Arrows: Fix reverse flying arrows after long fly
parent
fab5d17a5d
commit
c7949bf703
|
@ -62,8 +62,6 @@ minetest.register_node("mcl_bows:arrow_box", {
|
|||
groups = {not_in_creative_inventory=1, dig_immediate=3},
|
||||
})
|
||||
|
||||
-- FIXME: Arrow velocity is a bit strange. If the arrow flies VERY long, the acceleration can cause the velocity to become negative
|
||||
-- and the arrow flies backwards.
|
||||
local ARROW_ENTITY={
|
||||
physical = true,
|
||||
visual = "wielditem",
|
||||
|
@ -80,6 +78,9 @@ local ARROW_ENTITY={
|
|||
_stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
|
||||
_stuckin=nil, --Position of node in which arow is stuck.
|
||||
_shooter=nil, -- ObjectRef of player or mob who shot it
|
||||
|
||||
_viscosity=0, -- Viscosity of node the arrow is currently in
|
||||
_deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
|
||||
}
|
||||
|
||||
-- Destroy arrow entity self at pos and drops it as an item
|
||||
|
@ -145,6 +146,10 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
local closest_distance
|
||||
local ok = false
|
||||
|
||||
if self._deflection_cooloff > 0 then
|
||||
self._deflection_cooloff = self._deflection_cooloff - dtime
|
||||
end
|
||||
|
||||
-- Iterate through all objects and remember the closest attackable object
|
||||
for k, obj in pairs(objs) do
|
||||
-- Arrows can only damage players and mobs
|
||||
|
@ -210,7 +215,8 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
if self._lastpos.x~=nil and not self._stuck then
|
||||
local def = minetest.registered_nodes[node.name]
|
||||
local vel = self.object:get_velocity()
|
||||
-- Arrow has stopped in one axis, so it probably hit something
|
||||
-- Arrow has stopped in one axis, so it probably hit something.
|
||||
-- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
|
||||
if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
|
||||
-- Check for the node to which the arrow is pointing
|
||||
local dir
|
||||
|
@ -231,10 +237,40 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
-- This causes a deflection in the engine.
|
||||
if not sdef or sdef.walkable == false or snode.name == "ignore" then
|
||||
self._stuckin = nil
|
||||
if self._deflection_cooloff <= 0 then
|
||||
-- Lose 1/3 of velocity on deflection
|
||||
self.object:set_velocity(vector.multiply(vel, 0.6667))
|
||||
return
|
||||
|
||||
-- Just some dirty hack to make sure the arrow has a minimum direction to
|
||||
-- avoid triggering the stuck detection again.
|
||||
vel = self.object:get_velocity()
|
||||
if math.abs(vel.x) < 0.0001 then
|
||||
if pos.x < self._lastpos.x then
|
||||
vel.x = 0.01
|
||||
else
|
||||
vel.x = -0.01
|
||||
end
|
||||
end
|
||||
if math.abs(vel.z) < 0.0001 then
|
||||
if pos.z < self._lastpos.z then
|
||||
vel.z = 0.01
|
||||
else
|
||||
vel.z = -0.01
|
||||
end
|
||||
end
|
||||
if math.abs(vel.y) < 0.00001 then
|
||||
if pos.y < self._lastpos.y then
|
||||
vel.y = 0.001
|
||||
else
|
||||
vel.y = -0.001
|
||||
end
|
||||
end
|
||||
self.object:set_velocity(vel)
|
||||
self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
|
||||
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
|
||||
self._deflection_cooloff = 0.2
|
||||
end
|
||||
else
|
||||
|
||||
-- Node was walkable, make arrow stuck
|
||||
self._stuck = true
|
||||
|
@ -252,12 +288,15 @@ ARROW_ENTITY.on_step = function(self, dtime)
|
|||
mesecon.push_button(dpos, node)
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif (def and def.liquidtype ~= "none") then
|
||||
-- Slow down arrow in liquids
|
||||
local v = def.liquid_viscosity
|
||||
if not v then
|
||||
v = 0
|
||||
end
|
||||
local old_v = self._viscosity
|
||||
self._viscosity = v
|
||||
local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
|
||||
if math.abs(vel.x) > 0.001 then
|
||||
vel.x = vel.x * vpenalty
|
||||
|
|
|
@ -39,8 +39,8 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
|
|||
if damage == nil then
|
||||
damage = 3
|
||||
end
|
||||
obj:setvelocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
|
||||
obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3})
|
||||
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
|
||||
obj:set_acceleration({x=0, y=-GRAVITY, z=0})
|
||||
obj:setyaw(yaw-math.pi/2)
|
||||
local le = obj:get_luaentity()
|
||||
le._shooter = shooter
|
||||
|
|
Loading…
Reference in New Issue