forked from VoxeLibre/VoxeLibre
Add flame enchantment
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0022c9902b
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00df587bf7
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@ -37,15 +37,21 @@ function mcl_burning.is_affected_by_rain(obj)
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return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
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return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
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end
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end
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function mcl_burning.get_collisionbox(obj)
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function mcl_burning.get_collisionbox(obj, smaller)
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local box = obj:get_properties().collisionbox
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local box = obj:get_properties().collisionbox
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return vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
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local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
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if smaller then
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local s_vec = vector.new(0.1, 0.1, 0.1)
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minp = vector.add(minp, s_vec)
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maxp = vector.subtract(maxp, s_vec)
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end
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return minp, maxp
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end
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end
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function mcl_burning.get_touching_nodes(obj, nodenames)
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function mcl_burning.get_touching_nodes(obj, nodenames)
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local pos = obj:get_pos()
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local pos = obj:get_pos()
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local box = obj:get_properties().collisionbox
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local box = obj:get_properties().collisionbox
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local minp, maxp = mcl_burning.get_collisionbox(obj)
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local minp, maxp = mcl_burning.get_collisionbox(obj, true)
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local nodes = minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
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local nodes = minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
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return nodes
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return nodes
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end
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end
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@ -83,6 +83,7 @@ local ARROW_ENTITY={
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textures = {"mcl_bows:arrow_box"},
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textures = {"mcl_bows:arrow_box"},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collisionbox = {-0.19, -0.125, -0.19, 0.19, 0.125, 0.19},
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collide_with_objects = false,
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collide_with_objects = false,
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_fire_damage_resistant = true,
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_lastpos={},
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_lastpos={},
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_startpos=nil,
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_startpos=nil,
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@ -105,6 +106,7 @@ local spawn_item = function(self, pos)
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item:set_velocity({x=0, y=0, z=0})
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item:set_velocity({x=0, y=0, z=0})
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item:set_yaw(self.object:get_yaw())
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item:set_yaw(self.object:get_yaw())
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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self.object:remove()
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end
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end
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@ -131,6 +133,8 @@ local damage_particles = function(pos, is_critical)
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end
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end
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ARROW_ENTITY.on_step = function(self, dtime)
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ARROW_ENTITY.on_step = function(self, dtime)
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mcl_burning.tick(self.object, dtime)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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local dpos = table.copy(pos) -- digital pos
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local dpos = table.copy(pos) -- digital pos
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dpos = vector.round(dpos)
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dpos = vector.round(dpos)
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@ -140,6 +144,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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self._stucktimer = self._stucktimer + dtime
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self._stucktimer = self._stucktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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self._stuckrechecktimer = self._stuckrechecktimer + dtime
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if self._stucktimer > ARROW_TIMEOUT then
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if self._stucktimer > ARROW_TIMEOUT then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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@ -171,6 +176,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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}, true)
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}, true)
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end
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end
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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@ -232,6 +238,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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local def = minetest.registered_nodes[nn]
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local def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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if (not def) or def.walkable then
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-- There's a node in the way. Delete arrow without damage
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-- There's a node in the way. Delete arrow without damage
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mcl_burning.extinguish(self.object)
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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@ -244,6 +251,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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armor.last_damage_types[obj:get_player_name()] = "projectile"
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armor.last_damage_types[obj:get_player_name()] = "projectile"
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end
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end
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damage_particles(self.object:get_pos(), self._is_critical)
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damage_particles(self.object:get_pos(), self._is_critical)
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mcl_burning.set_on_fire(obj, 4)
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obj:punch(self.object, 1.0, {
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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damage_groups={fleshy=self._damage},
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@ -271,6 +279,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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end
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end
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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end
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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@ -403,6 +412,7 @@ ARROW_ENTITY.on_activate = function(self, staticdata, dtime_s)
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-- If yes, delete it.
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-- If yes, delete it.
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self._stucktimer = minetest.get_gametime() - data.stuckstarttime
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self._stucktimer = minetest.get_gametime() - data.stuckstarttime
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if self._stucktimer > ARROW_TIMEOUT then
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if self._stucktimer > ARROW_TIMEOUT then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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@ -50,6 +50,9 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
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if enchantments.punch then
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if enchantments.punch then
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knockback = enchantments.punch * 3
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knockback = enchantments.punch * 3
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end
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end
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if enchantments.flame then
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mcl_burning.set_on_fire(obj, math.huge)
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end
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end
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end
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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obj:set_acceleration({x=0, y=-GRAVITY, z=0})
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@ -240,8 +240,7 @@ mcl_enchanting.enchantments.fire_protection = {
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inv_tool_tab = false,
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inv_tool_tab = false,
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}
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}
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-- requires missing MineClone2 feature
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mcl_enchanting.enchantments.flame = {
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--[[mcl_enchanting.enchantments.flame = {
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name = S("Flame"),
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name = S("Flame"),
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max_level = 1,
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max_level = 1,
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primary = {bow = true},
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primary = {bow = true},
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@ -257,7 +256,7 @@ mcl_enchanting.enchantments.fire_protection = {
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power_range_table = {{20, 50}},
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power_range_table = {{20, 50}},
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inv_combat_tab = true,
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inv_combat_tab = true,
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inv_tool_tab = false,
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inv_tool_tab = false,
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}]]--
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}
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-- implemented in mcl_item_entity
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-- implemented in mcl_item_entity
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mcl_enchanting.enchantments.fortune = {
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mcl_enchanting.enchantments.fortune = {
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