From c81a18ac1a7c5ee791da1bfeb3289ac50170815e Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Wed, 22 Apr 2020 01:38:41 +0200 Subject: [PATCH] Refactor mcl_void_damage --- mods/ENVIRONMENT/mcl_void_damage/init.lua | 85 ++++++++++++++++------- 1 file changed, 61 insertions(+), 24 deletions(-) diff --git a/mods/ENVIRONMENT/mcl_void_damage/init.lua b/mods/ENVIRONMENT/mcl_void_damage/init.lua index 5490f50005..f48244147b 100644 --- a/mods/ENVIRONMENT/mcl_void_damage/init.lua +++ b/mods/ENVIRONMENT/mcl_void_damage/init.lua @@ -1,42 +1,79 @@ local S = minetest.get_translator("mcl_void_damage") +local enable_damage = minetest.settings:get_bool("enable_damage") local voidtimer = 0 +local VOID_DAMAGE_FREQ = 0.5 +local VOID_DAMAGE = 4 + +-- Remove entities that fall too deep into the void +minetest.register_on_mods_loaded(function() + -- We do this by overwriting on_step of all entities + for entitystring, def in pairs(minetest.registered_entities) do + local on_step_old = def.on_step + if not on_step_old then + on_step_old = function() end + end + local on_step = function(self, dtime) + on_step_old(self, dtime) + local obj = self.object + local pos = obj:get_pos() + -- Old on_step function might have deleted object, + -- so we delete it + if not pos then + return + end + + if not self._void_timer then + self._void_timer = 0 + end + self._void_timer = self._void_timer + dtime + if self._void_timer <= VOID_DAMAGE_FREQ then + return + end + self._void_timer = 0 -minetest.register_globalstep(function(dtime) - voidtimer = voidtimer + dtime - if voidtimer > 0.5 then - voidtimer = 0 - local objs = minetest.object_refs - local enable_damage = minetest.settings:get_bool("enable_damage") - for id, obj in pairs(objs) do local pos = obj:get_pos() local void, void_deadly = mcl_worlds.is_in_void(pos) if void_deadly then - local is_player = obj:is_player() local ent = obj:get_luaentity() - local immortal_val = obj:get_armor_groups().immortal + obj:remove() + return + end + end + def.on_step = on_step + minetest.register_entity(":"..entitystring, def) + end +end) + +-- Hurt players or teleport them back to spawn if they are too deep in the void +minetest.register_globalstep(function(dtime) + voidtimer = voidtimer + dtime + if voidtimer > VOID_DAMAGE_FREQ then + voidtimer = 0 + local enable_damage = minetest.settings:get_bool("enable_damage") + local players = minetest.get_connected_players() + for p=1, #players do + local player = players[p] + local pos = player:get_pos() + local void, void_deadly = mcl_worlds.is_in_void(pos) + if void_deadly then + local immortal_val = player:get_armor_groups().immortal local is_immortal = false if immortal_val and immortal_val > 0 then is_immortal = true end if is_immortal or not enable_damage then - if is_player then - -- If damage is disabled, we can't kill players. - -- So we just teleport the player back to spawn. - local spawn = mcl_spawn.get_spawn_pos(obj) - obj:set_pos(spawn) - mcl_worlds.dimension_change(obj, mcl_worlds.pos_to_dimension(spawn)) - minetest.chat_send_player(obj:get_player_name(), S("The void is off-limits to you!")) - else - obj:remove() - end + -- If damage is disabled, we can't kill players. + -- So we just teleport the player back to spawn. + local spawn = mcl_spawn.get_spawn_pos(player) + player:set_pos(spawn) + mcl_worlds.dimension_change(player, mcl_worlds.pos_to_dimension(spawn)) + minetest.chat_send_player(player:get_player_name(), S("The void is off-limits to you!")) elseif enable_damage and not is_immortal then -- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds) - if obj:get_hp() > 0 then - if is_player then - mcl_death_messages.player_damage(obj, S("@1 fell into the endless void.", obj:get_player_name())) - end - obj:set_hp(obj:get_hp() - 4) + if player:get_hp() > 0 then + mcl_death_messages.player_damage(player, S("@1 fell into the endless void.", player:get_player_name())) + player:set_hp(player:get_hp() - VOID_DAMAGE) end end end