mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-14 21:49:21 +01:00
465 lines
16 KiB
Lua
465 lines
16 KiB
Lua
local S = minetest.get_translator("mcl_bows")
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-- Time in seconds after which a stuck arrow is deleted
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local ARROW_TIMEOUT = 60
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-- Time after which stuck arrow is rechecked for being stuck
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local STUCK_RECHECK_TIME = 5
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local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local dir_to_pitch = function(dir)
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local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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local mod_button = minetest.get_modpath("mesecons_button")
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minetest.register_craftitem("mcl_bows:arrow", {
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description = S("Arrow"),
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_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
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_doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n"..
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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"..
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S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
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_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."),
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inventory_image = "mcl_bows_arrow_inv.png",
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groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1 },
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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-- Shoot arrow
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local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
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mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
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end,
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})
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-- This is a fake node, used as model for the arrow entity.
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-- It's not supposed to be usable as item or real node.
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-- TODO: Use a proper mesh for the arrow entity
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minetest.register_node("mcl_bows:arrow_box", {
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drawtype = "nodebox",
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is_ground_content = false,
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node_box = {
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type = "fixed",
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fixed = {
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-- Shaft
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{-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
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{-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
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{5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
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-- Tip
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{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
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{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
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-- Fletching
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{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
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{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
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{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
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{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
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{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
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{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
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{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
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{7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
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}
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},
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tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
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use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
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paramtype = "light",
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paramtype2 = "facedir",
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sunlight_propagates = true,
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groups = {not_in_creative_inventory=1, dig_immediate=3},
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drop = "",
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node_placement_prediction = "",
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on_construct = function(pos)
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minetest.log("error", "[mcl_bows] Trying to construct mcl_bows:arrow_box at "..minetest.pos_to_string(pos))
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minetest.remove_node(pos)
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end,
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})
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local ARROW_ENTITY={
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physical = true,
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visual = "wielditem",
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visual_size = {x=0.4, y=0.4},
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textures = {"mcl_bows:arrow_box"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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_fire_damage_resistant = true,
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_lastpos={},
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_startpos=nil,
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_damage=1, -- Damage on impact
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_is_critical=false, -- Whether this arrow would deal critical damage
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_stuck=false, -- Whether arrow is stuck
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_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
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_stuckin=nil, --Position of node in which arow is stuck.
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_shooter=nil, -- ObjectRef of player or mob who shot it
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_viscosity=0, -- Viscosity of node the arrow is currently in
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_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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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 spawn_item = function(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({x=0, y=0, z=0})
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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.object:remove()
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end
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local damage_particles = function(pos, is_critical)
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if is_critical then
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
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maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
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minvel = {x=-0.1, y=-0.1, z=-0.1},
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maxvel = {x=0.1, y=0.1, z=0.1},
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minacc = {x=0, y=0, z=0},
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maxacc = {x=0, y=0, z=0},
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minexptime = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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ARROW_ENTITY.on_step = function(self, dtime)
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mcl_burning.tick(self.object, dtime)
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local pos = self.object:get_pos()
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local dpos = table.copy(pos) -- digital pos
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dpos = vector.round(dpos)
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local node = minetest.get_node(dpos)
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if self._stuck then
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self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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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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-- 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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return
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end
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self._stuckrechecktimer = 0
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end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for _,obj in ipairs(objects) do
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if obj:is_player() then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
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obj:get_inventory():add_item("main", "mcl_bows:arrow")
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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end
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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-- We just check for any hurtable objects nearby.
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local objs = minetest.get_objects_inside_radius(pos, 1.5)
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local closest_object
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local closest_distance
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if self._deflection_cooloff > 0 then
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self._deflection_cooloff = self._deflection_cooloff - dtime
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end
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-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
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local ok = false
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-- Arrows can only damage players and mobs
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if obj ~= self._shooter and obj:is_player() then
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ok = true
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elseif obj:get_luaentity() ~= nil then
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if obj ~= self._shooter and (obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile) then
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ok = true
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end
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end
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if ok then
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local dist = vector.distance(pos, obj:get_pos())
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if not closest_object or not closest_distance then
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closest_object = obj
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closest_distance = dist
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elseif dist < closest_distance then
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closest_object = obj
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closest_distance = dist
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end
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end
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end
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-- If an attackable object was found, we will damage the closest one only
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if closest_object ~= nil then
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local obj = closest_object
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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if obj ~= self._shooter and (is_player or (lua and (lua._cmi_is_mob or lua._hittable_by_projectile))) then
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between arrow and object
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local ray = minetest.raycast(self.object:get_pos(), obj:get_pos(), true)
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for pointed_thing in ray do
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if pointed_thing.type == "object" and pointed_thing.ref == closest_object then
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-- Target reached! We can proceed now.
