14e61a5958
Also fix depends of mcl_wip
62 lines
1.5 KiB
Lua
62 lines
1.5 KiB
Lua
-- 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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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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