Aaron Suen 920fba34ee Separate node stand/touch/radiant damage types
Don't reuse damage_per_second for damage on punch and radiant
damage.  This allows these to be defined separately, i.e. no longer
assuming that all damage is from "heat" and can radiate.  This
allows for things like thorny plants that hurt if you touch them
or stand in them but not if you stand near them.

Thanks to WintersKnight94 for reporting this.
2020-04-09 06:56:18 -04:00

44 lines
1.2 KiB
Lua

-- LUALOCALS < ---------------------------------------------------------
local minetest, nodecore, pairs
= minetest, nodecore, pairs
-- LUALOCALS > ---------------------------------------------------------
local function hotpotatoes(player)
local inv = player:get_inventory()
local hurt = 0
local throw = {}
for i = 1, inv:get_size("main") do
local s = inv:get_stack("main", i)
local n = not s:is_empty() and s:get_name()
n = n and minetest.registered_items[n]
n = n and n.groups and n.groups.damage_touch
if n and n > 0 then
hurt = hurt + n
inv:set_stack("main", i, "")
throw[#throw + 1] = s
end
end
if #throw > 0 then
local pname = player:get_player_name()
local pos = player:get_pos()
pos.y = pos.y + 1.2
local dir = player:get_look_dir()
dir.x = dir.x * 5
dir.y = dir.y * 5 + 3
dir.z = dir.z * 5
for _, v in pairs(throw) do
local obj = minetest.add_item(pos, v)
obj:set_velocity(dir)
obj:get_luaentity().dropped_by = pname
end
end
if hurt > 0 then nodecore.addphealth(player, -hurt, "hotpotato") end
end
minetest.register_globalstep(function()
if nodecore.stasis then return end
for _, v in pairs(minetest.get_connected_players()) do
hotpotatoes(v)
end
end)