forked from VoxeLibre/VoxeLibre
Remove unnecessary raycast from rover (and use the mcl_burning api where we can)
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@ -653,7 +653,7 @@ function mob_class:do_env_damage()
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if (self.ignited_by_sunlight and (not mcl_weather.rain.raining or not mcl_weather.has_rain(pos))) then
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if self.ignited_by_sunlight and (not mcl_weather.rain.raining or not mcl_weather.has_rain(pos)) then
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if (#mcl_burning.get_touching_nodes(self.object, "group:puts_out_fire", self) == 0) then
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mcl_burning.set_on_fire(self.object, 10)
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end
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@ -694,9 +694,11 @@ function mob_class:do_env_damage()
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local nodef3 = minetest.registered_nodes[self.standing_under]
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-- rain
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if self.rain_damage > 0 and mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if self.rain_damage > 0 and mcl_burning.is_affected_by_rain(self.object) then
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self.health = self.health - self.rain_damage
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if self:check_for_death("rain", {type = "environment", pos = pos, node = self.standing_in}) then
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if self:check_for_death("rain", {type = "environment",
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pos = pos, node = self.standing_in}) then
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return true
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end
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end
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@ -156,37 +156,15 @@ mcl_mobs.register_mob("mobs_mc:rover", {
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-- RAIN DAMAGE / EVASIVE WARP BEHAVIOUR HERE.
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local enderpos = self.object:get_pos()
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local dim = mcl_worlds.pos_to_dimension(enderpos)
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if dim == "overworld" then
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if mcl_weather.rain.raining then
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local damage = true
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local enderpos = self.object:get_pos()
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enderpos.y = enderpos.y+2.89
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local height = {x=enderpos.x, y=enderpos.y+512,z=enderpos.z}
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local ray = minetest.raycast(enderpos, height, true)
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-- Check for blocks above enderman.
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for pointed_thing in ray do
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if pointed_thing.type == "node" then
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local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
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local def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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-- There's a node in the way. Delete arrow without damage
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damage = false
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break
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end
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end
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end
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if damage == true then
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self.state = ""
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--rain hurts enderman
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self.object:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, nil)
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--randomly teleport hopefully under something.
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self:teleport(nil)
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end
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end
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if dim == "overworld" and mcl_burning.is_affected_by_rain(self.object) then
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self.state = ""
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--rain hurts enderman
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self.object:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, nil)
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--randomly teleport hopefully under something.
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self:teleport(nil)
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end
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-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
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