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Address more review comments
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@ -36,13 +36,15 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a
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})
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-- Destroy arrow entity self at pos and drops it as an item
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local function spawn_item(self, pos)
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local function replace_with_item_drop(self, pos)
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if not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, "mcl_bows:arrow")
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item:set_velocity(vector.zero())
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item:set_yaw(self.object:get_yaw())
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end
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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end
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@ -62,13 +64,10 @@ local function stuck_arrow_on_step(self, dtime)
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-- Drop arrow as item when it is no longer stuck
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-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
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if self._stuckrechecktimer > STUCK_RECHECK_TIME then
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local stuckin_def
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if self._stuckin then
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stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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end
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local stuckin_def = self._stuckin and minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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-- TODO: In MC, arrow just falls down without turning into an item
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if stuckin_def and stuckin_def.walkable == false then
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spawn_item(self, pos)
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replace_with_item_drop(self, pos)
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return
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end
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self._stuckrechecktimer = 0
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@ -153,9 +152,8 @@ local arrow_entity = {
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end
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},
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on_collide_with_solid = function(self, pos, node, node_def)
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local def = node_def
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local vel = self.object:get_velocity()
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local dpos = vector.round(vector.new(pos)) -- digital pos
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local dpos = vector.round(pos) -- digital pos
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-- Check for the node to which the arrow is pointing
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local dir
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@ -244,7 +242,7 @@ local arrow_entity = {
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elseif pointed_thing.type == "node" then
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local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
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local def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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if not def or def.walkable then
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-- There's a node in the way. Delete arrow without damage
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mcl_burning.extinguish(self.object)
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self.object:remove()
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@ -334,9 +332,6 @@ local arrow_entity = {
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-- Process as projectile
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vl_projectile.update_projectile(self, dtime)
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-- Update yaw
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local vel = self.object:get_velocity()
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end,
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-- Force recheck of stuck arrows when punched.
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@ -125,14 +125,16 @@ function mcl_potions.register_splash(name, descr, color, def)
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-- Apply effect list
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if def._effect_list then
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local ef_level
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local dur
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for name, details in pairs(def._effect_list) do
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local ef_level
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local dur
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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ef_level = details.level + details.level_scaling * potency
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else
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ef_level = details.level
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end
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if details.dur_variable then
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dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus)
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if potency>0 and details.uses_level then
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@ -142,9 +144,11 @@ function mcl_potions.register_splash(name, descr, color, def)
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else
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dur = details.dur
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end
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if details.effect_stacks then
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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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if rad > 0 then
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mcl_potions.give_effect_by_level(name, obj, ef_level, REDUX_MAP[rad]*dur)
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else
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@ -58,7 +58,7 @@ function mcl_potions.register_arrow(name, desc, color, def)
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for name, details in pairs(def._effect_list) do
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local ef_level = details.level
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if details.uses_level then
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ef_level = details.level + details.level_scaling * (potency)
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ef_level = details.level + details.level_scaling * potency
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end
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local dur = details.dur
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@ -71,10 +71,8 @@ vl_projectile.register("mcl_throwing:ender_pearl_entity",{
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-- Node is walkable, we have to find a place somewhere outside of that node
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vc = vector.normalize(vc)
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-- Zero-out the two axes with a lower absolute value than
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-- the axis with the strongest force
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local lv, ld
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lv, ld = math.abs(vc.y), "y"
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-- Zero-out the two axes with a lower absolute value than the axis with the strongest force
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local lv, ld = math.abs(vc.y), "y"
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if math.abs(vc.x) > lv then
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lv, ld = math.abs(vc.x), "x"
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end
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@ -122,8 +120,7 @@ vl_projectile.register("mcl_throwing:ender_pearl_entity",{
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player:set_hp(player:get_hp() - 5, { type = "fall", from = "mod" })
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-- 5% chance to spawn endermite at the player's origin
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local r = math.random(1,20)
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if r == 1 then
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if math.random(1,20) == 1 then
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minetest.add_entity(oldpos, "mobs_mc:endermite")
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end
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end
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@ -22,8 +22,8 @@ function mod.projectile_physics(obj, entity_def, v, a)
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v,a = vl_physics.apply_entity_environmental_physics(obj)
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else
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-- Simple physics
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if not v then v = obj:get_velocity() end
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if not a then a = vector.zero() end
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v = v or obj:get_velocity()
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a = a or vector.zero()
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if not entity_def.ignore_gravity then
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a = a + vector.new(0,-GRAVITY,0)
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@ -72,8 +72,7 @@ function mod.update_projectile(self, dtime)
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-- Run behaviors
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local behaviors = entity_vl_projectile.behaviors or {}
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for i=1,#behaviors do
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local behavior = behaviors[i]
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if behavior(self, dtime, entity_def, entity_vl_projectile) then
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if behaviors[i](self, dtime, entity_def, entity_vl_projectile) then
