Adjust math localizations in api.lua

This commit is contained in:
jordan4ibanez 2021-04-11 12:52:31 -04:00
parent 725dc731dd
commit 2456e3cd1e

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@ -1,9 +1,23 @@
-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
-- current state of things: "why are these not in the same table as those?", and, "why are these not localized?"
-- lua locals
-- localize math functions
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_abs = math.abs
local math_min = math.min
local math_max = math.max
local math_atan = math.atan
local math_random = math.random
local math_floor = math.floor
-- API for Mobs Redo: MineClone 2 Edition (MRM)
mobs = {}
mobs.mod = "mrm"
mobs.version = "20210106" -- don't rely too much on this, rarely updated, if ever
local MAX_MOB_NAME_LENGTH = 30
local HORNY_TIME = 30
@ -40,21 +54,13 @@ function mobs.is_creative(name)
end
-- localize math functions
local pi = math.pi
local sin = math.sin
local cos = math.cos
local abs = math.abs
local min = math.min
local max = math.max
local atann = math.atan
local random = math.random
local floor = math.floor
local atan = function(x)
if not x or x ~= x then
return 0
else
return atann(x)
return math_atan(x)
end
end
@ -157,7 +163,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
pitch = base_pitch
end
-- randomize the pitch a bit
pitch = pitch + math.random(-10, 10) * 0.005
pitch = pitch + math_random(-10, 10) * 0.005
end
minetest.sound_play(sound, {
object = self.object,
@ -204,7 +210,7 @@ local do_attack = function(self, player)
self.state = "attack"
-- TODO: Implement war_cry sound without being annoying
--if random(0, 100) < 90 then
--if math_random(0, 100) < 90 then
--mob_sound(self, "war_cry", true)
--end
end
@ -306,7 +312,7 @@ local collision = function(self)
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random())
end
local velocity = vector.multiply(dir,1.1)
@ -385,9 +391,9 @@ local set_velocity = function(self, v)
local yaw = (self.object:get_yaw() or 0) + self.rotate
self.object:add_velocity({
x = (sin(yaw) * -v) + c_x,
x = (math_sin(yaw) * -v) + c_x,
y = self.object:get_velocity().y,
z = (cos(yaw) * v) + c_y,
z = (math_cos(yaw) * v) + c_y,
})
if self.pushable then
@ -415,13 +421,13 @@ local function update_roll(self)
local was_Fleckenstein = false
local rot = self.object:get_rotation()
rot.z = is_Fleckenstein and pi or 0
rot.z = is_Fleckenstein and math_pi or 0
self.object:set_rotation(rot)
local cbox = table.copy(self.collisionbox)
local acbox = self.object:get_properties().collisionbox
if math.abs(cbox[2] - acbox[2]) > 0.1 then
if math_abs(cbox[2] - acbox[2]) > 0.1 then
was_Fleckenstein = true
end
@ -449,7 +455,7 @@ local set_yaw = function(self, yaw, delay, dtime)
if delay == 0 then
if self.shaking and dtime then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
yaw = yaw + (math_random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw)
update_roll(self)
@ -718,7 +724,7 @@ local damage_effect = function(self, damage)
-- damage particles
if (not disable_blood) and damage > 0 then
local amount_large = math.floor(damage / 2)
local amount_large = math_floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
@ -748,8 +754,8 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=pi/2})
min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
@ -837,14 +843,14 @@ local item_drop = function(self, cooked, looting_level)
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if random() < chance then
num = random(dropdef.min or 1, dropdef.max or 1)
if math_random() < chance then
num = math_random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + math.floor(math.random(0, looting_level) + 0.5)
num = num + math_floor(math_random(0, looting_level) + 0.5)
end
if num > 0 then
@ -869,9 +875,9 @@ local item_drop = function(self, cooked, looting_level)
if obj and obj:get_luaentity() then
obj:set_velocity({
x = random(-10, 10) / 9,
x = math_random(-10, 10) / 9,
y = 6,
z = random(-10, 10) / 9,
z = math_random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
@ -953,7 +959,7 @@ local check_for_death = function(self, cause, cmi_cause)
item_drop(self, cooked, looting)
if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then
mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
end
end
end
@ -1018,7 +1024,7 @@ local check_for_death = function(self, cause, cmi_cause)
set_animation(self, "die")
else
local rot = self.object:get_rotation()
rot.z = pi/2
rot.z = math_pi/2
self.object:set_rotation(rot)
length = 1 + DEATH_DELAY
set_animation(self, "stand", true)
@ -1084,8 +1090,8 @@ local is_at_cliff_or_danger = function(self)
return false
end
local yaw = self.object:get_yaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -1119,8 +1125,8 @@ local is_at_water_danger = function(self)
return false
end
local yaw = self.object:get_yaw()
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -1337,7 +1343,7 @@ local do_env_damage = function(self)
end
if drowning then
self.breath = math.max(0, self.breath - 1)
self.breath = math_max(0, self.breath - 1)
effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then
@ -1355,7 +1361,7 @@ local do_env_damage = function(self)
return true
end
else
self.breath = math.min(self.breath_max, self.breath + 1)
self.breath = math_min(self.breath_max, self.breath + 1)
end
end
@ -1426,8 +1432,8 @@ local do_jump = function(self)
end
-- where is front
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5)
-- what is in front of mob?
