Make arrows only damage players and mobs
parent
613ea77713
commit
3bee57e97d
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@ -59,13 +59,13 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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-- Iterate through all objects and remember the closest attackable object
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-- Iterate through all objects and remember the closest attackable object
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for k, obj in pairs(objs) do
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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-- Arrows can only damage players and mobs
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local entity_name = obj:get_luaentity().name
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if obj ~= self._shooter and obj:is_player() then
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if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then
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ok = true
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elseif obj:get_luaentity() ~= nil then
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if obj ~= self._shooter and obj:get_luaentity()._cmi_is_mob then
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ok = true
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ok = true
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end
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end
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elseif obj ~= self._shooter 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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if ok then
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@ -83,36 +83,28 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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-- If an attackable object was found, we will damage the closest one only
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-- If an attackable object was found, we will damage the closest one only
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if closest_object ~= nil then
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if closest_object ~= nil then
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local obj = closest_object
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local obj = closest_object
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if obj:get_luaentity() ~= nil then
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local is_player = obj:is_player()
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local entity_name = obj:get_luaentity().name
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local lua = obj:get_luaentity()
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if obj ~= self._shooter and entity_name ~= "mcl_throwing:arrow_entity" and entity_name ~= "__builtin:item" and entity_name ~= "__builtin:falling_node" then
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if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then
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obj:punch(self.object, 1.0, {
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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damage_groups={fleshy=self._damage},
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}, nil)
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}, nil)
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if obj:is_player() then
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if is_player then
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mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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end
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if lua then
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local entity_name = lua.name
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
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-- TODO: This achievement should be given for the kill, not just a hit
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-- TODO: This achievement should be given for the kill, not just a hit
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if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
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if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
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if (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:skeleton2") then
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if (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
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awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
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awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
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end
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end
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end
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end
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self.object:remove()
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end
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end
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elseif obj ~= self._shooter 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=self._damage},
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}, nil)
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if obj:is_player() then
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mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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self.object:remove()
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self.object:remove()
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end
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end
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end
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end
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