mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-17 16:41:06 +01:00
622 lines
18 KiB
Lua
622 lines
18 KiB
Lua
vl_projectile = {}
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local mod = vl_projectile
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local vl_physics_path = minetest.get_modpath("vl_physics")
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local DEBUG = false
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local YAW_OFFSET = -math.pi/2
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local GRAVITY = tonumber(minetest.settings:get("movement_gravity"))
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local STUCK_TIMEOUT = 60
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local STUCK_RECHECK_TIME = 0.25
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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function mod.projectile_physics(obj, entity_def, v, a)
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local le = obj:get_luaentity()
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if not le then return end
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local entity_def = minetest.registered_entities[le.name]
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local pos = obj:get_pos()
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if not pos then return end
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if vl_physics_path then
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v,a = vl_physics.apply_entity_environmental_physics(obj)
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else
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-- Simple physics
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v = v or obj:get_velocity()
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a = a or vector.zero()
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if not entity_def._vl_projectile.ignore_gravity then
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a = a + vector.new(0,-GRAVITY,0)
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end
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if entity_def.liquid_drag then
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local def = minetest.registered_nodes[minetest.get_node(pos).name]
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if def and def.liquidtype ~= "none" then
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-- Slow down arrow in liquids
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local visc = def.liquid_viscosity or 0
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le._viscosity = visc
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local vpenalty = math.max(0.1, 0.98 - 0.1 * visc)
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if math.abs(v.x) > 0.001 then
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v.x = v.x * vpenalty
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end
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if math.abs(v.z) > 0.001 then
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v.z = v.z * vpenalty
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end
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end
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end
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end
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-- Pass to entity
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if v then obj:set_velocity(v) end
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if a then obj:set_acceleration(a) end
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-- Update projectile yaw to match velocity direction
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if v and le and not le._stuck then
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local yaw = minetest.dir_to_yaw(v) + YAW_OFFSET
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local pitch = math.asin(vector.normalize(v).y)
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obj:set_rotation(vector.new(0,yaw,pitch))
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end
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end
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function mod.update_projectile(self, dtime)
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if self._removed then return end
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-- Workaround for randomly occurring velocity change between projectile creation
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-- and the first time step
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if self._starting_velocity then
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local curr_velocity = self.object:get_velocity()
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local distance = vector.distance(curr_velocity, self._starting_velocity)
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local length = vector.length(self._starting_velocity)
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if length / distance > 1 then
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self.object:set_velocity(self._starting_velocity)
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end
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self._starting_velocity = nil
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end
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local entity_name = self.name
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local entity_def = minetest.registered_entities[entity_name] or {}
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local entity_vl_projectile = entity_def._vl_projectile or {}
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-- Update entity timer and remove expired projectiles
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self.timer = (self.timer or 0) + dtime
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local maximum_flight_time = entity_vl_projectile.maximum_time
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if self.timer > maximum_flight_time then
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self.removed = true
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self.object:remove()
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return
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end
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-- Run behaviors
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local behaviors = entity_vl_projectile.behaviors or {}
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for i=1,#behaviors do
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if behaviors[i](self, dtime, entity_def, entity_vl_projectile) then
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return
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end
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end
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if not self._stuck then
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mod.projectile_physics(self.object, entity_def)
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end
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end
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local function damage_particles(pos, is_critical)
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if is_critical then
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = vector.offset(pos, -0.5, -0.5, -0.5),
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maxpos = vector.offset(pos, 0.5, 0.5, 0.5),
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minvel = vector.new(-0.1, -0.1, -0.1),
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maxvel = vector.new(0.1, 0.1, 0.1),
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minexptime = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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local function random_hit_positions(positions, placement)
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if positions == "x" then
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return math.random(-4, 4)
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elseif positions == "y" then
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return math.random(0, 10)
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elseif positions == "z" then
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if placement == "front" then
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return 3
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elseif placement == "back" then
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return -3
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end
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end
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return 0
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end
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local function check_hitpoint(hitpoint)
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if hitpoint.type ~= "object" then return false end
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-- find the closest object that is in the way of the arrow
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-- TODO: change this check when adding mob projectiles
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if hitpoint.ref:is_player() and enable_pvp then
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return true
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end
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if not hitpoint.ref:is_player() and hitpoint.ref:get_luaentity() then
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if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
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return true
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end
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end
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return false
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end
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local function handle_player_sticking(self, entity_def, projectile_def, entity)
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if self._in_player or self._blocked then return end
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if not projectile_def.sticks_in_players then return end
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minetest.after(150, function()
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self._removed = true
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self.object:remove()
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end)
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-- Handle blocking projectiles
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if mcl_shields.is_blocking(entity) then
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self._blocked = true
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self.object:set_velocity(vector.multiply(self.object:get_velocity(), -0.25))
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return
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end
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-- Handle when the projectile hits the player
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self._placement = math.random(1, 2)
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local placement = self._placement == 1 and "front" or "back"
