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local S = minetest.get_translator ( minetest.get_current_modname ( ) )
local math = math
local vector = vector
-- Time in seconds after which a stuck arrow is deleted
local ARROW_TIMEOUT = 1
-- Time after which stuck arrow is rechecked for being stuck
local STUCK_RECHECK_TIME = 0.1
--local GRAVITY = 9.81
local YAW_OFFSET = - math.pi / 2
local function dir_to_pitch ( dir )
--local dir2 = vector.normalize(dir)
local xz = math.abs ( dir.x ) + math.abs ( dir.z )
return - math.atan2 ( - dir.y , xz )
end
local function damage_explosion ( self , damagemulitplier )
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local p = self.object : get_pos ( )
mcl_explosions.explode ( p , 3 , { } )
local objects = minetest.get_objects_inside_radius ( p , 8 )
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for _ , obj in pairs ( objects ) do
if obj : is_player ( ) then
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mcl_util.deal_damage ( obj , damagemulitplier - vector.distance ( p , obj : get_pos ( ) ) , { type = " explosion " } )
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elseif obj : get_luaentity ( ) . is_mob then
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obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
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damage_groups = { fleshy = damagemulitplier - vector.distance ( p , obj : get_pos ( ) ) } ,
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} , self.object : get_velocity ( ) )
end
end
end
local function particle_explosion ( self )
local particle_pattern = math.random ( 1 , 3 )
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local fpitch
--local true_type
local type = math.random ( 1 , 2 )
local size = math.random ( 1 , 3 )
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local colors = { " red " , " yellow " , " blue " , " green " , " white " }
local this_colors = { colors [ math.random ( # colors ) ] , colors [ math.random ( # colors ) ] , colors [ math.random ( # colors ) ] }
if size == 1 then
fpitch = math.random ( 200 , 300 )
elseif size == 2 then
fpitch = math.random ( 100 , 130 )
else
fpitch = math.random ( 60 , 70 )
end
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--[[if type == 1 then
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true_type = " Popper "
else
true_type = " Floof "
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end ] ]
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if type == 1 then
minetest.sound_play ( " mcl_bows_firework " , {
pos = self.object : get_pos ( ) ,
max_hear_distance = 100 ,
gain = 3.0 ,
pitch = fpitch / 100
} , true )
else
minetest.sound_play ( " mcl_bows_firework_soft " , {
pos = self.object : get_pos ( ) ,
max_hear_distance = 100 ,
gain = 4.0 ,
pitch = fpitch / 100
} , true )
end
if particle_pattern == 1 then
minetest.add_particlespawner ( {
amount = 400 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 7 * size , - 7 * size , - 7 * size ) ,
maxvel = vector.new ( 7 * size , 7 * size , 7 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 1 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 400 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 2 * size , - 2 * size , - 2 * size ) ,
maxvel = vector.new ( 2 * size , 2 * size , 2 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 2 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 100 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 14 * size , - 14 * size , - 14 * size ) ,
maxvel = vector.new ( 14 * size , 14 * size , 14 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 3 ] .. " .png " ,
glow = 14 ,
} )
elseif particle_pattern == 2 then
minetest.add_particlespawner ( {
amount = 240 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 5 * size , - 5 * size , - 5 * size ) ,
maxvel = vector.new ( 5 * size , 5 * size , 5 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 1 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 500 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 2 * size , - 2 * size , - 2 * size ) ,
