forked from VoxeLibre/VoxeLibre
174 lines
5.3 KiB
Lua
174 lines
5.3 KiB
Lua
function mcl_burning.get_storage(obj)
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return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
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end
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function mcl_burning.is_burning(obj)
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return mcl_burning.get_storage(obj).burn_time
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end
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function mcl_burning.is_affected_by_rain(obj)
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return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
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end
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function mcl_burning.get_collisionbox(obj, smaller, storage)
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local cache = storage.collisionbox_cache
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if cache then
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local box = cache[smaller and 2 or 1]
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return box[1], box[2]
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else
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local box = obj:get_properties().collisionbox
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local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
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local s_vec = vector.new(0.1, 0.1, 0.1)
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local s_minp = vector.add(minp, s_vec)
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local s_maxp = vector.subtract(maxp, s_vec)
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storage.collisionbox_cache = {{minp, maxp}, {s_minp, s_maxp}}
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return minp, maxp
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end
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end
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local find_nodes_in_area = minetest.find_nodes_in_area
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function mcl_burning.get_touching_nodes(obj, nodenames, storage)
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local pos = obj:get_pos()
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local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage)
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local nodes = find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
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return nodes
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end
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-- Manages the fire animation on a burning player's HUD
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--
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-- Parameters:
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-- player - a valid player object;
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--
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-- If the player already has a fire HUD, updates the burning animation.
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-- If the fire does not have a fire HUD, initializes the HUD.
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--
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function mcl_burning.update_hud(player)
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local animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
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local hud_flame_animated = "mcl_burning_hud_flame_animated.png^[opacity:180^[verticalframe:" .. animation_frames .. ":"
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local storage = mcl_burning.get_storage(player)
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if not storage.fire_hud_id then
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storage.animation_frame = 1
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storage.fire_hud_id = player:hud_add({
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hud_elem_type = "image",
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position = {x = 0.5, y = 0.5},
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scale = {x = -100, y = -100},
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text = hud_flame_animated .. storage.animation_frame,
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z_index = 1000,
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})
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else
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storage.animation_frame = storage.animation_frame + 1
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if storage.animation_frame > animation_frames - 1 then
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storage.animation_frame = 0
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end
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player:hud_change(storage.fire_hud_id, "text", hud_flame_animated .. storage.animation_frame)
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end
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end
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-- Sets and object state as burning and adds a fire animation to the object.
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--
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-- Parameters:
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-- obj - may be a player or a lua_entity;
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-- burn_time - sets the object's burn duration;
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--
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-- If obj is a player, adds a fire animation to the HUD, if obj is a
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-- lua_entity, adds an animated fire entity to obj.
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-- The effective burn duration is modified by obj's armor protection.
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-- If obj was already burning, its burn duration is updated if the current
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-- duration is less than burn_time.
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-- If obj is dead, fireproof or a creative player, this function does nothing.
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--
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function mcl_burning.set_on_fire(obj, burn_time)
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if obj:get_hp() < 0 then
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return
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end
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local luaentity = obj:get_luaentity()
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if luaentity and luaentity.fire_resistant then
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return
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end
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if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then
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burn_time = 0
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else
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local max_fire_prot_lvl = 0
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local inv = mcl_util.get_inventory(obj)
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local armor_list = inv and inv:get_list("armor")
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if armor_list then
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for _, stack in pairs(armor_list) do
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local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
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if fire_prot_lvl > max_fire_prot_lvl then
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max_fire_prot_lvl = fire_prot_lvl
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end
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end
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end
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if max_fire_prot_lvl > 0 then
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burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
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end
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end
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local storage = mcl_burning.get_storage(obj)
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if storage.burn_time then
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if burn_time > storage.burn_time then
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storage.burn_time = burn_time
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end
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return
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end
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storage.burn_time = burn_time
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storage.fire_damage_timer = 0
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local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
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local size = vector.subtract(maxp, minp)
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size = vector.multiply(size, vector.new(1.1, 1.2, 1.1))
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size = vector.divide(size, obj:get_properties().visual_size)
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local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
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fire_entity:set_properties({visual_size = size})
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fire_entity:set_attach(obj, "", vector.new(0, size.y * 5, 0), vector.new(0, 0, 0))
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if obj:is_player() then
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mcl_burning.update_hud(obj)
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end
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end
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function mcl_burning.extinguish(obj)
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if not obj:get_pos() then return end
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if mcl_burning.is_burning(obj) then
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local storage = mcl_burning.get_storage(obj)
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if obj:is_player() then
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if storage.fire_hud_id then
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obj:hud_remove(storage.fire_hud_id)
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end
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mcl_burning.storage[obj] = {}
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else
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storage.burn_time = nil
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storage.fire_damage_timer = nil
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end
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end
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end
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function mcl_burning.tick(obj, dtime, storage)
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if storage.burn_time then
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storage.burn_time = storage.burn_time - dtime
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if storage.burn_time <= 0 or mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire", storage) > 0 then
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mcl_burning.extinguish(obj)
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return true
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else
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storage.fire_damage_timer = storage.fire_damage_timer + dtime
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if storage.fire_damage_timer >= 1 then
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storage.fire_damage_timer = 0
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local luaentity = obj:get_luaentity()
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if not luaentity or not luaentity.fire_damage_resistant then
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mcl_util.deal_damage(obj, 1, {type = "on_fire"})
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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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