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https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2025-01-09 16:49:35 +01:00
0631319a00
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>
112 lines
4.2 KiB
Lua
112 lines
4.2 KiB
Lua
local S = minetest.get_translator(minetest.get_current_modname())
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local math = math
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local vector = vector
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-- Time in seconds after which a stuck arrow is deleted
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local ROCKET_TIMEOUT = 1
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local YAW_OFFSET = -math.pi/2
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local particle_explosion = vl_fireworks.generic_particle_explosion
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local function damage_explosion(self, damagemulitplier, pos)
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if self._harmless then return end
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local p = pos or self.object:get_pos()
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if not p then return end
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mcl_explosions.explode(p, 3, {})
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local objects = core.get_objects_inside_radius(p, 8)
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for _,obj in pairs(objects) do
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if obj:is_player() then
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mcl_util.deal_damage(obj, damagemulitplier - vector.distance(p, obj:get_pos()), {type = "explosion"})
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elseif obj:get_luaentity() and obj:get_luaentity().is_mob then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damagemulitplier - vector.distance(p, obj:get_pos())},
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}, self.object:get_velocity()) -- TODO possibly change the punch dir to be outwards instead of rocket velocity
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end
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end
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end
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core.register_craftitem("mcl_bows:rocket", {
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description = S("Arrow"),
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_tt_help = S("Ammunition").."\n"..S("Damage from bow: 1-10").."\n"..S("Damage from dispenser: 3"),
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_doc_items_longdesc = S("Arrows are ammunition for bows and dispensers.").."\n"..
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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"..
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S("Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons."),
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_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."),
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inventory_image = "mcl_bows_rocket.png",
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groups = {ammo=1, ammo_crossbow=1, ammo_bow_regular=1},
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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-- Shoot arrow
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local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
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mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
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end,
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_on_collide_with_entity = function(self, _, obj)
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if self._in_player == false then
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pos = self.object:get_pos()
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, self.object:get_velocity())
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if particle_explosion then
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local eploded_particle = particle_explosion(pos)
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damage_explosion(self, eploded_particle * 17, pos)
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end
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mcl_burning.extinguish(self.object)
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mcl_util.remove_entity(self)
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end
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end,
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})
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local arrow_entity = mcl_bows.arrow_entity
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local rocket_entity = table.copy(arrow_entity)
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table.update(rocket_entity,{
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mesh = "mcl_bows_rocket.obj",
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textures = {"mcl_bows_rocket.png"},
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visual_size = {x=2.5, y=2.5},
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save_fields = {
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"stuck", "fuse", "stuckin", "lastpos", "startpos", "damage", "is_critical", "shootername",
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},
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_fuse=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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_fuserechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
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})
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rocket_entity.on_step = function(self, dtime)
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self._fuse = (self._fuse or 0) + dtime
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if self._fuse > ROCKET_TIMEOUT then
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self._stuck = true
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end
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if self._stuck and self._fuse > ROCKET_TIMEOUT then
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if particle_explosion then
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local eploded_particle = particle_explosion(self)
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damage_explosion(self, eploded_particle * 17)
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end
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mcl_burning.extinguish(self.object)
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mcl_util.remove_entity(self)
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return
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end
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-- Perform normal projectile behaviors
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vl_projectile.update_projectile(self, dtime)
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end
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vl_projectile.register("mcl_bows:rocket_entity", rocket_entity)
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if core.get_modpath("mcl_core") and core.get_modpath("mcl_mobitems") and core.get_modpath("vl_fireworks") then
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core.register_craft({
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output = "mcl_bows:rocket 1",
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recipe = {
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{"mcl_core:paper"},
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{"vl_fireworks:rocket_2"},
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{"mcl_bows:arrow"},
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}
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})
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end
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if minetest.get_modpath("doc_identifier") then
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doc.sub.identifier.register_object("mcl_bows:rocket_entity", "craftitems", "mcl_bows:rocket")
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end
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