Merge branch 'master' into formspec-v4

This commit is contained in:
AFCMS 2021-05-27 09:11:03 +02:00
commit ac86cf2214
180 changed files with 2276 additions and 2470 deletions

View file

@ -40,4 +40,16 @@ read_globals = {
"factorial"
}
},
------
--MODS
------
--GENERAL
"default",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

View file

@ -1,5 +1,5 @@
# Contributing to MineClone 2
So you want to MineClone 2?
So you want to contribute to MineClone 2?
Wow, thank you! :-)
But first, some things to note:
@ -46,6 +46,28 @@ Your commit names should be relatively descriptive, e.g. when saying "Fix #issue
Contributors will be credited in `CREDITS.md`.
## Code Style
Each mod must provide `mod.conf`.
Each mod which add API functions should store functions inside a global table named like the mod.
Public functions should not use self references but rather just access the table directly.
Functions should be defined in this way:
```
function mcl_xyz.stuff(param) end
```
Insteed of this way:
```
mcl_xyz.stuff = function(param) end
```
Indentation must be unified, more likely with tabs.
Time sensitive mods should make a local copy of most used API functions to improve performances.
```
local vector = vector
local get_node = minetest.get_node
```
## Features > 1.12
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.

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@ -121,7 +121,7 @@ local hardness_values = get_hardness_values_for_groups()
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
local function compute_creativetimes(group)
--[[local function compute_creativetimes(group)
local creativetimes = {}
for index, hardness in pairs(hardness_values[group]) do
@ -129,7 +129,7 @@ local function compute_creativetimes(group)
end
return creativetimes
end
end]]
-- Get the list of digging times for using a specific tool on a specific
-- diggroup.
@ -239,13 +239,13 @@ function mcl_autogroup.can_harvest(nodename, toolname)
end
-- Get one groupcap field for using a specific tool on a specific group.
local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
--[[local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
return {
times = get_digtimes(group, can_harvest, multiplier, efficiency),
uses = uses,
maxlevel = 0,
}
end
end]]
-- Returns the tool_capabilities from a tool definition or a default set of
-- tool_capabilities
@ -298,7 +298,7 @@ function mcl_autogroup.get_wear(toolname, diggroup)
return math.ceil(65535 / uses)
end
local overwrite = function()
local function overwrite()
for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then
@ -315,12 +315,12 @@ local overwrite = function()
newgroups.opaque = 1
end
local creative_breakable = false
--local creative_breakable = false
-- Assign groups used for digging this node depending on
-- the registered digging groups
for g, gdef in pairs(mcl_autogroup.registered_diggroups) do
creative_breakable = true
--creative_breakable = true
local index = hardness_lookup[g][ndef._mcl_hardness or 0]
if ndef.groups[g] then
if gdef.levels then

View file

@ -81,11 +81,11 @@ if v6_use_snow_biomes then
end
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
local NOISE_MAGIC_X = 1619
local NOISE_MAGIC_Y = 31337
local NOISE_MAGIC_Z = 52591
local NOISE_MAGIC_SEED = 1013
local noise2d = function(x, y, seed)
--local NOISE_MAGIC_X = 1619
--local NOISE_MAGIC_Y = 31337
--local NOISE_MAGIC_Z = 52591
--local NOISE_MAGIC_SEED = 1013
local function noise2d(x, y, seed)
-- TODO: implement noise2d function for biome blend
return 0
--[[

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@ -1,95 +1,100 @@
local math = math
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local registered_nodes = minetest.registered_nodes
flowlib = {}
--sum of direction vectors must match an array index
--(sum,root)
--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {
[0] = 1,
[1] = 1,
[2] = 0.70710678118655,
[4] = 0.5,
[5] = 0.44721359549996,
[8] = 0.35355339059327,
}
local function to_unit_vector(dir_vector)
--(sum,root)
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
, [5] = 0.44721359549996, [8] = 0.35355339059327}
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
,z=dir_vector.z*inv_roots[sum]}
local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
end
local is_touching = function(realpos,nodepos,radius)
local function is_touching(realpos,nodepos,radius)
local boarder = 0.5 - radius
return (math.abs(realpos - nodepos) > (boarder))
return math.abs(realpos - nodepos) > (boarder)
end
flowlib.is_touching = is_touching
local is_water = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "water") ~= 0)
local function is_water(pos)
return get_item_group(get_node(pos).name, "water") ~= 0
end
flowlib.is_water = is_water
local node_is_water = function(node)
return (minetest.get_item_group(node.name, "water") ~= 0)
local function node_is_water(node)
return get_item_group(node.name, "water") ~= 0
end
flowlib.node_is_water = node_is_water
local is_lava = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "lava") ~= 0)
local function is_lava(pos)
return get_item_group(get_node(pos).name, "lava") ~= 0
end
flowlib.is_lava = is_lava
local node_is_lava = function(node)
return (minetest.get_item_group(node.name, "lava") ~= 0)
local function node_is_lava(node)
return get_item_group(node.name, "lava") ~= 0
end
flowlib.node_is_lava = node_is_lava
local is_liquid = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "liquid") ~= 0)
local function is_liquid(pos)
return get_item_group(get_node(pos).name, "liquid") ~= 0
end
flowlib.is_liquid = is_liquid
local node_is_liquid = function(node)
return (minetest.get_item_group(node.name, "liquid") ~= 0)
local function node_is_liquid(node)
return minetest.get_item_group(node.name, "liquid") ~= 0
end
flowlib.node_is_liquid = node_is_liquid
--This code is more efficient
local function quick_flow_logic(node,pos_testing,direction)
local function quick_flow_logic(node, pos_testing, direction)
local name = node.name
if not minetest.registered_nodes[name] then
if not registered_nodes[name] then
return 0
end
if minetest.registered_nodes[name].liquidtype == "source" then
local node_testing = minetest.get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
if registered_nodes[name].liquidtype == "source" then
local node_testing = get_node(pos_testing)
if not registered_nodes[node_testing.name] then
return 0
end
if minetest.registered_nodes[node_testing.name].liquidtype
~= "flowing" then
if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
return 0
else
return direction
end
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
local node_testing = minetest.get_node(pos_testing)
elseif registered_nodes[name].liquidtype == "flowing" then
local node_testing = get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
if not registered_nodes[node_testing.name] then
return 0
end
if minetest.registered_nodes[node_testing.name].liquidtype
== "source" then
if registered_nodes[node_testing.name].liquidtype == "source" then
return -direction
elseif minetest.registered_nodes[node_testing.name].liquidtype
== "flowing" then
elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
if param2_testing < node.param2 then
if (node.param2 - param2_testing) > 6 then
return -direction
@ -108,48 +113,41 @@ local function quick_flow_logic(node,pos_testing,direction)
return 0
end
local quick_flow = function(pos,node)
local x = 0
local z = 0
local function quick_flow(pos, node)
if not node_is_liquid(node) then
return {x=0,y=0,z=0}
return {x = 0, y = 0, z = 0}
end
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
return to_unit_vector({x=x,y=0,z=z})
local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
return to_unit_vector({x = x, y = 0, z = z})
end
flowlib.quick_flow = quick_flow
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
local move_centre = function(pos,realpos,node,radius)
if is_touching(realpos.x,pos.x,radius) then
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
pos = {x=pos.x-1,y=pos.y,z=pos.z}
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
pos = {x=pos.x+1,y=pos.y,z=pos.z}
local function move_centre(pos, realpos, node, radius)
if is_touching(realpos.x, pos.x, radius) then
if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
pos = {x = pos.x-1, y = pos.y, z = pos.z}
elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
pos = {x = pos.x+1, y = pos.y, z = pos.z}
end
end
if is_touching(realpos.z,pos.z,radius) then
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
pos = {x=pos.x,y=pos.y,z=pos.z-1}
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
pos = {x=pos.x,y=pos.y,z=pos.z+1}
if is_touching(realpos.z, pos.z, radius) then
if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
pos = {x = pos.x, y = pos.y, z = pos.z - 1}
elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
pos = {x = pos.x, y = pos.y, z = pos.z + 1}
end
end
return pos,node
return pos, node
end
flowlib.move_centre = move_centre

View file

@ -1,17 +1,21 @@
local vector = vector
local facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_node
local get_node = minetest.get_node
local original_function = minetest.check_single_for_falling
minetest.check_single_for_falling = function(pos)
function minetest.check_single_for_falling(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2)
if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
local cpos = vector.add(pos, dir)
local cnode = minetest.get_node(cpos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
remove_node(pos)
local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
@ -20,7 +24,6 @@ minetest.check_single_for_falling = function(pos)
end
end
end
return ret_o or ret
end

View file

@ -13,9 +13,7 @@ under the LGPLv2.1 license.
mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local S = minetest.get_translator("mcl_explosions")
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local hash_node_position = minetest.hash_node_position
local get_objects_inside_radius = minetest.get_objects_inside_radius
@ -174,14 +172,11 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ystride = (emax.x - emin_x + 1)
local zstride = ystride * (emax.y - emin_y + 1)
local pos_x = pos.x
local pos_y = pos.y
local pos_z = pos.z
local area = VoxelArea:new {
--[[local area = VoxelArea:new {
MinEdge = emin,
MaxEdge = emax
}
}]]
local data = vm:get_data()
local destroy = {}

View file

@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 a été pris dans une explosion.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 не удалось пережить взрыва.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=

View file

@ -40,10 +40,9 @@ function mcl_loot.get_loot(loot_definitions, pr)
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
end
local stacks_min = loot_definitions.stacks_min
local stacks_max = loot_definitions.stacks_max
if not stacks_min then stacks_min = 1 end
if not stacks_max then stacks_max = 1 end
--local stacks_min = loot_definitions.stacks_min or 1
--local stacks_max = loot_definitions.stacks_max or 1
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
for s=1, stacks do
local r = pr:next(1, total_weight)

View file

@ -1,3 +1,12 @@
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position
local add_particlespawner = minetest.add_particlespawner
local delete_particlespawner = minetest.delete_particlespawner
local ipairs = ipairs
mcl_particles = {}
-- Table of particlespawner IDs on a per-node hash basis
@ -32,11 +41,11 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
if allowed_level == 0 or levels[level] > allowed_level then
return
end
local poshash = minetest.hash_node_position(pos)
local poshash = hash_node_position(pos)
if not poshash then
return
end
local id = minetest.add_particlespawner(particlespawner_definition)
local id = add_particlespawner(particlespawner_definition)
if id == -1 then
return
end
@ -47,6 +56,8 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
return id
end
local add_node_particlespawner = mcl_particles.add_node_particlespawner
-- Deletes all particlespawners that are assigned to a node position.
-- If no particlespawners exist for this position, nothing happens.
-- pos: Node positon. MUST use integer values!
@ -55,11 +66,11 @@ function mcl_particles.delete_node_particlespawners(pos)
if allowed_level == 0 then
return false
end
local poshash = minetest.hash_node_position(pos)
local poshash = hash_node_position(pos)
local ids = particle_nodes[poshash]
if ids then
for i=1, #ids do
minetest.delete_particlespawner(ids[i])
delete_particlespawner(ids[i])
end
particle_nodes[poshash] = nil
return true
@ -72,7 +83,6 @@ end
local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local min = math.min
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
@ -81,7 +91,7 @@ function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
add_node_particlespawner(pos, smoke_pdef, "high")
end
-- cache already populated
else
@ -111,11 +121,9 @@ function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
smoke_pdef.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.minexptime = math.min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end
end

View file

@ -150,7 +150,7 @@ function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_i
end
-- Returns true if itemstack is a shulker box
local is_not_shulker_box = function(itemstack)
local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
@ -212,7 +212,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
end
-- Normalize double container by forcing to always use the left segment first
local normalize_double_container = function(pos, node, ctype)
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
@ -456,14 +456,7 @@ function mcl_util.calculate_durability(itemstack)
end
end
end
if not uses then
local toolcaps = itemstack:get_tool_capabilities()
local groupcaps = toolcaps.groupcaps
for _, v in pairs(groupcaps) do
uses = v.uses
break
end
end
uses = uses or (next(itemstack:get_tool_capabilities().groupcaps) or {}).uses
end
return uses or 0

View file

@ -35,9 +35,7 @@ minetest.register_globalstep(function(dtime)
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc ~= nil then
local nodeiamon = get_node(loc)
if nodeiamon ~= nil then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
@ -48,7 +46,6 @@ minetest.register_globalstep(function(dtime)
end
end
end
timer = 0
end
end)

View file

@ -1,6 +1,8 @@
--Dripping Water Mod
--by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
--Drop entities
@ -20,23 +22,18 @@ minetest.register_entity("drippingwater:drop_water", {
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
@ -61,24 +58,18 @@ minetest.register_entity("drippingwater:drop_lava", {
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
if k == 1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
@ -90,16 +81,15 @@ minetest.register_entity("drippingwater:drop_lava", {
--Create drop
minetest.register_abm(
{
minetest.register_abm({
label = "Create water drops",
nodenames = {"group:opaque", "group:leaves"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end
@ -108,16 +98,15 @@ minetest.register_abm(
--Create lava drop
minetest.register_abm(
{
minetest.register_abm({
label = "Create lava drops",
nodenames = {"group:opaque"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end

View file

@ -328,10 +328,10 @@ function boat.on_step(self, dtime, moveresult)
p.y = p.y - boat_y_offset
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
local new_acce
if not is_water(p) and not on_ice then
-- Not on water or inside water: Free fall
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
--local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
new_acce = {x = 0, y = -9.8, z = 0}
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)

View file

@ -1,5 +1,3 @@
local S = minetest.get_translator("mcl_burning")
function mcl_burning.get_storage(obj)
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
end

View file

@ -1,5 +1,4 @@
local S = minetest.get_translator("mcl_burning")
local modpath = minetest.get_modpath("mcl_burning")
local modpath = minetest.get_modpath(minetest.get_current_modname())
mcl_burning = {
storage = {},
@ -56,7 +55,6 @@ minetest.register_on_leaveplayer(function(player)
local storage = mcl_burning.storage[player]
storage.fire_hud_id = nil
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
mcl_burning.storage[player] = nil
end)
@ -68,11 +66,10 @@ minetest.register_entity("mcl_burning:fire", {
visual = "cube",
pointable = false,
glow = -1,
backface_culling = false,
},
animation_frame = 0,
animation_timer = 0,
on_step = function(self, dtime)
local parent, storage = self:sanity_check()

View file

@ -1,7 +1,4 @@
local S = minetest.get_translator("mcl_falling_nodes")
local has_mcl_armor = minetest.get_modpath("mcl_armor")
local get_falling_depth = function(self)
local function get_falling_depth(self)
if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
@ -9,7 +6,7 @@ local get_falling_depth = function(self)
return self._startpos.y - vector.round(self.object:get_pos()).y
end
local deal_falling_damage = function(self, dtime)
local function deal_falling_damage(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
@ -38,7 +35,7 @@ local deal_falling_damage = function(self, dtime)
inv:set_stack("armor", 2, helmet)
end
end
local deathmsg, dmg_type
local dmg_type
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
dmg_type = "anvil"
else
@ -60,10 +57,8 @@ minetest.register_entity(":__builtin:falling_node", {
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
local def = minetest.registered_nodes[node.name]
-- Change falling node if definition tells us to
@ -90,7 +85,6 @@ minetest.register_entity(":__builtin:falling_node", {
glow = glow,
})
end,
get_staticdata = function(self)
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
@ -111,7 +105,6 @@ minetest.register_entity(":__builtin:falling_node", {
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
@ -134,7 +127,6 @@ minetest.register_entity(":__builtin:falling_node", {
end
self._startpos = vector.round(self._startpos)
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:get_acceleration()
@ -186,10 +178,9 @@ minetest.register_entity(":__builtin:falling_node", {
return
end
local nd = minetest.registered_nodes[n2.name]
if n2.name == "mcl_portals:portal_end" then
--if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
@ -256,7 +247,6 @@ minetest.register_entity(":__builtin:falling_node", {
self.object:set_pos(npos)
end
end
deal_falling_damage(self, dtime)
end
})

View file

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 wurde von einem fallenden Amboss zerschmettert.
@1 was smashed by a falling block.=@1 wurde von einem fallenden Block zerschmettert.

