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Combat (mostly PvE) rebalancing (#4005)
-Added short mob invulnerability time after being hit -Added separate shorter range for hitting mobs (as opposed to node interaction) -Reworked mob knockback -Slowed down natural health regeneration from saturation -Added a setting for the saturation health regen speed Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4005 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: Eliy21 <eliy21@noreply.git.minetest.land> Co-committed-by: Eliy21 <eliy21@noreply.git.minetest.land>
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@ -532,11 +532,28 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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return
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return
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end
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end
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local time_now = minetest.get_us_time()
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local is_player = hitter:is_player()
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local is_player = hitter:is_player()
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if is_player then
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if is_player then
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local time_diff = time_now - self.invul_timestamp
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-- check for invulnerability time in microseconds (0.5 second)
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if time_diff <= 500000 and time_diff >= 0 then
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return
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end
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local mob_pos = self.object:get_pos()
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local player_pos = hitter:get_pos()
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-- is mob out of reach?
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if vector.distance(mob_pos, player_pos) > 3 then
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return
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end
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-- is mob protected?
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-- is mob protected?
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if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
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if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
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return
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return
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end
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end
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@ -545,7 +562,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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end
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end
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-- set/update 'drop xp' timestamp if hitted by player
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-- set/update 'drop xp' timestamp if hitted by player
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self.xp_timestamp = minetest.get_us_time()
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self.xp_timestamp = time_now
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end
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end
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@ -657,6 +674,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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-- do damage
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-- do damage
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self.health = self.health - damage
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self.health = self.health - damage
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-- give invulnerability
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self.invul_timestamp = time_now
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-- skip future functions if dead, except alerting others
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-- skip future functions if dead, except alerting others
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if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
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if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
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die = true
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die = true
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@ -672,10 +692,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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if not v then return end
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if not v then return end
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local r = 1.4 - math.min(punch_interval, 1.4)
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local r = 1.4 - math.min(punch_interval, 1.4)
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local kb = r * (math.abs(v.x)+math.abs(v.z))
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local kb = r * (math.abs(v.x)+math.abs(v.z))
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local up = 2
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local up = 2.625
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if die==true then
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if die==true then
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kb=kb*2
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kb=kb*1.25
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end
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end
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-- if already in air then dont go up anymore when hit
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-- if already in air then dont go up anymore when hit
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@ -689,7 +709,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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if tool_capabilities.damage_groups["knockback"] then
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if tool_capabilities.damage_groups["knockback"] then
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kb = tool_capabilities.damage_groups["knockback"]
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kb = tool_capabilities.damage_groups["knockback"]
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else
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else
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kb = kb * 1.5
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kb = kb * 1.25
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end
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end
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@ -699,9 +719,19 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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end
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end
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if hitter and is_player then
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if hitter and is_player then
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local wielditem = hitter:get_wielded_item()
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local wielditem = hitter:get_wielded_item()
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kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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local hv = hitter:get_velocity()
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elseif luaentity and luaentity._knockback then
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local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
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local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
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local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
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kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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-- add player velocity to mob knockback
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if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
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kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
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end
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elseif luaentity and luaentity._knockback and die == false then
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kb = kb + luaentity._knockback
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kb = kb + luaentity._knockback
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elseif luaentity and luaentity._knockback and die == true then
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kb = kb + luaentity._knockback * 0.25
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end
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end
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self._kb_turn = true
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self._kb_turn = true
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self._turn_to=self.object:get_yaw()-1.57
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self._turn_to=self.object:get_yaw()-1.57
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@ -171,6 +171,7 @@ function mcl_mobs.register_mob(name, def)
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xp_min = def.xp_min or 0,
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xp_min = def.xp_min or 0,
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xp_max = def.xp_max or 0,
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xp_max = def.xp_max or 0,
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xp_timestamp = 0,
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xp_timestamp = 0,
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invul_timestamp = 0,
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breath_max = def.breath_max or 15,
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breath_max = def.breath_max or 15,
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breathes_in_water = def.breathes_in_water or false,
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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physical = true,
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@ -48,7 +48,7 @@ function mcl_bows.shoot_arrow(arrow_item, pos, dir, yaw, shooter, power, damage,
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damage = damage + (enchantments.power + 1) / 4
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damage = damage + (enchantments.power + 1) / 4
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end
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end
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if enchantments.punch then
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if enchantments.punch then
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knockback = enchantments.punch * 3
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knockback = enchantments.punch * 21
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end
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end
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if enchantments.flame then
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if enchantments.flame then
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mcl_burning.set_on_fire(obj, math.huge)
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mcl_burning.set_on_fire(obj, math.huge)
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@ -146,8 +146,9 @@ minetest.register_globalstep(function(dtime)
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local food_level = mcl_hunger.get_hunger(player)
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local food_level = mcl_hunger.get_hunger(player)
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local food_saturation_level = mcl_hunger.get_saturation(player)
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local food_saturation_level = mcl_hunger.get_saturation(player)
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local player_health = player:get_hp()
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local player_health = player:get_hp()
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local max_tick_timer = tonumber(minetest.settings:get("mcl_health_regen_delay")) or 4
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if food_tick_timer > 4.0 then
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if food_tick_timer > max_tick_timer then
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food_tick_timer = 0
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food_tick_timer = 0
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-- let hunger work always
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-- let hunger work always
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@ -173,7 +174,7 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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end
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elseif food_tick_timer > 0.5 and food_level == 20 and food_saturation_level > 0 then -- fast regeneration
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elseif food_tick_timer > max_tick_timer and food_level == 20 and food_saturation_level > 0 then -- fast regeneration
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if player_health > 0 and player_health < 20 then
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if player_health > 0 and player_health < 20 then
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food_tick_timer = 0
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food_tick_timer = 0
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player:set_hp(player_health+1)
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player:set_hp(player_health+1)
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@ -95,6 +95,10 @@ mcl_creative_dig_speed (Creative mode dig speed) float 0.2
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# If enabled the hunger mechanic will be active
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# If enabled the hunger mechanic will be active
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mcl_enable_hunger (Hunger mechanic) bool true
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mcl_enable_hunger (Hunger mechanic) bool true
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# Health regeneration delay when hunger bar is full
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# Default:4
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mcl_health_regen_delay (Health regen delay) float 4 0
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[Mobs]
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[Mobs]
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# If enabled, mobs will spawn naturally. This does not affect
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# If enabled, mobs will spawn naturally. This does not affect
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# affect mob spawners.
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# affect mob spawners.
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