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https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-14 15:03:44 +01:00
91 lines
2.8 KiB
Lua
91 lines
2.8 KiB
Lua
local S = minetest.get_translator("mcl_void_damage")
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local enable_damage = minetest.settings:get_bool("enable_damage")
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local pos_to_dim = mcl_worlds.pos_to_dimension
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local dim_change = mcl_worlds.dimension_change
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local is_in_void = mcl_worlds.is_in_void
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local get_spawn_pos = mcl_spawn.get_player_spawn_pos
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local death_msg = mcl_death_messages.player_damage
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local send_chat = minetest.chat_send_player
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local get_connected = minetest.get_connected_players
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local voidtimer = 0
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local VOID_DAMAGE_FREQ = 0.5
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local VOID_DAMAGE = 4
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-- Remove entities that fall too deep into the void
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minetest.register_on_mods_loaded(function()
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-- We do this by overwriting on_step of all entities
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for entitystring, def in pairs(minetest.registered_entities) do
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local on_step_old = def.on_step
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if not on_step_old then
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on_step_old = function() end
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end
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local on_step = function(self, dtime, moveresult)
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on_step_old(self, dtime, moveresult)
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local obj = self.object
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local pos = obj:get_pos()
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-- Old on_step function might have deleted object,
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-- so we delete it
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if not pos then
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return
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end
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if not self._void_timer then
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self._void_timer = 0
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end
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self._void_timer = self._void_timer + dtime
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if self._void_timer <= VOID_DAMAGE_FREQ then
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return
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end
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self._void_timer = 0
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local pos = obj:get_pos()
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local void, void_deadly = is_in_void(pos)
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if void_deadly then
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local ent = obj:get_luaentity()
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obj:remove()
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return
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end
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end
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def.on_step = on_step
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minetest.register_entity(":"..entitystring, def)
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end
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end)
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-- Hurt players or teleport them back to spawn if they are too deep in the void
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minetest.register_globalstep(function(dtime)
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voidtimer = voidtimer + dtime
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if voidtimer > VOID_DAMAGE_FREQ then
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voidtimer = 0
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local enable_damage = minetest.settings:get_bool("enable_damage")
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local players = get_connected()
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for p=1, #players do
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local player = players[p]
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local pos = player:get_pos()
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local void, void_deadly = is_in_void(pos)
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if void_deadly then
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local immortal_val = player:get_armor_groups().immortal
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local is_immortal = false
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if immortal_val and immortal_val > 0 then
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is_immortal = true
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end
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if is_immortal or not enable_damage then
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-- If damage is disabled, we can't kill players.
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-- So we just teleport the player back to spawn.
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local spawn = get_spawn_pos(player)
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player:set_pos(spawn)
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dim_change(player, pos_to_dim(spawn))
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send_chat(player:get_player_name(), S("The void is off-limits to you!"))
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elseif enable_damage and not is_immortal then
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-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
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if player:get_hp() > 0 then
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death_msg(player, S("@1 fell into the endless void.", player:get_player_name()))
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player:set_hp(player:get_hp() - VOID_DAMAGE)
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end
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end
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end
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end
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end
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end)
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