MineClone2/mods/ITEMS/mcl_bows/arrow.lua

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local S = minetest.get_translator(minetest.get_current_modname())
local mod_target = minetest.get_modpath("mcl_target")
local mod_campfire = minetest.get_modpath("mcl_campfires")
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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local math = math
local vector = vector
-- 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 YAW_OFFSET = -math.pi/2
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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", {
description = S("Arrow"),
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_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
_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",
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groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1, ammo_crossbow=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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-- Destroy arrow entity self at pos and drops it as an item
local arrow_entity = {
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physical = true,
pointable = false,
visual = "mesh",
mesh = "mcl_bows_arrow.obj",
visual_size = {x=-1, y=1},
textures = {"mcl_bows_arrow.png"},
collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
collide_with_objects = false,
liquid_drag = true,
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_fire_damage_resistant = true,
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_save_fields = {
"last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", "time_in_air",
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},
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_startpos=nil,
_damage=1, -- Damage on impact
_is_critical=false, -- Whether this arrow would deal critical damage
_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
_is_arrow = true,
_in_player = false,
_blocked = false,
_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
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_vl_projectile = {
survive_collision = true,
sticks_in_players = true,
damages_players = true,
damage_groups = function(self)
return { fleshy = self._damage }
end,
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hide_tracer = function(self)
return self._stuck or self._damage < 9 or self._in_player
end,
tracer_texture = "mobs_mc_arrow_particle.png",
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behaviors = {
vl_projectile.sticks,
vl_projectile.burns,
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vl_projectile.has_tracer,
-- Custom arrow behaviors
function(self, dtime)
local pos = self.object:get_pos()
self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
-- Give the arrows a maximum flight time
self._time_in_air = (self._time_in_air or 0) + dtime
if self._time_in_air > ARROW_TIMEOUT then
self._removed = true
self.object:remove()
return true
end
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
end,
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vl_projectile.collides_with_solids,
vl_projectile.raycast_collides_with_entities,
},
allow_punching = function(self, entity_def, projectile_def, object)
if not self._allow_punch then return false end
local lua = object:get_luaentity()
if lua and lua.name == "mobs_mc:rover" then return false end
return true
end,
sounds = {
on_entity_collision = function(self, _, _, _, obj)
if obj:is_player() then
return {{name="mcl_bows_hit_player", gain=0.1}, {to_player=obj:get_player_name()}, true}
end
return {{name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true}
end
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},
on_collide_with_entity = function(self, pos, obj)
local is_player = obj:is_player()
local lua = obj:get_luaentity()
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-- Make sure collision is valid
if not (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then
return
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end
if obj:get_hp() > 0 then
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
local shooter = self._vl_projectile.owner
if shooter and 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(shooter:get_player_name(), "mcl:snipeSkeleton")
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end
end
end
end
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-- Item definition entity collision hook
local item_def = minetest.registered_items[self._arrow_item]
local hook = item_def and item_def._on_collide_with_entity
if hook then hook(self, pos, obj) end
if (self._piercing or 0) > 0 then
self._piercing = self._piercing - 1
return
end
-- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it
-- has collided with an entity
self._removed = true
self.object:remove()
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end
},
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-- Force recheck of stuck arrows when punched.
-- Otherwise, punching has no effect.
on_punch = function(self)
if self._stuck then
self._stuckrechecktimer = STUCK_RECHECK_TIME
end
end,
get_staticdata = function(self)
local out = {}
local save_fields = self._save_fields
for i = 1,#save_fields do
local field = save_fields[i]
out[field] = self["_"..field]
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end
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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
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end
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out.stuckstarttime = minetest.get_gametime() - self._stucktimer
end
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if self._owner then
out._owner = self._owner:get_player_name()
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end
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return minetest.serialize(out)
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({ immortal = 1 })
self._time_in_air = 1.0
local data = minetest.deserialize(staticdata)
if not data then return end
-- Restore arrow state
local save_fields = self._save_fields
for i = 1,#save_fields do
local field = save_fields[i]
self["_"..field] = data[field]
end
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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
end
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-- Perform a stuck recheck on the next step.
self._stuckrechecktimer = STUCK_RECHECK_TIME
local vl_projectile_data = {}
if data._owner then
vl_projectile_data.owner = minetest.get_player_by_name(data._owner)
end
self._vl_projectile = vl_projectile_data
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
if data.stuckin_player then
self._removed = true
self.object:remove()
end
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end,
}
-- Make the arrow entity available to other mods as a template
mcl_bows.arrow_entity = table.copy(arrow_entity)
vl_projectile.register("mcl_bows:arrow_entity", arrow_entity)
minetest.register_on_respawnplayer(function(player)
for _, obj in pairs(player:get_children()) do
local ent = obj:get_luaentity()
if ent and ent.name and string.find(ent.name, "mcl_bows:arrow_entity") then
obj:remove()
end
end
end)
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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"}
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}
})
end
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if minetest.get_modpath("doc_identifier") then
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doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
end