mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-16 16:11:06 +01:00
708 lines
23 KiB
Lua
708 lines
23 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 ARROW_TIMEOUT = 1
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-- Time after which stuck arrow is rechecked for being stuck
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local STUCK_RECHECK_TIME = 0.1
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--local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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local function damage_explosion(self, damagemulitplier)
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local p = 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 = minetest.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().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())
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end
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end
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end
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local function particle_explosion(self)
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local particle_pattern = math.random(1, 3)
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local fpitch
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--local true_type
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local type = math.random(1, 2)
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local size = math.random(1, 3)
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local colors = {"red", "yellow", "blue", "green", "white"}
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local this_colors = {colors[math.random(#colors)], colors[math.random(#colors)], colors[math.random(#colors)]}
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if size == 1 then
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fpitch = math.random(200, 300)
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elseif size == 2 then
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fpitch = math.random(100, 130)
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else
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fpitch = math.random(60, 70)
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end
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--[[if type == 1 then
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true_type = "Popper"
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else
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true_type = "Floof"
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end]]
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if type == 1 then
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minetest.sound_play("mcl_bows_firework", {
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pos = self.object:get_pos(),
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max_hear_distance = 100,
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gain = 3.0,
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pitch = fpitch/100
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}, true)
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else
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minetest.sound_play("mcl_bows_firework_soft", {
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pos = self.object:get_pos(),
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max_hear_distance = 100,
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gain = 4.0,
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pitch = fpitch/100
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}, true)
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end
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if particle_pattern == 1 then
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minetest.add_particlespawner({
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amount = 400 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-7 * size,-7 * size,-7 * size),
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maxvel = vector.new(7 * size,7 * size,7 * size),
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minexptime = .6 * size / 2,
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maxexptime = .9 * size / 2,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[1]..".png",
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glow = 14,
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})
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minetest.add_particlespawner({
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amount = 400 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-2 * size,-2 * size,-2 * size),
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maxvel = vector.new(2 * size,2 * size,2 * size),
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minexptime = .6 * size / 2,
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maxexptime = .9 * size / 2,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[2]..".png",
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glow = 14,
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})
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minetest.add_particlespawner({
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amount = 100 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-14 * size,-14 * size,-14 * size),
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maxvel = vector.new(14 * size,14 * size,14 * size),
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minexptime = .6 * size / 2,
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maxexptime = .9 * size / 2,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[3]..".png",
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glow = 14,
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})
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elseif particle_pattern == 2 then
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minetest.add_particlespawner({
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amount = 240 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-5 * size,-5 * size,-5 * size),
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maxvel = vector.new(5 * size,5 * size,5 * size),
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minexptime = .6 * size / 2,
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maxexptime = .9 * size / 2,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[1]..".png",
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glow = 14,
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})
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minetest.add_particlespawner({
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amount = 500 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-2 * size,-2 * size,-2 * size),
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maxvel = vector.new(2 * size,2 * size,2 * size),
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minexptime = .6 * size / 2,
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maxexptime = .9 * size / 2,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[2]..".png",
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glow = 14,
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})
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minetest.add_particlespawner({
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amount = 350 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-3 * size,-3 * size,-3 * size),
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maxvel = vector.new(3 * size,3 * size,3 * size),
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minexptime = .6 * size / 2,
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maxexptime = .9 * size / 2,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[3]..".png",
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glow = 14,
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})
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elseif particle_pattern == 3 then
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minetest.add_particlespawner({
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amount = 400 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-6 * size,-4 * size,-6 * size),
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maxvel = vector.new(6 * size,4 * size,6 * size),
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minexptime = .6 * size,
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maxexptime = .9 * size,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[1]..".png",
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glow = 14,
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})
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minetest.add_particlespawner({
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amount = 120 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-8 * size,6 * size,-8 * size),
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maxvel = vector.new(8 * size,6 * size,8 * size),
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minexptime = .6 * size,
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maxexptime = .9 * size,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[2]..".png",
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glow = 14,
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})
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minetest.add_particlespawner({
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amount = 130 * size,
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time = 0.0001,
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minpos = self.object:get_pos(),
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maxpos = self.object:get_pos(),
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minvel = vector.new(-3 * size,3 * size,-3 * size),
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maxvel = vector.new(3 * size,3 * size,3 * size),
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minexptime = .6 * size,
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maxexptime = .9 * size,
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minsize = 2 * size,
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maxsize = 3 * size,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_firework_"..this_colors[3]..".png",
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glow = 14,
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})
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end
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return size
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end
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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local mod_button = minetest.get_modpath("mesecons_button")
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local mod_target = minetest.get_modpath("mcl_target")
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local enable_pvp = minetest.settings:get_bool("enable_pvp")
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minetest.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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})
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local ARROW_ENTITY={
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physical = true,
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pointable = false,
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visual = "mesh",
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mesh = "mcl_bows_rocket.obj",
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visual_size = {x=2.5, y=2.5},
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textures = {"mcl_bows_rocket.png"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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_fire_damage_resistant = true,
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_lastpos={},
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_startpos=nil,
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_damage=1, -- Damage on impact
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_is_critical=false, -- Whether this arrow would deal critical damage
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_stuck=false, -- Whether arrow is stuck
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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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_stuckin=nil, --Position of node in which arow is stuck.
