Merge branch 'master' into polish-translation

This commit is contained in:
marcin-serwin 2021-06-02 10:14:25 +00:00
commit cbe8583cef
524 changed files with 17109 additions and 13006 deletions

55
.luacheckrc Normal file
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@ -0,0 +1,55 @@
unused_args = false
allow_defined_top = true
max_line_length = false
redefined = false
globals = {
"minetest", "core",
}
read_globals = {
"DIR_DELIM",
"dump", "dump2",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "PcgRandom", "PerlinNoise", "PerlinNoiseMap",
"ItemStack",
"Settings",
"unpack",
table = {
fields = {
"copy",
"indexof",
"insert_all",
"key_value_swap",
}
},
string = {
fields = {
"split",
"trim",
}
},
math = {
fields = {
"hypot",
"sign",
"factorial"
}
},
------
--MODS
------
--GENERAL
"default",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

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@ -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:
@ -7,13 +7,11 @@ But first, some things to note:
MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #minetest
MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2
channel on irc.freenode.net. And finally, you can send e-mails to
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
There is **no** guarantee we will accept anything from anybody.
By sending us patches or asking us to include your changes in this game,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
@ -26,8 +24,7 @@ For small and medium changes:
* Fork the repository
* Do your change in a new branch
* Upload the repository somewhere where it can be accessed from the Internet and
notify us
* Create a pull request to get your changes merged into master
For small changes, sending us a patch is also good.
@ -41,40 +38,52 @@ reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
Contributors will be credited in `README.md`.
If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible.
## Quality remarks
Again: There is ***no*** guarantee we will accept anything from anybody.
But we will gladly take in code from others when we feel it saves us work
in the long run.
We mostly use plain merging rather than rebasing or squash merging.
### Inclusion criteria
Depending on what you add, the chances for inclusion vary:
Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue.
### High chance for inclusion
* Gameplay features in Minecraft which are missing in MineClone 2
Contributors will be credited in `CREDITS.md`.
### Medium chance for inclusion (discuss first)
* Features which don't a impact on gameplay
* GUI improvement
* Features from pocket or console edition
## Code Style
### Low chance for inclusion (discuss/optimize first)
* Overhaul of architecture / mod structure
* Mass-itemstring changes all over the place
* Added files have a unusual high file size
* Indentation looks like crazy
* Single commits which add several unrelated things
* Gameplay features which don't exist in Minecraft
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.
### Instant rejection
* Proprietary **anything**
* Code contains `minetest.env` anywhere
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
```
## Coding style guide
* Indentations should reflect the code flow
* Use tabs, not spaces for indentation (tab size = 8)
* Never use `minetest.env`
## 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.
## What we accept
* Every MC features up to version 1.12 JE.
* Every already finished and working good features from versions above (only when making a MineClone5 PR / Contribution).
* Except features which couldn't be done easily and bugfree because of Minetest engine limitations. Eg. we CAN extend world boundaries by playing with map chunks, just teleporting player onto next layer after 31000 , but it would cost too much (time, code, bugs, performance, stability, etc).
* Some features, approved by the rest of the community, I mean maybe some voting and really missing any negative feedback.
## What we reject
* Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately.
* Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful
* Controversial features, which some people support while others do not should be discussed well, with publishing forum announcements, at least during the week. In case if there are still doubts - send them into the mod.
## Reporting bugs
Report all bugs and missing Minecraft features here:

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@ -0,0 +1,118 @@
# Credits
## Creator of MineClone
* davedevils
## Creator of MineClone2
* Wuzzy
## Maintainers
* Fleckenstein
* kay27
* jordan4ibanez
## Developers
* bzoss
* AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
* NO11
## Contributors
* Laurent Rocher
* HimbeerserverDE
* TechDudie
* Alexander Minges
* ArTee3
* ZeDique la Ruleta
* pitchum
* wuniversales
* Bu-Gee
* David McMackins II
* Nicholas Niro
* Wouters Dorian
* Blue Blancmange
* Jared Moody
* Li0n
* Midgard
* Saku Laesvuori
* Yukitty
* ZedekThePD
* aldum
* dBeans
* nickolas360
* yutyo
* ztianyang
* j45
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
## Original Mod Authors
* Wuzzy
* Fleckenstein
* BlockMen
* TenPlus1
* PilzAdam
* ryvnf
* stujones11
* Arcelmi
* celeron55
* maikerumine
* GunshipPenguin
* Qwertymine3
* Rochambeau
* rubenwardy
* stu
* jordan4ibanez
* 4aiman
* Kahrl
* Krock
* UgnilJoZ
* lordfingle
* 22i
* bzoss
* kilbith
* xeranas
* kddekadenz
* sofar
* 4Evergreen4
* jordan4ibanez
* paramat
## 3D Models
* 22i
* tobyplowy
* epCode
## Textures
* XSSheep
* Wuzzy
* kingoscargames
* leorockway
* xMrVizzy
* yutyo
* NO11
## Translations
* Wuzzy
* Rocher Laurent
* wuniversales
* kay27
* pitchum
## Special thanks
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft

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LEGAL.md Normal file
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@ -0,0 +1,52 @@
# Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
## License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.

View file

@ -1,40 +0,0 @@
# Missing features in Minetest to recreate Minecraft features
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
This file lists some of the missing features in Minetest which MineClone 2 would require.
## No workaround possible
For these features, no easy Lua workaround could be found.
### Lua API
#### Tools/wielded item
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
#### Nodes
- Light level 15 for nodes (not sunlight)
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
## Interface
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
## Workaround theoretically possible
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
### Lua API
#### Nodes
- Change walking speed on block (soul sand)
- Change jumping height on block (soul sand),
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
- Add `on_walk_over` event
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Useful for large chests
#### Nice-to-haye
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos

196
README.md
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@ -1,8 +1,10 @@
# (Currently in feature freeze)
# MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.71.0
Version: 0.72.0 (in development)
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -65,16 +67,8 @@ map builders. They can not be obtained in-game or in the creative inventory.
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
@ -83,23 +77,37 @@ To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
* MineClone2 also includes Optifine features supported by the Minetest
* Features of later Minecraft versions might sneak in, but they have a low priority
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
* In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority
* MineClone 2 will use different graphics and sounds, but with a similar style
* Cloning the interface has no priority. It will only be roughly imitated
* Limitations found in Minetest will be written down and reported in the course of development
* MineClone 2 will use different assets, but with a similar style
* Limitations found in Minetest will be documented in the course of development
* Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## Completion status
This game is currently in **alpha** stage.
It is playable, but unfinished, many bugs are to be expected.
Backwards-compability is *not* guaranteed, updating your world might cause small and
big bugs (such as “missing node” errors or even crashes).
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
The following main features are available:
@ -128,7 +136,7 @@ The following main features are available:
* Clock
* Compass
* Sponge
* Slime block (does not interact with redstone)
* Slime block
* Small plants and saplings
* Dyes
* Banners
@ -140,19 +148,19 @@ The following main features are available:
* Creative inventory
* Farming
* Writable books
* A few server commands
* Commands
* Villages
* The End
* And more!
The following features are incomplete:
* Generated structures (especially villages)
* Some monsters and animals
* Redstone-related things
* The End
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft 1.11):
Bonus features (not found in Minecraft 1.12):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
@ -177,148 +185,14 @@ Technical differences from Minecraft:
* Different textures (Pixel Perfection)
* Different sounds (various sources)
* Different engine (Minetest)
* Different easter eggs
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`: The GPLv3 license text
* `CONTRIBUTING.md`: Information for those who want to contribute
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
* `API.md`: For Minetest modders who want to mod this game
## Credits
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
### Coding
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
* davedevils: Creator of MineClone on which MineClone 2 is based on
* [ex-bart](https://github.com/ex-bart): Redstone comparators
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
* [aligator](https://github.com/aligator): Improvement of doors
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
* MysticTempest: Bugfixes
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations (Current maintainer)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03): End crystals, enchanting, burning mobs / players, animated chests, bugfixes (Current maintainer)
* epCode: Better player animations, new logo
* 2mac: Fix bug with powered rail
* Lots of other people: TO BE WRITTEN (see mod directories for details)
#### Mod credits (summary)
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* Most other mods: Wuzzy
Detailed credits for each mod can be found in the individual mod directories.
### Graphics
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
* [leorockway](https://github.com/leorockway): Some edits of mob textures
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
* Other authors: GUI images
### Translations
* Wuzzy: German
* Rocher Laurent <rocherl@club-internet.fr>: French
* wuniversales: Spanish
* kay27 <kay27@bk.ru>: Russian
### Models
* [22i](https://github.com/22i): Creator of all models
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
### Sounds and music
Various sources. See the respective mod directories for details.
### Special thanks
* davedevils for starting MineClone, the original version of this game
* Wuzzy for starting and maintaining MineClone2 for several years
* celeron55 for creating Minetest
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* XSSheep for creating the Pixel Perfection resource pack
* [22i](https://github.com/22i) for providing great models and support
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
## Info for programmers
You find interesting and useful infos in `API.md`.
## Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
### License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
### License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
* `LEGAL.md`: Legal information
* `CREDITS.md`: List of everyone who contributed

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@ -83,7 +83,7 @@ local function get_hardness_values_for_groups()
for _, ndef in pairs(minetest.registered_nodes) do
for g, _ in pairs(mcl_autogroup.registered_diggroups) do
if ndef.groups[g] ~= nil then
if ndef.groups[g] then
maps[g][ndef._mcl_hardness or 0] = true
end
end
@ -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
@ -271,7 +271,7 @@ end
-- toolname - Name of the tool being enchanted (like "mcl_tools:diamond_pickaxe")
-- efficiency - The efficiency level the tool is enchanted with (default 0)
--
-- NOTE:
-- NOTE:
-- This function can only be called after mod initialization. Otherwise a mod
-- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order.
@ -288,7 +288,7 @@ end
-- toolname - Name of the tool used
-- diggroup - The name of the diggroup the tool is used on
--
-- NOTE:
-- NOTE:
-- This function can only be called after mod initialization. Otherwise a mod
-- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order.
@ -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
--[[

View file

@ -1,6 +1,8 @@
local get_connected_players = minetest.get_connected_players
local clock = os.clock
local pairs = pairs
controls = {}
controls.players = {}
@ -20,15 +22,15 @@ function controls.register_on_hold(func)
end
local known_controls = {
jump=true,
right=true,
left=true,
LMB=true,
RMB=true,
sneak=true,
aux1=true,
down=true,
up=true,
jump = true,
right = true,
left = true,
LMB = true,
RMB = true,
sneak = true,
aux1 = true,
down = true,
up = true,
}
minetest.register_on_joinplayer(function(player)
@ -49,27 +51,27 @@ minetest.register_globalstep(function(dtime)
local player_name = player:get_player_name()
local player_controls = player:get_player_control()
if controls.players[player_name] then
for cname, cbool in pairs(player_controls) do
if known_controls[cname] == true then
--Press a key
if cbool==true and controls.players[player_name][cname][1]==false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
for cname, cbool in pairs(player_controls) do
if known_controls[cname] == true then
--Press a key
if cbool == true and controls.players[player_name][cname][1] == false then
for _, func in pairs(controls.registered_on_press) do
func(player, cname)
end
controls.players[player_name][cname] = {true, clock()}
elseif cbool == true and controls.players[player_name][cname][1] == true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool == false and controls.players[player_name][cname][1] == true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
controls.players[player_name][cname] = {true, clock()}
elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end
end
end
end
end)

View file

@ -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

@ -0,0 +1,169 @@
mcl_damage = {
modifiers = {},
damage_callbacks = {},
death_callbacks = {},
types = {
in_fire = {is_fire = true},
lightning_bolt = {is_lightning = true},
on_fire = {is_fire = true, bypasses_armor = true},
lava = {is_fire = true},
hot_floor = {is_fire = true},
in_wall = {bypasses_armor = true},
drown = {bypasses_armor = true},
starve = {bypasses_armor = true, bypasses_magic = true},
cactus = {},
fall = {bypasses_armor = true},
fly_into_wall = {bypasses_armor = true}, -- unused
out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true},
generic = {bypasses_armor = true},
magic = {is_magic = true, bypasses_armor = true},
dragon_breath = {is_magic = true, bypasses_armor = true}, -- this is only used for dragon fireball; dragon fireball does not actually deal impact damage tho, so this is unreachable
wither = {bypasses_armor = true}, -- unused
wither_skull = {is_magic = true, is_explosion = true}, -- this is non-MC but a workaround to get the proper death message
anvil = {},
falling_node = {}, -- this is falling_block in MC
mob = {},
player = {},
arrow = {is_projectile = true},
fireball = {is_projectile = true, is_fire = true},
thorns = {is_magic = true},
explosion = {is_explosion = true},
cramming = {bypasses_armor = true}, -- unused
fireworks = {is_explosion = true}, -- unused
}
}
function mcl_damage.register_modifier(func, priority)
table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
end
function mcl_damage.register_on_damage(func)
table.insert(mcl_damage.damage_callbacks, func)
end
function mcl_damage.register_on_death(func)
table.insert(mcl_damage.death_callbacks, func)
end
function mcl_damage.run_modifiers(obj, damage, reason)
for _, modf in ipairs(mcl_damage.modifiers) do
damage = modf.func(obj, damage, reason) or damage
if damage == 0 then
return 0
end
end
return damage
end
local function run_callbacks(funcs, ...)
for _, func in pairs(funcs) do
func(...)
end
end
function mcl_damage.run_damage_callbacks(obj, damage, reason)
run_callbacks(mcl_damage.damage_callbacks, obj, damage, reason)
end
function mcl_damage.run_death_callbacks(obj, reason)
run_callbacks(mcl_damage.death_callbacks, obj, reason)
end
function mcl_damage.from_punch(mcl_reason, object)
mcl_reason.direct = object
local luaentity = mcl_reason.direct:get_luaentity()
if luaentity then
if luaentity._is_arrow then
mcl_reason.type = "arrow"
elseif luaentity._is_fireball then
mcl_reason.type = "fireball"
elseif luaentity._cmi_is_mob then
mcl_reason.type = "mob"
end
mcl_reason.source = mcl_reason.source or luaentity._source_object
else
mcl_reason.type = "player"
end
end
function mcl_damage.finish_reason(mcl_reason)
mcl_reason.source = mcl_reason.source or mcl_reason.direct
mcl_reason.flags = mcl_damage.types[mcl_reason.type]
end
function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_chached_reason then
return mt_reason._mcl_chached_reason
end
local mcl_reason
if mt_reason._mcl_reason then
mcl_reason = mt_reason._mcl_reason
else
mcl_reason = {type = "generic"}
if mt_reason._mcl_type then
mcl_reason.type = mt_reason._mcl_type
elseif mt_reason.type == "fall" then
mcl_reason.type = "fall"
elseif mt_reason.type == "drown" then
mcl_reason.type = "drown"
elseif mt_reason.type == "punch" then
mcl_damage.from_punch(mcl_reason, mt_reason.object)
elseif mt_reason.type == "node_damage" and mt_reason.node then
if minetest.get_item_group(mt_reason.node, "fire") > 0 then
mcl_reason.type = "in_fire"
end
if minetest.get_item_group(mt_reason.node, "lava") > 0 then
mcl_reason.type = "lava"
end
end
for key, value in pairs(mt_reason) do
if key:find("_mcl_") == 1 then
mcl_reason[key:sub(6, #key)] = value
end
end
end
mcl_damage.finish_reason(mcl_reason)
mt_reason._mcl_cached_reason = mcl_reason
return mcl_reason
end
function mcl_damage.register_type(name, def)
mcl_damage.types[name] = def
end
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if hp_change < 0 then
if player:get_hp() <= 0 then
return 0
end
hp_change = -mcl_damage.run_modifiers(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
return hp_change
end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
end
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
end)
minetest.register_on_mods_loaded(function()
table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority end)
end)

View file

@ -0,0 +1,3 @@
name = mcl_damage
author = Fleckenstein
description = Minecraft-like damage reason system

View file

@ -12,11 +12,12 @@ under the LGPLv2.1 license.
mcl_explosions = {}
local mod_death_messages = minetest.get_modpath("mcl_death_messages") ~= nil
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local mod_fire = minetest.get_modpath("mcl_fire")
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local S = minetest.get_translator("mcl_explosions")
local math = math
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position
local get_objects_inside_radius = minetest.get_objects_inside_radius
@ -27,6 +28,7 @@ local get_voxel_manip = minetest.get_voxel_manip
local bulk_set_node = minetest.bulk_set_node
local check_for_falling = minetest.check_for_falling
local add_item = minetest.add_item
local pos_to_string = minetest.pos_to_string
-- Saved sphere explosion shapes for various radiuses
local sphere_shapes = {}
@ -67,46 +69,44 @@ local function compute_sphere_rays(radius)
local rays = {}
local sphere = {}
for i=1, 2 do
local function add_ray(pos)
sphere[hash_node_position(pos)] = pos
end
for y = -radius, radius do
for z = -radius, radius do
for x = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(-x, y, z))
break
end
end
end
end
for x = -radius, radius do
for z = -radius, radius do
for y = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(x, -y, z))
break
end
end
end
end
for x = -radius, radius do
for y = -radius, radius do
for z = -radius, radius do
for x = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end
end
end
end
for i=1,2 do
for x = -radius, radius do
for z = -radius, radius do
for y = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end
end
end
end
for i=1,2 do
for x = -radius, radius do
for y = -radius, radius do
for z = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
for z = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(x, y, -z))
break
end
end
end
@ -150,7 +150,8 @@ end
-- raydirs - The directions for each ray
-- radius - The maximum distance each ray will go
-- info - Table containing information about explosion
-- puncher - object that punches other objects (optional)
-- direct - direct source object of the damage (optional)
-- source - indirect source object of the damage (optional)
--
-- Values in info:
-- drop_chance - The chance that destroyed nodes will drop their items
@ -165,7 +166,7 @@ end
-- Note that this function has been optimized, it contains code which has been
-- inlined to avoid function calls and unnecessary table creation. This was
-- measured to give a significant performance increase.
