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synced 2024-12-05 01:03:44 +01:00
Resolve more review comments, fix crash
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@ -70,11 +70,13 @@ local function stuck_arrow_on_step(self, dtime)
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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if self._stucktimer > ARROW_TIMEOUT then
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mcl_burning.extinguish(self.object)
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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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self.object:remove()
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return
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return
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end
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end
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not pos then return end
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-- Drop arrow as item when it is no longer stuck
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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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-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
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@ -57,23 +57,21 @@ function mcl_potions.register_arrow(name, desc, color, def)
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minetest.log("tipped arrow collision")
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minetest.log("tipped arrow collision")
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if def._effect_list then
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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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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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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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end
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local dur = details.dur
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if details.dur_variable then
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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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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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if potency>0 and details.uses_level then
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency)
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end
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end
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else
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dur = details.dur
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end
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end
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dur = dur * mcl_potions.SPLASH_FACTOR
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dur = dur * mcl_potions.SPLASH_FACTOR
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if details.effect_stacks then
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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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ef_level = ef_level + mcl_potions.get_effect_level(obj, name)
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end
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end
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@ -51,15 +51,9 @@ minetest.register_entity("mcl_throwing:egg_entity",{
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-- BONUS ROUND: 1/32 chance to spawn 3 additional chicks
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-- BONUS ROUND: 1/32 chance to spawn 3 additional chicks
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if math.random(1,32) ~= 1 then return end
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if math.random(1,32) ~= 1 then return end
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local offsets = {
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mcl_mobs.spawn_child(vector.offset(self._lastpos, 0.7, 0, 0), "mobs_mc:chicken")
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{ x=0.7, y=0, z=0 },
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mcl_mobs.spawn_child(vector.offset(self._lastpos, -0.7, 0, -0.7), "mobs_mc:chicken")
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{ x=-0.7, y=0, z=-0.7 },
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mcl_mobs.spawn_child(vector.offset(self._lastpos, -0.7, 0, 0.7), "mobs_mc:chicken")
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{ x=-0.7, y=0, z=0.7 },
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}
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for o=1, 3 do
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local pos = vector.add(self._lastpos, offsets[o])
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mcl_mobs.spawn_child(pos, "mobs_mc:chicken")
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end
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end,
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end,
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sounds = {
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sounds = {
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on_collision = {"mcl_throwing_egg_impact", {max_hear_distance=10, gain=0.5}, true}
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on_collision = {"mcl_throwing_egg_impact", {max_hear_distance=10, gain=0.5}, true}
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@ -63,7 +63,7 @@ minetest.register_entity("mcl_throwing:ender_pearl_entity",{
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-- Teleport and hurt player
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-- Teleport and hurt player
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-- First determine good teleport position
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-- First determine good teleport position
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local dir = {x=0, y=0, z=0}
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local dir = vector.zero()
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local v = self.object:get_velocity()
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local v = self.object:get_velocity()
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if node_def and node_def.walkable then
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if node_def and node_def.walkable then
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@ -26,8 +26,8 @@ local function snowball_particles(pos, vel)
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time = 0.001,
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time = 0.001,
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minpos = pos,
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minpos = pos,
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maxpos = pos,
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maxpos = pos,
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minvel = vector.add({x=-2, y=3, z=-2}, vel),
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minvel = vector.offset(vel, -2, 3, -2),
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maxvel = vector.add({x=2, y=5, z=2}, vel),
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maxvel = vector.offset(vel, 2, 5, 2),
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minacc = {x=0, y=-9.81, z=0},
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minacc = {x=0, y=-9.81, z=0},
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maxacc = {x=0, y=-9.81, z=0},
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maxacc = {x=0, y=-9.81, z=0},
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minexptime = 1,
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minexptime = 1,
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@ -50,12 +50,14 @@ local function random_hit_positions(positions, placement)
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return math.random(-4, 4)
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return math.random(-4, 4)
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elseif positions == "y" then
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elseif positions == "y" then
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return math.random(0, 10)
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return math.random(0, 10)
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elseif positions == "z" then
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if placement == "front" then
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return 3
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elseif placement == "back" then
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return -3
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end
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end
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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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return 0
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end
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end
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local function check_hitpoint(hitpoint)
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local function check_hitpoint(hitpoint)
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@ -91,19 +93,11 @@ local function handle_player_sticking(self, entity_def, projectile_def, entity)
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end
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end
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-- Handle when the projectile hits the player
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-- Handle when the projectile hits the player
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local placement
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self._placement = math.random(1, 2)
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self._placement = math.random(1, 2)
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if self._placement == 1 then
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placement = "front"
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local placement = self._placement == 1 and "front" or "back"
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else
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self._rotation_station = self.placement == 1 and -90 or 90
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placement = "back"
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end
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self._in_player = true
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self._in_player = true
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if self._placement == 2 then
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self._rotation_station = 90
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else
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self._rotation_station = -90
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end
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self._y_position = random_arrow_positions("y", placement)
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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._x_position = random_arrow_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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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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@ -147,7 +141,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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-- Projectile has stopped in one axis, so it probably hit something.
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-- Projectile has stopped in one axis, so it probably hit something.
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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if not( (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) ) then
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if math.abs(vel.x) >= 0.0001 and math.abs(vel.z) >= 0.0001 and math.abs(vel.y) >= 0.0001 then
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self._last_pos = pos
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self._last_pos = pos
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return
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return
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end
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end
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