Fix typo in api.md, add TODO, change entity -> object

This commit is contained in:
teknomunk 2024-09-01 20:51:08 -05:00
parent e04f6241de
commit 277871591c
3 changed files with 18 additions and 17 deletions

@ -149,8 +149,8 @@ local arrow_entity = {
vl_projectile.collides_with_solids, vl_projectile.collides_with_solids,
vl_projectile.raycast_collides_with_entities, vl_projectile.raycast_collides_with_entities,
}, },
allow_punching = function(self, entity_def, projectile_def, entity) allow_punching = function(self, entity_def, projectile_def, object)
local lua = entity:get_luaentity() local lua = object:get_luaentity()
if lua and lua.name == "mobs_mc:rover" then return false end if lua and lua.name == "mobs_mc:rover" then return false end
return true return true

@ -49,7 +49,7 @@ Arguments:
* `options`: A table with optional parameters. Supported fields are: * `options`: A table with optional parameters. Supported fields are:
* `dir`: direction the projectile is moving in * `dir`: direction the projectile is moving in
* `velocity`: scalar velocity amount * `velocity`: scalar velocity amount
* `drag`: scalar resistence to velocity * `drag`: scalar resistance to velocity
* `owner`: passed thru unmodified * `owner`: passed thru unmodified
* `extra`: passed thru unmodified * `extra`: passed thru unmodified

@ -121,6 +121,7 @@ local function check_hitpoint(hitpoint)
if hitpoint.type ~= "object" then return false end if hitpoint.type ~= "object" then return false end
-- find the closest object that is in the way of the arrow -- find the closest object that is in the way of the arrow
-- TODO: change this check when adding mob projectiles
if hitpoint.ref:is_player() and enable_pvp then if hitpoint.ref:is_player() and enable_pvp then
return true return true
end end
@ -237,7 +238,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
return true return true
end end
local function handle_entity_collision(self, entity_def, projectile_def, entity) local function handle_entity_collision(self, entity_def, projectile_def, object)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local dir = vector.normalize(self.object:get_velocity()) local dir = vector.normalize(self.object:get_velocity())
local self_vl_projectile = self._vl_projectile local self_vl_projectile = self._vl_projectile
@ -245,31 +246,31 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
-- Allow punching -- Allow punching
local allow_punching = projectile_def.allow_punching or true local allow_punching = projectile_def.allow_punching or true
if type(allow_punching) == "function" then if type(allow_punching) == "function" then
allow_punching = allow_punching(self, entity_def, projectile_def, entity) allow_punching = allow_punching(self, entity_def, projectile_def, object)
end end
if allow_punching then if allow_punching then
-- Get damage -- Get damage
local dmg = projectile_def.damage_groups or 0 local dmg = projectile_def.damage_groups or 0
if type(dmg) == "function" then if type(dmg) == "function" then
dmg = dmg(self, entity_def, projectile_def, entity) dmg = dmg(self, entity_def, projectile_def, object)
end end
local entity_lua = entity:get_luaentity() local object_lua = object:get_luaentity()
-- Apply damage -- Apply damage
-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier -- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
local do_damage = false local do_damage = false
if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then if object:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
do_damage = true do_damage = true
handle_player_sticking(self, entity_def, projectile_def, entity) handle_player_sticking(self, entity_def, projectile_def, object)
elseif entity_lua and (entity_lua.is_mob == true or entity_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then elseif object_lua and (object_lua.is_mob == true or object_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= object) then
do_damage = true do_damage = true
end end
if do_damage then if do_damage then
entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
-- Indicate damage -- Indicate damage
damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical) damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
@ -282,18 +283,18 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
end end
-- Call entity collision hook -- Call entity collision hook
(projectile_def.on_collide_with_entity or no_op)(self, pos, entity) (projectile_def.on_collide_with_entity or no_op)(self, pos, object)
-- Call reverse entity collision hook -- Call reverse entity collision hook
local other_entity_def = minetest.registered_entities[entity.name] or {} local other_object_def = minetest.registered_entities[object.name] or {}
local other_entity_vl_projectile = other_entity_def._vl_projectile or {} local other_object_vl_projectile = other_object_def._vl_projectile or {}
local hook = (other_entity_vl_projectile or {}).on_collide or no_op local hook = (other_object_vl_projectile or {}).on_collide or no_op
hook(entity, self) hook(object, self)
-- Play sounds -- Play sounds
local sounds = (projectile_def.sounds or {}) local sounds = (projectile_def.sounds or {})
local sound = sounds.on_entity_collion or sounds.on_collision local sound = sounds.on_entity_collion or sounds.on_collision
if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", entity) end if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", object) end
if sound then if sound then
local arg2 = table.copy(sound[2]) local arg2 = table.copy(sound[2])
arg2.pos = pos arg2.pos = pos