Make arrows only deal damage with free lineofsight

This commit is contained in:
Wuzzy 2020-01-20 19:43:29 +01:00
parent 3788b66b47
commit fff1949804

@ -197,6 +197,24 @@ ARROW_ENTITY.on_step = function(self, dtime)
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then
if obj:get_hp() > 0 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
self.object:remove()
return
end
end
end
-- Punch target object
obj:punch(self.object, 1.0, { obj:punch(self.object, 1.0, {
full_punch_interval=1.0, full_punch_interval=1.0,
damage_groups={fleshy=self._damage}, damage_groups={fleshy=self._damage},