Implement review feedback.

This commit is contained in:
ancientmarinerdev 2023-04-27 19:04:36 +01:00
parent a8c989edd8
commit b15482012e
1 changed files with 17 additions and 12 deletions

View File

@ -178,7 +178,7 @@ local function beacon_blockcheck(pos)
end end
end end
local function is_obstructed(pos) --also removes beacon beam if true local function clear_obstructed_beam(pos)
for y=pos.y+1, pos.y+100 do for y=pos.y+1, pos.y+100 do
local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
@ -208,19 +208,24 @@ local function effect_player(effect,pos,power_level, effect_level,player)
end end
end end
local function abm_func(pos) local function apply_effects_to_all_players(pos)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local power_level = beacon_blockcheck(pos)
local effect_string = meta:get_string("effect") local effect_string = meta:get_string("effect")
local effect_level = meta:get_int("effect_level")
if meta:get_int("effect_level") == 2 and power_level < 4 then --no need to run loops when beacon is in an invalid setup :P local power_level = beacon_blockcheck(pos)
if effect_level == 2 and power_level < 4 then --no need to run loops when beacon is in an invalid setup :P
return return
end end
for _, obj in pairs(minetest.get_connected_players()) do local beacon_distance = (power_level + 1) * 10
if vector.distance(pos,obj:get_pos()) > (power_level+1)*10 then return end --I used Pythagoras at first, and ignored this method lol
if not is_obstructed(pos) then for _, player in pairs(minetest.get_connected_players()) do
effect_player(effect_string,pos,power_level,meta:get_int("effect_level"),obj) if vector.distance(pos, player:get_pos()) <= beacon_distance then
if not clear_obstructed_beam(pos) then
effect_player(effect_string, pos, power_level, effect_level, player)
end
end end
end end
end end
@ -335,7 +340,7 @@ minetest.register_node("mcl_beacons:beacon", {
minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index}) minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index})
end end
end end
abm_func(pos) --call it once outside the globalstep so the player gets the effect right after selecting it end apply_effects_to_all_players(pos) --call it once outside the globalstep so the player gets the effect right after selecting it
end end
end end
end, end,
@ -386,7 +391,7 @@ minetest.register_abm{
interval = 3, interval = 3,
chance = 1, chance = 1,
action = function(pos) action = function(pos)
abm_func(pos) -- for some FUC**** reason I can't just say abm_func directly, so this is a dirty workaround apply_effects_to_all_players(pos)
end, end,
} }