Add mcl_burning.is_affected_by_sunlight(), rework mob light/sunlight damage and burning code

This commit is contained in:
teknomunk 2024-11-28 11:23:34 -06:00
parent 42b7dc9ce8
commit 835f97a61e
3 changed files with 25 additions and 26 deletions

@ -18,6 +18,17 @@ function mcl_burning.is_affected_by_rain(obj)
return mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos)
end
function mcl_burning.is_affected_by_sunlight(obj, threshold)
threshold = threshold or core.LIGHT_MAX
local pos = obj:get_pos()
local _,dim = mcl_worlds.y_to_layer(pos.y)
if dim ~= "overworld" then return false end
local sunlight = mcl_util.get_natural_light(pos, core.get_timeofday()) or 0
if sunlight > threshold then return true end
end
function mcl_burning.get_collisionbox(obj, smaller, storage)
local cache = storage.collisionbox_cache
if cache then

@ -1,4 +1,4 @@
name = mcl_burning
description = Burning Objects for VoxeLibre
author = Fleckenstein
depends = mcl_weather
depends = mcl_weather, mcl_worlds

@ -634,38 +634,26 @@ function mob_class:do_env_damage()
return true
end
local node = minetest.get_node(pos)
if node then
if node.name ~= "ignore" then
-- put below code in this block if we can prove that unloaded maps are causing crash.
-- it should warn then error
else
--minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
-- Simple light damage
if self.light_damage or 0 > 0 and mcl_burning.is_affected_by_sunlight(self.object, 12) then
if self:deal_light_damage(pos, self.light_damage) then
return true
end
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
-- Sunlight burning/igniting mobs
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and mcl_burning.is_affected_by_sunlight(self.object) then
if not (self.armor_list and (self.armor_list.helmet or "") ~= "") then
if self.ignited_by_sunlight and not mcl_burning.is_affected_by_rain(self.object) then
if (#mcl_burning.get_touching_nodes(self.object, "group:puts_out_fire", self) == 0) then
mcl_burning.set_on_fire(self.object, 10)
end
else
self:deal_light_damage(pos, self.sunlight_damage)
return true
end
end
end
end
local y_level = self.collisionbox[2]
if self.child then