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break
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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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-- 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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return
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end
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end
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end
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-- Punch target object but avoid hurting enderman.
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if not lua or lua.name ~= "mobs_mc:enderman" then
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if obj:is_player() and rawget(_G, "armor") and armor.last_damage_types then
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armor.last_damage_types[obj:get_player_name()] = "projectile"
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end
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damage_particles(self.object:get_pos(), self._is_critical)
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 5)
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end
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, self.object:get_velocity())
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end
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if is_player then
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if self._shooter and self._shooter:is_player() then
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-- “Ding” sound for hitting another player
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minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true)
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end
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end
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if lua then
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local entity_name = lua.name
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- TODO: This achievement should be given for the kill, not just a hit
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if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
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if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
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awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
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end
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end
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end
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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end
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end
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-- Check for node collision
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if self._lastpos.x~=nil and not self._stuck then
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local def = minetest.registered_nodes[node.name]
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local vel = self.object:get_velocity()
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-- Arrow 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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if (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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-- Check for the node to which the arrow is pointing
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._lastpos.y < pos.y then
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dir = {x=0, y=1, z=0}
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else
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dir = {x=0, y=-1, z=0}
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end
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else
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dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
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end
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self._stuckin = vector.add(dpos, dir)
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local snode = minetest.get_node(self._stuckin)
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local sdef = minetest.registered_nodes[snode.name]
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-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
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-- This causes a deflection in the engine.
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if not sdef or sdef.walkable == false or snode.name == "ignore" then
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self._stuckin = nil
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if self._deflection_cooloff <= 0 then
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-- Lose 1/3 of velocity on deflection
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local newvel = vector.multiply(vel, 0.6667)
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self.object:set_velocity(newvel)
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 1.0
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end
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else
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
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tnt.ignite(self._stuckin)
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end
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-- Push the button! Push, push, push the button!
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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
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local bdir = minetest.wallmounted_to_dir(node.param2)
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-- Check the button orientation
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if vector.equals(vector.add(dpos, bdir), self._stuckin) then
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mesecon.push_button(dpos, node)
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end
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end
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end
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elseif (def and def.liquidtype ~= "none") then
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-- Slow down arrow in liquids
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local v = def.liquid_viscosity
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if not v then
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v = 0
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end
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local old_v = self._viscosity
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self._viscosity = v
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local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
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if math.abs(vel.x) > 0.001 then
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vel.x = vel.x * vpenalty
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end
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if math.abs(vel.z) > 0.001 then
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vel.z = vel.z * vpenalty
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end
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self.object:set_velocity(vel)
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end
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end
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-- Update yaw
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if not self._stuck then
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local vel = self.object:get_velocity()
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local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET
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local pitch = dir_to_pitch(vel)
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self.object:set_rotation({ x = 0, y = yaw, z = pitch })
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end
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-- Update internal variable
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self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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-- Force recheck of stuck arrows when punched.
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-- Otherwise, punching has no effect.
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ARROW_ENTITY.on_punch = function(self)
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if self._stuck then
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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end
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end
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ARROW_ENTITY.get_staticdata = function(self)
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local out = {
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lastpos = self._lastpos,
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startpos = self._startpos,
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damage = self._damage,
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is_critical = self._is_critical,
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stuck = self._stuck,
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stuckin = self._stuckin,
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}
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if self._stuck then
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-- If _stucktimer is missing for some reason, assume the maximum
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if not self._stucktimer then
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self._stucktimer = ARROW_TIMEOUT
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end
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out.stuckstarttime = minetest.get_gametime() - self._stucktimer
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end
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if self._shooter and self._shooter:is_player() then
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out.shootername = self._shooter:get_player_name()
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end
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return minetest.serialize(out)
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end
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ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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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._stucktimer = minetest.get_gametime() - data.stuckstarttime
|
|
if self._stucktimer > ARROW_TIMEOUT then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
|
|
-- Perform a stuck recheck on the next step.
|
|
self._stuckrechecktimer = 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:arrow_entity", ARROW_ENTITY)
|
|
|
|
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
|
|
minetest.register_craft({
|
|
output = 'mcl_bows:arrow 4',
|
|
recipe = {
|
|
{'mcl_core:flint'},
|
|
{'mcl_core:stick'},
|
|
{'mcl_mobitems:feather'}
|
|
}
|
|
})
|
|
end
|
|
|
|
if minetest.get_modpath("doc_identifier") ~= nil then
|
|
doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
|
|
end
|