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- Use upright_sprite for 3rd person flame display, which is both closer to minecraft and allows for client side texture animation - Take care of flame HUD in the MineClone2Client
139 lines
4.2 KiB
Lua
139 lines
4.2 KiB
Lua
function mcl_burning.get_storage(obj)
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return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
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end
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function mcl_burning.is_burning(obj)
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return mcl_burning.get_storage(obj).burn_time
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end
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function mcl_burning.is_affected_by_rain(obj)
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return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
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end
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function mcl_burning.get_collisionbox(obj, smaller, storage)
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local cache = storage.collisionbox_cache
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if cache then
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local box = cache[smaller and 2 or 1]
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return box[1], box[2]
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else
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local box = obj:get_properties().collisionbox
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local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
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local s_vec = vector.new(0.1, 0.1, 0.1)
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local s_minp = vector.add(minp, s_vec)
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local s_maxp = vector.subtract(maxp, s_vec)
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storage.collisionbox_cache = {{minp, maxp}, {s_minp, s_maxp}}
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return minp, maxp
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end
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end
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function mcl_burning.get_touching_nodes(obj, nodenames, storage)
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local pos = obj:get_pos()
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local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage)
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local nodes = minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
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return nodes
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end
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function mcl_burning.set_on_fire(obj, burn_time)
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if obj:get_hp() < 0 then
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return
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end
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local storage = mcl_burning.get_storage(obj)
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local luaentity = obj:get_luaentity()
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if luaentity and luaentity.fire_resistant then
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return
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end
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if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then
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burn_time = 0
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else
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local max_fire_prot_lvl = 0
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local inv = mcl_util.get_inventory(obj)
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local armor_list = inv and inv:get_list("armor")
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if armor_list then
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for _, stack in pairs(armor_list) do
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local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
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if fire_prot_lvl > max_fire_prot_lvl then
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max_fire_prot_lvl = fire_prot_lvl
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end
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end
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end
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if max_fire_prot_lvl > 0 then
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burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
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end
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end
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if not storage.burn_time or burn_time >= storage.burn_time then
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if obj:is_player() then
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mcl_burning.channels[obj]:send_all(tostring(mcl_burning.animation_frames))
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mcl_burning.channels[obj]:send_all("start")
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end
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storage.burn_time = burn_time
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storage.fire_damage_timer = 0
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local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
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local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
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local obj_size = obj:get_properties().visual_size
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local vertical_grow_factor = 1.2
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local horizontal_grow_factor = 1.1
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local grow_vector = vector.new(horizontal_grow_factor, vertical_grow_factor, horizontal_grow_factor)
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local size = vector.subtract(maxp, minp)
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size = vector.multiply(size, grow_vector)
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size = vector.divide(size, obj_size)
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local offset = vector.new(0, size.y * 10 / 2, 0)
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fire_entity:set_properties({visual_size = size})
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fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
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local fire_luaentity = fire_entity:get_luaentity()
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for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
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local other_luaentity = other:get_luaentity()
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if other_luaentity and other_luaentity.name == "mcl_burning:fire" and other_luaentity ~= fire_luaentity then
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other:remove()
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break
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end
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end
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end
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end
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function mcl_burning.extinguish(obj)
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if mcl_burning.is_burning(obj) then
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local storage = mcl_burning.get_storage(obj)
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if obj:is_player() then
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mcl_burning.channels[obj]:send_all("stop")
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mcl_burning.storage[obj] = {}
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else
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storage.burn_time = nil
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storage.fire_damage_timer = nil
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end
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end
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end
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function mcl_burning.tick(obj, dtime, storage)
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if storage.burn_time then
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storage.burn_time = storage.burn_time - dtime
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if storage.burn_time <= 0 or mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire", storage) > 0 then
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mcl_burning.extinguish(obj)
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return true
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else
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storage.fire_damage_timer = storage.fire_damage_timer + dtime
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if storage.fire_damage_timer >= 1 then
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storage.fire_damage_timer = 0
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local luaentity = obj:get_luaentity()
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if not luaentity or not luaentity.fire_damage_resistant then
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mcl_util.deal_damage(obj, 1, {type = "on_fire"})
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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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