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- heatdamage = heatdamage or {}
- heatdamage.modpath = minetest.get_modpath("heatdamage")
- -- Localize for performance.
- local math_floor = math.floor
- heatdamage.immune_players = heatdamage.immune_players or {}
- heatdamage.cache_range = 2
- heatdamage.scan_range = 2
- heatdamage.server_step = 1
- heatdamage.environment_cache = heatdamage.environment_cache or {}
- heatdamage.cache_hit = heatdamage.cache_hit or 0
- heatdamage.cache_miss = heatdamage.cache_miss or 0
- heatdamage.cache_clean = 20
- heatdamage.immune_players["MustTest"] = {timer=-1}
- heatdamage.immune_players["singleplayer"] = {timer=-1}
- heatdamage.is_immune = function(pname)
- if heatdamage.immune_players[pname] then
- if heatdamage.immune_players[pname].timer > 0 then
- return true
- end
- end
- return false
- end
- heatdamage.immunize_player = function(pname, add_seconds)
- assert(add_seconds > 0)
- if heatdamage.immune_players[pname] then
- local timer = heatdamage.immune_players[pname].timer
- if timer >= 0 then
- timer = timer + add_seconds
- heatdamage.immune_players[pname].timer = timer
- end
- else
- heatdamage.immune_players[pname] = {timer=add_seconds}
- end
-
- local total = heatdamage.immune_players[pname].timer
- minetest.chat_send_player(pname, "# Server: You are protected from heat for " .. math_floor(total) .. " seconds.")
- end
- local is_exposed = function(pos)
- -- Table is ordered for performance.
- local points = {
- {x=pos.x, y=pos.y+1, z=pos.z}, -- Top first. Most common case.
- {x=pos.x-1, y=pos.y, z=pos.z},
- {x=pos.x+1, y=pos.y, z=pos.z},
- {x=pos.x, y=pos.y, z=pos.z-1},
- {x=pos.x, y=pos.y, z=pos.z+1},
- {x=pos.x, y=pos.y-1, z=pos.z},
- }
- local get_node = minetest.get_node
- for i=1, #points do
- local n = get_node(points[i]).name
- if n == "air" then return true end
- end
- return false
- end
- local vector_round = vector.round
- heatdamage.environment_scan = function(pos)
- local cache = heatdamage.environment_cache
- local range = heatdamage.cache_range
- local distance = vector.distance
- -- If this position was scanned already, just return our cached information.
- for k, v in ipairs(cache) do
- if distance(pos, v.pos) < range then
- heatdamage.cache_hit = heatdamage.cache_hit + 1
- return v.counts, v.lava
- end
- end
- local rad = heatdamage.scan_range
- local loc = vector_round(pos)
-
- local ps, counts = minetest.find_nodes_in_area(
- {x=loc.x-rad, y=loc.y-rad, z=loc.z-rad},
- {x=loc.x+rad, y=loc.y+rad, z=loc.z+rad},
- {"group:lava", "group:flame"})
-
- local total = 0
- local lava = 0
-
- local get_node = minetest.get_node
- for k, v in ipairs(ps) do
- local n = get_node(v).name
- if is_exposed(v) then
- if n == "default:lava_source" then
- total = total + 0.2
- lava = lava + 1
- elseif n == "default:lava_flowing" then
- total = total + 0.2
- lava = lava + 1
- elseif n == "lbrim:lava_source" then
- total = total + 0.15
- lava = lava + 1
- elseif n == "lbrim:lava_flowing" then
- total = total + 0.15
- lava = lava + 1
- elseif n == "fire:basic_flame" then
- total = total + 0.06
- elseif n == "fire:nether_flame" then
- total = total + 0.08
- elseif n == "fire:permanent_flame" then
- total = total + 0.06
- end
- end
- end
-
- -- Cache results for next time.
- local idx = #cache + 1
- cache[idx] = {pos=loc, counts=total, lava=lava}
-
- heatdamage.cache_miss = heatdamage.cache_miss + 1
- return total, lava
- end
- local steptimer = 0
- local cachetimer = 0
- local serverstep = heatdamage.server_step
- local cacheclean = heatdamage.cache_clean
- heatdamage.globalstep = function(dtime)
- steptimer = steptimer + dtime
- if steptimer < serverstep then return end
- steptimer = 0
-
- cachetimer = cachetimer + serverstep
- if cachetimer >= cacheclean then
- heatdamage.environment_cache = {}
- heatdamage.cache_hit = 0
- heatdamage.cache_miss = 0
- cachetimer = 0
- end
-
- local floor = math_floor
- local scan = heatdamage.environment_scan
- local players = minetest.get_connected_players()
-
- for k, v in ipairs(players) do
- local name = v:get_player_name()
- if heatdamage.immune_players[name] == nil then
- if v:get_hp() > 0 then -- Don't bother if player already dead.
- -- Scan environment for nearby heat sources capable of causing damage to players.
- local total, lava = scan(v:get_pos())
- total = floor(total + 0.5)
-
- if total > 0 then
- sprint.set_stamina(v, 0)
- v:set_hp(v:get_hp() - total * serverstep)
- if lava and lava > 2 then
- local p = minetest.find_node_near(v:get_pos(), 1, "air", true)
- if p then
- minetest.set_node(p, {name="fire:basic_flame"})
- end
- end
- if v:get_hp() <= 0 then
- -- Player died.
- if player_labels.query_nametag_onoff(name) == true and not cloaking.is_cloaked(name) then
- minetest.chat_send_all("# Server: <" .. rename.gpn(name) .. "> caught fire.")
- else
- minetest.chat_send_all("# Server: Someone caught fire.")
- end
- end
- end
- end
- end
- end
-
- local removenames = {}
- for k, v in pairs(heatdamage.immune_players) do
- if v.timer > 0 then
- v.timer = v.timer - serverstep
- if v.timer <= 0 then
- removenames[k] = true
- minetest.chat_send_player(k, "# Server: Your protection from heat fades away.")
- end
- end
- end
-
- for k, v in pairs(removenames) do
- heatdamage.immune_players[k] = nil
- end
- end
- if not heatdamage.run_once then
- minetest.register_globalstep(function(...) return heatdamage.globalstep(...) end)
- local c = "heatdamage:core"
- local f = heatdamage.modpath .. "/init.lua"
- reload.register_file(c, f, false)
- heatdamage.run_once = true
- end
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