# Projectiles API ## `vl_projectile.register(entity_name, def)` Registers a projectile entity. Arguments: * `entity_name`: The name the entity will be refered to by the minetest engine * `def`: Projectile defintion. Supports all fields that standard minetest entities support. Must include the field `_vl_projectile` for projectile-specific behaviors. These are the supported fields: * `ignore_gravity`: if true, the projectile will not be affected by gravity * `liquid_drag`: if true, apply drag from liquid nodes to the projectile * `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision. * `sticks_in_players`: if true, the projectile will stick into players after colliding with them. * `damages_players`: if true, the projectile will deal damage to players. * `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)` that returns dynamic damange group information. * `allow_punching`: will the projectile punch entities it collides with. May be either a boolean or a function of type `function(projectile, entity_def, projectile_def, obj)`. * `survive_collision`: will the projectile surive collisions. May be either a boolean or a fnction of type `function(projectile, entity_def, projectile_def, type, ...)`. * If `type` is "node" then the additional parameters `node, node_def` will be provided. * If `type` is "entity" then the additional parameter `objet` will be provided. * `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides the following behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles.raycast_collides_with_entities` * `maximum_time`: number of seconds until projectiles are removed. * `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the three parameters for `minetest.play_sound()`. Supported sounds are: * `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)` * `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type `funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"` * `on_entity_collision`: played when the projectile collides with another entity. May be a function of type `function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"` * `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires `vl_projectile.collides_with_solids` in `behaviors` list. * `on_collide_with_entity`: callback of type `function(projectile, pos, obj)` used when the projectile collides with an entity. Requires `vl_projectile.collides_with_entities` in `behaviors` list. ## `vl_projectile.update_projectile(self, dtime)` Performs standard projectile update logic and runs projectile behaviors. Arguments: * `self`: The lua entity of the projectile to update * `dtime`: The amount of time that has passed since the last update. Nomally the `dtime` parameter of the entity's `on_step(self, dtime)` callback. ## `vl_projectile.create(entity_id, options)` Creates a projectile and performs convenience initialization. Arguments: * `entity_id`: The name the entity as passed to `vl_projectile.register()` * `options`: A table with optional parameters. Supported fields are: * `dir`: direction the projectile is moving in * `velocity`: scalar velocity amount * `drag`: scalar resistance to velocity * `owner`: passed thru unmodified * `extra`: passed thru unmodified ## `vl_projectile.replace_with_item_drop(projectile_lua_entity, pos, projectile_def)` Removes the projectile and replaces it with an item entity based on either the entity's `_arrow_item` field or the value `self._vl_projectile.item`. Arguments: * `projectile_lua_entity`: the lua entity of the projectile to be replaced. * `pos`: the position to create the item entity * `projectile_def`: The projectile's `_vl_projectile` field. If not provided, it will be extracted from the projectile's lua entity. ## Custom Projectile Behaviors The projectile API supports specifying the behaviors that a projectile will exhibit. There are several standard behaviors provided with the API: * `vl_projectile.burns`: projectile can be set on fire * `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes * `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities * `vl_projectile.has_tracer`: projectile will have a tracer trail when thrown/shot. Projectile can define `_vl_projectile.hide_tracer = function(self)` to conditionally hide the tracer. * `vl_projectile.sticks`: projectile will stick into nodes. Forces `_vl_projectile.sticks_in_nodes = true` and `_vl_projectile.survive_collision = true`. * `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast check along the path of movement. Custom behaviors can be provided by adding a function with the signature `function(self, dtime, entity_def, projectile_def)` to the list of behaviors a projectile supports. Arguments: * `self`: The lua entity of the projectile * `dtime`: The amount of time that has passed since the last update. Nomally the `dtime` parameter of the entity's `on_step(self, dtime)` callback. * `entity_def`: The definition from `minetest.registered_entities` for the projectile. * `projectile_def`: Same as `entity_def._vl_projectile`