function mcl_burning.get_storage(obj) return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity() end function mcl_burning.is_burning(obj) return mcl_burning.get_storage(obj).burn_time end function mcl_burning.is_affected_by_rain(obj) return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos()) end function mcl_burning.get_collisionbox(obj, smaller, storage) local cache = storage.collisionbox_cache if cache then local box = cache[smaller and 2 or 1] return box[1], box[2] else local box = obj:get_properties().collisionbox local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6]) local s_vec = vector.new(0.1, 0.1, 0.1) local s_minp = vector.add(minp, s_vec) local s_maxp = vector.subtract(maxp, s_vec) storage.collisionbox_cache = {{minp, maxp}, {s_minp, s_maxp}} return minp, maxp end end local find_nodes_in_area = minetest.find_nodes_in_area function mcl_burning.get_touching_nodes(obj, nodenames, storage) local pos = obj:get_pos() local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage) local nodes = find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames) return nodes end -- Manages the fire animation on a burning player's HUD -- -- Parameters: -- player - a valid player object; -- -- If the player already has a fire HUD, updates the burning animation. -- If the fire does not have a fire HUD, initializes the HUD. -- function mcl_burning.update_hud(player) local animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8 local hud_flame_animated = "mcl_burning_hud_flame_animated.png^[opacity:180^[verticalframe:" .. animation_frames .. ":" local storage = mcl_burning.get_storage(player) if not storage.fire_hud_id then storage.animation_frame = 1 storage.fire_hud_id = player:hud_add({ hud_elem_type = "image", position = {x = 0.5, y = 0.5}, scale = {x = -100, y = -100}, text = hud_flame_animated .. storage.animation_frame, z_index = 1000, }) else storage.animation_frame = storage.animation_frame + 1 if storage.animation_frame > animation_frames - 1 then storage.animation_frame = 0 end player:hud_change(storage.fire_hud_id, "text", hud_flame_animated .. storage.animation_frame) end end -- Sets and object state as burning and adds a fire animation to the object. -- -- Parameters: -- obj - may be a player or a lua_entity; -- burn_time - sets the object's burn duration; -- -- If obj is a player, adds a fire animation to the HUD, if obj is a -- lua_entity, adds an animated fire entity to obj. -- The effective burn duration is modified by obj's armor protection. -- If obj was already burning, its burn duration is updated if the current -- duration is less than burn_time. -- If obj is dead, fireproof or a creative player, this function does nothing. -- function mcl_burning.set_on_fire(obj, burn_time) if obj:get_hp() < 0 then return end local luaentity = obj:get_luaentity() if luaentity and luaentity.fire_resistant then return end if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then burn_time = 0 else local max_fire_prot_lvl = 0 local inv = mcl_util.get_inventory(obj) local armor_list = inv and inv:get_list("armor") if armor_list then for _, stack in pairs(armor_list) do local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection") if fire_prot_lvl > max_fire_prot_lvl then max_fire_prot_lvl = fire_prot_lvl end end end if max_fire_prot_lvl > 0 then burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15) end end local storage = mcl_burning.get_storage(obj) if storage.burn_time then if burn_time > storage.burn_time then storage.burn_time = burn_time end return end storage.burn_time = burn_time storage.fire_damage_timer = 0 local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage) local size = vector.subtract(maxp, minp) size = vector.multiply(size, vector.new(1.1, 1.2, 1.1)) size = vector.divide(size, obj:get_properties().visual_size) local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire") fire_entity:set_properties({visual_size = size}) fire_entity:set_attach(obj, "", vector.new(0, size.y * 5, 0), vector.new(0, 0, 0)) if obj:is_player() then mcl_burning.update_hud(obj) end end function mcl_burning.extinguish(obj) if not obj:get_pos() then return end if mcl_burning.is_burning(obj) then local storage = mcl_burning.get_storage(obj) if obj:is_player() then if storage.fire_hud_id then obj:hud_remove(storage.fire_hud_id) end mcl_burning.storage[obj] = {} else storage.burn_time = nil storage.fire_damage_timer = nil end end end function mcl_burning.tick(obj, dtime, storage) if storage.burn_time then storage.burn_time = storage.burn_time - dtime if storage.burn_time <= 0 or mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire", storage) > 0 then mcl_burning.extinguish(obj) return true else storage.fire_damage_timer = storage.fire_damage_timer + dtime if storage.fire_damage_timer >= 1 then storage.fire_damage_timer = 0 local luaentity = obj:get_luaentity() if not luaentity or not luaentity.fire_damage_resistant then mcl_util.deal_damage(obj, 1, {type = "on_fire"}) end end end end end