diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index 73412c58b..42dde0b7c 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -9,15 +9,13 @@ local vector = vector -- 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 function dir_to_pitch(dir) - --local dir2 = vector.normalize(dir) local xz = math.abs(dir.x) + math.abs(dir.z) return -math.atan2(-dir.y, xz) end @@ -114,7 +112,7 @@ local function stuck_arrow_on_step(self, dtime) end end -vl_projectile.register("mcl_bows:arrow_entity", { +local arrow_entity = { physical = true, pointable = false, visual = "mesh", @@ -290,6 +288,7 @@ vl_projectile.register("mcl_bows:arrow_entity", { end end + -- Item definition entity collision hook local item_def = minetest.registered_items[self._arrow_item] local hook = item_def and item_def._on_collide_with_entity if hook then hook(self, pos, obj) end @@ -435,7 +434,12 @@ vl_projectile.register("mcl_bows:arrow_entity", { self.object:remove() end end, -}) +} + +-- Make the arrow entity available to other mods as a template +mcl_bows.arrow_entity = table.copy(arrow_entity) + +vl_projectile.register("mcl_bows:arrow_entity", arrow_entity) minetest.register_on_respawnplayer(function(player) for _, obj in pairs(player:get_children()) do @@ -460,4 +464,3 @@ end if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") end - diff --git a/mods/ITEMS/mcl_bows/bow.lua b/mods/ITEMS/mcl_bows/bow.lua index c0a1083af..a7ff265f0 100644 --- a/mods/ITEMS/mcl_bows/bow.lua +++ b/mods/ITEMS/mcl_bows/bow.lua @@ -1,11 +1,5 @@ local S = minetest.get_translator(minetest.get_current_modname()) -mcl_bows = {} - --- local arrows = { --- ["mcl_bows:arrow"] = "mcl_bows:arrow_entity", --- } - local GRAVITY = 9.81 local BOW_DURABILITY = 385 diff --git a/mods/ITEMS/mcl_bows/init.lua b/mods/ITEMS/mcl_bows/init.lua index d5b06dac7..c2db4b6f3 100644 --- a/mods/ITEMS/mcl_bows/init.lua +++ b/mods/ITEMS/mcl_bows/init.lua @@ -1,3 +1,5 @@ +mcl_bows = {} + --Bow dofile(minetest.get_modpath("mcl_bows") .. "/arrow.lua") dofile(minetest.get_modpath("mcl_bows") .. "/bow.lua") diff --git a/mods/ITEMS/mcl_bows/rocket.lua b/mods/ITEMS/mcl_bows/rocket.lua index 8cd690171..90446141f 100644 --- a/mods/ITEMS/mcl_bows/rocket.lua +++ b/mods/ITEMS/mcl_bows/rocket.lua @@ -4,22 +4,16 @@ local math = math local vector = vector -- Time in seconds after which a stuck arrow is deleted -local ARROW_TIMEOUT = 1 +local ROCKET_TIMEOUT = 1 + -- Time after which stuck arrow is rechecked for being stuck local STUCK_RECHECK_TIME = 0.1 ---local GRAVITY = 9.81 - local YAW_OFFSET = -math.pi/2 -local function dir_to_pitch(dir) - --local dir2 = vector.normalize(dir) - local xz = math.abs(dir.x) + math.abs(dir.z) - return -math.atan2(-dir.y, xz) -end - local function damage_explosion(self, damagemulitplier) if self._harmless then return end + local p = self.object:get_pos() if not p then return end mcl_explosions.explode(p, 3, {}) @@ -39,7 +33,6 @@ end local function particle_explosion(self) local particle_pattern = math.random(1, 3) local fpitch - --local true_type local type = math.random(1, 2) local size = math.random(1, 3) local colors = {"red", "yellow", "blue", "green", "white"} @@ -53,12 +46,6 @@ local function particle_explosion(self) fpitch = math.random(60, 70) end - --[[if type == 1 then - true_type = "Popper" - else - true_type = "Floof" - end]] - if type == 1 then minetest.sound_play("mcl_bows_firework", { pos = self.object:get_pos(), @@ -230,17 +217,12 @@ local function particle_explosion(self) end -local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements") -local mod_button = minetest.get_modpath("mesecons_button") -local mod_target = minetest.get_modpath("mcl_target") -local enable_pvp = minetest.settings:get_bool("enable_pvp") - minetest.register_craftitem("mcl_bows:rocket", { description = S("Arrow"), _tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"), _doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n".. -S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.").."\n".. -S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."), + S("An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage.").."