Arrows: Fix reverse flying arrows after long fly
parent
fab5d17a5d
commit
c7949bf703
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@ -62,8 +62,6 @@ minetest.register_node("mcl_bows:arrow_box", {
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groups = {not_in_creative_inventory=1, dig_immediate=3},
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groups = {not_in_creative_inventory=1, dig_immediate=3},
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})
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})
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-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
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-- and the arrow flies backwards.
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local ARROW_ENTITY={
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local ARROW_ENTITY={
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physical = true,
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physical = true,
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visual = "wielditem",
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visual = "wielditem",
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@ -80,6 +78,9 @@ local ARROW_ENTITY={
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_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
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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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_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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_viscosity=0, -- Viscosity of node the arrow is currently in
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_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
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}
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}
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-- Destroy arrow entity self at pos and drops it as an item
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-- Destroy arrow entity self at pos and drops it as an item
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@ -145,6 +146,10 @@ ARROW_ENTITY.on_step = function(self, dtime)
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local closest_distance
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local closest_distance
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local ok = false
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local ok = false
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if self._deflection_cooloff > 0 then
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self._deflection_cooloff = self._deflection_cooloff - dtime
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end
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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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-- Arrows can only damage players and mobs
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-- Arrows can only damage players and mobs
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@ -210,7 +215,8 @@ 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 in one axis, so it probably hit something
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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) then
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-- Check for the node to which the arrow is pointing
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-- Check for the node to which the arrow is pointing
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local dir
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local dir
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@ -231,25 +237,56 @@ ARROW_ENTITY.on_step = function(self, dtime)
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-- This causes a deflection in the engine.
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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" then
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self._stuckin = nil
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self._stuckin = nil
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-- Lose 1/3 of velocity on deflection
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if self._deflection_cooloff <= 0 then
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self.object:set_velocity(vector.multiply(vel, 0.6667))
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-- Lose 1/3 of velocity on deflection
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return
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self.object:set_velocity(vector.multiply(vel, 0.6667))
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end
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-- Node was walkable, make arrow stuck
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-- Just some dirty hack to make sure the arrow has a minimum direction to
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self._stuck = true
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-- avoid triggering the stuck detection again.
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self._stucktimer = 0
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vel = self.object:get_velocity()
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self._stuckrechecktimer = 0
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if math.abs(vel.x) < 0.0001 then
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if pos.x < self._lastpos.x then
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vel.x = 0.01
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else
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vel.x = -0.01
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end
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end
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if math.abs(vel.z) < 0.0001 then
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if pos.z < self._lastpos.z then
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vel.z = 0.01
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else
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vel.z = -0.01
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end
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end
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if math.abs(vel.y) < 0.00001 then
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if pos.y < self._lastpos.y then
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vel.y = 0.001
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else
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vel.y = -0.001
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end
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end
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self.object:set_velocity(vel)
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self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
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-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
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self._deflection_cooloff = 0.2
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end
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else
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self.object:set_velocity({x=0, y=0, z=0})
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-- Node was walkable, make arrow stuck
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self.object:set_acceleration({x=0, y=0, z=0})
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self._stuck = true
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self._stucktimer = 0
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self._stuckrechecktimer = 0
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-- Push the button! Push, push, push the button!
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self.object:set_velocity({x=0, y=0, z=0})
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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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self.object:set_acceleration({x=0, y=0, z=0})
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local bdir = minetest.wallmounted_to_dir(node.param2)
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-- Check the button orientation
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-- Push the button! Push, push, push the button!
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if vector.equals(vector.add(dpos, bdir), self._stuckin) then
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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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local bdir = minetest.wallmounted_to_dir(node.param2)
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-- Check the button orientation
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if vector.equals(vector.add(dpos, bdir), self._stuckin) then
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mesecon.push_button(dpos, node)
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end
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end
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end
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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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@ -258,6 +295,8 @@ ARROW_ENTITY.on_step = function(self, dtime)
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if not v then
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if not v then
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v = 0
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v = 0
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end
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end
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local old_v = self._viscosity
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self._viscosity = v
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local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
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local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
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if math.abs(vel.x) > 0.001 then
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if math.abs(vel.x) > 0.001 then
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vel.x = vel.x * vpenalty
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vel.x = vel.x * vpenalty
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@ -39,8 +39,8 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
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if damage == nil then
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if damage == nil then
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damage = 3
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damage = 3
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end
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end
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obj:setvelocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:setyaw(yaw-math.pi/2)
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obj:setyaw(yaw-math.pi/2)
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local le = obj:get_luaentity()
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local le = obj:get_luaentity()
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le._shooter = shooter
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le._shooter = shooter
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