forked from VoxeLibre/VoxeLibre
394 lines
12 KiB
Lua
394 lines
12 KiB
Lua
local mod = {}
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vl_projectile = mod
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local vl_physics_path = minetest.get_modpath("vl_physics")
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local YAW_OFFSET = -math.pi/2
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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local function dir_to_pitch(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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function mod.projectile_physics(obj, entity_def, v, a)
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local le = obj:get_luaentity()
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local entity_def = minetest.registered_entities[le.name]
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local pos = obj:get_pos()
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if not pos then return end
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if vl_physics_path then
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v,a = vl_physics.apply_entity_environmental_physics(obj)
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else
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-- Simple physics
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if not v then v = obj:get_velocity() end
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if not a then a = vector.zero() end
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if not entity_def.ignore_gravity then
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a = a + vector.new(0,-GRAVITY,0)
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end
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if entity_def.liquid_drag then
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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if def and def.liquidtype ~= "none" then
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-- Slow down arrow in liquids
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local visc = def.liquid_viscosity or 0
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le._viscosity = visc
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local vpenalty = math.max(0.1, 0.98 - 0.1 * visc)
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if math.abs(v.x) > 0.001 then
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v.x = v.x * vpenalty
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end
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if math.abs(v.z) > 0.001 then
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v.z = v.z * vpenalty
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end
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end
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end
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end
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-- Pass to entity
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if v then obj:set_velocity(v) end
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if a then obj:set_acceleration(a) end
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-- Update projectile yaw to match velocity direction
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if v and le and not le._stuck then
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local yaw = minetest.dir_to_yaw(v) + YAW_OFFSET
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local pitch = dir_to_pitch(v)
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obj:set_rotation(vector.new(0,yaw,pitch))
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end
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end
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function mod.update_projectile(self, dtime)
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if self._removed then return end
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local entity_name = self.name
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local entity_def = minetest.registered_entities[entity_name] or {}
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local entity_vl_projectile = entity_def._vl_projectile or {}
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-- Update entity timer
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self.timer = (self.timer or 0) + dtime
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-- Run behaviors
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local behaviors = entity_vl_projectile.behaviors or {}
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for i=1,#behaviors do
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local behavior = behaviors[i]
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if behavior(self, dtime, entity_def, entity_vl_projectile) then
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return
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end
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end
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mod.projectile_physics(self.object, entity_def)
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end
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local function no_op()
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end
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local function damage_particles(pos, is_critical)
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if is_critical then
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
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minvel = vector.new(-0.1, -0.1, -0.1),
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maxvel = vector.new(0.1, 0.1, 0.1),
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minexptime = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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local function random_hit_positions(positions, placement)
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if positions == "x" then
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return math.random(-4, 4)
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elseif positions == "y" then
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return math.random(0, 10)
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elseif positions == "z" then
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if placement == "front" then
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return 3
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elseif placement == "back" then
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return -3
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end
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end
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return 0
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end
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local function check_hitpoint(hitpoint)
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if hitpoint.type ~= "object" then return false end
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-- find the closest object that is in the way of the arrow
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-- TODO: change this check when adding mob projectiles
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if hitpoint.ref:is_player() and enable_pvp then
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return true
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end
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if not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then
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if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
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return true
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end
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end
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return false
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end
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local function handle_player_sticking(self, entity_def, projectile_def, entity)
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if self._in_player or self._blocked then return end
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if not projectile_def.sticks_in_players then return end
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minetest.after(150, function()
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self._removed = true
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self.object:remove()
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end)
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-- Handle blocking projectiles
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if mcl_shields.is_blocking(obj) then
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self._blocked = true
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self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
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return
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end
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-- Handle when the projectile hits the player
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self._placement = math.random(1, 2)
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local placement = self._placement == 1 and "front" or "back"
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self._rotation_station = self.placement == 1 and -90 or 90
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self._in_player = true
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self._y_position = random_arrow_positions("y", placement)
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self._x_position = random_arrow_positions("x", placement)
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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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self._attach_parent = "Head"
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self._y_position = self._y_position - 6
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elseif self._x_position > 2 then
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self._attach_parent = "Arm_Right"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position - 2
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elseif self._x_position < -2 then
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self._attach_parent = "Arm_Left"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position + 2
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else
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self._attach_parent = "Body"
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end
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self._z_rotation = math.random(-30, 30)
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self._y_rotation = math.random( -30, 30)
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self.object:set_attach(
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obj, self._attach_parent,
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vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)),
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vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
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)
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end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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-- Don't try to do anything on first update
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if not self._last_pos then
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self._last_pos = pos
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return
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end
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-- Check if the object can collide with this node
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local node = minetest.get_node(pos)
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local node_def = minetest.registered_nodes[node.name]
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local collides_with = projectile_def.collides_with
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if entity_def.physical then
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-- Projectile has stopped in one axis, so it probably hit something.