View file

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por la caída de un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por la caída de un bloque.

View file

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume qui tombait.
@1 was smashed by a falling block.=@1 a été écrasé par un bloc qui tombait.

View file

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 придавило падающей наковальней.
@1 was smashed by a falling block.=@1 раздавило падающим блоком.

View file

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

View file

@ -1,5 +1,5 @@
--these are lua locals, used for higher performance
local minetest,math,vector,ipairs = minetest,math,vector,ipairs
local minetest, math, vector, ipairs = minetest, math, vector, ipairs
--this is used for the player pool in the sound buffer
local pool = {}
@ -38,7 +38,7 @@ item_drop_settings.drop_single_item = false --if true, the drop control dro
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local get_gravity = function()
local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
@ -60,7 +60,7 @@ mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blaze
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
local check_pickup_achievements = function(object, player)
local function check_pickup_achievements(object, player)
if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name()
@ -72,7 +72,7 @@ local check_pickup_achievements = function(object, player)
end
end
local enable_physics = function(object, luaentity, ignore_check)
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
@ -83,7 +83,7 @@ local enable_physics = function(object, luaentity, ignore_check)
end
end
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
@ -98,13 +98,11 @@ end
minetest.register_globalstep(function(dtime)
tick = not tick
for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name()
local pos = player:get_pos()
@ -426,13 +424,9 @@ minetest.register_entity(":__builtin:item", {
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
local glow
local def = minetest.registered_items[itemname]
if def then
item_texture = def.inventory_image
item_type = def.type
description = def.description
glow = def.light_source
end

View file

@ -1,3 +1,5 @@
local vector = vector
function mcl_minecarts:get_sign(z)
if z == 0 then
return 0
@ -38,11 +40,9 @@ end
function mcl_minecarts:check_front_up_down(pos, dir_, check_down, railtype)
local dir = vector.new(dir_)
local cur = nil
-- Front
dir.y = 0
cur = vector.add(pos, dir)
local cur = vector.add(pos, dir)
if mcl_minecarts:is_rail(cur, railtype) then
return dir
end
@ -65,7 +65,7 @@ end
function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
local pos = vector.round(pos_)
local cur = nil
local cur
local left_check, right_check = true, true
-- Check left and right
@ -122,7 +122,6 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
-- Backwards
if not old_switch then
cur = mcl_minecarts:check_front_up_down(pos, {
@ -134,7 +133,5 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
return {x=0, y=0, z=0}
end

View file

@ -486,7 +486,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
if update.pos then
self.object:set_pos(pos)
end
update = nil
end
function cart:get_staticdata()
@ -497,7 +496,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
-- Place a minecart at pointed_thing
mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
if not pointed_thing.type == "node" then
return
end
@ -541,7 +540,7 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
end
local register_craftitem = function(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
local function register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
entity_mapping[itemstring] = entity_id
local groups = { minecart = 1, transport = 1 }
@ -817,31 +816,30 @@ minetest.register_craft({
})
-- TODO: Re-enable crafting of special minecarts when they have been implemented
if false then
minetest.register_craft({
--[[minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
{"mcl_minecarts:minecart"},
},
})
})
minetest.register_craft({
minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
{"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"},
},
})
})
minetest.register_craft({
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})
end
})]]
if has_mcl_wip then
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")

View file

@ -1,7 +1,7 @@
local S = minetest.get_translator("mcl_minecarts")
-- Template rail function
local register_rail = function(itemstring, tiles, def_extras, creative)
local function register_rail(itemstring, tiles, def_extras, creative)
local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1}
if creative == false then
groups.not_in_creative_inventory = 1

View file

@ -11,133 +11,111 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
--local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities
local minetest_line_of_sight = minetest.line_of_sight
local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_add_particlespawner = minetest.add_particlespawner
local minetest_registered_items = minetest.registered_items
local minetest_set_node = minetest.set_node
--local minetest_line_of_sight = minetest.line_of_sight
--local minetest_after = minetest.after
--local minetest_sound_play = minetest.sound_play
--local minetest_add_particlespawner = minetest.add_particlespawner
--local minetest_registered_items = minetest.registered_items
--local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item
local minetest_get_craft_result = minetest.get_craft_result
local minetest_find_path = minetest.find_path
local minetest_is_protected = minetest.is_protected
--local minetest_get_craft_result = minetest.get_craft_result
--local minetest_find_path = minetest.find_path
local minetest_is_creative_enabled = minetest.is_creative_enabled
local minetest_find_node_near = minetest.find_node_near
local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local minetest_raycast = minetest.raycast
local minetest_get_us_time = minetest.get_us_time
--local minetest_find_node_near = minetest.find_node_near
--local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
--local minetest_raycast = minetest.raycast
--local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity
local minetest_get_natural_light = minetest.get_natural_light
local minetest_get_node_or_nil = minetest.get_node_or_nil
--local minetest_get_natural_light = minetest.get_natural_light
--local minetest_get_node_or_nil = minetest.get_node_or_nil
-- 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
local math = math
-- localize vector functions
local vector_new = vector.new
local vector_add = vector.add
local vector_length = vector.length
local vector_direction = vector.direction
local vector_normalize = vector.normalize
local vector_multiply = vector.multiply
local vector_divide = vector.divide
local vector = vector
local string = string
-- mob constants
local BREED_TIME = 30
local BREED_TIME_AGAIN = 300
local CHILD_GROW_TIME = 60*20
local DEATH_DELAY = 0.5
--local BREED_TIME = 30
--local BREED_TIME_AGAIN = 300
--local CHILD_GROW_TIME = 60*20
--local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -10
local FLOP_HEIGHT = 5.0
local FLOP_HOR_SPEED = 1.5
--local FLOP_HEIGHT = 5.0
--local FLOP_HOR_SPEED = 1.5
local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81
local MAX_MOB_NAME_LENGTH = 30
local MOB_CAP = {}
--[[local MOB_CAP = {}
MOB_CAP.hostile = 70
MOB_CAP.passive = 10
MOB_CAP.ambient = 15
MOB_CAP.water = 15
]]
-- Load main settings
local damage_enabled = minetest_settings:get_bool("enable_damage")
local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = true
--local damage_enabled = minetest_settings:get_bool("enable_damage")
--local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
--local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
--local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
--local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
--local remove_far = true
local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0
local show_health = false
local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
--local show_health = false
--local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
---local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
--local enable_pathfinding = true
--local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
--local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- default nodes
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
--local node_ice = "mcl_core:ice"
--local node_snowblock = "mcl_core:snowblock"
--local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
local mod_weather = minetest_get_modpath("mcl_weather") ~= nil
local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil
local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil
local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil
local mod_armor = minetest_get_modpath("mcl_armor") ~= nil
local mod_experience = minetest_get_modpath("mcl_experience") ~= nil
--local mod_weather = minetest_get_modpath("mcl_weather")
--local mod_explosions = minetest_get_modpath("mcl_explosions")
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
--local mod_hunger = minetest_get_modpath("mcl_hunger")
--local mod_worlds = minetest_get_modpath("mcl_worlds")
--local mod_armor = minetest_get_modpath("mcl_armor")
--local mod_experience = minetest_get_modpath("mcl_experience")
-- random locals I found
local los_switcher = false
local height_switcher = false
--local los_switcher = false
--local height_switcher = false
-- Get translator
local S = minetest.get_translator("mcl_mobs")
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- Invisibility mod check
mobs.invis = {}
if minetest.global_exists("invisibility") then
mobs.invis = invisibility
end
--local use_cmi = minetest.global_exists("cmi")
-- creative check
function mobs.is_creative(name)
return minetest_is_creative_enabled(name)
end
local atan = function(x)
--[[local function atan(x)
if not x or x ~= x then
return 0
else
return math_atan(x)
return math.atan(x)
end
end
end]]
-- Shows helpful debug info above each mob
local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
--local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
-- Peaceful mode message so players will know there are no monsters
if minetest_settings:get_bool("only_peaceful_mobs", false) then
@ -191,7 +169,7 @@ function mobs:register_mob(name, def)
if (not value) or (value == default) or (value == special) then
return default
else
return math_max(min, value * difficulty)
return math.max(min, value * difficulty)
end
end
@ -366,15 +344,11 @@ function mobs:register_mob(name, def)
random_sound_timer_min = 3,
random_sound_timer_max = 10,
--head code variables
--defaults are for the cow's default
--because I don't know what else to set them
--to :P
has_head = def.has_head or false,
head_bone = def.head_bone,
--you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check)
@ -444,7 +418,7 @@ function mobs:register_mob(name, def)
--on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime)
self.object:set_acceleration(vector_new(0,-GRAVITY, 0))
self.object:set_acceleration(vector.new(0,-GRAVITY, 0))
return mobs.mob_activate(self, staticdata, def, dtime)
end,
@ -556,10 +530,10 @@ function mobs:register_arrow(name, def)
and def.tail_texture then
--do this to prevent clipping through main entity sprite
local pos_adjustment = vector_multiply(vector_normalize(vel), -1)
local pos_adjustment = vector.multiply(vector.normalize(vel), -1)
local divider = def.tail_distance_divider or 1
pos_adjustment = vector_divide(pos_adjustment, divider)
local new_pos = vector_add(pos, pos_adjustment)
pos_adjustment = vector.divide(pos_adjustment, divider)
local new_pos = vector.add(pos, pos_adjustment)
minetest.add_particle({
pos = new_pos,
velocity = {x = 0, y = 0, z = 0},
@ -693,12 +667,12 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
if pos
--and within_limits(pos, 0)
and not minetest_is_protected(pos, placer:get_player_name()) then
and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
if minetest_is_protected(pointed_thing.under, name) then
if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
return itemstack
end
@ -743,7 +717,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
update_tag(ent)
--update_tag(ent)
end
-- if not in creative then take item

