Replace getpos() with get_pos()
[MineClone/MineClone2.git] / mods / ITEMS / mcl_bows / arrow.lua
blob52a857a0e8b43712b3731abd93ad191c9c35878a
1 -- Time in seconds after which a stuck arrow is deleted
2 local ARROW_TIMEOUT = 60
3 -- Time after which stuck arrow is rechecked for being stuck
4 local STUCK_RECHECK_TIME = 5
6 local GRAVITY = 9.81
8 local YAW_OFFSET = -math.pi/2
10 local mod_mcl_hunger = minetest.get_modpath("mcl_hunger")
11 local mod_awards = minetest.get_modpath("awards") and minetest.get_modpath("mcl_achievements")
12 local mod_button = minetest.get_modpath("mesecons_button")
14 minetest.register_craftitem("mcl_bows:arrow", {
15 description = "Arrow",
16 _doc_items_longdesc = [[Arrows are ammunition for bows and dispensers.
17 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.
18 Arrows might get stuck on solid blocks and can be retrieved again. They are also capable of pushing wooden buttons.]],
19 _doc_items_usagehelp = "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.",
20 inventory_image = "mcl_bows_arrow_inv.png",
21 groups = { ammo=1, ammo_bow=1 },
22 _on_dispense = function(itemstack, dispenserpos, droppos, dropnode, dropdir)
23 -- Shoot arrow
24 local shootpos = vector.add(dispenserpos, vector.multiply(dropdir, 0.51))
25 local yaw = math.atan2(dropdir.z, dropdir.x) + YAW_OFFSET
26 mcl_bows.shoot_arrow(itemstack:get_name(), shootpos, dropdir, yaw, nil, 19, 3)
27 end,
30 -- This is a fake node, used as model for the arrow entity.
31 -- It's not supposed to be usable as item or real node.
32 -- TODO: Use a proper mesh for the arrow entity
33 minetest.register_node("mcl_bows:arrow_box", {
34 drawtype = "nodebox",
35 is_ground_content = false,
36 node_box = {
37 type = "fixed",
38 fixed = {
39 -- Shaft
40 {-6.5/17, -1.5/17, -1.5/17, -4.5/17, 1.5/17, 1.5/17},
41 {-4.5/17, -0.5/17, -0.5/17, 5.5/17, 0.5/17, 0.5/17},
42 {5.5/17, -1.5/17, -1.5/17, 6.5/17, 1.5/17, 1.5/17},
43 -- Tip
44 {-4.5/17, 2.5/17, 2.5/17, -3.5/17, -2.5/17, -2.5/17},
45 {-8.5/17, 0.5/17, 0.5/17, -6.5/17, -0.5/17, -0.5/17},
46 -- Fletching
47 {6.5/17, 1.5/17, 1.5/17, 7.5/17, 2.5/17, 2.5/17},
48 {7.5/17, -2.5/17, 2.5/17, 6.5/17, -1.5/17, 1.5/17},
49 {7.5/17, 2.5/17, -2.5/17, 6.5/17, 1.5/17, -1.5/17},
50 {6.5/17, -1.5/17, -1.5/17, 7.5/17, -2.5/17, -2.5/17},
52 {7.5/17, 2.5/17, 2.5/17, 8.5/17, 3.5/17, 3.5/17},
53 {8.5/17, -3.5/17, 3.5/17, 7.5/17, -2.5/17, 2.5/17},
54 {8.5/17, 3.5/17, -3.5/17, 7.5/17, 2.5/17, -2.5/17},
55 {7.5/17, -2.5/17, -2.5/17, 8.5/17, -3.5/17, -3.5/17},
58 tiles = {"mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow.png^[transformFX", "mcl_bows_arrow_back.png", "mcl_bows_arrow_front.png", "mcl_bows_arrow.png", "mcl_bows_arrow.png^[transformFX"},
59 paramtype = "light",
60 paramtype2 = "facedir",
61 sunlight_propagates = true,
62 groups = {not_in_creative_inventory=1, dig_immediate=3},
65 local ARROW_ENTITY={
66 physical = true,
67 visual = "wielditem",
68 visual_size = {x=0.4, y=0.4},
69 textures = {"mcl_bows:arrow_box"},
70 collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
71 collide_with_objects = false,
73 _lastpos={},
74 _startpos=nil,
75 _damage=1, -- Damage on impact
76 _stuck=false, -- Whether arrow is stuck
77 _stucktimer=nil,-- Amount of time (in seconds) the arrow has been stuck so far
78 _stuckrechecktimer=nil,-- An additional timer for periodically re-checking the stuck status of an arrow
79 _stuckin=nil, --Position of node in which arow is stuck.
