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Add Raytracing arrows

mobs_head_rotation
epCode 2022-06-06 13:42:24 -07:00
parent ad486a56fd
commit e1feec9a30
1 changed files with 15 additions and 20 deletions

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@ -188,7 +188,8 @@ function ARROW_ENTITY.on_step(self, dtime)
-- The radius of 3 is fairly liberal, but anything lower than than will cause -- The radius of 3 is fairly liberal, but anything lower than than will cause
-- arrow to hilariously go through mobs often. -- arrow to hilariously go through mobs often.
-- TODO: Implement an ACTUAL collision detection (engine support needed). -- TODO: Implement an ACTUAL collision detection (engine support needed).
local objs = minetest.get_objects_inside_radius(pos, 1.5)
local closest_object local closest_object
local closest_distance local closest_distance
@ -196,32 +197,26 @@ function ARROW_ENTITY.on_step(self, dtime)
self._deflection_cooloff = self._deflection_cooloff - dtime self._deflection_cooloff = self._deflection_cooloff - dtime
end end
-- Iterate through all objects and remember the closest attackable object local arrow_dir = vector.rotate(vector.new(0,0,1), self.object:get_rotation())
for k, obj in pairs(objs) do local raycast = minetest.raycast(pos, vector.add(pos, vector.multiply(arrow_dir, 6)), true, false)
for hitpoint in raycast do
if hitpoint.type == "object" and hitpoint.ref ~= self._shooter then
local ok = false local ok = false
-- Arrows can only damage players and mobs if hitpoint.ref:is_player() then
if obj:is_player() then
ok = true ok = true
elseif obj:get_luaentity() then elseif hitpoint.ref:get_luaentity() then
if (obj:get_luaentity().is_mob or obj:get_luaentity()._hittable_by_projectile) then if (hitpoint.ref:get_luaentity().is_mob or hitpoint.ref:get_luaentity()._hittable_by_projectile) then
ok = true ok = true
end end
end end
if ok then if ok then
local dist = vector.distance(pos, obj:get_pos()) local dist = vector.distance(hitpoint.ref:get_pos(), pos)
if not closest_object or not closest_distance then closest_object = hitpoint.ref
closest_object = obj
closest_distance = dist
elseif dist < closest_distance then
closest_object = obj
closest_distance = dist closest_distance = dist
end end
end end
end end
-- If an attackable object was found, we will damage the closest one only
if closest_object then if closest_object then
local obj = closest_object local obj = closest_object
local is_player = obj:is_player() local is_player = obj:is_player()