mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-19 01:21:05 +01:00
Merge branch 'stuck_arrow'
This commit is contained in:
commit
1823aba35a
5 changed files with 139 additions and 18 deletions
|
@ -1,24 +1,35 @@
|
||||||
-- Time in seconds after which a stuck arrow is deleted
|
-- Time in seconds after which a stuck arrow is deleted
|
||||||
local ARROW_TIMEOUT = 60
|
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 mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
|
local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
|
||||||
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
|
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", {
|
minetest.register_craftitem("mcl_bows:arrow", {
|
||||||
description = "Arrow",
|
description = "Arrow",
|
||||||
_doc_items_longdesc = [[Arrows are ammunition for bows and dispensers.
|
_doc_items_longdesc = [[Arrows are ammunition for bows and dispensers.
|
||||||
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.]],
|
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.
|
||||||
_doc_items_usagehelp = "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.",
|
Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons.]],
|
||||||
|
_doc_items_usagehelp = "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",
|
inventory_image = "mcl_bows_arrow_inv.png",
|
||||||
groups = { ammo=1, ammo_bow=1 },
|
groups = { ammo=1, ammo_bow=1 },
|
||||||
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
|
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
|
||||||
-- Shoot arrow
|
-- Shoot arrow
|
||||||
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
|
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
|
||||||
local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
|
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
|
||||||
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
|
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
-- This is a fake node, used as model for the arrow entity.
|
||||||
|
-- It's not supposed to be usable as item or real node.
|
||||||
|
-- TODO: Use a proper mesh for the arrow entity
|
||||||
minetest.register_node("mcl_bows:arrow_box", {
|
minetest.register_node("mcl_bows:arrow_box", {
|
||||||
drawtype = "nodebox",
|
drawtype = "nodebox",
|
||||||
is_ground_content = false,
|
is_ground_content = false,
|
||||||
|
@ -26,16 +37,18 @@ minetest.register_node("mcl_bows:arrow_box", {
|
||||||
type = "fixed",
|
type = "fixed",
|
||||||
fixed = {
|
fixed = {
|
||||||
-- Shaft
|
-- Shaft
|
||||||
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
|
{-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
|
||||||
--Spitze
|
{-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
|
||||||
|
{5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
|
||||||
|
-- Tip
|
||||||
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
|
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
|
||||||
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
|
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
|
||||||
--Federn
|
-- Fletching
|
||||||
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
|
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
|
||||||
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
|
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
|
||||||
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
|
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
|
||||||
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
|
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
|
||||||
|
|
||||||
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
|
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
|
||||||
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
|
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
|
||||||
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
|
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
|
||||||
|
@ -43,17 +56,20 @@ minetest.register_node("mcl_bows:arrow_box", {
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
|
tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
|
||||||
groups = {not_in_creative_inventory=1},
|
paramtype = "light",
|
||||||
|
paramtype2 = "facedir",
|
||||||
|
sunlight_propagates = true,
|
||||||
|
groups = {not_in_creative_inventory=1, dig_immediate=3},
|
||||||
})
|
})
|
||||||
|
|
||||||
-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
|
-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
|
||||||
-- and the arrow flies backwards.
|
-- and the arrow flies backwards.
|
||||||
local ARROW_ENTITY={
|
local ARROW_ENTITY={
|
||||||
physical = false,
|
physical = true,
|
||||||
visual = "wielditem",
|
visual = "wielditem",
|
||||||
visual_size = {x=0.4, y=0.4},
|
visual_size = {x=0.4, y=0.4},
|
||||||
textures = {"mcl_bows:arrow_box"},
|
textures = {"mcl_bows:arrow_box"},
|
||||||
collisionbox = {0,0,0,0,0,0},
|
collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
|
||||||
collide_with_objects = false,
|
collide_with_objects = false,
|
||||||
|
|
||||||
_lastpos={},
|
_lastpos={},
|
||||||
|
@ -61,9 +77,21 @@ local ARROW_ENTITY={
|
||||||
_damage=1, -- Damage on impact
|
_damage=1, -- Damage on impact
|
||||||
_stuck=false, -- Whether arrow is stuck
|
_stuck=false, -- Whether arrow is stuck
|
||||||
_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
|
_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
|
_shooter=nil, -- ObjectRef of player or mob who shot it
|
||||||
}
|
}
|
||||||
|
|
||||||
|
-- Destroy arrow entity self at pos and drops it as an item
|
||||||
|
local spawn_item = function(self, pos)
|
||||||
|
if not minetest.settings:get_bool("creative_mode") 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
|
||||||
|
self.object:remove()
|
||||||
|
end
|
||||||
|
|
||||||
ARROW_ENTITY.on_step = function(self, dtime)
|
ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
local pos = self.object:getpos()
|
local pos = self.object:getpos()
|
||||||
