Generalize anvil damage
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@ -30,6 +30,7 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
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### Groups for interactions
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* `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
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* `falling_node_damage=1`: For falling nodes. Hurts any objects it hits while falling. Damage is based on anvils
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* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
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* `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
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* `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
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@ -1,4 +1,6 @@
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local on_anvil_step = function(self, dtime)
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local on_damage_step = function(self, dtime)
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-- Cause damage to everything it hits.
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-- Algorithm based on MC anvils.
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local pos = self.object:get_pos()
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if not self._startpos then
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self._startpos = pos
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@ -28,7 +30,13 @@ local on_anvil_step = function(self, dtime)
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hp = 0
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end
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if v:is_player() then
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mcl_death_messages.player_damage(v, string.format("%s was smashed by a falling anvil.", v:get_player_name()))
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local msg
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if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
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msg = "%s was smashed by a falling anvil."
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else
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msg = "%s was smashed by a falling block."
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end
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mcl_death_messages.player_damage(v, string.format(msg, v:get_player_name()))
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mcl_hunger.exhaust(v:get_player_name(), mcl_hunger.EXHAUST_DAMAGE)
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end
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v:set_hp(hp)
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@ -210,8 +218,8 @@ minetest.register_entity(":__builtin:falling_node", {
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end
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end
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if minetest.get_item_group(self.node, "anvil") ~= 0 then
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on_anvil_step(self, dtime)
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if minetest.get_item_group(self.node.name, "falling_node_damage") ~= 0 then
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on_damage_step(self, dtime)
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end
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end
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})
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@ -159,6 +159,14 @@ doc.sub.items.register_factoid("nodes", "gravity", function(itemstring, def)
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return s
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end)
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doc.sub.items.register_factoid("nodes", "gravity", function(itemstring, def)
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local s = ""
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if minetest.get_item_group(itemstring, "crush_after_fall") == 1 then
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s = s .. "When this block falls deeper than 1 block, it causes damage to anything it hits. The damage dealt is B×2−2 hit points with B = number of blocks fallen. The damage can never be more than 40 HP."
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end
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return s
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end)
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-- Mining, hardness and all that
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doc.sub.items.register_factoid("nodes", "mining", function(itemstring, def)
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local pickaxey = { "Diamond Pickaxe", "Iron Pickaxe", "Stone Pickaxe", "Golden Pickaxe", "Wooden Pickaxe" }
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@ -234,7 +234,7 @@ local function damage_anvil(pos)
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end
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local anvildef = {
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groups = {pickaxey=1, falling_node=1, crush_after_fall=1, deco_block=1, anvil=1},
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groups = {pickaxey=1, falling_node=1, falling_node_damage=1, crush_after_fall=1, deco_block=1, anvil=1},
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tiles = {"mcl_anvils_anvil_top_damaged_0.png^[transformR90", "mcl_anvils_anvil_base.png", "mcl_anvils_anvil_side.png"},
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paramtype = "light",
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sunlight_propagates = true,
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