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https://github.com/minetest-mods/lightning.git
synced 2025-01-10 09:50:18 +01:00
Update init.lua
Changes: Fixes a bug that would leave the player's sky permanently white after two lightning strikes occur in rapid succession. Adds ability to optionally specify the strength of a lightning strike (light, medium, heavy), with a default of "light". Adds variation in the damage a player takes based on how close he is to the strike point.
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75
init.lua
75
init.lua
@ -19,10 +19,16 @@ lightning.range_v = 50
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lightning.size = 100
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-- disable this to stop lightning mod from striking
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lightning.auto = true
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-- lightning damage. Default is "light" {name, outerRadius, outerRadiusDamage, innerRadius, innerRadiusAdditionalDamage, volumeGain}
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damageTable = {
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{"light", 5, 16, 2, 16, 10},
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{"medium", 7, 20, 3, 20, 15},
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{"heavy", 10, 30, 5, 30, 20},
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}
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local rng = PcgRandom(32321123312123)
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local ps = {}
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local playerSkies = {}
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local ttl = 1
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local revertsky = function()
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@ -34,11 +40,11 @@ local revertsky = function()
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return
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end
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for i = 1, table.getn(ps) do
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ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures)
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for key, entry in pairs(playerSkies) do
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--print("lightning: Restoring sky for ", key)
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entry.p:set_sky(entry.sky.bgcolor, entry.sky.type, entry.sky.textures)
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end
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ps = {}
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playerSkies = {}
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end
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minetest.register_globalstep(revertsky)
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@ -85,8 +91,9 @@ end
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-- lightning strike API
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-- * pos: optional, if not given a random pos will be chosen
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-- * strength: optional: "light", "medium", or "heavy". Default is "light"
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-- * returns: bool - success if a strike happened
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lightning.strike = function(pos)
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lightning.strike = function(pos, strength)
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if lightning.auto then
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minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)
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end
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@ -120,20 +127,64 @@ lightning.strike = function(pos)
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texture = "lightning_lightning_" .. rng:next(1,3) .. ".png",
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})
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minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = 10, max_hear_distance = 500 })
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-- just how big a deal is this going to be?
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--print("lightning: lightning strength = ", strength)
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if strength == nil then
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strength = "light"
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end
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local outerRadius
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local outerRadiusDamage
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local innerRadius
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local innerRadiusDamage
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local volumeGain
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for _, damageStrengthEntry in ipairs(damageTable) do
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if strength == damageStrengthEntry[1] then
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outerRadius = damageStrengthEntry[2]
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outerRadiusDamage = damageStrengthEntry[3]
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innerRadius = damageStrengthEntry[4]
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innerRadiusDamage = damageStrengthEntry[5]
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volumeGain = damageStrengthEntry[6]
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end
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end
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minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = volumeGain, max_hear_distance = 500 })
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-- damage nearby objects, player or not
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 5)) do
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, outerRadius)) do
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-- nil as param#1 is supposed to work, but core can't handle it.
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obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=8}}, nil)
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if obj:get_luaentity() ~= nil then
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--print("Inside outer lighting damage radius (", outerRadius, "): ", obj:get_luaentity().name)
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else
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--print("Inside outer lighting damage radius (", outerRadius, "): ", obj)
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end
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obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=outerRadiusDamage}}, nil)
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end
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-- add additional damage for objects closest to strike point
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, innerRadius)) do
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-- nil as param#1 is supposed to work, but core can't handle it.
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--print("Inside inner lighting damage radius (", innerRadius, "): ", obj:get_luaentity().name)
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if obj:get_hp() > 0 then
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obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=innerRadiusDamage}}, nil)
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end
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end
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local playerlist = minetest.get_connected_players()
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for i = 1, #playerlist do
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local player = playerlist[i]
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local playerName = player:get_player_name()
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--print("Here's a player that needs to have their sky managed!", playerName)
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local sky = {}
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sky.bgcolor, sky.type, sky.textures = playerlist[i]:get_sky()
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table.insert(ps, { p = playerlist[i], sky = sky})
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playerlist[i]:set_sky(0xffffff, "plain", {})
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sky.bgcolor, sky.type, sky.textures = player:get_sky()
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--don't record this if we already have a record of the player's original sky (we don't want to record a blank sky from a preceding strike)
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if playerSkies[playerName] == nil then
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playerSkies[playerName] = {p = player, sky = sky}
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--table.insert(playerSkies, player:get_player_name(), {p = player, sky = sky})
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--table.insert(playerSkies, { p = player, sky = sky})
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player:set_sky(0xffffff, "plain", {})
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else
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--print("lightning: Player's sky already on record")
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end
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--print("New Player Sky record:", playerSkies[playerName].p:get_player_name())
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end
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-- trigger revert of skybox
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ttl = 5
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