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[3d_armor] Add drowning protection on admin helmets

This commit is contained in:
LeMagnesium 2016-01-28 22:49:41 +01:00
parent 1b80d027df
commit 9cf1b62252
2 changed files with 43 additions and 29 deletions

View File

@ -6,7 +6,7 @@ minetest.register_alias("adminlegginss","3d_armor:leggings_admin")
minetest.register_tool("3d_armor:helmet_admin", { minetest.register_tool("3d_armor:helmet_admin", {
description = "Admin Helmet", description = "Admin Helmet",
inventory_image = "3d_armor_inv_helmet_admin.png", inventory_image = "3d_armor_inv_helmet_admin.png",
groups = {armor_head=1000, armor_heal=1000, armor_use=0}, groups = {armor_head=1000, armor_heal=1000, armor_use=0, armor_water=1,},
wear = 0, wear = 0,
on_drop = function(itemstack, dropper, pos) on_drop = function(itemstack, dropper, pos)
return return

View File

@ -159,6 +159,7 @@ armor.set_player_armor = function(self, player)
local armor_level = 0 local armor_level = 0
local armor_heal = 0 local armor_heal = 0
local armor_fire = 0 local armor_fire = 0
local armor_water = 0
local state = 0 local state = 0
local items = 0 local items = 0
local elements = {} local elements = {}
@ -246,6 +247,7 @@ armor.set_player_armor = function(self, player)
self.def[name].speed = physics_o.speed self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity self.def[name].gravity = physics_o.gravity
self.def[name].fire = armor_fire self.def[name].fire = armor_fire
self.def[name].water = armor_water
self:update_player_visuals(player) self:update_player_visuals(player)
end end
@ -483,6 +485,7 @@ minetest.register_on_joinplayer(function(player)
speed = 1, speed = 1,
gravity = 1, gravity = 1,
fire = 0, fire = 0,
water = 0,
} }
armor.textures[name] = { armor.textures[name] = {
skin = armor.default_skin..".png", skin = armor.default_skin..".png",
@ -625,42 +628,53 @@ minetest.register_on_player_hpchange(function(player, hp_change)
return hp_change return hp_change
end, true) end, true)
-- Fire Protection, added by TenPlus1 -- Fire Protection and water breating, added by TenPlus1
if ARMOR_FIRE_PROTECT == true then if ARMOR_FIRE_PROTECT == true then
-- override hot nodes so they do not hurt player anywhere but mod -- override hot nodes so they do not hurt player anywhere but mod
for _, row in ipairs(ARMOR_FIRE_NODES) do for _, row in pairs(ARMOR_FIRE_NODES) do
if minetest.registered_nodes[row[1]] then if minetest.registered_nodes[row[1]] then
minetest.override_item(row[1], {damage_per_second = 0}) minetest.override_item(row[1], {damage_per_second = 0})
end end
end end
minetest.register_globalstep(function(dtime) else
armor.timer = armor.timer + dtime minetest.log("info", "[3d_armor] Fire Nodes disabled")
if armor.timer > ARMOR_UPDATE_TIME then end
for _,player in ipairs(minetest.get_connected_players()) do
local name = player:get_player_name() minetest.register_globalstep(function(dtime)
local pos = player:getpos() armor.timer = armor.timer + dtime
local hp = player:get_hp() if armor.timer < ARMOR_UPDATE_TIME then
if name and pos and hp then return
pos.y = pos.y + 1.4 -- head level end
local node_head = minetest.get_node(pos).name for _,player in pairs(minetest.get_connected_players()) do
pos.y = pos.y - 1.2 -- feet level local name = player:get_player_name()
local node_feet = minetest.get_node(pos).name local pos = player:getpos()
-- is player inside a hot node? local hp = player:get_hp()
for _, row in ipairs(ARMOR_FIRE_NODES) do -- water breathing
-- check fire protection, if not enough then get hurt if name and armor.def[name].water > 0 then
if row[1] == node_head or row[1] == node_feet then if player:get_breath() < 10 then
if hp > 0 and armor.def[name].fire < row[2] then player:set_breath(10)
hp = hp - row[3] * ARMOR_UPDATE_TIME end
player:set_hp(hp) end
break -- fire protection
end if ARMOR_FIRE_PROTECT == true
end and name and pos and hp then
pos.y = pos.y + 1.4 -- head level
local node_head = minetest.get_node(pos).name
pos.y = pos.y - 1.2 -- feet level
local node_feet = minetest.get_node(pos).name
-- is player inside a hot node?
for _, row in pairs(ARMOR_FIRE_NODES) do
-- check fire protection, if not enough then get hurt
if row[1] == node_head or row[1] == node_feet then
if hp > 0 and armor.def[name].fire < row[2] then
hp = hp - row[3] * ARMOR_UPDATE_TIME
player:set_hp(hp)
break
end end
end end
end end
armor.timer = 0
end end
end) end
end armor.timer = 0
end)