local function trace_explode(pos, strength, raydirs, radius, info, puncher)
local function trace_explode(pos, strength, raydirs, radius, info, direct, source)
local vm = get_voxel_manip()
local emin, emax = vm:read_from_map(vector.subtract(pos, radius),
@ -176,14 +177,11 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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 = {}
@ -212,7 +210,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
npos_x - emin_x + 1
local cid = data[idx]
local br = node_blastres[cid]
local br = node_blastres[cid] or INDESTRUCT_BLASTRES
if br < INDESTRUCT_BLASTRES and br > max_blast_resistance then
br = max_blast_resistance
end
@ -247,7 +245,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
local ent = obj:get_luaentity()
-- Ignore items to lower lag
if obj:is_player() or (ent and ent.name ~= '__builtin.item') then
if (obj:is_player() or (ent and ent.name ~= "__builtin.item")) and obj:get_hp() > 0 then
local opos = obj:get_pos()
local collisionbox = nil
@ -260,12 +258,12 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
if collisionbox then
-- Create rays from random points in the collision box
local x1 = collisionbox[1] * 2
local y1 = collisionbox[2] * 2
local z1 = collisionbox[3] * 2
local x2 = collisionbox[4] * 2
local y2 = collisionbox[5] * 2
local z2 = collisionbox[6] * 2
local x1 = collisionbox[1]
local y1 = collisionbox[2]
local z1 = collisionbox[3]
local x2 = collisionbox[4]
local y2 = collisionbox[5]
local z2 = collisionbox[6]
local x_len = math.abs(x2 - x1)
local y_len = math.abs(y2 - y1)
local z_len = math.abs(z2 - z1)
@ -321,7 +319,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
impact = 0
end
local damage = math.floor((impact * impact + impact) * 7 * strength + 1)
local source = puncher or obj
local sleep_formspec_doesnt_close_mt53 = false
if obj:is_player() then
@ -333,26 +330,22 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
sleep_formspec_doesnt_close_mt53 = true
end
end
if mod_death_messages then
mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", name))
end
if rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[name] = "explosion"
end
end
if sleep_formspec_doesnt_close_mt53 then
minetest.after(0.3, function(obj, damage, impact, punch_dir) -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj then return end
obj:punch(obj, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end, obj, damage, impact, vector.new(punch_dir))
else
obj:punch(source, 10, { damage_groups = { full_punch_interval = 1, fleshy = damage, knockback = impact * 20.0 } }, punch_dir)
minetest.after(0.3, function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj:is_player() then
return
end
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
if obj:is_player() then
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
elseif ent.tnt_knockback then
end)
else
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
if obj:is_player() or ent.tnt_knockback then
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end
end
@ -368,9 +361,9 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
local on_blast = node_on_blast[data[idx]]
local remove = true
if do_drop or on_blast ~= nil then
if do_drop or on_blast then
local npos = get_position_from_hash(hash)
if on_blast ~= nil then
if on_blast then
on_blast(npos, 1.0, do_drop)
remove = false
else
@ -412,8 +405,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
end
-- Log explosion
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) ..
' with strength ' .. strength .. ' and radius ' .. radius)
minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius)
end
-- Create an explosion with strength at pos.
@ -422,7 +414,8 @@ end
-- pos - The position where the explosion originates from
-- strength - The blast strength of the explosion (a TNT explosion uses 4)
-- info - Table containing information about explosion
-- puncher - object that is reported as source of punches/damage (optional)
-- direct - direct source object of the damage (optional)
-- source - indirect source object of the damage (optional)
--
-- Values in info:
-- drop_chance - If specified becomes the drop chance of all nodes in the
@ -436,7 +429,7 @@ end
-- griefing - If true, the explosion will destroy nodes (default: true)
-- grief_protected - If true, the explosion will also destroy nodes which have
-- been protected (default: false)
function mcl_explosions.explode(pos, strength, info, puncher)
function mcl_explosions.explode(pos, strength, info, direct, source)
if info == nil then
info = {}
end
@ -465,7 +458,7 @@ function mcl_explosions.explode(pos, strength, info, puncher)
info.drop_chance = 0
end
trace_explode(pos, strength, shape, radius, info, puncher)
trace_explode(pos, strength, shape, radius, info, direct, source)
if info.particles then
add_particles(pos, radius)

View file

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

View file

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

View file

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

View file

@ -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!
@ -55,14 +66,66 @@ 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
end
return false
end
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
-- populate the cache
if smoke_pdef_cached[name] then
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
add_node_particlespawner(pos, smoke_pdef, "high")
end
-- cache already populated
else
smoke_pdef_cached[name] = {}
local smoke_pdef = table.copy(smoke_pdef_base)
smoke_pdef.amount = smoke_pdef_base.amount / 9
smoke_pdef.time = 0
smoke_pdef.animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
}
smoke_pdef.collisiondetection = true
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.175, 0.375, 1.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef.maxexptime = exptime * smoke_pdef_base.maxexptime
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 = math.min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end
end
end
end

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@ -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
@ -418,3 +418,123 @@ function mcl_util.get_color(colorstr)
return colorstr, hex
end
end
function mcl_util.call_on_rightclick(itemstack, player, pointed_thing)
-- Call on_rightclick if the pointed node defines it
if pointed_thing and pointed_thing.type == "node" then
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if player and not player:get_player_control().sneak then
local nodedef = minetest.registered_nodes[node.name]
local on_rightclick = nodedef and nodedef.on_rightclick
if on_rightclick then
return on_rightclick(pos, node, player, itemstack, pointed_thing) or itemstack
end
end
end
end
function mcl_util.calculate_durability(itemstack)
local unbreaking_level = mcl_enchanting.get_enchantment(itemstack, "unbreaking")
local armor_uses = minetest.get_item_group(itemstack:get_name(), "mcl_armor_uses")
local uses
if armor_uses > 0 then
uses = armor_uses
if unbreaking_level > 0 then
uses = uses / (0.6 + 0.4 / (unbreaking_level + 1))
end
else
local def = itemstack:get_definition()
if def then
local fixed_uses = def._mcl_uses
if fixed_uses then
uses = fixed_uses
if unbreaking_level > 0 then
uses = uses * (unbreaking_level + 1)
end
end
end
uses = uses or (next(itemstack:get_tool_capabilities().groupcaps) or {}).uses
end
return uses or 0
end
function mcl_util.use_item_durability(itemstack, n)
local uses = mcl_util.calculate_durability(itemstack)
itemstack:add_wear(65535 / uses * n)
end
function mcl_util.deal_damage(target, damage, mcl_reason)
local luaentity = target:get_luaentity()
if luaentity then
if luaentity.deal_damage then
luaentity:deal_damage(damage, mcl_reason or {type = "generic"})
return
elseif luaentity._cmi_is_mob then
-- local puncher = mcl_reason and mcl_reason.direct or target
-- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage)
if luaentity.health > 0 then
luaentity.health = luaentity.health - damage
end
return
end
end
local hp = target:get_hp()
if hp > 0 then
target:set_hp(hp - damage, {_mcl_reason = mcl_reason})
end
end
function mcl_util.get_hp(obj)
local luaentity = obj:get_luaentity()
if luaentity and luaentity._cmi_is_mob then
return luaentity.health
else
return obj:get_hp()
end
end
function mcl_util.get_inventory(object, create)
if object:is_player() then
return object:get_inventory()
else
local luaentity = object:get_luaentity()
local inventory = luaentity.inventory
if create and not inventory and luaentity.create_inventory then
inventory = luaentity:create_inventory()
end
return inventory
end
end
function mcl_util.get_wielded_item(object)
if object:is_player() then
return object:get_wielded_item()
else
-- ToDo: implement getting wielditems from mobs as soon as mobs have wielditems
return ItemStack()
end
end
function mcl_util.get_object_name(object)
if object:is_player() then
return object:get_player_name()
else
local luaentity = object:get_luaentity()
if not luaentity then
return tostring(object)
end
return luaentity.nametag and luaentity.nametag ~= "" and luaentity.nametag or luaentity.description or luaentity.name
end
end

View file

@ -61,20 +61,21 @@ In mc, you cant use clock in the nether and the end.
* pos: position
## mcl_worlds.register_on_dimension_change(function(player, dimension))
## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
Register a callback function func(player, dimension).
It will be called whenever a player changes between dimensions.
The void counts as dimension.
* player: player, the player who changed the dimension
* dimension: position, The new dimension of the player ("overworld", "nether", "end", "void").
* player: player, the player who changed of dimension
* dimension: string, The new dimension of the player ("overworld", "nether", "end", "void").
* last_dimension: string, The dimension where the player was ("overworld", "nether", "end", "void").
