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Add mcl_burning.is_affected_by_sunlight(), rework mob light/sunlight damage and burning code
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@ -18,6 +18,17 @@ function mcl_burning.is_affected_by_rain(obj)
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return mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos)
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end
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function mcl_burning.is_affected_by_sunlight(obj, threshold)
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threshold = threshold or core.LIGHT_MAX
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local pos = obj:get_pos()
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local _,dim = mcl_worlds.y_to_layer(pos.y)
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if dim ~= "overworld" then return false end
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local sunlight = mcl_util.get_natural_light(pos, core.get_timeofday()) or 0
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if sunlight > threshold then return true end
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end
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function mcl_burning.get_collisionbox(obj, smaller, storage)
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local cache = storage.collisionbox_cache
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if cache then
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@ -1,4 +1,4 @@
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name = mcl_burning
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description = Burning Objects for VoxeLibre
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author = Fleckenstein
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depends = mcl_weather
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depends = mcl_weather, mcl_worlds
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@ -634,36 +634,24 @@ function mob_class:do_env_damage()
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return true
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end
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local node = minetest.get_node(pos)
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if node then
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if node.name ~= "ignore" then
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-- put below code in this block if we can prove that unloaded maps are causing crash.
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-- it should warn then error
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else
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--minetest.log("warning", "Pos is ignored: " .. dump(pos))
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-- Simple light damage
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if self.light_damage or 0 > 0 and mcl_burning.is_affected_by_sunlight(self.object, 12) then
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if self:deal_light_damage(pos, self.light_damage) then
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return true
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end
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end
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local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
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if self.light_damage ~= 0 and (sunlight or 0) > 12 then
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if self:deal_light_damage(pos, self.light_damage) then
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return true
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end
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end
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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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
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if self.ignited_by_sunlight and not mcl_burning.is_affected_by_rain(self.object) then
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if (#mcl_burning.get_touching_nodes(self.object, "group:puts_out_fire", self) == 0) then
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mcl_burning.set_on_fire(self.object, 10)
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end
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else
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self:deal_light_damage(pos, self.sunlight_damage)
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return true
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-- Sunlight burning/igniting mobs
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and mcl_burning.is_affected_by_sunlight(self.object) then
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if not (self.armor_list and (self.armor_list.helmet or "") ~= "") then
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if self.ignited_by_sunlight and not mcl_burning.is_affected_by_rain(self.object) then
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if (#mcl_burning.get_touching_nodes(self.object, "group:puts_out_fire", self) == 0) then
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mcl_burning.set_on_fire(self.object, 10)
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end
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else
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self:deal_light_damage(pos, self.sunlight_damage)
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end
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end
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end
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local y_level = self.collisionbox[2]
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