VoxeLibre/mods/ITEMS/mcl_bows/arrow.lua
2024-11-12 01:00:42 +01:00

378 lines
13 KiB
Lua

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 YAW_OFFSET = -math.pi/2
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 replace_with_item_drop(self, pos)
if not minetest.is_creative_enabled("") then
local item = minetest.add_item(pos, "mcl_bows:arrow")
item:set_velocity(vector.zero())
item:set_yaw(self.object:get_yaw())
end
mcl_burning.extinguish(self.object)
self._removed = true
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._removed = true
self.object:remove()
return
end
local pos = self.object:get_pos()
if not pos then 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 = self._stuckin and minetest.registered_nodes[minetest.get_node(self._stuckin).name]
-- TODO: In MC, arrow just falls down without turning into an item
if stuckin_def and stuckin_def.walkable == false then
replace_with_item_drop(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
local arrow_item = self._arrow_item
if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
obj:get_inventory():add_item("main", arrow_item)
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
local 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,
liquid_drag = true,
_fire_damage_resistant = true,
_save_fields = {
"last_pos", "startpos", "damage", "is_critical", "stuck", "stuckin", "stuckin_player", "time_in_air",
},
_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,
damages_players = true,
damage_groups = function(self)
return { fleshy = self._damage }
end,
hide_tracer = function(self)
return self._stuck or self._damage < 9 or self._in_player
end,
tracer_texture = "mobs_mc_arrow_particle.png",
behaviors = {
vl_projectile.burns,
vl_projectile.has_tracer,
-- Custom arrow behaviors
function(self, dtime)
-- Stuck handling
if self._stuck then
stuck_arrow_on_step(self, dtime)
return
end
local pos = self.object:get_pos()
self._allow_punch = self._allow_punch or not self._owner or not self._startpos or pos and vector.distance(self._startpos, pos) > 1.5
-- Give the arrows a maximum flight time
self._time_in_air = (self._time_in_air or 0) + dtime
if self._time_in_air > ARROW_TIMEOUT then
self._removed = true
self.object:remove()
return true
end
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
end,
vl_projectile.collides_with_solids,
vl_projectile.raycast_collides_with_entities,
},
allow_punching = function(self, entity_def, projectile_def, object)
if not self._allow_punch then return false end
local lua = object: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=obj: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 vel = self.object:get_velocity()
local dpos = vector.round(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.zero())
self.object:set_acceleration(vector.zero())
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
-- Temporary handler here to test moving this to node definitions.
-- TODO: move to vl_projectile when the stuck logic gets moved there and before merging
-- Trigger hits on the node the projectile hit
local hook = sdef._vl_projectile and sdef._vl_projectile.on_collide
if hook then hook(self, self._stuckin, snode, sdef) 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 not (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then
return
end
if obj:get_hp() > 0 then
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
local shooter = self._vl_projectile.owner
if shooter and 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(shooter:get_player_name(), "mcl:snipeSkeleton")
end
end
end
end
-- Item definition entity collision hook
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
if (self._piercing or 0) > 0 then
self._piercing = self._piercing - 1
return
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
},
-- 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._owner then
out._owner = self._owner: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
local vl_projectile_data = {}
if data._owner then
vl_projectile_data.owner = minetest.get_player_by_name(data._owner)
end
self._vl_projectile = vl_projectile_data
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,
}
-- Make the arrow entity available to other mods as a template
mcl_bows.arrow_entity = table.copy(arrow_entity)
vl_projectile.register("mcl_bows:arrow_entity", arrow_entity)
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