## mcl_worlds.registered_on_dimension_change
Table containing all function registered with mcl_worlds.register_on_dimension_change()
## mcl_worlds.dimension_change(player, dimension)
Notify this mod of a dimmension change of <player> to <dimension>
Notify this mod of a dimension change of <player> to <dimension>
* player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void")

View file

@ -1,5 +1,7 @@
mcl_worlds = {}
local get_connected_players = minetest.get_connected_players
-- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void
@ -33,60 +35,64 @@ end
-- If the Y coordinate is not located in any dimension, it will return:
-- nil, "void"
function mcl_worlds.y_to_layer(y)
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max+128 then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
if y >= mcl_vars.mg_overworld_min then
return y - mcl_vars.mg_overworld_min, "overworld"
elseif y >= mcl_vars.mg_nether_min and y <= mcl_vars.mg_nether_max+128 then
return y - mcl_vars.mg_nether_min, "nether"
elseif y >= mcl_vars.mg_end_min and y <= mcl_vars.mg_end_max then
return y - mcl_vars.mg_end_min, "end"
else
return nil, "void"
end
end
local y_to_layer = mcl_worlds.y_to_layer
-- Takes a pos and returns the dimension it belongs to (same as above)
function mcl_worlds.pos_to_dimension(pos)
local _, dim = mcl_worlds.y_to_layer(pos.y)
local _, dim = y_to_layer(pos.y)
return dim
end
local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for
-- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
if mc_dimension == "overworld" or mc_dimension == nil then
return layer + mcl_vars.mg_overworld_min
elseif mc_dimension == "nether" then
return layer + mcl_vars.mg_nether_min
elseif mc_dimension == "end" then
return layer + mcl_vars.mg_end_min
end
end
-- Takes a position and returns true if this position can have weather
function mcl_worlds.has_weather(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
end
-- Takes a position and returns true if this position can have Nether dust
function mcl_worlds.has_dust(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_nether_max + 138 and pos.y >= mcl_vars.mg_nether_min - 10
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_nether_max + 138 and pos.y >= mcl_vars.mg_nether_min - 10
end
-- Takes a position (pos) and returns true if compasses are working here
function mcl_worlds.compass_works(pos)
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_worlds.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_worlds.y_to_layer(pos.y)
if dim == "nether" or dim == "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
end
-- Takes a position (pos) and returns true if clocks are working here
@ -112,12 +118,15 @@ local last_dimension = {}
-- * player: Player who changed the dimension
-- * dimension: New dimension ("overworld", "nether", "end", "void")
function mcl_worlds.dimension_change(player, dimension)
local playername = player:get_player_name()
for i=1, #mcl_worlds.registered_on_dimension_change do
mcl_worlds.registered_on_dimension_change[i](player, dimension)
last_dimension[player:get_player_name()] = dimension
mcl_worlds.registered_on_dimension_change[i](player, dimension, last_dimension[playername])
end
last_dimension[playername] = dimension
end
local dimension_change = mcl_worlds.dimension_change
----------------------- INTERNAL STUFF ----------------------
-- Update the dimension callbacks every DIM_UPDATE seconds
@ -125,19 +134,19 @@ local DIM_UPDATE = 1
local dimtimer = 0
minetest.register_on_joinplayer(function(player)
last_dimension[player:get_player_name()] = mcl_worlds.pos_to_dimension(player:get_pos())
last_dimension[player:get_player_name()] = pos_to_dimension(player:get_pos())
end)
minetest.register_globalstep(function(dtime)
-- regular updates based on iterval
dimtimer = dimtimer + dtime;
if dimtimer >= DIM_UPDATE then
local players = minetest.get_connected_players()
for p=1, #players do
local dim = mcl_worlds.pos_to_dimension(players[p]:get_pos())
local players = get_connected_players()
for p = 1, #players do
local dim = pos_to_dimension(players[p]:get_pos())
local name = players[p]:get_player_name()
if dim ~= last_dimension[name] then
mcl_worlds.dimension_change(players[p], dim)
dimension_change(players[p], dim)
end
end
dimtimer = 0

View file

@ -0,0 +1,4 @@
# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
May be used as a Minetest mod.

View file

@ -0,0 +1,78 @@
tga_encoder = {}
local image = setmetatable({}, {
__call = function(self, ...)
local t = setmetatable({}, {__index = self})
t:constructor(...)
return t
end,
})
function image:constructor(pixels)
self.data = ""
self.pixels = pixels
self.width = #pixels[1]
self.height = #pixels
self:encode()
end
function image:encode_colormap_spec()
self.data = self.data
.. string.char(0, 0) -- first entry index
.. string.char(0, 0) -- number of entries
.. string.char(0) -- bits per pixel
end
function image:encode_image_spec()
self.data = self.data
.. string.char(0, 0) -- X-origin
.. string.char(0, 0) -- Y-origin
.. string.char(self.width % 256, math.floor(self.width / 256)) -- width
.. string.char(self.height % 256, math.floor(self.height / 256)) -- height
.. string.char(24) -- pixel depth (RGB = 3 bytes = 24 bits)
.. string.char(0) -- image descriptor
end
function image:encode_header()
self.data = self.data
.. string.char(0) -- image id
.. string.char(0) -- color map type
.. string.char(2) -- image type (uncompressed true-color image = 2)
self:encode_colormap_spec() -- color map specification
self:encode_image_spec() -- image specification
end
function image:encode_data()
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
self.data = self.data
.. string.char(pixel[3], pixel[2], pixel[1])
end
end
end
function image:encode_footer()
self.data = self.data
.. string.char(0, 0, 0, 0) -- extension area offset
.. string.char(0, 0, 0, 0) -- developer area offset
.. "TRUEVISION-XFILE"
.. "."
.. string.char(0)
end
function image:encode()
self:encode_header() -- header
-- no color map and image id data
self:encode_data() -- encode data
-- no extension or developer area
self:encode_footer() -- footer
end
function image:save(filename)
local f = assert(io.open(filename, "w"))
f:write(self.data)
f:close()
end
tga_encoder.image = image

View file

@ -0,0 +1,3 @@
name = tga_encoder
author = Fleckenstein
description = A TGA Encoder written in Lua without the use of external Libraries.

View file

@ -4,6 +4,7 @@ local get_connected_players = minetest.get_connected_players
local get_node = minetest.get_node
local vector_add = vector.add
local ceil = math.ceil
local pairs = pairs
walkover = {}
walkover.registered_globals = {}
@ -31,24 +32,21 @@ minetest.register_globalstep(function(dtime)
timer = timer + dtime;
if timer >= 0.3 then
for _,player in pairs(get_connected_players()) do
local pp = player:get_pos()
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)
end
for i = 1, #registered_globals do
local pp = player:get_pos()
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc then
local nodeiamon = get_node(loc)
if nodeiamon then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
end
for i = 1, #registered_globals do
registered_globals[i](loc, nodeiamon, player)
end
end
end
end
end
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
@ -20,26 +22,21 @@ 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
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)
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
@ -61,27 +58,21 @@ 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
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
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_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end
end,
})
@ -90,36 +81,34 @@ 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
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
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
end,
end,
})
--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
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
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
end,
})
end,
})

View file

@ -1,4 +1,4 @@
local S = minetest.get_translator("mcl_boats")
local S = minetest.get_translator(minetest.get_current_modname())
local boat_visual_size = {x = 1, y = 1, z = 1}
local paddling_speed = 22
@ -188,7 +188,7 @@ function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, d
end
function boat.on_step(self, dtime, moveresult)
mcl_burning.tick(self.object, dtime)
mcl_burning.tick(self.object, dtime, self)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
local v_factor = 1
@ -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)
@ -394,7 +394,7 @@ for b=1, #boat_ids do
if b == 1 then
help = true
longdesc = S("Boats are used to travel on the surface of water.")
usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.")
usagehelp = S("Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.")
helpname = S("Boat")
end
tt_help = S("Water vehicle")
@ -470,6 +470,6 @@ minetest.register_craft({
burntime = 20,
})
if minetest.get_modpath("doc_identifier") ~= nil then
if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat")
end

View file

@ -6,6 +6,7 @@ Boats are used to travel on the surface of water.=Boote werden benutzt, um sich
Dark Oak Boat=Schwarzeichenboot
Jungle Boat=Dschungelboot
Oak Boat=Eichenboot
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Rechtsklicken Sie auf eine Wasserquelle, um das Boot zu platzieren. Rechtsklicken Sie auf das Boot, um es zu betreten. Mit [Links] und [Rechts] lenken, mit [Vorwärts] und [Rückwärts] Geschwindigkeit regeln oder rückwärts fahren. Rechtsklicken Sie erneut auf das Boot, um es zu verlassen, schlagen Sie das Boot, um es als Gegenstand fallen zu lassen.
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Rechtsklicken Sie auf eine Wasserquelle, um das Boot zu platzieren. Rechtsklicken Sie auf das Boot, um es zu betreten. Mit [Links] und [Rechts] lenken, mit [Vorwärts] und [Rückwärts] Geschwindigkeit regeln oder rückwärts fahren. Nutzen sie [Schleichen], um das Boot zu verlassen, schlagen Sie das Boot, um es als Gegenstand fallen zu lassen.
