Move arrow-node logic out of mcl_bows/arrow.lua and into the node definitions under _vl_projectile.on_collide

This commit is contained in:
teknomunk 2024-10-20 12:36:11 -05:00
parent 1600a65dd7
commit 1b8a4d6ecb
5 changed files with 40 additions and 23 deletions

@ -27,6 +27,11 @@ minetest.register_node("mcl_target:target_off", {
rules = mesecon.rules.alldirs,
},
},
_vl_projectile = {
on_collide = function(projectile, pos, node, node_def)
mcl_target.hit(pos, 1) --10 redstone ticks
end
},
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,
})
@ -67,4 +72,4 @@ if mod_farming then
{"", "mesecons:redstone", ""},
},
})
end
end

@ -151,6 +151,20 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
}},
_mcl_button_basename = basename,
_mcl_button_timer = button_timer,
_vl_projectile = {
on_collide = function(projectile, pos, node, node_def)
pos = vector.round(pos)
-- Push the button! Push, push, push the button!
if node_def.groups.button_push_by_arrow == 1 then
minetest.log("hit"..dump({
pos = pos,
node = node,
}))
mesecon.push_button(pos, node)
end
end
},
_mcl_blast_resistance = 0.5,
_mcl_hardness = 0.5,

@ -198,28 +198,11 @@ local arrow_entity = {
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
tnt.ignite(self._stuckin)
end
-- Ignite Campfires
if mod_campfire and mcl_burning.is_burning(self.object) and minetest.get_item_group(snode.name, "campfire") ~= 0 then
mcl_campfires.light_campfire(self._stuckin)
end
-- Activate target
if mod_target and snode.name == "mcl_target:target_off" then
mcl_target.hit(self._stuckin, 1) --10 redstone ticks
end
-- 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
-- Temporary handler here to test moving this to node definitions.
-- TODO: move to vl_projectile when the stuck logic gets moved there and before merging
-- Trigger hits on the node the projectile hit
local hook = sdef._vl_projectile and sdef._vl_projectile.on_collide
if hook then hook(self, self._stuckin, snode, sdef) end
end,
on_collide_with_entity = function(self, pos, obj)
local is_player = obj:is_player()

@ -261,6 +261,14 @@ function mcl_campfires.register_campfire(name, def)
},
_mcl_blast_resistance = 2,
_mcl_hardness = 2,
_vl_projectile = {
on_collide = function(projectile, pos, node, node_def)
-- Ignite Campfires
if mcl_burning.is_burning(projectile) then
mcl_campfires.light_campfire(pos)
end
end
},
after_dig_node = function(pos, node, oldmeta, digger)
campfire_drops(pos, digger, def.drops, name.."_lit")
end,

@ -110,6 +110,13 @@ minetest.register_node("mcl_tnt:tnt", {
tnt.ignite(droppos)
end
end,
_vl_projectile = {
on_collide = function(projectile, pos, node, node_def)
if mcl_burning.is_burning(projectile) then
tnt.ignite(pos)
end
end
},
sounds = sounds,
})