x_bows/arrow.lua

520 lines
15 KiB
Lua

-- Gets total armor level from 3d armor
local function get_3d_armor_armor(player)
local armor_total = 0
if not player:is_player() or not minetest.get_modpath('3d_armor') or not armor.def[player:get_player_name()] then
return armor_total
end
armor_total = armor.def[player:get_player_name()].level
return armor_total
end
-- Limits number `x` between `min` and `max` values
local function limit(x, min, max)
return math.min(math.max(x, min), max)
end
-- Gets `ObjectRef` collision box
local function get_obj_box(obj)
local box
if obj:is_player() then
box = obj:get_properties().collisionbox or {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5}
else
box = obj:get_luaentity().collisionbox or {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
end
return box
end
-- Poison Arrow Effects
function x_bows.poison_effect(tick, time, time_left, arrow_obj, target_obj, old_damage_texture_modifier, punch_def)
if not arrow_obj or target_obj:get_hp() <= 0 then
return
end
target_obj:set_properties({damage_texture_modifier = '^[colorize:#00FF0050'})
time_left = time_left + tick
if time_left <= time then
minetest.after(tick, x_bows.poison_effect, tick, time, time_left, arrow_obj, target_obj, old_damage_texture_modifier, punch_def)
elseif target_obj:is_player() then
if x_bows.hbhunger then
-- Reset HUD bar color
hb.change_hudbar(target_obj, 'health', nil, nil, 'hudbars_icon_health.png', nil, 'hudbars_bar_health.png')
end
if old_damage_texture_modifier then
target_obj:set_properties({damage_texture_modifier = old_damage_texture_modifier})
end
-- return
else
-- local lua_ent = target_obj:get_luaentity()
-- if not lua_ent then
-- return
-- end
-- lua_ent[arrow_obj.arrow .. '_active'] = false
if old_damage_texture_modifier then
target_obj:set_properties({damage_texture_modifier = old_damage_texture_modifier})
end
-- return
end
local _damage = punch_def.tool_capabilities.damage_groups.fleshy
if target_obj:get_hp() - _damage > 0 then
target_obj:punch(
punch_def.puncher,
punch_def.time_from_last_punch,
punch_def.tool_capabilities
)
local target_obj_pos = target_obj:get_pos()
if target_obj_pos then
x_bows.particle_effect(target_obj_pos, 'arrow_tipped')
end
end
end
-- Main Arrow Entity
minetest.register_entity('x_bows:arrow_entity', {
initial_properties = {
visual = 'wielditem',
visual_size = {x = 0.2, y = 0.2, z = 0.3},
collisionbox = {0, 0, 0, 0, 0, 0},
selectionbox = {0, 0, 0, 0, 0, 0},
physical = false,
textures = {'air'},
hp_max = 0.5
},
on_activate = function(self, staticdata)
if not self or not staticdata or staticdata == '' then
self.object:remove()
return
end
local _staticdata = minetest.deserialize(staticdata)
-- set/reset - do not inherit from previous entity table
self._velocity = {x = 0, y = 0, z = 0}
self._old_pos = nil
self._attached = false
self._attached_to = {
type = '',
pos = nil
}
self._has_particles = false
self._lifetimer = 60
self._nodechecktimer = 0.5
self._is_drowning = false
self._in_liquid = false
self._poison_arrow = false
self._shot_from_pos = self.object:get_pos()
self.arrow = _staticdata.arrow
self.user = minetest.get_player_by_name(_staticdata.user_name)
self._tflp = _staticdata._tflp
self._tool_capabilities = _staticdata._tool_capabilities
self._is_critical_hit = _staticdata.is_critical_hit
if self.arrow == 'x_bows:arrow_diamond_tipped_poison' then
self._poison_arrow = true
end
self.object:set_properties({
textures = {'x_bows:arrow_node'},
infotext = self.arrow
})
end,
on_death = function(self, killer)
if not self._old_pos then
self.object:remove()
return
end
minetest.item_drop(ItemStack(self.arrow), nil, vector.round(self._old_pos))
end,
on_step = function(self, dtime)
local pos = self.object:get_pos()
self._old_pos = self._old_pos or pos
local ray = minetest.raycast(self._old_pos, pos, true, true)
local pointed_thing = ray:next()
self._lifetimer = self._lifetimer - dtime
self._nodechecktimer = self._nodechecktimer - dtime
-- adjust pitch when flying
if not self._attached then
local velocity = self.object:get_velocity()
local v_rotation = self.object:get_rotation()
local pitch = math.atan2(velocity.y, math.sqrt(velocity.x^2 + velocity.z^2))
self.object:set_rotation({
x = pitch,
y = v_rotation.y,
z = v_rotation.z
})
end
-- remove attached arrows after lifetime
if self._lifetimer <= 0 then
self.object:remove()
return
end
-- add particles only when not attached
if not self._attached and not self._in_liquid then
self._has_particles = true
