Bossbars: Add support for non-mob bosses

This commit is contained in:
Elias Fleckenstein 2021-04-11 11:15:09 +02:00
parent 2313012f60
commit af044e6a96

View file

@ -76,16 +76,23 @@ function mcl_bossbars.update_bar(id, def, priority)
old.priority = priority or old.priority old.priority = priority or old.priority
end end
function mcl_bossbars.update_boss(luaentity, name, color) function mcl_bossbars.update_boss(object, name, color)
local object = luaentity.object local props = object:get_luaentity()
if not props or not props._cmi_is_mob then
props = object:get_properties()
props.health = object:get_hp()
end
local bardef = { local bardef = {
text = luaentity.nametag,
percentage = math.floor(luaentity.health / luaentity.hp_max * 100),
color = color, color = color,
text = props.nametag,
percentage = math.floor(props.health / props.hp_max * 100),
} }
if not bardef.text or bardef.text == "" then if not bardef.text or bardef.text == "" then
bardef.text = name bardef.text = name
end end
local pos = object:get_pos() local pos = object:get_pos()
for _, player in pairs(minetest.get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
local d = vector.distance(pos, player:get_pos()) local d = vector.distance(pos, player:get_pos())