Merge pull request 'Make shields work with all mobs' (#2107) from shield_mob_fixes into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2107
Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
cora 2022-04-12 10:31:31 +00:00
commit e63e3b3cbd
2 changed files with 18 additions and 7 deletions

@ -2833,6 +2833,10 @@ local do_states = function(self, dtime)
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
@ -4078,7 +4082,6 @@ end
-- make explosion with protection and tnt mod check
function mobs:boom(self, pos, strength, fire)
self.object:remove()
if mod_explosions then
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
@ -4088,6 +4091,9 @@ function mobs:boom(self, pos, strength, fire)
else
mobs:safe_boom(self, pos, strength)
end
-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
self.object:remove()
end

@ -8,7 +8,7 @@ mcl_shields = {
player = true,
arrow = true,
generic = true,
explosion = true, -- ghasts don't work
explosion = true,
dragon_breath = true,
},
enchantments = {"mending", "unbreaking"},
@ -128,20 +128,24 @@ mcl_damage.register_modifier(function(obj, damage, reason)
local type = reason.type
local damager = reason.direct
local blocking, shieldstack = mcl_shields.is_blocking(obj)
if not (obj:is_player() and blocking and mcl_shields.types[type] and damager) then
return
end
local entity = damager:get_luaentity()
if entity and (type == "arrow" or type == "generic") then
if entity and entity._shooter then
damager = entity._shooter
end
if not damager then
return
end
local dpos = damager:get_pos()
if dpos and vector.dot(obj:get_look_dir(), vector.subtract(dpos, obj:get_pos())) < 0 then
-- Used for removed / killed entities before the projectile hits the player
if entity and not entity._shooter and entity._saved_shooter_pos then
dpos = entity._saved_shooter_pos
end
if not dpos or vector.dot(obj:get_look_dir(), vector.subtract(dpos, obj:get_pos())) < 0 then
return
end
@ -150,6 +154,7 @@ mcl_damage.register_modifier(function(obj, damage, reason)
if unbreaking > 0 then
durability = durability * (unbreaking + 1)
end
if not minetest.is_creative_enabled(obj:get_player_name()) and damage >= 3 then
shieldstack:add_wear(65535 / durability)
if blocking == 2 then