nod = node_ok({
@ -1527,7 +1533,7 @@ local entity_physics = function(pos, radius)
dist = vector.distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = floor((4 / dist) * radius)
local damage = math_floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
-- punches work on entities AND players
@ -1682,7 +1688,7 @@ local breed = function(self)
-- Give XP
if mod_experience then
mcl_experience.throw_experience(pos, math.random(1, 7))
mcl_experience.throw_experience(pos, math_random(1, 7))
end
-- custom breed function
@ -1699,7 +1705,7 @@ local breed = function(self)
-- Use texture of one of the parents
local p = math.random(1, 2)
local p = math_random(1, 2)
if p == 1 then
ent_c.base_texture = parent1.base_texture
else
@ -1730,7 +1736,7 @@ local replace = function(self, pos)
or not self.replace_what
or self.child == true
or self.object:get_velocity().y ~= 0
or random(1, self.replace_rate) > 1 then
or math_random(1, self.replace_rate) > 1 then
return
end
@ -1738,7 +1744,7 @@ local replace = function(self, pos)
if type(self.replace_what[1]) == "table" then
local num = random(#self.replace_what)
local num = math_random(#self.replace_what)
what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or ""
@ -1800,7 +1806,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
local target_pos = self.attack:get_pos()
-- is it becoming stuck?
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
if math_abs(s1.x - s.x) + math_abs(s1.z - s.z) < .5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
@ -1861,7 +1867,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
end, self)
end
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
if math_abs(vector.subtract(s,target_pos).y) > self.stepheight then
if height_switcher then
use_pathfind = true
@ -1881,8 +1887,8 @@ local smart_mobs = function(self, s, p, dist, dtime)
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = floor(s.x + 0.5)
s.z = floor(s.z + 0.5)
s.x = math_floor(s.x + 0.5)
s.z = math_floor(s.z + 0.5)
local ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
@ -1894,9 +1900,9 @@ local smart_mobs = function(self, s, p, dist, dtime)
local p1 = self.attack:get_pos()
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5)
p1.x = math_floor(p1.x + 0.5)
p1.y = math_floor(p1.y + 0.5)
p1.z = math_floor(p1.z + 0.5)
local dropheight = 12
if self.fear_height ~= 0 then dropheight = self.fear_height end
@ -1962,11 +1968,11 @@ local smart_mobs = function(self, s, p, dist, dtime)
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:get_yaw() + pi / 2
local yaw1 = self.object:get_yaw() + math_pi / 2
local p1 = {
x = s.x + cos(yaw1),
x = s.x + math_cos(yaw1),
y = s.y,
z = s.z + sin(yaw1)
z = s.z + math_sin(yaw1)
}
if not minetest.is_protected(p1, "") then
@ -2244,10 +2250,10 @@ local runaway_from = function(self)
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
yaw = yaw + math_pi
end
yaw = set_yaw(self, yaw, 4)
@ -2336,9 +2342,9 @@ local follow_flop = function(self)
z = p.z - s.z
}
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
if p.x > s.x then yaw = yaw + math_pi end
set_yaw(self, yaw, 2.35)
@ -2374,9 +2380,9 @@ local follow_flop = function(self)
if sdef and sdef.walkable then
mob_sound(self, "flop")
self.object:set_velocity({
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
})
end
@ -2428,7 +2434,7 @@ local do_states = function(self, dtime)
if self.state == "stand" then
if random(1, 4) == 1 then
if math_random(1, 4) == 1 then
local lp = nil
local s = self.object:get_pos()
@ -2450,11 +2456,11 @@ local do_states = function(self, dtime)
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
if lp.x > s.x then yaw = yaw + math_pi end
else
yaw = yaw + random(-0.5, 0.5)
yaw = yaw + math_random(-0.5, 0.5)
end
yaw = set_yaw(self, yaw, 8)
@ -2469,7 +2475,7 @@ local do_states = function(self, dtime)
if self.walk_chance ~= 0
