-- 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 mod_mcl_hunger = minetest.get_modpath("mcl_hunger") 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 = "Arrow", _doc_items_longdesc = [[Arrows are ammunition for bows and dispensers. 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.]], _doc_items_usagehelp = "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.", inventory_image = "mcl_bows_arrow_inv.png", groups = { ammo=1, ammo_bow=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, }) minetest.register_node("mcl_bows:arrow_box", { drawtype = "nodebox", is_ground_content = false, node_box = { type = "fixed", fixed = { -- Shaft {-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, --Spitze {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17}, {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17}, --Federn {6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17}, {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17}, {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17}, {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17}, {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17}, {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17}, {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17}, {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17}, } }, tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"}, groups = {not_in_creative_inventory=1}, }) -- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative -- and the arrow flies backwards. local ARROW_ENTITY={ physical = true, visual = "wielditem", visual_size = {x=0.4, y=0.4}, textures = {"mcl_bows:arrow_box"}, collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1}, collide_with_objects = false, _lastpos={}, _startpos=nil, _damage=1, -- Damage on impact _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 } local spawn_item = function(self, pos) if not minetest.settings:get_bool("creative_mode") then local item = minetest.add_item(pos, "mcl_bows:arrow") item:set_velocity({x=0, y=0, z=0}) item:set_yaw(self.object:get_yaw()) end self.object:remove() end ARROW_ENTITY.on_step = function(self, dtime) local pos = self.object:getpos() local dpos = table.copy(pos) -- digital pos dpos = vector.round(dpos) 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 self.object:remove() return end -- Drop arrow as item when it is no longer stuck 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 local objects = minetest.get_objects_inside_radius(pos, 2) for _,obj in ipairs(objects) do if obj:is_player() then if not minetest.settings:get_bool("creative_mode") then -- Pickup arrow if player is nearby 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, }) self.object:remove() return end else self.object:remove() return end end end -- Check for object collision. Done every tick (hopefully this is not too stressing) else local objs = minetest.get_objects_inside_radius(pos, 2) local closest_object local closest_distance local ok = false -- Iterate through all objects and remember the closest attackable object for k, obj in pairs(objs) do -- Arrows can only damage players and mobs if obj ~= self._shooter and obj:is_player() then ok = true elseif obj:get_luaentity() ~= nil then if obj ~= self._shooter and obj:get_luaentity()._cmi_is_mob then ok = true end end if ok then local dist = vector.distance(pos, obj:getpos()) if not closest_object or not closest_distance then closest_object = obj closest_distance = dist elseif dist < closest_distance then closest_object = obj closest_distance = dist end end end -- If an attackable object was found, we will damage the closest one only if closest_object ~= nil then local obj = closest_object local is_player = obj:is_player() local lua = obj:get_luaentity() if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, nil) if is_player then if self._shooter and self._shooter:is_player() then -- “Ding” sound for hitting another player minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter}) end if mod_mcl_hunger then mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE) 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 self.object:remove() return end end end -- Check for node collision -- FIXME: Also collides with ignore 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 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 vel.y >= 0 and vel.y < 0.00001 then dir = {x=0, y=-1, z=0} elseif vel.y <= 0 and vel.y > 0.00001 then dir = {x=0, y=1, z=0} 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(pos, 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 -- Lose 1/3 of velocity on deflection self.object:set_velocity(vector.multiply(vel, 0.6667)) return end -- Node was walkable, make arrow stuck self._stuck = true self._stucktimer = 0 self._stuckrechecktimer = 0 self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) -- 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 mesecon.push_button(dpos, node) 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 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() self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET) end -- Update internal variable self._lastpos={x=pos.x, y=pos.y, z=pos.z} end ARROW_ENTITY.get_staticdata = function(self) local out = { lastpos = self._lastpos, startpos = self._startpos, damage = self._damage, stuck = self._stuck, stucktimer = self._stucktimer, stuckin = self._stuckin, } if self._shooter and self._shooter:is_player() then out.shootername = self._shooter:get_player_name() end return minetest.serialize(out) end ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s) local data = minetest.deserialize(staticdata) if data then self._lastpos = data.lastpos self._startpos = data.startpos self._damage = data.damage self._stuck = data.stuck if self._stuck then -- Perform a stuck recheck on the next step self._stuckrechecktimer = STUCK_RECHECK_TIME end self._stucktimer = data.stucktimer self._stuckin = data.stuckin 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 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