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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local vel = self.object:get_velocity()
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if math.abs(vel.x) >= 0.0001 and math.abs(vel.z) >= 0.0001 and math.abs(vel.y) >= 0.0001 then
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self._last_pos = pos
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return
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end
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else
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if node_def and not node_def.walkable and (not collides_with or not mcl_util.match_node_to_filter(node.name, collides_with)) then
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self._last_pos = pos
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return
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end
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end
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-- Call entity collied hook
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local hook = projectile_def.on_collide_with_solid or no_op
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hook(self, pos, node, node_def)
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-- Call node collided hook
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local hook = (node_def._vl_projectile or {}).on_collide or no_op
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hook(self, pos, node, node_def)
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-- Play sounds
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local sounds = projectile_def.sounds or {}
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local sound = sounds.on_solid_collision or sounds.on_collision
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if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "node", pos, node, node_def) end
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if sound then
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local arg2 = table.copy(sound[2])
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arg2.pos = pos
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minetest.sound_play(sound[1], arg2, sound[3])
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end
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-- Normally objects should be removed on collision with solids
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if not projectile_def.survive_collision then
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self._removed = true
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self.object:remove()
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end
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-- Done with behaviors
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return true
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end
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local function handle_entity_collision(self, entity_def, projectile_def, object)
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local pos = self.object:get_pos()
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local dir = vector.normalize(self.object:get_velocity())
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local self_vl_projectile = self._vl_projectile
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-- Allow punching
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local allow_punching = projectile_def.allow_punching or true
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if type(allow_punching) == "function" then
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allow_punching = allow_punching(self, entity_def, projectile_def, object)
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end
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if allow_punching then
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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if type(dmg) == "function" then
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dmg = dmg(self, entity_def, projectile_def, object)
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end
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local object_lua = object:get_luaentity()
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-- Apply damage
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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local do_damage = false
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if object:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, object)
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elseif object_lua and (object_lua.is_mob == true or object_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= object) then
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do_damage = true
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end
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if do_damage then
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object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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-- Indicate damage
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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-- Light things on fire
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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end
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end
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-- Call entity collision hook
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(projectile_def.on_collide_with_entity or no_op)(self, pos, object)
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-- Call reverse entity collision hook
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local other_entity_def = minetest.registered_entities[object.name] or {}
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local other_entity_vl_projectile = other_entity_def._vl_projectile or {}
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local hook = (other_entity_vl_projectile or {}).on_collide or no_op
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hook(object, self)
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-- Play sounds
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local sounds = (projectile_def.sounds or {})
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local sound = sounds.on_entity_collion or sounds.on_collision
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if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", object) end
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if sound then
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local arg2 = table.copy(sound[2])
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arg2.pos = pos
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minetest.sound_play(sound[1], arg2, sound[3])
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end
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-- Normally objects should be removed on collision with entities
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if not projectile_def.survive_collision then
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self._removed = true
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self.object:remove()
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end
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return true
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end
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function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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local hit = nil
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local owner = self._vl_projectile.owner
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local objects = minetest.get_objects_inside_radius(pos, 1.5)
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for i = 1,#objects do
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local object = objects[i]
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local entity = object:get_luaentity()
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if entity and entity.name ~= self.object:get_luaentity().name then
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if object:is_player() and owner ~= object:get_player_name() then
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return handle_entity_collision(self, entity_def, projectile_def, object)
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elseif (entity.is_mob == true or entity._hittable_by_projectile) and (owner ~= object) then
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return handle_entity_collision(self, entity_def, projectile_def, object)
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end
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end
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end
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end
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function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_def)
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local closest_object
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local closest_distance
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local pos = self.object:get_pos()
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local arrow_dir = self.object:get_velocity()
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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for hitpoint in raycast do
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if check_hitpoint(hitpoint) then
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local hitpoint_ref = hitpoint.ref
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local dist = vector.distance(hitpoint_ref:get_pos(), pos)
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if not closest_distance or dist < closest_distance then
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closest_object = hitpoint_ref
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closest_distance = dist
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end
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end
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end
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if closest_object then
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return handle_entity_collision(self, entity_def, projectile_def, closest_object)
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end
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end
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function mod.create(entity_id, options)
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local pos = options.pos
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local obj = minetest.add_entity(pos, entity_id, options.staticdata)
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-- Set initial velocity and acceleration
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local v = vector.multiply(options.dir or vector.zero(), options.velocity or 0)
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local a = vector.multiply(v, -math.abs(options.drag))
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mod.projectile_physics(obj, entity_def, v, a)
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-- Update projectile parameters
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local luaentity = obj:get_luaentity()
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luaentity._vl_projectile = {
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owner = options.owner,
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extra = options.extra,
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}
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-- And provide the caller with the created object
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return obj
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end
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function mod.register(name, def)
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assert(def._vl_projectile)
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if not def.on_step then
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def.on_step = mod.update_projectile
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end
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def._thrower = nil
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def._shooter = nil
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def._last_pos = nil
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minetest.register_entity(name, def)
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end
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