diff --git a/mods/ITEMS/mcl_bows/arrow.lua b/mods/ITEMS/mcl_bows/arrow.lua index 652819aa6..82611cd75 100644 --- a/mods/ITEMS/mcl_bows/arrow.lua +++ b/mods/ITEMS/mcl_bows/arrow.lua @@ -56,44 +56,6 @@ S("Arrows might get stuck on solid blocks and can be retrieved again. They are a end, }) -local ARROW_ENTITY={ - physical = true, - pointable = false, - visual = "mesh", - mesh = "mcl_bows_arrow.obj", - visual_size = {x=-1, y=1}, - textures = {"mcl_bows_arrow.png"}, - collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, - collide_with_objects = false, - _fire_damage_resistant = true, - - _lastpos={}, - _startpos=nil, - _damage=1, -- Damage on impact - _is_critical=false, -- Whether this arrow would deal critical damage - _stuck=false, -- Whether arrow is stuck - _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 - _is_arrow = true, - _in_player = false, - _blocked = false, - _viscosity=0, -- Viscosity of node the arrow is currently in - _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession -} - --- 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 - local item = minetest.add_item(pos, "mcl_bows:arrow") - item:set_velocity(vector.new(0, 0, 0)) - item:set_yaw(self.object:get_yaw()) - end - mcl_burning.extinguish(self.object) - self.object:remove() -end - local function damage_particles(pos, is_critical) if is_critical then minetest.add_particlespawner({ @@ -114,249 +76,108 @@ local function damage_particles(pos, is_critical) end end -function ARROW_ENTITY.on_step(self, dtime) - mcl_burning.tick(self.object, dtime, self) - -- mcl_burning.tick may remove object immediately - if not self.object:get_pos() then return 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 + local item = minetest.add_item(pos, "mcl_bows:arrow") + item:set_velocity(vector.new(0, 0, 0)) + item:set_yaw(self.object:get_yaw()) + end + mcl_burning.extinguish(self.object) + self.object:remove() +end - self._time_in_air = self._time_in_air + .001 +local function stuck_arrow_on_step(self, dtime) + self._stucktimer = self._stucktimer + dtime + self._stuckrechecktimer = self._stuckrechecktimer + dtime + if self._stucktimer > ARROW_TIMEOUT then + mcl_burning.extinguish(self.object) + self.object:remove() + return + end local pos = self.object:get_pos() - local dpos = vector.round(vector.new(pos)) -- digital pos - local node = minetest.get_node(dpos) - if self._stuck then - self._stucktimer = self._stucktimer + dtime - self._stuckrechecktimer = self._stuckrechecktimer + dtime - if self._stucktimer > ARROW_TIMEOUT then + -- Drop arrow as item when it is no longer stuck + -- FIXME: Arrows are a bit slow 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 + + -- Pickup arrow if player is nearby (not in Creative Mode) + local objects = minetest.get_objects_inside_radius(pos, 1) + for _,obj in ipairs(objects) do + if obj:is_player() then + if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then + if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then + obj:get_inventory():add_item("main", "mcl_bows:arrow") + minetest.sound_play("item_drop_pickup", { + pos = pos, + max_hear_distance = 16, + gain = 1.0, + }, true) + end + end mcl_burning.extinguish(self.object) self.object:remove() return end - -- Drop arrow as item when it is no longer stuck - -- FIXME: Arrows are a bit slow 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 - -- Pickup arrow if player is nearby (not in Creative Mode) - local objects = minetest.get_objects_inside_radius(pos, 1) - for _,obj in ipairs(objects) do - if obj:is_player() then - if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then - if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then - obj:get_inventory():add_item("main", "mcl_bows:arrow") - minetest.sound_play("item_drop_pickup", { - pos = pos, - max_hear_distance = 16, - gain = 1.0, - }, true) - end - end - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - end - - -- Check for object "collision". Done every tick (hopefully this is not too stressing) - else - - if self._damage >= 9 and self._in_player == false then - minetest.add_particlespawner({ - amount = 20, - time = .2, - minpos = vector.new(0,0,0), - maxpos = vector.new(0,0,0), - minvel = vector.new(-0.1,-0.1,-0.1), - maxvel = vector.new(0.1,0.1,0.1), - minexptime = 