if self._tflp >= self._tool_capabilities.full_punch_interval then
if self._is_critical_hit then
x_bows.particle_effect(self._old_pos, 'arrow_crit')
else
x_bows.particle_effect(self._old_pos, 'arrow')
end
end
end
-- remove attached arrows after object dies
if not self.object:get_attach() and self._attached_to.type == 'object' then
self.object:remove()
return
end
-- arrow falls down when not attached to node any more
if self._attached_to.type == 'node' and self._attached and self._nodechecktimer <= 0 then
local node = minetest.get_node(self._attached_to.pos)
self._nodechecktimer = 0.5
if not node then
return
end
if node.name == 'air' then
self.object:set_velocity({x = 0, y = -3, z = 0})
self.object:set_acceleration({x = 0, y = -3, z = 0})
-- reset values
self._attached = false
self._attached_to.type = ''
self._attached_to.pos = nil
self.object:set_properties({collisionbox = {0, 0, 0, 0, 0, 0}})
return
end
end
while pointed_thing do
local ip_pos = pointed_thing.intersection_point
local in_pos = pointed_thing.intersection_normal
self.pointed_thing = pointed_thing
if pointed_thing.type == 'object'
and pointed_thing.ref ~= self.object
and pointed_thing.ref:get_hp() > 0
and ((pointed_thing.ref:is_player() and pointed_thing.ref:get_player_name() ~= self.user:get_player_name()) or (pointed_thing.ref:get_luaentity() and pointed_thing.ref:get_luaentity().physical and pointed_thing.ref:get_luaentity().name ~= '__builtin:item'))
and self.object:get_attach() == nil
then
if pointed_thing.ref:is_player() then
minetest.sound_play('x_bows_arrow_successful_hit', {
to_player = self.user:get_player_name(),
gain = 0.3
})
else
minetest.sound_play('x_bows_arrow_hit', {
to_player = self.user:get_player_name(),
gain = 0.6
})
end
-- store these here before punching in case pointed_thing.ref dies
local collisionbox = get_obj_box(pointed_thing.ref)
local xmin = collisionbox[1] * 100
local ymin = collisionbox[2] * 100
local zmin = collisionbox[3] * 100
local xmax = collisionbox[4] * 100
local ymax = collisionbox[5] * 100
local zmax = collisionbox[6] * 100
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
-- calculate damage
local target_armor_groups = pointed_thing.ref:get_armor_groups()
local _damage = 0
for group, base_damage in pairs(self._tool_capabilities.damage_groups) do
_damage = _damage
+ base_damage
* limit(self._tflp / self._tool_capabilities.full_punch_interval, 0.0, 1.0)
* ((target_armor_groups[group] or 0) + get_3d_armor_armor(pointed_thing.ref)) / 100.0
end
-- crits
if self._is_critical_hit then
_damage = _damage * 2
end
-- knockback
local dir = vector.normalize(vector.subtract(self._shot_from_pos, ip_pos))
local distance = vector.distance(self._shot_from_pos, ip_pos)
local knockback = minetest.calculate_knockback(
pointed_thing.ref,
self.object,
self._tflp,
{
full_punch_interval = self._tool_capabilities.full_punch_interval,
damage_groups = {fleshy = _damage},
},
dir,
distance,
_damage
)
pointed_thing.ref:add_velocity({
x = dir.x * knockback * -1,
y = 7,
z = dir.z * knockback * -1
})
pointed_thing.ref:punch(
self.object,
self._tflp,
{
full_punch_interval = self._tool_capabilities.full_punch_interval,
damage_groups = {fleshy = _damage, knockback = knockback}
},
{
x = dir.x * -1,
y = 7,
z = dir.z * -1
}
)
-- already dead (entity)
if not pointed_thing.ref:get_luaentity() and not pointed_thing.ref:is_player() then
self.object:remove()
return
end
-- already dead (player)
if pointed_thing.ref:get_hp() <= 0 then
if x_bows.hbhunger then
-- Reset HUD bar color
hb.change_hudbar(pointed_thing.ref, 'health', nil, nil, 'hudbars_icon_health.png', nil, 'hudbars_bar_health.png')
end
self.object:remove()
return
end
-- attach arrow prepare
local rotation = {x = 0, y = 0, z = 0}
local position = {x = 0, y = 0, z = 0}
if in_pos.x == 1 then
-- x = 0
-- y = -90
-- z = 0
rotation.x = math.random(-10, 10)
rotation.y = math.random(-100, -80)
rotation.z = math.random(-10, 10)
position.x = xmax / 10
position.y = math.random(ymin, ymax) / 10
position.z = math.random(zmin, zmax) / 10
elseif in_pos.x == -1 then
-- x = 0
-- y = 90
-- z = 0
rotation.x = math.random(-10, 10)
rotation.y = math.random(80, 100)
rotation.z = math.random(-10, 10)
position.x = xmin / 10
position.y = math.random(ymin, ymax) / 10
position.z = math.random(zmin, zmax) / 10
elseif in_pos.y == 1 then
-- x = -90
-- y = 0
-- z = -180
rotation.x = math.random(-100, -80)
rotation.y = math.random(-10, 10)
rotation.z = math.random(-190, -170)
