forked from Mineclonia/Mineclonia
Implement proper drowning for mobs
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40b5c5c2a5
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14d4bec8a9
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@ -720,22 +720,22 @@ local do_env_damage = function(self)
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self.health = self.health - self.water_damage
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self.health = self.health - self.water_damage
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-- TODO: Damage particle
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effect(pos, 5, "bubble.png", nil, nil, 1, nil)
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effect(pos, 5, "bubble.png", nil, nil, 1, nil)
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if check_for_death(self, "water", {type = "environment",
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if check_for_death(self, "water", {type = "environment",
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pos = pos, node = self.standing_in}) then return end
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pos = pos, node = self.standing_in}) then return end
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end
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end
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-- lava or fire
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-- lava
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elseif self.lava_damage
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elseif self.lava_damage
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and (nodef.groups.lava
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and (nodef.groups.lava) then
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or self.standing_in == node_fire
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or self.standing_in == node_permanent_flame) then
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if self.lava_damage ~= 0 then
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if self.lava_damage ~= 0 then
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self.health = self.health - self.lava_damage
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self.health = self.health - self.lava_damage
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-- TODO: Damage particle
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effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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if check_for_death(self, "lava", {type = "environment",
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if check_for_death(self, "lava", {type = "environment",
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@ -747,12 +747,44 @@ local do_env_damage = function(self)
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self.health = self.health - nodef.damage_per_second
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self.health = self.health - nodef.damage_per_second
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-- TODO: Damage particle
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effect(pos, 5, "tnt_smoke.png")
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effect(pos, 5, "tnt_smoke.png")
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if check_for_death(self, "dps", {type = "environment",
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if check_for_death(self, "dps", {type = "environment",
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pos = pos, node = self.standing_in}) then return end
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pos = pos, node = self.standing_in}) then return end
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end
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end
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-- Drowning damage
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if self.breath_max ~= -1 then
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local drowning = false
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if self.breathes_in_water then
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if minetest.get_item_group(self.standing_in, "water") == 0 then
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drowning = true
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end
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elseif nodef.drowning > 0 then
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drowning = true
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end
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if drowning then
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self.breath = math.max(0, self.breath - 1)
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effect(pos, 2, "bubble.png", nil, nil, 1, nil)
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if self.breath <= 0 then
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-- TODO: Damage particle
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effect(pos, 5, "bubble.png", nil, nil, 1, nil)
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if nodef.drowning > 0 then
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self.health = self.health - nodef.drowning
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else
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self.health = self.health - 4
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end
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end
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if check_for_death(self, "drowning", {type = "environment",
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pos = pos, node = self.standing_in}) then return end
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else
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self.breath = math.min(self.breath_max, self.breath + 1)
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end
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end
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--- suffocation inside solid node
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--- suffocation inside solid node
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-- FIXME: Redundant with mcl_playerplus
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-- FIXME: Redundant with mcl_playerplus
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if (self.suffocation == true)
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if (self.suffocation == true)
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@ -2776,6 +2808,9 @@ local mob_activate = function(self, staticdata, def, dtime)
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if self.health == 0 then
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if self.health == 0 then
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self.health = random (self.hp_min, self.hp_max)
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self.health = random (self.hp_min, self.hp_max)
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end
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end
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if self.breath == nil then
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self.breath = self.breath_max
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end
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-- pathfinding init
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-- pathfinding init
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self.path = {}
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self.path = {}
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@ -3052,6 +3087,15 @@ if def.can_despawn ~= nil then
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else
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else
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can_despawn = true
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can_despawn = true
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end
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end
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local function scale_difficulty(value, default, min, special)
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if (not value) or (value == default) or (value == special) then
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return default
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else
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return max(min, value) * difficulty
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end
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end
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minetest.register_entity(name, {
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minetest.register_entity(name, {
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stepheight = def.stepheight or 1.1, -- was 0.6
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stepheight = def.stepheight or 1.1, -- was 0.6
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@ -3069,8 +3113,10 @@ minetest.register_entity(name, {
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drawtype = def.drawtype, -- DEPRECATED, use rotate instead
