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- -- This file is reloadable.
- -- Localize for performance.
- local vector_distance = vector.distance
- local vector_round = vector.round
- local done_scuba = function(name)
- if ambiance.players[name] ~= nil then
- ambiance.players[name].scuba = nil
- end
- end
- local done_splash = function(name)
- if ambiance.players[name] ~= nil then
- ambiance.players[name].hsplash = nil
- end
- end
- function ambiance.check_water_pressure(pos, player)
- local y = pos.y
- local c = 45
- local w = 0
- local n = minetest.get_node(pos)
- local d = minetest.registered_nodes[n.name] or {}
- local g = d.groups or {}
- -- Count water nodes above player, starting with position.
- while c > 0 and g.water and g.water > 0 do
- w = w + 1
- c = c - 1
- pos.y = pos.y + 1
- n = minetest.get_node(pos)
- d = minetest.registered_nodes[n.name] or {}
- g = d.groups or {}
- end
- pos.y = y
- local damage = 0
- if y < -50 then
- if w >= 45 then
- damage = 3
- elseif w >= 30 then
- damage = 2
- elseif w >= 15 then
- damage = 1
- end
- end
- if damage > 0 then
- if player:get_hp() > 0 then
- player:set_hp(player:get_hp() - damage)
- if player:get_hp() <= 0 then
- minetest.chat_send_all("# Server: <" .. rename.gpn(player:get_player_name()) .. "> was wrecked by water pressure.")
- end
- end
- end
- -- Return water column count.
- return w
- end
- local scuba_timer = 0
- local scuba_step = 1
- ambiance.globalstep_scuba = function(dtime)
- scuba_timer = scuba_timer + dtime
- if scuba_timer < scuba_step then return end
- scuba_timer = 0
-
- local players = minetest.get_connected_players()
- for k, v in ipairs(players) do
- local pos = v:getpos()
- local name = v:get_player_name()
- local entry = ambiance.players[name]
-
- if entry ~= nil and not gdac.player_is_admin(name) then
- local under = ambiance.check_underwater(pos)
- if under == 2 then
- entry.underwater = true
- if entry.scuba == nil then
- entry.scuba = minetest.sound_play("scuba", {to_player=name, gain=1.0})
- minetest.after(8, done_scuba, name)
- end
- ambiance.particles_underwater(pos)
- ambiance.particles_underwater({x=pos.x, y=pos.y+1, z=pos.z})
- -- Water-shaft makers will H8TE this!
- ambiance.check_water_pressure(vector_round(pos), v)
- sprint.add_stamina(v, -3)
- else
- entry.underwater = nil
- if entry.scuba ~= nil then
- minetest.sound_stop(entry.scuba)
- ambiance.sound_play("drowning_gasp", pos, 1.0, 30)
- entry.scuba = nil
- end
- end
-
- if under == 1 then
- if entry.psplash == nil then entry.psplash = pos end
-
- if vector_distance(entry.psplash, pos) > 0.5 and entry.hsplash == nil then
- ambiance.sound_play("splashing", pos, 1.0, 30)
- entry.hsplash = true
- entry.psplash = pos
- minetest.after(3, done_splash, name)
- end
- ambiance.particles_underwater(pos)
- ambiance.particles_swimming({x=pos.x, y=pos.y+1, z=pos.z})
-
- sprint.add_stamina(v, -1)
- end
- end
- end
- end
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