View file

@ -1,12 +1,8 @@
local math_random = math.random
local math_pi = math.pi
local math_floor = math.floor
local math_round = math.round
local math = math
local vector = vector
local string = string
local vector_multiply = vector.multiply
local vector_add = vector.add
local vector_new = vector.new
local vector_distance = vector.distance
local tonumber = tonumber
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_item_group = minetest.get_item_group
@ -17,9 +13,8 @@ local minetest_get_node_light = minetest.get_node_light
local DOUBLE_PI = math.pi * 2
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
--a simple helper function which is too small to move into movement.lua
local quick_rotate = function(self,dtime)
local function quick_rotate(self,dtime)
self.yaw = self.yaw + THIRTY_SECONDTH_PI
if self.yaw > DOUBLE_PI then
self.yaw = self.yaw - DOUBLE_PI
@ -28,7 +23,7 @@ end
--a simple helper function for rounding
--http://lua-users.org/wiki/SimpleRound
function round2(num, numDecimalPlaces)
local function round2(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
@ -43,7 +38,7 @@ end
]]--
--this is basically reverse jump_check
local cliff_check = function(self,dtime)
local function cliff_check(self,dtime)
--mobs will flip out if they are falling without this
if self.object:get_velocity().y ~= 0 then
return false
@ -54,20 +49,19 @@ local cliff_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
dir = vector_multiply(dir,radius)
dir = vector.multiply(dir,radius)
local free_fall, blocker = minetest_line_of_sight(
local free_fall = minetest_line_of_sight(
{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
return free_fall
end
-- state switching logic (stand, walk, run, attacks)
local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime)
local function land_state_switch(self, dtime)
--do math before sure not attacking, following, or running away so continue
--doing random walking for mobs if all states are not met
@ -120,7 +114,7 @@ local land_state_switch = function(self, dtime)
end
-- states are executed here
local land_state_execution = function(self,dtime)
local function land_state_execution(self, dtime)
--[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster
print(self.breed_timer)
@ -137,7 +131,6 @@ local land_state_execution = function(self,dtime)
return
end
--timer to time out looking for mate
if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
self.breed_lookout_timer = self.breed_lookout_timer - dtime
@ -176,12 +169,12 @@ local land_state_execution = function(self,dtime)
if velocity.y < 0 then
--lua is acting really weird so we have to help it
if round2(self.object:get_acceleration().y, 1) == -self.gravity then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
mobs.mob_fall_slow(self)
end
else
if round2(self.object:get_acceleration().y, 1) == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end
@ -207,14 +200,12 @@ local land_state_execution = function(self,dtime)
mobs.lock_yaw(self)
elseif self.state == "follow" then
--always look at players
mobs.set_yaw_while_following(self)
--check distance
local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos())
local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
--don't push the player if too close
--don't spin around randomly
if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
@ -240,7 +231,7 @@ local land_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
end
--do animation
@ -253,9 +244,7 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
@ -292,9 +281,7 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
@ -342,7 +329,7 @@ local land_state_execution = function(self,dtime)
mobs.set_velocity(self, self.walk_velocity)
--smoosh together basically
if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
mobs.set_mob_animation(self, "stand")
if self.special_breed_timer == 0 then
self.special_breed_timer = 2 --breeding takes 2 seconds
@ -353,7 +340,7 @@ local land_state_execution = function(self,dtime)
--pop a baby out, it's a miracle!
local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
mobs.play_sound_specific(self,"item_drop_pickup")
@ -376,13 +363,12 @@ local land_state_execution = function(self,dtime)
end
end
if float_now then
mobs.float(self)
else
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end
@ -404,7 +390,7 @@ end
-- state switching logic (stand, walk, run, attacks)
local swim_state_list_wandering = {"stand", "swim"}
local swim_state_switch = function(self, dtime)
local function swim_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
@ -414,7 +400,7 @@ end
--check if a mob needs to turn while swimming
local swim_turn_check = function(self,dtime)
local function swim_turn_check(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
@ -423,32 +409,31 @@ local swim_turn_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
return green_flag_1
end
--this is to swap the built in engine acceleration modifier
local swim_physics_swapper = function(self,inside_swim_node)
local function swim_physics_swapper(self, inside_swim_node)
--should be swimming, gravity is applied, switch to floating
if inside_swim_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
--not be swim, gravity isn't applied, switch to falling
elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
local random_pitch_multiplier = {-1,1}
-- states are executed here
local swim_state_execution = function(self,dtime)
local function swim_state_execution(self, dtime)
local pos = self.object:get_pos()
@ -465,7 +450,7 @@ local swim_state_execution = function(self,dtime)
end
--turn gravity on or off
swim_physics_swapper(self,inside_swim_node)
swim_physics_swapper(self, inside_swim_node)
--swim properly if inside swim node
if inside_swim_node then
@ -482,22 +467,17 @@ local swim_state_execution = function(self,dtime)
end
mobs.lock_yaw(self)
elseif self.state == "swim" then
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
@ -548,7 +528,7 @@ ______ _
-- state switching logic (stand, walk, run, attacks)
local fly_state_list_wandering = {"stand", "fly"}
local fly_state_switch = function(self, dtime)
local function fly_state_switch(self, dtime)
if self.hostile and self.attacking then
self.state = "attack"
@ -564,7 +544,7 @@ end
--check if a mob needs to turn while flying
local fly_turn_check = function(self,dtime)
local function fly_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
@ -573,32 +553,32 @@ local fly_turn_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
return green_flag_1
end
--this is to swap the built in engine acceleration modifier
local fly_physics_swapper = function(self,inside_fly_node)
local function fly_physics_swapper(self, inside_fly_node)
--should be flyming, gravity is applied, switch to floating
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
--not be fly, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
local random_pitch_multiplier = {-1,1}
-- states are executed here
local fly_state_execution = function(self,dtime)
local function fly_state_execution(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local current_node = minetest_get_node(pos).name
@ -635,15 +615,13 @@ local fly_state_execution = function(self,dtime)
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
@ -663,9 +641,7 @@ local fly_state_execution = function(self,dtime)
--enable rotation locking
mobs.movement_rotation_lock(self)
elseif self.state == "attack" then
--execute mob attack type
--if self.attack_type == "explode" then
@ -709,8 +685,7 @@ end
--check if a mob needs to turn while jumping
local jump_turn_check = function(self,dtime)
--[[local function jump_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
@ -718,19 +693,19 @@ local jump_turn_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
end
return green_flag_1
end]]
-- state switching logic (stand, jump, run, attacks)
local jump_state_list_wandering = {"stand", "jump"}
local jump_state_switch = function(self, dtime)
local function jump_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
@ -739,8 +714,8 @@ local jump_state_switch = function(self, dtime)
end
-- states are executed here
local jump_state_execution = function(self,dtime)
local function jump_state_execution(self, dtime)
local node_in_front_of = mobs.jump_check(self)
local pos = self.object:get_pos()
local collisionbox = self.object:get_properties().collisionbox
--get the center of the mob
@ -775,7 +750,7 @@ local jump_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
end
--do animation
@ -793,15 +768,10 @@ local jump_state_execution = function(self,dtime)
mobs.jump_move(self,self.walk_velocity)
elseif self.state == "run" then
print("run")
elseif self.state == "attack" then
print("attack")
end
if float_now then
mobs.float(self)
end
@ -822,7 +792,7 @@ ___ ___ _ _ _
]]--
--the main loop
mobs.mob_step = function(self, dtime)
function mobs.mob_step(self, dtime)
--do not continue if non-existent
if not self or not self.object or not self.object:get_luaentity() then
@ -916,7 +886,6 @@ mobs.mob_step = function(self, dtime)
elseif self.breath < self.breath_max then
self.breath = self.breath + dtime
--clean timer reset
if self.breath > self.breath_max then
self.breath = self.breath_max
@ -948,10 +917,6 @@ mobs.mob_step = function(self, dtime)
end
end
--baby grows up
if self.baby then
--print(self.grow_up_timer)
@ -969,8 +934,6 @@ mobs.mob_step = function(self, dtime)
end
end
--do custom mob instructions
if self.do_custom then
-- when false skip going any further
@ -1015,7 +978,7 @@ mobs.mob_step = function(self, dtime)
self.memory = self.memory - dtime
--get if memory player is within viewing range
if self.attacking and self.attacking:is_player() then
local distance = vector_distance(self.object:get_pos(), self.attacking:get_pos())
local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos())
if distance > self.view_range then
self.memory = 0
end
@ -1124,28 +1087,22 @@ mobs.mob_step = function(self, dtime)
--overrides absolutely everything
--mobs get stuck in cobwebs like players
if not self.ignores_cobwebs then
local pos = self.object:get_pos()
local node = pos and minetest_get_node(pos).name
if node == "mcl_core:cobweb" then
--fight the rest of the api
if self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
end
mobs.stick_in_cobweb(self)
self.was_stuck_in_cobweb = true
else
--do not override other functions
if self.was_stuck_in_cobweb == true then
--return the mob back to normal
self.was_stuck_in_cobweb = nil
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end

View file

@ -1,7 +1,7 @@
local math_pi = math.pi
local math_floor = math.floor
local math_random = math.random
local HALF_PI = math_pi/2
local math = math
local vector = vector
local HALF_PI = math.pi/2
local vector_direction = vector.direction
@ -48,7 +48,6 @@ mobs.set_mob_animation = function(self, anim, fixed_frame)
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim
end
@ -65,14 +64,14 @@ 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=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_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)
end
minetest_add_particlespawner({
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
@ -88,7 +87,7 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest_sound_play("mcl_mobs_mob_poof", {
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
@ -99,7 +98,6 @@ end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw
@ -159,7 +157,7 @@ local calculate_pitch = function(self)
return false
end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI)
return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI
end
--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming

View file

@ -1,5 +1,5 @@
local vector_direction = vector.direction
local minetest_dir_to_yaw = minetest.dir_to_yaw
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
@ -75,7 +75,6 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.jump(self)
end
--do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 })
@ -113,7 +112,6 @@ ______ _
mobs.punch_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
@ -282,7 +280,6 @@ ______ _ _ _ _
local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil

View file

@ -1,4 +1,7 @@
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
local math = math
local vector = vector
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
@ -12,7 +15,7 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
end
----For Water Flowing:
local enable_physics = function(object, luaentity, ignore_check)
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
@ -272,7 +275,7 @@ local falling = function(self, pos)
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math_max(1, v.y) ^ 2),
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
@ -503,9 +506,9 @@ 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
@ -987,7 +990,7 @@ 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
@ -1361,7 +1364,7 @@ local do_attack = function(self, player)
self.state = "attack"
-- TODO: Implement war_cry sound without being annoying
--if math_random(0, 100) < 90 then
--if math.random(0, 100) < 90 then
--mob_sound(self, "war_cry", true)
--end
end
@ -1396,7 +1399,7 @@ 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,
@ -1699,7 +1702,7 @@ 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
@ -2044,7 +2047,7 @@ 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
@ -2061,7 +2064,7 @@ 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
@ -2091,7 +2094,7 @@ local replace = function(self, pos)
or not self.replace_what
or self.child == true
or self.object:get_velocity().y ~= 0
or math_random(1, self.replace_rate) > 1 then
or math.random(1, self.replace_rate) > 1 then
return
end
@ -2099,7 +2102,7 @@ local replace = function(self, pos)
if type(self.replace_what[1]) == "table" then
local num = math_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 ""
@ -2163,7 +2166,7 @@ function do_states(self)
if self.state == "stand" then
if math_random(1, 4) == 1 then
if math.random(1, 4) == 1 then
local lp = nil
local s = self.object:get_pos()
@ -2189,7 +2192,7 @@ function do_states(self)
if lp.x > s.x then yaw = yaw + math_pi end
else
yaw = yaw + math_random(-0.5, 0.5)
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = set_yaw(self, yaw, 8)
@ -2204,7 +2207,7 @@ function do_states(self)
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math_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)
@ -2254,7 +2257,7 @@ function do_states(self)
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math_random(#lp)]
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
@ -2280,8 +2283,8 @@ function do_states(self)
else
-- Randomly turn
if math_random(1, 100) <= 30 then
yaw = yaw + math_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
@ -2289,9 +2292,9 @@ function do_states(self)
yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn
elseif math_random(1, 100) <= 30 then
elseif math.random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5)
yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
@ -2302,7 +2305,7 @@ function do_states(self)
end
if self.facing_fence == true
or cliff_or_danger
or math_random(1, 100) <= 30 then
or math.random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
@ -2602,7 +2605,7 @@ function do_states(self)
self.timer = 0
if self.double_melee_attack
and math_random(1, 2) == 1 then
and math.random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
@ -2669,7 +2672,7 @@ function do_states(self)
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest_raycast(p, self.attack:get_pos(), false, false):next()
and math_random(1, 100) <= 60 then
and math.random(1, 100) <= 60 then
self.timer = 0
set_animation(self, "shoot")
@ -2759,7 +2762,7 @@ end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
@ -2785,17 +2788,17 @@ local on_rightclick_prefix = function(self, clicker)
return false
end
local create_mob_on_rightclick = function(on_rightclick)
--[[local function create_mob_on_rightclick(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
end]]
-- set and return valid yaw
local set_yaw = function(self, yaw, delay, dtime)
local function set_yaw(self, yaw, delay, dtime)
if not yaw or yaw ~= yaw then
yaw = 0
@ -2805,7 +2808,7 @@ 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.yaw(yaw)
update_roll(self)
@ -2825,8 +2828,7 @@ function mobs:yaw(self, yaw, delay, dtime)
end
mob_step = function()
--mob_step = function()
--if self.state == "die" then
-- print("need custom die stop moving thing")
-- return
@ -2901,7 +2903,7 @@ mob_step = function()
--end
-- mob plays random sound at times
--if math_random(1, 70) == 1 then
--if math.random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
@ -2934,11 +2936,11 @@ mob_step = function()
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_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 + math_random(-0.5, 0.5)
-- yaw = yaw + math.random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
@ -2982,7 +2984,7 @@ mob_step = function()
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
@ -2991,4 +2993,4 @@ mob_step = function()
end
]]--
end
--end

View file

@ -1,14 +1,13 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
local vector = vector
--check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
return(false)
return false
end
--hey look, this thing works for passive mobs too!
@ -20,20 +19,20 @@ mobs.check_following = function(self) -- returns true or false
--safety check
if not stack then
self.following_person = nil
return(false)
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.following_person = follower
return(true)
return true
end
end
--everything failed
self.following_person = nil
return(false)
return false
end
--a function which attempts to make mobs enter
@ -42,25 +41,25 @@ mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
return(false)
return false
end
--do not do anything if looking for mate or
--if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return(false)
return false
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return(false)
return false
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
return false
end
local item_name = stack:get_name()
@ -73,11 +72,11 @@ mobs.enter_breed_state = function(self,clicker)
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true)
return true
end
--everything failed
return(false)
return false
end
@ -104,15 +103,15 @@ mobs.look_for_mate = function(self)
local pos2 = mate:get_pos()
local distance = vector_distance(pos1,pos2)
local distance = vector.distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
if minetest.line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest_line_of_sight(
vector_new(pos1.x, pos1.y, pos1.z),
vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
if minetest.line_of_sight(
vector.new(pos1.x, pos1.y, pos1.z),
vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
@ -141,9 +140,7 @@ mobs.look_for_mate = function(self)
winner_mate = mate
end
end
return(winner_mate)
return winner_mate
end
--make the baby grow up
@ -161,7 +158,7 @@ mobs.make_baby_grow_faster = function(self,clicker)
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
return false
end
local item_name = stack:get_name()
@ -175,10 +172,8 @@ mobs.make_baby_grow_faster = function(self,clicker)
end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true)
return true
end
end
return(false)
return false
end

View file

@ -8,10 +8,8 @@ local vector_direction = vector.direction
local integer_test = {-1,1}
mobs.collision = function(self)
local pos = self.object:get_pos()
if not self or not self.object or not self.object:get_luaentity() then
return
end
@ -104,11 +102,9 @@ mobs.collision = function(self)
end
end
end
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
@ -116,7 +112,6 @@ end
--this is used for arrow collisions
mobs.arrow_hit = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage}

View file

@ -1,5 +1,5 @@
local minetest_add_item = minetest.add_item
local minetest_sound_play = minetest.sound_play
--local minetest_sound_play = minetest.sound_play
local math_pi = math.pi
local math_random = math.random
@ -19,7 +19,7 @@ local item_drop = function(self, cooked, looting_level)
return
end
local obj, item, num
local obj, item
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
@ -56,8 +56,11 @@ local item_drop = function(self, cooked, looting_level)
-- cook items when true
if cooked then
local output = minetest_get_craft_result({
method = "cooking", width = 1, items = {item}})
local output = minetest.get_craft_result({
method = "cooking",
width = 1,
items = {item},
})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
@ -117,15 +120,10 @@ mobs.death_logic = function(self, dtime)
--the final POOF of a mob despawning
if self.death_animation_timer >= 1.25 then
item_drop(self,false,1)
mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
self.object:remove()
return
end

View file

@ -1,5 +1,5 @@
local minetest_line_of_sight = minetest.line_of_sight
local minetest_dir_to_yaw = minetest.dir_to_yaw
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
@ -18,19 +18,16 @@ local table_copy = table.copy
local math_abs = math.abs
-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
--[[local function do_tnt(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
end]]
--a fast function to be able to detect only players without using objects_in_radius
mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
local pos1 = self.object:get_pos()
local players_in_area = {}
local winner_player = nil
@ -79,8 +76,7 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
winner_player = player
end
end
return(winner_player)
return winner_player
end
@ -107,14 +103,13 @@ mobs.jump_check = function(self,dtime)
if green_flag_1 and green_flag_2 then
--can jump over node
return(1)
return 1
elseif green_flag_1 and not green_flag_2 then
--wall in front of mob
return(2)
return 2
end
--nothing to jump over
return(0)
return 0
end
-- a helper function to quickly turn neutral passive mobs hostile
@ -180,15 +175,10 @@ end
-- check if within physical map limits (-30911 to 30927)
-- within_limits, wmin, wmax = nil, -30913, 30928
mobs.within_limits = function(pos, radius)
local wmin, wmax
if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
within_limits = function(pos, radius)
return pos
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
end
end
end
return pos
@ -231,12 +221,12 @@ mobs.check_for_player_within_area = function(self, radius)
local distance = vector_distance(pos1,pos2)
if distance < radius then
--found a player
return(true)
return true
end
end
end
--did not find a player
return(false)
return false
end
@ -244,7 +234,7 @@ end
mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0
pos2.y = 0
return(vector_distance(pos1, pos2))
return vector_distance(pos1, pos2)
end
-- fall damage onto solid ground