80 _shooter=nil, -- ObjectRef of player or mob who shot it
82 _viscosity=0, -- Viscosity of node the arrow is currently in
83 _deflection_cooloff=0, -- Cooloff timer after an arrow deflection, to prevent many deflections in quick succession
86 -- Destroy arrow entity self at pos and drops it as an item
87 local spawn_item = function(self, pos)
88 if not minetest.settings:get_bool("creative_mode") then
89 local item = minetest.add_item(pos, "mcl_bows:arrow")
90 item:set_velocity({x=0, y=0, z=0})
91 item:set_yaw(self.object:get_yaw())
92 end
93 self.object:remove()
94 end
96 ARROW_ENTITY.on_step = function(self, dtime)
97 local pos = self.object:get_pos()
98 local dpos = table.copy(pos) -- digital pos
99 dpos = vector.round(dpos)
100 local node = minetest.get_node(dpos)
102 if self._stuck then
103 self._stucktimer = self._stucktimer + dtime
104 self._stuckrechecktimer = self._stuckrechecktimer + dtime
105 if self._stucktimer > ARROW_TIMEOUT then
106 self.object:remove()
107 return
109 -- Drop arrow as item when it is no longer stuck
110 -- FIXME: Arrows are a bit slot to react and continue to float in mid air for a few seconds.
111 if self._stuckrechecktimer > STUCK_RECHECK_TIME then
112 local stuckin_def
113 if self._stuckin then
114 stuckin_def = minetest.registered_nodes[minetest.get_node(self._stuckin).name]
116 -- TODO: In MC, arrow just falls down without turning into an item
117 if stuckin_def and stuckin_def.walkable == false then
118 spawn_item(self, pos)
119 return
121 self._stuckrechecktimer = 0
123 -- Pickup arrow if player is nearby (not in Creative Mode)
124 local objects = minetest.get_objects_inside_radius(pos, 1)
125 for _,obj in ipairs(objects) do
126 if obj:is_player() then
127 if not minetest.settings:get_bool("creative_mode") then
128 if obj:get_inventory():room_for_item("main", "mcl_bows:arrow") then
129 obj:get_inventory():add_item("main", "mcl_bows:arrow")
130 minetest.sound_play("item_drop_pickup", {
131 pos = pos,
132 max_hear_distance = 16,
133 gain = 1.0,
137 self.object:remove()
138 return
142 -- Check for object "collision". Done every tick (hopefully this is not too stressing)
143 else
144 -- We just check for any hurtable objects nearby.
145 -- The radius of 3 is fairly liberal, but anything lower than than will cause
146 -- arrow to hilariously go through mobs often.
147 -- TODO: Implement an ACTUAL collision detection (engine support needed).
148 local objs = minetest.get_objects_inside_radius(pos, 3)
149 local closest_object
150 local closest_distance
152 if self._deflection_cooloff > 0 then
153 self._deflection_cooloff = self._deflection_cooloff - dtime
156 -- Iterate through all objects and remember the closest attackable object
157 for k, obj in pairs(objs) do
158 local ok = false
159 -- Arrows can only damage players and mobs
160 if obj ~= self._shooter and obj:is_player() then
161 ok = true
162 elseif obj:get_luaentity() ~= nil then
163 if obj ~= self._shooter and obj:get_luaentity()._cmi_is_mob then
164 ok = true
168 if ok then
169 local dist = vector.distance(pos, obj:get_pos())
170 if not closest_object or not closest_distance then
171 closest_object = obj
172 closest_distance = dist
173 elseif dist < closest_distance then
174 closest_object = obj
175 closest_distance = dist
180 -- If an attackable object was found, we will damage the closest one only
181 if closest_object ~= nil then
182 local obj = closest_object
183 local is_player = obj:is_player()
184 local lua = obj:get_luaentity()
185 if obj ~= self._shooter and (is_player or (lua and lua._cmi_is_mob)) then
186 obj:punch(self.object, 1.0, {
187 full_punch_interval=1.0,
188 damage_groups={fleshy=self._damage},
189 }, nil)
191 if is_player then
192 if self._shooter and self._shooter:is_player() then
193 -- “Ding” sound for hitting another player
194 minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter})
196 if mod_mcl_hunger then
197 mcl_hunger.exhaust(obj:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
201 if lua then
202 local entity_name = lua.name
203 -- Achievement for hitting skeleton, wither skeleton or stray (TODO) with an arrow at least 50 meters away
204 -- NOTE: Range has been reduced because mobs unload much earlier than that ... >_>
205 -- TODO: This achievement should be given for the kill, not just a hit
206 if self._shooter and self._shooter:is_player() and vector.distance(pos, self._startpos) >= 20 then
207 if mod_awards and (entity_name == "mobs_mc:skeleton" or entity_name == "mobs_mc:stray" or entity_name == "mobs_mc:witherskeleton") then
208 awards.unlock(self._shooter:get_player_name(), "mcl:snipeSkeleton")
212 self.object:remove()
213 return
218 -- Check for node collision
219 if self._lastpos.x~=nil and not self._stuck then
220 local def = minetest.registered_nodes[node.name]
221 local vel = self.object:get_velocity()
222 -- Arrow has stopped in one axis, so it probably hit something.
