Move falling anvil handling to other mod

This commit is contained in:
Wuzzy 2018-02-05 17:18:28 +01:00
parent eef6c44e4a
commit d713cd193c
3 changed files with 57 additions and 75 deletions

@ -1,3 +1,43 @@
local on_anvil_step = function(self, dtime)
local pos = self.object:get_pos()
if not self._startpos then
self._startpos = pos
end
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
local hp = v:get_hp()
if v:is_player() and hp ~= 0 then
if not self._hit_players then
self._hit_players = {}
end
local name = v:get_player_name()
local hit = false
for _,v in ipairs(self._hit_players) do
if name == v then
hit = true
end
end
if not hit then
table.insert(self._hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
if v:is_player() then
mcl_death_messages.player_damage(v, string.format("%s was smashed by a falling anvil.", v:get_player_name()))
mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
end
v:set_hp(hp)
end
end
end
end
end
minetest.register_entity(":__builtin:falling_node", {
initial_properties = {
visual = "wielditem",
@ -34,6 +74,8 @@ minetest.register_entity(":__builtin:falling_node", {
local ds = {
node = self.node,
meta = self.meta,
_startpos = self._startpos,
_hit_players = self._hit_players,
}
return minetest.serialize(ds)
end,
@ -42,10 +84,14 @@ minetest.register_entity(":__builtin:falling_node", {
self.object:set_armor_groups({immortal = 1})
local ds = minetest.deserialize(staticdata)
if ds and ds.node then
self:set_node(ds.node, ds.meta)
elseif ds then
self:set_node(ds)
if ds then
self._startpos = ds._startpos
self._hit_players = ds._hit_players
if ds.node then
self:set_node(ds.node, ds.meta)
else
self:set_node(ds)
end
elseif staticdata ~= "" then
self:set_node({name = staticdata})
end
@ -58,7 +104,7 @@ minetest.register_entity(":__builtin:falling_node", {
self.object:setacceleration({x = 0, y = -10, z = 0})
end
-- Turn to actual node when colliding with ground, or continue to move
local pos = self.object:getpos()
local pos = self.object:get_pos()
-- Portal check
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
@ -129,7 +175,7 @@ minetest.register_entity(":__builtin:falling_node", {
local vel = self.object:getvelocity()
-- Fix position if entity does not move
if vector.equals(vel, {x = 0, y = 0, z = 0}) then
local npos = vector.round(self.object:getpos())
local npos = vector.round(self.object:get_pos())
local npos2 = table.copy(npos)
npos2.y = npos2.y - 2
local lownode = minetest.get_node(npos2)
@ -147,8 +193,12 @@ minetest.register_entity(":__builtin:falling_node", {
return
else
-- Normal position fix (expected case)
self.object:setpos(npos)
self.object:set_pos(npos)
end
end
if minetest.get_item_group(self.node, "anvil") ~= 0 then
on_anvil_step(self, dtime)
end
end
})

@ -1,66 +0,0 @@
-- Hurt players hit by an anvil
local falling_node = minetest.registered_entities["__builtin:falling_node"]
local on_step_old = falling_node.on_step
local on_step_add = function(self, dtime)
if minetest.get_item_group(self.node.name, "anvil") == 0 then
return
end
local kill
local pos = self.object:getpos()
if not self._startpos then
self._startpos = pos
end
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
local hp = v:get_hp()
if v:is_player() and hp ~= 0 then
if not self.hit_players then
self.hit_players = {}
end
local name = v:get_player_name()
local hit = false
for _,v in ipairs(self.hit_players) do
if name == v then
hit = true
end
end
if not hit then
table.insert(self.hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
if v:is_player() then
mcl_death_messages.player_damage(v, string.format("%s was smashed by a falling anvil.", v:get_player_name()))
mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
end
v:set_hp(hp)
if hp == 0 then
kill = true
end
end
end
end
end
if kill then
local pos = self.object:getpos()
local pos = {x = pos.x, y = pos.y + 0.3, z = pos.z}
if minetest.registered_nodes[self.node.name] then
minetest.add_node(pos, self.node)
end
self.object:remove()
core.check_for_falling(pos)
end
end
local on_step_table = {on_step_old, on_step_add}
local on_step_new = table.copy(on_step_table)
falling_node.on_step = function(self, dtime)
for _,v in ipairs(on_step_new) do
v(self, dtime)
end
end

@ -430,5 +430,3 @@ if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_anvils:anvil", "nodes", "mcl_anvils:anvil_damage_1")
doc.add_entry_alias("nodes", "mcl_anvils:anvil", "nodes", "mcl_anvils:anvil_damage_2")
end
dofile(minetest.get_modpath(minetest.get_current_modname()).."/falling_anvil.lua")