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make mobs take damage of falling anvils

This commit is contained in:
AFCMS 2021-03-26 17:38:25 +01:00
parent 01eba30058
commit 88fc515cff
1 changed files with 68 additions and 3 deletions

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@ -13,9 +13,8 @@ local deal_falling_damage = function(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return return
end end
-- Cause damage to any player it hits. -- Cause damage to any entity it hits.
-- Algorithm based on MC anvils. -- Algorithm based on MC anvils.
-- TODO: Support smashing other objects, too.
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not self._startpos then if not self._startpos then
-- Fallback -- Fallback
@ -23,6 +22,72 @@ local deal_falling_damage = function(self, dtime)
end end
local objs = minetest.get_objects_inside_radius(pos, 1) local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do for _,v in ipairs(objs) do
if v:is_player() then
local hp = v:get_hp()
local name = v:get_player_name()
if hp ~= 0 then
if not self._hit_players then
self._hit_players = {}
end
local hit = false
for _,v in ipairs(self._hit_players) do
if name == v then
hit = true
end
end
if not hit then
table.insert(self._hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
-- TODO: Reduce damage if wearing a helmet
local msg
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
msg = S("@1 was smashed by a falling anvil.", v:get_player_name())
else
msg = S("@1 was smashed by a falling block.", v:get_player_name())
end
if dmes then
mcl_death_messages.player_damage(v, msg)
end
v:set_hp(hp, { type = "punch", from = "mod" })
end
end
end
else
local hp = v:get_luaentity().health
if hp and hp ~= 0 then
if not self._hit_mobs then
self._hit_mobs = {}
end
local hit = false
for _,mob in ipairs(self._hit_mobs) do
if v == mob then
hit = true
end
end
if not hit then
table.insert(self._hit_mobs, v)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
v:get_luaentity().health = hp
end
end
end
end
end
--[[ for _,v in ipairs(objs) do
local hp = v:get_hp() local hp = v:get_hp()
if v:is_player() and hp ~= 0 then if v:is_player() and hp ~= 0 then
if not self._hit_players then if not self._hit_players then
@ -61,7 +126,7 @@ local deal_falling_damage = function(self, dtime)
end end
end end
end end
end end ]]
end end
minetest.register_entity(":__builtin:falling_node", { minetest.register_entity(":__builtin:falling_node", {