local S = minetest.get_translator(minetest.get_current_modname()) local math = math local vector = vector -- Time in seconds after which a stuck arrow is deleted local ROCKET_TIMEOUT = 1 local YAW_OFFSET = -math.pi/2 local function damage_explosion(self, damagemulitplier, pos) if self._harmless then return end local p = pos or self.object:get_pos() if not p then return end mcl_explosions.explode(p, 3, {}) local objects = minetest.get_objects_inside_radius(p, 8) for _,obj in pairs(objects) do if obj:is_player() then mcl_util.deal_damage(obj, damagemulitplier - vector.distance(p, obj:get_pos()), {type = "explosion"}) elseif obj:get_luaentity() and obj:get_luaentity().is_mob then obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=damagemulitplier - vector.distance(p, obj:get_pos())}, }, self.object:get_velocity()) -- TODO possibly change the punch dir to be outwards instead of rocket velocity end end end local function particle_explosion(pos) if pos.object then pos = pos.object:get_pos() end local particle_pattern = math.random(1, 3) local fpitch local type = math.random(1, 2) local size = math.random(1, 3) local colors = {"red", "yellow", "blue", "green", "white"} local this_colors = {colors[math.random(#colors)], colors[math.random(#colors)], colors[math.random(#colors)]} if size == 1 then fpitch = math.random(200, 300) elseif size == 2 then fpitch = math.random(100, 130) else fpitch = math.random(60, 70) end if type == 1 then minetest.sound_play("mcl_bows_firework", { pos = pos, max_hear_distance = 100, gain = 3.0, pitch = fpitch/100 }, true) else minetest.sound_play("mcl_bows_firework_soft", { pos = pos, max_hear_distance = 100, gain = 4.0, pitch = fpitch/100 }, true) end if particle_pattern == 1 then minetest.add_particlespawner({ amount = 400 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-7 * size,-7 * size,-7 * size), maxvel = vector.new(7 * size,7 * size,7 * size), minexptime = .6 * size / 2, maxexptime = .9 * size / 2, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[1]..".png", glow = 14, }) minetest.add_particlespawner({ amount = 400 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-2 * size,-2 * size,-2 * size), maxvel = vector.new(2 * size,2 * size,2 * size), minexptime = .6 * size / 2, maxexptime = .9 * size / 2, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[2]..".png", glow = 14, }) minetest.add_particlespawner({ amount = 100 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-14 * size,-14 * size,-14 * size), maxvel = vector.new(14 * size,14 * size,14 * size), minexptime = .6 * size / 2, maxexptime = .9 * size / 2, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[3]..".png", glow = 14, }) elseif particle_pattern == 2 then minetest.add_particlespawner({ amount = 240 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-5 * size,-5 * size,-5 * size), maxvel = vector.new(5 * size,5 * size,5 * size), minexptime = .6 * size / 2, maxexptime = .9 * size / 2, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[1]..".png", glow = 14, }) minetest.add_particlespawner({ amount = 500 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-2 * size,-2 * size,-2 * size), maxvel = vector.new(2 * size,2 * size,2 * size), minexptime = .6 * size / 2, maxexptime = .9 * size / 2, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[2]..".png", glow = 14, }) minetest.add_particlespawner({ amount = 350 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-3 * size,-3 * size,-3 * size), maxvel = vector.new(3 * size,3 * size,3 * size), minexptime = .6 * size / 2, maxexptime = .9 * size / 2, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[3]..".png", glow = 14, }) elseif particle_pattern == 3 then minetest.add_particlespawner({ amount = 400 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-6 * size,-4 * size,-6 * size), maxvel = vector.new(6 * size,4 * size,6 * size), minexptime = .6 * size, maxexptime = .9 * size, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[1]..".png", glow = 14, }) minetest.add_particlespawner({ amount = 120 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-8 * size,6 * size,-8 * size), maxvel = vector.new(8 * size,6 * size,8 * size), minexptime = .6 * size, maxexptime = .9 * size, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[2]..".png", glow = 14, }) minetest.add_particlespawner({ amount = 130 * size, time = 0.0001, minpos = pos, maxpos = pos, minvel = vector.new(-3 * size,3 * size,-3 * size), maxvel = vector.new(3 * size,3 * size,3 * size), minexptime = .6 * size, maxexptime = .9 * size, minsize = 2 * size, maxsize = 3 * size, collisiondetection = false, vertical = false, texture = "mcl_bows_firework_"..this_colors[3]..".png", glow = 14, }) end return size end minetest.register_craftitem("mcl_bows:rocket", { 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_rocket.png", groups = { ammo=1, ammo_crossbow=1, ammo_bow_regular=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, _on_collide_with_entity = function(self, _, obj) if self._in_player == false then pos = self.object:get_pos() obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, self.object:get_velocity()) local eploded_particle = particle_explosion(pos) damage_explosion(self, eploded_particle * 17, pos) mcl_burning.extinguish(self.object) mcl_util.remove_entity(self) end end, }) local arrow_entity = mcl_bows.arrow_entity local rocket_entity = table.copy(arrow_entity) table.update(rocket_entity,{ mesh = "mcl_bows_rocket.obj", textures = {"mcl_bows_rocket.png"}, visual_size = {x=2.5, y=2.5}, save_fields = { "stuck", "fuse", "stuckin", "lastpos", "startpos", "damage", "is_critical", "shootername", }, _fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far _fuserechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow }) rocket_entity.on_step = function(self, dtime) self._fuse = (self._fuse or 0) + dtime if self._fuse > ROCKET_TIMEOUT then self._stuck = true end if self._stuck and self._fuse > ROCKET_TIMEOUT then local eploded_particle = particle_explosion(self) damage_explosion(self, eploded_particle * 17) mcl_burning.extinguish(self.object) mcl_util.remove_entity(self) return end -- Perform normal projectile behaviors vl_projectile.update_projectile(self, dtime) end vl_projectile.register("mcl_bows:rocket_entity", rocket_entity) if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then minetest.register_craft({ output = "mcl_bows:rocket 1", recipe = { {"mcl_core:paper"}, {"mcl_fireworks:rocket_2"}, {"mcl_bows:arrow"}, } }) end if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_bows:rocket_entity", "craftitems", "mcl_bows:rocket") end