0.5, - maxexptime = 0.5, - minsize = 2, - maxsize = 2, - attached = self.object, - collisiondetection = false, - vertical = false, - texture = "mobs_mc_arrow_particle.png", - glow = 1, - }) - end - - local closest_object - local closest_distance - - if self._deflection_cooloff > 0 then - self._deflection_cooloff = self._deflection_cooloff - dtime - end - - 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 hitpoint.type == "object" then - -- find the closest object that is in the way of the arrow - local ok = false - if hitpoint.ref:is_player() and enable_pvp then - ok = true - elseif 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 - ok = true - end - end - if ok then - local dist = vector.distance(hitpoint.ref:get_pos(), pos) - if not closest_object or not closest_distance then - closest_object = hitpoint.ref - closest_distance = dist - elseif dist < closest_distance then - closest_object = hitpoint.ref - closest_distance = dist - end - end - end - end - - if closest_object then - local obj = closest_object - local is_player = obj:is_player() - local lua = obj:get_luaentity() - if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then - if obj:get_hp() > 0 then - -- Check if there is no solid node between arrow and object - 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 == closest_object then - -- Target reached! We can proceed now. - break - elseif pointed_thing.type == "node" then - local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name - local def = minetest.registered_nodes[nn] - if (not def) or def.walkable then - -- There's a node in the way. Delete arrow without damage - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - 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 - -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_> - -- TODO: This achievement should be given for the kill, not just a hit - if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then - if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then - awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton") - 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 - mcl_burning.extinguish(self.object) - if self._piercing == 0 then - self.object:remove() - end - end - return - end - end end +end + +vl_projectile.register("mcl_bows:arrow_entity", { + physical = true, + pointable = false, + visual = "mesh", + mesh = "mcl_bows_arrow.obj", + visual_size = {x=-1, y=1}, + textures = {"mcl_bows_arrow.png"}, + collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, + collide_with_objects = false, + _fire_damage_resistant = true, + + _save_fields = { + "last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", + }, + + _startpos=nil, + _damage=1, -- Damage on impact + _is_critical=false, -- Whether this arrow would deal critical damage + _stuck=false, -- Whether arrow is stuck + _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 + _is_arrow = true, + _in_player = false, + _blocked = false, + _viscosity=0, -- Viscosity of node the arrow is currently in + _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession + + _vl_projectile = { + survive_collision = true, + behaviors = { + vl_projectile.raycast_collides_with_entities, + vl_projectile.collides_with_solids, + }, + on_collide_with_solid = function(self, pos, node, node_def) + local def = node_def + local vel = self.object:get_velocity() + local dpos = vector.round(vector.new(pos)) -- digital pos - -- Check for node collision - if self._lastpos.x~=nil and not self._stuck then - local def = minetest.registered_nodes[node.name] - local vel = self.object:get_velocity() - -- Arrow 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. :-( - if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then -- Check for the node to which the arrow is pointing local dir if math.abs(vel.y) < 0.00001 then - if self._lastpos.y < pos.y then + if self._last_pos.y < pos.y then dir = vector.new(0, 1, 0) else dir = vector.new(0, -1, 0) @@ -380,50 +201,220 @@ function ARROW_ENTITY.on_step(self, dtime) -- Reset deflection cooloff timer to prevent many deflections happening in quick succession self._deflection_cooloff = 1.0 end + return + end + + -- Node was walkable, make arrow stuck + self._stuck = true + self._stucktimer = 0 + self._stuckrechecktimer = 0 + + self.object:set_velocity(vector.new(0, 0, 0)) + self.object:set_acceleration(vector.new(0, 0, 0)) + + minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) + + if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then + tnt.ignite(self._stuckin) + end + + -- Ignite Campfires + if mod_campfire and mcl_burning.is_burning(self.object) and minetest.get_item_group(snode.name, "campfire") ~= 0 then + mcl_campfires.light_campfire(self._stuckin) + end + + -- Activate target + if mod_target and snode.name == "mcl_target:target_off" then + mcl_target.hit(self._stuckin, 1) --10 redstone ticks + end + + -- 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 + local bdir = minetest.wallmounted_to_dir(node.param2) + -- Check the button orientation + if vector.equals(vector.add(dpos, bdir), self._stuckin) then + mesecon.push_button(dpos, node) + end + end + end, + on_collide_with_entity = function(self, pos, obj) + local is_player = obj:is_player() + local lua = obj:get_luaentity() + + -- Make sure collision is valid + if obj == self._shooter then + if self._time_in_air < 1.02 then return end else - - -- Node was walkable, make arrow stuck - self._stuck = true - self._stucktimer = 0 - self._stuckrechecktimer = 0 - - self.object:set_velocity(vector.new(0, 0, 0)) - self.object:set_acceleration(vector.new(0, 0, 0)) - - minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true) - - if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then - tnt.ignite(self._stuckin) + if not (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then + return end + end - -- Ignite Campfires - if mod_campfire and mcl_burning.is_burning(self.object) and minetest.get_item_group(snode.name, "campfire") ~= 0 then - mcl_campfires.light_campfire(self._stuckin) - end - - -- Activate target - if mod_target and snode.name == "mcl_target:target_off" then - mcl_target.hit(self._stuckin, 1) --10 redstone ticks - end - - -- 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 - local bdir = minetest.wallmounted_to_dir(node.param2) - -- Check the button orientation - if vector.equals(vector.add(dpos, bdir), self._stuckin) then - mesecon.push_button(dpos, node) + if obj:get_hp() > 0 then + -- Check if there is no solid node between arrow and object + 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 + -- Target reached! We can proceed now. + break + elseif pointed_thing.type == "node" then + local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name + local def = minetest.registered_nodes[nn] + if (not def) or def.walkable then + -- There's a node in the way. Delete arrow without damage + mcl_burning.extinguish(self.object) + self.object:remove() + return + end 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 + -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_> + -- TODO: This achievement should be given for the kill, not just a hit + if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then + if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then + awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton") + 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 - elseif (def and def.liquidtype ~= "none") then + + if not obj:is_player() then + mcl_burning.extinguish(self.object) + if self._piercing == 0 then + self.object:remove() + end + end + end + }, + on_step = function(self, dtime) + mcl_burning.tick(self.object, dtime, self) + + -- mcl_burning.tick may remove object immediately + if not self.object:get_pos() then return end + + 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) + + if self._stuck then + return stuck_arrow_on_step(self, dtime) + end + + -- Add tracer + if self._damage >= 9 and self._in_player == false then + minetest.add_particlespawner({ + amount = 20, + time = .2, + minpos = vector.new(0,0,0), + maxpos = vector.new(0,0,0), + minvel = vector.new(-0.1,-0.1,-0.1), + maxvel = vector.new(0.1,0.1,0.1), + minexptime = 0.5, + maxexptime = 0.5, + minsize = 2, + maxsize = 2, + attached = self.object, + collisiondetection = false, + vertical = false, + texture = "mobs_mc_arrow_particle.png", + glow = 1, + }) + end + + if self._deflection_cooloff > 0 then + self._deflection_cooloff = self._deflection_cooloff - dtime + end + + -- TODO: change to use vl_physics + local def = minetest.registered_nodes[minetest.get_node(pos).name] + if