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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
This commit is contained in:
Wuzzy
2025-12-20 15:12:34 +01:00
committed by GitHub
parent 9c37b46e1f
commit f567449cd6
5 changed files with 43 additions and 20 deletions

View File

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