Make arrow stuck when they hit solid node (WIP)
parent
fb8c5300cd
commit
47d067d9ec
|
@ -1,3 +1,6 @@
|
|||
-- Time in seconds after which a stuck arrow is deleted
|
||||
local ARROW_TIMEOUT = 60
|
||||
|
||||
local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
|
||||
local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
|
||||
|
||||
|
@ -43,6 +46,7 @@ minetest.register_node("mcl_bows:arrow_box", {
|
|||
groups = {not_in_creative_inventory=1},
|
||||
})
|
||||
|
||||
-- FIXME: Restore arrow state properly on re-loading
|
||||
local THROWING_ARROW_ENTITY={
|
||||
physical = false,
|
||||
visual = "wielditem",
|
||||
|
@ -53,6 +57,8 @@ local THROWING_ARROW_ENTITY={
|
|||
_lastpos={},
|
||||
_startpos=nil,
|
||||
_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
|
||||
_shooter=nil, -- ObjectRef of player or mob who shot it
|
||||
}
|
||||
|
||||
|
@ -60,8 +66,36 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
|
|||
local pos = self.object:getpos()
|
||||
local node = minetest.get_node(pos)
|
||||
|
||||
if self._stuck then
|
||||
self._stucktimer = self._stucktimer + dtime
|
||||
if self._stucktimer > ARROW_TIMEOUT then
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
local objects = minetest.get_objects_inside_radius(pos, 2)
|
||||
for _,obj in ipairs(objects) do
|
||||
if obj:is_player() then
|
||||
if not minetest.settings:get_bool("creative_mode") then
|
||||
-- Pickup arrow if player is nearby
|
||||
if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
|
||||
obj:get_inventory():add_item("main", "mcl_bows:arrow")
|
||||
minetest.sound_play("item_drop_pickup", {
|
||||
pos = pos,
|
||||
max_hear_distance = 16,
|
||||
gain = 1.0,
|
||||
})
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
else
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Check for object collision. Done every tick (hopefully this is not too stressing)
|
||||
do
|
||||
else
|
||||
local objs = minetest.get_objects_inside_radius(pos, 2)
|
||||
local closest_object
|
||||
local closest_distance
|
||||
|
@ -128,13 +162,14 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
|
|||
end
|
||||
|
||||
-- Check for node collision
|
||||
if self._lastpos.x~=nil then
|
||||
if self._lastpos.x~=nil and not self._stuck then
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
if (def and def.walkable) or not def then
|
||||
if not minetest.settings:get_bool("creative_mode") then
|
||||
minetest.add_item(self._lastpos, 'mcl_bows:arrow')
|
||||
end
|
||||
self.object:remove()
|
||||
-- Arrow is stuck and no longer moves
|
||||
self._stuck = true
|
||||
self._stucktimer = 0
|
||||
self.object:set_velocity({x=0, y=0, z=0})
|
||||
self.object:set_acceleration({x=0, y=0, z=0})
|
||||
elseif (def and def.liquidtype ~= "none") then
|
||||
-- Slow down arrow in liquids
|
||||
local v = def.liquid_viscosity
|
||||
|
|
Loading…
Reference in New Issue