\n".. + S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."), _doc_items_usagehelp = S("To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it."), inventory_image = "mcl_bows_rocket.png", groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=1 }, @@ -250,36 +232,23 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) end, + _on_collide_with_entity = function(self, pos, obj) + if self._in_player == false then + obj:punch(self.object, 1.0, { + full_punch_interval=1.0, + damage_groups={fleshy=self._damage}, + }, self.object:get_velocity()) + + if obj:is_player() then + local eploded_particle = particle_explosion(self) + damage_explosion(self, eploded_particle * 17) + mcl_burning.extinguish(self.object) + self.object:remove() + end + end + end, }) - - -local ARROW_ENTITY={ - physical = true, - pointable = false, - visual = "mesh", - mesh = "mcl_bows_rocket.obj", - visual_size = {x=2.5, y=2.5}, - textures = {"mcl_bows_rocket.png"}, - collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, - collide_with_objects = false, - _fire_damage_resistant = true, - - _lastpos={}, - _startpos=nil, - _damage=1, -- Damage on impact - _is_critical=false, -- Whether this arrow would deal critical damage - _stuck=false, -- Whether arrow is stuck - _fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far - _fuserechecktimer=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 - _is_arrow = true, - - _viscosity=0, -- Viscosity of node the arrow is currently in - _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession -} - -- Destroy arrow entity self at pos and drops it as an item local function spawn_item(self, pos) if not minetest.is_creative_enabled("") then @@ -313,385 +282,39 @@ local function damage_particles(pos, is_critical) end end -function ARROW_ENTITY.on_step(self, dtime) - mcl_burning.tick(self.object, dtime, self) - -- mcl_burning.tick may remove object immediately - if not self.object:get_pos() then return end +local arrow_entity = mcl_bows.arrow_entity +local rocket_entity = table.copy(arrow_entity) +table.update(rocket_entity,{ + mesh = "mcl_bows_rocket.obj", + textures = {"mcl_bows_rocket.png"}, + visual_size = {x=2.5, y=2.5}, + save_fields = { + "stuck", "fuse", "stuckin", "lastpos", "startpos", "damage", "is_critical", "shootername", + }, + _fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far + _fuserechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow +}) +rocket_entity.on_step = function(self, dtime) + self._fuse = (self._fuse or 0) + dtime - self._time_in_air = self._time_in_air + .001 - - - local pos = self.object:get_pos() - local dpos = table.copy(pos) -- digital pos - dpos = vector.round(dpos) - local node = minetest.get_node(dpos) - - if not self._fuse then - self._fuse = 0 - end - if not self._fuserechecktimer then - self._fuserechecktimer = 0 - end - - self._fuse = self._fuse + dtime - self._fuserechecktimer = self._fuserechecktimer + dtime - - if self._fuse > ARROW_TIMEOUT then + if self._fuse > ROCKET_TIMEOUT then self._stuck = true end - if self._stuck then - if self._fuse > ARROW_TIMEOUT then - local eploded_particle = particle_explosion(self) - damage_explosion(self, eploded_particle * 17) - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - -- Drop arrow as item when it is no longer stuck - -- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds. - if self._fuserechecktimer > 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._fuserechecktimer = 0 - end - -- Pickup arrow if player is nearby (not in Creative Mode) - local objects = minetest.get_objects_inside_radius(pos, 1) - for _,obj in ipairs(objects) do - if obj:is_player() then - if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then - if obj:get_inventory():room_for_item("main", "mcl_bows:rocket") then - obj:get_inventory():add_item("main", "mcl_bows:rocket") - minetest.sound_play("item_drop_pickup", { - pos = pos, - max_hear_distance = 16, - gain = 1.0, - }, true) - end - end - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - end - - -- Check for object "collision". Done every tick (hopefully this is not too stressing) - else - - if self._in_player == false then - minetest.add_particlespawner({ - amount = 1, - time = .0001, - minpos = pos, - maxpos = pos, - 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, - collisiondetection = false, - vertical = false, - texture = "mcl_bows_rocket_particle.png", - glow = 1, - }) - end - -- We just check for any hurtable objects nearby. - -- The radius of 3 is fairly liberal, but anything lower than than