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Make arrow stuck when they hit solid node (WIP)
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commit
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1 changed files with 41 additions and 6 deletions
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@ -1,3 +1,6 @@
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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 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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@ -43,6 +46,7 @@ minetest.register_node("mcl_bows:arrow_box", {
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groups = {not_in_creative_inventory=1},
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groups = {not_in_creative_inventory=1},
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})
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})
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-- FIXME: Restore arrow state properly on re-loading
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local THROWING_ARROW_ENTITY={
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local THROWING_ARROW_ENTITY={
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physical = false,
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physical = false,
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visual = "wielditem",
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visual = "wielditem",
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@ -53,6 +57,8 @@ local THROWING_ARROW_ENTITY={
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_lastpos={},
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_lastpos={},
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_startpos=nil,
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_startpos=nil,
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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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_stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
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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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@ -60,8 +66,36 @@ THROWING_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 node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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if self._stuck then
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self._stucktimer = self._stucktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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self.object:remove()
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return
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end
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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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if obj:is_player() then
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if not minetest.settings:get_bool("creative_mode") then
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-- Pickup arrow if player is nearby
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if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
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obj:get_inventory():add_item("main", "mcl_bows:arrow")
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minetest.sound_play("item_drop_pickup", {
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pos = pos,
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max_hear_distance = 16,
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gain = 1.0,
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})
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self.object:remove()
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return
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end
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else
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self.object:remove()
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return
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end
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end
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end
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-- Check for object collision. Done every tick (hopefully this is not too stressing)
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-- Check for object collision. Done every tick (hopefully this is not too stressing)
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do
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else
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local objs = minetest.get_objects_inside_radius(pos, 2)
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local objs = minetest.get_objects_inside_radius(pos, 2)
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local closest_object
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local closest_object
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local closest_distance
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local closest_distance
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@ -128,13 +162,14 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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end
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end
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-- Check for node collision
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-- Check for node collision
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if self._lastpos.x~=nil 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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if (def and def.walkable) or not def then
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if (def and def.walkable) or not def then
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if not minetest.settings:get_bool("creative_mode") then
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-- Arrow is stuck and no longer moves
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minetest.add_item(self._lastpos, 'mcl_bows:arrow')
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self._stuck = true
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end
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self._stucktimer = 0
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self.object:remove()
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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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elseif (def and def.liquidtype ~= "none") then
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elseif (def and def.liquidtype ~= "none") then
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-- Slow down arrow in liquids
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-- Slow down arrow in liquids
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local v = def.liquid_viscosity
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local v = def.liquid_viscosity
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