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self._rotation_station = self.placement == 1 and -90 or 90
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self._in_player = true
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self._y_position = random_hit_positions("y", placement)
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self._x_position = random_hit_positions("x", placement)
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if self._y_position > 6 and self._x_position < 2 and self._x_position > -2 then
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self._attach_parent = "Head"
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self._y_position = self._y_position - 6
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elseif self._x_position > 2 then
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self._attach_parent = "Arm_Right"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position - 2
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elseif self._x_position < -2 then
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self._attach_parent = "Arm_Left"
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self._y_position = self._y_position - 3
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self._x_position = self._x_position + 2
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else
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self._attach_parent = "Body"
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end
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self._z_rotation = math.random(-30, 30)
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self._y_rotation = math.random(-30, 30)
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self.object:set_attach(
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entity, self._attach_parent,
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vector.new(self._x_position, self._y_position, random_hit_positions("z", placement)),
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vector.new(0, self._rotation_station + self._y_rotation, self._z_rotation)
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)
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end
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function mod.burns(self, dtime, entity_def, projectile_def)
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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local pos = self.object:get_pos()
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if not pos then return true end
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-- Handle getting set on fire
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local node = minetest.get_node(vector.round(pos))
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if not node or node.name == "ignore" then return end
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local set_on_fire = minetest.get_item_group(node.name, "set_on_fire")
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if set_on_fire ~= 0 then
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mcl_burning.set_on_fire(self.object, set_on_fire)
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end
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end
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function mod.has_tracer(self, dtime, entity_def, projectile_def)
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local hide_tracer = projectile_def.hide_tracer
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if hide_tracer and hide_tracer(self) then return end
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-- Add tracer
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minetest.add_particlespawner({
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amount = 20,
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time = .2,
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minpos = vector.zero(),
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maxpos = vector.zero(),
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minvel = vector.new(-0.1,-0.1,-0.1),
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maxvel = vector.new(0.1,0.1,0.1),
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minexptime = 0.5,
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maxexptime = 0.5,
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minsize = 2,
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maxsize = 2,
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attached = self.object,
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collisiondetection = false,
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vertical = false,
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texture = projectile_def.tracer_texture or "mobs_mc_arrow_particle.png",
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glow = 1,
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})
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end
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function mod.replace_with_item_drop(self, pos, projectile_def)
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local item = self._arrow_item
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if not item then
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projectile_def = projectile_def or self._vl_projectile
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if not projectile_def then return end
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item = projectile_def.item
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end
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if self._collectable and not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, item)
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item:set_velocity(vector.zero())
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item:set_yaw(self.object:get_yaw())
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end
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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end
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local function stuck_on_step(self, dtime, entity_def, projectile_def)
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-- Don't process objects that have been removed
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local pos = self.object:get_pos()
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if not pos then return true end
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self._stucktimer = (self._stucktimer or 0) + dtime
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if self._stucktimer > STUCK_TIMEOUT then
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mcl_burning.extinguish(self.object)
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self._removed = true
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self.object:remove()
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return true
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end
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-- Drop arrow as item when it is no longer stuck
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-- TODO: revist after observer rework
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self._stuckrechecktimer = (self._stuckrechecktimer or 0) + dtime
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if self._stuckrechecktimer > 1 then
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self._stuckrechecktimer = 0
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if self._stuckin then
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local node = minetest.get_node(self._stuckin)
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local node_def = minetest.registered_nodes[node.name]
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if node_def and node_def.walkable == false then
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mod.replace_with_item_drop(self, pos, projectile_def)
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return
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end
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end
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end
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-- Pickup arrow if player is nearby (not in Creative Mode)
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local objects = minetest.get_objects_inside_radius(pos, 1)
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for i = 1,#objects do
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obj = objects[i]
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if obj:is_player() then
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if self._collectable and not minetest.is_creative_enabled(obj:get_player_name()) then
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local arrow_item = self._arrow_item
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if arrow_item and minetest.registered_items[arrow_item] and obj:get_inventory():room_for_item("main", arrow_item) then
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obj:get_inventory():add_item("main", arrow_item)
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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}, true)
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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return true
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end
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end
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function mod.sticks(self, dtime, entity_def, projectile_def)
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-- Force the projectile to survive collisions (Otherwise, the projectile can't stick in nodes)
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projectile_def.survive_collision = true
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projectile_def.sticks_in_nodes = true
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-- Stuck handling
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if self._stuck then
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return stuck_on_step(self, dtime, entity_def, projectile_def)
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end
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end
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function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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local pos = self.object:get_pos()
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if not pos then return end
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-- Don't try to do anything on first update
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if not self._last_pos then
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self._last_pos = pos
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return
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end
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-- Check if the object can collide with this node
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local node = minetest.get_node(pos)
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local node_def = minetest.registered_nodes[node.name]
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local collides_with = projectile_def.collides_with
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if entity_def.physical then
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-- Projectile has stopped in one axis, so it probably hit something.
