Implement basic fall damage
parent
7e3b69348e
commit
555935ff3d
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@ -187,6 +187,11 @@ local land_state_execution = function(self,dtime)
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end
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end
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--calculate fall damage
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if self.fall_damage then
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mobs.calculate_fall_damage(self)
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end
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if self.state == "stand" then
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--do animation
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@ -279,33 +279,6 @@ local falling = function(self, pos)
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end
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else
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-- fall damage onto solid ground
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if self.fall_damage == 1
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and self.object:get_velocity().y == 0 then
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local d = (self.old_y or 0) - self.object:get_pos().y
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if d > 5 then
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local add = minetest_get_item_group(self.standing_on, "fall_damage_add_percent")
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local damage = d - 5
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if add ~= 0 then
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damage = damage + damage * (add/100)
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end
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damage = math_floor(damage)
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if damage > 0 then
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self.health = self.health - damage
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effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
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if check_for_death(self, "fall", {type = "fall"}) then
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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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self.old_y = self.object:get_pos().y
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end
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end
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end
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@ -15,6 +15,8 @@ local vector_distance = vector.distance
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local table_copy = table.copy
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local math_abs = math.abs
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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@ -243,4 +245,16 @@ mobs.get_2d_distance = function(pos1,pos2)
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pos1.y = 0
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pos2.y = 0
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return(vector_distance(pos1, pos2))
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end
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-- fall damage onto solid ground
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mobs.calculate_fall_damage = function(self)
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if self.old_velocity and self.old_velocity.y < -7 and self.object:get_velocity().y == 0 then
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local vel = self.object:get_velocity()
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if vel then
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local damage = math_abs(self.old_velocity.y + 7) * 2
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self.pause_timer = 0.4
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self.health = self.health - damage
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end
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end
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end
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