maxvel = vector.new ( 2 * size , 2 * size , 2 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 2 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 350 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 3 * size , - 3 * size , - 3 * size ) ,
maxvel = vector.new ( 3 * size , 3 * size , 3 * size ) ,
minexptime = .6 * size / 2 ,
maxexptime = .9 * size / 2 ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 3 ] .. " .png " ,
glow = 14 ,
} )
elseif particle_pattern == 3 then
minetest.add_particlespawner ( {
amount = 400 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 6 * size , - 4 * size , - 6 * size ) ,
maxvel = vector.new ( 6 * size , 4 * size , 6 * size ) ,
minexptime = .6 * size ,
maxexptime = .9 * size ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 1 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 120 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 8 * size , 6 * size , - 8 * size ) ,
maxvel = vector.new ( 8 * size , 6 * size , 8 * size ) ,
minexptime = .6 * size ,
maxexptime = .9 * size ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 2 ] .. " .png " ,
glow = 14 ,
} )
minetest.add_particlespawner ( {
amount = 130 * size ,
time = 0.0001 ,
minpos = self.object : get_pos ( ) ,
maxpos = self.object : get_pos ( ) ,
minvel = vector.new ( - 3 * size , 3 * size , - 3 * size ) ,
maxvel = vector.new ( 3 * size , 3 * size , 3 * size ) ,
minexptime = .6 * size ,
maxexptime = .9 * size ,
minsize = 2 * size ,
maxsize = 3 * size ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_firework_ " .. this_colors [ 3 ] .. " .png " ,
glow = 14 ,
} )
end
return size
end
local mod_awards = minetest.get_modpath ( " awards " ) and minetest.get_modpath ( " mcl_achievements " )
local mod_button = minetest.get_modpath ( " mesecons_button " )
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local mod_target = minetest.get_modpath ( " mcl_target " )
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local enable_pvp = minetest.settings : get_bool ( " enable_pvp " )
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minetest.register_craftitem ( " mcl_bows:rocket " , {
description = S ( " Arrow " ) ,
_tt_help = S ( " Ammunition " ) .. " \n " .. S ( " Damage from bow: 1-10 " ) .. " \n " .. S ( " Damage from dispenser: 3 " ) ,
_doc_items_longdesc = S ( " Arrows are ammunition for bows and dispensers. " ) .. " \n " ..
S ( " An arrow fired from a bow has a regular damage of 1-9. At full charge, there's a 20% chance of a critical hit dealing 10 damage instead. An arrow fired from a dispenser always deals 3 damage. " ) .. " \n " ..
S ( " Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons. " ) ,
_doc_items_usagehelp = S ( " To use arrows as ammunition for a bow, just put them anywhere in your inventory, they will be used up automatically. To use arrows as ammunition for a dispenser, place them in the dispenser's inventory. To retrieve an arrow that sticks in a block, simply walk close to it. " ) ,
inventory_image = " mcl_bows_rocket.png " ,
groups = { ammo = 1 , ammo_crossbow = 1 , ammo_bow_regular = 1 } ,
_on_dispense = function ( itemstack , dispenserpos , droppos , dropnode , dropdir )
-- Shoot arrow
local shootpos = vector.add ( dispenserpos , vector.multiply ( dropdir , 0.51 ) )
local yaw = math.atan2 ( dropdir.z , dropdir.x ) + YAW_OFFSET
mcl_bows.shoot_arrow ( itemstack : get_name ( ) , shootpos , dropdir , yaw , nil , 19 , 3 )
end ,
} )
local ARROW_ENTITY = {
physical = true ,
pointable = false ,
visual = " mesh " ,
mesh = " mcl_bows_rocket.obj " ,
visual_size = { x = 2.5 , y = 2.5 } ,
textures = { " mcl_bows_rocket.png " } ,
collisionbox = { - 0.19 , - 0.125 , - 0.19 , 0.19 , 0.125 , 0.19 } ,
collide_with_objects = false ,
_fire_damage_resistant = true ,
_lastpos = { } ,
_startpos = nil ,
_damage = 1 , -- Damage on impact
_is_critical = false , -- Whether this arrow would deal critical damage
_stuck = false , -- Whether arrow is stuck
