_modpath("doc") then doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_1") doc.add_entry_alias("tools", "mcl_bows:bow", "tools", "mcl_bows:bow_2") end - - diff --git a/mods/ITEMS/mcl_potions/depends.txt b/mods/ITEMS/mcl_potions/depends.txt index abcf4601d..b3f37183b 100644 --- a/mods/ITEMS/mcl_potions/depends.txt +++ b/mods/ITEMS/mcl_potions/depends.txt @@ -2,4 +2,5 @@ mcl_core mcl_farming mcl_mobitems mcl_fishing +mcl_bows playerphysics diff --git a/mods/ITEMS/mcl_potions/init.lua b/mods/ITEMS/mcl_potions/init.lua index f52cb3cd6..e1a67d76f 100644 --- a/mods/ITEMS/mcl_potions/init.lua +++ b/mods/ITEMS/mcl_potions/init.lua @@ -21,6 +21,7 @@ local modpath = minetest.get_modpath("mcl_potions") dofile(modpath .. "/functions.lua") dofile(modpath .. "/splash.lua") dofile(modpath .. "/lingering.lua") +dofile(modpath .. "/tipped_arrow.lua") dofile(modpath .. "/potions.lua") local brewhelp = S("Try different combinations to create potions.") diff --git a/mods/ITEMS/mcl_potions/potions.lua b/mods/ITEMS/mcl_potions/potions.lua index 42abc8091..c618a26b9 100644 --- a/mods/ITEMS/mcl_potions/potions.lua +++ b/mods/ITEMS/mcl_potions/potions.lua @@ -69,11 +69,21 @@ local function register_potion(def) return function() end end - local function get_lingering_fun(effect, sp_dur) + local function get_lingering_fun(effect, ling_dur) + if def.is_dur then + return function(player) def.on_use(player, effect, ling_dur) end + elseif def.effect then + return function(player) def.on_use(player, effect*0.5, ling_dur) end + end + -- covers case of no effect (water, awkward, mundane) + return function() end + end + + local function get_arrow_fun(effect, sp_dur) if def.is_dur then return function(player) def.on_use(player, effect, sp_dur) end elseif def.effect then - return function(player) def.on_use(player, effect*0.5, sp_dur) end + return function(player) def.on_use(player, effect, sp_dur) end end -- covers case of no effect (water, awkward, mundane) return function() end @@ -114,9 +124,15 @@ local function register_potion(def) } end + local arrow_def = { + tt = get_tt(def._tt, def.effect, splash_dur), + potion_fun = get_arrow_fun(def.effect, splash_dur), + } + if def.color then mcl_potions.register_splash(def.name, S("Splash "..def.description), def.color, splash_def) mcl_potions.register_lingering(def.name, S("Lingering "..def.description), def.color, ling_def) + mcl_potions.register_arrow(def.name, S(def.description.." Arrow"), def.color, arrow_def) end if def.is_II then diff --git a/mods/ITEMS/mcl_potions/textures/mcl_potions_arrow_inv.png b/mods/ITEMS/mcl_potions/textures/mcl_potions_arrow_inv.png new file mode 100644 index 000000000..4bda14bd5 Binary files /dev/null and b/mods/ITEMS/mcl_potions/textures/mcl_potions_arrow_inv.png differ diff --git a/mods/ITEMS/mcl_potions/tipped_arrow.lua b/mods/ITEMS/mcl_potions/tipped_arrow.lua new file mode 100644 index 000000000..081b2bcf4 --- /dev/null +++ b/mods/ITEMS/mcl_potions/tipped_arrow.lua @@ -0,0 +1,444 @@ +local S = minetest.get_translator("mcl_potions") +-- 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 dir_to_pitch = function(dir) + local dir2 = vector.normalize(dir) + local xz = math.abs(dir.x) + math.abs(dir.z) + return -math.atan2(-dir.y, xz) +end + +local function arrow_image(colorstring, opacity) + if not opacity then + opacity = 127 + end + return {"mcl_bows_arrow.png^[transformFX", + "mcl_bows_arrow.png^[transformFX", + "mcl_bows_arrow_back.png^[colorize:"..colorstring..":"..tostring(opacity), + "mcl_bows_arrow_front.png^[colorize:"..colorstring..":"..tostring(opacity), + "mcl_bows_arrow.png", + "mcl_bows_arrow.png^[transformFX"} + +end + + +local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements") +local mod_button = minetest.get_modpath("mesecons_button") + +function mcl_potions.register_arrow(name, desc, color, def) + + minetest.register_craftitem("mcl_potions:"..name.."_arrow", { + description = desc, + _tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3").."\n"..def.tt, + _doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n".. + S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.").."