forked from mtcontrib/3d_armor
Add ability to breath underwater
Added functionality for armor to have armor_water=1 in groups so that player can breathe underwater.
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0ec2dbfb36
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@ -142,6 +142,7 @@ armor.set_player_armor = function(self, player)
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local armor_level = 0
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local armor_level = 0
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local armor_heal = 0
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local armor_heal = 0
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local armor_fire = 0
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local armor_fire = 0
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local armor_water = 0
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local state = 0
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local state = 0
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local items = 0
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local items = 0
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local elements = {}
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local elements = {}
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@ -167,10 +168,9 @@ armor.set_player_armor = function(self, player)
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armor_level = armor_level + level
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armor_level = armor_level + level
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state = state + stack:get_wear()
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state = state + stack:get_wear()
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items = items + 1
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items = items + 1
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local heal = def.groups["armor_heal"] or 0
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armor_heal = armor_heal + (def.groups["armor_heal"] or 0)
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armor_heal = armor_heal + heal
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armor_fire = armor_fire + (def.groups["armor_fire"] or 0)
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local fire = def.groups["armor_fire"] or 0
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armor_water = armor_water + (def.groups["armor_water"] or 0)
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armor_fire = armor_fire + fire
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for kk,vv in ipairs(self.physics) do
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for kk,vv in ipairs(self.physics) do
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local o_value = def.groups["physics_"..vv]
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local o_value = def.groups["physics_"..vv]
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if o_value then
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if o_value then
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@ -219,6 +219,7 @@ armor.set_player_armor = function(self, player)
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self.def[name].speed = physics_o.speed
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self.def[name].speed = physics_o.speed
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self.def[name].gravity = physics_o.gravity
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self.def[name].gravity = physics_o.gravity
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self.def[name].fire = armor_fire
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self.def[name].fire = armor_fire
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self.def[name].water = armor_water
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self:update_player_visuals(player)
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self:update_player_visuals(player)
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end
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end
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@ -406,6 +407,7 @@ minetest.register_on_joinplayer(function(player)
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speed = 1,
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speed = 1,
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gravity = 1,
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gravity = 1,
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fire = 0,
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fire = 0,
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water = 0,
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}
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}
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armor.textures[name] = {
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armor.textures[name] = {
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skin = armor.default_skin..".png",
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skin = armor.default_skin..".png",
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@ -547,42 +549,53 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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return hp_change
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return hp_change
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end, true)
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end, true)
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-- Fire Protection, added by TenPlus1
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-- Fire Protection and water breating, added by TenPlus1
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if ARMOR_FIRE_PROTECT == true then
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if ARMOR_FIRE_PROTECT == true then
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-- override hot nodes so they do not hurt player anywhere but mod
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-- override hot nodes so they do not hurt player anywhere but mod
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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for _, row in pairs(ARMOR_FIRE_NODES) do
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if minetest.registered_nodes[row[1]] then
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if minetest.registered_nodes[row[1]] then
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minetest.override_item(row[1], {damage_per_second = 0})
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minetest.override_item(row[1], {damage_per_second = 0})
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end
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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else
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armor.timer = armor.timer + dtime
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print ("[3d_armor] Fire Nodes disabled")
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if armor.timer > ARMOR_UPDATE_TIME then
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end
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for _,player in ipairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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minetest.register_globalstep(function(dtime)
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local pos = player:getpos()
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armor.timer = armor.timer + dtime
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local hp = player:get_hp()
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if armor.timer < ARMOR_UPDATE_TIME then
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if name and pos and hp then
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return
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pos.y = pos.y + 1.4 -- head level
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end
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local node_head = minetest.get_node(pos).name
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for _,player in pairs(minetest.get_connected_players()) do
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pos.y = pos.y - 1.2 -- feet level
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local name = player:get_player_name()
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local node_feet = minetest.get_node(pos).name
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local pos = player:getpos()
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-- is player inside a hot node?
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local hp = player:get_hp()
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for _, row in ipairs(ARMOR_FIRE_NODES) do
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-- water breathing
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-- check fire protection, if not enough then get hurt
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if name and armor.def[name].water > 0 then
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if row[1] == node_head or row[1] == node_feet then
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if player:get_breath() < 10 then
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if hp > 0 and armor.def[name].fire < row[2] then
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player:set_breath(10)
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hp = hp - row[3] * ARMOR_UPDATE_TIME
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end
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player:set_hp(hp)
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end
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break
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-- fire protection
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end
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if ARMOR_FIRE_PROTECT == true
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end
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and name and pos and hp then
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pos.y = pos.y + 1.4 -- head level
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local node_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- feet level
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local node_feet = minetest.get_node(pos).name
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-- is player inside a hot node?
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for _, row in pairs(ARMOR_FIRE_NODES) do
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-- check fire protection, if not enough then get hurt
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if row[1] == node_head or row[1] == node_feet then
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if hp > 0 and armor.def[name].fire < row[2] then
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hp = hp - row[3] * ARMOR_UPDATE_TIME
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player:set_hp(hp)
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break
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end
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end
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end
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end
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end
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end
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armor.timer = 0
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end
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end
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end)
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end
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end
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armor.timer = 0
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end)
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