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-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
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local vel = self.object:get_velocity()
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if not self._last_velocity then
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self._last_velocity = vel
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return
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end
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local delta_v = (vel - self._last_velocity) / vector.length(vel)
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if math.abs(delta_v.x) <= 0.1 and math.abs(delta_v.z) <= 0.1 and math.abs(delta_v.y) <= 0.2 then
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return
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end
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self._last_velocity = vel
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else
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if node_def and not node_def.walkable and (not collides_with or not mcl_util.match_node_to_filter(node.name, collides_with)) then
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return
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end
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end
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-- Handle sticking in nodes
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if projectile_def.sticks_in_nodes then
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local vel = self.object:get_velocity()
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local dpos = vector.round(pos) -- digital pos
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-- Check for the node to which the arrow is pointing
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._last_pos.y < pos.y then
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dir = vector.new(0, 1, 0)
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else
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dir = vector.new(0, -1, 0)
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end
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else
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dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
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end
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self._stuckin = vector.add(dpos, dir)
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local snode = minetest.get_node(self._stuckin)
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local sdef = minetest.registered_nodes[snode.name]
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-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
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-- This causes a deflection in the engine.
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if not sdef or sdef.walkable == false or snode.name == "ignore" then
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self._stuckin = nil
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if self._deflection_cooloff <= 0 then
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-- Lose 1/3 of velocity on deflection
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local newvel = vector.multiply(vel, 0.6667)
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self.object:set_velocity(newvel)
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 1.0
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end
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return
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end
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity(vector.zero())
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self.object:set_acceleration(vector.zero())
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-- Trigger hits on the node the projectile hit
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local hook = sdef._vl_projectile and sdef._vl_projectile.on_collide
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if hook then hook(self, self._stuckin, snode, sdef) end
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end
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-- Call entity collied hook
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local hook = projectile_def.on_collide_with_solid
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if hook then hook(self, pos, node, node_def) end
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-- Call node collided hook
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local hook = node_def and node_def._vl_projectile and node_def._vl_projectile.on_collide
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if hook then hook(self, pos, node, node_def) end
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-- Play sounds
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local sounds = projectile_def.sounds or {}
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local sound = sounds.on_solid_collision or sounds.on_collision
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if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "node", pos, node, node_def) end
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if sound then
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local arg2 = table.copy(sound[2])
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arg2.pos = pos
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minetest.sound_play(sound[1], arg2, sound[3])
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end
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-- Normally objects should be removed on collision with solids
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local survive_collision = projectile_def.survive_collision
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if type(survive_collision) == "function" then
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survive_collision = survive_collision(self, entity_def, projectile_def, "node", node, node_def)
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end
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if not survive_collision then
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self._removed = true
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self.object:remove()
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end
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-- Done with behaviors
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return true
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end
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local function handle_entity_collision(self, entity_def, projectile_def, object)
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local pos = self.object:get_pos()
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local dir = vector.normalize(self.object:get_velocity())
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-- Check if this is allowed
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local allow_punching = projectile_def.allow_punching or true
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if type(allow_punching) == "function" then
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allow_punching = allow_punching(self, entity_def, projectile_def, object)
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end
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if DEBUG then
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minetest.log("handle_entity_collision("..dump({
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self = self,
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allow_punching = allow_punching,
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entity_def = entity_def,
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object = object,
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luaentity = object:get_luaentity(),
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})..")")
