Implement proper time_from_last_punch computation for arrow, golden arrow and diamond arrow

This prevents from hitting a player too fast
This commit is contained in:
upsilon 2019-08-30 18:10:58 +02:00
parent a82f857f5d
commit e47fd58725
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GPG Key ID: A80DAE1F266E1C3C

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@ -50,6 +50,25 @@ local function get_setting(name)
end
end
local last_punch_times = {}
local function arrow_punch(object, hitter, caps)
local time_from_last_punch = caps.full_punch_interval or 1
local hitter_name = hitter:get_player_name()
local player_name = object:get_player_name()
if last_punch_times[hitter_name] then
if last_punch_times[hitter_name][player_name] then
time_from_last_punch = os.difftime(os.time(), last_punch_times[hitter_name][player_name])
end
else
last_punch_times[hitter_name] = {}
end
if time_from_last_punch >= (caps.full_punch_interval or 1) then
last_punch_times[hitter_name][player_name] = os.time()
end
object:punch(hitter, time_from_last_punch, caps)
end
if get_setting("arrow") then
throwing.register_arrow("throwing:arrow", {
itemcraft = "default:steel_ingot",
@ -61,8 +80,8 @@ if get_setting("arrow") then
on_hit_sound = "throwing_arrow",
on_hit = function(self, pos, _, node, object, hitter)
if object then
object:punch(hitter, 1, {
full_punch_interval = 1,
arrow_punch(object, hitter, {
full_punch_interval = 0.7,
max_drop_level = 1,
damage_groups = {fleshy = 3}
})
@ -85,8 +104,8 @@ if get_setting("golden_arrow") then
allow_protected = true,
on_hit_sound = "throwing_arrow",
on_hit = function(self, pos, _, _, object, hitter)
object:punch(hitter, 1, {
full_punch_interval = 1,
arrow_punch(object, hitter, {
full_punch_interval = 0.6,
max_drop_level = 1,
damage_groups = {fleshy = 5}
})
@ -104,8 +123,8 @@ if get_setting("diamond_arrow") then
allow_protected = true,
on_hit_sound = "throwing_arrow",
on_hit = function(self, pos, _, _, object, hitter)
object:punch(hitter, 1, {
full_punch_interval = 1,
arrow_punch(object, hitter, {
full_punch_interval = 0.5,
max_drop_level = 1,
damage_groups = {fleshy = 7}
})