Move falling anvil handling to other mod
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eef6c44e4a
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@ -1,3 +1,43 @@
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local on_anvil_step = function(self, dtime)
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local pos = self.object:get_pos()
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if not self._startpos then
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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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local hp = v:get_hp()
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if v:is_player() and 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 name = v:get_player_name()
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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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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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if v:is_player() then
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mcl_death_messages.player_damage(v, string.format("%s was smashed by a falling anvil.", v:get_player_name()))
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mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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v:set_hp(hp)
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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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minetest.register_entity(":__builtin:falling_node", {
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initial_properties = {
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visual = "wielditem",
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@ -34,6 +74,8 @@ minetest.register_entity(":__builtin:falling_node", {
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local ds = {
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node = self.node,
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meta = self.meta,
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_startpos = self._startpos,
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_hit_players = self._hit_players,
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}
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return minetest.serialize(ds)
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end,
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@ -42,10 +84,14 @@ minetest.register_entity(":__builtin:falling_node", {
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self.object:set_armor_groups({immortal = 1})
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local ds = minetest.deserialize(staticdata)
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if ds and ds.node then
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if ds then
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self._startpos = ds._startpos
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self._hit_players = ds._hit_players
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if ds.node then
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self:set_node(ds.node, ds.meta)
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elseif ds then
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else
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self:set_node(ds)
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end
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elseif staticdata ~= "" then
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self:set_node({name = staticdata})
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end
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@ -58,7 +104,7 @@ minetest.register_entity(":__builtin:falling_node", {
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self.object:setacceleration({x = 0, y = -10, z = 0})
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end
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-- Turn to actual node when colliding with ground, or continue to move
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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-- Portal check
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local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
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@ -129,7 +175,7 @@ minetest.register_entity(":__builtin:falling_node", {
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local vel = self.object:getvelocity()
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-- Fix position if entity does not move
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if vector.equals(vel, {x = 0, y = 0, z = 0}) then
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local npos = vector.round(self.object:getpos())
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local npos = vector.round(self.object:get_pos())
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local npos2 = table.copy(npos)
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npos2.y = npos2.y - 2
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local lownode = minetest.get_node(npos2)
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@ -147,8 +193,12 @@ minetest.register_entity(":__builtin:falling_node", {
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return
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else
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-- Normal position fix (expected case)
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self.object:setpos(npos)
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self.object:set_pos(npos)
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end
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end
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if minetest.get_item_group(self.node, "anvil") ~= 0 then
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on_anvil_step(self, dtime)
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end
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end
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})
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@ -1,66 +0,0 @@
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-- Hurt players hit by an anvil
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local falling_node = minetest.registered_entities["__builtin:falling_node"]
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local on_step_old = falling_node.on_step
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local on_step_add = function(self, dtime)
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if minetest.get_item_group(self.node.name, "anvil") == 0 then
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return
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end
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local kill
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local pos = self.object:getpos()
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if not self._startpos then
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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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local hp = v:get_hp()
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if v:is_player() and 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 name = v:get_player_name()
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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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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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if v:is_player() then
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mcl_death_messages.player_damage(v, string.format("%s was smashed by a falling anvil.", v:get_player_name()))
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mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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v:set_hp(hp)
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if hp == 0 then
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kill = true
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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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if kill then
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local pos = self.object:getpos()
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local pos = {x = pos.x, y = pos.y + 0.3, z = pos.z}
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if minetest.registered_nodes[self.node.name] then
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minetest.add_node(pos, self.node)
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end
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self.object:remove()
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core.check_for_falling(pos)
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end
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end
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local on_step_table = {on_step_old, on_step_add}
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local on_step_new = table.copy(on_step_table)
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falling_node.on_step = function(self, dtime)
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for _,v in ipairs(on_step_new) do
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v(self, dtime)
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end
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end
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@ -430,5 +430,3 @@ if minetest.get_modpath("doc") then
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doc.add_entry_alias("nodes", "mcl_anvils:anvil", "nodes", "mcl_anvils:anvil_damage_1")
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doc.add_entry_alias("nodes", "mcl_anvils:anvil", "nodes", "mcl_anvils:anvil_damage_2")
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end
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dofile(minetest.get_modpath(minetest.get_current_modname()).."/falling_anvil.lua")
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