_fuse = nil , -- Amount of time (in seconds) the arrow has been stuck so far
_fuserechecktimer = 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
_is_arrow = true ,
_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
local function spawn_item ( self , pos )
if not minetest.is_creative_enabled ( " " ) then
local item = minetest.add_item ( pos , " mcl_bows:rocket " )
item : set_velocity ( { x = 0 , y = 0 , z = 0 } )
item : set_yaw ( self.object : get_yaw ( ) )
end
mcl_burning.extinguish ( self.object )
self.object : remove ( )
end
local function damage_particles ( pos , is_critical )
if is_critical then
minetest.add_particlespawner ( {
amount = 15 ,
time = 0.1 ,
minpos = { x = pos.x - 0.5 , y = pos.y - 0.5 , z = pos.z - 0.5 } ,
maxpos = { x = pos.x + 0.5 , y = pos.y + 0.5 , z = pos.z + 0.5 } ,
minvel = { x =- 0.1 , y =- 0.1 , z =- 0.1 } ,
maxvel = { x = 0.1 , y = 0.1 , z = 0.1 } ,
minacc = { x = 0 , y = 0 , z = 0 } ,
maxacc = { x = 0 , y = 0 , z = 0 } ,
minexptime = 1 ,
maxexptime = 2 ,
minsize = 1.5 ,
maxsize = 1.5 ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_particles_crit.png^[colorize:#bc7a57:127 " ,
} )
end
end
function ARROW_ENTITY . on_step ( self , dtime )
mcl_burning.tick ( self.object , dtime , self )
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-- mcl_burning.tick may remove object immediately
if not self.object : get_pos ( ) then return end
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self._time_in_air = self._time_in_air + .001
local pos = self.object : get_pos ( )
local dpos = table.copy ( pos ) -- digital pos
dpos = vector.round ( dpos )
local node = minetest.get_node ( dpos )
if not self._fuse then
self._fuse = 0
end
if not self._fuserechecktimer then
self._fuserechecktimer = 0
end
self._fuse = self._fuse + dtime
self._fuserechecktimer = self._fuserechecktimer + dtime
if self._fuse > ARROW_TIMEOUT then
self._stuck = true
end
if self._stuck then
if self._fuse > ARROW_TIMEOUT then
local eploded_particle = particle_explosion ( self )
damage_explosion ( self , eploded_particle * 17 )
mcl_burning.extinguish ( self.object )
self.object : remove ( )
return
end
-- Drop arrow as item when it is no longer stuck
-- FIXME: Arrows are a bit slow to react and continue to float in mid air for a few seconds.
if self._fuserechecktimer > STUCK_RECHECK_TIME then
local stuckin_def
if self._stuckin then
stuckin_def = minetest.registered_nodes [ minetest.get_node ( self._stuckin ) . name ]
end
-- TODO: In MC, arrow just falls down without turning into an item
if stuckin_def and stuckin_def.walkable == false then
spawn_item ( self , pos )
return
end
self._fuserechecktimer = 0
end
-- Pickup arrow if player is nearby (not in Creative Mode)
local objects = minetest.get_objects_inside_radius ( pos , 1 )
for _ , obj in ipairs ( objects ) do
if obj : is_player ( ) then
if self._collectable and not minetest.is_creative_enabled ( obj : get_player_name ( ) ) then
if obj : get_inventory ( ) : room_for_item ( " main " , " mcl_bows:rocket " ) then
obj : get_inventory ( ) : add_item ( " main " , " mcl_bows:rocket " )
minetest.sound_play ( " item_drop_pickup " , {
pos = pos ,
max_hear_distance = 16 ,
gain = 1.0 ,
} , true )
end
end
mcl_burning.extinguish ( self.object )
self.object : remove ( )
return
end
end
-- Check for object "collision". Done every tick (hopefully this is not too stressing)
else
if self._in_player == false then
minetest.add_particlespawner ( {
amount = 1 ,
time = .0001 ,
minpos = pos ,
maxpos = pos ,
minvel = vector.new ( - 0.1 , - 0.1 , - 0.1 ) ,
maxvel = vector.new ( 0.1 , 0.1 , 0.1 ) ,
minexptime = 0.5 ,
maxexptime = 0.5 ,
minsize = 2 ,
maxsize = 2 ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_bows_rocket_particle.png " ,
glow = 1 ,
} )
end
-- We just check for any hurtable objects nearby.
-- The radius of 3 is fairly liberal, but anything lower than than will cause
-- arrow to hilariously go through mobs often.
-- TODO: Implement an ACTUAL collision detection (engine support needed).
