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Regularily damage and delete entities in void
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2
mods/ENTITIES/mcl_void_damage/depends.txt
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2
mods/ENTITIES/mcl_void_damage/depends.txt
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@ -0,0 +1,2 @@
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mcl_worlds
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mcl_death_messages
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1
mods/ENTITIES/mcl_void_damage/description.txt
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1
mods/ENTITIES/mcl_void_damage/description.txt
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@ -0,0 +1 @@
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Deal damage to entities stuck in the deep void
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43
mods/ENTITIES/mcl_void_damage/init.lua
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43
mods/ENTITIES/mcl_void_damage/init.lua
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@ -0,0 +1,43 @@
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local voidtimer = 0
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minetest.register_globalstep(function(dtime)
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voidtimer = voidtimer + dtime
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if voidtimer > 0.5 then
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voidtimer = 0
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local objs = minetest.object_refs
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local enable_damage = minetest.settings:get_bool("enable_damage")
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for id, obj in pairs(objs) do
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local pos = obj:get_pos()
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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if void_deadly then
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local is_player = obj:is_player()
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local ent = obj:get_luaentity()
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local immortal_val = obj:get_armor_groups().immortal
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local is_immortal = false
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if immortal_val and immortal_val > 0 then
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is_immortal = true
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end
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if is_immortal or not enable_damage then
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if is_player then
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-- If damage is disabled, we can't kill players.
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-- So we just teleport the player back to spawn.
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local spawn = mcl_spawn.get_spawn_pos(obj)
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obj:set_pos(spawn)
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mcl_worlds.dimension_change(obj, mcl_worlds.pos_to_dimension(spawn))
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minetest.chat_send_player(obj:get_player_name(), "The void is off-limits to you!")
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else
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obj:remove()
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end
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elseif enable_damage and not is_immortal then
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-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
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if obj:get_hp() > 0 then
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if is_player then
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mcl_death_messages.player_damage(obj, string.format("%s fell into the endless void.", obj:get_player_name()))
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end
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obj:set_hp(obj:get_hp() - 4)
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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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end)
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1
mods/ENTITIES/mcl_void_damage/mod.conf
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1
mods/ENTITIES/mcl_void_damage/mod.conf
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@ -0,0 +1 @@
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name = mcl_void_damage
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@ -3,8 +3,10 @@ minetest.register_on_dieplayer(function(player)
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if keep == false then
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-- Drop inventory, crafting grid and armor
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local inv = player:get_inventory()
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local pos = player:getpos()
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local pos = player:get_pos()
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local name, player_armor_inv, armor_armor_inv, pos = armor:get_valid_player(player, "[on_dieplayer]")
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-- No item drop if in deep void
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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local lists = {
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{ inv = inv, listname = "main", drop = true },
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{ inv = inv, listname = "craft", drop = true },
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@ -21,7 +23,7 @@ minetest.register_on_dieplayer(function(player)
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local z = math.random(0, 9)/3
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pos.x = pos.x + x
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pos.z = pos.z + z
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if drop then
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if not void_deadly and drop then
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minetest.add_item(pos, stack)
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end
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stack:clear()
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@ -1,5 +1,4 @@
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mcl_init
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mcl_worlds
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mcl_core
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mcl_particles
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mcl_hunger
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@ -141,25 +141,6 @@ minetest.register_globalstep(function(dtime)
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end
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end
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-- Deal Void damage
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local void, void_deadly = mcl_worlds.is_in_void(pos)
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if void_deadly then
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-- Player is deep into the void, deal void damage
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if minetest.settings:get_bool("enable_damage") then
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if player:get_hp() > 0 then
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mcl_death_messages.player_damage(player, string.format("%s fell into the endless void.", name))
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player:set_hp(player:get_hp() - 4)
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end
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else
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-- If damge is disabled, we can't kill the player.
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-- So we just teleport the player back to spawn.
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local spawn = mcl_spawn.get_spawn_pos(player)
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player:set_pos(spawn)
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mcl_worlds.dimension_change(player, mcl_worlds.pos_to_dimension(spawn))
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minetest.chat_send_player(name, "The void is off-limits to you!")
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end
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end
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--[[ Swimming: Cause exhaustion.
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NOTE: As of 0.4.15, it only counts as swimming when you are with the feet inside the liquid!
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Head alone does not count. We respect that for now. ]]
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