VoxeLibre/mods/ITEMS/mcl_bows/rocket.lua
kno10 0631319a00 Fix crash with crossbow rockets (#4771)
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4771
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-12-30 19:13:00 +01:00

112 lines
4.2 KiB
Lua

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 particle_explosion = vl_fireworks.generic_particle_explosion
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 = core.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
core.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())
if particle_explosion then
local eploded_particle = particle_explosion(pos)
damage_explosion(self, eploded_particle * 17, pos)
end
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
if particle_explosion then
local eploded_particle = particle_explosion(self)
damage_explosion(self, eploded_particle * 17)
end
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 core.get_modpath("mcl_core") and core.get_modpath("mcl_mobitems") and core.get_modpath("vl_fireworks") then
core.register_craft({
output = "mcl_bows:rocket 1",
recipe = {
{"mcl_core:paper"},
{"vl_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