diff --git a/init.lua b/init.lua index 4597ced..16a8972 100644 --- a/init.lua +++ b/init.lua @@ -19,10 +19,16 @@ lightning.range_v = 50 lightning.size = 100 -- disable this to stop lightning mod from striking lightning.auto = true +-- lightning damage. Default is "light" {name, outerRadius, outerRadiusDamage, innerRadius, innerRadiusAdditionalDamage, volumeGain} +damageTable = { + {"light", 5, 16, 2, 16, 10}, + {"medium", 7, 20, 3, 20, 15}, + {"heavy", 10, 30, 5, 30, 20}, +} local rng = PcgRandom(32321123312123) -local ps = {} +local playerSkies = {} local ttl = 1 local revertsky = function() @@ -34,11 +40,11 @@ local revertsky = function() return end - for i = 1, table.getn(ps) do - ps[i].p:set_sky(ps[i].sky.bgcolor, ps[i].sky.type, ps[i].sky.textures) + for key, entry in pairs(playerSkies) do + --print("lightning: Restoring sky for ", key) + entry.p:set_sky(entry.sky.bgcolor, entry.sky.type, entry.sky.textures) end - - ps = {} + playerSkies = {} end minetest.register_globalstep(revertsky) @@ -85,8 +91,9 @@ end -- lightning strike API -- * pos: optional, if not given a random pos will be chosen +-- * strength: optional: "light", "medium", or "heavy". Default is "light" -- * returns: bool - success if a strike happened -lightning.strike = function(pos) +lightning.strike = function(pos, strength) if lightning.auto then minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike) end @@ -120,20 +127,64 @@ lightning.strike = function(pos) texture = "lightning_lightning_" .. rng:next(1,3) .. ".png", }) - minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = 10, max_hear_distance = 500 }) + -- just how big a deal is this going to be? + --print("lightning: lightning strength = ", strength) + if strength == nil then + strength = "light" + end + local outerRadius + local outerRadiusDamage + local innerRadius + local innerRadiusDamage + local volumeGain + for _, damageStrengthEntry in ipairs(damageTable) do + if strength == damageStrengthEntry[1] then + outerRadius = damageStrengthEntry[2] + outerRadiusDamage = damageStrengthEntry[3] + innerRadius = damageStrengthEntry[4] + innerRadiusDamage = damageStrengthEntry[5] + volumeGain = damageStrengthEntry[6] + end + end + + minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = volumeGain, max_hear_distance = 500 }) -- damage nearby objects, player or not - for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 5)) do + for _, obj in ipairs(minetest.get_objects_inside_radius(pos, outerRadius)) do -- nil as param#1 is supposed to work, but core can't handle it. - obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=8}}, nil) + if obj:get_luaentity() ~= nil then + --print("Inside outer lighting damage radius (", outerRadius, "): ", obj:get_luaentity().name) + else + --print("Inside outer lighting damage radius (", outerRadius, "): ", obj) + end + obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=outerRadiusDamage}}, nil) + end + -- add additional damage for objects closest to strike point + for _, obj in ipairs(minetest.get_objects_inside_radius(pos, innerRadius)) do + -- nil as param#1 is supposed to work, but core can't handle it. + --print("Inside inner lighting damage radius (", innerRadius, "): ", obj:get_luaentity().name) + if obj:get_hp() > 0 then + obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=innerRadiusDamage}}, nil) + end end local playerlist = minetest.get_connected_players() for i = 1, #playerlist do + local player = playerlist[i] + local playerName = player:get_player_name() + --print("Here's a player that needs to have their sky managed!", playerName) local sky = {} - sky.bgcolor, sky.type, sky.textures = playerlist[i]:get_sky() - table.insert(ps, { p = playerlist[i], sky = sky}) - playerlist[i]:set_sky(0xffffff, "plain", {}) + sky.bgcolor, sky.type, sky.textures = player:get_sky() + --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) + if playerSkies[playerName] == nil then + playerSkies[playerName] = {p = player, sky = sky} + --table.insert(playerSkies, player:get_player_name(), {p = player, sky = sky}) + --table.insert(playerSkies, { p = player, sky = sky}) + player:set_sky(0xffffff, "plain", {}) + else + --print("lightning: Player's sky already on record") + end + --print("New Player Sky record:", playerSkies[playerName].p:get_player_name()) end -- trigger revert of skybox ttl = 5