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101 lines
5.8 KiB
Markdown
101 lines
5.8 KiB
Markdown
# Projectiles API
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## `vl_projectile.register(entity_name, def)`
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Registers a projectile entity.
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Arguments:
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* `entity_name`: The name the entity will be refered to by the minetest engine
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* `def`: Projectile defintion. Supports all fields that standard minetest entities support.
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Must include the field `_vl_projectile` for projectile-specific behaviors. These are the supported
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fields:
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* `ignore_gravity`: if true, the projectile will not be affected by gravity
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* `liquid_drag`: if true, apply drag from liquid nodes to the projectile
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* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
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* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
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* `damages_players`: if true, the projectile will deal damage to players.
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
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that returns dynamic damange group information.
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* `allow_punching`: will the projectile punch entities it collides with. May be either a boolean or a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `survive_collision`: will the projectile surive collisions. May be either a boolean or a fnction of type `function(projectile, entity_def, projectile_def, type, ...)`.
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* If `type` is "node" then the additional parameters `node, node_def` will be provided.
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* If `type` is "entity" then the additional parameter `objet` will be provided.
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides the following
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behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles.raycast_collides_with_entities`
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* `maximum_time`: number of seconds until projectiles are removed.
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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three parameters for `minetest.play_sound()`. Supported sounds are:
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* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
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* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
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`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
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* `on_entity_collision`: played when the projectile collides with another entity. May be a function of type
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`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
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* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires
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`vl_projectile.collides_with_solids` in `behaviors` list.
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* `on_collide_with_entity`: callback of type `function(projectile, pos, obj)` used when the projectile collides with an entity. Requires
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`vl_projectile.collides_with_entities` in `behaviors` list.
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## `vl_projectile.update_projectile(self, dtime)`
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Performs standard projectile update logic and runs projectile behaviors.
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Arguments:
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* `self`: The lua entity of the projectile to update
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* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
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parameter of the entity's `on_step(self, dtime)` callback.
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## `vl_projectile.create(entity_id, options)`
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Creates a projectile and performs convenience initialization.
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Arguments:
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* `entity_id`: The name the entity as passed to `vl_projectile.register()`
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* `options`: A table with optional parameters. Supported fields are:
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* `dir`: direction the projectile is moving in
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* `velocity`: scalar velocity amount
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* `drag`: scalar resistance to velocity
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* `owner`: passed thru unmodified
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* `extra`: passed thru unmodified
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## `vl_projectile.replace_with_item_drop(projectile_lua_entity, pos, projectile_def)`
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Removes the projectile and replaces it with an item entity based on either the entity's `_arrow_item` field or
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the value `self._vl_projectile.item`.
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Arguments:
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* `projectile_lua_entity`: the lua entity of the projectile to be replaced.
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* `pos`: the position to create the item entity
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* `projectile_def`: The projectile's `_vl_projectile` field. If not provided, it will be
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extracted from the projectile's lua entity.
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## Custom Projectile Behaviors
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The projectile API supports specifying the behaviors that a projectile will exhibit. There are several
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standard behaviors provided with the API:
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* `vl_projectile.burns`: projectile can be set on fire
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* `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes
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* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
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* `vl_projectile.has_tracer`: projectile will have a tracer trail when thrown/shot. Projectile can define
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`_vl_projectile.hide_tracer = function(self)` to conditionally hide the tracer.
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* `vl_projectile.sticks`: projectile will stick into nodes. Forces `_vl_projectile.sticks_in_nodes = true`
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and `_vl_projectile.survive_collision = true`.
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* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
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check along the path of movement.
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Custom behaviors can be provided by adding a function with the signature `function(self, dtime, entity_def, projectile_def)`
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to the list of behaviors a projectile supports.
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Arguments:
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* `self`: The lua entity of the projectile
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* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
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parameter of the entity's `on_step(self, dtime)` callback.
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* `entity_def`: The definition from `minetest.registered_entities` for the projectile.
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* `projectile_def`: Same as `entity_def._vl_projectile`
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