Sokomine reports: attacking a whale might lead t ... #2684
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Reference: your-land/bugtracker#2684
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Sokomine reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
https://www.youtube.com/watch?v=D1KCsOT1VaM
cf. #2017
Or we could make the whale slap the player with its tail, causing a random movement in some direction?
Later, with yl_statuseffects, we could also make it that the whale stuns the player for a bit.
"stun" is difficult. you can certainly take away the player's ability to move forwards/sideways, but there's currently no way stop players from swimming up or down.
https://github.com/minetest/minetest/issues/6123
Could we not grab the controls and invalidate whatever movement a player requests?
Maybe attach the player to the whale? But then the player would drown...else we have to build an artificial whale belly elsewhere and teleport the player there.
for the most-part, no. when SSCSM is developed well, perhaps.
turning a layer of the map into "the belly of the whale" would be awesome. i don't mean a single layer that's the belly of a single whale,but a layer in which whale bellies could be generated as needed.
Reading https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7223 gives the impression we can grab a player position as soon as we start a stun effect. Then each step get_player_control and . What prevents us? I assume lag?
The alternative is to display a fullscreen formspec which returns even if the player presses Esc, until the stun effect runs out.
To make sure, we can remove interact and set_physics_override speed and jump to 0 ?
player:get_player_control()
exists, butthat might work.
those also work.
let me see what i can whip up.
i've created a "stun" effect that we can use if we want:
1aae2633c4
Let's test this ... "Boris? Could you please attend for a moment?" :D
there's a
/stun <player> [<seconds>]
command for testing purposes, which requires the "staff" priv.