local objs = minetest.get_objects_inside_radius ( pos , 1.5 )
local closest_object
local closest_distance
if self._deflection_cooloff > 0 then
self._deflection_cooloff = self._deflection_cooloff - dtime
end
-- Iterate through all objects and remember the closest attackable object
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local arrow_dir = self.object : get_velocity ( )
--create a raycast from the arrow based on the velocity of the arrow to deal with lag
local raycast = minetest.raycast ( pos , vector.add ( pos , vector.multiply ( arrow_dir , 0.1 ) ) , true , false )
for hitpoint in raycast do
if hitpoint.type == " object " then
-- find the closest object that is in the way of the arrow
local ok = false
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if hitpoint.ref : is_player ( ) and enable_pvp then
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ok = true
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elseif not hitpoint.ref : is_player ( ) and hitpoint.ref : get_luaentity ( ) then
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if ( hitpoint.ref : get_luaentity ( ) . is_mob or hitpoint.ref : get_luaentity ( ) . _hittable_by_projectile ) then
ok = true
end
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end
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if ok then
local dist = vector.distance ( hitpoint.ref : get_pos ( ) , pos )
if not closest_object or not closest_distance then
closest_object = hitpoint.ref
closest_distance = dist
elseif dist < closest_distance then
closest_object = hitpoint.ref
closest_distance = dist
end
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end
end
end
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-- If an attackable object was found, we will damage the closest one only
if closest_object then
local obj = closest_object
local is_player = obj : is_player ( )
local lua = obj : get_luaentity ( )
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if obj == self._shooter and self._time_in_air > 1.02 or obj ~= self._shooter and ( is_player or ( lua and ( lua.is_mob or lua._hittable_by_projectile ) ) ) then
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if obj : get_hp ( ) > 0 then
-- Check if there is no solid node between arrow and object
local ray = minetest.raycast ( self.object : get_pos ( ) , obj : get_pos ( ) , true )
for pointed_thing in ray do
if pointed_thing.type == " object " and pointed_thing.ref == closest_object then
-- Target reached! We can proceed now.
break
elseif pointed_thing.type == " node " then
local nn = minetest.get_node ( minetest.get_pointed_thing_position ( pointed_thing ) ) . name
local def = minetest.registered_nodes [ nn ]
if ( not def ) or def.walkable then
-- There's a node in the way. Delete arrow without damage
mcl_burning.extinguish ( self.object )
self.object : remove ( )
return
end
end
end
-- Punch target object but avoid hurting enderman.
if not lua or lua.name ~= " mobs_mc:enderman " then
if self._in_player == false then
damage_particles ( self.object : get_pos ( ) , self._is_critical )
end
if mcl_burning.is_burning ( self.object ) then
mcl_burning.set_on_fire ( obj , 5 )
end
if self._in_player == false then
obj : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = self._damage } ,
} , self.object : get_velocity ( ) )
if obj : is_player ( ) then
local eploded_particle = particle_explosion ( self )
damage_explosion ( self , eploded_particle * 17 )
mcl_burning.extinguish ( self.object )
self.object : remove ( )
end
end
end
if is_player then
if self._shooter and self._shooter : is_player ( ) and self._in_player == false then
-- “Ding” sound for hitting another player
minetest.sound_play ( { name = " mcl_bows_hit_player " , gain = 0.1 } , { to_player = self._shooter : get_player_name ( ) } , true )
end
end
if lua then
local entity_name = lua.name
-- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
-- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
-- TODO: This achievement should be given for the kill, not just a hit
if self._shooter and self._shooter : is_player ( ) and vector.distance ( pos , self._startpos ) >= 20 then
if mod_awards and ( entity_name == " mobs_mc:skeleton " or entity_name == " mobs_mc:stray " or entity_name == " mobs_mc:witherskeleton " ) then
awards.unlock ( self._shooter : get_player_name ( ) , " mcl:snipeSkeleton " )
end
end
end
if self._in_player == false then
minetest.sound_play ( { name = " mcl_bows_hit_other " , gain = 0.3 } , { pos = self.object : get_pos ( ) , max_hear_distance = 16 } , true )
end
end
if not obj : is_player ( ) then
mcl_burning.extinguish ( self.object )
if self._piercing == 0 then
local eploded_particle = particle_explosion ( self )
damage_explosion ( self , eploded_particle * 17 )
self.object : remove ( )
end
end
return
end
end
end
-- Check for node collision
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.
-- 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
if math.abs ( vel.y ) < 0.00001 then
if self._lastpos . y < pos.y then
dir = { x = 0 , y = 1 , z = 0 }
else
dir = { x = 0 , y =- 1 , z = 0 }
end
else
dir = minetest.facedir_to_dir ( minetest.dir_to_facedir ( minetest.yaw_to_dir ( self.object : get_yaw ( ) - YAW_OFFSET ) ) )
end
self._stuckin = vector.add ( dpos , dir )
local snode = minetest.get_node ( self._stuckin )
local sdef = minetest.registered_nodes [ snode.name ]
-- If node is non-walkable, unknown or ignore, don't make arrow stuck.
