Integrate fire resistance
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@ -5,7 +5,7 @@ mcl_damage = {
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types = {
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in_fire = {is_fire = true},
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lightning_bolt = {is_lightning = true},
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on_fire = {is_fire = true},
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on_fire = {is_fire = true, bypasses_armor = true},
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lava = {is_fire = true},
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hot_floor = {is_fire = true},
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in_wall = {bypasses_armor = true},
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@ -93,37 +93,43 @@ function mcl_damage.finish_reason(mcl_reason)
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end
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function mcl_damage.from_mt(mt_reason)
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if mt_reason._mcl_chached_reason then
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return mt_reason._mcl_chached_reason
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end
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local mcl_reason
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if mt_reason._mcl_reason then
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return mt_reason._mcl_reason
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end
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mcl_reason = mt_reason._mcl_reason
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else
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mcl_reason = {type = "generic"}
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local mcl_reason = {type = "generic"}
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if mt_reason._mcl_type then
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mcl_reason.type = mt_reason._mcl_type
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elseif mt_reason.type == "fall" then
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mcl_reason.type = "fall"
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elseif mt_reason.type == "drown" then
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mcl_reason.type = "drown"
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elseif mt_reason.type == "punch" then
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mcl_damage.from_punch(mcl_reason, mt_reason.object)
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elseif mt_reason.type == "node_damage" and mt_reason.node then
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if minetest.get_item_group(mt_reason.node, "fire") > 0 then
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mcl_reason.type = "in_fire"
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if mt_reason._mcl_type then
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mcl_reason.type = mt_reason._mcl_type
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elseif mt_reason.type == "fall" then
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mcl_reason.type = "fall"
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elseif mt_reason.type == "drown" then
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mcl_reason.type = "drown"
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elseif mt_reason.type == "punch" then
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mcl_damage.from_punch(mcl_reason, mt_reason.object)
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elseif mt_reason.type == "node_damage" and mt_reason.node then
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if minetest.get_item_group(mt_reason.node, "fire") > 0 then
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mcl_reason.type = "in_fire"
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end
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if minetest.get_item_group(mt_reason.node, "lava") > 0 then
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mcl_reason.type = "lava"
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end
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end
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if minetest.get_item_group(mt_reason.node, "lava") > 0 then
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mcl_reason.type = "lava"
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end
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end
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for key, value in pairs(mt_reason) do
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if key:find("_mcl_") == 1 then
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mcl_reason[key:sub(6, #key)] = value
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for key, value in pairs(mt_reason) do
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if key:find("_mcl_") == 1 then
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mcl_reason[key:sub(6, #key)] = value
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end
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end
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end
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mcl_damage.finish_reason(mcl_reason)
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mt_reason._mcl_reason = mcl_reason
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mt_reason._mcl_cached_reason = mcl_reason
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return mcl_reason
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end
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@ -137,22 +137,10 @@ function mcl_burning.tick(obj, dtime, storage)
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if storage.fire_damage_timer >= 1 then
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storage.fire_damage_timer = 0
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local hp = mcl_util.get_hp(obj)
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local luaentity = obj:get_luaentity()
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if hp > 0 then
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local do_damage = true
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if obj:is_player() then
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if mcl_potions.player_has_effect(obj, "fire_proof") then
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do_damage = false
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end
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elseif obj:get_luaentity().fire_damage_resistant then
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do_damage = false
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end
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if do_damage then
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mcl_util.deal_damage(obj, 1, {reason = "on_fire"})
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end
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if not luaentity or not luaentity.fire_damage_resistant then
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mcl_util.deal_damage(obj, 1, {type = "on_fire"})
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end
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end
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end
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@ -344,37 +344,12 @@ minetest.register_globalstep(function(dtime)
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end)
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local is_fire_node = { ["mcl_core:lava_flowing"]=true,
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["mcl_core:lava_source"]=true,
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["mcl_fire:eternal_fire"]=true,
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["mcl_fire:fire"]=true,
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["mcl_nether:magma"]=true,
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["mcl_nether:nether_lava_source"]=true,
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["mcl_nether:nether_lava_flowing"]=true,
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["mcl_nether:nether_lava_source"]=true
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}
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-- Prevent damage to player with Fire Resistance enabled
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if EF.fire_proof[player] and hp_change < 0 then
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-- This is a bit forced, but it assumes damage is taken by fire and avoids it
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-- also assumes any change in hp happens between calls to this function
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-- it's worth noting that you don't take damage from players in this case...
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local player_info = mcl_playerinfo[player:get_player_name()]
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if is_fire_node[player_info.node_head] or is_fire_node[player_info.node_feet] or is_fire_node[player_info.node_stand] then
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return 0
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else
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return hp_change
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end
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else
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return hp_change
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mcl_damage.register_modifier(function(obj, damage, reason)
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if EF.fire_proof[obj] and not reason.flags.bypasses_magic and reason.flags.is_fire then
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return 0
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end
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end, true)
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end, -50)
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