Undead mobs take light damage only in sunlight

This commit is contained in:
Wuzzy 2018-05-31 03:09:27 +02:00
parent b73e05d64a
commit 4513c6c35d
5 changed files with 19 additions and 12 deletions

@ -617,21 +617,26 @@ local do_env_damage = function(self)
return return
end end
-- bright light harms mob
if self.light_damage ~= 0
and (minetest.get_node_light(pos) or 0) > 12 then
local deal_light_damage = function(self, pos, damage)
if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
self.health = self.health - damage
self.health = self.health - self.light_damage
effect(pos, 5, "tnt_smoke.png") effect(pos, 5, "tnt_smoke.png")
if check_for_death(self, "light", {type = "light"}) then return end if check_for_death(self, "light", {type = "light"}) then return end
end end
end end
-- bright light harms mob
if self.light_damage ~= 0 and (minetest.get_node_light(pos) or 0) > 12 then
deal_light_damage(self, pos, self.light_damage)
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if self.sunlight_damage ~= 0 and (minetest.get_node_light(pos) or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
deal_light_damage(self, pos, self.sunlight_damage)
end
local y_level = self.collisionbox[2] local y_level = self.collisionbox[2]
if self.child then if self.child then
@ -3017,6 +3022,7 @@ minetest.register_entity(name, {
run_velocity = def.run_velocity or 2, run_velocity = def.run_velocity or 2,
damage = max(0, (def.damage or 0) * difficulty), damage = max(0, (def.damage or 0) * difficulty),
light_damage = def.light_damage or 0, light_damage = def.light_damage or 0,
sunlight_damage = def.sunlight_damage or 0,
water_damage = def.water_damage or 0, water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 0, lava_damage = def.lava_damage or 0,
suffocation = def.suffocation or 2, suffocation = def.suffocation or 2,

@ -209,7 +209,8 @@ functions needed for the mob to work properly which contains the following:
'ignores_nametag' if true, mob cannot be named by nametag 'ignores_nametag' if true, mob cannot be named by nametag
'rain_damage' damage per second if mob is standing in rain (default: 0) 'rain_damage' damage per second if mob is standing in rain (default: 0)
'sunlight_damage' holds the damage per second inflicted to mobs when they
are in direct sunlight
Node Replacement Node Replacement
---------------- ----------------

@ -79,7 +79,7 @@ local skeleton = {
}, },
water_damage = 1, water_damage = 1,
lava_damage = 4, lava_damage = 4,
light_damage = 1, sunlight_damage = 1,
view_range = 16, view_range = 16,
fear_height = 4, fear_height = 4,
attack_type = "dogshoot", attack_type = "dogshoot",

@ -75,7 +75,7 @@ mobs:register_mob("mobs_mc:villager_zombie", {
}, },
water_damage = 1, water_damage = 1,
lava_damage = 5, lava_damage = 5,
light_damage = 1, sunlight_damage = 1,
view_range = 16, view_range = 16,
fear_height = 5, fear_height = 5,

@ -81,7 +81,7 @@ local zombie = {
}, },
lava_damage = 4, lava_damage = 4,
-- TODO: Burn mob only when in direct sunlight -- TODO: Burn mob only when in direct sunlight
light_damage = 2, sunlight_damage = 2,
view_range = 16, view_range = 16,
attack_type = "dogfight", attack_type = "dogfight",
} }
@ -96,7 +96,7 @@ baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_zombie.visual_size = {x=zombie.visual_size.x/2, y=zombie.visual_size.y/2} baby_zombie.visual_size = {x=zombie.visual_size.x/2, y=zombie.visual_size.y/2}
baby_zombie.walk_velocity = 1.2 baby_zombie.walk_velocity = 1.2
baby_zombie.run_velocity = 2.4 baby_zombie.run_velocity = 2.4
baby_zombie.light_damage = 0 baby_zombie.sunlight_damage = 0
mobs:register_mob("mobs_mc:baby_zombie", baby_zombie) mobs:register_mob("mobs_mc:baby_zombie", baby_zombie)
@ -104,7 +104,7 @@ mobs:register_mob("mobs_mc:baby_zombie", baby_zombie)
-- Desert variant of the zombie -- Desert variant of the zombie
local husk = table.copy(zombie) local husk = table.copy(zombie)
husk.textures = {{"mobs_mc_husk.png"}} husk.textures = {{"mobs_mc_husk.png"}}
husk.light_damage = 0 husk.sunlight_damage = 0
husk.water_damage = 3 husk.water_damage = 3
husk.drops = drops_common husk.drops = drops_common
-- TODO: Husks avoid water -- TODO: Husks avoid water