TNT: Damage mobs, knock back players

We apply punch damage to mobs caught in the blast radius, as
this code previously only hurt players.

We "move" players back 1 node if they're caught in the blast, and
slightly up. We can't "eject" players due to missing API code to
support that, unfortunately.
This commit is contained in:
Auke Kok 2016-04-16 12:00:17 -07:00 committed by paramat
parent cd7475454c
commit 075e6da374

@ -135,16 +135,29 @@ local function entity_physics(pos, radius)
local objs = minetest.get_objects_inside_radius(pos, radius) local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do for _, obj in pairs(objs) do
local obj_pos = obj:getpos() local obj_pos = obj:getpos()
local obj_vel = obj:getvelocity()
local dist = math.max(1, vector.distance(pos, obj_pos)) local dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then local damage = (4 / dist) * radius
if obj:is_player() then
-- currently the engine has no method to set
-- player velocity. See #2960
-- instead, we knock the player back 1.0 node, and slightly upwards
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, dist + 1.0)
local newpos = vector.add(pos, moveoff)
local newpos = vector.add(newpos, {x = 0, y = 0.2, z = 0})
obj:setpos(newpos)
obj:set_hp(obj:get_hp() - damage)
else
local obj_vel = obj:getvelocity()
obj:setvelocity(calc_velocity(pos, obj_pos, obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10)) obj_vel, radius * 10))
obj:punch(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end end
local damage = (4 / dist) * radius
obj:set_hp(obj:get_hp() - damage)
end end
end end