Update fire and water protection (#42)

Update fire protection to use register_on_player_hpchange instead of overriding node damage, move water protection into different globalstep.
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tenplus1 2021-02-07 08:47:23 +00:00 committed by GitHub
parent e7abacc94e
commit 42f7dac4d0
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GPG Key ID: 4AEE18F83AFDEB23

@ -436,7 +436,11 @@ end, true)
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
timer = timer + dtime timer = timer + dtime
if timer > armor.config.init_delay then if timer <= armor.config.init_delay then
return
end
timer = 0
for player, count in pairs(pending_players) do for player, count in pairs(pending_players) do
local remove = init_player_armor(player) == true local remove = init_player_armor(player) == true
pending_players[player] = count + 1 pending_players[player] = count + 1
@ -448,68 +452,52 @@ minetest.register_globalstep(function(dtime)
pending_players[player] = nil pending_players[player] = nil
end end
end end
timer = 0
end
end)
-- Fire Protection and water breathing, added by TenPlus1. -- water breathing protection, added by TenPlus1
if armor.config.water_protect == true then
if armor.config.fire_protect == true then
-- override hot nodes so they do not hurt player anywhere but mod
for _, row in pairs(armor.fire_nodes) do
if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0})
end
end
else
print (S("[3d_armor] Fire Nodes disabled"))
end
if armor.config.water_protect == true or armor.config.fire_protect == true then
minetest.register_globalstep(function(dtime)
armor.timer = armor.timer + dtime
if armor.timer < armor.config.update_time then
return
end
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name() local name = player:get_player_name()
local pos = player:get_pos()
local hp = player:get_hp()
if not name or not pos or not hp then
return
end
-- water breathing
if armor.config.water_protect == true then
if armor.def[name].water > 0 and if armor.def[name].water > 0 and
player:get_breath() < 10 then player:get_breath() < 10 then
player:set_breath(10) player:set_breath(10)
end end
end end
-- fire protection end
if armor.config.fire_protect == true then end)
local fire_damage = true
pos.y = pos.y + 1.4 -- head level -- Fire Protection, added by TenPlus1.
local node_head = minetest.get_node(pos).name if armor.config.fire_protect == true then
pos.y = pos.y - 1.2 -- feet level -- override any hot nodes that do not already deal damage
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(armor.fire_nodes) do for _, row in pairs(armor.fire_nodes) do
-- check fire protection, if not enough then get hurt if minetest.registered_nodes[row[1]] then
if row[1] == node_head or row[1] == node_feet then local damage = minetest.registered_nodes[row[1]].damage_per_second
if fire_damage == true then if not damage or damage == 0 then
armor:punch(player, "fire") minetest.override_item(row[1], {damage_per_second = row[3]})
last_punch_time[name] = minetest.get_gametime()
fire_damage = false
end
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * armor.config.update_time
player:set_hp(hp)
break
end end
end end
end end
end else
end print ("[3d_armor] Fire Nodes disabled")
armor.timer = 0 end
end)
if armor.config.fire_protect == true then
minetest.register_on_player_hpchange(function(player, hp_change, reason)
if reason.type == "node_damage" and reason.node then
-- fire protection
if armor.config.fire_protect == true and hp_change < 0 then
local name = player:get_player_name()
for _,igniter in pairs(armor.fire_nodes) do
if reason.node == igniter[1] then
if armor.def[name].fire < igniter[2] then
armor:punch(player, "fire")
else
hp_change = 0
end
end
end
end
end
return hp_change
end, true)
end end