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return
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end
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end
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@ -81,8 +80,6 @@ function mod.update_projectile(self, dtime)
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mod.projectile_physics(self.object, entity_def)
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end
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local function no_op()
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end
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local function damage_particles(pos, is_critical)
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if is_critical then
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minetest.add_particlespawner({
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@ -102,20 +99,6 @@ local function damage_particles(pos, is_critical)
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})
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end
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end
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local function random_arrow_positions(positions, placement)
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if positions == "x" then
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return math.random(-4, 4)
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elseif positions == "y" then
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return math.random(0, 10)
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end
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if placement == "front" and positions == "z" then
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return 3
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elseif placement == "back" and positions == "z" then
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return -3
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end
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return 0
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end
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local function random_hit_positions(positions, placement)
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if positions == "x" then
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return math.random(-4, 4)
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@ -170,8 +153,8 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
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local placement = self._placement == 1 and "front" or "back"
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self._rotation_station = self.placement == 1 and -90 or 90
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self._in_player = true
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self._y_position = random_arrow_positions("y", placement)
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self._x_position = random_arrow_positions("x", placement)
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self._y_position = random_hit_positions("y", placement)
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self._x_position = random_hit_positions("x", placement)
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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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self._attach_parent = "Head"
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self._y_position = self._y_position - 6
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@ -187,10 +170,10 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
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self._attach_parent = "Body"
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end
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self._z_rotation = math.random(-30, 30)
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self._y_rotation = math.random( -30, 30)
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self._y_rotation = math.random(-30, 30)
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self.object:set_attach(
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entity, self._attach_parent,
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vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)),
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vector.new(self._x_position, self._y_position, random_hit_positions("z", placement)),
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vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
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)
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end
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@ -226,12 +209,12 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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end
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-- Call entity collied hook
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local hook = projectile_def.on_collide_with_solid or no_op
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hook(self, pos, node, node_def)
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local hook = projectile_def.on_collide_with_solid
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if hook then hook(self, pos, node, node_def) end
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-- Call node collided hook
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local hook = ((node_def and node_def._vl_projectile) or {}).on_collide or no_op
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hook(self, pos, node, node_def)
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local hook = node_def and node_def._vl_projectile and node_def._vl_projectile.on_collide
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if hook then hook(self, pos, node, node_def) end
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-- Play sounds
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local sounds = projectile_def.sounds or {}
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@ -280,7 +263,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, object)
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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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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) and self_vl_projectile.owner ~= object then
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do_damage = true
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end
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@ -298,16 +281,17 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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end
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-- Call entity collision hook
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(projectile_def.on_collide_with_entity or no_op)(self, pos, object)
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local hook = projectile_def.on_collide_with_entity
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if hook then hook(self, pos, object) end
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-- Call reverse entity collision hook
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local other_entity_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 hook = (other_entity_vl_projectile or {}).on_collide or no_op
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hook(object, self)
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local hook = other_entity_vl_projectile and other_entity_vl_projectile.on_collide
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if hook then hook(object, self) end
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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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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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@ -339,7 +323,7 @@ function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
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if entity and entity.name ~= self.object:get_luaentity().name then
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if object:is_player() and owner ~= object:get_player_name() then
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return handle_entity_collision(self, entity_def, projectile_def, object)
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elseif (entity.is_mob == true or entity._hittable_by_projectile) and (owner ~= object) then
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elseif (entity.is_mob or entity._hittable_by_projectile) and owner ~= object then
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return handle_entity_collision(self, entity_def, projectile_def, object)
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end
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end
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@ -347,8 +331,7 @@ function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
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end
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function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_def)
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local closest_object
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local closest_distance
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local closest_object, closest_distance
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local pos = self.object:get_pos()
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local arrow_dir = self.object:get_velocity()
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@ -377,8 +360,14 @@ function mod.create(entity_id, options)
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local obj = minetest.add_entity(pos, entity_id, options.staticdata)
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-- Set initial velocity and acceleration
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local v = vector.multiply(options.dir or vector.zero(), options.velocity or 0)
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local a = vector.multiply(v, -math.abs(options.drag))
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local a, v
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if options.dir then
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v = vector.multiply(options.dir, options.velocity or 0)
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a = vector.multiply(v, -math.abs(options.drag))
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else
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a = vector.zero()
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v = a
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end
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mod.projectile_physics(obj, entity_def, v, a)
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-- Update projectile parameters
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