View file

@ -1,12 +1,11 @@
local vector_new = vector.new
local math = math
local vector = vector
--converts yaw to degrees
local degrees = function(yaw)
return(yaw*180.0/math.pi)
return yaw*180.0/math.pi
end
mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer")
@ -14,25 +13,18 @@ mobs.do_head_logic = function(self,dtime)
local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw()
local body_dir = minetest.yaw_to_dir(body_yaw)
pos.y = pos.y + self.head_height_offset
local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset)
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
@ -42,9 +34,7 @@ mobs.do_head_logic = function(self,dtime)
texture = "default_dirt.png",
})
local bone_pos = vector_new(0,0,0)
local bone_pos = vector.new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
@ -59,9 +49,7 @@ mobs.do_head_logic = function(self,dtime)
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw
head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
local head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
@ -102,11 +90,9 @@ mobs.do_head_logic = function(self,dtime)
end
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0))
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw)))
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
end

View file

@ -2,22 +2,19 @@ local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw
local math_floor = math.floor
local math_min = math.min
local math_random = math.random
local vector_direction = vector.direction
local vector_multiply = vector.multiply
local math = math
local vector = vector
local MAX_MOB_NAME_LENGTH = 30
local mod_hunger = minetest.get_modpath("mcl_hunger")
mobs.feed_tame = function(self)
return nil
end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
@ -60,7 +57,6 @@ end
-- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--don't do anything if the mob is already dead
if self.health <= 0 then
return
@ -94,14 +90,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos2.y = 0
local dir = vector_direction(pos2,pos1)
local dir = vector.direction(pos2,pos1)
local yaw = minetest_dir_to_yaw(dir)
self.yaw = yaw
end
-- custom punch function
if self.do_punch then
-- when false skip going any further
@ -115,21 +110,18 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
--local punch_interval = 1.4
-- exhaust attacker
if mod_hunger and is_player then
@ -139,7 +131,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
@ -163,13 +154,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- healing
if damage <= -1 then
self.health = self.health - math_floor(damage)
self.health = self.health - math.floor(damage)
return
end
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
--if tool_capabilities then
-- punch_interval = tool_capabilities.full_punch_interval or 1.4
--end
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
@ -183,7 +174,7 @@ mobs.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 = math_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
@ -240,7 +231,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
@ -255,20 +245,15 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
if self.hostile then
multiplier = multiplier + 2
end
dir = vector_multiply(dir,multiplier)
dir = vector.multiply(dir,multiplier)
dir.y = up
--add the velocity
self.object:add_velocity(dir)
end
end
--do internal per mob projectile calculations
mobs.shoot_projectile = function(self)
local pos1 = self.object:get_pos()
--add mob eye height
pos1.y = pos1.y + self.eye_height
@ -278,7 +263,7 @@ mobs.shoot_projectile = function(self)
pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction
local dir = vector_direction(pos1,pos2)
local dir = vector.direction(pos1,pos2)
--call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir)

View file

@ -1,9 +1,8 @@
local minetest_add_particlespawner = minetest.add_particlespawner
mobs.death_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -33,7 +32,7 @@ end
mobs.critical_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -62,9 +61,8 @@ end
--when feeding a mob
mobs.feed_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -94,7 +92,7 @@ end
--hearts when tamed
mobs.tamed_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -124,7 +122,7 @@ end
--hearts when breeding
mobs.breeding_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max

View file

@ -1,16 +1,10 @@
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_random = math.random
local HALF_PI = math_pi / 2
local DOUBLE_PI = math_pi * 2
-- localize math functions
local math = math
local HALF_PI = math.pi / 2
local DOUBLE_PI = math.pi * 2
-- localize vector functions
local vector_new = vector.new
local vector_length = vector.length
local vector_multiply = vector.multiply
local vector_distance = vector.distance
local vector_normalize = vector.normalize
local vector = vector
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw
@ -19,18 +13,17 @@ local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3
mobs.stick_in_cobweb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = vector_multiply(vector_normalize(current_velocity), 0.4)
local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4)
goal_velocity.y = -0.5
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -38,8 +31,11 @@ end
--this is a generic float function
mobs.float = function(self)
if self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y ~= 0 then
self.object:set_acceleration(vector.new(0,0,0))
else
return
end
local current_velocity = self.object:get_velocity()
@ -56,7 +52,7 @@ mobs.float = function(self)
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -78,7 +74,7 @@ mobs.climb = function(self)
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -106,22 +102,22 @@ mobs.set_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = 0,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -136,7 +132,7 @@ mobs.get_velocity = function(self)
v.y = 0
if v then
return vector_length(v)
return vector.length(v)
end
return 0
@ -152,7 +148,7 @@ mobs.jump = function(self, velocity)
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
self.object:add_velocity(vector_new(0,velocity,0))
self.object:add_velocity(vector.new(0,velocity,0))
end
--make mobs fall slowly
@ -172,15 +168,15 @@ mobs.mob_fall_slow = function(self)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
@ -212,13 +208,13 @@ mobs.flop = function(self, velocity)
velocity = velocity or DEFAULT_JUMP_HEIGHT
--create a random direction (2d yaw)
local dir = DOUBLE_PI * math_random()
local dir = DOUBLE_PI * math.random()
--create a random force value
local force = math_random(0,3) + math_random()
local force = math.random(0,3) + math.random()
--convert the yaw to a direction vector then multiply it times the force
local final_additional_force = vector_multiply(minetest_yaw_to_dir(dir), force)
local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force)
--place in the "flop" velocity to make the mob flop
final_additional_force.y = velocity
@ -246,20 +242,20 @@ mobs.set_swim_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -291,20 +287,20 @@ mobs.set_fly_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -316,7 +312,7 @@ mobs.calculate_pitch = function(pos1, pos2)
return false
end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI
end
--make mobs fly up or down based on their y difference
@ -353,27 +349,27 @@ mobs.jump_move = function(self, velocity)
mobs.set_velocity(self,0)
--fallback velocity to allow modularity
jump_height = DEFAULT_JUMP_HEIGHT
local jump_height = DEFAULT_JUMP_HEIGHT
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -velocity),
x = (math.sin(yaw) * -velocity),
y = jump_height,
z = (math_cos(yaw) * velocity),
z = (math.cos(yaw) * velocity),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end

View file

@ -2,9 +2,11 @@ local math_random = math.random
local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- get entity staticdata
mobs.mob_staticdata = function(self)
--despawn mechanism
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
@ -142,8 +144,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.health = math_random (self.hp_min, self.hp_max)
end
if not self.random_sound_timer then
self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
end
@ -186,7 +186,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.texture_mods = {}
self.v_start = false
self.timer = 0
self.blinktimer = 0
@ -200,7 +199,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.object:set_texture_mod("")
end
-- set anything changed above
self.object:set_properties(self)

View file

@ -1,8 +1,11 @@
-- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
--local enable_crash = false
--local crash_threshold = 6.5 -- ignored if enable_crash=false
local math = math
local vector = vector
------------------------------------------------------------------------------
@ -10,7 +13,7 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
-- Helper functions
--
local node_ok = function(pos, fallback)
--[[local function node_ok(pos, fallback)
fallback = fallback or mobs.fallback_node
@ -21,10 +24,10 @@ local node_ok = function(pos, fallback)
end
return {name = fallback}
end
end]]
local function node_is(pos)
--[[local function node_is(pos)
local node = node_ok(pos)
@ -45,7 +48,7 @@ local function node_is(pos)
end
return "other"
end
end]]
local function get_sign(i)
@ -60,13 +63,11 @@ local function get_sign(i)
end
local function get_velocity(v, yaw, y)
--[[local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
end]]
local function get_v(v)
@ -172,7 +173,7 @@ function mobs.detach(player, offset)
--pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off
player:add_velocity(vector.new(math.random(-6,6), math.random(5,8), math.random(-6,6))) --throw the rider off
--[[
minetest.after(0.1, function(name, pos)
@ -187,13 +188,13 @@ end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_view = 0
--local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
--if entity.player_rotation.y == 90 then
-- rot_view = math.pi/2
--end
local acce_y = 0
--local acce_y = 0
local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v)
@ -388,7 +389,6 @@ end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
if true then
print("succ")
return

View file

@ -9,9 +9,9 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local math_floor = math.floor
local max = math.max
--local max = math.max
local vector_distance = vector.distance
--local vector_distance = vector.distance
local vector_new = vector.new
local vector_floor = vector.floor
@ -167,7 +167,7 @@ Overworld regular:
-- count how many mobs are in an area
local count_mobs = function(pos)
local function count_mobs(pos)
local num = 0
for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do
if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then
@ -242,8 +242,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
end
--[[
local spawn_action
spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
local function spawn_action(pos, node, active_object_count, active_object_count_wider, name)
local orig_pos = table.copy(pos)
-- is mob actually registered?
@ -486,7 +485,8 @@ local axis
local inner = 15
local outer = 64
local int = {-1,1}
local position_calculation = function(pos)
local function position_calculation(pos)
pos = vector_floor(pos)
@ -501,7 +501,7 @@ local position_calculation = function(pos)
pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
pos.x = pos.x + math_random(-outer,outer)
end
return(pos)
return pos
end
--[[

View file

@ -2,4 +2,4 @@ name = mcl_mobs
author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience

View file

@ -4,9 +4,11 @@ dofile(minetest.get_modpath(minetest.get_current_modname()).."/paintings.lua")
local S = minetest.get_translator("mcl_paintings")
local math = math
local wood = "[combine:16x16:-192,0=mcl_paintings_paintings.png"
local is_protected = function(pos, name)
local function is_protected(pos, name)
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return true
@ -17,7 +19,7 @@ end
-- Check if there's a painting for provided painting size.
-- If yes, returns the arguments.
-- If not, returns the next smaller available painting.
local shrink_painting = function(x, y)
local function shrink_painting(x, y)
if x > 4 or y > 4 then
return nil
end
@ -43,7 +45,7 @@ local shrink_painting = function(x, y)
end
end
local get_painting = function(x, y, motive)
local function get_painting(x, y, motive)
local painting = mcl_paintings.paintings[y] and mcl_paintings.paintings[y][x] and mcl_paintings.paintings[y][x][motive]
if not painting then
return nil
@ -53,7 +55,7 @@ local get_painting = function(x, y, motive)
return "[combine:"..sx.."x"..sy..":"..px..","..py.."=mcl_paintings_paintings.png"
end
local get_random_painting = function(x, y)
local function get_random_painting(x, y)
if not mcl_paintings.paintings[y] or not mcl_paintings.paintings[y][x] then
return nil
end
@ -65,7 +67,7 @@ local get_random_painting = function(x, y)
return get_painting(x, y, r), r
end
local size_to_minmax = function(size)
--[[local function size_to_minmax(size)
local min, max
if size == 2 then
min = -0.5
@ -81,13 +83,13 @@ local size_to_minmax = function(size)
max = 0.5
end
return min, max
end
end]]
local size_to_minmax_entity = function(size)
local function size_to_minmax_entity(size)
return -size/2, size/2
end
local set_entity = function(object)
local function set_entity(object)
local ent = object:get_luaentity()
local wallm = ent._facing
local xsize = ent._xsize
@ -169,7 +171,7 @@ minetest.register_entity("mcl_paintings:painting", {
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
-- Drop as item on punch
if puncher and puncher:is_player() then
kname = puncher:get_player_name()
local kname = puncher:get_player_name()
local pos = self._pos
if not pos then
pos = self.object:get_pos()

View file

@ -83,7 +83,7 @@ mobs_mc.items = {
water_source = "default:water_source",
water_flowing = "default:water_flowing",
river_water_source = "default:river_water_source",
water_flowing = "default:river_water_flowing",
--water_flowing = "default:river_water_flowing",
black_dye = "dye:black",
poppy = "flowers:rose",
dandelion = "flowers:dandelion_yellow",
@ -128,7 +128,6 @@ mobs_mc.items = {
nether_portal = "nether:portal",
netherrack = "nether:rack",
nether_brick_block = "nether:brick",
-- Wool (Minecraft color scheme)
wool_white = "wool:white",

View file

@ -6,7 +6,7 @@
-- NOTE: Strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, all items here are already outsourced in other mods.
local S = minetest.get_translator("mobs_mc")
--local S = minetest.get_translator("mobs_mc")
--maikerumines throwing code
--arrow (weapon)

View file

@ -3,8 +3,9 @@
-- NOTE: Strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, all items here are already outsourced in other mods.
-- TODO: Add translation.
local S = minetest.get_translator("mobs_mc")
--local S = minetest.get_translator("mobs_mc")
-- Heads system

View file

@ -20,7 +20,7 @@ mobs:register_mob("mobs_mc:blaze", {
xp_max = 10,
tilt_fly = false,
hostile = true,
rotate = 270,
--rotate = 270,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3},
rotate = -180,
visual = "mesh",

View file

@ -24,7 +24,6 @@ mobs:register_mob("mobs_mc:enderdragon", {
xp_max = 500,
collisionbox = {-2, 0, -2, 2, 2, 2},
eye_height = 1,
physical = false,
visual = "mesh",
mesh = "mobs_mc_dragon.b3d",
textures = {
@ -60,8 +59,6 @@ mobs:register_mob("mobs_mc:enderdragon", {
arrow = "mobs_mc:dragon_fireball",
shoot_interval = 0.5,
shoot_offset = -1.0,
xp_min = 500,
xp_max = 500,
animation = {
fly_speed = 8, stand_speed = 8,
stand_start = 0, stand_end = 20,
@ -114,8 +111,8 @@ mobs:register_mob("mobs_mc:enderdragon", {
fire_resistant = true,
})
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
--TODO: replace this setting by a proper gamerules system
local mobs_griefing = minetest.settings:get_bool("mobs_griefing", true)
-- dragon fireball (projectile)
mobs:register_arrow("mobs_mc:dragon_fireball", {
@ -143,7 +140,9 @@ mobs:register_arrow("mobs_mc:dragon_fireball", {
-- node hit, explode
hit_node = function(self, pos, node)
--mobs:boom(self, pos, 2)
mcl_explosions.explode(self.object:get_pos(), 2,{ drop_chance = 1.0 })
if mobs_griefing then
mcl_explosions.explode(self.object:get_pos(), 2, { drop_chance = 1.0 })
end
end
})

