Stuck arrows: Deflection, check stuck state, yaw
parent
19dd11dfb8
commit
af8515b6e4
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@ -1,8 +1,15 @@
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-- Time in seconds after which a stuck arrow is deleted
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-- Time in seconds after which a stuck arrow is deleted
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local ARROW_TIMEOUT = 60
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local ARROW_TIMEOUT = 60
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-- Time after which stuck arrow is rechecked for being stuck
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local STUCK_RECHECK_TIME = 5
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local GRAVITY = 9.81
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local YAW_OFFSET = -math.pi/2
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local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
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local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
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local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
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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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minetest.register_craftitem("mcl_bows:arrow", {
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minetest.register_craftitem("mcl_bows:arrow", {
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description = "Arrow",
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description = "Arrow",
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@ -14,7 +21,7 @@ An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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_on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
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-- Shoot arrow
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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 shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
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local yaw = math.atan2(dropdir.z, dropdir.x) - math.pi/2
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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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mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
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end,
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end,
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})
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})
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@ -61,9 +68,20 @@ local ARROW_ENTITY={
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_damage=1, -- Damage on impact
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_damage=1, -- Damage on impact
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_stuck=false, -- Whether arrow is stuck
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_stuck=false, -- Whether arrow is stuck
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_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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_stuckrechecktimer=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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_shooter=nil, -- ObjectRef of player or mob who shot it
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}
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}
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local spawn_item = function(self, pos)
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if not minetest.settings:get_bool("creative_mode") then
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local item = minetest.add_item(pos, "mcl_bows:arrow")
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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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self.object:remove()
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end
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ARROW_ENTITY.on_step = function(self, dtime)
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ARROW_ENTITY.on_step = function(self, dtime)
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local pos = self.object:getpos()
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local pos = self.object:getpos()
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local dpos = table.copy(pos) -- digital pos
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local dpos = table.copy(pos) -- digital pos
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@ -72,10 +90,24 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if self._stuck then
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if self._stuck then
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self._stucktimer = self._stucktimer + dtime
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self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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if self._stucktimer > ARROW_TIMEOUT then
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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-- Drop arrow as item when it is no longer stuck
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if self._stuckrechecktimer > 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._stuckrechecktimer = 0
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end
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local objects = minetest.get_objects_inside_radius(pos, 2)
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local objects = minetest.get_objects_inside_radius(pos, 2)
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for _,obj in ipairs(objects) do
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for _,obj in ipairs(objects) do
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if obj:is_player() then
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if obj:is_player() then
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@ -171,15 +203,40 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if self._lastpos.x~=nil and not self._stuck then
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if self._lastpos.x~=nil and not self._stuck then
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local def = minetest.registered_nodes[node.name]
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local def = minetest.registered_nodes[node.name]
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local vel = self.object:get_velocity()
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local vel = self.object:get_velocity()
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-- Arrow has stopped
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-- Arrow has stopped in one axis, so it probably hit something
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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) then
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-- Arrow is stuck and no longer moves
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-- Check for the node to which the arrow is pointing
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local dir
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if vel.y >= 0 and vel.y < 0.00001 then
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dir = {x=0, y=-1, z=0}
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elseif vel.y <= 0 and vel.y > 0.00001 then
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dir = {x=0, y=1, z=0}
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else
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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(pos, dir)
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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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self._stuckin = nil
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-- Lose 1/3 of velocity on deflection
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self.object:set_velocity(vector.multiply(vel, 0.6667))
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return
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end
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-- Node was walkable, make arrow stuck
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self._stuck = true
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self._stuck = true
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self._stucktimer = 0
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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self.object:set_acceleration({x=0, y=0, z=0})
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-- Push the button
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if minetest.get_modpath("mesecons_button") and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
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-- Push the button! Push, push, push the button!
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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
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mesecon.push_button(dpos, node)
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mesecon.push_button(dpos, node)
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end
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end
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elseif (def and def.liquidtype ~= "none") then
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elseif (def and def.liquidtype ~= "none") then
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@ -199,6 +256,12 @@ ARROW_ENTITY.on_step = function(self, dtime)
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end
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end
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end
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end
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-- Update yaw
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if not self._stuck then
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local vel = self.object:get_velocity()
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self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
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end
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-- Update internal variable
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-- Update internal variable
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self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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self._lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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end
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@ -210,6 +273,7 @@ ARROW_ENTITY.get_staticdata = function(self)
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damage = self._damage,
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damage = self._damage,
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stuck = self._stuck,
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stuck = self._stuck,
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stucktimer = self._stucktimer,
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stucktimer = self._stucktimer,
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stuckin = self._stuckin,
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}
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}
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if self._shooter and self._shooter:is_player() then
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if self._shooter and self._shooter:is_player() then
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out.shootername = self._shooter:get_player_name()
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out.shootername = self._shooter:get_player_name()
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@ -224,7 +288,12 @@ ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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self._startpos = data.startpos
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self._startpos = data.startpos
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self._damage = data.damage
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self._damage = data.damage
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self._stuck = data.stuck
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self._stuck = data.stuck
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if self._stuck then
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-- Perform a stuck recheck on the next step
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self._stuckrechecktimer = STUCK_RECHECK_TIME
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end
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self._stucktimer = data.stucktimer
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self._stucktimer = data.stucktimer
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self._stuckin = data.stuckin
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if data.shootername then
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if data.shootername then
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local shooter = minetest.get_player_by_name(data.shootername)
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local shooter = minetest.get_player_by_name(data.shootername)
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if shooter and shooter:is_player() then
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if shooter and shooter:is_player() then
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