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Add possibility to easier override HP and breath engine logic by Lua (#14179)
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
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@ -8495,6 +8495,14 @@ child will follow movement and rotation of that bone.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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* `respawn()`: Respawns the player using the same mechanism as the death screen,
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including calling `on_respawnplayer` callbacks.
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* `get_flags()`: returns a table of player flags (the following boolean fields):
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* `breathing`: Whether breathing (regaining air) is enabled, default `true`.
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* `drowning`: Whether drowning (losing air) is enabled, default `true`.
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* `node_damage`: Whether the player takes damage from nodes, default `true`.
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* `set_flags(flags)`: sets flags
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* takes a table in the same format as returned by `get_flags`
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* absent fields are left unchanged
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`PcgRandom`
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-----------
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@ -291,7 +291,7 @@ const std::array<const char *, 33> object_property_keys = {
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"use_texture_alpha",
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"shaded",
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"damage_texture_modifier",
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"show_on_minimap"
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"show_on_minimap",
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};
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/******************************************************************************/
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@ -2688,6 +2688,41 @@ int ObjectRef::l_respawn(lua_State *L)
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return 1;
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}
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// set_flags(self, flags)
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int ObjectRef::l_set_flags(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkObject<ObjectRef>(L, 1);
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auto *psao = getplayersao(ref);
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if (psao == nullptr)
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return 0;
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if (!lua_istable(L, -1))
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throw LuaError("expected a table of flags");
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auto &flags = psao->m_flags;
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flags.drowning = getboolfield_default(L, -1, "drowning", flags.drowning);
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flags.breathing = getboolfield_default(L, -1, "breathing", flags.breathing);
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flags.node_damage = getboolfield_default(L, -1, "node_damage", flags.node_damage);
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return 0;
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}
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// get_flags(self)
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int ObjectRef::l_get_flags(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkObject<ObjectRef>(L, 1);
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const auto *psao = getplayersao(ref);
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if (psao == nullptr)
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return 0;
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lua_createtable(L, 0, 3);
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lua_pushboolean(L, psao->m_flags.drowning);
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lua_setfield(L, -2, "drowning");
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lua_pushboolean(L, psao->m_flags.breathing);
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lua_setfield(L, -2, "breathing");
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lua_pushboolean(L, psao->m_flags.node_damage);
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lua_setfield(L, -2, "node_damage");
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return 1;
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}
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ObjectRef::ObjectRef(ServerActiveObject *object):
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m_object(object)
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@ -2838,6 +2873,8 @@ luaL_Reg ObjectRef::methods[] = {
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luamethod(ObjectRef, set_lighting),
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luamethod(ObjectRef, get_lighting),
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luamethod(ObjectRef, respawn),
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luamethod(ObjectRef, set_flags),
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luamethod(ObjectRef, get_flags),
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{0,0}
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};
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@ -411,4 +411,10 @@ private:
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// respawn(self)
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static int l_respawn(lua_State *L);
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// set_flags(self, flags)
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static int l_set_flags(lua_State *L);
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// get_flags(self)
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static int l_get_flags(lua_State *L);
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};
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@ -156,7 +156,10 @@ void PlayerSAO::getStaticData(std::string * result) const
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void PlayerSAO::step(float dtime, bool send_recommended)
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{
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if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
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bool not_immortal = !isImmortal();
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if (not_immortal && m_flags.drowning
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&& m_drowning_interval.step(dtime, 2.0f)) {
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// Get nose/mouth position, approximate with eye position
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v3s16 p = floatToInt(getEyePosition(), BS);
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MapNode n = m_env->getMap().getNode(p);
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@ -174,7 +177,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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}
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}
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if (m_breathing_interval.step(dtime, 0.5f) && !isImmortal()) {
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if (not_immortal && m_flags.breathing
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&& m_breathing_interval.step(dtime, 0.5f)) {
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// Get nose/mouth position, approximate with eye position
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v3s16 p = floatToInt(getEyePosition(), BS);
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MapNode n = m_env->getMap().getNode(p);
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@ -185,7 +189,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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setBreath(m_breath + 1);
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}
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if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
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if (not_immortal && m_flags.node_damage
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&& 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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v3s16 node_pos;
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@ -228,6 +228,12 @@ private:
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SimpleMetadata m_meta;
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public:
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struct {
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bool breathing : 1;
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bool drowning : 1;
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bool node_damage : 1;
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} m_flags = {true, true, true};
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bool m_physics_override_sent = false;
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};
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