View file

@ -318,12 +318,12 @@ mobs:register_mob("mobs_mc:enderman", {
for n = 1, #objs do
local obj = objs[n]
if obj then
if minetest.is_player(obj) then
--if minetest.is_player(obj) then
-- Warp from players during day.
--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil)
--end
else
if not obj:is_player() then
local lua = obj:get_luaentity()
if lua then
if lua.name == "mcl_bows:arrow_entity" or lua.name == "mcl_throwing:snowball_entity" then

View file

@ -94,7 +94,6 @@ mobs:register_mob("mobs_mc:guardian", {
makes_footstep_sound = false,
fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source },
jump = false,
view_range = 16,
})
-- Spawning disabled due to size issues

View file

@ -104,7 +104,6 @@ mobs:register_mob("mobs_mc:guardian_elder", {
makes_footstep_sound = false,
fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source },
jump = false,
view_range = 16,
})
-- Spawning disabled due to size issues <- what do you mean? -j4i

View file

@ -38,9 +38,9 @@ end
local can_equip_horse_armor = function(entity_id)
return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse"
end
local can_equip_chest = function(entity_id)
--[[local can_equip_chest = function(entity_id)
return entity_id == "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
end
end]]
local can_breed = function(entity_id)
return entity_id == "mobs_mc:horse" or "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
end
@ -314,7 +314,7 @@ local horse = {
-- Make sure tamed horse is mature and being clicked by owner only
if self.tamed and not self.child and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory()
--local inv = clicker:get_inventory()
-- detatch player already riding horse
if self.driver and clicker == self.driver then

View file

@ -307,9 +307,9 @@ mobs:register_arrow("mobs_mc:spit", {
tail_distance_divider = 4,
hit_player = function(self, player)
if rawget(_G, "armor") and armor.last_damage_types then
--[[if rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[player:get_player_name()] = "spit"
end
end]]
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage},
@ -319,7 +319,7 @@ mobs:register_arrow("mobs_mc:spit", {
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = _damage},
damage_groups = {fleshy = self._damage},
}, nil)
end,

View file

@ -151,7 +151,7 @@ end
mobs:register_mob("mobs_mc:cat", cat)
local base_spawn_chance = 5000
--local base_spawn_chance = 5000
-- Spawn ocelot
--they get the same as the llama because I'm trying to rework so much of this code right now -j4i

View file

@ -163,7 +163,7 @@ mobs:register_mob("mobs_mc:pig", {
end
-- Mount or detach player
local name = clicker:get_player_name()
--local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
-- Detach if already attached
mobs.detach(clicker, {x=1, y=0, z=0})

View file

@ -150,7 +150,6 @@ mobs:register_mob("mobs_mc:sheep", {
do_custom = function(self, dtime)
if not self.initial_color_set then
local r = math.random(0,100000)
local textures
if r <= 81836 then
-- 81.836%
self.color = "unicolor_white"

View file

@ -46,7 +46,6 @@ mobs:register_mob("mobs_mc:silverfish", {
view_range = 16,
attack_type = "punch",
damage = 1,
reach = 1,
})
mobs:register_egg("mobs_mc:silverfish", S("Silverfish"), "mobs_mc_spawn_icon_silverfish.png", 0)

View file

@ -31,10 +31,6 @@ local skeleton = {
group_attack = true,
visual = "mesh",
mesh = "mobs_mc_skeleton.b3d",
textures = { {
"mcl_bows_bow_0.png", -- bow
"mobs_mc_skeleton.png", -- skeleton
} },
--head code
has_head = false,

View file

@ -15,7 +15,7 @@ mobs:register_mob("mobs_mc:vex", {
spawn_class = "hostile",
pathfinding = 1,
passive = false,
attack_type = "punch",
attack_type = "dogfight",
physical = false,
hp_min = 14,
hp_max = 14,
@ -36,7 +36,6 @@ mobs:register_mob("mobs_mc:vex", {
view_range = 16,
walk_velocity = 3.2,
run_velocity = 5.9,
attack_type = "dogfight",
sounds = {
-- TODO: random
death = "mobs_mc_vex_death",

View file

@ -26,7 +26,6 @@ mobs:register_mob("mobs_mc:wither", {
{"mobs_mc_wither.png"},
},
visual_size = {x=4, y=4},
makes_footstep_sound = true,
view_range = 16,
fear_height = 4,
walk_velocity = 2,
@ -81,7 +80,7 @@ mobs:register_mob("mobs_mc:wither", {
end,
})
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
--local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
mobs:register_arrow("mobs_mc:wither_skull", {
visual = "sprite",

View file

@ -186,7 +186,7 @@ dog.on_rightclick = function(self, clicker)
if is_food(item:get_name()) then
-- Feed to increase health
local hp = self.health
local hp_add = 0
local hp_add
-- Use eatable group to determine health boost
local eatable = minetest.get_item_group(item, "eatable")
if eatable > 0 then

View file

@ -200,14 +200,14 @@ end
mobs_mc.override.enderman_block_texture_overrides = {
["mcl_core:cactus"] = ctable,
-- FIXME: replace colorize colors with colors from palette
["mcl_core:dirt_with_grass"] =
{
["mcl_core:dirt_with_grass"] = {
"mcl_core_grass_block_top.png^[colorize:green:90",
"default_dirt.png",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)"}
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
},
}
-- List of nodes on which mobs can spawn

View file

@ -134,6 +134,7 @@ lightning.strike = function(pos)
sound_play({ name = "lightning_thunder", gain = 10 }, { pos = pos, max_hear_distance = 500 }, true)
-- damage nearby objects, transform mobs
-- TODO: use an API insteed of hardcoding this behaviour
local objs = get_objects_inside_radius(pos2, 3.5)
for o=1, #objs do
local obj = objs[o]
@ -153,7 +154,7 @@ lightning.strike = function(pos)
end
obj:set_properties({textures = lua.base_texture})
-- villager → witch (no damage)
elseif lua and lua.name == "mobs_mc:villager" then
--elseif lua and lua.name == "mobs_mc:villager" then
-- Witches are incomplete, this code is unused
-- TODO: Enable this code when witches are working.
--[[

View file

@ -4,18 +4,16 @@ local SHEET_W = 4
local SHEET_H = 2
-- Randomize initial moon phase, based on map seed
local phase_offset
local mg_seed = minetest.get_mapgen_setting("seed")
local rand = PseudoRandom(mg_seed)
local phase_offset = rand:next(0, MOON_PHASES - 1)
rand = nil
minetest.log("info", "[mcl_moon] Moon phase offset of this world: "..phase_offset)
mcl_moon = {}
mcl_moon.MOON_PHASES = MOON_PHASES
mcl_moon.get_moon_phase = function()
function mcl_moon.get_moon_phase()
local after_midday = 0
-- Moon phase changes after midday
local tod = minetest.get_timeofday()
@ -25,7 +23,7 @@ mcl_moon.get_moon_phase = function()
return (minetest.get_day_count() + phase_offset + after_midday) % MOON_PHASES
end
local get_moon_texture = function()
local function get_moon_texture()
local phase = mcl_moon.get_moon_phase()
local x = phase % MOON_PHASES_HALF
local y

View file

@ -1,5 +1,5 @@
local S = minetest.get_translator("mcl_void_damage")
local enable_damage = minetest.settings:get_bool("enable_damage")
--local enable_damage = minetest.settings:get_bool("enable_damage")
local pos_to_dim = mcl_worlds.pos_to_dimension
local dim_change = mcl_worlds.dimension_change
@ -39,9 +39,9 @@ minetest.register_on_mods_loaded(function()
end
self._void_timer = 0
local void, void_deadly = is_in_void(pos)
local _, void_deadly = is_in_void(pos)
if void_deadly then
local ent = obj:get_luaentity()
--local ent = obj:get_luaentity()
obj:remove()
return
end
@ -61,7 +61,7 @@ minetest.register_globalstep(function(dtime)
for p=1, #players do
local player = players[p]
local pos = player:get_pos()
local void, void_deadly = is_in_void(pos)
local _, void_deadly = is_in_void(pos)
if void_deadly then
local immortal_val = player:get_armor_groups().immortal
local is_immortal = false

View file

@ -20,7 +20,7 @@ mcl_weather.rain = {
init_done = false,
}
mcl_weather.rain.sound_handler = function(player)
function mcl_weather.rain.sound_handler(player)
return minetest.sound_play("weather_rain", {
to_player = player:get_player_name(),
loop = true,
@ -28,7 +28,7 @@ mcl_weather.rain.sound_handler = function(player)
end
-- set skybox based on time (uses skycolor api)
mcl_weather.rain.set_sky_box = function()
function mcl_weather.rain.set_sky_box()
if mcl_weather.state == "rain" then
mcl_weather.skycolor.add_layer(
"weather-pack-rain-sky",
@ -46,8 +46,7 @@ end
-- creating manually parctiles instead of particles spawner because of easier to control
-- spawn position.
mcl_weather.rain.add_rain_particles = function(player)
function mcl_weather.rain.add_rain_particles(player)
mcl_weather.rain.last_rp_count = 0
for i=mcl_weather.rain.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
@ -70,7 +69,7 @@ mcl_weather.rain.add_rain_particles = function(player)
end
-- Simple random texture getter
mcl_weather.rain.get_texture = function()
function mcl_weather.rain.get_texture()
local texture_name
local random_number = math.random()
if random_number > 0.33 then
@ -85,7 +84,7 @@ end
-- register player for rain weather.
-- basically needs for origin sky reference and rain sound controls.
mcl_weather.rain.add_player = function(player)
function mcl_weather.rain.add_player(player)
if mcl_weather.players[player:get_player_name()] == nil then
local player_meta = {}
player_meta.origin_sky = {player:get_sky()}
@ -95,7 +94,7 @@ end
-- remove player from player list effected by rain.
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
mcl_weather.rain.remove_player = function(player)
function mcl_weather.rain.remove_player(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.origin_sky ~= nil then
player:set_clouds({color="#FFF0F0E5"})
@ -119,7 +118,7 @@ end)
-- adds and removes rain sound depending how much rain particles around player currently exist.
-- have few seconds delay before each check to avoid on/off sound too often
-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
mcl_weather.rain.update_sound = function(player)
function mcl_weather.rain.update_sound(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil then
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > minetest.get_gametime() then
@ -140,7 +139,7 @@ mcl_weather.rain.update_sound = function(player)
end
-- rain sound removed from player.
mcl_weather.rain.remove_sound = function(player)
function mcl_weather.rain.remove_sound(player)
local player_meta = mcl_weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.sound_handler ~= nil then
minetest.sound_fade(player_meta.sound_handler, -0.5, 0.0)
@ -150,7 +149,7 @@ mcl_weather.rain.remove_sound = function(player)
end
-- callback function for removing rain
mcl_weather.rain.clear = function()
function mcl_weather.rain.clear()
mcl_weather.rain.raining = false
mcl_weather.rain.sky_last_update = -1
mcl_weather.rain.init_done = false
@ -166,11 +165,10 @@ minetest.register_globalstep(function(dtime)
if mcl_weather.state ~= "rain" then
return false
end
mcl_weather.rain.make_weather()
end)
mcl_weather.rain.make_weather = function()
function mcl_weather.rain.make_weather()
if mcl_weather.rain.init_done == false then
mcl_weather.rain.raining = true
mcl_weather.rain.set_sky_box()
@ -190,7 +188,7 @@ mcl_weather.rain.make_weather = function()
end
-- Switch the number of raindrops: "thunder" for many raindrops, otherwise for normal raindrops
mcl_weather.rain.set_particles_mode = function(mode)
function mcl_weather.rain.set_particles_mode(mode)
if mode == "thunder" then
mcl_weather.rain.particles_count = PARTICLES_COUNT_THUNDER
else

View file

@ -205,8 +205,8 @@ mcl_weather.skycolor = {
-- Returns first player sky color. I assume that all players are in same color layout.
get_current_bg_color = function()
local players = mcl_weather.skycolor.utils.get_players(nil)
for _, player in ipairs(players) do
return player:get_sky()
if players[1] then
return players[1]:get_sky()
end
return nil
end

View file

@ -9,8 +9,8 @@ mcl_weather.snow.init_done = false
mcl_weather.snow.add_snow_particles = function(player)
mcl_weather.rain.last_rp_count = 0
for i=mcl_weather.snow.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
random_pos_y = math.random() + math.random(player:get_pos().y - 1, player:get_pos().y + 7)
local random_pos_x, _, random_pos_z = mcl_weather.get_random_pos_by_player_look_dir(player)
local random_pos_y = math.random() + math.random(player:get_pos().y - 1, player:get_pos().y + 7)
if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
mcl_weather.rain.last_rp_count = mcl_weather.rain.last_rp_count + 1
minetest.add_particle({
@ -45,13 +45,13 @@ mcl_weather.snow.set_sky_box = function()
mcl_weather.skycolor.active = true
end
mcl_weather.snow.clear = function()
function mcl_weather.snow.clear()
mcl_weather.skycolor.remove_layer("weather-pack-snow-sky")
mcl_weather.snow.init_done = false
end
-- Simple random texture getter
mcl_weather.snow.get_texture = function()
function mcl_weather.snow.get_texture()
return "weather_pack_snow_snowflake"..math.random(1,2)..".png"
end

View file

@ -19,29 +19,27 @@ minetest.register_globalstep(function(dtime)
mcl_weather.rain.make_weather()
if mcl_weather.thunder.init_done == false then
mcl_weather.skycolor.add_layer(
"weather-pack-thunder-sky",
{{r=0, g=0, b=0},
mcl_weather.skycolor.add_layer("weather-pack-thunder-sky", {
{r=0, g=0, b=0},
{r=40, g=40, b=40},
{r=85, g=86, b=86},
{r=40, g=40, b=40},
{r=0, g=0, b=0}})
{r=0, g=0, b=0},
})
mcl_weather.skycolor.active = true
for _, player in pairs(get_connected_players()) do
player:set_clouds({color="#3D3D3FE8"})
end
mcl_weather.thunder.init_done = true
end
if (mcl_weather.thunder.next_strike <= minetest.get_gametime()) then
lightning.strike()
local delay = math.random(mcl_weather.thunder.min_delay, mcl_weather.thunder.max_delay)
mcl_weather.thunder.next_strike = minetest.get_gametime() + delay
end
end)
mcl_weather.thunder.clear = function()
function mcl_weather.thunder.clear()
mcl_weather.rain.clear()
mcl_weather.skycolor.remove_layer("weather-pack-thunder-sky")
mcl_weather.skycolor.remove_layer("lightning")
@ -58,6 +56,6 @@ if mcl_weather.reg_weathers.thunder == nil then
max_duration = 1200,
transitions = {
[100] = "rain",
}
},
}
end

