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Do not set fire to objects that are already burning.
Changes to mcl_burning.set_on_fire(): * Add logic that only updates the burn time, but skips adding fire entities to objects that are already burning. * Condense code a little, remove single use variables. * Add a comment to a questionable piece of code. * Add comments to the function.
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@ -58,13 +58,24 @@ function mcl_burning.update_hud(player)
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end
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end
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-- Sets and object state as burning and adds a fire animation to the object.
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--
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-- Parameters:
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-- obj - may be a player or a lua_entity;
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-- burn_time - sets the object's burn duration;
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--
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-- If obj is a player, adds a fire animation to the HUD, if obj is a
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-- lua_entity, adds an animated fire entity to obj.
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-- The effective burn duration is modified by obj's armor protection.
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-- If obj was already burning, its burn duration is updated if the current
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-- duration is less than burn_time.
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-- If obj is dead, fireproof or a creative player, this function does nothing.
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--
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function mcl_burning.set_on_fire(obj, burn_time)
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if obj:get_hp() < 0 then
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return
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end
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local storage = mcl_burning.get_storage(obj)
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local luaentity = obj:get_luaentity()
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if luaentity and luaentity.fire_resistant then
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return
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@ -85,42 +96,42 @@ function mcl_burning.set_on_fire(obj, burn_time)
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end
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end
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end
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if max_fire_prot_lvl > 0 then
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burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
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end
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end
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if not storage.burn_time or burn_time >= storage.burn_time then
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if obj:is_player() then
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mcl_burning.update_hud(obj)
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local storage = mcl_burning.get_storage(obj)
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if storage.burn_time then
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if burn_time > storage.burn_time then
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storage.burn_time = burn_time
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end
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storage.burn_time = burn_time
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storage.fire_damage_timer = 0
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return
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end
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storage.burn_time = burn_time
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storage.fire_damage_timer = 0
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local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
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local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
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local obj_size = obj:get_properties().visual_size
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local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
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local size = vector.subtract(maxp, minp)
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size = vector.multiply(size, vector.new(1.1, 1.2, 1.1))
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size = vector.divide(size, obj:get_properties().visual_size)
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local vertical_grow_factor = 1.2
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local horizontal_grow_factor = 1.1
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local grow_vector = vector.new(horizontal_grow_factor, vertical_grow_factor, horizontal_grow_factor)
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local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
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fire_entity:set_properties({visual_size = size})
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fire_entity:set_attach(obj, "", vector.new(0, size.y * 5, 0), vector.new(0, 0, 0))
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local size = vector.subtract(maxp, minp)
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size = vector.multiply(size, grow_vector)
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size = vector.divide(size, obj_size)
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local offset = vector.new(0, size.y * 10 / 2, 0)
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if obj:is_player() then
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mcl_burning.update_hud(obj)
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end
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fire_entity:set_properties({visual_size = size})
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fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
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local fire_luaentity = fire_entity:get_luaentity()
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for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
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local other_luaentity = other:get_luaentity()
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if other_luaentity and other_luaentity.name == "mcl_burning:fire" and other_luaentity ~= fire_luaentity then
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other:remove()
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break
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end
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-- FIXME: does this code make sense? It removes attached fire luaentities from
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-- another object that happen to be at the same position.
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local fire_luaentity = fire_entity:get_luaentity()
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for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
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local other_luaentity = other:get_luaentity()
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if other_luaentity and other_luaentity.name == "mcl_burning:fire" and other_luaentity ~= fire_luaentity then
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other:remove()
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break
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end
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end
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end
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