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end
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if not allow_punching then return end
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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if type(dmg) == "function" then
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dmg = dmg(self, entity_def, projectile_def, object)
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end
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local object_lua = object:get_luaentity()
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-- Apply damage
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-- Note: Damage blocking for shields is handled in mcl_shields with an mcl_damage modifier
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local do_damage = false
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if object:is_player() and projectile_def.damages_players then
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do_damage = true
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handle_player_sticking(self, entity_def, projectile_def, object)
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elseif object_lua and (object_lua.is_mob or object_lua._hittable_by_projectile) then
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do_damage = true
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end
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if do_damage then
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object:punch(self.object, 1.0, projectile_def.tool or { full_punch_interval = 1.0, damage_groups = dmg }, dir )
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-- Guard against crashes when projectiles get destroyed in response to what it punched
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if not self.object:get_pos() then return true end
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-- Indicate damage
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
|
|
|
|
-- Light things on fire
|
|
if mcl_burning.is_burning(self.object) then
|
|
mcl_burning.set_on_fire(object, 5)
|
|
end
|
|
end
|
|
|
|
-- Call entity collision hook
|
|
local hook = projectile_def.on_collide_with_entity
|
|
if hook then hook(self, pos, object) end
|
|
|
|
-- Call reverse entity collision hook
|
|
local other_entity_def = minetest.registered_entities[object.name] or {}
|
|
local other_entity_vl_projectile = other_entity_def._vl_projectile or {}
|
|
local hook = other_entity_vl_projectile and other_entity_vl_projectile.on_collide
|
|
if hook then hook(object, self) end
|
|
|
|
-- Play sounds
|
|
local sounds = projectile_def.sounds or {}
|
|
local sound = sounds.on_entity_collion or sounds.on_collision
|
|
if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", object) end
|
|
if sound then
|
|
local arg2 = table.copy(sound[2])
|
|
arg2.pos = pos
|
|
minetest.sound_play(sound[1], arg2, sound[3])
|
|
end
|
|
|
|
-- Normally objects should be removed on collision with entities
|
|
local survive_collision = projectile_def.survive_collision
|
|
if type(survive_collision) == "function" then
|
|
survive_collision = survive_collision(self, entity_def, projectile_def, "entity", object)
|
|
end
|
|
if not survive_collision then
|
|
self._removed = true
|
|
self.object:remove()
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function mod.collides_with_entities(self, dtime, entity_def, projectile_def)
|
|
local pos = self.object:get_pos()
|
|
|
|
local objects = minetest.get_objects_inside_radius(pos, 1.5)
|
|
for i = 1,#objects do
|
|
local object = objects[i]
|
|
local entity = object:get_luaentity()
|
|
|
|
if object ~= self.object and (not entity or entity.name ~= self.name) then
|
|
if object:is_player() then
|
|
return handle_entity_collision(self, entity_def, projectile_def, object)
|
|
elseif (entity.is_mob or entity._hittable_by_projectile) then
|
|
return handle_entity_collision(self, entity_def, projectile_def, object)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mod.raycast_collides_with_entities(self, dtime, entity_def, projectile_def)
|
|
local closest_object, closest_distance
|
|
|
|
local pos = self.object:get_pos()
|
|
if not pos then return end
|
|
|
|
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 check_hitpoint(hitpoint) then
|
|
local hitpoint_ref = hitpoint.ref
|
|
local dist = vector.distance(hitpoint_ref:get_pos(), pos)
|
|
if not closest_distance or dist < closest_distance then
|
|
closest_object = hitpoint_ref
|
|
closest_distance = dist
|
|
end
|
|
end
|
|
end
|
|
|
|
if closest_object then
|
|
return handle_entity_collision(self, entity_def, projectile_def, closest_object)
|
|
end
|
|
end
|
|
|
|
function mod.create(entity_id, options)
|
|
local pos = options.pos
|
|
local obj = minetest.add_entity(pos, entity_id, options.staticdata)
|
|
|
|
-- Set initial velocity and acceleration
|
|
local a, v
|
|
if options.dir then
|
|
v = vector.multiply(options.dir, options.velocity or 0)
|
|
a = vector.multiply(v, -math.abs(options.drag or 0))
|
|
else
|
|
a = vector.zero()
|
|
v = a
|
|
end
|
|
local entity_def = minetest.registered_entities[entity_id]
|
|
mod.projectile_physics(obj, entity_def, v, a)
|
|
|
|
-- Update projectile parameters
|
|
local luaentity = obj:get_luaentity()
|
|
luaentity._owner = options.owner
|
|
luaentity._starting_velocity = obj:get_velocity()
|
|
luaentity._vl_projectile = {
|
|
extra = options.extra,
|
|
}
|
|
|
|
-- And provide the caller with the created object
|
|
return obj
|
|
end
|
|
|
|
function mod.register(name, def)
|
|
assert(def._vl_projectile, "vl_projectile.register() requires definition to define _vl_projectile")
|
|
assert(def._vl_projectile.behaviors, "vl_projectile.register() requires definition to define _vl_projectile.behaviors")
|
|
local behaviors = def._vl_projectile.behaviors
|
|
for i = 1,#behaviors do
|
|
assert(behaviors[i] and type(behaviors[i]) == "function", "def._vl_projectile.behaviors["..i.." is malformed")
|
|
end
|
|
|
|
if not def.on_step then
|
|
def.on_step = mod.update_projectile
|
|
end
|
|
|
|
def._thrower = nil
|
|
def._shooter = nil
|
|
def._last_pos = nil
|
|
|
|
minetest.register_entity(name, def)
|
|
end
|
|
|