View file

@ -1,5 +1,7 @@
local S = minetest.get_translator("mcl_weather")
local math = math
-- weather states, 'none' is default, other states depends from active mods
mcl_weather.state = "none"
@ -96,9 +98,7 @@ mcl_weather.get_random_pos_by_player_look_dir = function(player)
local look_dir = player:get_look_dir()
local player_pos = player:get_pos()
local random_pos_x = 0
local random_pos_y = 0
local random_pos_z = 0
local random_pos_x, random_pos_y, random_pos_z
if look_dir.x > 0 then
if look_dir.z > 0 then

View file

@ -233,7 +233,7 @@ end
-- Returns true if the specified entry has been viewed by the player
function doc.entry_viewed(playername, category_id, entry_id)
local entry, category_id, entry_id = get_entry(category_id, entry_id)
local _, category_id, entry_id = get_entry(category_id, entry_id)
if doc.data.players[playername].stored_data.viewed[category_id] == nil then
return false
else
@ -243,7 +243,7 @@ end
-- Returns true if the specified entry is hidden from the player
function doc.entry_revealed(playername, category_id, entry_id)
local entry, category_id, entry_id = get_entry(category_id, entry_id)
local _, category_id, entry_id = get_entry(category_id, entry_id)
local hidden = doc.data.categories[category_id].entries[entry_id].hidden
if doc.data.players[playername].stored_data.revealed[category_id] == nil then
return not hidden
@ -302,7 +302,7 @@ function doc.show_entry(playername, category_id, entry_id, ignore_hidden)
minetest.show_formspec(playername, "doc:error_no_categories", doc.formspec_error_no_categories())
return
end
local entry, category_id, entry_id = get_entry(category_id, entry_id)
local _, category_id, entry_id = get_entry(category_id, entry_id)
if ignore_hidden or doc.entry_revealed(playername, category_id, entry_id) then
local playerdata = doc.data.players[playername]
playerdata.category = category_id
@ -587,8 +587,6 @@ doc.widgets.gallery = function(imagedata, playername, x, y, aspect_ratio, width,
formstring = formstring .. "label["..nx..","..ny..";"..i.."]"
pos = pos + 1
end
local bw, bh
return formstring, ih
end

View file

@ -164,7 +164,7 @@ local factoid_toolcaps = function(tool_capabilities, check_uses)
local useslines = 0
for k,v in pairs(groupcaps) do
-- Mining capabilities
local minrating, maxrating
--[[local minrating, maxrating
if v.times then
for rating, time in pairs(v.times) do
if minrating == nil then minrating = rating else
@ -177,7 +177,7 @@ local factoid_toolcaps = function(tool_capabilities, check_uses)
else
minrating = 1
maxrating = 1
end
end]]
local maxlevel = v.maxlevel
if not maxlevel then
-- Default from tool.h
@ -577,11 +577,8 @@ doc.add_category("nodes", {
description = S("Item reference of blocks and other things which are capable of occupying space"),
build_formspec = function(data, playername)
if data then
local formstring = ""
local datastring = ""
formstring = entry_image(data)
datastring = factoids_header(data, "nodes")
local formstring = entry_image(data)
local datastring = factoids_header(data, "nodes")
local liquid = data.def.liquidtype ~= "none" and minetest.get_item_group(data.itemstring, "fake_liquid") == 0
if not forbidden_core_factoids.basics then
@ -834,7 +831,7 @@ doc.add_category("nodes", {
elseif type(data.def.drop) == "table" and data.def.drop.items ~= nil then
local max = data.def.drop.max_items
local dropstring = ""
local dropstring_base = ""
local dropstring_base
if max == nil then
dropstring_base = N("This block will drop the following items when mined: @1.")
elseif max == 1 then
@ -852,7 +849,7 @@ doc.add_category("nodes", {
local rarity_history = {}
for i=1,#data.def.drop.items do
local local_rarity = data.def.drop.items[i].rarity
local chance = 1
local chance
local rarity = 1
if local_rarity == nil then
local_rarity = 1
@ -937,7 +934,6 @@ doc.add_category("nodes", {
end
local rarity = probtable.rarity
local raritystring = ""
-- No percentage if there's only one possible guaranteed drop
if not(rarity == 1 and #data.def.drop.items == 1) then
local chance = (1/rarity)*100
@ -1086,11 +1082,8 @@ doc.add_category("tools", {
end,
build_formspec = function(data, playername)
if data then
local formstring = ""
local datastring = ""
formstring = entry_image(data)
datastring = factoids_header(data, "tools")
local formstring = entry_image(data)
local datastring = factoids_header(data, "tools")
-- Overwritten durability info
if type(data.def._doc_items_durability) == "number" then
@ -1120,11 +1113,8 @@ doc.add_category("craftitems", {
description = S("Item reference of items which are neither blocks, tools or weapons (esp. crafting items)"),
build_formspec = function(data, playername)
if data then
local formstring = ""
local datastring = ""
formstring = entry_image(data)
datastring = factoids_header(data, "craftitems")
local formstring = entry_image(data)
local datastring = factoids_header(data, "craftitems")
datastring = datastring .. factoids_footer(data, playername, "craftitems")
formstring = formstring .. doc.widgets.text(datastring, nil, nil, doc.FORMSPEC.ENTRY_WIDTH - 1.2)

View file

@ -417,9 +417,9 @@ local function get_tooltip(item, groups, cooktime, burntime)
-- and just print the normal item name without special formatting
if groups[1] == "compass" or groups[1] == "clock" then
groupstr = reg_items[item].description
elseif group_names[groups[1]] then
elseif g then
-- Use the special group name string
groupstr = minetest.colorize(gcol, group_names[groups[1]])
groupstr = minetest.colorize(gcol, g)
else
--[[ Fallback: Generic group explanation: This always
works, but the internally used group name (which

View file

@ -154,7 +154,7 @@ doc.sub.items.register_factoid(nil, "use", function(itemstring, def)
return s
end)
doc.sub.items.register_factoid(nil, "groups", function(itemstring, def)
local def = minetest.registered_items[itemstring]
--local def = minetest.registered_items[itemstring]
local s = ""
local use = minetest.get_item_group(itemstring, "mcl_armor_uses")
local pts = minetest.get_item_group(itemstring, "mcl_armor_points")
@ -289,7 +289,7 @@ doc.sub.items.register_factoid("nodes", "drops", function(itemstring, def)
local itemname = item:get_name()
local itemcount = item:get_count()
local idef = minetest.registered_items[itemname]
local text = ""
local text
if idef.description and idef.description ~= "" then
text = idef.description
else

View file

@ -1,6 +1,6 @@
local S = minetest.get_translator("mcl_tt")
local function get_min_digtime(caps)
--[[local function get_min_digtime(caps)
local mintime
local unique = true
local maxlevel = caps.maxlevel
@ -25,7 +25,7 @@ local function get_min_digtime(caps)
end
end
return mintime, unique
end
end]]
local function newline(str)
if str ~= "" then
@ -47,7 +47,7 @@ tt.register_snippet(function(itemstring, toolcaps)
local minestring = ""
local capstr = ""
local caplines = 0
for k,v in pairs(groupcaps) do
for _,v in pairs(groupcaps) do
local speedstr = ""
local miningusesstr = ""
-- Mining capabilities
@ -153,9 +153,9 @@ tt.register_snippet(function(itemstring, toolcaps)
end)
-- Weapon stats
tt.register_snippet(function(itemstring)
--[[tt.register_snippet(function(itemstring)
local def = minetest.registered_items[itemstring]
end)
end)]]
-- Food
tt.register_snippet(function(itemstring)

View file

@ -2,7 +2,7 @@ local S = minetest.get_translator("mcl_tt")
-- Armor
tt.register_snippet(function(itemstring)
local def = minetest.registered_items[itemstring]
--local def = minetest.registered_items[itemstring]
local s = ""
local head = minetest.get_item_group(itemstring, "armor_head")
local torso = minetest.get_item_group(itemstring, "armor_torso")
@ -26,7 +26,7 @@ tt.register_snippet(function(itemstring)
return s
end)
tt.register_snippet(function(itemstring, _, itemstack)
local def = minetest.registered_items[itemstring]
--local def = minetest.registered_items[itemstring]
local s = ""
local use = minetest.get_item_group(itemstring, "mcl_armor_uses")
local pts = minetest.get_item_group(itemstring, "mcl_armor_points")
@ -75,7 +75,7 @@ tt.register_snippet(function(itemstring)
end)
tt.register_snippet(function(itemstring)
local def = minetest.registered_items[itemstring]
--local def = minetest.registered_items[itemstring]
if minetest.get_item_group(itemstring, "crush_after_fall") == 1 then
return S("Deals damage when falling"), mcl_colors.YELLOW
end

View file

@ -250,9 +250,7 @@ minetest.register_on_dignode(function(pos, oldnode, digger)
local tnodedug = string.split(entry.node, ":")
local tmod = tnodedug[1]
local titem = tnodedug[2]
if not tmod or not titem or not data.count[tmod] or not data.count[tmod][titem] then
-- table running failed!
elseif data.count[tmod][titem] > entry.target-1 then
if tmod and titem and data.count[tmod] and data.count[tmod][titem] and data.count[tmod][titem] > entry.target-1 then
return entry.award
end
elseif awards.get_total_item_count(data, "count") > entry.target-1 then
@ -277,9 +275,7 @@ minetest.register_on_placenode(function(pos, node, digger)
local tnodedug = string.split(entry.node, ":")
local tmod = tnodedug[1]
local titem = tnodedug[2]
if not tmod or not titem or not data.place[tmod] or not data.place[tmod][titem] then
-- table running failed!
elseif data.place[tmod][titem] > entry.target-1 then
if tmod and titem and data.place[tmod] and data.place[tmod][titem] and data.place[tmod][titem] > entry.target-1 then
return entry.award
end
elseif awards.get_total_item_count(data, "place") > entry.target-1 then
@ -303,9 +299,7 @@ minetest.register_on_item_eat(function(hp_change, replace_with_item, itemstack,
local titemstring = string.split(entry.item, ":")
local tmod = titemstring[1]
local titem = titemstring[2]
if not tmod or not titem or not data.eat[tmod] or not data.eat[tmod][titem] then
-- table running failed!
elseif data.eat[tmod][titem] > entry.target-1 then
if tmod and titem and data.eat[tmod] and data.eat[tmod][titem] and data.eat[tmod][titem] > entry.target-1 then
return entry.award
end
elseif awards.get_total_item_count(data, "eat") > entry.target-1 then
@ -331,9 +325,7 @@ minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv
local titemcrafted = string.split(entry.item, ":")
local tmod = titemcrafted[1]
local titem = titemcrafted[2]
if not tmod or not titem or not data.craft[tmod] or not data.craft[tmod][titem] then
-- table running failed!
elseif data.craft[tmod][titem] > entry.target-1 then
if tmod and titem and data.craft[tmod] and data.craft[tmod][titem] and data.craft[tmod][titem] > entry.target-1 then
return entry.award
end
elseif awards.get_total_item_count(data, "craft") > entry.target-1 then

View file

@ -1,6 +1,5 @@
if minetest.get_modpath("unified_inventory") ~= nil then
local S = minetest.get_translator("awards")
if minetest.get_modpath("unified_inventory") then
local S = minetest.get_translator(minetest.get_current_modname())
unified_inventory.register_button("awards", {
type = "image",
image = "awards_ui_icon.png",

View file

@ -1,17 +1,22 @@
local S = minetest.get_translator("hudbars")
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local S = minetest.get_translator(modname)
local N = function(s) return s end
hb = {}
local math = math
local table = table
hb.hudtables = {}
-- number of registered HUD bars
hb.hudbars_count = 0
-- table which records which HUD bar slots have been “registered” so far; used for automatic positioning
hb.registered_slots = {}
hb.settings = {}
hb = {
hudtables = {},
-- number of registered HUD bars
hudbars_count = 0,
-- table which records which HUD bar slots have been “registered” so far; used for automatic positioning
registered_slots = {},
settings = {},
-- Table which contains all players with active default HUD bars (only for internal use)
players = {},
}
function hb.load_setting(sname, stype, defaultval, valid_values)
local sval
@ -45,7 +50,8 @@ function hb.load_setting(sname, stype, defaultval, valid_values)
end
-- Load default settings
dofile(minetest.get_modpath("hudbars").."/default_settings.lua")
dofile(modpath.."/default_settings.lua")
if minetest.get_modpath("mcl_experience") and not minetest.is_creative_enabled("") then
-- reserve some space for experience bar:
hb.settings.start_offset_left.y = hb.settings.start_offset_left.y - 20
@ -85,9 +91,6 @@ local function make_label(format_string, format_string_config, label, start_valu
return ret
end
-- Table which contains all players with active default HUD bars (only for internal use)
hb.players = {}
function hb.value_to_barlength(value, max)
if max == 0 then
return 0

View file

@ -237,12 +237,10 @@ mcl_damage.register_on_damage(function(obj, damage, reason)
end)
minetest.register_globalstep(function(dtime)
local new_assist = {}
for obj, tbl in pairs(mcl_death_messages.assist) do
tbl.timeout = tbl.timeout - dtime
if (obj:is_player() or obj:get_luaentity()) and tbl.timeout > 0 then
new_assist[obj] = tbl
if not obj:is_player() and not obj:get_luaentity() or tbl.timeout > 0 then
mcl_death_messages.assist[obj] = nil
end
end
end)

View file

@ -1,5 +1,11 @@
local S = minetest.get_translator("mcl_experience")
mcl_experience = {}
local vector = vector
local math = math
local string = string
local pool = {}
local registered_nodes
local max_xp = 2^31-1
@ -114,9 +120,9 @@ end
hud_manager.hud_exists = function(player,hud_name)
local name = player:get_player_name()
if player_huds[name] and player_huds[name][hud_name] then
return(true)
return true
else
return(false)
return false
end
end
-------------------
@ -144,7 +150,7 @@ end)
function mcl_experience.get_player_xp_level(player)
local name = player:get_player_name()
return(pool[name].level)
return pool[name].level
end
function mcl_experience.set_player_xp_level(player,level)
@ -262,7 +268,6 @@ function mcl_experience.add_experience(player, experience)
if #final_candidates > 0 then
local can = final_candidates[math.random(#final_candidates)]
local stack, list, index, wear = can.stack, can.list, can.index, can.wear
local unbreaking_level = mcl_enchanting.get_enchantment(stack, "unbreaking")
local uses = mcl_util.calculate_durability(stack)
local multiplier = 2 * 65535 / uses
local repair = experience * multiplier
@ -329,14 +334,12 @@ minetest.register_on_dieplayer(function(player)
mcl_experience.throw_experience(player:get_pos(), xp_amount)
end)
local name
local collector, pos, pos2
local direction, distance, player_velocity, goal
local currentvel, acceleration, multiplier, velocity
local node, vel, def
local is_moving, is_slippery, slippery, slip_factor
local size, data
local size
local function xp_step(self, dtime)
--if item set to be collected then only execute go to player
if self.collected == true then

