Add mcl_burning damage interval
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aeb7078c05
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@ -36,6 +36,7 @@ local paddling_speed = 22
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local boat_y_offset = 0.35
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local boat_y_offset = 0.35
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local boat_y_offset_ground = boat_y_offset + 0.6
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local boat_y_offset_ground = boat_y_offset + 0.6
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local boat_side_offset = 1.001
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local boat_side_offset = 1.001
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local boat_max_hp = 4
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--
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--
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-- Boat entity
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-- Boat entity
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@ -50,7 +51,7 @@ local boat = {
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mesh = "mcl_boats_boat.b3d",
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mesh = "mcl_boats_boat.b3d",
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textures = {"mcl_boats_texture_oak_boat.png"},
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textures = {"mcl_boats_texture_oak_boat.png"},
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visual_size = boat_visual_size,
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visual_size = boat_visual_size,
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hp_max = 4,
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hp_max = boat_max_hp,
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_driver = nil, -- Attached driver (player) or nil if none
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_driver = nil, -- Attached driver (player) or nil if none
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_passenger = nil,
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_passenger = nil,
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@ -186,6 +187,12 @@ function boat.on_step(self, dtime, moveresult)
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v_slowdown = 0.05
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v_slowdown = 0.05
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end
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end
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--local yaw = self.object:get_yaw()
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--local hp = math.min(self.object:get_hp() + 2 * dtime, boat_max_hp)
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--self.object:set_rotation(vector.new((boat_max_hp - hp) / boat_max_hp, 0, 0))
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self.object:set_hp(self.object:get_hp() + 2 * dtime)
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--self.object:set_yaw(yaw)
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if moveresult and moveresult.collides then
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if moveresult and moveresult.collides then
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for _, collision in ipairs(moveresult.collisions) do
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for _, collision in ipairs(moveresult.collisions) do
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local pos = collision.node_pos
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local pos = collision.node_pos
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@ -120,7 +120,7 @@ function mcl_burning.damage(obj)
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end
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end
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end
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end
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function mcl_burning.set_on_fire(obj, burn_time, damage, reason)
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function mcl_burning.set_on_fire(obj, burn_time, damage, interval, reason)
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local luaentity = obj:get_luaentity()
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local luaentity = obj:get_luaentity()
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if luaentity and luaentity.fire_resistant then
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if luaentity and luaentity.fire_resistant then
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return
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return
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@ -174,6 +174,7 @@ function mcl_burning.set_on_fire(obj, burn_time, damage, reason)
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end
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end
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mcl_burning.set(obj, "float", "burn_time", burn_time)
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mcl_burning.set(obj, "float", "burn_time", burn_time)
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mcl_burning.set(obj, "float", "damage", damage)
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mcl_burning.set(obj, "float", "damage", damage)
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mcl_burning.set(obj, "float", "interval", interval)
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mcl_burning.set(obj, "string", "reason", reason)
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mcl_burning.set(obj, "string", "reason", reason)
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mcl_burning.set(obj, "int", "hud_id", hud_id)
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mcl_burning.set(obj, "int", "hud_id", hud_id)
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mcl_burning.set(obj, "int", "sound_id", sound_id)
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mcl_burning.set(obj, "int", "sound_id", sound_id)
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@ -208,6 +209,7 @@ function mcl_burning.extinguish(obj)
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end
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end
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mcl_burning.set(obj, "float", "damage")
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mcl_burning.set(obj, "float", "damage")
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mcl_burning.set(obj, "float", "interval")
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mcl_burning.set(obj, "string", "reason")
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mcl_burning.set(obj, "string", "reason")
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mcl_burning.set(obj, "float", "burn_time")
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mcl_burning.set(obj, "float", "burn_time")
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mcl_burning.set(obj, "float", "damage_timer")
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mcl_burning.set(obj, "float", "damage_timer")
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@ -238,7 +240,12 @@ function mcl_burning.tick(obj, dtime)
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local damage_timer = mcl_burning.get(obj, "float", "damage_timer") + dtime
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local damage_timer = mcl_burning.get(obj, "float", "damage_timer") + dtime
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if damage_timer >= 1 then
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local interval = mcl_burning.get(obj, "float", "interval")
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if interval == 0 then
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interval = 1
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end
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if damage_timer >= interval then
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damage_timer = 0
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damage_timer = 0
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mcl_burning.damage(obj)
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mcl_burning.damage(obj)
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end
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end
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@ -2975,7 +2975,8 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if weapon then
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if weapon then
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local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
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local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
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if fire_aspect_level > 0 then
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if fire_aspect_level > 0 then
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mcl_burning.set_on_fire(self.object, 4, fire_aspect_level * 2)
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local damage = fire_aspect_level * 4 - 1
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mcl_burning.set_on_fire(self.object, 4, 1, 4 / damage)
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end
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end
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end
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end
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@ -91,7 +91,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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if rawget(_G, "armor") and armor.last_damage_types then
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if rawget(_G, "armor") and armor.last_damage_types then
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armor.last_damage_types[player:get_player_name()] = "fireball"
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armor.last_damage_types[player:get_player_name()] = "fireball"
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end
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end
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mcl_burning.set_on_fire(player, 5, 1, "blaze")
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mcl_burning.set_on_fire(player, 5, 1, 5 / 4, "blaze")
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player:punch(self.object, 1.0, {
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player: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 = 5},
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damage_groups = {fleshy = 5},
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@ -99,7 +99,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
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end,
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end,
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hit_mob = function(self, mob)
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hit_mob = function(self, mob)
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mcl_burning.set_on_fire(mob, 5)
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mcl_burning.set_on_fire(mob, 5, 1, 5 / 4)
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mob:punch(self.object, 1.0, {
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mob: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 = 5},
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damage_groups = {fleshy = 5},
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@ -253,7 +253,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
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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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if mcl_burning.is_burning(self.object) then
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if mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(obj, 4)
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mcl_burning.set_on_fire(obj, 5, 1, 5 / 4)
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end
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end
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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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@ -215,7 +215,8 @@ minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch,
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if wielditem then
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if wielditem then
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local fire_aspect_level = mcl_enchanting.get_enchantment(wielditem, "fire_aspect")
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local fire_aspect_level = mcl_enchanting.get_enchantment(wielditem, "fire_aspect")
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if fire_aspect_level > 0 then
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if fire_aspect_level > 0 then
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mcl_burning.set_on_fire(player, fire_aspect_level * 4 - 1, 1, hitter:get_player_name())
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local damage = fire_aspect_level * 4 - 1
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mcl_burning.set_on_fire(player, 4, 1, 4 / damage, hitter:get_player_name())
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end
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end
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end
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end
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end
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end
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