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drawtype = def.drawtype, -- DEPRECATED, use rotate instead
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rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
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rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
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lifetimer = def.lifetimer or 57.73,
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lifetimer = def.lifetimer or 57.73,
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hp_min = max(1, (def.hp_min or 5) * difficulty),
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hp_min = scale_difficulty(def.hp_min, 5, 1),
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hp_max = max(1, (def.hp_max or 10) * difficulty),
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hp_max = scale_difficulty(def.hp_max, 10, 1),
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breath_max = scale_difficulty(def.breath_max, 15, 1, -1),
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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physical = true,
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collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
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collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
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selectionbox = def.selectionbox or def.collisionbox,
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selectionbox = def.selectionbox or def.collisionbox,
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@ -3081,11 +3127,11 @@ minetest.register_entity(name, {
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view_range = def.view_range or 16,
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view_range = def.view_range or 16,
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walk_velocity = def.walk_velocity or 1,
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walk_velocity = def.walk_velocity or 1,
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run_velocity = def.run_velocity or 2,
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run_velocity = def.run_velocity or 2,
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damage = max(0, (def.damage or 0) * difficulty),
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damage = scale_difficulty(def.damage, 0, 0),
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light_damage = def.light_damage or 0,
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light_damage = def.light_damage or 0,
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sunlight_damage = def.sunlight_damage or 0,
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sunlight_damage = def.sunlight_damage or 0,
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water_damage = def.water_damage or 0,
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water_damage = def.water_damage or 0,
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lava_damage = def.lava_damage or 0,
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lava_damage = def.lava_damage or 8,
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suffocation = def.suffocation or true,
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suffocation = def.suffocation or true,
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fall_damage = def.fall_damage or 1,
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fall_damage = def.fall_damage or 1,
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fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
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fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
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@ -28,8 +28,13 @@ functions needed for the mob to work properly which contains the following:
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"monster" attacks player or npc on sight.
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"monster" attacks player or npc on sight.
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"npc" walk around and will defend themselves if hit first, they
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"npc" walk around and will defend themselves if hit first, they
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kill monsters.
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kill monsters.
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'hp_min' has the minimum health value the mob can spawn with.
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'hp_min' the minimum health value the mob can spawn with.
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'hp_max' has the maximum health value the mob can spawn with.
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'hp_max' the maximum health value the mob can spawn with.
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'breath_max' The maximum breath value the mob can spawn with and can have.
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If -1 (default), mob does not take drowning damage.
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'breathes_in_water' If true, mob loses breath when not in water. Otherwise,
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mob loses breath when inside a node with `drowning` attribute
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set (default: false).
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'armor' holds strength of mob, 100 is normal, lower is more powerful
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'armor' holds strength of mob, 100 is normal, lower is more powerful
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and needs more hits and better weapons to kill.
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and needs more hits and better weapons to kill.
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'passive' when true allows animals to defend themselves when hit,
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'passive' when true allows animals to defend themselves when hit,
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@ -58,7 +63,7 @@ functions needed for the mob to work properly which contains the following:
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'water_damage' holds the damage per second infliced to mobs when standing in
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'water_damage' holds the damage per second infliced to mobs when standing in
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water.
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water.
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'lava_damage' holds the damage per second inflicted to mobs when standing
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'lava_damage' holds the damage per second inflicted to mobs when standing
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in lava or fire.
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in lava (default: 8).
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'light_damage' holds the damage per second inflicted to mobs when it's too
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'light_damage' holds the damage per second inflicted to mobs when it's too
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bright (above 13 light).
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bright (above 13 light).
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'suffocation' when true causes mobs to suffocate inside solid blocks (2 damage per second).
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'suffocation' when true causes mobs to suffocate inside solid blocks (2 damage per second).
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@ -299,6 +304,10 @@ for each mob.
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'self.health' contains current health of mob (cannot exceed
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'self.health' contains current health of mob (cannot exceed
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self.hp_max)
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self.hp_max)
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'self.breath' contains current breath of mob, if mob takes drowning
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damage at all (cannot exceed self.breath_max). Breath
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decreases by 1 each second while in a node with drowning
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damage and increases by 1 each second otherwise.
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'self.texture_list' contains list of all mob textures
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'self.texture_list' contains list of all mob textures
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'self.child_texture' contains mob child texture when growing up
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'self.child_texture' contains mob child texture when growing up
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'self.base_texture' contains current skin texture which was randomly
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'self.base_texture' contains current skin texture which was randomly
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