mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-15 22:19:21 +01:00
511 lines
17 KiB
Lua
511 lines
17 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
|
|
|
|
local math = math
|
|
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
|
|
|
|
local function random_arrow_positions(positions, placement)
|
|
if positions == "x" then
|
|
return math.random(-4, 4)
|
|
elseif positions == "y" then
|
|
return math.random(0, 10)
|
|
end
|
|
if placement == "front" and positions == "z" then
|
|
return 3
|
|
elseif placement == "back" and positions == "z" then
|
|
return -3
|
|
end
|
|
return 0
|
|
end
|
|
|
|
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 = 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."),
|
|
_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_arrow_inv.png",
|
|
groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1, ammo_crossbow=1 },
|
|
_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) + YAW_OFFSET
|
|
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
|
|
end,
|
|
})
|
|
|
|
local ARROW_ENTITY={
|
|
physical = true,
|
|
pointable = false,
|
|
visual = "mesh",
|
|
mesh = "mcl_bows_arrow.obj",
|
|
visual_size = {x=-1, y=1},
|
|
textures = {"mcl_bows_arrow.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
|
|
_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
|
|
_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
|
|
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
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
end
|
|
|
|
local function damage_particles(pos, is_critical)
|
|
if is_critical then
|
|
minetest.add_particlespawner({
|
|
amount = 15,
|
|
time = 0.1,
|
|
minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
|
|
maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
|
|
minvel = {x=-0.1, y=-0.1, z=-0.1},
|
|
maxvel = {x=0.1, y=0.1, z=0.1},
|
|
minacc = {x=0, y=0, z=0},
|
|
maxacc = {x=0, y=0, z=0},
|
|
minexptime = 1,
|
|
maxexptime = 2,
|
|
minsize = 1.5,
|
|
maxsize = 1.5,
|
|
collisiondetection = false,
|
|
vertical = false,
|
|
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
|
|
})
|
|
end
|
|
end
|
|
|
|
function ARROW_ENTITY.on_step(self, dtime)
|
|
mcl_burning.tick(self.object, dtime, self)
|
|
|
|
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 self._stuck then
|
|
self._stucktimer = self._stucktimer + dtime
|
|
self._stuckrechecktimer = self._stuckrechecktimer + dtime
|
|
if self._stucktimer > ARROW_TIMEOUT then
|
|
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._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
|
|
-- 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:arrow") then
|
|
obj:get_inventory():add_item("main", "mcl_bows:arrow")
|
|
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._damage >= 9 and self._in_player == false then
|
|
minetest.add_particlespawner({
|
|
amount = 1,
|
|
time = .001,
|
|
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 = "mobs_mc_arrow_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
|
|
for k, obj in pairs(objs) do
|
|
local ok = false
|
|
-- Arrows can only damage players and mobs
|
|
if obj:is_player() then
|
|
ok = true
|
|
elseif obj:get_luaentity() then
|
|
if (obj:get_luaentity()._cmi_is_mob or obj:get_luaentity()._hittable_by_projectile) then
|
|
ok = true
|
|
end
|
|
end
|
|
|
|
if ok then
|
|
local dist = vector.distance(pos, obj:get_pos())
|
|
if not closest_object or not closest_distance then
|
|
closest_object = obj
|
|
closest_distance = dist
|
|
elseif dist < closest_distance then
|
|
closest_object = obj
|
|
closest_distance = dist
|
|
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._cmi_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:enderman" 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 placement
|
|
self._placement = math.random(1, 2)
|
|
if self._placement == 1 then
|
|
placement = "front"
|
|
else
|
|
placement = "back"
|
|
end
|
|
self._in_player = true
|
|
if self._placement == 2 then
|
|
self._rotation_station = 90
|
|
else
|
|
self._rotation_station = -90
|
|
end
|
|
self._y_position = random_arrow_positions("y", placement)
|
|
self._x_position = random_arrow_positions("x", placement)
|
|
if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
|
|
self._attach_parent = "Head"
|
|
self._y_position = self._y_position - 6
|
|
elseif self._x_position > 2 then
|
|
self._attach_parent = "Arm_Right"
|
|
self._y_position = self._y_position - 3
|
|
self._x_position = self._x_position - 2
|
|
elseif self._x_position < -2 then
|
|
self._attach_parent = "Arm_Left"
|
|
self._y_position = self._y_position - 3
|
|
self._x_position = self._x_position + 2
|
|
else
|
|
self._attach_parent = "Body"
|
|
end
|
|
self._z_rotation = math.random(-30, 30)
|
|
self._y_rotation = math.random( -30, 30)
|
|
self.object:set_attach(obj, self._attach_parent, {x=self._x_position,y=self._y_position,z=random_arrow_positions("z", placement)}, {x=0,y=self._rotation_station + self._y_rotation,z=self._z_rotation})
|
|
minetest.after(150, function()
|
|
self.object:remove()
|
|
end)
|
|
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
|
|
self.object:remove()
|
|
end
|
|
end
|
|
return
|
|
end
|
|
end
|
|
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._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})
|
|
|
|
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
|
|
|
|
-- 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}
|
|
end
|
|
|
|
-- Force recheck of stuck arrows when punched.
|
|
-- Otherwise, punching has no effect.
|
|
function ARROW_ENTITY.on_punch(self)
|
|
if self._stuck then
|
|
self._stuckrechecktimer = STUCK_RECHECK_TIME
|
|
end
|
|
end
|
|
|
|
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 _stucktimer is missing for some reason, assume the maximum
|
|
if not self._stucktimer then
|
|
self._stucktimer = ARROW_TIMEOUT
|
|
end
|
|
out.stuckstarttime = minetest.get_gametime() - self._stucktimer
|
|
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._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") then
|
|
doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
|
|
end
|