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Introduce Landmines #1001
Introduce Landmines #1001
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make landmines walkable, remove y limits, prevent friendly fire and triggering, do not save player's team, add damage group, increase damage
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I'm not sure how useful landmines will be. For me they feel slow, and an enemy can easily run over them. I think we should test them with more people and get their feedback.
Merge conflicts need resolving |
@xenonca Please add a description to the PR, explaining how the landmines work, how to craft, how to place, the damage caused, and other stuff we should take note of. Thanks. |
If nobody objects I'll go ahead and ping Testers on Discord for this purpose |
Let's start the testing phase. 👍 |
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To compensate for the long reaction time I'd suggest a more discreet design/smaller size
Emm, when I enter into the game and try to test it the game kick me so... I can't test it if first thing I see is how it kicks me |
Posting the reason that got you "kicked" would be useful in solving your problem. |
I went to get on the landmine and it kicked me |
Kicked you as in kicked you from the game? What's the message you got? |
I think I know what that might have been, @Lucyucy pointed out a bug to me a few days ago, I'll try to fix it soon. |
@LoneWolfHT This is ready for another review and finally merging. The low value of globalstep threshold is because otherwise people could run over landmine undetected. EDIT: Landmine is a separate mod because otherwise, it would generate a circular dependency graph. |
@farooqkz @LoneWolfHT Merge? |
Last time I checked there isn't anything preventing it from being merged. Tho I can't say if there are recent changes in CTF conflicting with it. And the merge is up to someone with push access anyway. |
Something still needs to be done about this |
I havent been paying much attention but arent landmines dps based and
explosion effects is triggered from on_player_damage (or whatever the
function is called)
…On Fri, Nov 1, 2024 at 5:22 PM LoneWolfHT ***@***.***> wrote:
On switching this from an ABM to a globalstep (braindump):
- Track the positions of all placed landmines in a table (table[minetest.pos_to_string(vector.round(pos))]
= <placer's team> or something)
- Set up a globalstep that runs every 0.5 seconds. The following
indented points should be inside this globalstep:
- Create a playerref table of the style {pname = {pteam =
player:get_player_name(), pos = player:get_pos()}, ...} filled with
all online players in a team
- Loop over your table of landmines, and compare their
positions/owning-teams with the players stored in your playerref
table. Explode if they're close enough, maybe looping over your
playerref table and comparing positions a second time to find
nearby players to hit.
- Remember to remove landmine positions from your landmines table in
the landmine node's on_destruct(). Make sure the key (landmine
position) you use to do that is rounded and converted to string form
- Completely empty your landmine table in a
ctf_api.register_on_match_end()
Something still needs to be done about this
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As far as I remember I did this. so better check the code. |
This PR aims to add landmines to CTF.
The landmine is triggered and explodes when a player walks on it and it damages enemies inside a radius of ~3 nodes.
Craftable with 4 steel ingots and one frag grenade.
Can be found in treasure chests, cannot be triggered by and does not damage team mates.