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Make boats regenerate health and shake when damaged

This commit is contained in:
Lizzy Fleckenstein 2021-02-22 12:43:29 +01:00
parent 86dc33c12f
commit 2d0612fa81
1 changed files with 25 additions and 7 deletions

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@ -52,6 +52,7 @@ local boat = {
textures = {"mcl_boats_texture_oak_boat.png"}, textures = {"mcl_boats_texture_oak_boat.png"},
visual_size = boat_visual_size, visual_size = boat_visual_size,
hp_max = boat_max_hp, hp_max = boat_max_hp,
damage_texture_modifier = "^[colorize:white:0",
_driver = nil, -- Attached driver (player) or nil if none _driver = nil, -- Attached driver (player) or nil if none
_passenger = nil, _passenger = nil,
@ -60,6 +61,8 @@ local boat = {
_removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored _removed = false, -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
_itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type) _itemstring = "mcl_boats:boat", -- Itemstring of the boat item (implies boat type)
_animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards _animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards
_regen_timer = 0,
_damage_anim = 0,
} }
local function detach_player(player, change_pos) local function detach_player(player, change_pos)
@ -130,13 +133,13 @@ end
function boat.on_activate(self, staticdata, dtime_s) function boat.on_activate(self, staticdata, dtime_s)
--self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({fleshy = 100})
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
if type(data) == "table" then if type(data) == "table" then
self._v = data.v self._v = data.v
self._last_v = self._v self._last_v = self._v
self._itemstring = data.itemstring self._itemstring = data.itemstring
self.object:set_properties({textures = data.textures, damage_texture_modifier = ""}) self.object:set_properties({textures = data.textures})
end end
end end
@ -169,6 +172,12 @@ function boat.on_death(self, killer)
self._passenger = nil self._passenger = nil
end end
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
if damage > 0 then
self._regen_timer = 0
end
end
function boat.on_step(self, dtime, moveresult) function boat.on_step(self, dtime, moveresult)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v) self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local on_water = true local on_water = true
@ -187,11 +196,16 @@ function boat.on_step(self, dtime, moveresult)
v_slowdown = 0.05 v_slowdown = 0.05
end end
--local yaw = self.object:get_yaw() local hp = self.object:get_hp()
--local hp = math.min(self.object:get_hp() + 2 * dtime, boat_max_hp) local regen_timer = self._regen_timer + dtime
--self.object:set_rotation(vector.new((boat_max_hp - hp) / boat_max_hp, 0, 0)) if hp >= boat_max_hp then
self.object:set_hp(self.object:get_hp() + 2 * dtime) regen_timer = 0
--self.object:set_yaw(yaw) elseif regen_timer >= 0.5 then
hp = hp + 1
self.object:set_hp(hp)
regen_timer = 0
end
self._regen_timer = regen_timer
if moveresult and moveresult.collides then if moveresult and moveresult.collides then
for _, collision in ipairs(moveresult.collisions) do for _, collision in ipairs(moveresult.collisions) do
@ -326,6 +340,10 @@ function boat.on_step(self, dtime, moveresult)
end end
end end
local yaw = self.object:get_yaw()
local anim = (boat_max_hp - hp - regen_timer * 2) / boat_max_hp * math.pi / 4
self.object:set_rotation(vector.new(anim, yaw, anim))
self.object:set_velocity(new_velo) self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce) self.object:set_acceleration(new_acce)
end end