climate_api/ca_effects/damage.lua

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--[[
# Player Damage Effect
Use this effect to damage a player during dangerous weather events.
Expects a table as the parameter containing the following values:
- value <int> [1]: The amount of damage to be applied per successful roll.
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- rarity <int> [1]: Defines a 1/x chance per cycle for the player to get damaged. Higher values result in less frequent damage.
- check <table> [nil]: Use an additional outdoors check before applying damage. Consists of the following values:
- type <"light"|"raycast"> ["light"] (Whether the light level should be used a raycast should be performed)
- height <number> [0] (Height offset of weather origin from the player. Only used for raycasts)
- velocity <number> [1] (Velocity of damaging particles. Only used for raycasts)
- use_wind <bool> [true] (Whether the wind should be factored in. Only used for raycasts)
]]
if not minetest.is_yes(minetest.settings:get_bool("enable_damage"))
or not climate_mod.settings.damage then return end
local EFFECT_NAME = "climate_api:damage"
local rng = PcgRandom(7819792)
local function check_hit(player, ray)
local ppos = vector.add(player:get_pos(), {x=0, y=1, z=0})
if ray.type ~= nil and ray.type ~= "light" and ray.type ~= "raycast" then
minetest.log("warning", "[Climate API] Invalid damage check configuration")
return false
end
-- use light level if specified or in performance mode
if ray.type == nil
or ray.type == "light"
or not climate_mod.settings.raycast then
return minetest.get_node_light(ppos, 0.5) == 15
end
-- use raycating to factor in wind speed
local origin = vector.add(ppos, {x = 0, y = ray.height or 0, z = 0 })
if ray.use_wind ~= false then
local wind = climate_api.environment.get_wind(origin)
local velocity = ray.velocity or 1
local windpos = vector.multiply(
vector.normalize(vector.add({ x = 0, y = -velocity, z = 0 }, wind)),
-vector.length(wind)
)
origin = vector.add(origin, windpos)
end
ray = minetest.raycast(origin, ppos)
local obj = ray:next()
-- found nothing
if obj == nil then return false end
-- found node
if obj.type ~= "object" then return false end
-- found different entity
if not obj.ref:is_player() then return false end
-- found another player
if obj.ref:get_player_name() ~= player:get_player_name() then return false end
return true
end
local function calc_damage(player, dmg)
if dmg.value == nil then dmg.value = 1 end
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if dmg.rarity == nil then dmg.rarity = 1 end
-- check if damage should be applied
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if rng:next(1, dmg.rarity) ~= 1 then return 0 end
if dmg.check ~= nil then
-- check for obstacles in the way
if not check_hit(player, dmg.check) then return 0 end
end
return dmg.value
end
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local hp = player:get_hp()
for weather, dmg in pairs(data) do
hp = hp - calc_damage(player, dmg)
end
-- deal damage to player
player:set_hp(hp, "weather damage")
end
end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")