View file

@ -1,31 +1,34 @@
local S = minetest.get_translator("mcl_hbarmor")
local S = minetest.get_translator(minetest.get_current_modname())
local mcl_hbarmor = {}
local math = math
local tonumber = tonumber
-- HUD statbar values
mcl_hbarmor.armor = {}
local get_connected_players = minetest.get_connected_players
-- Stores if player's HUD bar has been initialized so far.
mcl_hbarmor.player_active = {}
local mcl_hbarmor = {
-- HUD statbar values
armor = {},
-- Stores if player's HUD bar has been initialized so far.
player_active = {},
-- Time difference in seconds between updates to the HUD armor bar.
-- Increase this number for slow servers.
tick = 0.1,
-- If true, the armor bar is hidden when the player does not wear any armor
autohide = true,
}
-- Time difference in seconds between updates to the HUD armor bar.
-- Increase this number for slow servers.
mcl_hbarmor.tick = 0.1
local tick_config = minetest.settings:get("mcl_hbarmor_tick")
-- If true, the armor bar is hidden when the player does not wear any armor
mcl_hbarmor.autohide = true
set = minetest.settings:get("mcl_hbarmor_tick")
if tonumber(set) ~= nil then
mcl_hbarmor.tick = tonumber(set)
if tonumber(tick_config) ~= nil then
mcl_hbarmor.tick = tonumber(tick_config)
end
local must_hide = function(playername, arm)
local function must_hide(playername, arm)
return arm == 0
end
local arm_printable = function(arm)
local function arm_printable(arm)
return math.ceil(math.floor(arm+0.5))
end
@ -106,12 +109,13 @@ end)
local main_timer = 0
local timer = 0
minetest.register_globalstep(function(dtime)
--TODO: replace this by playerglobalstep API then implemented
main_timer = main_timer + dtime
timer = timer + dtime
if main_timer > mcl_hbarmor.tick or timer > 4 then
if minetest.settings:get_bool("enable_damage") then
if main_timer > mcl_hbarmor.tick then main_timer = 0 end
for _,player in pairs(minetest.get_connected_players()) do
for _,player in pairs(get_connected_players()) do
local name = player:get_player_name()
if mcl_hbarmor.player_active[name] == true then
local ret = mcl_hbarmor.get_armor(player)

View file

@ -7,7 +7,7 @@ local players = {}
-- Containing all the items for each Creative Mode tab
local inventory_lists = {}
local mod_player = minetest.get_modpath("mcl_player") ~= nil
--local mod_player = minetest.get_modpath("mcl_player") ~= nil
-- Create tables
local builtin_filter_ids = {"blocks","deco","redstone","rail","food","tools","combat","mobs","brew","matr","misc","all"}
@ -161,7 +161,7 @@ end
local function init(player)
local playername = player:get_player_name()
local inv = minetest.create_detached_inventory("creative_"..playername, {
minetest.create_detached_inventory("creative_"..playername, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if minetest.is_creative_enabled(playername) then
return count
@ -203,7 +203,7 @@ local offset = {} -- string offset:
local boffset = {} --
local hoch = {}
local filtername = {}
local bg = {}
--local bg = {}
local noffset_x_start = -0.24
local noffset_x = noffset_x_start
@ -257,7 +257,6 @@ hoch["mobs"] = "_down"
hoch["matr"] = "_down"
hoch["inv"] = "_down"
filtername = {}
filtername["blocks"] = S("Building Blocks")
filtername["deco"] = S("Decoration Blocks")
filtername["redstone"] = S("Redstone")
@ -272,9 +271,9 @@ filtername["brew"] = S("Brewing")
filtername["matr"] = S("Materials")
filtername["inv"] = S("Survival Inventory")
local dark_bg = "crafting_creative_bg_dark.png"
--local dark_bg = "crafting_creative_bg_dark.png"
local function reset_menu_item_bg()
--[[local function reset_menu_item_bg()
bg["blocks"] = dark_bg
bg["deco"] = dark_bg
bg["redstone"] = dark_bg
@ -289,11 +288,11 @@ local function reset_menu_item_bg()
bg["matr"] = dark_bg
bg["inv"] = dark_bg
bg["default"] = dark_bg
end
end]]
mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_size, show, page, filter)
reset_menu_item_bg()
--reset_menu_item_bg()
pagenum = math.floor(pagenum) or 1
local playername = player:get_player_name()
@ -310,7 +309,6 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
end
local pagemax = math.max(1, math.floor((inv_size-1) / (9*5) + 1))
local name = "nix"
local formspec = ""
local main_list
local listrings = "listring[detached:creative_"..playername..";main]"..
"listring[current_player;main]"..
@ -322,7 +320,7 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
players[playername].page = page
end
end
bg[name] = "crafting_creative_bg.png"
--bg[name] = "crafting_creative_bg.png"
local inv_bg = "crafting_inventory_creative.png"
if name == "inv" then
@ -428,7 +426,7 @@ mcl_inventory.set_creative_formspec = function(player, start_i, pagenum, inv_siz
caption = "label[0,1.2;"..F(minetest.colorize("#313131", filtername[name])).."]"
end
formspec = "size[10,9.3]"..
local formspec = "size[10,9.3]"..
"no_prepend[]"..
mcl_vars.gui_nonbg..mcl_vars.gui_bg_color..
"background[-0.19,-0.25;10.5,9.87;"..inv_bg.."]"..
@ -560,7 +558,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
-- Figure out current scroll bar from formspec
local formspec = player:get_inventory_formspec()
--local formspec = player:get_inventory_formspec()
local start_i = players[name].start_i
@ -628,7 +626,7 @@ if minetest.is_creative_enabled("") then
end
mcl_inventory.update_inventory_formspec = function(player)
local page = nil
local page
local name = player:get_player_name()
@ -639,7 +637,7 @@ if minetest.is_creative_enabled("") then
end
-- Figure out current scroll bar from formspec
local formspec = player:get_inventory_formspec()
--local formspec = player:get_inventory_formspec()
local start_i = players[name].start_i
local inv_size

View file

@ -3,8 +3,8 @@ local F = minetest.formspec_escape
mcl_inventory = {}
local mod_player = minetest.get_modpath("mcl_player") ~= nil
local mod_craftguide = minetest.get_modpath("mcl_craftguide") ~= nil
--local mod_player = minetest.get_modpath("mcl_player") ~= nil
--local mod_craftguide = minetest.get_modpath("mcl_craftguide") ~= nil
-- Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left
function return_item(itemstack, dropper, pos, inv)
@ -60,8 +60,6 @@ local function set_inventory(player, armor_change_only)
inv:set_width("craft", 2)
inv:set_size("craft", 4)
local player_name = player:get_player_name()
-- Show armor and player image
local player_preview
if minetest.settings:get_bool("3d_player_preview", true) then
@ -180,6 +178,6 @@ minetest.register_on_joinplayer(function(player)
end)
if minetest.is_creative_enabled("") then
dofile(minetest.get_modpath("mcl_inventory").."/creative.lua")
dofile(minetest.get_modpath(minetest.get_current_modname()).."/creative.lua")
end

View file

@ -1,6 +1,6 @@
name = mcl_inventory
author = BlockMen
description = Adds the player inventory and creative inventory.
depends = mcl_init, mcl_formspec
optional_depends = mcl_player, _mcl_autogroup, mcl_armor, mcl_brewing, mcl_potions, mcl_enchanting
depends = mcl_init, mcl_formspec, mcl_player
optional_depends = _mcl_autogroup, mcl_armor, mcl_brewing, mcl_potions, mcl_enchanting, mcl_craftguide

View file

@ -217,14 +217,14 @@ if minetest.get_modpath("screwdriver") then
end
for _, mode in pairs{"comp", "sub"} do
for _, state in pairs{mesecon.state.on, mesecon.state.off} do
for _, state in pairs{mesecon.state.on, mesecon.state.off} do
local state_str = state_strs[state]
local nodename =
"mcl_comparators:comparator_"..state_strs[state].."_"..mode
"mcl_comparators:comparator_"..state_str.."_"..mode
-- Help
local longdesc, usagehelp, use_help
if state_strs[state] == "off" and mode == "comp" then
if state_str == "off" and mode == "comp" then
longdesc = S("Redstone comparators are multi-purpose redstone components.").."\n"..
S("They can transmit a redstone signal, detect whether a block contains any items and compare multiple signals.")
@ -245,9 +245,9 @@ for _, state in pairs{mesecon.state.on, mesecon.state.off} do
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
drawtype = "nodebox",
tiles = get_tiles(state_strs[state], mode),
tiles = get_tiles(state_str, mode),
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
wield_image = "mcl_comparators_off.png",
--wield_image = "mcl_comparators_off.png",
walkable = true,
selection_box = collision_box,
collision_box = collision_box,
@ -263,7 +263,7 @@ for _, state in pairs{mesecon.state.on, mesecon.state.off} do
drop = 'mcl_comparators:comparator_off_comp',
on_construct = update_self,
on_rightclick =
make_rightclick_handler(state_strs[state], mode),
make_rightclick_handler(state_str, mode),
comparator_mode = mode,
comparator_onstate = "mcl_comparators:comparator_on_"..mode,
comparator_offstate = "mcl_comparators:comparator_off_"..mode,
@ -287,7 +287,7 @@ for _, state in pairs{mesecon.state.on, mesecon.state.off} do
else
nodedef.groups = table.copy(nodedef.groups)
nodedef.groups.not_in_creative_inventory = 1
local extra_desc = {}
--local extra_desc = {}
if mode == "sub" or state == mesecon.state.on then
nodedef.inventory_image = nil
end
@ -304,7 +304,7 @@ for _, state in pairs{mesecon.state.on, mesecon.state.off} do
minetest.register_node(nodename, nodedef)
mcl_wip.register_wip_item(nodename)
end
end
end
-- Register recipies

View file

@ -96,7 +96,8 @@ local dispenserdef = {
end,
_mcl_blast_resistance = 3.5,
_mcl_hardness = 3.5,
mesecons = {effector = {
mesecons = {
effector = {
-- Dispense random item when triggered
action_on = function (pos, node)
local meta = minetest.get_meta(pos)
@ -166,7 +167,7 @@ local dispenserdef = {
elseif igroups.spawn_egg then
-- Spawn mob
if not dropnodedef.walkable then
pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
--pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
minetest.add_entity(droppos, stack:get_name())
stack:take_item()
@ -214,7 +215,8 @@ local dispenserdef = {
end
end,
rules = mesecon.rules.alldirs,
}},
},
},
on_rotate = on_rotate,
}