-- 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
local newvel = vector.multiply ( vel , 0.6667 )
self.object : set_velocity ( newvel )
-- Reset deflection cooloff timer to prevent many deflections happening in quick succession
self._deflection_cooloff = 1.0
end
else
-- Node was walkable, make arrow stuck
self._stuck = true
self._fuserechecktimer = 0
self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
self.object : set_acceleration ( { x = 0 , y = 0 , z = 0 } )
minetest.sound_play ( { name = " mcl_bows_hit_other " , gain = 0.3 } , { pos = self.object : get_pos ( ) , max_hear_distance = 16 } , true )
if mcl_burning.is_burning ( self.object ) and snode.name == " mcl_tnt:tnt " then
tnt.ignite ( self._stuckin )
end
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-- Activate target
if mod_target and snode.name == " mcl_target:target_off " then
mcl_target.hit ( self._stuckin , 1 ) --10 redstone ticks
end
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-- Push the button! Push, push, push the button!
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
local bdir = minetest.wallmounted_to_dir ( node.param2 )
-- Check the button orientation
if vector.equals ( vector.add ( dpos , bdir ) , self._stuckin ) then
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
end
if math.abs ( vel.z ) > 0.001 then
vel.z = vel.z * vpenalty
end
self.object : set_velocity ( vel )
end
end
-- Update yaw
if not self._stuck then
local vel = self.object : get_velocity ( )
local yaw = minetest.dir_to_yaw ( vel ) + YAW_OFFSET
local pitch = dir_to_pitch ( vel )
self.object : set_rotation ( { x = 0 , y = yaw , z = pitch } )
end
-- Update internal variable
self._lastpos = { x = pos.x , y = pos.y , z = pos.z }
end
-- Force recheck of stuck arrows when punched.
-- Otherwise, punching has no effect.
function ARROW_ENTITY . on_punch ( self )
if self._stuck then
self._fuserechecktimer = STUCK_RECHECK_TIME
end
end
function ARROW_ENTITY . get_staticdata ( self )
local out = {
lastpos = self._lastpos ,
startpos = self._startpos ,
damage = self._damage ,
is_critical = self._is_critical ,
stuck = self._stuck ,
stuckin = self._stuckin ,
}
if self._stuck then
-- If _fuse is missing for some reason, assume the maximum
if not self._fuse then
self._fuse = ARROW_TIMEOUT
end
out.stuckstarttime = minetest.get_gametime ( ) - self._fuse
end
if self._shooter and self._shooter : is_player ( ) then
out.shootername = self._shooter : get_player_name ( )
end
return minetest.serialize ( out )
end
function ARROW_ENTITY . on_activate ( self , staticdata , dtime_s )
self._time_in_air = 1.0
self._in_player = false
local data = minetest.deserialize ( staticdata )
if data then
self._stuck = data.stuck
if data.stuck then
if data.stuckstarttime then
-- First, check if the stuck arrow is aleady past its life timer.
-- If yes, delete it.
self._fuse = minetest.get_gametime ( ) - data.stuckstarttime
if self._fuse > ARROW_TIMEOUT then
mcl_burning.extinguish ( self.object )
self.object : remove ( )
return
end
end
self._fuse = 2
-- Perform a stuck recheck on the next step.
self._fuserechecktimer = STUCK_RECHECK_TIME
self._stuckin = data.stuckin
end
-- Get the remaining arrow state
self._lastpos = data.lastpos
self._startpos = data.startpos
self._damage = data.damage
self._is_critical = data.is_critical
if data.shootername then
local shooter = minetest.get_player_by_name ( data.shootername )
if shooter and shooter : is_player ( ) then
self._shooter = shooter
end
end
end
self.object : set_armor_groups ( { immortal = 1 } )
end
minetest.register_entity ( " mcl_bows:rocket_entity " , ARROW_ENTITY )
if minetest.get_modpath ( " mcl_core " ) and minetest.get_modpath ( " mcl_mobitems " ) then
minetest.register_craft ( {
output = " mcl_bows:rocket 1 " ,
recipe = {
{ " mcl_core:paper " } ,
{ " mcl_fireworks:rocket_2 " } ,
{ " mcl_bows:arrow " } ,
}
} )
end
if minetest.get_modpath ( " doc_identifier " ) then
doc.sub . identifier.register_object ( " mcl_bows:rocket_entity " , " craftitems " , " mcl_bows:rocket " )
end