252 lines
5.8 KiB
Lua
252 lines
5.8 KiB
Lua
local get_group = minetest.get_node_group
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local registered_nodes
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local get_node = minetest.get_node
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--add nodes that hurt the player into the touch hurt table
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local hurt_nodes = {}
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minetest.register_on_mods_loaded(function()
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for _,def in pairs(minetest.registered_nodes) do
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if get_group(def.name, "touch_hurt") > 0 then
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table.insert(hurt_nodes,def.name)
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end
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end
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registered_nodes = minetest.registered_nodes
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end)
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--handle nodes around, inside, and above
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local player_surroundings_index_table = {}
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--add the player to the index table when they join and remove when they leave
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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player_surroundings_index_table[name] = {}
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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player_surroundings_index_table[name] = nil
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end)
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--reset their drowning settings
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--minetest.register_on_dieplayer(function(ObjectRef, reason))
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--handle touching hurt
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local player_pos
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local c_pos
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local temp_hurt
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local x1
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local y1
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local z1
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local xcompare
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local ycompare
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local zcompare
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local c_player
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local subval = vector.subtract
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local abs_it = math.abs
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local floor_it = math.floor
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local heart
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local function handle_hurt(player)
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if player:get_hp() > 0 then
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player_pos = player:get_pos()
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name = player:get_player_name()
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temp_hurt = player_surroundings_index_table[name].hurt
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if temp_hurt then
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c_pos = temp_hurt.pos
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x1 = floor_it(abs_it(player_pos.x-c_pos.x)*100)
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y1 = floor_it(abs_it(player_pos.y-c_pos.y)*100)
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z1 = floor_it(abs_it(player_pos.z-c_pos.z)*100)
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--we will assume the player cbox is equal as x=0.8,y=0.5,z=0.8
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if x1 <= 80 and z1 <= 80 and y1 <= 50 then
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heart = player:get_hp()
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player:set_hp(heart - player_surroundings_index_table[name].hurt.hurt_amount)
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return(true)
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end
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end
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end
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return(false)
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end
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--handle inside hurt
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local c_player
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local heart
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local legs
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local head
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local hurt_more
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local function handle_hurt_inside(player)
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if player:get_hp() > 0 then
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player_pos = player:get_pos()
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name = player:get_player_name()
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legs = player_surroundings_index_table[name].legs
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head = player_surroundings_index_table[name].head
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if legs and head then
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hurt_more = get_group(legs, "hurt_inside")
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if get_group(head, "hurt_inside") > hurt_more then
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hurt_more = get_group(head, "hurt_inside")
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end
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heart = player:get_hp()
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player:set_hp(heart - hurt_more)
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return(true)
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end
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end
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return(false)
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end
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--handle player suffocating inside solid node
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local c_player
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local heart
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local legs
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local head
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local hurt_more
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local drawy
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local function handle_player_suffocation(player)
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if player:get_hp() > 0 then
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player_pos = player:get_pos()
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name = player:get_player_name()
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head = player_surroundings_index_table[name].head
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if head then
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drawy = registered_nodes[head].drawtype
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if drawy == "normal" then
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heart = player:get_hp()
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player:set_hp(heart - 1)
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return(true)
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end
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end
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end
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return(false)
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end
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--index specific things in area
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--declare here for ultra extreme efficiency
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local get_node = minetest.get_node
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local pos
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local node
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local name
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local damage_pos
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local collisionbox
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local a_min
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local a_max
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local v_add = vector.add
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local v_sub = vector.subtract
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local get_number = table.getn
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local hurt_amount
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local gotten_node
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local function index_players_surroundings()
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 then
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--if not dead begin index
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name = player:get_player_name()
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pos = player:get_pos()
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--under player position (useful for walking on hot stuff)
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pos.y = pos.y - 0.1
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player_surroundings_index_table[name].under = get_node(pos).name
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--at legs position (useful for pushing a player up)
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pos.y = pos.y + 0.6
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player_surroundings_index_table[name].legs = get_node(pos).name
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--at camera/head position (useful for drowning/being trapped inside node)
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pos.y = pos.y + 0.940
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player_surroundings_index_table[name].head = get_node(pos).name
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handle_player_suffocation(player)
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handle_hurt_inside(player)
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--used for finding a damage node next to the player (centered at player's waist)
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pos.y = pos.y - 0.74
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a_min = v_sub(pos,1)
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a_max = v_add(pos,1)
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damage_pos = minetest.find_nodes_in_area(a_min, a_max, hurt_nodes)
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if get_number(damage_pos) > 0 then
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for _,found_location in ipairs(damage_pos) do
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gotten_node = get_node(found_location).name
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collisionbox = registered_nodes[gotten_node].collision_box
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hurt_amount = get_group(gotten_node, "touch_hurt")
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if not collisionbox then
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collisionbox = {-0.5,-0.5,-0.5,0.5,0.5,0.5}
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end
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player_surroundings_index_table[name].hurt = {pos=found_location,collisionbox=collisionbox,hurt_amount=hurt_amount}
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--stop doing damage on player if they got hurt
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if handle_hurt(player) == true then
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break
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end
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end
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else
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collisionbox = nil
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player_surroundings_index_table[name].hurt = nil
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end
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end
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end
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--4 times a second server tick
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minetest.after(0.25, function()
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index_players_surroundings()
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end)
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end
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index_players_surroundings() --begin
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--[[ this is disabled for now
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--handle water drowning - temp - will be moved to a custom function in a future update
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local breath
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local function handle_drowning()
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for _,player in ipairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 then
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name = player:get_player_name()
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if get_group(player_surroundings_index_table[name].head, "drowning") > 0 then
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breath = player:get_breath()
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if breath > 0 then
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player:set_breath(breath - 1)
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end
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else
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breath = player:get_breath()
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if breath < 11 then
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player:set_breath(breath + 1)
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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.after(0.5, function()
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handle_drowning()
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end)
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end
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handle_drowning()
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]]--
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