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Merge pull request 'Shield improvements and bugfixes (fixes #2756)' (#4582) from shieldy_shields into master
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4582 Reviewed-by: kno10 <kno10@noreply.git.minetest.land> Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
This commit is contained in:
commit
e3b7847df1
5 changed files with 58 additions and 43 deletions
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@ -257,10 +257,10 @@ function ARROW_ENTITY.on_step(self, dtime)
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mcl_burning.set_on_fire(obj, 5)
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end
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if not self._in_player and not self._blocked then
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, self.object:get_velocity())
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mcl_util.deal_damage(obj, self._damage, {type = "arrow", source = self._shooter, direct = self.object})
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if self._extra_hit_func then
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self._extra_hit_func(obj)
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end
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if obj:is_player() then
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if not mcl_shields.is_blocking(obj) then
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local placement
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@ -168,7 +168,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
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groups = {weapon=1,weapon_ranged=1,bow=1,cannot_block=1,enchantability=1},
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_mcl_uses = 385,
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})
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@ -216,7 +216,7 @@ for level=0, 2 do
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, cannot_block=1, enchantability=1},
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-- Trick to disable digging as well
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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@ -158,7 +158,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
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groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1},
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_mcl_uses = 326,
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})
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@ -193,7 +193,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
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itemstack:get_meta():set_string("active", "true")
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return itemstack
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end,
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groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1,not_in_creative_inventory=1},
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groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1,not_in_creative_inventory=1},
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_mcl_uses = 326,
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})
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@ -238,7 +238,7 @@ for level=0, 2 do
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wield_scale = mcl_vars.tool_wield_scale,
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stack_max = 1,
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range = 0, -- Pointing range to 0 to prevent punching with bow :D
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
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groups = {not_in_creative_inventory=1, not_in_craft_guide=1, cannot_block=1, bow=1, enchantability=1},
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-- Trick to disable digging as well
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on_use = function() return end,
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on_drop = function(itemstack, dropper, pos)
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@ -211,16 +211,37 @@ local function set_interact(player, interact)
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return
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end
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local meta = player:get_meta()
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if meta:get_int("mcl_privs:interact_revoked") ~= 1 then
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privs.interact = interact
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minetest.set_player_privs(player_name, privs)
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meta:set_int("mcl_privs:interact_revoked",0)
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if interact and meta:get_int("mcl_shields:interact_revoked") ~= 0 then
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meta:set_int("mcl_shields:interact_revoked", 0)
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privs.interact = true
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elseif not interact then
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meta:set_int("mcl_shields:interact_revoked", privs.interact and 1 or 0)
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privs.interact = nil
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end
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minetest.set_player_privs(player_name, privs)
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end
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-- Prevent player from being able to circumvent interact privilage removal by
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-- using shield.
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minetest.register_on_priv_revoke(function(name, revoker, priv)
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if priv == "interact" and revoker then
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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local meta = player:get_meta()
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meta:set_int("mcl_shields:interact_revoked", 0)
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end
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end)
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local shield_hud = {}
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local function remove_shield_hud(player)
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set_interact(player, true)
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playerphysics.remove_physics_factor(player, "speed", "shield_speed")
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if not shield_hud[player] then return end --this function takes a long time. only run it when necessary
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player:hud_remove(shield_hud[player])
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shield_hud[player] = nil
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@ -231,9 +252,6 @@ local function remove_shield_hud(player)
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if not hf.wielditem then
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player:hud_set_flags({wielditem = true})
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end
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playerphysics.remove_physics_factor(player, "speed", "shield_speed")
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set_interact(player, true)
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end
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local function add_shield_entity(player, i)
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@ -251,6 +269,11 @@ local function remove_shield_entity(player, i)
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end
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end
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local function is_rmb_conflicting_node(nodename)
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local nodedef = minetest.registered_nodes[nodename] or {}
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return nodedef.on_rightclick
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end
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local function handle_blocking(player)
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local player_shield = mcl_shields.players[player]
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local rmb = player:get_player_control().RMB
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@ -259,14 +282,25 @@ local function handle_blocking(player)
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return
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end
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local wielded_stack = player:get_wielded_item()
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local shield_in_offhand = mcl_shields.wielding_shield(player, 1)
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local shield_in_hand = mcl_shields.wielding_shield(player)
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local not_blocking = player_shield.blocking == 0
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local pos = player:get_pos()
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if pointed_thing and pointed_thing.type == "node" then
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local pointed_node = minetest.get_node(pointed_thing.under)
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if minetest.get_item_group(pointed_node.name, "container") > 1
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or is_rmb_conflicting_node(pointed_node.name)
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or wielded_stack:get_definition().type == "node" then
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return
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end
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end
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if shield_in_hand then
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if not_blocking then
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minetest.after(0.25, function()
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minetest.after(0.05, function()
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if (not_blocking or not shield_in_offhand) and shield_in_hand and rmb then
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player_shield.blocking = 2
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set_shield(player, true, 2)
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@ -276,22 +310,15 @@ local function handle_blocking(player)
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player_shield.blocking = 2
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end
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elseif shield_in_offhand then
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local pointed_thing = mcl_util.get_pointed_thing(player, true)
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local offhand_can_block = (wielded_item(player) == "" or not pointed_thing)
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and (minetest.get_item_group(wielded_item(player), "bow") ~= 1 and minetest.get_item_group(wielded_item(player), "crossbow") ~= 1)
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if pointed_thing and pointed_thing.type == "node" then
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if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "container") > 1 then
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return
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end
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end
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local offhand_can_block = minetest.get_item_group(wielded_item(player), "cannot_block") ~= 1
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if not offhand_can_block then
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return
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end
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if not_blocking then
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minetest.after(0.25, function()
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if (not_blocking or not shield_in_hand) and shield_in_offhand and rmb and offhand_can_block then
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minetest.after(0.05, function()
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if (not_blocking or not shield_in_hand) and shield_in_offhand
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and rmb and offhand_can_block then
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player_shield.blocking = 1
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set_shield(player, true, 1)
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end
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@ -344,7 +371,7 @@ local function add_shield_hud(shieldstack, player, blocking)
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z_index = -200,
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})
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playerphysics.add_physics_factor(player, "speed", "shield_speed", 0.5)
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set_interact(player, nil)
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set_interact(player, false)
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end
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local function update_shield_hud(player, blocking, shieldstack)
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@ -30,17 +30,5 @@ for _, action in pairs({"grant", "revoke"}) do
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if priv == "fly" then
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meta:set_int("mcl_privs:fly_changed", 1)
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end
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--[[
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so e.g. hackers who have been revoked of the interact privilege
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will not automatically get the interact privilege through the mcl shields code back
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]]
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if priv == "interact" then
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if action == "revoke" then
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meta:set_int("mcl_privs:interact_revoked", 1)
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else
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meta:set_int("mcl_privs:interact_revoked", 0)
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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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