Integrate falling nodes damage
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@ -2,8 +2,6 @@ local S = minetest.get_translator("mcl_falling_nodes")
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local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
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local has_mcl_armor = minetest.get_modpath("mcl_armor")
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local is_creative_enabled = minetest.is_creative_enabled
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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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@ -23,80 +21,34 @@ local deal_falling_damage = function(self, dtime)
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-- Fallback
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self._startpos = pos
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end
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local objs = minetest.get_objects_inside_radius(pos, 1)
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for _,v in ipairs(objs) do
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if v:is_player() then
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local hp = v:get_hp()
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local name = v:get_player_name()
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if hp ~= 0 then
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if not self._hit_players then
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self._hit_players = {}
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end
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local hit = false
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for _,v in ipairs(self._hit_players) do
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if name == v then
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hit = true
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end
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end
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if not hit then
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table.insert(self._hit_players, name)
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self._hit = self._hit or {}
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
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self._hit[obj] = true
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local way = self._startpos.y - pos.y
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local damage = (way - 1) * 2
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damage = math.min(40, math.max(0, damage))
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if damage >= 1 then
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hp = hp - damage
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if hp < 0 then
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hp = 0
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end
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-- Reduce damage if wearing a helmet
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local inv = v:get_inventory()
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local inv = mcl_util.get_inventory(obj)
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if inv then
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local helmet = inv:get_stack("armor", 2)
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if has_mcl_armor and not helmet:is_empty() then
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hp = hp/4*3
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if not is_creative_enabled(name) then
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helmet:add_wear(65535/helmet:get_definition().groups.mcl_armor_uses) --TODO: be sure damage is exactly like mc (informations are missing in the mc wiki)
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if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then
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damage = damage / 4 * 3
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mcl_util.use_item_durability(helmet, 1)
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inv:set_stack("armor", 2, helmet)
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end
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end
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local msg
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local deathmsg, dmg_type
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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msg = S("@1 was smashed by a falling anvil.", v:get_player_name())
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deathmsg, dmg_type = "@1 was smashed by a falling anvil.", "anvil"
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else
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msg = S("@1 was smashed by a falling block.", v:get_player_name())
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end
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if dmes then
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mcl_death_messages.player_damage(v, msg)
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end
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v:set_hp(hp, { type = "punch", from = "mod" })
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end
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end
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end
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else
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local hp = v:get_luaentity().health
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if hp and hp ~= 0 then
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if not self._hit_mobs then
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self._hit_mobs = {}
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end
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local hit = false
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for _,mob in ipairs(self._hit_mobs) do
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if v == mob then
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hit = true
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end
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end
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--TODO: reduce damage for mobs then they will be able to wear armor
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if not hit then
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table.insert(self._hit_mobs, v)
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local way = self._startpos.y - pos.y
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local damage = (way - 1) * 2
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damage = math.min(40, math.max(0, damage))
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if damage >= 1 then
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hp = hp - damage
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if hp < 0 then
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hp = 0
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end
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v:get_luaentity().health = hp
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deathmsg, dmg_type = "@1 was smashed by a falling block.", "falling_node"
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end
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if obj:is_player() then
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mcl_death_messages.player_damage(obj, S(deathmsg, obj:get_player_name()))
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end
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mcl_util.deal_damage(obj, damage, {type = dmg_type})
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end
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end
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end
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