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Fix typo in api.md, add TODO, change entity -> object
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@ -149,8 +149,8 @@ local arrow_entity = {
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vl_projectile.collides_with_solids,
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vl_projectile.collides_with_solids,
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vl_projectile.raycast_collides_with_entities,
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vl_projectile.raycast_collides_with_entities,
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},
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},
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allow_punching = function(self, entity_def, projectile_def, entity)
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allow_punching = function(self, entity_def, projectile_def, object)
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local lua = entity:get_luaentity()
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local lua = object:get_luaentity()
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if lua and lua.name == "mobs_mc:rover" then return false end
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if lua and lua.name == "mobs_mc:rover" then return false end
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return true
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return true
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@ -49,7 +49,7 @@ Arguments:
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* `options`: A table with optional parameters. Supported fields are:
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* `options`: A table with optional parameters. Supported fields are:
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* `dir`: direction the projectile is moving in
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* `dir`: direction the projectile is moving in
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* `velocity`: scalar velocity amount
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* `velocity`: scalar velocity amount
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* `drag`: scalar resistence to velocity
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* `drag`: scalar resistance to velocity
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* `owner`: passed thru unmodified
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* `owner`: passed thru unmodified
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* `extra`: passed thru unmodified
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* `extra`: passed thru unmodified
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@ -121,6 +121,7 @@ local function check_hitpoint(hitpoint)
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if hitpoint.type ~= "object" then return false end
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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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-- 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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if hitpoint.ref:is_player() and enable_pvp then
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return true
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return true
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end
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end
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@ -237,7 +238,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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return true
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return true
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end
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end
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local function handle_entity_collision(self, entity_def, projectile_def, entity)
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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 pos = self.object:get_pos()
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local dir = vector.normalize(self.object:get_velocity())
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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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local self_vl_projectile = self._vl_projectile
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@ -245,31 +246,31 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
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-- Allow punching
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-- Allow punching
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local allow_punching = projectile_def.allow_punching or true
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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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if type(allow_punching) == "function" then
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allow_punching = allow_punching(self, entity_def, projectile_def, entity)
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allow_punching = allow_punching(self, entity_def, projectile_def, object)
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end
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end
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if allow_punching then
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if allow_punching then
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-- Get damage
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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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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if type(dmg) == "function" then
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dmg = dmg(self, entity_def, projectile_def, entity)
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dmg = dmg(self, entity_def, projectile_def, object)
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end
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end
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local entity_lua = entity:get_luaentity()
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local object_lua = object:get_luaentity()
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-- Apply damage
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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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-- 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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local do_damage = false
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if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
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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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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, entity)
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handle_player_sticking(self, entity_def, projectile_def, object)
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elseif entity_lua and (entity_lua.is_mob == true or entity_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then
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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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do_damage = true
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end
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end
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if do_damage then
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if do_damage then
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entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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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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-- 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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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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@ -282,18 +283,18 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
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end
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end
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-- Call entity collision hook
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-- Call entity collision hook
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(projectile_def.on_collide_with_entity or no_op)(self, pos, entity)
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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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-- Call reverse entity collision hook
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local other_entity_def = minetest.registered_entities[entity.name] or {}
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local other_object_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 other_object_vl_projectile = other_object_def._vl_projectile or {}
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local hook = (other_entity_vl_projectile or {}).on_collide or no_op
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local hook = (other_object_vl_projectile or {}).on_collide or no_op
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hook(entity, self)
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hook(object, self)
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-- Play sounds
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-- Play sounds
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local sounds = (projectile_def.sounds or {})
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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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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", entity) end
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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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if sound then
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local arg2 = table.copy(sound[2])
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local arg2 = table.copy(sound[2])
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arg2.pos = pos
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arg2.pos = pos
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