local S = minetest.get_translator(minetest.get_current_modname()) local mod_target = minetest.get_modpath("mcl_target") local enable_pvp = minetest.settings:get_bool("enable_pvp") local math = math local vector = vector -- Time in seconds after which a stuck arrow is deleted 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 function dir_to_pitch(dir) --local dir2 = vector.normalize(dir) local xz = math.abs(dir.x) + math.abs(dir.z) return -math.atan2(-dir.y, xz) end local function random_arrow_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 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", { description = S("Arrow"), _tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"), _doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n".. S("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.").."\n".. S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."), _doc_items_usagehelp = S("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", groups = { ammo=1, ammo_bow=1, ammo_bow_regular=1, ammo_crossbow=1 }, _on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir) -- Shoot arrow local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51)) local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3) 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({ 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 function ARROW_ENTITY.on_step(self, dtime) mcl_burning.tick(self.object, dtime, self) self._time_in_air = self._time_in_air + .001 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 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 = 1, time = .001, minpos = pos, maxpos = pos, 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, collisiondetection = false, vertical = false, texture = "mobs_mc_arrow_particle.png", glow = 1, }) end -- We just check for any hurtable objects nearby. -- The radius of 3 is fairly liberal, but anything lower than than will cause -- arrow to hilariously go through mobs often. -- TODO: Implement an ACTUAL collision detection (engine support needed). 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 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:enderman" 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 -- 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 dir = vector.new(0, 1, 0) else dir = vector.new(0, -1, 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(dpos, 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 if self._deflection_cooloff <= 0 then -- Lose 1/3 of velocity on deflection local newvel = vector.multiply(vel, 0.6667) self.object:set_velocity(newvel) -- Reset deflection cooloff timer to prevent many deflections happening in quick succession self._deflection_cooloff = 1.0 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) 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 elseif (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 self._viscosity = v local vpenalty = math.max(0.1, 0.98 - 0.1 * v) if math.abs(vel.x) > 0.001 then vel.x = vel.x * vpenalty end if math.abs(vel.z) > 0.001 then vel.z = vel.z * vpenalty end self.object:set_velocity(vel) end end -- Update yaw if not self._stuck then 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 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 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. self._stuckrechecktimer = STUCK_RECHECK_TIME self._stuckin = data.stuckin 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 data.shootername then local shooter = minetest.get_player_by_name(data.shootername) if shooter and shooter:is_player() then self._shooter = shooter end end if data.stuckin_player then self.object:remove() end end self.object:set_armor_groups({ immortal = 1 }) end minetest.register_on_respawnplayer(function(player) for _, obj in pairs(player:get_children()) do local ent = obj:get_luaentity() if ent and ent.name and string.find(ent.name, "mcl_bows:arrow_entity") then obj:remove() end 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", recipe = { {"mcl_core:flint"}, {"mcl_core:stick"}, {"mcl_mobitems:feather"} } }) end if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") end