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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
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local ROCKET_TIMEOUT = 1
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local YAW_OFFSET = - math.pi / 2
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local function damage_explosion ( self , damagemulitplier , pos )
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if self._harmless then return end
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local p = pos or self.object : get_pos ( )
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if not p then return end
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mcl_explosions.explode ( p , 3 , { } )
local objects = minetest.get_objects_inside_radius ( p , 8 )
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for _ , obj in pairs ( objects ) do
if obj : is_player ( ) then
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mcl_util.deal_damage ( obj , damagemulitplier - vector.distance ( p , obj : get_pos ( ) ) , { type = " explosion " } )
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elseif obj : get_luaentity ( ) and obj : get_luaentity ( ) . is_mob then
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obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
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damage_groups = { fleshy = damagemulitplier - vector.distance ( p , obj : get_pos ( ) ) } ,
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} , self.object : get_velocity ( ) ) -- TODO possibly change the punch dir to be outwards instead of rocket velocity
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end
end
end
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local function particle_explosion ( pos )
if pos.object then pos = pos.object : get_pos ( ) end
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local particle_pattern = math.random ( 1 , 3 )
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local fpitch
local type = math.random ( 1 , 2 )
local size = math.random ( 1 , 3 )
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local colors = { " red " , " yellow " , " blue " , " green " , " white " }
local this_colors = { colors [ math.random ( # colors ) ] , colors [ math.random ( # colors ) ] , colors [ math.random ( # colors ) ] }
if size == 1 then
fpitch = math.random ( 200 , 300 )
elseif size == 2 then
fpitch = math.random ( 100 , 130 )
else
fpitch = math.random ( 60 , 70 )
end
if type == 1 then
minetest.sound_play ( " mcl_bows_firework " , {
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pos = pos ,
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max_hear_distance = 100 ,
gain = 3.0 ,
pitch = fpitch / 100
} , true )
else
minetest.sound_play ( " mcl_bows_firework_soft " , {
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pos = pos ,
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max_hear_distance = 100 ,
gain = 4.0 ,
pitch = fpitch / 100
} , true )
end
if particle_pattern == 1 then
minetest.add_particlespawner ( {
amount = 400 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 7 * size , - 7 * size , - 7 * size ) ,
maxvel = vector.new ( 7 * size , 7 * size , 7 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 1 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 400 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 2 * size , - 2 * size , - 2 * size ) ,
maxvel = vector.new ( 2 * size , 2 * size , 2 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 2 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 100 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 14 * size , - 14 * size , - 14 * size ) ,
maxvel = vector.new ( 14 * size , 14 * size , 14 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 3 ] .. " .png " ,
glow = 14 ,
} )
elseif particle_pattern == 2 then
minetest.add_particlespawner ( {
amount = 240 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 5 * size , - 5 * size , - 5 * size ) ,
maxvel = vector.new ( 5 * size , 5 * size , 5 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 1 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 500 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 2 * size , - 2 * size , - 2 * size ) ,
maxvel = vector.new ( 2 * size , 2 * size , 2 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 2 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 350 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 3 * size , - 3 * size , - 3 * size ) ,
maxvel = vector.new ( 3 * size , 3 * size , 3 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 3 ] .. " .png " ,
glow = 14 ,
} )
elseif particle_pattern == 3 then
minetest.add_particlespawner ( {
amount = 400 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 6 * size , - 4 * size , - 6 * size ) ,
maxvel = vector.new ( 6 * size , 4 * size , 6 * size ) ,
minexptime = .6 * size ,
maxexptime = .9 * size ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 1 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 120 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 8 * size , 6 * size , - 8 * size ) ,
maxvel = vector.new ( 8 * size , 6 * size , 8 * size ) ,
minexptime = .6 * size ,
maxexptime = .9 * size ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 2 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 130 * size ,
time = 0.0001 ,
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minpos = pos ,
maxpos = pos ,
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minvel = vector.new ( - 3 * size , 3 * size , - 3 * size ) ,
maxvel = vector.new ( 3 * size , 3 * size , 3 * size ) ,
minexptime = .6 * size ,
maxexptime = .9 * size ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 3 ] .. " .png " ,
glow = 14 ,
} )
end
return size
end
minetest.register_craftitem ( " mcl_bows:rocket " , {
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 " ..
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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 " ..
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. " ) ,
inventory_image = " mcl_bows_rocket.png " ,
groups = { ammo = 1 , ammo_crossbow = 1 , ammo_bow_regular = 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 ,
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_on_collide_with_entity = function ( self , _ , obj )
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if self._in_player == false then
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pos = self.object : get_pos ( )
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obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = self._damage } ,
} , self.object : get_velocity ( ) )
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local eploded_particle = particle_explosion ( pos )
damage_explosion ( self , eploded_particle * 17 , pos )
mcl_burning.extinguish ( self.object )
self.object : remove ( )
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end
end ,
} )
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local arrow_entity = mcl_bows.arrow_entity
local rocket_entity = table.copy ( arrow_entity )
table.update ( rocket_entity , {
mesh = " mcl_bows_rocket.obj " ,
textures = { " mcl_bows_rocket.png " } ,
visual_size = { x = 2.5 , y = 2.5 } ,
save_fields = {
" stuck " , " fuse " , " stuckin " , " lastpos " , " startpos " , " damage " , " is_critical " , " shootername " ,
} ,
_fuse = nil , -- Amount of time (in seconds) the arrow has been stuck so far
_fuserechecktimer = nil , -- An additional timer for periodically re-checking the stuck status of an arrow
} )
rocket_entity.on_step = function ( self , dtime )
self._fuse = ( self._fuse or 0 ) + dtime
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if self._fuse > ROCKET_TIMEOUT then
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self._stuck = true
end
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if self._stuck and self._fuse > ROCKET_TIMEOUT then
local eploded_particle = particle_explosion ( self )
damage_explosion ( self , eploded_particle * 17 )
mcl_burning.extinguish ( self.object )
self.object : remove ( )
return
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end
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-- Perform normal arrow behaviors
arrow_entity.on_step ( self , dtime )
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end
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vl_projectile.register ( " mcl_bows:rocket_entity " , rocket_entity )
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if minetest.get_modpath ( " mcl_core " ) and minetest.get_modpath ( " mcl_mobitems " ) then
minetest.register_craft ( {
output = " mcl_bows:rocket 1 " ,
recipe = {
{ " mcl_core:paper " } ,
{ " mcl_fireworks:rocket_2 " } ,
{ " mcl_bows:arrow " } ,
}
} )
end
if minetest.get_modpath ( " doc_identifier " ) then
doc.sub . identifier.register_object ( " mcl_bows:rocket_entity " , " craftitems " , " mcl_bows:rocket " )
end