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improve throwing mod, arrows don't touch sign:text entity
arrows more accurate shooting
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@ -41,22 +41,26 @@ local THROWING_ARROW_ENTITY={
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THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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local newpos = self.object:getpos()
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if self.lastpos.x~=nil then
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if self.lastpos.x ~= nil then
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for _, pos in pairs(throwing_get_trajectoire(self, newpos)) do
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local node = minetest.get_node(pos)
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
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for k, obj in pairs(objs) do
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local objpos = obj:getpos()
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if throwing_is_player(self.player, obj) or throwing_is_entity(obj) then
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local damage = 4
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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if math.random(0,100) % 2 == 0 then -- 50% of chance to drop //MFF (Mg|07/27/15)
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minetest.add_item(pos, 'default:stick')
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if (pos.x - objpos.x < 0.5 and pos.x - objpos.x > -0.5) and (pos.z - objpos.z < 0.5 and pos.z - objpos.z > -0.5) then
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local damage = 4
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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if math.random(0,100) % 2 == 0 then -- 50% of chance to drop //MFF (Mg|07/27/15)
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minetest.add_item(pos, 'default:stick')
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end
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self.object:remove()
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return
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end
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self.object:remove()
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return
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end
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end
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@ -67,19 +71,20 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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self.object:remove()
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return
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end
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if math.floor(self.lastpos.x+0.5) ~= math.floor(pos.x+0.5) or math.floor(self.lastpos.y+0.5) ~= math.floor(pos.y+0.5) or math.floor(self.lastpos.z+0.5) ~= math.floor(pos.z+0.5) then
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if minetest.get_node(self.lastpos).name == "throwing:light" then
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minetest.remove_node(self.lastpos)
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end
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if minetest.get_node(pos).name == "air" then
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minetest.set_node(pos, {name="throwing:light"})
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end
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if minetest.get_node(pos).name == "air" then
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minetest.set_node(pos, {name="throwing:light"})
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end
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if minetest.get_node(self.lastpos).name == "throwing:light" then
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minetest.remove_node(self.lastpos)
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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end
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self.lastpos={x=newpos.x, y=newpos.y, z=newpos.z}
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end
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minetest.register_entity("throwing:arrow_fire_entity", THROWING_ARROW_ENTITY)
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minetest.register_node("throwing:light", {
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@ -24,7 +24,8 @@ function throwing_is_entity(obj)
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return (obj:get_luaentity() ~= nil
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and not string.find(obj:get_luaentity().name, "throwing:arrow_")
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and obj:get_luaentity().name ~= "__builtin:item"
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and obj:get_luaentity().name ~= "gauges:hp_bar")
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and obj:get_luaentity().name ~= "gauges:hp_bar"
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and obj:get_luaentity().name ~= "signs:text")
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end
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function throwing_get_trajectoire(self, newpos)
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if self.lastpos.x == nil then
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@ -48,20 +48,23 @@ function throwing_register_arrow_standard (kind, desc, eq, toughness, craft)
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local node = minetest.get_node(pos)
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 2)
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for k, obj in pairs(objs) do
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local objpos = obj:getpos()
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if throwing_is_player(self.player, obj) or throwing_is_entity(obj) then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=eq},
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}, nil)
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if math.random() < toughness then
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if math.random(0,100) % 2 == 0 then
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minetest.add_item(self.lastpos, 'throwing:arrow_' .. kind)
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if (pos.x - objpos.x < 0.5 and pos.x - objpos.x > -0.5) and (pos.z - objpos.z < 0.5 and pos.z - objpos.z > -0.5) then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=eq},
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}, nil)
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if math.random() < toughness then
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if math.random(0,100) % 2 == 0 then
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minetest.add_item(self.lastpos, 'throwing:arrow_' .. kind)
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end
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else
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minetest.add_item(self.lastpos, 'default:stick')
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end
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else
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minetest.add_item(self.lastpos, 'default:stick')
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self.object:remove()
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return
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end
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self.object:remove()
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return
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end
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end
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if node.name ~= "air" and not string.find(node.name, 'water_') and not string.find(node.name, 'default:grass') and not string.find(node.name, 'default:junglegrass') and not string.find(node.name, 'flowers:') and not string.find(node.name, 'farming:') then
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