local S = minetest.get_translator(minetest.get_current_modname()) local mod_target = minetest.get_modpath("mcl_target") local math = math -- 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 arrow_image(colorstring, opacity) if not opacity then opacity = 127 end return {"mcl_bows_arrow.png^(mcl_bows_arrow_overlay.png^[colorize:"..colorstring..":"..tostring(opacity)..")"} end local how_to_shoot = minetest.registered_items["mcl_bows:arrow"]._doc_items_usagehelp local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements") local mod_button = minetest.get_modpath("mesecons_button") local enable_pvp = minetest.settings:get_bool("enable_pvp") local arrow_longdesc = minetest.registered_items["mcl_bows:arrow"]._doc_items_longdesc or "" local arrow_tt = minetest.registered_items["mcl_bows:arrow"]._tt_help or "" function mcl_potions.register_arrow(name, desc, color, def) local longdesc = def._longdesc or "" local tt = def._tt or "" local groups = {ammo=1, ammo_bow=1, brewitem=1, _mcl_potion=1} if def.nocreative then groups.not_in_creative_inventory = 1 end minetest.register_craftitem("mcl_potions:"..name.."_arrow", { description = desc, _tt_help = arrow_tt .. "\n" .. tt, _dynamic_tt = def._dynamic_tt, _doc_items_longdesc = arrow_longdesc .. "\n" .. S("This particular arrow is tipped and will give an effect when it hits a player or mob.") .. "\n" .. longdesc, _doc_items_usagehelp = how_to_shoot, _effect_list = def._effect_list, uses_level = def.uses_level, has_potent = def.has_potent, has_plus = def.has_plus, _default_potent_level = def._default_potent_level, _default_extend_level = def._default_extend_level, inventory_image = "mcl_bows_arrow_inv.png^(mcl_potions_arrow_inv.png^[colorize:"..color..":100)", groups = groups, _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, }) -- This is a fake node, used as model for the arrow entity. -- It's not supposed to be usable as item or real node. -- TODO: Use a proper mesh for the arrow entity minetest.register_node("mcl_potions:"..name.."_arrow_box", { drawtype = "nodebox", is_ground_content = false, node_box = { type = "fixed", fixed = { -- Shaft {-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17}, {-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17}, {5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17}, -- Tip {-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}, -- Fletching {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 = arrow_image(color, 100), use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false, paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, groups = {not_in_creative_inventory=1, dig_immediate=3}, drop = "", node_placement_prediction = "", on_construct = function(pos) minetest.log("error", "[mcl_potions] Trying to construct mcl_potions:"..name.."arrow_box at "..minetest.pos_to_string(pos)) minetest.remove_node(pos) end, }) local ARROW_ENTITY={ physical = true, visual = "mesh", mesh = "mcl_bows_arrow.obj", visual_size = {x=-1, y=1}, textures = arrow_image(color, 100), collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19}, 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 _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_potions:"..name.."_arrow") item:set_velocity({x=0, y=0, z=0}) item:set_yaw(self.object:get_yaw()) end self.object:remove() end function ARROW_ENTITY.on_step(self, dtime) local pos = self.object:get_pos() 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 or 0 + 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 -- 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 not minetest.is_creative_enabled(obj:get_player_name()) then if obj:get_inventory():room_for_item("main", "mcl_potions:"..name.."_arrow") then obj:get_inventory():add_item("main", "mcl_potions:"..name.."_arrow") minetest.sound_play("item_drop_pickup", { pos = pos, max_hear_distance = 16, gain = 1.0, }, true) end end self.object:remove() return end end -- Check for object "collision". Done every tick (hopefully this is not too stressing) else if self._damage == 10 or self._damage == 9 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 objs = minetest.get_objects_inside_radius(pos, 1.5) local closest_object local closest_distance if self._deflection_cooloff > 0 then self._deflection_cooloff = self._deflection_cooloff - dtime end -- Iterate through all objects and remember the closest attackable object 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 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 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 an attackable object was found, we will damage the closest one only if closest_object 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.is_mob)) 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 nodedef = minetest.registered_nodes[nn] if (not nodedef) or nodedef.walkable then -- There's a node in the way. Delete arrow without damage self.object:remove() return end end end local potency = self._potency or 0 local plus = self._plus or 0 -- Punch target object but avoid hurting enderman. if lua then if lua.name ~= "mobs_mc:rover" then obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, nil) if def._effect_list then local ef_level local dur for name, details in pairs(def._effect_list) do if details.uses_level then ef_level = details.level + details.level_scaling * (potency) else ef_level = details.level end if details.dur_variable then dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus) if potency>0 and details.uses_level then dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency) end else dur = details.dur end dur = dur * mcl_potions.SPLASH_FACTOR if details.effect_stacks then ef_level = ef_level + mcl_potions.get_effect_level(obj, name) end mcl_potions.give_effect_by_level(name, obj, ef_level, dur) end end if def.custom_effect then def.custom_effect(obj, potency+1, plus) end end else obj:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups={fleshy=self._damage}, }, nil) if def._effect_list then local ef_level local dur for name, details in pairs(def._effect_list) do if details.uses_level then ef_level = details.level + details.level_scaling * (potency) else ef_level = details.level end if details.dur_variable then dur = details.dur * math.pow(mcl_potions.PLUS_FACTOR, plus) if potency>0 and details.uses_level then dur = dur / math.pow(mcl_potions.POTENT_FACTOR, potency) end else dur = details.dur end dur = dur * mcl_potions.SPLASH_FACTOR if details.effect_stacks then ef_level = ef_level + mcl_potions.get_effect_level(obj, name) end mcl_potions.give_effect_by_level(name, obj, ef_level, dur) end end if def.custom_effect then def.custom_effect(obj, potency+1, plus) end end 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: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 end self.object:remove() return end end end -- Check for node collision if self._lastpos.x~=nil and not self._stuck then local nodedef = 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 = {x=0, y=1, z=0} else dir = {x=0, y=-1, z=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({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) -- 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 (nodedef and nodedef.liquidtype ~= "none") then -- Slow down arrow in liquids local v = nodedef.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={x=pos.x, y=pos.y, z=pos.z} 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, stuck = self._stuck, stuckin = self._stuckin, } 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) 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 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 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 self.object:set_armor_groups({ immortal = 1 }) end minetest.register_entity("mcl_potions:"..name.."_arrow_entity", ARROW_ENTITY) if minetest.get_modpath("mcl_bows") then minetest.register_craft({ output = "mcl_potions:"..name.."_arrow 8", recipe = { {"mcl_bows:arrow","mcl_bows:arrow","mcl_bows:arrow"}, {"mcl_bows:arrow","mcl_potions:"..name.."_lingering","mcl_bows:arrow"}, {"mcl_bows:arrow","mcl_bows:arrow","mcl_bows:arrow"} } }) end if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow") end end