Spruce Boat=Fichtenboot
Water vehicle=Wasserfahrzeug
Sneak to dismount=Zum Aussteigen schleichen

View file

@ -6,6 +6,7 @@ Boats are used to travel on the surface of water.=
Dark Oak Boat=
Jungle Boat=
Oak Boat=
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=
Spruce Boat=
Water vehicle=
Sneak to dismount=

View file

@ -1,184 +1,86 @@
local S = minetest.get_translator("mcl_burning")
function mcl_burning.get_default(datatype)
local default_table = {string = "", float = 0.0, int = 0, bool = false}
return default_table[datatype]
end
function mcl_burning.get(obj, datatype, name)
local key
if obj:is_player() then
local meta = obj:get_meta()
return meta["get_" .. datatype](meta, "mcl_burning:" .. name)
else
local luaentity = obj:get_luaentity()
return luaentity and luaentity["mcl_burning_" .. name] or mcl_burning.get_default(datatype)
end
end
function mcl_burning.set(obj, datatype, name, value)
if obj:is_player() then
local meta = obj:get_meta()
meta["set_" .. datatype](meta, "mcl_burning:" .. name, value or mcl_burning.get_default(datatype))
else
local luaentity = obj:get_luaentity()
if mcl_burning.get_default(datatype) == value then
value = nil
end
luaentity["mcl_burning_" .. name] = value
end
function mcl_burning.get_storage(obj)
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
end
function mcl_burning.is_burning(obj)
return mcl_burning.get(obj, "float", "burn_time") > 0
return mcl_burning.get_storage(obj).burn_time
end
function mcl_burning.is_affected_by_rain(obj)
return mcl_weather and mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
return mcl_weather.get_weather() == "rain" and mcl_weather.is_outdoor(obj:get_pos())
end
function mcl_burning.get_collisionbox(obj, smaller)
local box = obj:get_properties().collisionbox
local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
if smaller then
function mcl_burning.get_collisionbox(obj, smaller, storage)
local cache = storage.collisionbox_cache
if cache then
local box = cache[smaller and 2 or 1]
return box[1], box[2]
else
local box = obj:get_properties().collisionbox
local minp, maxp = vector.new(box[1], box[2], box[3]), vector.new(box[4], box[5], box[6])
local s_vec = vector.new(0.1, 0.1, 0.1)
minp = vector.add(minp, s_vec)
maxp = vector.subtract(maxp, s_vec)
local s_minp = vector.add(minp, s_vec)
local s_maxp = vector.subtract(maxp, s_vec)
storage.collisionbox_cache = {{minp, maxp}, {s_minp, s_maxp}}
return minp, maxp
end
return minp, maxp
end
function mcl_burning.get_touching_nodes(obj, nodenames)
function mcl_burning.get_touching_nodes(obj, nodenames, storage)
local pos = obj:get_pos()
local box = obj:get_properties().collisionbox
local minp, maxp = mcl_burning.get_collisionbox(obj, true)
local minp, maxp = mcl_burning.get_collisionbox(obj, true, storage)
local nodes = minetest.find_nodes_in_area(vector.add(pos, minp), vector.add(pos, maxp), nodenames)
return nodes
end
function mcl_burning.get_highest_group_value(obj, groupname)
local nodes = mcl_burning.get_touching_nodes(obj, "group:" .. groupname, true)
local highest_group_value = 0
for _, pos in pairs(nodes) do
local node = minetest.get_node(pos)
local group_value = minetest.get_item_group(node.name, groupname)
if group_value > highest_group_value then
highest_group_value = group_value
end
end
return highest_group_value
end
function mcl_burning.damage(obj)
local luaentity = obj:get_luaentity()
local health
if luaentity then
health = luaentity.health
end
local hp = health or obj:get_hp()
if hp <= 0 then
return
end
local do_damage = true
if obj:is_player() then
if mcl_potions.player_has_effect(obj, "fire_proof") then
do_damage = false
else
local name = obj:get_player_name()
armor.last_damage_types[name] = "fire"
local deathmsg = S("@1 burned to death.", name)
local reason = mcl_burning.get(obj, "string", "reason")
if reason ~= "" then
deathmsg = S("@1 was burned by @2.", name, reason)
end
mcl_death_messages.player_damage(obj, deathmsg)
end
else
if luaentity.fire_damage_resistant then
do_damage = false
end
end
if do_damage then
local new_hp = hp - 1
if health then
luaentity.health = new_hp
else
obj:set_hp(new_hp)
end
end
end
function mcl_burning.set_on_fire(obj, burn_time, reason)
function mcl_burning.set_on_fire(obj, burn_time)
if obj:get_hp() < 0 then
return
end
local storage = mcl_burning.get_storage(obj)
local luaentity = obj:get_luaentity()
if luaentity and luaentity.fire_resistant then
return
end
local old_burn_time = mcl_burning.get(obj, "float", "burn_time")
local max_fire_prot_lvl = 0
if obj:is_player() and minetest.is_creative_enabled(obj:get_player_name()) then
burn_time = 0
else
local max_fire_prot_lvl = 0
local inv = mcl_util.get_inventory(obj)
local armor_list = inv and inv:get_list("armor")
if obj:is_player() then
if minetest.is_creative_enabled(obj:get_player_name()) then
burn_time = burn_time / 100
end
local inv = obj:get_inventory()
for i = 2, 5 do
local stack = inv:get_stack("armor", i)
local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
max_fire_prot_lvl = math.max(max_fire_prot_lvl, fire_prot_lvl)
end
end
if max_fire_prot_lvl > 0 then
burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
end
if old_burn_time <= burn_time then
--[[local sound_id = mcl_burning.get(obj, "int", "sound_id")
if sound_id == 0 then
sound_id = minetest.sound_play("fire_fire", {
object = obj,
gain = 0.18,
max_hear_distance = 16,
loop = true,
}) + 1
end]]--
local hud_id
if obj:is_player() then
hud_id = mcl_burning.get(obj, "int", "hud_id")
if hud_id == 0 then
hud_id = obj:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. 1,
z_index = 1000,
}) + 1
if armor_list then
for _, stack in pairs(armor_list) do
local fire_prot_lvl = mcl_enchanting.get_enchantment(stack, "fire_protection")
if fire_prot_lvl > max_fire_prot_lvl then
max_fire_prot_lvl = fire_prot_lvl
end
end
end
mcl_burning.set(obj, "float", "burn_time", burn_time)
mcl_burning.set(obj, "string", "reason", reason)
mcl_burning.set(obj, "int", "hud_id", hud_id)
--mcl_burning.set(obj, "int", "sound_id", sound_id)
if max_fire_prot_lvl > 0 then
burn_time = burn_time - math.floor(burn_time * max_fire_prot_lvl * 0.15)
end
end
if not storage.burn_time or burn_time >= storage.burn_time then
if obj:is_player() and not storage.fire_hud_id then
storage.fire_hud_id = obj:hud_add({
hud_elem_type = "image",
position = {x = 0.5, y = 0.5},
scale = {x = -100, y = -100},
text = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. 1,
z_index = 1000,
})
end
storage.burn_time = burn_time
storage.fire_damage_timer = 0
local fire_entity = minetest.add_entity(obj:get_pos(), "mcl_burning:fire")
local minp, maxp = mcl_burning.get_collisionbox(obj)
local minp, maxp = mcl_burning.get_collisionbox(obj, false, storage)
local obj_size = obj:get_properties().visual_size
local vertical_grow_factor = 1.2
@ -192,111 +94,53 @@ function mcl_burning.set_on_fire(obj, burn_time, reason)
fire_entity:set_properties({visual_size = size})
fire_entity:set_attach(obj, "", offset, {x = 0, y = 0, z = 0})
mcl_burning.update_animation_frame(obj, fire_entity, 0)
local fire_luaentity = fire_entity:get_luaentity()
fire_luaentity:update_frame(obj, storage)
for _, other in pairs(minetest.get_objects_inside_radius(fire_entity:get_pos(), 0)) do
local other_luaentity = other:get_luaentity()
if other_luaentity and other_luaentity.name == "mcl_burning:fire" and other_luaentity ~= fire_luaentity then
other:remove()
break
end
end
end
end
function mcl_burning.extinguish(obj)
if mcl_burning.is_burning(obj) then
--local sound_id = mcl_burning.get(obj, "int", "sound_id") - 1
--minetest.sound_stop(sound_id)
local storage = mcl_burning.get_storage(obj)
if obj:is_player() then
local hud_id = mcl_burning.get(obj, "int", "hud_id") - 1
obj:hud_remove(hud_id)
end
mcl_burning.set(obj, "string", "reason")
mcl_burning.set(obj, "float", "burn_time")
mcl_burning.set(obj, "float", "damage_timer")
mcl_burning.set(obj, "int", "hud_id")
--mcl_burning.set(obj, "int", "sound_id")
end
end
function mcl_burning.catch_fire_tick(obj, dtime)
if mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire") > 0 then
mcl_burning.extinguish(obj)
else
local set_on_fire_value = mcl_burning.get_highest_group_value(obj, "set_on_fire")
if set_on_fire_value > 0 then
mcl_burning.set_on_fire(obj, set_on_fire_value)
if storage.fire_hud_id then
obj:hud_remove(storage.fire_hud_id)
end
mcl_burning.storage[obj] = {}
else
storage.burn_time = nil
storage.fire_damage_timer = nil
end
end
end
function mcl_burning.tick(obj, dtime)
local burn_time = mcl_burning.get(obj, "float", "burn_time") - dtime
function mcl_burning.tick(obj, dtime, storage)
if storage.burn_time then
storage.burn_time = storage.burn_time - dtime
if burn_time <= 0 then
mcl_burning.extinguish(obj)
