local S = minetest.get_translator(minetest.get_current_modname()) local mod_target = minetest.get_modpath("mcl_target") local mod_campfire = minetest.get_modpath("mcl_campfires") 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, }) -- 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 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() -- 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 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, sticks_in_players = true, damage_groups = function(self) return { fleshy = self._damage } end, behaviors = { 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 local vel = self.object:get_velocity() local dpos = vector.round(vector.new(pos)) -- digital pos -- Check for the node to which the arrow is pointing local dir if math.abs(vel.y) < 0.00001 then if self._last_pos.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 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 if not (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then return end end 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 -- 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 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 end if not obj:is_player() then mcl_burning.extinguish(self.object) if self._piercing == 0 then self._removed = true self.object:remove() end end local item_def = minetest.registered_items[self._arrow_item] local hook = item_def and item_def._on_collide_with_entity if hook then hook(self, pos, obj) end -- Because arrows are flagged to survive collisions to allow sticking into blocks, manually remove it now that it -- has collided with an entity self._removed = true self.object:remove() 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 -- 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 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 if math.abs(vel.z) > 0.001 then vel.z = vel.z * vpenalty end self.object:set_velocity(vel) end -- Process as projectile vl_projectile.update_projectile(self, dtime) -- Update yaw local vel = self.object:get_velocity() 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 end, -- 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 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 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 self._shooter = shooter end end if data.stuckin_player then self._removed = true self.object:remove() end 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) 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