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_shooter=nil, -- ObjectRef of player or mob who shot it
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_is_arrow = true,
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_viscosity=0, -- Viscosity of node the arrow is currently in
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_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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}
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-- Destroy arrow entity self at pos and drops it as an item
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local function spawn_item(self, pos)
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if not minetest.is_creative_enabled("") then
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local item = minetest.add_item(pos, "mcl_bows:rocket")
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item:set_velocity({x=0, y=0, z=0})
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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.object:remove()
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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 = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
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maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
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minvel = {x=-0.1, y=-0.1, z=-0.1},
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maxvel = {x=0.1, y=0.1, z=0.1},
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minacc = {x=0, y=0, z=0},
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maxacc = {x=0, y=0, z=0},
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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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function ARROW_ENTITY.on_step(self, dtime)
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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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if not self.object:get_pos() then return end
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self._time_in_air = self._time_in_air + .001
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local pos = self.object:get_pos()
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local dpos = table.copy(pos) -- digital pos
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dpos = vector.round(dpos)
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local node = minetest.get_node(dpos)
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if not self._fuse then
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self._fuse = 0
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end
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if not self._fuserechecktimer then
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self._fuserechecktimer = 0
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end
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self._fuse = self._fuse + dtime
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self._fuserechecktimer = self._fuserechecktimer + dtime
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if self._fuse > ARROW_TIMEOUT then
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self._stuck = true
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end
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if self._stuck then
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if self._fuse > ARROW_TIMEOUT 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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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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-- Drop arrow as item when it is no longer stuck
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-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
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if self._fuserechecktimer > STUCK_RECHECK_TIME then
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local stuckin_def
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if self._stuckin then
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stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
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end
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-- TODO: In MC, arrow just falls down without turning into an item
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if stuckin_def and stuckin_def.walkable == false then
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spawn_item(self, pos)
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return
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end
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self._fuserechecktimer = 0
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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 _,obj in ipairs(objects) do
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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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if obj:get_inventory():room_for_item("main", "mcl_bows:rocket") then
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obj:get_inventory():add_item("main", "mcl_bows:rocket")
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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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end
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-- Check for object "collision". Done every tick (hopefully this is not too stressing)
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else
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if self._in_player == false then
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minetest.add_particlespawner({
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amount = 1,
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time = .0001,
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minpos = pos,
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maxpos = pos,
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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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collisiondetection = false,
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vertical = false,
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texture = "mcl_bows_rocket_particle.png",
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glow = 1,
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})
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end
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-- We just check for any hurtable objects nearby.
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-- The radius of 3 is fairly liberal, but anything lower than than will cause
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-- arrow to hilariously go through mobs often.
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-- TODO: Implement an ACTUAL collision detection (engine support needed).
