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MineClone2_For_PRs/mods/ITEMS/mcl_anvils/falling_anvil.lua

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-- Hurt players hit by an anvil
local falling_node = minetest.registered_entities["__builtin:falling_node"]
local on_step_old = falling_node.on_step
local on_step_add = function(self, dtime)
if minetest.get_item_group(self.node.name, "anvil") == 0 then
return
end
local kill
local pos = self.object:getpos()
if not self._startpos then
self._startpos = pos
end
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
local hp = v:get_hp()
if v:is_player() and hp ~= 0 then
if not self.hit_players then
self.hit_players = {}
end
local name = v:get_player_name()
local hit = false
for _,v in ipairs(self.hit_players) do
if name == v then
hit = true
end
end
if not hit then
table.insert(self.hit_players, name)
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:set_hp(hp)
if hp == 0 then
kill = true
end
end
end
end
end
if kill then
local pos = self.object:getpos()
local pos = {x = pos.x, y = pos.y + 0.3, z = pos.z}
if minetest.registered_nodes[self.node.name] then
minetest.add_node(pos, self.node)
end
self.object:remove()
core.check_for_falling(pos)
end
end
local on_step_table = {on_step_old, on_step_add}
local on_step_new = table.copy(on_step_table)
falling_node.on_step = function(self, dtime)
for _,v in ipairs(on_step_new) do
v(self, dtime)
end
end