forked from VoxeLibre/VoxeLibre
More anvil smashing fixes
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parent
c71bd9588d
commit
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@ -1,6 +1,10 @@
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local hung = minetest.get_modpath("mcl_hunger") ~= nil
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local on_damage_step = function(self, dtime)
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local on_damage_step = function(self, dtime)
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-- Cause damage to everything it hits.
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-- Cause damage to any player it hits.
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-- Algorithm based on MC anvils.
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-- Algorithm based on MC anvils.
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-- TODO: Support smashing other objects, too.
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not self._startpos then
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if not self._startpos then
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self._startpos = pos
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self._startpos = pos
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@ -30,15 +34,20 @@ local on_damage_step = function(self, dtime)
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hp = 0
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hp = 0
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end
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end
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if v:is_player() then
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if v:is_player() then
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-- TODO: Reduce damage if wearing a helmet
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local msg
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local msg
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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msg = "%s was smashed by a falling anvil."
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msg = "%s was smashed by a falling anvil."
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else
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else
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msg = "%s was smashed by a falling block."
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msg = "%s was smashed by a falling block."
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end
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end
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if dmes then
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mcl_death_messages.player_damage(v, string.format(msg, v:get_player_name()))
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mcl_death_messages.player_damage(v, string.format(msg, v:get_player_name()))
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end
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if hung then
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mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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end
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end
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v:set_hp(hp)
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v:set_hp(hp)
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end
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end
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end
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end
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@ -162,7 +162,7 @@ end)
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doc.sub.items.register_factoid("nodes", "gravity", function(itemstring, def)
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doc.sub.items.register_factoid("nodes", "gravity", function(itemstring, def)
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local s = ""
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local s = ""
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if minetest.get_item_group(itemstring, "crush_after_fall") == 1 then
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if minetest.get_item_group(itemstring, "crush_after_fall") == 1 then
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s = s .. "When this block falls deeper than 1 block, it causes damage to anything it hits. The damage dealt is B×2−2 hit points with B = number of blocks fallen. The damage can never be more than 40 HP."
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s = s .. "When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×2−2 hit points with B = number of blocks fallen. The damage can never be more than 40 HP."
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end
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end
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return s
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return s
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end)
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end)
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