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Make mobs vulnerable to TNT explosions

objects
Wuzzy 2020-04-08 12:41:52 +02:00
parent 71c9d20fff
commit 8664a5c484
1 changed files with 15 additions and 15 deletions

View File

@ -19,18 +19,18 @@ local function activate_if_tnt(nname, np, tnt_np, tntr)
end end
end end
local function do_tnt_physics(tnt_np,tntr) local function do_tnt_physics(tnt_np, tntr, tnt_obj)
local objs = minetest.get_objects_inside_radius(tnt_np, tntr) local objs = minetest.get_objects_inside_radius(tnt_np, tntr)
for k, obj in pairs(objs) do for k, obj in pairs(objs) do
local ent = obj:get_luaentity() local ent = obj:get_luaentity()
local v = obj:get_velocity() local v = obj:get_velocity()
local p = obj:get_pos() local p = obj:get_pos()
if ent and ent.name == "mcl_tnt:tnt" then if ent and ent.name == "mcl_tnt:tnt" and v ~= nil then
obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z}) obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z})
else else
if v ~= nil then if v ~= nil and not obj:is_player() then
obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z}) obj:set_velocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z})
else end
local dist = math.max(1, vector.distance(tnt_np, p)) local dist = math.max(1, vector.distance(tnt_np, p))
local damage = (4 / dist) * tntr local damage = (4 / dist) * tntr
if obj:is_player() == true then if obj:is_player() == true then
@ -38,8 +38,8 @@ local function do_tnt_physics(tnt_np,tntr)
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name())) mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
end end
end end
obj:set_hp(obj:get_hp() - damage, { type = "punch", from = "mod" }) local puncher = tnt_obj or obj
end obj:punch(puncher, nil, { damage_groups = { fleshy = damage }})
end end
end end
end end
@ -204,12 +204,12 @@ function TNT:on_step(dtime)
self.blinkstatus = not self.blinkstatus self.blinkstatus = not self.blinkstatus
end end
if self.timer > tnt.BOOMTIMER then if self.timer > tnt.BOOMTIMER then
tnt.boom(self.object:get_pos()) tnt.boom(self.object:get_pos(), nil, self.object)
self.object:remove() self.object:remove()
end end
end end
tnt.boom = function(pos, info) tnt.boom = function(pos, info, tnt_obj)
if not info then info = {} end if not info then info = {} end
local range = info.radius or TNT_RANGE local range = info.radius or TNT_RANGE
local damage_range = info.damage_radius or TNT_RANGE local damage_range = info.damage_radius or TNT_RANGE
@ -217,7 +217,7 @@ tnt.boom = function(pos, info)
pos.x = math.floor(pos.x+0.5) pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5) pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5) pos.z = math.floor(pos.z+0.5)
do_tnt_physics(pos, range) do_tnt_physics(pos, range, tnt_obj)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local sound local sound
if not info.sound then if not info.sound then