Remove real_suffocation mod

This commit is contained in:
philipmi 2021-05-24 15:38:41 +02:00
parent 1419e63743
commit 632aa7bae6
4 changed files with 0 additions and 86 deletions

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# Real Suffocation [`real_suffocation`]
Version: 1.0.0
This mod adds suffocation. Suffocation is basically the same as drowning, but it
is for being stuck inside solid blocks. If you're inside a solid block, you lose
breath. If you lost your breath completely and you're still inside, you suffer
10 HP (=5 “hearts”) of damage every 2 seconds.
Specifically, suffocation is added to all blocks which:
* Are solid
* Are full cubes
* Don't already have built-in damage or drowning damage
* Are not excluded from suffocations by mods
## Info for modders
This mod will not add suffocation to all nodes with the group
`disable_suffocation=1`.
This mod adds the group `real_suffocation=1` to all nodes it has modified,
this is mostly done for informational purposes.
## License
Everything is under the MIT license. Forked from https://repo.or.cz/minetest_real_suffocation.git.

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-- Load setting
local suffocation_damage = 2
local setting = minetest.settings:get("real_suffocation_damage")
if tonumber(setting) ~= nil then
suffocation_damage = tonumber(setting)
end
-- Skip the rest if suffocation damage is 0, no point in overwriting stuff
if suffocation_damage > 0 then
-- Checks all nodes and adds suffocation (drowning damage) for suitable nodes
local function add_suffocation()
-- For debugging output
local suffocate_nodes = {}
local no_suffocate_nodes = {}
-- Check ALL the nodes!
for itemstring, def in pairs(minetest.registered_nodes) do
--[[ Here comes the HUGE conditional deciding whether we use suffocation. We want to catch as many nodes as possible
while avoiding bad nodes. We care mostly about physical properties, we don't care about visual appearance.
Here's what it checks and why:
- Walkable: Must be walkable, which means player can get stuck inside. If player can move freely, suffocation does not make sense
- Drowning and damage: If node has set any of those explicitly, it probably knows why. We don't want to mess with it.
- collision_box, node_box: Checks whether we deal with full-sized standard cubes, since only care about those.
Everything else is probably too small for suffocation to seem real.
- disable_suffocation group: If set to 1, we bail out. This makes it possible for nodes to defend themselves against hacking. :-)
]]
if (def.walkable == nil or def.walkable == true)
and (def.drowning == nil or def.drowning == 0)
and (def.damage_per_second == nil or def.damage_per_second <= 0)
and (def.collision_box == nil or def.collision_box.type == "regular")
and (def.node_box == nil or def.node_box.type == "regular")
and (def.groups.disable_suffocation ~= 1)
then
-- Add “real_suffocation” group so other mods know this node was touched by this mod
local marked_groups = def.groups
marked_groups.real_suffocation = 1
-- Let's hack the node!
minetest.override_item(itemstring, { drowning = suffocation_damage, groups = marked_groups })
table.insert(suffocate_nodes, itemstring)
else
table.insert(no_suffocate_nodes, itemstring)
end
end
minetest.log("info", "[real_suffocation] Suffocation has been hacked into "..#suffocate_nodes.." nodes.")
minetest.log("verbose", "[real_suffocation] Nodes with suffocation: "..dump(suffocate_nodes))
minetest.log("verbose", "[real_suffocation] Suffocation has not been hacked into "..#no_suffocate_nodes.." nodes: "..dump(no_suffocate_nodes))
end
-- This is a minor hack to make sure our loop runs after all nodes have been registered
minetest.after(0, add_suffocation)
end
minetest.register_on_joinplayer(function(player)
player:set_properties({max_breath = 10})
end)

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name = real_suffocation
description = The player will lose breath inside solid blocks.

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# How much damage is caused by “suffocation” by default, that is, running
# out of breath while being inside solid blocks like dirt, gravel, sand,
# etc. Like for drowning, damage is caused every 2 seconds.
real_suffocation_damage (Suffocation damage) int 2 0