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VoxeLibre/mods/ITEMS/mcl_bows/arrow.lua

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-- 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
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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")
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minetest.register_craftitem("mcl_bows:arrow", {
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description = "Arrow",
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_doc_items_longdesc = [[Arrows are ammunition for bows and dispensers.
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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.
Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons.]],
_doc_items_usagehelp = "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",
groups = { ammo=1, ammo_bow=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,
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})
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-- 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_bows:arrow_box", {
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drawtype = "nodebox",
is_ground_content = false,
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node_box = {
type = "fixed",
fixed = {
-- Shaft
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{-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
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{-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},
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-- Fletching
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{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},
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{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 = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
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paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
groups = {not_in_creative_inventory=1, dig_immediate=3},
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})
-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
-- and the arrow flies backwards.
local ARROW_ENTITY={
physical = true,
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visual = "wielditem",
visual_size = {x=0.4, y=0.4},
textures = {"mcl_bows:arrow_box"},
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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
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}
-- Destroy arrow entity self at pos and drops it as an item
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)
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local pos = self.object:getpos()
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local dpos = table.copy(pos) -- digital pos
dpos = vector.round(dpos)
local node = minetest.get_node(dpos)
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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
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-- FIXME: Arrows are a bit slot 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
local objects = minetest.get_objects_inside_radius(pos, 2)
for _,obj in ipairs(objects) do
if obj:is_player() then
if not minetest.settings:get_bool("creative_mode") then
-- Pickup arrow if player is nearby
if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
obj:get_inventory():add_item("main", "mcl_bows:arrow")
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
})
self.object:remove()
return
end
else
self.object:remove()
return
end
end
end
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-- Check for object collision. Done every tick (hopefully this is not too stressing)
else
local objs = minetest.get_objects_inside_radius(pos, 2)
local closest_object
local closest_distance
local ok = false
-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
-- 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:getpos())
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
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, nil)
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})
end
if mod_mcl_hunger then
mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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
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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
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end
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self.object:remove()
return
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end
end
end
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-- Check for node collision
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 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
-- 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
-- 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! 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
elseif (def and def.liquidtype ~= "none") then
-- Slow down arrow in liquids
local v = def.liquid_viscosity
if not v then
v = 0
end
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)
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end
end
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-- 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
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-- Update internal variable
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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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,
}
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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
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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
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self._stuckin = data.stuckin
end
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-- 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
end
minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY)
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if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
minetest.register_craft({
output = 'mcl_bows:arrow 4',
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recipe = {
{'mcl_core:flint'},
{'mcl_core:stick'},
{'mcl_mobitems:feather'}
}
})
end
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if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
end