From 1d4784e26ad303565206298edc9211e495776279 Mon Sep 17 00:00:00 2001 From: teknomunk Date: Thu, 23 May 2024 08:03:19 +0000 Subject: [PATCH] More refactoring to generalize arrow code into projectile --- mods/ITEMS/mcl_bows/arrow.lua | 122 ++++++-------------------- mods/ITEMS/vl_projectile/init.lua | 139 +++++++++++++++++++++++++++--- 2 files changed, 153 insertions(+), 108 deletions(-) diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index 82611cd75..fce0db031 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -56,26 +56,6 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a 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 - -- 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 @@ -165,9 +145,28 @@ vl_projectile.register("mcl_bows:arrow_entity", { _vl_projectile = { survive_collision = true, + sticks_in_players = true, + damage_groups = function(self) + return { fleshy = self._damage } + end, behaviors = { - vl_projectile.raycast_collides_with_entities, vl_projectile.collides_with_solids, + vl_projectile.raycast_collides_with_entities, + }, + allow_punching = function(self, entity_def, projectile_def, entity) + local lua = entity:get_luaentity() + if lua and lua.name == "mobs_mc:rover" then return false end + + return true + end, + sounds = { + on_entity_collision = function(self, _, _, obj) + if obj:is_player() then + return {{name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true} + end + + return {{name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true} + end }, on_collide_with_solid = function(self, pos, node, node_def) local def = node_def @@ -252,6 +251,7 @@ vl_projectile.register("mcl_bows:arrow_entity", { if obj:get_hp() > 0 then -- Check if there is no solid node between arrow and object + -- TODO: remove. this code should never occur if vl_projectile is working correctly 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 == obj then @@ -269,78 +269,6 @@ vl_projectile.register("mcl_bows:arrow_entity", { end end - -- Punch target object but avoid hurting enderman. - if not lua or lua.name ~= "mobs_mc:rover" then - if not self._in_player then - damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical) - end - if mcl_burning.is_burning(self.object) then - mcl_burning.set_on_fire(obj, 5) - end - if not self._in_player and not self._blocked 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 - if not mcl_shields.is_blocking(obj) 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, - 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) - ) - else - self._blocked = true - self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25)) - end - minetest.after(150, function() - self.object:remove() - end) - else - self.object:remove() - end - end - end - - if is_player then - if self._shooter and self._shooter:is_player() and not self._in_player and not self._blocked 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 @@ -352,9 +280,6 @@ vl_projectile.register("mcl_bows:arrow_entity", { end end end - if not self._in_player and not self._blocked 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 @@ -374,8 +299,8 @@ vl_projectile.register("mcl_bows:arrow_entity", { self._time_in_air = self._time_in_air + dtime local pos = self.object:get_pos() - local dpos = vector.round(vector.new(pos)) -- digital pos - local node = minetest.get_node(dpos) + --local dpos = vector.round(vector.new(pos)) -- digital pos + --local node = minetest.get_node(dpos) if self._stuck then return stuck_arrow_on_step(self, dtime) @@ -407,6 +332,7 @@ vl_projectile.register("mcl_bows:arrow_entity", { end -- TODO: change to use vl_physics + -- TODO: move to vl_projectile local def = minetest.registered_nodes[minetest.get_node(pos).name] if def and def.liquidtype ~= "none" then -- Slow down arrow in liquids diff --git a/mods/ITEMS/vl_projectile/init.lua b/mods/ITEMS/vl_projectile/init.lua index 8036ef9da..c56e9cf4c 100644 --- a/mods/ITEMS/vl_projectile/init.lua +++ b/mods/ITEMS/vl_projectile/init.lua @@ -2,6 +2,7 @@ local mod = {} vl_projectile = mod local GRAVITY = tonumber(minetest.settings:get("movement_gravity")) +local enable_pvp = minetest.settings:get_bool("enable_pvp") function mod.update_projectile(self, dtime) local entity_name = self.name @@ -23,8 +24,38 @@ end local function no_op() end - -local enable_pvp = minetest.settings:get_bool("enable_pvp") +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_hit_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 check_hitpoint(hitpoint) if hitpoint.type ~= "object" then return false end @@ -41,6 +72,59 @@ local function check_hitpoint(hitpoint) 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.object:remove() + end) + + -- Handle blocking projectiles + if mcl_shields.is_blocking(obj) 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 + 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, + 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 function mod.collides_with_solids(self, dtime, entity_def, projectile_def) local pos = self.object:get_pos() @@ -102,16 +186,51 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity) local dir = vector.normalize(self.object:get_velocity()) local self_vl_projectile = self._vl_projectile - if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then - entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) - elseif (entity.is_mob == true or entity._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then - entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) + -- 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, entity) + end + print("allow_punching="..tostring(allow_punching)) + + 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, entity) + end + + local entity_lua = entity:get_luaentity() + + -- Apply damage + -- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier + local do_damage = false + if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then + do_damage = true + + handle_player_sticking(self, entity_def, projectile_def, entity) + elseif entity_lua and (entity_lua.is_mob == true or entity_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then + do_damage = true + entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) + end + + if do_damage then + entity: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 collied hook + -- Call entity collision hook (projectile_def.on_collide_with_entity or no_op)(self, pos, entity) - -- Call entity reverse hook + -- Call reverse entity collision hook local other_entity_def = minetest.registered_entities[entity.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 @@ -120,7 +239,8 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity) -- Play sounds local sounds = (projectile_def.sounds or {}) local sound = sounds.on_entity_collide or sounds.on_collision - if on_collide_sound then + if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, entity) + if sound then local arg2 = table.copy(sound[2]) arg2.pos = pos minetest.sound_play(sound[1], arg2, sound[3]) @@ -136,7 +256,6 @@ end function mod.collides_with_entities(self, dtime, entity_def, projectile_def) local pos = self.object:get_pos() - local dmg = projectile_def.damage_groups or 0 local hit = nil local owner = self._vl_projectile.owner