and self.facing_fence ~= true
and random(1, 100) <= self.walk_chance
and math_random(1, 100) <= self.walk_chance
and is_at_cliff_or_danger(self) == false then
set_velocity(self, self.walk_velocity)
@ -2519,7 +2525,7 @@ local do_states = function(self, dtime)
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[random(#lp)]
lp = #lp > 0 and lp[math_random(#lp)]
-- did we find land?
if lp then
@ -2529,10 +2535,10 @@ local do_states = function(self, dtime)
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
if lp.x > s.x then yaw = yaw + math_pi end
-- look towards land and move in that direction
yaw = set_yaw(self, yaw, 6)
@ -2545,8 +2551,8 @@ local do_states = function(self, dtime)
else
-- Randomly turn
if random(1, 100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
if math_random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
end
@ -2554,9 +2560,9 @@ local do_states = function(self, dtime)
yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn
elseif random(1, 100) <= 30 then
elseif math_random(1, 100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
yaw = yaw + math_random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
@ -2567,7 +2573,7 @@ local do_states = function(self, dtime)
end
if self.facing_fence == true
or cliff_or_danger
or random(1, 100) <= 30 then
or math_random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
@ -2642,9 +2648,9 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
if p.x > s.x then yaw = yaw + math_pi end
yaw = set_yaw(self, yaw, 0, dtime)
@ -2738,9 +2744,9 @@ local do_states = function(self, dtime)
and dist > self.reach then
local p1 = s
local me_y = floor(p1.y)
local me_y = math_floor(p1.y)
local p2 = p
local p_y = floor(p2.y + 1)
local p_y = math_floor(p2.y + 1)
local v = self.object:get_velocity()
if flight_check(self, s) then
@ -2801,7 +2807,7 @@ local do_states = function(self, dtime)
return
end
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
if math_abs(p1.x-s.x) + math_abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
@ -2815,9 +2821,9 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
if p.x > s.x then yaw = yaw + math_pi end
yaw = set_yaw(self, yaw, 0, dtime)
@ -2867,7 +2873,7 @@ local do_states = function(self, dtime)
self.timer = 0
if self.double_melee_attack
and random(1, 2) == 1 then
and math_random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
@ -2920,9 +2926,9 @@ local do_states = function(self, dtime)
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + pi end
if p.x > s.x then yaw = yaw + math_pi end
yaw = set_yaw(self, yaw, 0, dtime)
@ -2934,7 +2940,7 @@ local do_states = function(self, dtime)
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(p, self.attack:get_pos(), false, false):next()
and random(1, 100) <= 60 then
and math_random(1, 100) <= 60 then
self.timer = 0
set_animation(self, "shoot")
@ -3038,7 +3044,7 @@ local falling = function(self, pos)
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (max(1, v.y) ^ 2),
y = -self.fall_speed / (math_max(1, v.y) ^ 2),
z = 0
})
end
@ -3057,7 +3063,7 @@ local falling = function(self, pos)
if add ~= 0 then
damage = damage + damage * (add/100)
end
damage = floor(damage)
damage = math_floor(damage)
if damage > 0 then
self.health = self.health - damage
@ -3171,7 +3177,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- healing
if damage <= -1 then
self.health = self.health - floor(damage)
self.health = self.health - math_floor(damage)
return
end
@ -3198,7 +3204,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = floor(65535/tool_capabilities.punch_attack_uses)
local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
hitter:set_wielded_item(weapon)
end
@ -3214,7 +3220,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = random(0, #weapon:get_definition().sounds)
