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Damage anvil after falling
parent
32561ec658
commit
30be3e742f
1
API.md
1
API.md
@ -21,6 +21,7 @@ All nodes can have these fields:
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* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
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* `_mcl_hardness`: Hardness of the block, ranges from 0 to infinity (represented by -1). Determines digging times. Default: 0
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* `_mcl_blast_resistance`: How well this block blocks and resists explosions. Default: 0
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* `_mcl_blast_resistance`: How well this block blocks and resists explosions. Default: 0
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* `_mcl_after_falling(pos)`: Called after a falling node finished falling and turned into a node.
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Use the `mcl_sounds` mod for the sounds.
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Use the `mcl_sounds` mod for the sounds.
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@ -1,6 +1,14 @@
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local hung = minetest.get_modpath("mcl_hunger") ~= nil
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local hung = minetest.get_modpath("mcl_hunger") ~= nil
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local get_falling_depth = function(self)
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if not self._startpos then
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-- Fallback
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self._startpos = self.object:get_pos()
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end
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return self._startpos.y - vector.round(self.object:get_pos()).y
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end
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local deal_falling_damage = function(self, dtime)
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local deal_falling_damage = function(self, dtime)
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
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if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
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return
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return
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@ -10,6 +18,7 @@ local deal_falling_damage = function(self, dtime)
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-- TODO: Support smashing other objects, too.
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-- TODO: Support smashing other objects, too.
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not self._startpos then
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if not self._startpos then
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-- Fallback
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self._startpos = pos
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self._startpos = pos
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end
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end
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local objs = minetest.get_objects_inside_radius(pos, 1)
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local objs = minetest.get_objects_inside_radius(pos, 1)
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@ -128,6 +137,10 @@ minetest.register_entity(":__builtin:falling_node", {
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elseif staticdata ~= "" then
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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self:set_node({name = staticdata})
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end
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end
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if not self._startpos then
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self._startpos = self.object:get_pos()
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end
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self._startpos = vector.round(self._startpos)
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end,
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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@ -167,6 +180,9 @@ minetest.register_entity(":__builtin:falling_node", {
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addlevel = bcd.leveled
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addlevel = bcd.leveled
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end
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end
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if minetest.add_node_level(bcp, addlevel) == 0 then
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if minetest.add_node_level(bcp, addlevel) == 0 then
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if minetest.registered_nodes[self.node.name]._mcl_after_falling then
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minetest.registered_nodes[self.node.name]._mcl_after_falling(bcp, get_falling_depth(self))
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end
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deal_falling_damage(self, dtime)
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deal_falling_damage(self, dtime)
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self.object:remove()
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self.object:remove()
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return
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return
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@ -190,6 +206,9 @@ minetest.register_entity(":__builtin:falling_node", {
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end
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end
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if minetest.registered_nodes[self.node.name] then
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if minetest.registered_nodes[self.node.name] then
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minetest.add_node(np, self.node)
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minetest.add_node(np, self.node)
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if minetest.registered_nodes[self.node.name]._mcl_after_falling then
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minetest.registered_nodes[self.node.name]._mcl_after_falling(np, get_falling_depth(self))
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end
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if self.meta then
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if self.meta then
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local meta = minetest.get_meta(np)
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local meta = minetest.get_meta(np)
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meta:from_table(self.meta)
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meta:from_table(self.meta)
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@ -223,6 +242,9 @@ minetest.register_entity(":__builtin:falling_node", {
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local npos3 = table.copy(npos)
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local npos3 = table.copy(npos)
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npos3.y = npos3.y - 1
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npos3.y = npos3.y - 1
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minetest.add_node(npos3, self.node)
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minetest.add_node(npos3, self.node)
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if minetest.registered_nodes[self.node.name]._mcl_after_falling then
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minetest.registered_nodes[self.node.name]._mcl_after_falling(npos3, get_falling_depth(self))
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end
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deal_falling_damage(self, dtime)
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deal_falling_damage(self, dtime)
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self.object:remove()
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self.object:remove()
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minetest.check_for_falling(npos3)
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minetest.check_for_falling(npos3)
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@ -204,33 +204,49 @@ local function drop_anvil_items(pos, meta)
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end
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end
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end
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end
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-- Roll a virtual dice and with a low chance, damage the anvil by 1 level.
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-- Damage the anvil by 1 level.
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-- Destroy anvil when at highest damage level.
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-- Destroy anvil when at highest damage level.
