MineClone2/mods/ITEMS/vl_projectile/init.lua
2024-11-30 18:34:00 -06:00

223 lines
6.7 KiB
Lua

local mod = {}
vl_projectile = mod
local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
function mod.update_projectile(self, dtime)
local entity_name = self.name
local entity_def = minetest.registered_entities[entity_name] or {}
local entity_vl_projectile = entity_def._vl_projectile or {}
-- Update entity timer
self.timer = (self.timer or 0) + dtime
-- Run behaviors
local behaviors = entity_vl_projectile.behaviors or {}
for i=1,#behaviors do
local behavior = behaviors[i]
if behavior(self, dtime, entity_def, entity_vl_projectile) then
return
end
end
end
local function no_op()
end
local enable_pvp = minetest.settings:get_bool("enable_pvp")
local function check_hitpoint(hitpoint)
if hitpoint.type ~= "object" then return false end
-- find the closest object that is in the way of the arrow
if hitpoint.ref:is_player() and enable_pvp then
return true
end
if 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
return true
end
end
return false
end
function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
local pos = self.object:get_pos()
-- Don't try to do anything on first update
if not self._last_pos then
self._last_pos = pos
return
end
-- Check if the object can collide with this node
local node = minetest.get_node(pos)
local node_def = minetest.registered_nodes[node.name]
local collides_with = projectile_def.collides_with
if entity_def.physical then
-- Projectile 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. :-(
local vel = self.object:get_velocity()
if not( (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) ) then
self._last_pos = pos
return
end
else
if node_def and not node_def.walkable and (not collides_with or not mcl_util.match_node_to_filter(node.name, collides_with)) then
self._last_pos = pos
return
end
end
-- Call entity collied hook
local hook = projectile_def.on_collide_with_solid or no_op
hook(self, pos, node, node_def)
-- Call node collided hook
local hook = (node_def._vl_projectile or {}).on_collide or no_op
hook(self, pos, node, node_def)
-- Play sounds
local sounds = projectile_def.sounds or {}
local sound = sounds.on_solid_collision or sounds.on_collision
if sound then
local arg2 = table.copy(sound[2])
arg2.pos = pos
minetest.sound_play(sound[1], arg2, sound[3])
end
-- Normally objects should be removed on collision with solids
if not projectile_def.survive_collision then
self.object:remove()
end
-- Done with behaviors
return true
end
local function handle_entity_collision(self, entity_def, projectile_def, entity)
local pos = self.object:get_pos()
local dir = vector.normalize(self.object:get_velocity())
local self_vl_projectile = self._vl_projectile
if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then
entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
elseif (entity.is_mob == true or entity._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then
entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
end
-- Call entity collied hook
(projectile_def.on_collide_with_entity or no_op)(self, pos, entity)
-- Call entity reverse hook
local other_entity_def = minetest.registered_entities[entity.name] or {}
local other_entity_vl_projectile = other_entity_def._vl_projectile or {}
local hook = (other_entity_vl_projectile or {}).on_collide or no_op
hook(entity, self)
-- Play sounds
local sounds = (projectile_def.sounds or {})
local sound = sounds.on_entity_collide or sounds.on_collision
if on_collide_sound then
local arg2 = table.copy(sound[2])
arg2.pos = pos
minetest.sound_play(sound[1], arg2, sound[3])
end
-- Normally objects should be removed on collision with entities
if not projectile_def.survive_collision then
self.object:remove()
end
return true
end
function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
local pos = self.object:get_pos()
local dmg = projectile_def.damage_groups or 0
local hit = nil
local owner = self._vl_projectile.owner
local objects = minetest.get_objects_inside_radius(pos, 1.5)
for i = 1,#objects do
local object = objects[i]
local entity = object:get_luaentity()
if entity and entity.name ~= self.object:get_luaentity().name then
if object:is_player() and owner ~= object:get_player_name() then
return handle_entity_collision(self, entity_def, projectile_def, object)
elseif (entity.is_mob == true or entity._hittable_by_projectile) and (owner ~= object) then
return handle_entity_collision(self, entity_def, projectile_def, object)
end
end
end
end
function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_def)
local closest_object
local closest_distance
local pos = self.object:get_pos()
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 check_hitpoint(hitpoint) then
local hitpoint_ref = hitpoint.ref
local dist = vector.distance(hitpoint_ref:get_pos(), pos)
if not closest_distance or dist < closest_distance then
closest_object = hitpoint_ref
closest_distance = dist
end
end
end
if closest_object then
return handle_entity_collision(self, entity_def, projectile_def, closest_object)
end
end
function mod.create(entity_id, options)
local obj = minetest.add_entity(options.pos, entity_id, options.staticdata)
-- Set initial velocoty and acceleration
obj:set_velocity(vector.multiply(options.dir or vector.zero(), options.velocity or 0))
obj:set_acceleration(vector.add(
vector.multiply(options.dir or vector.zero(), -math.abs(options.drag)),
vector.new(0,-GRAVITY,0)
))
-- Update projectile parameters
local luaentity = obj:get_luaentity()
luaentity._vl_projectile = {
owner = options.owner,
extra = options.extra,
}
-- Make the update function easy to get to
luaentity.update_projectile = mod.update_projectile
-- And provide the caller with the created object
return obj
end
function mod.register(name, def)
assert(def._vl_projectile)
if not def.on_step then
def.on_step = mod.update_projectile
end
def._thrower = nil
def._shooter = nil
def._last_pos = nil
minetest.register_entity(name, def)
end