Make mobs vulnerable to TNT explosions
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@ -19,27 +19,27 @@ local function activate_if_tnt(nname, np, tnt_np, tntr)
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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 function do_tnt_physics(tnt_np,tntr)
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local function do_tnt_physics(tnt_np, tntr, tnt_obj)
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local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
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local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
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for k, obj in pairs(objs) do
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for k, obj in pairs(objs) do
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local ent = obj:get_luaentity()
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local ent = obj:get_luaentity()
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local v = obj:get_velocity()
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local v = obj:get_velocity()
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local p = obj:get_pos()
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local p = obj:get_pos()
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if ent and ent.name == "mcl_tnt:tnt" then
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if ent and ent.name == "mcl_tnt:tnt" and v ~= nil then
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obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z})
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obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z})
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else
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else
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if v ~= nil then
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if v ~= nil and not obj:is_player() then
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obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
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obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
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else
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local dist = math.max(1, vector.distance(tnt_np, p))
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local damage = (4 / dist) * tntr
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if obj:is_player() == true then
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if mod_death_messages then
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mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
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end
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end
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obj:set_hp(obj:get_hp() - damage, { type = "punch", from = "mod" })
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end
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end
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local dist = math.max(1, vector.distance(tnt_np, p))
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local damage = (4 / dist) * tntr
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if obj:is_player() == true then
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if mod_death_messages then
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mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
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end
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end
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local puncher = tnt_obj or obj
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obj:punch(puncher, nil, { damage_groups = { fleshy = damage }})
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end
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end
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end
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end
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end
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end
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@ -204,12 +204,12 @@ function TNT:on_step(dtime)
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self.blinkstatus = not self.blinkstatus
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self.blinkstatus = not self.blinkstatus
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end
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end
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if self.timer > tnt.BOOMTIMER then
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if self.timer > tnt.BOOMTIMER then
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tnt.boom(self.object:get_pos())
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tnt.boom(self.object:get_pos(), nil, self.object)
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self.object:remove()
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self.object:remove()
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end
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end
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end
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end
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tnt.boom = function(pos, info)
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tnt.boom = function(pos, info, tnt_obj)
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if not info then info = {} end
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if not info then info = {} end
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local range = info.radius or TNT_RANGE
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local range = info.radius or TNT_RANGE
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local damage_range = info.damage_radius or TNT_RANGE
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local damage_range = info.damage_radius or TNT_RANGE
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@ -217,7 +217,7 @@ tnt.boom = function(pos, info)
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pos.x = math.floor(pos.x+0.5)
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pos.x = math.floor(pos.x+0.5)
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pos.y = math.floor(pos.y+0.5)
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pos.y = math.floor(pos.y+0.5)
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pos.z = math.floor(pos.z+0.5)
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pos.z = math.floor(pos.z+0.5)
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do_tnt_physics(pos, range)
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do_tnt_physics(pos, range, tnt_obj)
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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local sound
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local sound
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if not info.sound then
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if not info.sound then
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