VoxeLibre/mods/ITEMS/vl_projectile/init.lua

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local mod = {}
vl_projectile = mod
local vl_physics_path = minetest.get_modpath("vl_physics")
local YAW_OFFSET = -math.pi/2
local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
local enable_pvp = minetest.settings:get_bool("enable_pvp")
local function dir_to_pitch(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
function mod.projectile_physics(obj, entity_def, v, a)
local le = obj:get_luaentity()
local entity_def = minetest.registered_entities[le.name]
local pos = obj:get_pos()
if not pos then return end
if vl_physics_path then
v,a = vl_physics.apply_entity_environmental_physics(obj)
else
-- Simple physics
if not v then v = obj:get_velocity() end
if not a then a = vector.zero() end
if not entity_def.ignore_gravity then
a = a + vector.new(0,-GRAVITY,0)
end
if entity_def.liquid_drag then
local def = minetest.registered_nodes[minetest.get_node(pos).name]
if def and def.liquidtype ~= "none" then
-- Slow down arrow in liquids
local visc = def.liquid_viscosity or 0
le._viscosity = visc
local vpenalty = math.max(0.1, 0.98 - 0.1 * visc)
if math.abs(v.x) > 0.001 then
v.x = v.x * vpenalty
end
if math.abs(v.z) > 0.001 then
v.z = v.z * vpenalty
end
end
end
end
-- Pass to entity
if v then obj:set_velocity(v) end
if a then obj:set_acceleration(a) end
-- Update projectile yaw to match velocity direction
if v and le and not le._stuck then
local yaw = minetest.dir_to_yaw(v) + YAW_OFFSET
local pitch = dir_to_pitch(v)
obj:set_rotation(vector.new(0,yaw,pitch))
end
end
function mod.update_projectile(self, dtime)
if self._removed then return end
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
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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
mod.projectile_physics(self.object, entity_def)
end
local function no_op()
end
local function damage_particles(pos, is_critical)
if is_critical then
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = vector.offset(pos, -0.5, -0.5, -0.5),
maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
minvel = vector.new(-0.1, -0.1, -0.1),
maxvel = vector.new(0.1, 0.1, 0.1),
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
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 function random_hit_positions(positions, placement)
if positions == "x" then
return math.random(-4, 4)
elseif positions == "y" then
return math.random(0, 10)
elseif positions == "z" then
if placement == "front" then
return 3
elseif placement == "back" then
return -3
end
end
return 0
end
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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
-- TODO: change this check when adding mob projectiles
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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
local function handle_player_sticking(self, entity_def, projectile_def, entity)
if self._in_player or self._blocked then return end
if not projectile_def.sticks_in_players then return end
minetest.after(150, function()
self._removed = true
self.object:remove()
end)
-- Handle blocking projectiles
if mcl_shields.is_blocking(entity) then
self._blocked = true
self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
return
end
-- Handle when the projectile hits the player
self._placement = math.random(1, 2)
local placement = self._placement == 1 and "front" or "back"
self._rotation_station = self.placement == 1 and -90 or 90
self._in_player = true
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(
entity, self._attach_parent,
vector.new(self._x_position, self._y_position, random_arrow_positions("z", placement)),
vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
)
end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
local pos = self.object:get_pos()
if not pos then return end
-- 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
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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 math.abs(vel.x) >= 0.0001 and math.abs(vel.z) >= 0.0001 and math.abs(vel.y) >= 0.0001 then
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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 and 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 type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "node", pos, node, node_def) end
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._removed = true
self.object:remove()
end
-- Done with behaviors
return true
end
local function handle_entity_collision(self, entity_def, projectile_def, object)
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local pos = self.object:get_pos()
local dir = vector.normalize(self.object:get_velocity())
local self_vl_projectile = self._vl_projectile
-- Allow punching
local allow_punching = projectile_def.allow_punching or true
if type(allow_punching) == "function" then
allow_punching = allow_punching(self, entity_def, projectile_def, object)
end
if allow_punching then
-- Get damage
local dmg = projectile_def.damage_groups or 0
if type(dmg) == "function" then
dmg = dmg(self, entity_def, projectile_def, object)
end
local object_lua = object:get_luaentity()
-- Apply damage
-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
local do_damage = false
if object:is_player() and projectile_def.damanges_players and self_vl_projectile.owner ~= object:get_player_name() then
do_damage = true
handle_player_sticking(self, entity_def, projectile_def, object)
elseif object_lua and (object_lua.is_mob == true or object_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= object) then
do_damage = true
end
if do_damage then
object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
-- Indicate damage
damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
-- Light things on fire
if mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(obj, 5)
end
end
end
-- Call entity collision hook
(projectile_def.on_collide_with_entity or no_op)(self, pos, object)
-- Call reverse entity collision hook
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local other_entity_def = minetest.registered_entities[object.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(object, self)
-- Play sounds
local sounds = (projectile_def.sounds or {})
local sound = sounds.on_entity_collion or sounds.on_collision
if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", object) end
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 entities
if not projectile_def.survive_collision then
self._removed = true
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 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
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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 pos = options.pos
local obj = minetest.add_entity(pos, entity_id, options.staticdata)
-- Set initial velocity and acceleration
local v = vector.multiply(options.dir or vector.zero(), options.velocity or 0)
local a = vector.multiply(v, -math.abs(options.drag))
mod.projectile_physics(obj, entity_def, v, a)
-- Update projectile parameters
local luaentity = obj:get_luaentity()
luaentity._vl_projectile = {
owner = options.owner,
extra = options.extra,
}
-- And provide the caller with the created object
return obj
end
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function mod.register(name, def)
assert(def._vl_projectile)
local behaviors = def._vl_projectile.behaviors
for i = 1,#behaviors do
assert(behaviors[i])
end
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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