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-- Returns true if anvil was destroyed.
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-- Returns true if anvil was destroyed.
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local function damage_anvil(pos)
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local function damage_anvil(pos)
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local node = minetest.get_node(pos)
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local new
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if node.name == "mcl_anvils:anvil" then
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_1", param2=node.param2})
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16})
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return false
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elseif node.name == "mcl_anvils:anvil_damage_1" then
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_2", param2=node.param2})
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16})
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return false
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elseif node.name == "mcl_anvils:anvil_damage_2" then
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-- Destroy anvil
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local meta = minetest.get_meta(pos)
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drop_anvil_items(pos, meta)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, {pos=pos, max_hear_distance=16})
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minetest.remove_node(pos)
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return true
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end
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end
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-- Roll a virtual dice and damage anvil at a low chance.
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local function damage_anvil_by_using(pos)
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local r = math.random(1, 100)
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local r = math.random(1, 100)
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-- 12% chance
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-- 12% chance
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if r <= 12 then
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if r <= 12 then
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local node = minetest.get_node(pos)
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return damage_anvil(pos)
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local new
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else
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if node.name == "mcl_anvils:anvil" then
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return false
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_1", param2=node.param2})
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end
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16})
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end
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return false
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elseif node.name == "mcl_anvils:anvil_damage_1" then
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local function damage_anvil_by_falling(pos, distance)
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minetest.swap_node(pos, {name="mcl_anvils:anvil_damage_2", param2=node.param2})
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local chance
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dig, {pos=pos, max_hear_distance=16})
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local r = math.random(1, 100)
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return false
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if distance > 1 then
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elseif node.name == "mcl_anvils:anvil_damage_2" then
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if r <= (5*distance) then
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-- Destroy anvil
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damage_anvil(pos)
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local meta = minetest.get_meta(pos)
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drop_anvil_items(pos, meta)
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minetest.sound_play(mcl_sounds.node_sound_metal_defaults().dug, {pos=pos, max_hear_distance=16})
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minetest.remove_node(pos)
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return true
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end
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end
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end
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end
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return false
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end
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end
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local anvildef = {
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local anvildef = {
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@ -252,6 +268,7 @@ local anvildef = {
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sounds = mcl_sounds.node_sound_metal_defaults(),
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sounds = mcl_sounds.node_sound_metal_defaults(),
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_mcl_blast_resistance = 6000,
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_mcl_blast_resistance = 6000,
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_mcl_hardness = 5,
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_mcl_hardness = 5,
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_mcl_after_falling = damage_anvil_by_falling,
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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after_dig_node = function(pos, oldnode, oldmetadata, digger)
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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@ -301,7 +318,7 @@ local anvildef = {
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update_anvil_slots(meta)
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update_anvil_slots(meta)
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if from_list == "output" then
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if from_list == "output" then
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local destroyed = damage_anvil(pos, player)
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local destroyed = damage_anvil_by_using(pos)
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-- Close formspec if anvil was destroyed
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-- Close formspec if anvil was destroyed
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if destroyed then
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if destroyed then
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--[[ Closing the formspec w/ emptyformname is discouraged. But this is justified
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--[[ Closing the formspec w/ emptyformname is discouraged. But this is justified
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@ -354,7 +371,7 @@ local anvildef = {
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inv:set_stack("input", 2, input2)
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inv:set_stack("input", 2, input2)
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end
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end
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end
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end
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local destroyed = damage_anvil(pos, player)
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local destroyed = damage_anvil_by_using(pos)
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-- Close formspec if anvil was destroyed
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-- Close formspec if anvil was destroyed
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if destroyed then
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if destroyed then
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-- See above for justification.
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-- See above for justification.
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@ -404,7 +421,7 @@ anvildef0._doc_items_usagehelp =
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"• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.".."\n"..
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"• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.".."\n"..
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"• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.".."\n"..
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"• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.".."\n"..
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"Armor counts as a tool. It is possible to repair and rename a tool in a single step.".."\n\n"..
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"Armor counts as a tool. It is possible to repair and rename a tool in a single step.".."\n\n"..
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"The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. If a very damaged anvil is damaged again, it is destroyed."
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"The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed."
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local anvildef1 = table.copy(anvildef)
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local anvildef1 = table.copy(anvildef)
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anvildef1.description = "Slightly Damaged Anvil"
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anvildef1.description = "Slightly Damaged Anvil"
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