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local objs = minetest.get_objects_inside_radius(pos, 1.5)
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local closest_object
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local closest_distance
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if self._deflection_cooloff > 0 then
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self._deflection_cooloff = self._deflection_cooloff - dtime
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end
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-- Iterate through all objects and remember the closest attackable object
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local arrow_dir = self.object:get_velocity()
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--create a raycast from the arrow based on the velocity of the arrow to deal with lag
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local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 0.1)), true, false)
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for hitpoint in raycast do
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if hitpoint.type == "object" then
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-- find the closest object that is in the way of the arrow
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local ok = false
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if hitpoint.ref:is_player() and enable_pvp then
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ok = true
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elseif 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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ok = true
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end
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end
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if ok then
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local dist = vector.distance(hitpoint.ref:get_pos(), pos)
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if not closest_object or not closest_distance then
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closest_object = hitpoint.ref
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closest_distance = dist
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elseif dist < closest_distance then
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closest_object = hitpoint.ref
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closest_distance = dist
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end
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end
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end
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end
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-- If an attackable object was found, we will damage the closest one only
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if closest_object then
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local obj = closest_object
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local is_player = obj:is_player()
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local lua = obj:get_luaentity()
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if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and (is_player or (lua and (lua.is_mob or lua._hittable_by_projectile))) then
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if obj:get_hp() > 0 then
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-- Check if there is no solid node between arrow and object
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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 def = minetest.registered_nodes[nn]
|
|
if (not def) or def.walkable then
|
|
-- There's a node in the way. Delete arrow without damage
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Punch target object but avoid hurting enderman.
|
|
if not lua or lua.name ~= "mobs_mc:enderman" then
|
|
if self._in_player == false then
|
|
damage_particles(self.object:get_pos(), self._is_critical)
|
|
end
|
|
if mcl_burning.is_burning(self.object) then
|
|
mcl_burning.set_on_fire(obj, 5)
|
|
end
|
|
if self._in_player == false then
|
|
obj:punch(self.object, 1.0, {
|
|
full_punch_interval=1.0,
|
|
damage_groups={fleshy=self._damage},
|
|
}, self.object:get_velocity())
|
|
if obj:is_player() then
|
|
local eploded_particle = particle_explosion(self)
|
|
damage_explosion(self, eploded_particle * 17)
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
if is_player then
|
|
if self._shooter and self._shooter:is_player() and self._in_player == false 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
|
|
if self._in_player == false then
|
|
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
|
|
end
|
|
end
|
|
if not obj:is_player() then
|
|
mcl_burning.extinguish(self.object)
|
|
if self._piercing == 0 then
|
|
local eploded_particle = particle_explosion(self)
|
|
damage_explosion(self, eploded_particle * 17)
|
|
self.object:remove()
|
|
end
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Check for node collision
|
|
if self._lastpos.x~=nil and not self._stuck then
|
|
local def = 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._fuserechecktimer = 0
|
|
|
|
self.object:set_velocity({x=0, y=0, z=0})
|
|
self.object:set_acceleration({x=0, y=0, z=0})
|
|
|
|
minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
|
|
|
|
if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
|
|
tnt.ignite(self._stuckin)
|
|
end
|
|
|
|
-- 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 (def and def.liquidtype ~= "none") then
|
|
-- Slow down arrow in liquids
|
|
local v = def.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._fuserechecktimer = STUCK_RECHECK_TIME
|
|
end
|
|
end
|
|
|
|
function ARROW_ENTITY.get_staticdata(self)
|
|
local out = {
|
|
lastpos = self._lastpos,
|
|
startpos = self._startpos,
|
|
damage = self._damage,
|
|
is_critical = self._is_critical,
|
|
stuck = self._stuck,
|
|
stuckin = self._stuckin,
|
|
}
|
|
if self._stuck then
|
|
-- If _fuse is missing for some reason, assume the maximum
|
|
if not self._fuse then
|
|
self._fuse = ARROW_TIMEOUT
|
|
end
|
|
out.stuckstarttime = minetest.get_gametime() - self._fuse
|
|
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)
|
|
self._time_in_air = 1.0
|
|
self._in_player = false
|
|
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._fuse = minetest.get_gametime() - data.stuckstarttime
|
|
if self._fuse > ARROW_TIMEOUT then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
|
|
self._fuse = 2
|
|
-- Perform a stuck recheck on the next step.
|
|
self._fuserechecktimer = 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
|
|
self._is_critical = data.is_critical
|
|
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_bows:rocket_entity", ARROW_ENTITY)
|
|
|
|
if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
|
|
minetest.register_craft({
|
|
output = "mcl_bows:rocket 1",
|
|
recipe = {
|
|
{"mcl_core:paper"},
|
|
{"mcl_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
|