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Merge pull request 'anvil damage mechanism' (#1387) from anvil-entity-damage into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/1387
This commit is contained in:
commit
50bdf03189
1 changed files with 62 additions and 24 deletions
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@ -1,5 +1,8 @@
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local S = minetest.get_translator("mcl_falling_nodes")
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local S = minetest.get_translator("mcl_falling_nodes")
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local has_mcl_armor = minetest.get_modpath("mcl_armor")
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local his_creative_enabled = minetest.is_creative_enabled
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local get_falling_depth = function(self)
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local get_falling_depth = function(self)
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if not self._startpos then
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if not self._startpos then
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@ -13,9 +16,8 @@ local deal_falling_damage = function(self, dtime)
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
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return
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return
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end
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end
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-- Cause damage to any player it hits.
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-- Cause damage to any entity 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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-- Fallback
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-- Fallback
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@ -23,30 +25,39 @@ local deal_falling_damage = function(self, dtime)
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end
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end
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local objs = minetest.get_objects_inside_radius(pos, 1)
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local objs = minetest.get_objects_inside_radius(pos, 1)
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for _,v in ipairs(objs) do
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for _,v in ipairs(objs) do
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local hp = v:get_hp()
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if v:is_player() then
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if v:is_player() and hp ~= 0 then
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local hp = v:get_hp()
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if not self._hit_players then
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self._hit_players = {}
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end
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local name = v:get_player_name()
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local name = v:get_player_name()
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local hit = false
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if hp ~= 0 then
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for _,v in ipairs(self._hit_players) do
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if not self._hit_players then
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if name == v then
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self._hit_players = {}
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hit = true
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end
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end
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end
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local hit = false
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if not hit then
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for _,v in ipairs(self._hit_players) do
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table.insert(self._hit_players, name)
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if name == v then
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local way = self._startpos.y - pos.y
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hit = true
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local damage = (way - 1) * 2
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damage = math.min(40, math.max(0, damage))
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if damage >= 1 then
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hp = hp - damage
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if hp < 0 then
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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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end
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-- TODO: Reduce damage if wearing a helmet
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if not hit then
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table.insert(self._hit_players, name)
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local way = self._startpos.y - pos.y
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local damage = (way - 1) * 2
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damage = math.min(40, math.max(0, damage))
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if damage >= 1 then
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hp = hp - damage
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if hp < 0 then
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hp = 0
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end
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-- Reduce damage if wearing a helmet
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local inv = v:get_inventory()
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local helmet = inv:get_stack("armor", 2)
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if has_mcl_armor and not helmet:is_empty() then
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hp = hp/4*3
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if not his_creative_enabled(name) then
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helmet:add_wear(65535/helmet:get_definition().groups.mcl_armor_uses) --TODO: be sure damage is exactly like mc (informations are missing in the mc wiki)
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inv:set_stack("armor", 2, helmet)
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end
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end
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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("@1 was smashed by a falling anvil.", v:get_player_name())
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msg = S("@1 was smashed by a falling anvil.", v:get_player_name())
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@ -56,8 +67,35 @@ local deal_falling_damage = function(self, dtime)
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if dmes then
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if dmes then
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mcl_death_messages.player_damage(v, msg)
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mcl_death_messages.player_damage(v, msg)
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end
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end
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v:set_hp(hp, { type = "punch", from = "mod" })
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end
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end
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end
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else
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local hp = v:get_luaentity().health
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if hp and hp ~= 0 then
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if not self._hit_mobs then
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self._hit_mobs = {}
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end
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local hit = false
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for _,mob in ipairs(self._hit_mobs) do
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if v == mob then
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hit = true
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end
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end
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--TODO: reduce damage for mobs then they will be able to wear armor
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if not hit then
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table.insert(self._hit_mobs, v)
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local way = self._startpos.y - pos.y
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local damage = (way - 1) * 2
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damage = math.min(40, math.max(0, damage))
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if damage >= 1 then
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hp = hp - damage
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if hp < 0 then
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hp = 0
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end
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v:get_luaentity().health = hp
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end
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end
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v:set_hp(hp, { type = "punch", from = "mod" })
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end
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end
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end
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end
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end
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end
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