Refactor mcl_void_damage

This commit is contained in:
Wuzzy 2020-04-22 01:38:41 +02:00
parent 0929ce4f20
commit c81a18ac1a

View file

@ -1,42 +1,79 @@
local S = minetest.get_translator("mcl_void_damage")
local enable_damage = minetest.settings:get_bool("enable_damage")
local voidtimer = 0
local VOID_DAMAGE_FREQ = 0.5
local VOID_DAMAGE = 4
-- Remove entities that fall too deep into the void
minetest.register_on_mods_loaded(function()
-- We do this by overwriting on_step of all entities
for entitystring, def in pairs(minetest.registered_entities) do
local on_step_old = def.on_step
if not on_step_old then
on_step_old = function() end
end
local on_step = function(self, dtime)
on_step_old(self, dtime)
local obj = self.object
local pos = obj:get_pos()
-- Old on_step function might have deleted object,
-- so we delete it
if not pos then
return
end
if not self._void_timer then
self._void_timer = 0
end
self._void_timer = self._void_timer + dtime
if self._void_timer <= VOID_DAMAGE_FREQ then
return
end
self._void_timer = 0
minetest.register_globalstep(function(dtime)
voidtimer = voidtimer + dtime
if voidtimer > 0.5 then
voidtimer = 0
local objs = minetest.object_refs
local enable_damage = minetest.settings:get_bool("enable_damage")
for id, obj in pairs(objs) do
local pos = obj:get_pos()
local void, void_deadly = mcl_worlds.is_in_void(pos)
if void_deadly then
local is_player = obj:is_player()
local ent = obj:get_luaentity()
local immortal_val = obj:get_armor_groups().immortal
obj:remove()
return
end
end
def.on_step = on_step
minetest.register_entity(":"..entitystring, def)
end
end)
-- Hurt players or teleport them back to spawn if they are too deep in the void
minetest.register_globalstep(function(dtime)
voidtimer = voidtimer + dtime
if voidtimer > VOID_DAMAGE_FREQ then
voidtimer = 0
local enable_damage = minetest.settings:get_bool("enable_damage")
local players = minetest.get_connected_players()
for p=1, #players do
local player = players[p]
local pos = player:get_pos()
local void, void_deadly = mcl_worlds.is_in_void(pos)
if void_deadly then
local immortal_val = player:get_armor_groups().immortal
local is_immortal = false
if immortal_val and immortal_val > 0 then
is_immortal = true
end
if is_immortal or not enable_damage then
if is_player then
-- If damage is disabled, we can't kill players.
-- So we just teleport the player back to spawn.
local spawn = mcl_spawn.get_spawn_pos(obj)
obj:set_pos(spawn)
mcl_worlds.dimension_change(obj, mcl_worlds.pos_to_dimension(spawn))
minetest.chat_send_player(obj:get_player_name(), S("The void is off-limits to you!"))
else
obj:remove()
end
local spawn = mcl_spawn.get_spawn_pos(player)
player:set_pos(spawn)
mcl_worlds.dimension_change(player, mcl_worlds.pos_to_dimension(spawn))
minetest.chat_send_player(player:get_player_name(), S("The void is off-limits to you!"))
elseif enable_damage and not is_immortal then
-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
if obj:get_hp() > 0 then
if is_player then
mcl_death_messages.player_damage(obj, S("@1 fell into the endless void.", obj:get_player_name()))
end
obj:set_hp(obj:get_hp() - 4)
if player:get_hp() > 0 then
mcl_death_messages.player_damage(player, S("@1 fell into the endless void.", player:get_player_name()))
player:set_hp(player:get_hp() - VOID_DAMAGE)
end
end
end