\n".. + S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."), + _doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."), + inventory_image = "mcl_bows_arrow_inv.png^(mcl_potions_arrow_inv.png^[colorize:"..color..":127)", + groups = { ammo=1, ammo_bow=1, brewitem=1}, + _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) + YAW_OFFSET + mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) + end, + }) + + + -- This is a fake node, used as model for the arrow entity. + -- It's not supposed to be usable as item or real node. + -- TODO: Use a proper mesh for the arrow entity + minetest.register_node("mcl_potions:"..name.."_arrow_box", { + drawtype = "nodebox", + is_ground_content = false, + node_box = { + type = "fixed", + fixed = { + -- Shaft + {-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17}, + {-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17}, + {5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, + -- Tip + {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17}, + {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17}, + -- Fletching + {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, 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}, + {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17}, + } + }, + tiles = arrow_image(color), + paramtype = "light", + paramtype2 = "facedir", + sunlight_propagates = true, + groups = {not_in_creative_inventory=1, dig_immediate=3}, + drop = "", + node_placement_prediction = "", + on_construct = function(pos) + minetest.log("error", "[mcl_potions] Trying to construct mcl_potions:"..name.."arrow_box at "..minetest.pos_to_string(pos)) + minetest.remove_node(pos) + end, + }) + + + local ARROW_ENTITY={ + physical = true, + visual = "wielditem", + visual_size = {x=0.4, y=0.4}, + textures = {"mcl_potions:"..name.."_arrow_box"}, + collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, + collide_with_objects = false, + + _lastpos={}, + _startpos=nil, + _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 + + _viscosity=0, -- Viscosity of node the arrow is currently in + _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession + } + + -- Destroy arrow entity self at pos and drops it as an item + local spawn_item = function(self, pos) + if not minetest.is_creative_enabled("") then + local item = minetest.add_item(pos, "mcl_potions:"..name.."_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:get_pos() + local dpos = table.copy(pos) -- digital pos + dpos = vector.round(dpos) + local node = minetest.get_node(dpos) + + 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 + -- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds. + 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 + -- Pickup arrow if player is nearby (not in Creative Mode) + local objects = minetest.get_objects_inside_radius(pos, 1) + for _,obj in ipairs(objects) do + if obj:is_player() then + if not minetest.is_creative_enabled(obj:get_player_name()) then + if obj:get_inventory():room_for_item("main", "mcl_potions:"..name.."_arrow") then + obj:get_inventory():add_item("main", "mcl_potions:"..name.."_arrow") + minetest.sound_play("item_drop_pickup", { + pos = pos, + max_hear_distance = 16, + gain = 1.0, + }, true) + end + end + self.object:remove() + return + end + end + + -- Check for object "collision". Done every tick (hopefully this is not too stressing) + else + -- We just check for any hurtable objects nearby. + -- The radius of 3 is fairly liberal, but anything lower than than will cause + -- arrow to hilariously go through mobs often. + -- TODO: Implement an ACTUAL collision detection (engine support needed). + local objs = minetest.get_objects_inside_radius(pos, 3) + local closest_object + local closest_distance + + if self._deflection_cooloff > 0 then + self._deflection_cooloff = self._deflection_cooloff - 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 ~= 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 + 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 + end + end + end + + -- If an attackable object was found, we will damage the closest one only + if closest_object ~= nil then + local obj = closest_object + 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 + + if obj:get_hp() > 0 then + -- Check if there is no solid node between arrow and object + local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true) + for pointed_thing in ray do + if pointed_thing.type == "object" and pointed_thing.ref == closest_object then + -- Target reached! We can proceed now. + break + elseif pointed_thing.type == "node" then + local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name + local nodedef = minetest.registered_nodes[nn] + if (not nodedef) or nodedef.walkable then + -- There's a node in the way. Delete arrow without damage + self.object:remove() + return + end + end + end + + -- Punch target object but avoid hurting enderman. + if lua then + if lua.name ~= "mobs_mc:enderman" then + obj:punch(self.object, 1.0, { + full_punch_interval=1.0, + damage_groups={fleshy=self._damage}, + }, nil) + def.potion_fun(obj) + end + else + obj:punch(self.object, 1.0, { + full_punch_interval=1.0, + damage_groups={fleshy=self._damage}, + }, nil) + def.potion_fun(obj) + end + + if is_player then + if self._shooter and self._shooter:is_player() then + -- “Ding” sound for hitting another player + minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter}, true) + def.potion_fun(obj) + end + 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 mod_awards and (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 + end + self.object:remove() + return + end + end + end + + -- Check for node collision + if self._lastpos.x~=nil and not self._stuck then + local nodedef = minetest.registered_nodes[node.name] + local vel = self.object:get_velocity() + -- Arrow has stopped in one axis, so it probably hit something. + -- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-( + if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then + -- Check for the node to which the arrow is pointing + local dir + if math.abs(vel.y) < 0.00001 then + if self._lastpos.y < pos.y then + dir = {x=0, y=1, z=0} + else + dir = {x=0, y=-1, z=0} + end + 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(dpos, 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 + if self._deflection_cooloff <= 0 then + -- Lose 1/3 of velocity on deflection + local newvel = vector.multiply(vel, 0.6667) + + self.object:set_velocity(newvel) + -- Reset deflection cooloff timer to prevent many deflections happening in quick succession + self._deflection_cooloff = 1.0 + end + else + + -- 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! 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 + local bdir = minetest.wallmounted_to_dir(node.param2) + -- Check the button orientation + if vector.equals(vector.add(dpos, bdir), self._stuckin) then + mesecon.push_button(dpos, node) + end + end + end + elseif (nodedef and nodedef.liquidtype ~= "none") then + -- Slow down arrow in liquids + local v = nodedef.liquid_viscosity + if not v then + v = 0 + end + local old_v = self._viscosity + self._viscosity = v + local vpenalty = math.max(0.1, 0.98 - 0.1 * v) + if math.abs(vel.x) > 0.001 then + vel.x = vel.x * vpenalty + end + if math.abs(vel.z) > 0.001 then + vel.z = vel.z * vpenalty + end + self.object:set_velocity(vel) + end + end + + -- Update yaw + if not self._stuck then + local vel = self.object:get_velocity() + local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET + local pitch = dir_to_pitch(vel) + self.object:set_rotation({ x = 0, y = yaw, z = pitch }) + end + + -- Update internal variable + self._lastpos={x=pos.x, y=pos.y, z=pos.z} + end + + -- Force recheck of stuck arrows when punched. + -- Otherwise, punching has no effect. + ARROW_ENTITY.on_punch = function(self) + if self._stuck then + self._stuckrechecktimer = STUCK_RECHECK_TIME + end + end + + ARROW_ENTITY.get_staticdata = function(self) + local out = { + lastpos = self._lastpos, + startpos = self._startpos, + damage = self._damage, + stuck = self._stuck, + 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 + return minetest.serialize(out) + 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 + if data.shootername then + local shooter = minetest.get_player_by_name(data.shootername) + if shooter and shooter:is_player() then + self._shooter = shooter + end + end + end + self.object:set_armor_groups({ immortal = 1 }) + end + + minetest.register_entity("mcl_potions:"..name.."_arrow_entity", ARROW_ENTITY) + + if minetest.get_modpath("mcl_bows") then + minetest.register_craft({ + output = 'mcl_potions:'..name..'_arrow 8', + recipe = { + {'mcl_bows:arrow','mcl_bows:arrow','mcl_bows:arrow'}, + {'mcl_bows:arrow','mcl_potions:'..name..'_splash','mcl_bows:arrow'}, + {'mcl_bows:arrow','mcl_bows:arrow','mcl_bows:arrow'} + } + }) + end + + if minetest.get_modpath("doc_identifier") ~= nil then + doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") + end + +end