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Add node field to PlayerHPChangeReason table (#8368)
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@ -3738,15 +3738,16 @@ Call these functions only at load time!
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giving a type - use this for custom damage types.
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* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
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* `fall`
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* `node_damage`: damage_per_second from a neighbouring node.
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* `node_damage`: `damage_per_second` from a neighbouring node.
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`reason.node` will hold the node name or nil.
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* `drown`
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* `respawn`
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* Any of the above types may have additional fields from mods.
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* `reason.from` will be `mod` or `engine`.
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* `modifier`: when true, the function should return the actual `hp_change`.
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Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
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modifiers can return true as a second argument to stop the execution of further functions.
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Non-modifiers receive the final hp change calculated by the modifiers.
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Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
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Modifiers can return true as a second argument to stop the execution of further functions.
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Non-modifiers receive the final HP change calculated by the modifiers.
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* `minetest.register_on_dieplayer(function(ObjectRef, reason))`
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* Called when a player dies
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* `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
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@ -1022,6 +1022,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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if (m_node_hurt_interval.step(dtime, 1.0f)) {
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u32 damage_per_second = 0;
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std::string nodename;
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// Lowest and highest damage points are 0.1 within collisionbox
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float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
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@ -1031,20 +1032,26 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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v3s16 p = floatToInt(m_base_position +
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v3f(0.0f, dam_height * BS, 0.0f), BS);
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MapNode n = m_env->getMap().getNodeNoEx(p);
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damage_per_second = std::max(damage_per_second,
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m_env->getGameDef()->ndef()->get(n).damage_per_second);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
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if (c.damage_per_second > damage_per_second) {
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damage_per_second = c.damage_per_second;
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nodename = c.name;
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}
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}
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// Top damage point
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v3s16 ptop = floatToInt(m_base_position +
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v3f(0.0f, dam_top * BS, 0.0f), BS);
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MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
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damage_per_second = std::max(damage_per_second,
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m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
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const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
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if (c.damage_per_second > damage_per_second) {
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damage_per_second = c.damage_per_second;
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nodename = c.name;
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}
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if (damage_per_second != 0 && m_hp > 0) {
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s32 newhp = (s32)m_hp - (s32)damage_per_second;
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PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
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PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
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setHP(newhp, reason);
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m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
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}
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@ -401,10 +401,14 @@ struct PlayerHPChangeReason {
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};
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Type type = SET_HP;
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ServerActiveObject *object;
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bool from_mod = false;
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int lua_reference = -1;
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// For PLAYER_PUNCH
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ServerActiveObject *object = nullptr;
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// For NODE_DAMAGE
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std::string node;
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inline bool hasLuaReference() const
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{
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return lua_reference >= 0;
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@ -450,7 +454,15 @@ struct PlayerHPChangeReason {
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}
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}
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PlayerHPChangeReason(Type type, ServerActiveObject *object=NULL):
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PlayerHPChangeReason(Type type):
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type(type)
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{}
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PlayerHPChangeReason(Type type, ServerActiveObject *object):
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type(type), object(object)
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{}
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PlayerHPChangeReason(Type type, std::string node):
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type(type), node(node)
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{}
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};
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@ -404,6 +404,10 @@ void ScriptApiBase::pushPlayerHPChangeReason(lua_State *L, const PlayerHPChangeR
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objectrefGetOrCreate(L, reason.object);
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lua_setfield(L, -2, "object");
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}
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if (!reason.node.empty()) {
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lua_pushstring(L, reason.node.c_str());
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lua_setfield(L, -2, "node");
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}
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}
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Server* ScriptApiBase::getServer()
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@ -170,8 +170,8 @@ int ObjectRef::l_punch(lua_State *L)
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ObjectRef *puncher_ref = checkobject(L, 2);
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ServerActiveObject *co = getobject(ref);
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ServerActiveObject *puncher = getobject(puncher_ref);
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if (co == NULL) return 0;
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if (puncher == NULL) return 0;
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if (!co || !puncher)
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return 0;
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v3f dir;
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if (lua_type(L, 5) != LUA_TTABLE)
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dir = co->getBasePosition() - puncher->getBasePosition();
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@ -192,7 +192,8 @@ int ObjectRef::l_punch(lua_State *L)
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// If the punched is a player, and its HP changed
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if (src_original_hp != co->getHP() &&
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co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co, PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
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getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co,
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PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
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}
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// If the puncher is a player, and its HP changed
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