Stuck arrows: Deflection, check stuck state, yaw

This commit is contained in:
Wuzzy 2018-05-09 15:10:56 +02:00
parent 19dd11dfb8
commit af8515b6e4

@ -1,8 +1,15 @@
-- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 60
-- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 5
local GRAVITY = 9.81
local YAW_OFFSET = -math.pi/2
local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
local mod_button = minetest.get_modpath("mesecons_button")
minetest.register_craftitem("mcl_bows:arrow", {
description = "Arrow",
@ -14,7 +21,7 @@ An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
-- Shoot arrow
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
end,
})
@ -61,9 +68,20 @@ local ARROW_ENTITY={
_damage=1, -- Damage on impact
_stuck=false, -- Whether arrow is stuck
_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
_stuckin=nil, --Position of node in which arow is stuck.
_shooter=nil, -- ObjectRef of player or mob who shot it
}
local spawn_item = function(self, pos)
if not minetest.settings:get_bool("creative_mode") then
local item = minetest.add_item(pos, "mcl_bows:arrow")
item:set_velocity({x=0, y=0, z=0})
item:set_yaw(self.object:get_yaw())
end
self.object:remove()
end
ARROW_ENTITY.on_step = function(self, dtime)
local pos = self.object:getpos()
local dpos = table.copy(pos) -- digital pos
@ -72,10 +90,24 @@ ARROW_ENTITY.on_step = function(self, dtime)
if self._stuck then
self._stucktimer = self._stucktimer + dtime
self._stuckrechecktimer = self._stuckrechecktimer + dtime
if self._stucktimer > ARROW_TIMEOUT then
self.object:remove()
return
end
-- Drop arrow as item when it is no longer stuck
if self._stuckrechecktimer > STUCK_RECHECK_TIME then
local stuckin_def
if self._stuckin then
stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
end
-- TODO: In MC, arrow just falls down without turning into an item
if stuckin_def and stuckin_def.walkable == false then
spawn_item(self, pos)
return
end
self._stuckrechecktimer = 0
end
local objects = minetest.get_objects_inside_radius(pos, 2)
for _,obj in ipairs(objects) do
if obj:is_player() then
@ -171,15 +203,40 @@ ARROW_ENTITY.on_step = function(self, dtime)
if self._lastpos.x~=nil and not self._stuck then
local def = minetest.registered_nodes[node.name]
local vel = self.object:get_velocity()
-- Arrow has stopped
-- Arrow has stopped in one axis, so it probably hit something
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
-- Arrow is stuck and no longer moves
-- Check for the node to which the arrow is pointing
local dir
if vel.y >= 0 and vel.y < 0.00001 then
dir = {x=0, y=-1, z=0}
elseif vel.y <= 0 and vel.y > 0.00001 then
dir = {x=0, y=1, z=0}
else
dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
end
self._stuckin = vector.add(pos, dir)
local snode = minetest.get_node(self._stuckin)
local sdef = minetest.registered_nodes[snode.name]
-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
-- This causes a deflection in the engine.
if not sdef or sdef.walkable == false or snode.name == "ignore" then
self._stuckin = nil
-- Lose 1/3 of velocity on deflection
self.object:set_velocity(vector.multiply(vel, 0.6667))
return
end
-- Node was walkable, make arrow stuck
self._stuck = true
self._stucktimer = 0
self._stuckrechecktimer = 0
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
-- Push the button
if minetest.get_modpath("mesecons_button") and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
-- Push the button! Push, push, push the button!
if mod_button and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
mesecon.push_button(dpos, node)
end
elseif (def and def.liquidtype ~= "none") then
@ -199,6 +256,12 @@ ARROW_ENTITY.on_step = function(self, dtime)
end
end
-- Update yaw
if not self._stuck then
local vel = self.object:get_velocity()
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
end
-- Update internal variable
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
end
@ -210,6 +273,7 @@ ARROW_ENTITY.get_staticdata = function(self)
damage = self._damage,
stuck = self._stuck,
stucktimer = self._stucktimer,
stuckin = self._stuckin,
}
if self._shooter and self._shooter:is_player() then
out.shootername = self._shooter:get_player_name()
@ -224,7 +288,12 @@ ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
self._startpos = data.startpos
self._damage = data.damage
self._stuck = data.stuck
if self._stuck then
-- Perform a stuck recheck on the next step
self._stuckrechecktimer = STUCK_RECHECK_TIME
end
self._stucktimer = data.stucktimer
self._stuckin = data.stuckin
if data.shootername then
local shooter = minetest.get_player_by_name(data.shootername)
if shooter and shooter:is_player() then