else
mcl_burning.set(obj, "float", "burn_time", burn_time)
if storage.burn_time <= 0 or mcl_burning.is_affected_by_rain(obj) or #mcl_burning.get_touching_nodes(obj, "group:puts_out_fire", storage) > 0 then
mcl_burning.extinguish(obj)
return true
else
storage.fire_damage_timer = storage.fire_damage_timer + dtime
local damage_timer = mcl_burning.get(obj, "float", "damage_timer") + dtime
if storage.fire_damage_timer >= 1 then
storage.fire_damage_timer = 0
if damage_timer >= 1 then
damage_timer = 0
mcl_burning.damage(obj)
end
local luaentity = obj:get_luaentity()
mcl_burning.set(obj, "float", "damage_timer", damage_timer)
end
mcl_burning.catch_fire_tick(obj, dtime)
end
function mcl_burning.update_animation_frame(obj, fire_entity, animation_frame)
local fire_texture = "mcl_burning_entity_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. animation_frame
local fire_HUD_texture = "mcl_burning_hud_flame_animated.png^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. animation_frame
fire_entity:set_properties({textures = {"blank.png", "blank.png", fire_texture, fire_texture, fire_texture, fire_texture}})
if obj:is_player() then
local hud_id = mcl_burning.get(obj, "int", "hud_id") - 1
obj:hud_change(hud_id, "text", fire_HUD_texture)
end
end
function mcl_burning.fire_entity_step(self, dtime)
if self.removed then
return
end
local obj = self.object
local parent = obj:get_attach()
local do_remove
self.doing_step = true
if not parent or not mcl_burning.is_burning(parent) then
do_remove = true
else
for _, other in pairs(minetest.get_objects_inside_radius(obj:get_pos(), 0)) do
local luaentity = obj:get_luaentity()
if luaentity and luaentity.name == "mcl_burning:fire" and not luaentity.doing_step and not luaentity.removed then
do_remove = true
break
if not luaentity or not luaentity.fire_damage_resistant then
mcl_util.deal_damage(obj, 1, {type = "on_fire"})
end
end
end
end
self.doing_step = false
if do_remove then
self.removed = true
obj:remove()
return
end
local animation_timer = self.animation_timer + dtime
if animation_timer >= 0.015 then
animation_timer = 0
local animation_frame = self.animation_frame + 1
if animation_frame > mcl_burning.animation_frames - 1 then
animation_frame = 0
end
mcl_burning.update_animation_frame(parent, obj, animation_frame)
self.animation_frame = animation_frame
end
self.animation_timer = animation_timer
end
end

View file

@ -1,12 +1,69 @@
local S = minetest.get_translator("mcl_burning")
local modpath = minetest.get_modpath("mcl_burning")
local modpath = minetest.get_modpath(minetest.get_current_modname())
local pairs = pairs
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group
mcl_burning = {
storage = {},
animation_frames = tonumber(minetest.settings:get("fire_animation_frames")) or 8
}
dofile(modpath .. "/api.lua")
minetest.register_globalstep(function(dtime)
for _, player in pairs(get_connected_players()) do
local storage = mcl_burning.storage[player]
if not mcl_burning.tick(player, dtime, storage) and not mcl_burning.is_affected_by_rain(player) then
local nodes = mcl_burning.get_touching_nodes(player, {"group:puts_out_fire", "group:set_on_fire"}, storage)
local burn_time = 0
for _, pos in pairs(nodes) do
local node = minetest.get_node(pos)
if get_item_group(node.name, "puts_out_fire") > 0 then
burn_time = 0
break
end
local value = get_item_group(node.name, "set_on_fire")
if value > burn_time then
burn_time = value
end
end
if burn_time > 0 then
mcl_burning.set_on_fire(player, burn_time)
end
end
end
end)
minetest.register_on_respawnplayer(function(player)
mcl_burning.extinguish(player)
end)
minetest.register_on_joinplayer(function(player)
local storage
local burn_data = player:get_meta():get_string("mcl_burning:data")
if burn_data == "" then
storage = {}
else
storage = minetest.deserialize(burn_data)
end
mcl_burning.storage[player] = storage
end)
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)
minetest.register_entity("mcl_burning:fire", {
initial_properties = {
physical = false,
@ -14,23 +71,48 @@ minetest.register_entity("mcl_burning:fire", {
visual = "cube",
pointable = false,
glow = -1,
backface_culling = false,
},
animation_frame = 0,
animation_timer = 0,
on_step = mcl_burning.fire_entity_step,
on_step = function(self, dtime)
local parent, storage = self:sanity_check()
if parent then
self.animation_timer = self.animation_timer + dtime
if self.animation_timer >= 0.1 then
self.animation_timer = 0
self.animation_frame = self.animation_frame + 1
if self.animation_frame > mcl_burning.animation_frames - 1 then
self.animation_frame = 0
end
self:update_frame(parent, storage)
end
else
self.object:remove()
end
end,
sanity_check = function(self)
local parent = self.object:get_attach()
if not parent then
return
end
local storage = mcl_burning.get_storage(parent)
if not storage or not storage.burn_time then
return
end
return parent, storage
end,
update_frame = function(self, parent, storage)
local frame_overlay = "^[opacity:180^[verticalframe:" .. mcl_burning.animation_frames .. ":" .. self.animation_frame
local fire_texture = "mcl_burning_entity_flame_animated.png" .. frame_overlay
self.object:set_properties({textures = {"blank.png", "blank.png", fire_texture, fire_texture, fire_texture, fire_texture}})
if parent:is_player() then
parent:hud_change(storage.fire_hud_id, "text", "mcl_burning_hud_flame_animated.png" .. frame_overlay)
end
end,
})
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
mcl_burning.tick(player, dtime)
end
end)
minetest.register_on_respawnplayer(function(player)
mcl_burning.extinguish(player)
end)
minetest.register_on_leaveplayer(function(player)
mcl_burning.set(player, "int", "hud_id")
end)

View file

@ -1,10 +1,4 @@
local S = minetest.get_translator("mcl_falling_nodes")
local dmes = minetest.get_modpath("mcl_death_messages") ~= nil
local has_mcl_armor = minetest.get_modpath("mcl_armor")
local is_creative_enabled = minetest.is_creative_enabled
local get_falling_depth = function(self)
local function get_falling_depth(self)
if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
@ -12,7 +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
@ -23,80 +17,31 @@ local deal_falling_damage = function(self, dtime)
-- Fallback
self._startpos = pos
end
local objs = minetest.get_objects_inside_radius(pos, 1)
for _,v in ipairs(objs) do
if v:is_player() then
local hp = v:get_hp()
local name = v:get_player_name()
if hp ~= 0 then
if not self._hit_players then
self._hit_players = {}
end
local hit = false
for _,v in ipairs(self._hit_players) do
if name == v then
hit = true
self._hit = self._hit or {}
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
self._hit[obj] = true
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
-- Reduce damage if wearing a helmet
local inv = mcl_util.get_inventory(obj)
if inv then
local helmet = inv:get_stack("armor", 2)
if minetest.get_item_group(helmet:get_name(), "combat_armor") > 0 then
damage = damage / 4 * 3
mcl_util.use_item_durability(helmet, 1)
inv:set_stack("armor", 2, helmet)
end
end
if not hit then
table.insert(self._hit_players, name)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
-- Reduce damage if wearing a helmet
local inv = v:get_inventory()
local helmet = inv:get_stack("armor", 2)
if has_mcl_armor and not helmet:is_empty() then
hp = hp/4*3
if not is_creative_enabled(name) then
helmet:add_wear(65535/helmet:get_definition().groups.mcl_armor_uses) --TODO: be sure damage is exactly like mc (informations are missing in the mc wiki)
inv:set_stack("armor", 2, helmet)
end
end
local msg
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
msg = S("@1 was smashed by a falling anvil.", v:get_player_name())
else
msg = S("@1 was smashed by a falling block.", v:get_player_name())
end
if dmes then
mcl_death_messages.player_damage(v, msg)
end
v:set_hp(hp, { type = "punch", from = "mod" })
end
end
end
else
local hp = v:get_luaentity().health
if hp and hp ~= 0 then
if not self._hit_mobs then
self._hit_mobs = {}
end
local hit = false
for _,mob in ipairs(self._hit_mobs) do
if v == mob then
hit = true
end
end
--TODO: reduce damage for mobs then they will be able to wear armor
if not hit then
table.insert(self._hit_mobs, v)
local way = self._startpos.y - pos.y
local damage = (way - 1) * 2
damage = math.min(40, math.max(0, damage))
if damage >= 1 then
hp = hp - damage
if hp < 0 then
hp = 0
end
v:get_luaentity().health = hp
end
local dmg_type
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
dmg_type = "anvil"
else
dmg_type = "falling_node"
end
mcl_util.deal_damage(obj, damage, {type = dmg_type})
end
end
end
@ -112,10 +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
@ -142,7 +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.
