--- /dev/null
+-- can be overriden by mods
+function core.calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, distance, damage)
+ if damage == 0 or player:get_armor_groups().immortal then
+ return 0.0
+ end
+
+ local m = 8
+ -- solve m - m*e^(k*4) = 4 for k
+ local k = -0.17328
+ local res = m - m * math.exp(k * damage)
+
+ if distance < 2.0 then
+ res = res * 1.1 -- more knockback when closer
+ elseif distance > 4.0 then
+ res = res * 0.9 -- less when far away
+ end
+ return res
+end
+
+local function vector_absmax(v)
+ local max, abs = math.max, math.abs
+ return max(max(abs(v.x), abs(v.y)), abs(v.z))
+end
+
+core.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, unused_dir, damage)
+ if player:get_hp() == 0 then
+ return -- RIP
+ end
+
+ -- Server::handleCommand_Interact() adds eye offset to one but not the other
+ -- so the direction is slightly off, calculate it ourselves
+ local dir = vector.subtract(player:get_pos(), hitter:get_pos())
+ local d = vector.length(dir)
+ if d ~= 0.0 then
+ dir = vector.divide(dir, d)
+ end
+
+ local k = core.calculate_knockback(player, hitter, time_from_last_punch, tool_capabilities, dir, d, damage)
+
+ local kdir = vector.multiply(dir, k)
+ if vector_absmax(kdir) < 1.0 then
+ return -- barely noticeable, so don't even send
+ end
+
+ player:add_player_velocity(kdir)
+end)
of the creative mode setting, checks for "sneak" to set the `invert_wall`
parameter and `prevent_after_place` set to `true`.
+* `minetest.calculate_knockback(player, hitter, time_from_last_punch,
+ tool_capabilities, dir, distance, damage)`
+ * Returns the amount of knockback applied on the punched player.
+ * Arguments are equivalent to `register_on_punchplayer`, except the following:
+ * `distance`: distance between puncher and punched player
+ * This function can be overriden by mods that wish to modify this behaviour.
+ * You may want to cache and call the old function to allow multiple mods to
+ change knockback behaviour.
+
* `minetest.forceload_block(pos[, transient])`
* forceloads the position `pos`.
* returns `true` if area could be forceloaded