giving a type - use this for custom damage types.
* `punch`: Was punched. `reason.object` will hold the puncher, or nil if none.
* `fall`
- * `node_damage`: damage_per_second from a neighbouring node.
+ * `node_damage`: `damage_per_second` from a neighbouring node.
+ `reason.node` will hold the node name or nil.
* `drown`
* `respawn`
* Any of the above types may have additional fields from mods.
* `reason.from` will be `mod` or `engine`.
* `modifier`: when true, the function should return the actual `hp_change`.
- Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
- modifiers can return true as a second argument to stop the execution of further functions.
- Non-modifiers receive the final hp change calculated by the modifiers.
+ Note: modifiers only get a temporary `hp_change` that can be modified by later modifiers.
+ Modifiers can return true as a second argument to stop the execution of further functions.
+ Non-modifiers receive the final HP change calculated by the modifiers.
* `minetest.register_on_dieplayer(function(ObjectRef, reason))`
* Called when a player dies
* `reason`: a PlayerHPChangeReason table, see register_on_player_hpchange
if (m_node_hurt_interval.step(dtime, 1.0f)) {
u32 damage_per_second = 0;
+ std::string nodename;
// Lowest and highest damage points are 0.1 within collisionbox
float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
v3s16 p = floatToInt(m_base_position +
v3f(0.0f, dam_height * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
- damage_per_second = std::max(damage_per_second,
- m_env->getGameDef()->ndef()->get(n).damage_per_second);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+ if (c.damage_per_second > damage_per_second) {
+ damage_per_second = c.damage_per_second;
+ nodename = c.name;
+ }
}
// Top damage point
v3s16 ptop = floatToInt(m_base_position +
v3f(0.0f, dam_top * BS, 0.0f), BS);
MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
- damage_per_second = std::max(damage_per_second,
- m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
+ const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
+ if (c.damage_per_second > damage_per_second) {
+ damage_per_second = c.damage_per_second;
+ nodename = c.name;
+ }
if (damage_per_second != 0 && m_hp > 0) {
s32 newhp = (s32)m_hp - (s32)damage_per_second;
- PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
+ PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
setHP(newhp, reason);
m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
}
};
Type type = SET_HP;
- ServerActiveObject *object;
bool from_mod = false;
int lua_reference = -1;
+ // For PLAYER_PUNCH
+ ServerActiveObject *object = nullptr;
+ // For NODE_DAMAGE
+ std::string node;
+
inline bool hasLuaReference() const
{
return lua_reference >= 0;
}
}
- PlayerHPChangeReason(Type type, ServerActiveObject *object=NULL):
+ PlayerHPChangeReason(Type type):
+ type(type)
+ {}
+
+ PlayerHPChangeReason(Type type, ServerActiveObject *object):
type(type), object(object)
{}
+
+ PlayerHPChangeReason(Type type, std::string node):
+ type(type), node(node)
+ {}
};
objectrefGetOrCreate(L, reason.object);
lua_setfield(L, -2, "object");
}
+ if (!reason.node.empty()) {
+ lua_pushstring(L, reason.node.c_str());
+ lua_setfield(L, -2, "node");
+ }
}
Server* ScriptApiBase::getServer()
ObjectRef *puncher_ref = checkobject(L, 2);
ServerActiveObject *co = getobject(ref);
ServerActiveObject *puncher = getobject(puncher_ref);
- if (co == NULL) return 0;
- if (puncher == NULL) return 0;
+ if (!co || !puncher)
+ return 0;
v3f dir;
if (lua_type(L, 5) != LUA_TTABLE)
dir = co->getBasePosition() - puncher->getBasePosition();
// If the punched is a player, and its HP changed
if (src_original_hp != co->getHP() &&
co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
- getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co, PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
+ getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co,
+ PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
}
// If the puncher is a player, and its HP changed