Stop arrows when striking other entities

This commit is contained in:
stujones11 2015-03-14 19:51:10 +00:00
parent f76d746b75
commit b4d90f4784

View file

@ -25,34 +25,6 @@ local function get_target_pos(p1, p2, dir, offset)
return vector.add(p1, td)
end
local function punch_object(puncher, object)
if puncher and shooter:is_valid_object(object) then
if puncher ~= object then
local dir = puncher:get_look_dir()
local p1 = puncher:getpos()
local p2 = object:getpos()
local tpos = get_target_pos(p1, p2, dir, 0)
shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
end
end
end
local function stop_arrow(object, pos, stuck)
local acceleration = {x=0, y=-10, z=0}
if stuck == true then
pos = pos or object:getpos()
acceleration = {x=0, y=0, z=0}
object:moveto(pos)
end
object:set_properties({
physical = true,
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
})
object:setvelocity({x=0, y=0, z=0})
object:setacceleration(acceleration)
end
-- name is the overlay texture name, colour is used to select the wool texture
local function get_texture(name, colour)
return "shooter_"..name..".png^wool_"..colour..".png^shooter_"..name..".png^[makealpha:255,126,126"
@ -73,6 +45,36 @@ minetest.register_entity("shooter:arrow_entity", {
state = "init",
node_pos = nil,
collisionbox = {0,0,0, 0,0,0},
stop = function(self, pos)
local acceleration = {x=0, y=-10, z=0}
if self.state == "stuck" then
pos = pos or self.object:getpos()
acceleration = {x=0, y=0, z=0}
end
if pos then
self.object:moveto(pos)
end
self.object:set_properties({
physical = true,
collisionbox = {-1/8,-1/8,-1/8, 1/8,1/8,1/8},
})
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration(acceleration)
end,
strike = function(self, object)
local puncher = self.player
if puncher and shooter:is_valid_object(object) then
if puncher ~= object then
local dir = puncher:get_look_dir()
local p1 = puncher:getpos()
local p2 = object:getpos()
local tpos = get_target_pos(p1, p2, dir, 0)
shooter:spawn_particles(tpos, SHOOTER_EXPLOSION_TEXTURE)
object:punch(puncher, nil, SHOOTER_ARROW_TOOL_CAPS, dir)
end
end
self:stop(object:getpos())
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
if staticdata == "expired" then
@ -111,7 +113,7 @@ minetest.register_entity("shooter:arrow_entity", {
if item then
if not item.walkable then
self.state = "dropped"
stop_arrow(self.object)
self:stop()
return
end
end
@ -144,7 +146,7 @@ minetest.register_entity("shooter:arrow_entity", {
local plane = {pos=opos, normal={x=-1, y=0, z=-1}}
local ipos = shooter:get_intersect_pos(ray, plane, collisionbox)
if ipos then
punch_object(self.player, obj)
self:strike(obj)
end
end
end
@ -155,7 +157,7 @@ minetest.register_entity("shooter:arrow_entity", {
local tpos = get_target_pos(pos, npos, dir, 0.66)
self.node_pos = npos
self.state = "stuck"
stop_arrow(self.object, tpos, true)
self:stop(tpos)
shooter:play_node_sound(node, npos)
end
self.timer = 0
@ -192,6 +194,8 @@ for _, color in pairs(dye_basecolors) do
ent = obj:get_luaentity()
end
if ent then
ent.player = ent.player or user
ent.state = "flight"
ent.color = color
obj:set_properties({
textures = {get_texture("arrow_uv", color)}
@ -209,22 +213,21 @@ for _, color in pairs(dye_basecolors) do
pointed_thing.type = "node"
end
if pointed_thing.type == "object" then
punch_object(user, pointed_thing.ref)
ent:strike(pointed_thing.ref)
return itemstack
elseif pointed_thing.type == "node" then
local node = minetest.get_node(ppos)
local tpos = get_target_pos(pos, ppos, dir, 0.66)
minetest.after(0.2, function(object, pos, npos)
ent.node_pos = npos
ent.state = "stuck"
stop_arrow(object, pos, true)
ent:stop(pos)
shooter:play_node_sound(node, npos)
end, obj, tpos, ppos)
return itemstack
end
end
obj:setacceleration({x=dir.x * -3, y=-5, z=dir.z * -3})
ent.player = ent.player or user
ent.state = "flight"
end
end
return itemstack