@ -163,10 +105,9 @@ minetest.register_entity(":__builtin:falling_node", {
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
local ds = minetest.deserialize(staticdata)
if ds then
self._startpos = ds._startpos
@ -186,7 +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()
@ -200,7 +140,7 @@ minetest.register_entity(":__builtin:falling_node", {
local np = {x = pos.x, y = pos.y + 0.3, z = pos.z}
local n2 = minetest.get_node(np)
if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
-- TODO: Teleport falling node.
self.object:remove()
return
end
@ -238,10 +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
-- 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 n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
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
@ -308,7 +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, pairs = minetest, math, vector, ipairs, pairs
--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({
@ -98,15 +98,13 @@ 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()
if tick == true and pool[name] > 0 then
@ -124,7 +122,7 @@ minetest.register_globalstep(function(dtime)
end
local inv = player:get_inventory()
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
@ -235,7 +233,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local dug_node = minetest.get_node(pos)
local tooldef
local tool
if digger ~= nil then
if digger then
tool = digger:get_wielded_item()
tooldef = minetest.registered_tools[tool:get_name()]
@ -316,7 +314,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end
-- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item)
if obj ~= nil then
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
@ -365,6 +363,17 @@ if not time_to_live then
time_to_live = 300
end
local function cxcz(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
minetest.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
@ -385,7 +394,7 @@ minetest.register_entity(":__builtin:item", {
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- The hand is NOT permitted as dropped item. ;-)
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
itemstring = '',
itemstring = "",
-- If true, item will fall
physical_state = true,
@ -406,6 +415,14 @@ minetest.register_entity(":__builtin:item", {
return
end
local stack = ItemStack(itemstring)
if minetest.get_item_group(stack:get_name(), "compass") > 0 then
stack:set_name("mcl_compass:16")
itemstring = stack:to_string()
self.itemstring = itemstring
end
if minetest.get_item_group(stack:get_name(), "clock") > 0 then
self.is_clock = true
end
local count = stack:get_count()
local max_count = stack:get_stack_max()
if count > max_count then
@ -418,13 +435,9 @@ 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
@ -572,7 +585,7 @@ minetest.register_entity(":__builtin:item", {
return
end
self.age = self.age + dtime
if self._collector_timer ~= nil then
if self._collector_timer then
self._collector_timer = self._collector_timer + dtime
end
if time_to_live > 0 and self.age > time_to_live then
@ -593,6 +606,12 @@ minetest.register_entity(":__builtin:item", {
local node = minetest.get_node_or_nil(p)
local in_unloaded = (node == nil)
if self.is_clock then
self.object:set_properties({
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
})
end
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
@ -634,16 +653,6 @@ minetest.register_entity(":__builtin:item", {
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
local cxcz = function(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")

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
@ -65,9 +65,9 @@ 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
local left = {x=0, y=0, z=0}
local right = {x=0, y=0, z=0}
@ -78,7 +78,7 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
left.z = dir.x
right.z = -dir.x
end
if ctrl then
if old_switch == 1 then
left_check = false
@ -100,13 +100,13 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right_check = true
end
end
-- Normal
cur = mcl_minecarts:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
-- Left, if not already checked
if left_check then
cur = mcl_minecarts:check_front_up_down(pos, left, false, railtype)
@ -114,7 +114,7 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
-- Right, if not already checked
if right_check then
cur = mcl_minecarts:check_front_up_down(pos, right, false, railtype)
@ -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
end

View file

@ -1,9 +1,10 @@
local S = minetest.get_translator("mcl_minecarts")
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local has_mcl_wip = minetest.get_modpath("mcl_wip")
mcl_minecarts = {}
mcl_minecarts.modpath = minetest.get_modpath("mcl_minecarts")
mcl_minecarts.modpath = minetest.get_modpath(modname)
mcl_minecarts.speed_max = 10
mcl_minecarts.check_float_time = 15
@ -204,7 +205,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
rou_pos = vector.round(pos)
node = minetest.get_node(rou_pos)
local g = minetest.get_item_group(node.name, "connect_to_raillike")
if g ~= self._railtype and self._railtype ~= nil then
if g ~= self._railtype and self._railtype then
-- Detach driver
if player then
if self._old_pos then
@ -486,7 +487,6 @@ 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 +497,7 @@ 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
@ -524,7 +524,7 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
local cart = minetest.add_entity(railpos, entity_id)
local railtype = minetest.get_item_group(node.name, "connect_to_raillike")
local le = cart:get_luaentity()
if le ~= nil then
if le then
le._railtype = railtype
end
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
@ -541,7 +541,7 @@ 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 }
@ -607,7 +607,7 @@ Register a minecart
local function register_minecart(itemstring, entity_id, description, tt_help, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative)
register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail)
register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
if minetest.get_modpath("doc_identifier") ~= nil then
if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object(entity_id, "craftitems", itemstring)
end
end
@ -817,31 +817,30 @@ minetest.register_craft({
})
-- TODO: Re-enable crafting of special minecarts when they have been implemented
if false then
minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
{"mcl_minecarts:minecart"},
},
})
--[[minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
{"mcl_minecarts:minecart"},
},
})
minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
{"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"},
},
})
minetest.register_craft({
output = "mcl_minecarts:hopper_minecart",
recipe = {
{"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"},
},
})
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})]]
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

@ -33,3 +33,4 @@ Activates minecarts when powered=Aktiviert Loren, wenn bestromt
Emits redstone power when a minecart is detected=Gibt ein Redstonesignal aus, wenn eine Lore erfasst wird
Vehicle for fast travel on rails=Fahrzeug zum schnellen Transport auf Schienen
Can be ignited by tools or powered activator rail=Kann mit Werkzeugen oder bestromten Aktivierungsschienen angezündet werden
Sneak to dismount=Zum Aussteigen schleichen

View file

@ -1,7 +1,7 @@
local S = minetest.get_translator("mcl_minecarts")
local S = minetest.get_translator(minetest.get_current_modname())
-- 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
@ -206,11 +206,11 @@ register_rail("mcl_minecarts:detector_rail_on",
-- Crafting
minetest.register_craft({
output = 'mcl_minecarts:rail 16',
output = "mcl_minecarts:rail 16",
recipe = {
{'mcl_core:iron_ingot', '', 'mcl_core:iron_ingot'},
{'mcl_core:iron_ingot', 'mcl_core:stick', 'mcl_core:iron_ingot'},
{'mcl_core:iron_ingot', '', 'mcl_core:iron_ingot'},
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
{"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"},
{"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
}
})

View file

@ -502,20 +502,6 @@ and damages any entity caught inside the blast radius. Protection will limit
node destruction but not entity damage.
mobs:capture_mob
----------------
mobs:capture_mob(...)
Does nothing and returns false.
This function is provided for compability with Mobs Redo for an attempt to
capture a mob.
Mobs cannot be captured in MineClone 2.
In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation
of parameters.
Feeding and Taming/Breeding
---------------------------
@ -535,19 +521,6 @@ Will return true when mob is fed with item it likes.
them up
Protecting Mobs
---------------
mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information
'clicker' player information
Riding Mobs
-----------
@ -605,7 +578,7 @@ Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs:set_animation(self, name)
mobs.set_mob_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not
found.
@ -781,8 +754,5 @@ mobs:register_mob("mob_horse:horse", {
inv:remove_item("main", "mobs:saddle")
end
end
-- used to capture horse with magic lasso
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
end
})

View file

@ -0,0 +1,735 @@
-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
-- mobs library
mobs = {}
-- lua locals - can grab from this to easily plop them into the api lua files
--localize minetest functions
local minetest_settings = minetest.settings
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_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_add_item = minetest.add_item
--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_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
-- localize math functions
local math = math
-- localize vector functions
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 DEFAULT_FALL_SPEED = -10
--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 = {}
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 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)
-- 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
-- default nodes
--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")
--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
-- Get translator
local S = minetest.get_translator(minetest.get_current_modname())
-- CMI support check
--local use_cmi = minetest.global_exists("cmi")
-- creative check
function mobs.is_creative(name)
return minetest_is_creative_enabled(name)
end
--[[local function atan(x)
if not x or x ~= x then
return 0
else
return math.atan(x)
end
end]]
-- Shows helpful debug info above each mob
--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
minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("Peaceful mode active! No monsters will spawn."))
