Move tracer to vl_projectile

This commit is contained in:
teknomunk 2024-10-20 13:31:29 -05:00
parent b693416d0b
commit 477f8d51ec
3 changed files with 36 additions and 22 deletions

@ -132,8 +132,13 @@ local arrow_entity = {
damage_groups = function(self)
return { fleshy = self._damage }
end,
hide_tracer = function(self)
return self._stuck or self._damage < 9 or self._in_player
end,
tracer_texture = "mobs_mc_arrow_particle.png",
behaviors = {
vl_projectile.burns,
vl_projectile.has_tracer,
-- Custom arrow behaviors
function(self, dtime)
@ -146,27 +151,6 @@ local arrow_entity = {
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
-- Add tracer
if self._damage >= 9 and self._in_player == false then
minetest.add_particlespawner({
amount = 20,
time = .2,
minpos = vector.zero(),
maxpos = vector.zero(),
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
attached = self.object,
collisiondetection = false,
vertical = false,
texture = "mobs_mc_arrow_particle.png",
glow = 1,
})
end
-- 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

@ -62,9 +62,11 @@ Arguments:
The projectile API supports specifying the behaviors that a projectile will exhibit. There are several
standard behaviors provided with the API:
* `vl_projectile.burns`: Projectiles can be set on fire
* `vl_projectile.burns`: projectile can be set on fire
* `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes
* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
* `vl_projectile.has_tracer`: projectile will have a tracer trail when thrown/shot. Projectile can define
`_vl_projectile.hide_tracer = function(self)` to conditionally hide the tracer.
* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
check along the path of movement.

@ -10,6 +10,8 @@ local enable_pvp = minetest.settings:get_bool("enable_pvp")
function mod.projectile_physics(obj, entity_def, v, a)
local le = obj:get_luaentity()
if not le then return end
local entity_def = minetest.registered_entities[le.name]
local pos = obj:get_pos()
if not pos then return end
@ -203,6 +205,30 @@ function mod.burns(self, dtime, entity_def, projectile_def)
end
end
function mod.has_tracer(self, dtime, entity_def, projectile_def)
local hide_tracer = projectile_def.hide_tracer
if hide_tracer and hide_tracer(self) then return end
-- Add tracer
minetest.add_particlespawner({
amount = 20,
time = .2,
minpos = vector.zero(),
maxpos = vector.zero(),
minvel = vector.new(-0.1,-0.1,-0.1),
maxvel = vector.new(0.1,0.1,0.1),
minexptime = 0.5,
maxexptime = 0.5,
minsize = 2,
maxsize = 2,
attached = self.object,
collisiondetection = false,
vertical = false,
texture = projectile_def.tracer_texture or "mobs_mc_arrow_particle.png",
glow = 1,
})
end
function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
local pos = self.object:get_pos()
if not pos then return end
@ -380,6 +406,8 @@ function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_
local closest_object, closest_distance
local pos = self.object:get_pos()
if not pos then return end
local arrow_dir = self.object:get_velocity()
--create a raycast from the arrow based on the velocity of the arrow to deal with lag