def and def.liquidtype ~= "none" then -- Slow down arrow in liquids - local v = def.liquid_viscosity - if not v then - v = 0 - end - --local old_v = self._viscosity + local v = def.liquid_viscosity or 0 self._viscosity = v + local vpenalty = math.max(0.1, 0.98 - 0.1 * v) + local vel = self.object:get_velocity() if math.abs(vel.x) > 0.001 then vel.x = vel.x * vpenalty end @@ -432,79 +423,70 @@ function ARROW_ENTITY.on_step(self, dtime) end self.object:set_velocity(vel) end - end - -- Update yaw - if not self._stuck then + -- Process as projectile + vl_projectile.update_projectile(self, dtime) + + -- Update yaw local vel = self.object:get_velocity() - local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET - local pitch = dir_to_pitch(vel) - self.object:set_rotation({ x = 0, y = yaw, z = pitch }) - end - - -- Update internal variable - self._lastpos = pos -end - --- Force recheck of stuck arrows when punched. --- Otherwise, punching has no effect. -function ARROW_ENTITY.on_punch(self) - if self._stuck then - self._stuckrechecktimer = STUCK_RECHECK_TIME - end -end - -function ARROW_ENTITY.get_staticdata(self) - local out = { - lastpos = self._lastpos, - startpos = self._startpos, - damage = self._damage, - is_critical = self._is_critical, - stuck = self._stuck, - stuckin = self._stuckin, - stuckin_player = self._in_player, - } - if self._stuck then - -- If _stucktimer is missing for some reason, assume the maximum - if not self._stucktimer then - self._stucktimer = ARROW_TIMEOUT + if vel and not self._stuck then + local yaw = minetest.dir_to_yaw(vel)+YAW_OFFSET + local pitch = dir_to_pitch(vel) + self.object:set_rotation({ x = 0, y = yaw, z = pitch }) end - out.stuckstarttime = minetest.get_gametime() - self._stucktimer - end - if self._shooter and self._shooter:is_player() then - out.shootername = self._shooter:get_player_name() - end - return minetest.serialize(out) -end + end, -function ARROW_ENTITY.on_activate(self, staticdata, dtime_s) - self._time_in_air = 1.0 - local data = minetest.deserialize(staticdata) - 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 - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - end - - -- Perform a stuck recheck on the next step. + -- Force recheck of stuck arrows when punched. + -- Otherwise, punching has no effect. + on_punch = function(self) + if self._stuck then self._stuckrechecktimer = STUCK_RECHECK_TIME - - self._stuckin = data.stuckin + end + end, + get_staticdata = function(self) + local out = {} + local save_fields = self._save_fields + for i = 1,#save_fields do + local field = save_fields[i] + out[field] = self["_"..field] end - -- Get the remaining arrow state - self._lastpos = data.lastpos - self._startpos = data.startpos - self._damage = data.damage - self._is_critical = data.is_critical + 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 + out.shootername = self._shooter:get_player_name() + end + return minetest.serialize(out) + end, + on_activate = function(self, staticdata, dtime_s) + self.object:set_armor_groups({ immortal = 1 }) + + self._time_in_air = 1.0 + local data = minetest.deserialize(staticdata) + if not data then return end + + -- Restore arrow state + local save_fields = self._save_fields + for i = 1,#save_fields do + local field = save_fields[i] + self["_"..field] = data[field] + end + + 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 + end + + -- Perform a stuck recheck on the next step. + self._stuckrechecktimer = STUCK_RECHECK_TIME + if data.shootername then local shooter = minetest.get_player_by_name(data.shootername) if shooter and shooter:is_player() then @@ -515,9 +497,8 @@ function ARROW_ENTITY.on_activate(self, staticdata, dtime_s) if data.stuckin_player then self.object:remove() end - end - self.object:set_armor_groups({ immortal = 1 }) -end + end, +}) minetest.register_on_respawnplayer(function(player) for _, obj in pairs(player:get_children()) do @@ -528,8 +509,6 @@ minetest.register_on_respawnplayer(function(player) end end) -minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY) - if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then minetest.register_craft({ output = "mcl_bows:arrow 4", @@ -544,3 +523,4 @@ end if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") end + diff --git a/mods/ITEMS/mcl_bows/bow.lua b/mods/ITEMS/mcl_bows/bow.lua index 9f381f501..705f672aa 100644 --- a/mods/ITEMS/mcl_bows/bow.lua +++ b/mods/ITEMS/mcl_bows/bow.lua @@ -76,6 +76,7 @@ function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage, le._startpos = pos le._knockback = knockback le._collectable = collectable + le._arrow_item = arrow_item minetest.sound_play("mcl_bows_bow_shoot", {pos=pos, max_hear_distance=16}, true) if shooter and shooter:is_player() then if obj:get_luaentity().player == "" then diff --git a/mods/ITEMS/mcl_bows/mod.conf b/mods/ITEMS/mcl_bows/mod.conf index 61fb52ddb..911929156 100644 --- a/mods/ITEMS/mcl_bows/mod.conf +++ b/mods/ITEMS/mcl_bows/mod.conf @@ -1,6 +1,6 @@ name = mcl_bows author = Arcelmi description = This mod adds bows and arrows for MineClone 2. -depends = controls, mcl_particles, mcl_enchanting, mcl_init, mcl_util, mcl_shields, mcl_fovapi, mcl_luck +depends = controls, mcl_particles, mcl_enchanting, mcl_init, mcl_util, mcl_shields, mcl_fovapi, mcl_luck, vl_projectile optional_depends = awards, mcl_achievements, mcl_core, mcl_mobitems, playerphysics, doc, doc_identifier, mesecons_button diff --git a/mods/ITEMS/mcl_throwing/snowball.lua b/mods/ITEMS/mcl_throwing/snowball.lua index 3116bdf00..c5fc6d94d 100644 --- a/mods/ITEMS/mcl_throwing/snowball.lua +++ b/mods/ITEMS/mcl_throwing/snowball.lua @@ -40,7 +40,7 @@ local function snowball_particles(pos, vel) texture = "weather_pack_snow_snowflake"..math.random(1,2)..".png", }) end -minetest.register_entity("mcl_throwing:snowball_entity", { +vl_projectile.register("mcl_throwing:snowball_entity", { physical = false, timer=0, textures = {"mcl_throwing_snowball.png"}, @@ -50,10 +50,6 @@ minetest.register_entity("mcl_throwing:snowball_entity", { get_staticdata = mcl_throwing.get_staticdata, on_activate = mcl_throwing.on_activate, - - on_step = vl_projectile.update_projectile, - _thrower = nil, - _lastpos = nil, _vl_projectile = { behaviors = { vl_projectile.collides_with_solids, diff --git a/mods/ITEMS/vl_projectile/init.lua b/mods/ITEMS/vl_projectile/init.lua index c5a18e725..8036ef9da 100644 --- a/mods/ITEMS/vl_projectile/init.lua +++ b/mods/ITEMS/vl_projectile/init.lua @@ -9,7 +9,7 @@ function mod.update_projectile(self, dtime) local entity_vl_projectile = entity_def._vl_projectile or {} -- Update entity timer - self.timer = self.timer + dtime + self.timer = (self.timer or 0) + dtime -- Run behaviors local behaviors = entity_vl_projectile.behaviors or {} @@ -24,6 +24,24 @@ end local function no_op() end +local enable_pvp = minetest.settings:get_bool("enable_pvp") +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 + 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 + function mod.collides_with_solids(self, dtime, entity_def, projectile_def) local pos = self.object:get_pos() @@ -37,9 +55,20 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def) local node = minetest.get_node(pos) local node_def = minetest.registered_nodes[node.name] local collides_with = projectile_def.collides_with - 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 + + 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 not( (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) ) then + 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 @@ -69,6 +98,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def) end local function handle_entity_collision(self, entity_def, projectile_def, entity) + local pos = self.object:get_pos() local dir = vector.normalize(self.object:get_velocity()) local self_vl_projectile = self._vl_projectile @@ -81,7 +111,7 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity) -- Call entity collied hook (projectile_def.on_collide_with_entity or no_op)(self, pos, entity) - -- Call node collided hook + -- Call entity reverse 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 @@ -126,6 +156,32 @@ function mod.collides_with_entities(self, dtime, entity_def, projectile_def) end end +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 obj = minetest.add_entity(options.pos, entity_id, options.staticdata) @@ -150,3 +206,17 @@ function mod.create(entity_id, options) return obj end +function mod.register(name, def) + assert(def._vl_projectile) + + 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 +