will cause - -- arrow to hilariously go through mobs often. - -- TODO: Implement an ACTUAL collision detection (engine support needed). - local objs = minetest.get_objects_inside_radius(pos, 1.5) - local closest_object - local closest_distance - - if self._deflection_cooloff > 0 then - self._deflection_cooloff = self._deflection_cooloff - dtime - end - - -- Iterate through all objects and remember the closest attackable object - local arrow_dir = self.object:get_velocity() - --create a raycast from the arrow based on the velocity of the arrow to deal with lag - local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false) - for hitpoint in raycast do - if hitpoint.type == "object" then - -- find the closest object that is in the way of the arrow - local ok = false - if hitpoint.ref:is_player() and enable_pvp then - ok = true - elseif not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then - if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then - ok = true - end - end - if ok then - local dist = vector.distance(hitpoint.ref:get_pos(), pos) - if not closest_object or not closest_distance then - closest_object = hitpoint.ref - closest_distance = dist - elseif dist < closest_distance then - closest_object = hitpoint.ref - closest_distance = dist - end - end - end - end - - - -- If an attackable object was found, we will damage the closest one only - - if closest_object then - local obj = closest_object - local is_player = obj:is_player() - local lua = obj:get_luaentity() - if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then - if obj:get_hp() > 0 then - -- Check if there is no solid node between arrow and object - local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true) - for pointed_thing in ray do - if pointed_thing.type == "object" and pointed_thing.ref == closest_object then - -- Target reached! We can proceed now. - break - elseif pointed_thing.type == "node" then - local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name - local def = minetest.registered_nodes[nn] - if (not def) or def.walkable then - -- There's a node in the way. Delete arrow without damage - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - end - end - - -- Punch target object but avoid hurting enderman. - if not lua or lua.name ~= "mobs_mc:rover" then - if self._in_player == false then - damage_particles(self.object:get_pos(), self._is_critical) - end - if mcl_burning.is_burning(self.object) then - mcl_burning.set_on_fire(obj, 5) - end - if self._in_player == false then - obj:punch(self.object, 1.0, { - full_punch_interval=1.0, - damage_groups={fleshy=self._damage}, - }, self.object:get_velocity()) - if obj:is_player() then - local eploded_particle = particle_explosion(self) - damage_explosion(self, eploded_particle * 17) - mcl_burning.extinguish(self.object) - self.object:remove() - end - end - end - - - if is_player then - if self._shooter and self._shooter:is_player() and self._in_player == false then - -- “Ding” sound for hitting another player - minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true) - end - end - - if lua then - local entity_name = lua.name - -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away - -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_> - -- TODO: This achievement should be given for the kill, not just a hit - if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then - if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then - awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton") - end - end - end - if self._in_player == false then - minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) - end - end - if not obj:is_player() then - mcl_burning.extinguish(self.object) - if self._piercing == 0 then - local eploded_particle = particle_explosion(self) - damage_explosion(self, eploded_particle * 17) - self.object:remove() - end - end - return - end - end + if self._stuck and self._fuse > ROCKET_TIMEOUT then + local eploded_particle = particle_explosion(self) + damage_explosion(self, eploded_particle * 17) + mcl_burning.extinguish(self.object) + self.object:remove() + return end - -- Check for node collision - 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 in one axis, so it probably hit something. - -- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-( - if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then - -- Check for the node to which the arrow is pointing - local dir - if math.abs(vel.y) < 0.00001 then - if self._lastpos.y < pos.y then - dir = {x=0, y=1, z=0} - else - dir = {x=0, y=-1, z=0} - end - 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(dpos, 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 - if self._deflection_cooloff <= 0 then - -- Lose 1/3 of velocity on deflection - local newvel = vector.multiply(vel, 0.6667) - - self.object:set_velocity(newvel) - -- Reset deflection cooloff timer to prevent many deflections happening in quick succession - self._deflection_cooloff = 1.0 - end - else - - -- Node was walkable, make arrow stuck - self._stuck = true - self._fuserechecktimer = 0 - - self.object:set_velocity({x=0, y=0, z=0}) - self.object:set_acceleration({x=0, y=0, z=0}) - - minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) - - if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then - tnt.ignite(self._stuckin) - end - - -- Activate target - if mod_target and snode.name == "mcl_target:target_off" then - mcl_target.hit(self._stuckin, 1) --10 redstone ticks - end - - -- 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 - local bdir = minetest.wallmounted_to_dir(node.param2) - -- Check the button orientation - if vector.equals(vector.add(dpos, bdir), self._stuckin) then - mesecon.push_button(dpos, node) - end - end - end - elseif (def and def.liquidtype ~= "none") then - -- Slow down arrow in liquids - local v = def.liquid_viscosity - if not v then - v = 0 - end - --local old_v = self._viscosity - self._viscosity = v - local vpenalty = math.max(0.1, 0.98 - 0.1 * v) - if math.abs(vel.x) > 0.001 then - vel.x = vel.x * vpenalty - end - if math.abs(vel.z) > 0.001 then - vel.z = vel.z * vpenalty - end - self.object:set_velocity(vel) - end - end - - -- Update yaw - if not self._stuck then - local vel = self.object:get_velocity() - local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET - local pitch = dir_to_pitch(vel) - self.object:set_rotation({ x = 0, y = yaw, z = pitch }) - end - - -- Update internal variable - self._lastpos={x=pos.x, y=pos.y, z=pos.z} + -- Perform normal arrow behaviors + arrow_entity.on_step(self, dtime) end --- Force recheck of stuck arrows when punched. --- Otherwise, punching has no effect. -function ARROW_ENTITY.on_punch(self) - if self._stuck then - self._fuserechecktimer = STUCK_RECHECK_TIME - end -end +minetest.log(dump(rocket_entity)) -function ARROW_ENTITY.get_staticdata(self) - local out = { - lastpos = self._lastpos, - startpos = self._startpos, - damage = self._damage, - is_critical = self._is_critical, - stuck = self._stuck, - stuckin = self._stuckin, - } - if self._stuck then - -- If _fuse is missing for some reason, assume the maximum - if not self._fuse then - self._fuse = ARROW_TIMEOUT - end - out.stuckstarttime = minetest.get_gametime() - self._fuse - end - if self._shooter and self._shooter:is_player() then - out.shootername = self._shooter:get_player_name() - end - return minetest.serialize(out) -end - -function ARROW_ENTITY.on_activate(self, staticdata, dtime_s) - self._time_in_air = 1.0 - self._in_player = false - local data = minetest.deserialize(staticdata) - if data then - self._stuck = data.stuck - if data.stuck then - if data.stuckstarttime then - -- First, check if the stuck arrow is aleady past its life timer. - -- If yes, delete it. - self._fuse = minetest.get_gametime() - data.stuckstarttime - if self._fuse > ARROW_TIMEOUT then - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - end - - self._fuse = 2 - -- Perform a stuck recheck on the next step. - self._fuserechecktimer = STUCK_RECHECK_TIME - - self._stuckin = data.stuckin - end - - -- Get the remaining arrow state - self._lastpos = data.lastpos - self._startpos = data.startpos - self._damage = data.damage - self._is_critical = data.is_critical - if data.shootername then - local shooter = minetest.get_player_by_name(data.shootername) - if shooter and shooter:is_player() then - self._shooter = shooter - end - end - end - self.object:set_armor_groups({ immortal = 1 }) -end - -minetest.register_entity("mcl_bows:rocket_entity", ARROW_ENTITY) +vl_projectile.register("mcl_bows:rocket_entity", rocket_entity) if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then minetest.register_craft({