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Integrate falling nodes damage

This commit is contained in:
Lizzy Fleckenstein 2021-04-19 09:49:29 +02:00
parent c9b4ddb923
commit 69485f8505
1 changed files with 27 additions and 75 deletions

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@ -2,8 +2,6 @@ local S = minetest.get_translator("mcl_falling_nodes")
local dmes = minetest.get_modpath("mcl_death_messages") ~= nil local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
local has_mcl_armor = minetest.get_modpath("mcl_armor") local has_mcl_armor = minetest.get_modpath("mcl_armor")
local is_creative_enabled = minetest.is_creative_enabled
local get_falling_depth = function(self) local get_falling_depth = function(self)
if not self._startpos then if not self._startpos then
-- Fallback -- Fallback
@ -23,80 +21,34 @@ local deal_falling_damage = function(self, dtime)
-- Fallback -- Fallback
self._startpos = pos self._startpos = pos
end end
local objs = minetest.get_objects_inside_radius(pos, 1) self._hit = self._hit or {}
for _,v in ipairs(objs) do for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if v:is_player() then if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
local hp = v:get_hp() self._hit[obj] = true
local name = v:get_player_name() local way = self._startpos.y - pos.y
if hp ~= 0 then local damage = (way - 1) * 2
if not self._hit_players then damage = math.min(40, math.max(0, damage))
self._hit_players = {} if damage >= 1 then
end -- Reduce damage if wearing a helmet
local hit = false local inv = mcl_util.get_inventory(obj)
for _,v in ipairs(self._hit_players) do if inv then
if name == v then local helmet = inv:get_stack("armor", 2)
hit = true if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then
damage = damage / 4 * 3
mcl_util.use_item_durability(helmet, 1)
inv:set_stack("armor", 2, helmet)
end end
end end
if not hit then local deathmsg, dmg_type
table.insert(self._hit_players, name) if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
local way = self._startpos.y - pos.y deathmsg, dmg_type = "@1 was smashed by a falling anvil.", "anvil"
local damage = (way - 1) * 2 else
damage = math.min(40, math.max(0, damage)) deathmsg, dmg_type = "@1 was smashed by a falling block.", "falling_node"
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
-- Reduce damage if wearing a helmet
local inv = v:get_inventory()
local helmet = inv:get_stack("armor", 2)
if has_mcl_armor and not helmet:is_empty() then
hp = hp/4*3
if not is_creative_enabled(name) then
helmet:add_wear(65535/helmet:get_definition().groups.mcl_armor_uses) --TODO: be sure damage is exactly like mc (informations are missing in the mc wiki)
inv:set_stack("armor", 2, helmet)
end
end
local msg
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
msg = S("@1 was smashed by a falling anvil.", v:get_player_name())
else
msg = S("@1 was smashed by a falling block.", v:get_player_name())
end
if dmes then
mcl_death_messages.player_damage(v, msg)
end
v:set_hp(hp, { type = "punch", from = "mod" })
end
end end
end if obj:is_player() then
else mcl_death_messages.player_damage(obj, S(deathmsg, obj:get_player_name()))
local hp = v:get_luaentity().health
if hp and hp ~= 0 then
if not self._hit_mobs then
self._hit_mobs = {}
end
local hit = false
for _,mob in ipairs(self._hit_mobs) do
if v == mob then
hit = true
end
end
--TODO: reduce damage for mobs then they will be able to wear armor
if not hit then
table.insert(self._hit_mobs, v)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
v:get_luaentity().health = hp
end
end end
mcl_util.deal_damage(obj, damage, {type = dmg_type})
end end
end end
end end