local s = math_random(0, #weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object = self.object, --hitter,
@ -3243,7 +3249,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
and tflp >= punch_interval then
local v = self.object:get_velocity()
local r = 1.4 - min(punch_interval, 1.4)
local r = 1.4 - math_min(punch_interval, 1.4)
local kb = r * 2.0
local up = 2
@ -3296,10 +3302,10 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
yaw = yaw + math_pi
end
yaw = set_yaw(self, yaw, 6)
@ -3440,7 +3446,7 @@ local mob_activate = function(self, staticdata, def, dtime)
def.textures = {def.textures}
end
self.base_texture = def.textures[random(1, #def.textures)]
self.base_texture = def.textures[math_random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
@ -3502,7 +3508,7 @@ local mob_activate = function(self, staticdata, def, dtime)
end
if self.health == 0 then
self.health = random (self.hp_min, self.hp_max)
self.health = math_random (self.hp_min, self.hp_max)
end
if self.breath == nil then
self.breath = self.breath_max
@ -3555,7 +3561,7 @@ local mob_activate = function(self, staticdata, def, dtime)
-- set anything changed above
self.object:set_properties(self)
set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
set_yaw(self, (math_random(0, 360) - 180) / 180 * math_pi, 6)
update_tag(self)
set_animation(self, "stand")
@ -3620,12 +3626,12 @@ local mob_step = function(self, dtime)
if self.delay == 1 then
yaw = self.target_yaw
else
local dif = abs(yaw - self.target_yaw)
local dif = math_abs(yaw - self.target_yaw)
if yaw > self.target_yaw then
if dif > pi then
dif = 2 * pi - dif -- need to add
if dif > math_pi then
dif = 2 * math_pi - dif -- need to add
yaw = yaw + dif / self.delay
else
yaw = yaw - dif / self.delay -- need to subtract
@ -3633,21 +3639,21 @@ local mob_step = function(self, dtime)
elseif yaw < self.target_yaw then
if dif > pi then
dif = 2 * pi - dif
if dif > math_pi then
dif = 2 * math_pi - dif
yaw = yaw - dif / self.delay -- need to subtract
else
yaw = yaw + dif / self.delay -- need to add
end
end
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
if yaw < 0 then yaw = yaw + (pi * 2) end
if yaw > (math_pi * 2) then yaw = yaw - (math_pi * 2) end
if yaw < 0 then yaw = yaw + (math_pi * 2) end
end
self.delay = self.delay - 1
if self.shaking then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
yaw = yaw + (math_random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw)
update_roll(self)
@ -3690,7 +3696,7 @@ local mob_step = function(self, dtime)
end
-- mob plays random sound at times
if random(1, 70) == 1 then
if math_random(1, 70) == 1 then
mob_sound(self, "random", true)
end
@ -3730,11 +3736,11 @@ local mob_step = function(self, dtime)
runaway_from(self)
if is_at_water_danger(self) and self.state ~= "attack" then
if random(1, 10) <= 6 then
if math_random(1, 10) <= 6 then
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
yaw = yaw + random(-0.5, 0.5)
yaw = yaw + math_random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
end
@ -3802,7 +3808,7 @@ local mob_step = function(self, dtime)
mcl_burning.extinguish(self.object)
self.object:remove()
elseif self.lifetimer <= 10 then
if math.random(10) < 4 then
if math_random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
@ -3880,7 +3886,7 @@ local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
return default
else
return max(min, value * difficulty)
return math_max(min, value * difficulty)
end
end
@ -4084,17 +4090,6 @@ function mobs:register_arrow(name, def)
on_punch = function(self)
local vel = self.object:get_velocity()
self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
automatic_face_movement_dir = def.rotate
and (def.rotate - (pi / 180)) or false,
on_activate = def.on_activate,
on_step = def.on_step or function(self, dtime)
self.timer = self.timer + 1
local pos = self.object:get_pos()
if self.switch == 0