From 9061df8adf132c713feca7163742f824dbcc82a7 Mon Sep 17 00:00:00 2001 From: teknomunk Date: Sat, 16 Nov 2024 08:53:36 -0600 Subject: [PATCH] Rework projectile pickup code (to prevent item duplication bugs), always update _last_pos, short circuit processing behaviors if the entity was removed by a behavior but didn't report it --- mods/ITEMS/vl_projectile/init.lua | 32 +++++++++++++++++-------------- 1 file changed, 18 insertions(+), 14 deletions(-) diff --git a/mods/ITEMS/vl_projectile/init.lua b/mods/ITEMS/vl_projectile/init.lua index cef31ab4f..4ff5faba9 100644 --- a/mods/ITEMS/vl_projectile/init.lua +++ b/mods/ITEMS/vl_projectile/init.lua @@ -61,6 +61,8 @@ end function mod.update_projectile(self, dtime) if self._removed then return end + local pos = self.object:get_pos() + if not pos then return end -- Workaround for randomly occurring velocity change between projectile creation -- and the first time step @@ -89,7 +91,7 @@ function mod.update_projectile(self, dtime) -- Run behaviors local behaviors = entity_vl_projectile.behaviors or {} for i=1,#behaviors do - if behaviors[i](self, dtime, entity_def, entity_vl_projectile) then + if behaviors[i](self, dtime, entity_def, entity_vl_projectile) or self._removed then return end end @@ -97,6 +99,9 @@ function mod.update_projectile(self, dtime) if not self._stuck then mod.projectile_physics(self.object, entity_def) end + + -- Update last position + self._last_pos = pos end local function damage_particles(pos, is_critical) @@ -293,15 +298,19 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def) if self._in_player then return true end -- Pickup arrow if player is nearby (not in Creative Mode) + if not self._collectable or self._removed then return end + local objects = minetest.get_objects_inside_radius(pos, 1) for i = 1,#objects do - obj = objects[i] + local obj = objects[i] if obj:is_player() then local player_name = obj:get_player_name() - if self._collectable and not minetest.is_creative_enabled(player_name) then + if not minetest.is_creative_enabled(player_name) then local arrow_item = self._itemstring or self._arrow_item if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then + minetest.log("inventory add: "..dump(arrow_item)) obj:get_inventory():add_item("main", arrow_item) + self._picked_up = true minetest.sound_play("item_drop_pickup", { pos = pos, @@ -309,13 +318,12 @@ local function stuck_on_step(self, dtime, entity_def, projectile_def) gain = 1.0, }, true) end - end - mcl_burning.extinguish(self.object) - mcl_util.remove_entity(self) - return - end - return true + mcl_burning.extinguish(self.object) + mcl_util.remove_entity(self) + return + end + end end end @@ -332,13 +340,9 @@ end 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 + if not self._last_pos then return end -- Check if the object can collide with this node local node = minetest.get_node(pos)