make arrows not bounce off nodes and give a wiggle animation when hit
parent
6b146bd6fb
commit
6a1ff8ea00
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@ -59,7 +59,7 @@ 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_arrow.obj",
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mesh = "mcl_bows_arrow.b3d",
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visual_size = {x=-1, y=1},
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textures = {"mcl_bows_arrow.png"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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@ -132,6 +132,9 @@ function ARROW_ENTITY.on_step(self, dtime)
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self.object:remove()
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return
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end
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if self._stuck_pos and self.object:get_pos() ~= self._stuck_pos then
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self.object:set_pos(self._stuck_pos)
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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._stuckrechecktimer > STUCK_RECHECK_TIME then
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@ -172,7 +175,7 @@ function ARROW_ENTITY.on_step(self, dtime)
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if self._damage >= 9 and self._in_player == false then
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minetest.add_particlespawner({
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amount = 20,
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time = .2,
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time = .1,
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minpos = vector.new(0,0,0),
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maxpos = vector.new(0,0,0),
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minvel = vector.new(-0.1,-0.1,-0.1),
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@ -198,7 +201,7 @@ function ARROW_ENTITY.on_step(self, dtime)
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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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local raycast = minetest.raycast(vector.add(pos, vector.multiply(arrow_dir, -0.03)), 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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@ -220,6 +223,11 @@ function ARROW_ENTITY.on_step(self, dtime)
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closest_distance = dist
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end
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end
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elseif hitpoint.type == "node" then
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if not self._stuck and minetest.registered_nodes[minetest.get_node(hitpoint.under).name].walkable then
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self._stuck_pos = hitpoint.intersection_point
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self._stuckin = hitpoint.under
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end
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end
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end
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@ -351,8 +359,9 @@ function ARROW_ENTITY.on_step(self, dtime)
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local vel = self.object:get_velocity()
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-- Arrow 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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if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
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if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) or self._stuck_pos then
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-- Check for the node to which the arrow is pointing
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if not self._stuck_pos then
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local dir
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if math.abs(vel.y) < 0.00001 then
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if self._lastpos.y < pos.y then
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@ -364,12 +373,13 @@ function ARROW_ENTITY.on_step(self, dtime)
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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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end
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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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if (not sdef or sdef.walkable == false or snode.name == "ignore") and not self._stuck_pos 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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@ -380,7 +390,6 @@ function ARROW_ENTITY.on_step(self, dtime)
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self._deflection_cooloff = 1.0
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end
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else
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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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@ -389,8 +398,14 @@ function ARROW_ENTITY.on_step(self, dtime)
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self.object:set_velocity(vector.new(0, 0, 0))
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self.object:set_acceleration(vector.new(0, 0, 0))
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if self._stuck_pos then
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self.object:set_pos(self._stuck_pos)
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end
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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self.object:set_animation({x=1,y=20}, 50, 0, false)
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if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
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tnt.ignite(self._stuckin)
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end
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