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