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MineClone2/mods/ENVIRONMENT/mcl_void_damage/init.lua

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local S = minetest.get_translator(minetest.get_current_modname())
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--local enable_damage = minetest.settings:get_bool("enable_damage")
local pos_to_dim = mcl_worlds.pos_to_dimension
local dim_change = mcl_worlds.dimension_change
local is_in_void = mcl_worlds.is_in_void
local get_spawn_pos = mcl_spawn.get_player_spawn_pos
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local send_chat = minetest.chat_send_player
local get_connected = minetest.get_connected_players
local voidtimer = 0
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local VOID_DAMAGE_FREQ = 0.5
local VOID_DAMAGE = 4
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-- Remove entities that fall too deep into the void
minetest.register_on_mods_loaded(function()
-- We do this by overwriting on_step of all entities
for entitystring, def in pairs(minetest.registered_entities) do
local on_step_old = def.on_step
if not on_step_old then
on_step_old = function() end
end
local on_step = function(self, dtime, moveresult)
on_step_old(self, dtime, moveresult)
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local obj = self.object
local pos = obj:get_pos()
-- Old on_step function might have deleted object,
-- so we delete it
if not pos then
return
end
if not self._void_timer then
self._void_timer = 0
end
self._void_timer = self._void_timer + dtime
if self._void_timer <= VOID_DAMAGE_FREQ then
return
end
self._void_timer = 0
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local _, void_deadly = is_in_void(pos)
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if void_deadly then
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--local ent = obj:get_luaentity()
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obj:remove()
return
end
end
def.on_step = on_step
minetest.register_entity(":"..entitystring, def)
end
end)
-- Hurt players or teleport them back to spawn if they are too deep in the void
minetest.register_globalstep(function(dtime)
voidtimer = voidtimer + dtime
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if voidtimer > VOID_DAMAGE_FREQ then
voidtimer = 0
local enable_damage = minetest.settings:get_bool("enable_damage")
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local players = get_connected()
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for p=1, #players do
local player = players[p]
local pos = player:get_pos()
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local _, void_deadly = is_in_void(pos)
if void_deadly then
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local immortal_val = player:get_armor_groups().immortal
local is_immortal = false
if immortal_val and immortal_val > 0 then
is_immortal = true
end
if is_immortal or not enable_damage then
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-- If damage is disabled, we can't kill players.
-- So we just teleport the player back to spawn.
local spawn = get_spawn_pos(player)
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player:set_pos(spawn)
dim_change(player, pos_to_dim(spawn))
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send_chat(player:get_player_name(), S("The void is off-limits to you!"))
elseif enable_damage and not is_immortal then
-- Damage enabled, not immortal: Deal void damage (4 HP / 0.5 seconds)
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if player:get_hp() > 0 then
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mcl_util.deal_damage(player, VOID_DAMAGE, {type = "out_of_world"})
end
end
end
end
end
end)