local dpos = table.copy(pos) -- digital pos
|
local dpos = table.copy(pos) -- digital pos
|
||||||
|
@ -72,10 +100,25 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
|
|
||||||
if self._stuck then
|
if self._stuck then
|
||||||
self._stucktimer = self._stucktimer + dtime
|
self._stucktimer = self._stucktimer + dtime
|
||||||
|
self._stuckrechecktimer = self._stuckrechecktimer + dtime
|
||||||
if self._stucktimer > ARROW_TIMEOUT then
|
if self._stucktimer > ARROW_TIMEOUT then
|
||||||
self.object:remove()
|
self.object:remove()
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
-- Drop arrow as item when it is no longer stuck
|
||||||
|
-- FIXME: Arrows are a bit slot 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
|
||||||
local objects = minetest.get_objects_inside_radius(pos, 2)
|
local objects = minetest.get_objects_inside_radius(pos, 2)
|
||||||
for _,obj in ipairs(objects) do
|
for _,obj in ipairs(objects) do
|
||||||
if obj:is_player() then
|
if obj:is_player() then
|
||||||
|
@ -97,7 +140,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check for object collision. Done every tick (hopefully this is not too stressing)
|
-- Check for object collision. Done every tick (hopefully this is not too stressing)
|
||||||
else
|
else
|
||||||
local objs = minetest.get_objects_inside_radius(pos, 2)
|
local objs = minetest.get_objects_inside_radius(pos, 2)
|
||||||
|
@ -170,10 +213,44 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
if self._lastpos.x~=nil and not self._stuck then
|
if self._lastpos.x~=nil and not self._stuck then
|
||||||
local def = minetest.registered_nodes[node.name]
|
local def = minetest.registered_nodes[node.name]
|
||||||
local vel = self.object:get_velocity()
|
local vel = self.object:get_velocity()
|
||||||
-- Arrow hits solid node: remove
|
-- Arrow has stopped in one axis, so it probably hit something
|
||||||
if (def and def.walkable) then
|
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
|
||||||
self.object:remove()
|
-- Check for the node to which the arrow is pointing
|
||||||
return
|
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(pos, 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
|
||||||
|
-- Lose 1/3 of velocity on deflection
|
||||||
|
self.object:set_velocity(vector.multiply(vel, 0.6667))
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
-- 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})
|
||||||
|
|
||||||
|
-- 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
|
||||||
|
mesecon.push_button(dpos, node)
|
||||||
|
end
|
||||||
elseif (def and def.liquidtype ~= "none") then
|
elseif (def and def.liquidtype ~= "none") then
|
||||||
-- Slow down arrow in liquids
|
-- Slow down arrow in liquids
|
||||||
local v = def.liquid_viscosity
|
local v = def.liquid_viscosity
|
||||||
|
@ -191,18 +268,39 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Update yaw
|
||||||
|
if not self._stuck then
|
||||||
|
local vel = self.object:get_velocity()
|
||||||
|
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
|
||||||
|
end
|
||||||
|
|
||||||
-- Update internal variable
|
-- Update internal variable
|
||||||
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
|
self._lastpos={x=pos.x, y=pos.y, z=pos.z}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
-- Force recheck of stuck arrows when punched.
|
||||||
|
-- Otherwise, punching has no effect.
|
||||||
|
ARROW_ENTITY.on_punch = function(self)
|
||||||
|
if self._stuck then
|
||||||
|
self._stuckrechecktimer = STUCK_RECHECK_TIME
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
ARROW_ENTITY.get_staticdata = function(self)
|
ARROW_ENTITY.get_staticdata = function(self)
|
||||||
local out = {
|
local out = {
|
||||||
lastpos = self._lastpos,
|
lastpos = self._lastpos,
|
||||||
startpos = self._startpos,
|
startpos = self._startpos,
|
||||||
damage = self._damage,
|
damage = self._damage,
|
||||||
stuck = self._stuck,
|
stuck = self._stuck,
|
||||||
stucktimer = self._stucktimer,
|
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
|
if self._shooter and self._shooter:is_player() then
|
||||||
out.shootername = self._shooter:get_player_name()
|
out.shootername = self._shooter:get_player_name()
|
||||||
end
|
end
|
||||||
|
@ -212,11 +310,28 @@ end
|
||||||
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
|
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
|
||||||
local data = minetest.deserialize(staticdata)
|
local data = minetest.deserialize(staticdata)
|
||||||
if data then
|
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
|
||||||
|
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._lastpos = data.lastpos
|
||||||
self._startpos = data.startpos
|
self._startpos = data.startpos
|
||||||
self._damage = data.damage
|
self._damage = data.damage
|
||||||
self._stuck = data.stuck
|
|
||||||
self._stucktimer = data.stucktimer
|
|
||||||
if data.shootername then
|
if data.shootername then
|
||||||
local shooter = minetest.get_player_by_name(data.shootername)
|
local shooter = minetest.get_player_by_name(data.shootername)
|
||||||
if shooter and shooter:is_player() then
|
if shooter and shooter:is_player() then
|
||||||
|
@ -238,3 +353,8 @@ if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") the
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if minetest.get_modpath("doc_identifier") ~= nil then
|
||||||
|
doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
|
||||||
|
end
|
||||||
|
|
||||||
|
|
|
@ -6,4 +6,5 @@ mcl_core?
|
||||||
mcl_mobitems?
|
mcl_mobitems?
|
||||||
mcl_playerphysics?
|
mcl_playerphysics?
|
||||||
doc?
|
doc?
|
||||||
|
doc_identifier?
|
||||||
mesecons_button?
|
mesecons_button?
|
||||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 178 B After Width: | Height: | Size: 173 B |
Binary file not shown.
Before Width: | Height: | Size: 121 B After Width: | Height: | Size: 132 B |
Binary file not shown.
Before Width: | Height: | Size: 111 B After Width: | Height: | Size: 110 B |
Loading…
Reference in a new issue