From 69485f8505a7beccb9d4cec7ab6fc3f31e93eab3 Mon Sep 17 00:00:00 2001 From: Elias Fleckenstein Date: Mon, 19 Apr 2021 09:49:29 +0200 Subject: [PATCH] Integrate falling nodes damage --- mods/ENTITIES/mcl_falling_nodes/init.lua | 102 ++++++----------------- 1 file changed, 27 insertions(+), 75 deletions(-) diff --git a/mods/ENTITIES/mcl_falling_nodes/init.lua b/mods/ENTITIES/mcl_falling_nodes/init.lua index 6e69f8911..831434d62 100644 --- a/mods/ENTITIES/mcl_falling_nodes/init.lua +++ b/mods/ENTITIES/mcl_falling_nodes/init.lua @@ -2,8 +2,6 @@ local S = minetest.get_translator("mcl_falling_nodes") local dmes = minetest.get_modpath("mcl_death_messages") ~= nil local has_mcl_armor = minetest.get_modpath("mcl_armor") -local is_creative_enabled = minetest.is_creative_enabled - local get_falling_depth = function(self) if not self._startpos then -- Fallback @@ -23,80 +21,34 @@ local deal_falling_damage = function(self, dtime) -- Fallback self._startpos = pos end - local objs = minetest.get_objects_inside_radius(pos, 1) - for _,v in ipairs(objs) do - if v:is_player() then - local hp = v:get_hp() - local name = v:get_player_name() - if hp ~= 0 then - if not self._hit_players then - self._hit_players = {} - end - local hit = false - for _,v in ipairs(self._hit_players) do - if name == v then - hit = true + self._hit = self._hit or {} + for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do + if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then + self._hit[obj] = true + local way = self._startpos.y - pos.y + local damage = (way - 1) * 2 + damage = math.min(40, math.max(0, damage)) + if damage >= 1 then + -- Reduce damage if wearing a helmet + local inv = mcl_util.get_inventory(obj) + if inv then + local helmet = inv:get_stack("armor", 2) + if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then + damage = damage / 4 * 3 + mcl_util.use_item_durability(helmet, 1) + inv:set_stack("armor", 2, helmet) 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 - -- Reduce damage if wearing a helmet - local inv = v:get_inventory() - local helmet = inv:get_stack("armor", 2) - if has_mcl_armor and not helmet:is_empty() then - hp = hp/4*3 - if not is_creative_enabled(name) then - helmet:add_wear(65535/helmet:get_definition().groups.mcl_armor_uses) --TODO: be sure damage is exactly like mc (informations are missing in the mc wiki) - inv:set_stack("armor", 2, helmet) - end - end - local msg - if minetest.get_item_group(self.node.name, "anvil") ~= 0 then - msg = S("@1 was smashed by a falling anvil.", v:get_player_name()) - else - msg = S("@1 was smashed by a falling block.", v:get_player_name()) - end - if dmes then - mcl_death_messages.player_damage(v, msg) - end - v:set_hp(hp, { type = "punch", from = "mod" }) - end + local deathmsg, dmg_type + if minetest.get_item_group(self.node.name, "anvil") ~= 0 then + deathmsg, dmg_type = "@1 was smashed by a falling anvil.", "anvil" + else + deathmsg, dmg_type = "@1 was smashed by a falling block.", "falling_node" end - end - else - local hp = v:get_luaentity().health - if hp and hp ~= 0 then - if not self._hit_mobs then - self._hit_mobs = {} - end - local hit = false - for _,mob in ipairs(self._hit_mobs) do - if v == mob then - hit = true - end - end - --TODO: reduce damage for mobs then they will be able to wear armor - if not hit then - table.insert(self._hit_mobs, v) - 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:get_luaentity().health = hp - end + if obj:is_player() then + mcl_death_messages.player_damage(obj, S(deathmsg, obj:get_player_name())) end + mcl_util.deal_damage(obj, damage, {type = dmg_type}) end end end @@ -166,7 +118,7 @@ minetest.register_entity(":__builtin:falling_node", { on_activate = function(self, staticdata) self.object:set_armor_groups({immortal = 1}) - + local ds = minetest.deserialize(staticdata) if ds then self._startpos = ds._startpos @@ -200,7 +152,7 @@ minetest.register_entity(":__builtin:falling_node", { local np = {x = pos.x, y = pos.y + 0.3, z = pos.z} local n2 = minetest.get_node(np) if n2.name == "mcl_portals:portal_end" then - -- TODO: Teleport falling node. + -- TODO: Teleport falling node. self.object:remove() return end @@ -239,7 +191,7 @@ minetest.register_entity(":__builtin:falling_node", { end local nd = minetest.registered_nodes[n2.name] if n2.name == "mcl_portals:portal_end" then - -- TODO: Teleport falling node. + -- TODO: Teleport falling node. elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then -- Replace destination node if it's buildable to