View file

@ -11,7 +11,7 @@ local realtime = true
local rules_flat = {
{ x = 0, y = 0, z = -1, spread = true },
}
local get_rules_flat = function(node)
local function get_rules_flat(node)
local rules = rules_flat
for i=1, node.param2 do
rules = mesecon.rotate_rules_left(rules)
@ -46,7 +46,7 @@ end
-- and update the observer state if needed.
-- TODO: Also scan metadata changes.
-- TODO: Ignore some node changes.
local observer_scan = function(pos, initialize)
local function observer_scan(pos, initialize)
local node = minetest.get_node(pos)
local front
if node.name == "mcl_observers:observer_up_off" or node.name == "mcl_observers:observer_up_on" then
@ -87,14 +87,14 @@ local observer_scan = function(pos, initialize)
end
-- Vertical orientation (CURRENTLY DISABLED)
local observer_orientate = function(pos, placer)
local function observer_orientate(pos, placer)
-- Not placed by player
if not placer then return end
-- Placer pitch in degrees
local pitch = placer:get_look_vertical() * (180 / math.pi)
local node = minetest.get_node(pos)
--local node = minetest.get_node(pos)
if pitch > 55 then -- player looking upwards
-- Observer looking downwards
minetest.set_node(pos, {name="mcl_observers:observer_down_off"})
@ -104,16 +104,14 @@ local observer_orientate = function(pos, placer)
end
end
mesecon.register_node("mcl_observers:observer",
{
mesecon.register_node("mcl_observers:observer", {
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
paramtype2 = "facedir",
on_rotate = false,
_mcl_blast_resistance = 3.5,
_mcl_hardness = 3.5,
},
{
}, {
description = S("Observer"),
_tt_help = S("Emits redstone pulse when block in front changes"),
_doc_items_longdesc = S("An observer is a redstone component which observes the block in front of it and sends a very short redstone pulse whenever this block changes."),
@ -125,18 +123,19 @@ mesecon.register_node("mcl_observers:observer",
"mcl_observers_observer_side.png", "mcl_observers_observer_side.png",
"mcl_observers_observer_front.png", "mcl_observers_observer_back.png",
},
mesecons = { receptor = {
mesecons = {
receptor = {
state = mesecon.state.off,
rules = get_rules_flat,
}},
},
},
on_construct = function(pos)
if not realtime then
observer_scan(pos, true)
end
end,
after_place_node = observer_orientate,
},
{
}, {
_doc_items_create_entry = false,
groups = {pickaxey=1, material_stone=1, not_opaque=1, not_in_creative_inventory=1 },
tiles = {
@ -144,10 +143,12 @@ mesecon.register_node("mcl_observers:observer",
"mcl_observers_observer_side.png", "mcl_observers_observer_side.png",
"mcl_observers_observer_front.png", "mcl_observers_observer_back_lit.png",
},
mesecons = { receptor = {
mesecons = {
receptor = {
state = mesecon.state.on,
rules = get_rules_flat,
}},
}
},
-- VERY quickly disable observer after construction
on_construct = function(pos)
@ -159,11 +160,10 @@ mesecon.register_node("mcl_observers:observer",
minetest.set_node(pos, {name = "mcl_observers:observer_off", param2 = node.param2})
mesecon.receptor_off(pos, get_rules_flat(node))
end,
}
}
)
mesecon.register_node("mcl_observers:observer_down",
{
mesecon.register_node("mcl_observers:observer_down", {
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
groups = {pickaxey=1, material_stone=1, not_opaque=1, not_in_creative_inventory=1 },
@ -171,34 +171,36 @@ mesecon.register_node("mcl_observers:observer_down",
_mcl_blast_resistance = 3.5,
_mcl_hardness = 3.5,
drop = "mcl_observers:observer_off",
},
{
}, {
tiles = {
"mcl_observers_observer_back.png", "mcl_observers_observer_front.png",
"mcl_observers_observer_side.png^[transformR90", "mcl_observers_observer_side.png^[transformR90",
"mcl_observers_observer_top.png", "mcl_observers_observer_top.png",
},
mesecons = { receptor = {
mesecons = {
receptor = {
state = mesecon.state.off,
rules = rules_down,
}},
},
},
on_construct = function(pos)
if not realtime then
observer_scan(pos, true)
end
end,
},
{
}, {
_doc_items_create_entry = false,
tiles = {
"mcl_observers_observer_back_lit.png", "mcl_observers_observer_front.png",
"mcl_observers_observer_side.png^[transformR90", "mcl_observers_observer_side.png^[transformR90",
"mcl_observers_observer_top.png", "mcl_observers_observer_top.png",
},
mesecons = { receptor = {
mesecons = {
receptor = {
state = mesecon.state.on,
rules = rules_down,
}},
},
},
-- VERY quickly disable observer after construction
on_construct = function(pos)
@ -210,10 +212,10 @@ mesecon.register_node("mcl_observers:observer_down",
minetest.set_node(pos, {name = "mcl_observers:observer_down_off", param2 = node.param2})
mesecon.receptor_off(pos, rules_down)
end,
})
}
)
mesecon.register_node("mcl_observers:observer_up",
{
mesecon.register_node("mcl_observers:observer_up", {
is_ground_content = false,
sounds = mcl_sounds.node_sound_stone_defaults(),
groups = {pickaxey=1, material_stone=1, not_opaque=1, not_in_creative_inventory=1 },
@ -221,34 +223,36 @@ mesecon.register_node("mcl_observers:observer_up",
_mcl_blast_resistance = 3.5,
_mcl_hardness = 3.5,
drop = "mcl_observers:observer_off",
},
{
}, {
tiles = {
"mcl_observers_observer_front.png", "mcl_observers_observer_back.png",
"mcl_observers_observer_side.png^[transformR270", "mcl_observers_observer_side.png^[transformR270",
"mcl_observers_observer_top.png^[transformR180", "mcl_observers_observer_top.png^[transformR180",
},
mesecons = { receptor = {
mesecons = {
receptor = {
state = mesecon.state.off,
rules = rules_up,
}},
},
},
on_construct = function(pos)
if not realtime then
observer_scan(pos, true)
end
end,
},
{
}, {
_doc_items_create_entry = false,
tiles = {
"mcl_observers_observer_front.png", "mcl_observers_observer_back_lit.png",
"mcl_observers_observer_side.png^[transformR270", "mcl_observers_observer_side.png^[transformR270",
"mcl_observers_observer_top.png^[transformR180", "mcl_observers_observer_top.png^[transformR180",
},
mesecons = { receptor = {
mesecons = {
receptor = {
state = mesecon.state.on,
rules = rules_up,
}},
},
},
-- VERY quickly disable observer after construction
on_construct = function(pos)
@ -259,7 +263,8 @@ mesecon.register_node("mcl_observers:observer_up",
minetest.set_node(pos, {name = "mcl_observers:observer_up_off"})
mesecon.receptor_off(pos, rules_up)
end,
})
}
)
minetest.register_craft({
output = "mcl_observers:observer_off",
@ -267,7 +272,7 @@ minetest.register_craft({
{ "mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble" },
{ "mcl_nether:quartz", "mesecons:redstone", "mesecons:redstone" },
{ "mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble" },
}
},
})
minetest.register_craft({
output = "mcl_observers:observer_off",
@ -275,7 +280,7 @@ minetest.register_craft({
{ "mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble" },
{ "mesecons:redstone", "mesecons:redstone", "mcl_nether:quartz" },
{ "mcl_core:cobble", "mcl_core:cobble", "mcl_core:cobble" },
}
},
})
if realtime then

View file

@ -329,7 +329,7 @@ function mesecon.get_conductor_on(node_off, rulename)
return conductor.states[tonumber(binstate,2)+1]
end
end
return offstate
return conductor.offstate
end
function mesecon.get_conductor_off(node_on, rulename)
@ -345,7 +345,7 @@ function mesecon.get_conductor_off(node_on, rulename)
return conductor.states[tonumber(binstate,2)+1]
end
end
return onstate
return conductor.onstate
end
function mesecon.conductor_get_rules(node)
@ -391,9 +391,7 @@ function mesecon.turnon(pos, link)
local f = table.remove(frontiers, 1)
local node = get_node_force(f.pos)
if not node then
-- Area does not exist; do nothing
elseif mesecon.is_conductor_off(node, f.link) then
if node and mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
-- Call turnon on neighbors
@ -453,9 +451,7 @@ function mesecon.turnoff(pos, link)
local f = table.remove(frontiers, 1)
local node = get_node_force(f.pos)
if not node then
-- No-op
elseif mesecon.is_conductor_on(node, f.link) then
if node and mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
for _, r in pairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)

View file

@ -96,12 +96,12 @@ local function rules_from_dir(ruleset, dir)
if dir.z == -1 then return ruleset.zn end
end
mesecon.rules.buttonlike_get = function(node)
function mesecon.rules.buttonlike_get(node)
local dir = minetest.facedir_to_dir(node.param2)
return rules_from_dir(rules_buttonlike, dir)
end
mesecon.rules.wallmounted_get = function(node)
function mesecon.rules.wallmounted_get(node)
local dir = minetest.wallmounted_to_dir(node.param2)
return rules_from_dir(rules_wallmounted, dir)
end

View file

@ -1,6 +1,6 @@
-- Dig and place services
mesecon.on_placenode = function(pos, node)
function mesecon.on_placenode(pos, node)
mesecon.execute_autoconnect_hooks_now(pos, node)
-- Receptors: Send on signal when active
@ -70,14 +70,14 @@ mesecon.on_placenode = function(pos, node)
end
end
mesecon.on_dignode = function(pos, node)
function mesecon.on_dignode(pos, node)
if mesecon.is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then
mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
end
if minetest.get_item_group(node.name, "opaque") == 1 then
local sources = mesecon.is_powered(pos)
--local sources = mesecon.is_powered(pos)
local neighbors = mesecon.mcl_get_neighbors(pos)
for n=1, #neighbors do
local npos = neighbors[n].pos
@ -95,7 +95,7 @@ mesecon.on_dignode = function(pos, node)
mesecon.execute_autoconnect_hooks_queue(pos, node)
end
mesecon.on_blastnode = function(pos, node)
function mesecon.on_blastnode(pos, node)
local node = minetest.get_node(pos)
minetest.remove_node(pos)
mesecon.on_dignode(pos, node)

View file

@ -21,7 +21,7 @@ local boxes_on = {
}
-- Push the button
mesecon.push_button = function(pos, node)
function mesecon.push_button(pos, node)
-- No-op if button is already pushed
if mesecon.is_receptor_on(node) then
return

View file

@ -72,7 +72,7 @@ end
local function check_commands(commands, player_name)
for _, command in pairs(commands:split("\n")) do
local pos = command:find(" ")
local cmd, param = command, ""
local cmd = command
if pos then
cmd = command:sub(1, pos - 1)
end

View file

@ -4,7 +4,7 @@ local DELAYS = { 0.1, 0.2, 0.3, 0.4 }
local DEFAULT_DELAY = DELAYS[1]
-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = function(node)
local function delayer_get_output_rules(node)
local rules = {{x = -1, y = 0, z = 0, spread=true}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
@ -12,7 +12,7 @@ local delayer_get_output_rules = function(node)
return rules
end
local delayer_get_input_rules = function(node)
local function delayer_get_input_rules(node)
local rules = {{x = 1, y = 0, z = 0}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
@ -22,7 +22,7 @@ end
-- Return the sides of a delayer.
-- Those are used to toggle the lock state.
local delayer_get_sides = function(node)
local function delayer_get_sides(node)
local rules = {
{x = 0, y = 0, z = -1},
{x = 0, y = 0, z = 1},
@ -35,7 +35,7 @@ end
-- Make the repeater at pos try to lock any repeater it faces.
-- Returns true if a repeater was locked.
local check_lock_repeater = function(pos, node)
local function check_lock_repeater(pos, node)
-- Check the repeater at pos and look if it faces
-- a repeater placed sideways.
-- If yes, lock the second repeater.
@ -67,7 +67,7 @@ end
-- Make the repeater at pos try to unlock any repeater it faces.
-- Returns true if a repeater was unlocked.
local check_unlock_repeater = function(pos, node)
local function check_unlock_repeater(pos, node)
-- Check the repeater at pos and look if it faces
-- a repeater placed sideways.
-- If yes, also check if the second repeater doesn't receive
@ -119,21 +119,19 @@ local check_unlock_repeater = function(pos, node)
end
-- Functions that are called after the delay time
local delayer_activate = function(pos, node)
local function delayer_activate(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
minetest.set_node(pos, {name=def.delayer_onstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil)
check_lock_repeater(pos, node)
end
local delayer_deactivate = function(pos, node)
local function delayer_deactivate(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
minetest.set_node(pos, {name=def.delayer_offstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil)
check_unlock_repeater(pos, node)
end
@ -145,44 +143,44 @@ end
-- Register the 2 (states) x 4 (delay times) delayers
for i = 1, 4 do
local groups = {}
if i == 1 then
local groups
if i == 1 then
groups = {dig_immediate=3,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,attached_node=1,redstone_repeater=i}
else
else
groups = {dig_immediate=3,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,attached_node=1,redstone_repeater=i,not_in_creative_inventory=1}
end
end
local delaytime = DELAYS[i]
local delaytime = DELAYS[i]
local boxes
if i == 1 then
boxes = {
local boxes
if i == 1 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, 0/16, 1/16, -1/16, 2/16}, -- moved torch
}
elseif i == 2 then
boxes = {
}
elseif i == 2 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -2/16, 1/16, -1/16, 0/16}, -- moved torch
}
elseif i == 3 then
boxes = {
}
elseif i == 3 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -4/16, 1/16, -1/16, -2/16}, -- moved torch
}
elseif i == 4 then
boxes = {
}
elseif i == 4 then
boxes = {
{ -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 }, -- the main slab
{ -1/16, -6/16, 6/16, 1/16, -1/16, 4/16}, -- still torch
{ -1/16, -6/16, -6/16, 1/16, -1/16, -4/16}, -- moved torch
}
end
}
end
local help, tt, longdesc, usagehelp, icon, on_construct
if i == 1 then
local help, tt, longdesc, usagehelp, icon, on_construct
if i == 1 then
help = true
tt = S("Transmits redstone power only in one direction").."\n"..
S("Delays signal").."\n"..
@ -191,7 +189,6 @@ if i == 1 then
usagehelp = S("To power a redstone repeater, send a signal in “arrow” direction (the input). The signal goes out on the opposite side (the output) with a delay. To change the delay, use the redstone repeater. The delay is between 0.1 and 0.4 seconds long and can be changed in steps of 0.1 seconds. It is indicated by the position of the moving redstone torch.").."\n"..
S("To lock a repeater, send a signal from an adjacent repeater into one of its sides. While locked, the moving redstone torch disappears, the output doesn't change and the input signal is ignored.")
icon = "mesecons_delayer_item.png"
-- Check sides of constructed repeater and lock it, if required
on_construct = function(pos)
local node = minetest.get_node(pos)
@ -219,18 +216,18 @@ if i == 1 then
end
end
end
else
else
help = false
end
end
local desc_off
if i == 1 then
local desc_off
if i == 1 then
desc_off = S("Redstone Repeater")
else
else
desc_off = S("Redstone Repeater (Delay @1)", i)
end
end
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = desc_off,
inventory_image = icon,
wield_image = icon,
@ -248,7 +245,7 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
"mesecons_delayer_ends_off.png",
},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
wield_image = "mesecons_delayer_off.png",
--wield_image = "mesecons_delayer_off.png",
walkable = true,
selection_box = {
type = "fixed",
@ -290,22 +287,19 @@ minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
delayer_lockstate = "mesecons_delayer:delayer_off_locked",
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {
receptor =
{
receptor = {
state = mesecon.state.off,
rules = delayer_get_output_rules
rules = delayer_get_output_rules,
},
effector =
{
effector = {
rules = delayer_get_input_rules,
action_on = delayer_activate
}
action_on = delayer_activate,
},
},
on_rotate = on_rotate,
})
})
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = S("Redstone Repeater (Delay @1, Powered)", i),
_doc_items_create_entry = false,
drawtype = "nodebox",
@ -343,6 +337,7 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
minetest.record_protection_violation(pos, protname)
return
end
--HACK! we already know the node name, so we should generate the function to avoid multiple checks
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.set_node(pos, {name="mesecons_delayer:delayer_on_2",param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
@ -361,20 +356,17 @@ minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
delayer_lockstate = "mesecons_delayer:delayer_on_locked",
sounds = mcl_sounds.node_sound_stone_defaults(),
mesecons = {
receptor =
{
receptor = {
state = mesecon.state.on,
rules = delayer_get_output_rules
rules = delayer_get_output_rules,
},
effector =
{
effector = {
rules = delayer_get_input_rules,
action_off = delayer_deactivate
}
action_off = delayer_deactivate,
},
},
on_rotate = on_rotate,
})
})
end

View file

@ -1,3 +1,5 @@
local table = table
--register stoppers for movestones/pistons
mesecon.mvps_stoppers = {}
@ -6,8 +8,6 @@ mesecon.mvps_droppers = {}
mesecon.on_mvps_move = {}
mesecon.mvps_unmov = {}
local is_protected = minetest.is_protected
--- Objects (entities) that cannot be moved
function mesecon.register_mvps_unmov(objectname)
mesecon.mvps_unmov[objectname] = true;
@ -151,6 +151,7 @@ function mesecon.mvps_get_stack(pos, dir, maximum, piston_pos)
-- add connected nodes to frontiers, connected is a vector list
-- the vectors must be absolute positions
local connected = {}
local has_loop
if minetest.registered_nodes[nn.name]
and minetest.registered_nodes[nn.name].mvps_sticky then
connected, has_loop = minetest.registered_nodes[nn.name].mvps_sticky(np, nn, piston_pos)
@ -258,7 +259,7 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name,
n.meta = minetest.get_meta(n.pos):to_table()
local is_dropper = mesecon.is_mvps_dropper(n.node, movedir, nodes, id)
if is_dropper then
local drops = minetest.get_node_drops(n.node.name, "")
--local drops = minetest.get_node_drops(n.node.name, "")
minetest.dig_node(n.pos)
else
minetest.remove_node(n.pos)

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