position.x = math.random(xmin, xmax) / 10
position.y = ymax / 10
position.z = math.random(zmin, zmax) / 10
elseif in_pos.y == -1 then
-- x = 90
-- y = 0
-- z = 180
rotation.x = math.random(80, 100)
rotation.y = math.random(-10, 10)
rotation.z = math.random(170, 190)
position.x = math.random(xmin, xmax) / 10
position.y = ymin / 10
position.z = math.random(zmin, zmax) / 10
elseif in_pos.z == 1 then
-- x = 180
-- y = 0
-- z = 180
rotation.x = math.random(170, 190)
rotation.y = math.random(-10, 10)
rotation.z = math.random(170, 190)
position.x = math.random(xmin, xmax) / 10
position.y = math.random(ymin, ymax) / 10
position.z = zmax / 10
elseif in_pos.z == -1 then
-- x = -180
-- y = 180
-- z = -180
rotation.x = math.random(-190, -170)
rotation.y = math.random(170, 190)
rotation.z = math.random(-190, -170)
position.x = math.random(xmin, xmax) / 10
position.y = math.random(ymin, ymax) / 10
position.z = zmin / 10
end
-- poison arrow
if self._poison_arrow then
local old_damage_texture_modifier = pointed_thing.ref:get_properties().damage_texture_modifier
local punch_def = {}
punch_def.puncher = self.object
punch_def.time_from_last_punch = self._tflp
punch_def.tool_capabilities = {
full_punch_interval = self._tool_capabilities.full_punch_interval,
damage_groups = {fleshy = _damage, knockback = knockback}
}
if pointed_thing.ref:is_player() then
-- @TODO missing `active` posion arrow check for player (see lua_ent below)
if x_bows.hbhunger then
-- Set poison bar
hb.change_hudbar(pointed_thing.ref, 'health', nil, nil, 'hbhunger_icon_health_poison.png', nil, 'hbhunger_bar_health_poison.png')
end
x_bows.poison_effect(1, 5, 0, self, pointed_thing.ref, old_damage_texture_modifier, punch_def)
else
local lua_ent = pointed_thing.ref:get_luaentity()
-- if not lua_ent[self.arrow .. '_active'] or lua_ent[self.arrow .. '_active'] == 'false' then
-- lua_ent[self.arrow .. '_active'] = true
x_bows.poison_effect(1, 5, 0, self, pointed_thing.ref, old_damage_texture_modifier, punch_def)
-- end
end
end
if not x_bows.settings.x_bows_attach_arrows_to_entities and not pointed_thing.ref:is_player() then
self.object:remove()
return
end
-- attach arrow
self.object:set_attach(
pointed_thing.ref,
'',
position,
rotation,
true
)
self._attached = true
self._attached_to.type = pointed_thing.type
self._attached_to.pos = position
local children = pointed_thing.ref:get_children()
-- remove last arrow when too many already attached
if #children >= 5 then
children[1]:remove()
end
return
elseif pointed_thing.type == 'node' and not self._attached then
local node = minetest.get_node(pointed_thing.under)
local node_def = minetest.registered_nodes[node.name]
if not node_def then
return
end
self._velocity = self.object:get_velocity()
if node_def.drawtype == 'liquid' and not self._is_drowning then
self._is_drowning = true
self._in_liquid = true
local drag = 1 / (node_def.liquid_viscosity * 6)
self.object:set_velocity(vector.multiply(self._velocity, drag))
self.object:set_acceleration({x = 0, y = -1.0, z = 0})
x_bows.particle_effect(self._old_pos, 'bubble')
elseif self._is_drowning then
self._is_drowning = false
if self._velocity then
self.object:set_velocity(self._velocity)
end
self.object:set_acceleration({x = 0, y = -9.81, z = 0})
end
if x_bows.mesecons and node.name == 'x_bows:target' then
local distance = vector.distance(pointed_thing.under, ip_pos)
distance = math.floor(distance * 100) / 100
-- only close to the center of the target will trigger signal
if distance < 0.54 then
mesecon.receptor_on(pointed_thing.under)
minetest.get_node_timer(pointed_thing.under):start(2)
end
end
if node_def.walkable then
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
self.object:set_pos(ip_pos)
self.object:set_rotation(self.object:get_rotation())
self._attached = true
self._attached_to.type = pointed_thing.type
self._attached_to.pos = pointed_thing.under
self.object:set_properties({collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2}})
-- remove last arrow when too many already attached
local children = {}
for k, object in ipairs(minetest.get_objects_inside_radius(pointed_thing.under, 1)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == 'x_bows:arrow_entity' then
table.insert(children ,object)
end
end
if #children >= 5 then
children[#children]:remove()
end
minetest.sound_play('x_bows_arrow_hit', {
pos = pointed_thing.under,
gain = 0.6,
max_hear_distance = 16
})
return
end
end
pointed_thing = ray:next()
end
self._old_pos = pos
end,
})