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Merge branch 'stuck_arrow'

objects
Wuzzy 2018-05-09 17:39:22 +02:00
commit 1823aba35a
5 changed files with 139 additions and 18 deletions

View File

@ -1,24 +1,35 @@
-- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 60
-- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 5
local GRAVITY = 9.81
local YAW_OFFSET = -math.pi/2
local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
local mod_button = minetest.get_modpath("mesecons_button")
minetest.register_craftitem("mcl_bows:arrow", {
description = "Arrow",
_doc_items_longdesc = [[Arrows are ammunition for bows and dispensers.
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.]],
_doc_items_usagehelp = "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.",
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.
Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons.]],
_doc_items_usagehelp = "To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it.",
inventory_image = "mcl_bows_arrow_inv.png",
groups = { ammo=1, ammo_bow=1 },
_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
-- Shoot arrow
local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
end,
})
-- This is a fake node, used as model for the arrow entity.
-- It's not supposed to be usable as item or real node.
-- TODO: Use a proper mesh for the arrow entity
minetest.register_node("mcl_bows:arrow_box", {
drawtype = "nodebox",
is_ground_content = false,
@ -26,16 +37,18 @@ minetest.register_node("mcl_bows:arrow_box", {
type = "fixed",
fixed = {
-- Shaft
{-6.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
--Spitze
{-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
{-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
{5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
-- Tip
{-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
{-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
--Federn
-- Fletching
{6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
{7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
{7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
{6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
{7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
{8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
{8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
@ -43,17 +56,20 @@ minetest.register_node("mcl_bows:arrow_box", {
}
},
tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
groups = {not_in_creative_inventory=1},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
groups = {not_in_creative_inventory=1, dig_immediate=3},
})
-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
-- and the arrow flies backwards.
local ARROW_ENTITY={
physical = false,
physical = true,
visual = "wielditem",
visual_size = {x=0.4, y=0.4},
textures = {"mcl_bows:arrow_box"},
collisionbox = {0,0,0,0,0,0},
collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
collide_with_objects = false,
_lastpos={},
@ -61,9 +77,21 @@ local ARROW_ENTITY={
_damage=1, -- Damage on impact
_stuck=false, -- Whether arrow is stuck
_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
_stuckin=nil, --Position of node in which arow is stuck.
_shooter=nil, -- ObjectRef of player or mob who shot it
}
-- Destroy arrow entity self at pos and drops it as an item
local spawn_item = function(self, pos)
if not minetest.settings:get_bool("creative_mode") then
local item = minetest.add_item(pos, "mcl_bows:arrow")
item:set_velocity({x=0, y=0, z=0})
item:set_yaw(self.object:get_yaw())
end
self.object:remove()
end
ARROW_ENTITY.on_step = function(self, dtime)
local pos = self.object:getpos()
local dpos = table.copy(pos) -- digital pos
@ -72,10 +100,25 @@ ARROW_ENTITY.on_step = function(self, dtime)
if self._stuck then
self._stucktimer = self._stucktimer + dtime
self._stuckrechecktimer = self._stuckrechecktimer + dtime
if self._stucktimer > ARROW_TIMEOUT then
self.object:remove()
return
end
-- Drop arrow as item when it is no longer stuck
-- FIXME: Arrows are a bit slot to react and continue to float in mid air for a few seconds.
if self._stuckrechecktimer > STUCK_RECHECK_TIME then
local stuckin_def
if self._stuckin then
stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
end
-- TODO: In MC, arrow just falls down without turning into an item
if stuckin_def and stuckin_def.walkable == false then
spawn_item(self, pos)
return
end
self._stuckrechecktimer = 0
end
local objects = minetest.get_objects_inside_radius(pos, 2)
for _,obj in ipairs(objects) do
if obj:is_player() then
@ -97,7 +140,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
end
end
end
-- Check for object collision. Done every tick (hopefully this is not too stressing)
else
local objs = minetest.get_objects_inside_radius(pos, 2)
@ -170,10 +213,44 @@ ARROW_ENTITY.on_step = function(self, dtime)
if self._lastpos.x~=nil and not self._stuck then
local def = minetest.registered_nodes[node.name]
local vel = self.object:get_velocity()
-- Arrow hits solid node: remove
if (def and def.walkable) then
self.object:remove()
return
-- Arrow has stopped in one axis, so it probably hit something
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(pos, 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
-- Lose 1/3 of velocity on deflection
self.object:set_velocity(vector.multiply(vel, 0.6667))
return
end
-- Node was walkable, make arrow stuck
self._stuck = true
self._stucktimer = 0
self._stuckrechecktimer = 0
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
-- 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
mesecon.push_button(dpos, node)
end
elseif (def and def.liquidtype ~= "none") then
-- Slow down arrow in liquids
local v = def.liquid_viscosity
@ -191,18 +268,39 @@ ARROW_ENTITY.on_step = function(self, dtime)
end
end
-- Update yaw
if not self._stuck then
local vel = self.object:get_velocity()
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
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.
ARROW_ENTITY.on_punch = function(self)
if self._stuck then
self._stuckrechecktimer = STUCK_RECHECK_TIME
end
end
ARROW_ENTITY.get_staticdata = function(self)
local out = {
lastpos = self._lastpos,
startpos = self._startpos,
damage = self._damage,
stuck = self._stuck,
stucktimer = self._stucktimer,
stuckin = self._stuckin,
}
if self._stuck then
-- If _stucktimer is missing for some reason, assume the maximum
if not self._stucktimer then
self._stucktimer = ARROW_TIMEOUT
end
out.stuckstarttime = minetest.get_gametime() - self._stucktimer
end
if self._shooter and self._shooter:is_player() then
out.shootername = self._shooter:get_player_name()
end
@ -212,11 +310,28 @@ end
ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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._stucktimer = minetest.get_gametime() - data.stuckstarttime
if self._stucktimer > ARROW_TIMEOUT then
self.object:remove()
return
end
end
-- Perform a stuck recheck on the next step.
self._stuckrechecktimer = 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._stuck = data.stuck
self._stucktimer = data.stucktimer
if data.shootername then
local shooter = minetest.get_player_by_name(data.shootername)
if shooter and shooter:is_player() then
@ -238,3 +353,8 @@ if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") the
}
})
end
if minetest.get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")
end

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@ -6,4 +6,5 @@ mcl_core?
mcl_mobitems?
mcl_playerphysics?
doc?
doc_identifier?
mesecons_button?

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