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Add more information in PlayerHPChangeReason (#16024)
1) Add `node` and `node_pos` field for the `drown` field (analog to `node_damage` type) 2) Add `custom_type` field to allow a standardized way to report more details of the HP change 3) Make `builtin` report a `custom_type` for the HP changes caused by the `/kill` command and `core.do_item_eat` 4) Move the documentation of `PlayerHPChangeReason` to its own section 5) Fill in missing information of said documentation
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@@ -6226,26 +6226,14 @@ Call these functions only at load time!
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* Historically, the new HP value was clamped to [0, 65535] before
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calculating the HP change. This clamping has been removed as of
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version 5.10.0
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* `reason`: a PlayerHPChangeReason table.
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* The `type` field will have one of the following values:
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* `set_hp`: A mod or the engine called `set_hp` without
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giving a type - use this for custom damage types.
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* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
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* `fall`
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* `node_damage`: `damage_per_second` from a neighboring node.
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`reason.node` will hold the node name or nil.
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`reason.node_pos` will hold the position of the node
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* `drown`
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* `respawn`
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* Any of the above types may have additional fields from mods.
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* `reason.from` will be `mod` or `engine`.
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* `reason`: a `PlayerHPChangeReason` table.
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* `modifier`: when true, the function should return the actual `hp_change`.
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Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
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Modifiers can return true as a second argument to stop the execution of further functions.
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Non-modifiers receive the final HP change calculated by the modifiers.
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* `core.register_on_dieplayer(function(ObjectRef, reason))`
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* Called when a player dies
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* `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
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* `reason`: a `PlayerHPChangeReason` table
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* For customizing the death screen, see `core.show_death_screen`.
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* `core.register_on_respawnplayer(function(ObjectRef))`
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* Called when player is to be respawned
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@@ -6986,7 +6974,7 @@ Formspec functions
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* `"VAL"`: not changed
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* `core.show_death_screen(player, reason)`
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* Called when the death screen should be shown.
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* `player` is an ObjectRef, `reason` is a PlayerHPChangeReason table or nil.
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* `player` is an ObjectRef, `reason` is a `PlayerHPChangeReason` table or nil.
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* By default, this shows a simple formspec with the option to respawn.
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Respawning is done via `ObjectRef:respawn`.
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* You can override this to show a custom death screen.
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@@ -8495,7 +8483,7 @@ child will follow movement and rotation of that bone.
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* note: this is called `right_click` for historical reasons only
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* `get_hp()`: returns number of health points
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* `set_hp(hp, reason)`: set number of health points
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* See reason in register_on_player_hpchange
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* reason: A `PlayerHPChangeReason` table (optional)
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* Is limited to the range of 0 ... 65535 (2^16 - 1)
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* For players: HP are also limited by `hp_max` specified in object properties
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* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
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@@ -11314,6 +11302,40 @@ See [Decoration types](#decoration-types). Used by `core.register_decoration`.
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}
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```
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`PlayerHPChangeReason` table definition
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---------------------------------------
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The `PlayerHPChangeReason` table specifies a reason for player health changes.
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* The `type` field is for providing one of the possible damage types
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supported natively by the engine. It will have one of the following values:
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* `set_hp`: A mod, builtin or the engine called `set_hp`, either
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without giving a damage type, or by setting `set_hp`
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as damage type explicitly
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* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
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* `fall`: Fall damage.
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* `node_damage`: `damage_per_second` from a neighboring node.
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`reason.node` will hold the node name or nil.
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`reason.node_pos` will hold the position of the node
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* `drown`: Drowning damage from a node with the `drowning` field set.
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`reason.node` and `reason.node_pos` are same as for `node_damage`
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* `respawn`: HP restored by respawning.
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* The `custom_type` field may optionally be used to provide a reason that is not
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supported by the engine, as a string. It will be ignored by the engine,
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but it can be used to communicate to other mods about custom damage types.
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If provided, it must be a string. It's recommended to follow the
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`modname:reason` naming convention.
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These custom types exist by default:
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* `__builtin:item_eat`: HP change caused by `core.do_item_eat`
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* `__builtin:kill_command`: `/kill` command
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* The `from` field denotes the origin of the HP change:
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* `engine`: Engine
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* `mod`: Mod or builtin
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* Mods may add additional fields
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Note: The `from` is ignored by `ObjectRef:set_hp`, the engine will always
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set it to `mod`.
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Chat command definition
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-----------------------
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