223 -- This detection is a bit clunky, but sadly, MT does not offer a direct collision detection for us. :-(
224 if (math.abs(vel.x) < 0.0001) or (math.abs(vel.z) < 0.0001) or (math.abs(vel.y) < 0.00001) then
225 -- Check for the node to which the arrow is pointing
226 local dir
227 if math.abs(vel.y) < 0.00001 then
228 if self._lastpos.y < pos.y then
229 dir = {x=0, y=1, z=0}
230 else
231 dir = {x=0, y=-1, z=0}
233 else
234 dir = minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(self.object:get_yaw()-YAW_OFFSET)))
236 self._stuckin = vector.add(dpos, dir)
237 local snode = minetest.get_node(self._stuckin)
238 local sdef = minetest.registered_nodes[snode.name]
240 -- If node is non-walkable, unknown or ignore, don't make arrow stuck.
241 -- This causes a deflection in the engine.
242 if not sdef or sdef.walkable == false or snode.name == "ignore" then
243 self._stuckin = nil
244 if self._deflection_cooloff <= 0 then
245 -- Lose 1/3 of velocity on deflection
246 local newvel = vector.multiply(vel, 0.6667)
248 self.object:set_velocity(newvel)
249 -- Reset deflection cooloff timer to prevent many deflections happening in quick succession
250 self._deflection_cooloff = 1.0
252 else
254 -- Node was walkable, make arrow stuck
255 self._stuck = true
256 self._stucktimer = 0
257 self._stuckrechecktimer = 0
259 self.object:set_velocity({x=0, y=0, z=0})
260 self.object:set_acceleration({x=0, y=0, z=0})
262 -- Push the button! Push, push, push the button!
263 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
264 local bdir = minetest.wallmounted_to_dir(node.param2)
265 -- Check the button orientation
266 if vector.equals(vector.add(dpos, bdir), self._stuckin) then
267 mesecon.push_button(dpos, node)
271 elseif (def and def.liquidtype ~= "none") then
272 -- Slow down arrow in liquids
273 local v = def.liquid_viscosity
274 if not v then
275 v = 0
277 local old_v = self._viscosity
278 self._viscosity = v
279 local vpenalty = math.max(0.1, 0.98 - 0.1 * v)
280 if math.abs(vel.x) > 0.001 then
281 vel.x = vel.x * vpenalty
283 if math.abs(vel.z) > 0.001 then
284 vel.z = vel.z * vpenalty
286 self.object:set_velocity(vel)
290 -- Update yaw
291 if not self._stuck then
292 local vel = self.object:get_velocity()
293 self.object:set_yaw(minetest.dir_to_yaw(vel)+YAW_OFFSET)
296 -- Update internal variable
297 self._lastpos={x=pos.x, y=pos.y, z=pos.z}
300 -- Force recheck of stuck arrows when punched.
301 -- Otherwise, punching has no effect.
302 ARROW_ENTITY.on_punch = function(self)
303 if self._stuck then
304 self._stuckrechecktimer = STUCK_RECHECK_TIME
308 ARROW_ENTITY.get_staticdata = function(self)
309 local out = {
310 lastpos = self._lastpos,
311 startpos = self._startpos,
312 damage = self._damage,
313 stuck = self._stuck,
314 stuckin = self._stuckin,
316 if self._stuck then
317 -- If _stucktimer is missing for some reason, assume the maximum
318 if not self._stucktimer then
319 self._stucktimer = ARROW_TIMEOUT
321 out.stuckstarttime = minetest.get_gametime() - self._stucktimer
323 if self._shooter and self._shooter:is_player() then
324 out.shootername = self._shooter:get_player_name()
326 return minetest.serialize(out)
329 ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
330 local data = minetest.deserialize(staticdata)
331 if data then
332 self._stuck = data.stuck
333 if data.stuck then
334 if data.stuckstarttime then
335 -- First, check if the stuck arrow is aleady past its life timer.
336 -- If yes, delete it.
337 self._stucktimer = minetest.get_gametime() - data.stuckstarttime
338 if self._stucktimer > ARROW_TIMEOUT then
339 self.object:remove()
340 return
344 -- Perform a stuck recheck on the next step.
345 self._stuckrechecktimer = STUCK_RECHECK_TIME
347 self._stuckin = data.stuckin
350 -- Get the remaining arrow state
351 self._lastpos = data.lastpos
352 self._startpos = data.startpos
353 self._damage = data.damage
354 if data.shootername then
355 local shooter = minetest.get_player_by_name(data.shootername)
356 if shooter and shooter:is_player() then
357 self._shooter = shooter
361 self.object:set_armor_groups({ immortal = 1 })
364 minetest.register_entity("mcl_bows:arrow_entity", ARROW_ENTITY)
366 if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then
367 minetest.register_craft({
368 output = 'mcl_bows:arrow 4',
369 recipe = {
370 {'mcl_core:flint'},
371 {'mcl_core:stick'},
372 {'mcl_mobitems:feather'}
377 if minetest.get_modpath("doc_identifier") ~= nil then
378 doc.sub.identifier.register_object("mcl_bows:arrow_entity", "craftitems", "mcl_bows:arrow")