local mod = {} vl_projectile = mod local GRAVITY = tonumber(minetest.settings:get("movement_gravity")) local enable_pvp = minetest.settings:get_bool("enable_pvp") function mod.update_projectile(self, dtime) local entity_name = self.name local entity_def = minetest.registered_entities[entity_name] or {} local entity_vl_projectile = entity_def._vl_projectile or {} -- Update entity timer self.timer = (self.timer or 0) + dtime -- Run behaviors local behaviors = entity_vl_projectile.behaviors or {} for i=1,#behaviors do local behavior = behaviors[i] if behavior(self, dtime, entity_def, entity_vl_projectile) then return end end end local function no_op() 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 local function random_hit_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 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 local function handle_player_sticking(self, entity_def, projectile_def, entity) if self._in_player or self._blocked then return end if not projectile_def.sticks_in_players then return end minetest.after(150, function() self.object:remove() end) -- Handle blocking projectiles if mcl_shields.is_blocking(obj) then self._blocked = true self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25)) return end -- Handle when the projectile hits the player 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) ) end function mod.collides_with_solids(self, dtime, entity_def, projectile_def) local pos = self.object:get_pos() -- Don't try to do anything on first update if not self._last_pos then self._last_pos = pos return end -- Check if the object can collide with this node local node = minetest.get_node(pos) local node_def = minetest.registered_nodes[node.name] local collides_with = projectile_def.collides_with 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 local hook = projectile_def.on_collide_with_solid or no_op hook(self, pos, node, node_def) -- Call node collided hook local hook = (node_def._vl_projectile or {}).on_collide or no_op hook(self, pos, node, node_def) -- Play sounds local sounds = projectile_def.sounds or {} local sound = sounds.on_solid_collision or sounds.on_collision if sound then local arg2 = table.copy(sound[2]) arg2.pos = pos minetest.sound_play(sound[1], arg2, sound[3]) end -- Normally objects should be removed on collision with solids if not projectile_def.survive_collision then self.object:remove() end -- Done with behaviors return true 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 -- Allow punching local allow_punching = projectile_def.allow_punching or true if type(allow_punching) == "function" then allow_punching = allow_punching(self, entity_def, projectile_def, entity) end print("allow_punching="..tostring(allow_punching)) if allow_punching then -- Get damage local dmg = projectile_def.damage_groups or 0 if type(dmg) == "function" then dmg = dmg(self, entity_def, projectile_def, entity) end local entity_lua = entity:get_luaentity() -- Apply damage -- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier local do_damage = false if entity:is_player() and projectile_def.hits_players and self_vl_projectile.owner ~= hit:get_player_name() then do_damage = true handle_player_sticking(self, entity_def, projectile_def, entity) elseif entity_lua and (entity_lua.is_mob == true or entity_lua._hittable_by_projectile) and (self_vl_projectile.owner ~= entity) then do_damage = true entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) end if do_damage then entity:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir ) -- Indicate damage damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical) -- Light things on fire if mcl_burning.is_burning(self.object) then mcl_burning.set_on_fire(obj, 5) end end end -- Call entity collision hook (projectile_def.on_collide_with_entity or no_op)(self, pos, entity) -- Call reverse entity collision 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 hook(entity, self) -- Play sounds local sounds = (projectile_def.sounds or {}) local sound = sounds.on_entity_collide or sounds.on_collision if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, entity) if sound then local arg2 = table.copy(sound[2]) arg2.pos = pos minetest.sound_play(sound[1], arg2, sound[3]) end -- Normally objects should be removed on collision with entities if not projectile_def.survive_collision then self.object:remove() end return true end function mod.collides_with_entities(self, dtime, entity_def, projectile_def) local pos = self.object:get_pos() local hit = nil local owner = self._vl_projectile.owner local objects = minetest.get_objects_inside_radius(pos, 1.5) for i = 1,#objects do local object = objects[i] local entity = object:get_luaentity() if entity and entity.name ~= self.object:get_luaentity().name then if object:is_player() and owner ~= object:get_player_name() then return handle_entity_collision(self, entity_def, projectile_def, object) elseif (entity.is_mob == true or entity._hittable_by_projectile) and (owner ~= object) then return handle_entity_collision(self, entity_def, projectile_def, object) end end 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) -- Set initial velocoty and acceleration obj:set_velocity(vector.multiply(options.dir or vector.zero(), options.velocity or 0)) obj:set_acceleration(vector.add( vector.multiply(options.dir or vector.zero(), -math.abs(options.drag)), vector.new(0,-GRAVITY,0) )) -- Update projectile parameters local luaentity = obj:get_luaentity() luaentity._vl_projectile = { owner = options.owner, extra = options.extra, } -- Make the update function easy to get to luaentity.update_projectile = mod.update_projectile -- And provide the caller with the created object 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