end)
end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api
dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua")
dofile(api_path .. "environment.lua")
dofile(api_path .. "interaction.lua")
dofile(api_path .. "movement.lua")
dofile(api_path .. "set_up.lua")
dofile(api_path .. "attack_type_instructions.lua")
dofile(api_path .. "sound_handling.lua")
dofile(api_path .. "death_logic.lua")
dofile(api_path .. "mob_effects.lua")
dofile(api_path .. "projectile_handling.lua")
dofile(api_path .. "breeding.lua")
dofile(api_path .. "head_logic.lua")
mobs.spawning_mobs = {}
-- register mob entity
function mobs:register_mob(name, def)
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
mobs.spawning_mobs[name] = true
local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
return default
else
return math.max(min, value * difficulty)
end
end
minetest.register_entity(name, {
description = def.description,
use_texture_alpha = def.use_texture_alpha,
stepheight = def.stepheight or 0.6,
stepheight_backup = def.stepheight or 0.6,
name = name,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
spawn_small_alternative = def.spawn_small_alternative,
do_custom = def.do_custom,
jump_height = def.jump_height or 4, -- was 6
rotate = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
hp_min = scale_difficulty(def.hp_min, 5, 1),
hp_max = scale_difficulty(def.hp_max, 10, 1),
xp_min = def.xp_min or 1,
xp_max = def.xp_max or 5,
breath_max = def.breath_max or 6,
breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
collide_with_objects = def.collide_with_objects or false,
selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or false,
view_range = def.view_range or 16,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
damage = scale_difficulty(def.damage, 0, 0),
light_damage = def.light_damage or 0,
sunlight_damage = def.sunlight_damage or 0,
water_damage = def.water_damage or 0,
lava_damage = def.lava_damage or 8,
fire_damage = def.fire_damage or 1,
suffocation = def.suffocation or true,
fall_damage = def.fall_damage or 1,
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = mobs.create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
knock_back = def.knock_back ~= false,
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
floats_on_lava = def.floats_on_lava or 0,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
timer = 0,
state_timer = 0,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
gotten = false,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
fear_height = def.fear_height or 0,
runaway = def.runaway,
runaway_timer = 0,
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
explosion_radius = def.explosion_radius, -- LEGACY
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
explosiontimer_reset_radius = def.explosiontimer_reset_radius,
explosion_timer = def.explosion_timer or 3,
allow_fuse_reset = def.allow_fuse_reset ~= false,
stop_to_explode = def.stop_to_explode ~= false,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
facing_fence = false,
_cmi_is_mob = true,
pushable = def.pushable or true,
--j4i stuff
yaw = 0,
automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
automatic_face_movement_max_rotation_per_sec = 360, --degrees
backface_culling = true,
walk_timer = 0,
stand_timer = 0,
current_animation = "",
gravity = GRAVITY,
swim = def.swim,
swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source},
pitch_switch = "static",
jump_only = def.jump_only,
hostile = def.hostile,
neutral = def.neutral,
attacking = nil,
visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
death_animation_timer = 0,
hostile_cooldown = def.hostile_cooldown or 15,
tilt_fly = def.tilt_fly,
tilt_swim = def.tilt_swim,
fall_slow = def.fall_slow,
projectile_cooldown_min = def.projectile_cooldown_min or 2,
projectile_cooldown_max = def.projectile_cooldown_max or 6,
skittish = def.skittish,
minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath
memory = 0, -- memory timer if chasing/following
fly_random_while_attack = def.fly_random_while_attack,
--for spiders
always_climb = def.always_climb,
--despawn mechanic variables
lifetimer_reset = 30, --30 seconds
lifetimer = 30, --30 seconds
--breeding stuff
breed_timer = 0,
breed_lookout_timer = 0,
breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding
breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate)
breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again)
bred = false,
follow = def.follow, --this item is also used for the breeding mechanism
follow_distance = def.follow_distance or 2,
baby_size = def.baby_size or 0.5,
baby = false,
grow_up_timer = 0,
grow_up_goal = 20*60, --in 20 minutes the mob grows up
special_breed_timer = 0, --this is used for the AHEM AHEM part of breeding
backup_visual_size = def.visual_size,
backup_collisionbox = collisionbox,
backup_selectionbox = def.selectionbox or def.collisionbox,
--fire timer
burn_timer = 0,
ignores_cobwebs = def.ignores_cobwebs,
breath = def.breath_max or 6,
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
--you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check)
has_head = def.has_head or false,
--head_bone is the actual bone in the model which the head
--is attached to for animation
head_bone = def.head_bone or "head",
--this part controls the base position of the head calculations
--localized to the mob's visual yaw when gotten (self.object:get_yaw())
--you can enable the debug in /mob_functions/head_logic.lua by uncommenting the
--particle spawner code
head_height_offset = def.head_height_offset or 1.0525,
head_direction_offset = def.head_direction_offset or 0.5,
--this part controls the visual of the head
head_bone_pos_y = def.head_bone_pos_y or 3.6,
head_bone_pos_z = def.head_bone_pos_z or -0.6,
head_pitch_modifier = def.head_pitch_modifier or 0,
--these variables are switches in case the model
--moves the wrong way
swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false,
--END HEAD CODE VARIABLES
--end j4i stuff
-- MCL2 extensions
teleport = mobs.teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,
ignores_nametag = def.ignores_nametag or false,
rain_damage = def.rain_damage or 0,
glow = def.glow,
--can_despawn = can_despawn,
child = def.child or false,
texture_mods = {},
shoot_arrow = def.shoot_arrow,
sounds_child = def.sounds_child,
explosion_strength = def.explosion_strength,
suffocation_timer = 0,
follow_velocity = def.follow_velocity or 2.4,
instant_death = def.instant_death or false,
fire_resistant = def.fire_resistant or false,
fire_damage_resistant = def.fire_damage_resistant or false,
ignited_by_sunlight = def.ignited_by_sunlight or false,
eye_height = def.eye_height or 1.5,
defuse_reach = def.defuse_reach or 4,
-- End of MCL2 extensions
on_spawn = def.on_spawn,
--on_blast = def.on_blast or do_tnt,
on_step = mobs.mob_step,
--do_punch = def.do_punch,
on_punch = mobs.mob_punch,
--on_breed = def.on_breed,
--on_grown = def.on_grown,
--on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime)
self.object:set_acceleration(vector.new(0,-GRAVITY, 0))
return mobs.mob_activate(self, staticdata, def, dtime)
end,
get_staticdata = function(self)
return mobs.mob_staticdata(self)
end,
--harmed_by_heal = def.harmed_by_heal,
})
if minetest_get_modpath("doc_identifier") then
doc.sub.identifier.register_object(name, "basics", "mobs")
end
end -- END mobs:register_mob function
-- register arrow for shoot attack
function mobs:register_arrow(name, def)
-- errorcheck
if not name or not def then
print("failed to register arrow entity")
return
end
minetest.register_entity(name.."_entity", {
physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
switch = 0,
owner_id = def.owner_id,
rotate = def.rotate,
speed = def.speed or nil,
on_step = function(self)
local vel = self.object:get_velocity()
local pos = self.object:get_pos()
if self.timer > 150
or not mobs.within_limits(pos, 0) then
mcl_burning.extinguish(self.object)
self.object:remove();
return
end
-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
--do this to prevent clipping through main entity sprite
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)
minetest.add_particle({
pos = new_pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = def.expire or 0.25,
collisiondetection = false,
texture = def.tail_texture,
size = def.tail_size or 5,
glow = def.glow or 0,
})
end
if self.hit_node then
local node = minetest_get_node(pos).name
if minetest_registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = (self.lastpos or pos)
minetest_add_item(self.lastpos, self.object:get_luaentity().name)
end
self.object:remove();
return
end
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest_get_objects_inside_radius(pos, 1.5)) do
if self.hit_player
and player:is_player() then
if self.hit_player then
self.hit_player(self, player)
else
mobs.arrow_hit(self, player)
end
self.object:remove();
return
end
--[[
local entity = player:get_luaentity()
if entity
and self.hit_mob
and entity._cmi_is_mob == true
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name
and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
--self.hit_mob(self, player)
self.object:remove();
return
end
]]--
--[[
if entity
and self.hit_object
and (not entity._cmi_is_mob)
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name
and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then
--self.hit_object(self, player)
self.object:remove();
return
end
]]--
end
end
self.lastpos = pos
end
})
end
-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mobs:register_egg(mob, desc, background, addegg, no_creative)
local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then
grp.not_in_creative_inventory = 1
end
local invimg = background
if addegg == 1 then
invimg = "mobs_chicken_egg.png^(" .. invimg ..
"^[mask:mobs_chicken_egg_overlay.png)"
end
-- register old stackable mob egg
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
groups = grp,
_doc_items_longdesc = S("This allows you to place a single mob."),
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function?
local under = minetest_get_node(pointed_thing.under)
local def = minetest_registered_nodes[under.name]
if def and def.on_rightclick then
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end
if pos
--and within_limits(pos, 0)
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
minetest.record_protection_violation(pointed_thing.under, name)
return itemstack
end
if not privs.maphack then
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
return itemstack
end
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
if not mobs.is_creative(name) then
itemstack:take_item()
end
return itemstack
end
if not minetest_registered_entities[mob] then
return itemstack
end
if minetest_settings:get_bool("only_peaceful_mobs", false)
and minetest_registered_entities[mob].type == "monster" then
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
return itemstack
end
local mob = minetest_add_entity(pos, mob)
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
-- don't set owner if monster or sneak pressed
--[[
if ent.type ~= "monster"
and not placer:get_player_control().sneak then
ent.owner = placer:get_player_name()
ent.tamed = true
end
]]--
-- set nametag
local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
--update_tag(ent)
end
-- if not in creative then take item
if not mobs.is_creative(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
})
end

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local math = math
local vector = vector
local HALF_PI = math.pi/2
local vector_direction = vector.direction
local vector_distance = vector.distance
local vector_new = vector.new
local minetest_dir_to_yaw = minetest.dir_to_yaw
-- set defined animation
mobs.set_mob_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
return
end
--animations break if they are constantly set
--so we put this return gate to check if it is
--already at the animation we are trying to implement
if self.current_animation == anim then
return
end
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim
end
mobs.death_effect = function(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
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, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector_new(-5,-5,-5),
maxvel = vector_new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
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
if current_engine_yaw > math.pi * 2 then
current_engine_yaw = current_engine_yaw - (math.pi * 2)
end
if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
--this is used when a mob is chasing a player
mobs.set_yaw_while_attacking = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used to unlock a mob's yaw after attacking
mobs.unlock_yaw = function(self)
if self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
--this is used to lock a mob's yaw when they're standing
mobs.lock_yaw = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
end
local calculate_pitch = function(self)
local pos = self.object:get_pos()
local pos2 = self.old_pos
if pos == nil or pos2 == nil then
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
end
--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming
mobs.set_dynamic_pitch = function(self)
local pitch = calculate_pitch(self)
if not pitch then
return
end
local current_rotation = self.object:get_rotation()
current_rotation.x = pitch
self.object:set_rotation(current_rotation)
self.pitch_switch = "dynamic"
end
--this is a helper function used to make mobs pitch rotation reset when flying/swimming
mobs.set_static_pitch = function(self)
if self.pitch_switch == "static" then
return
end
local current_rotation = self.object:get_rotation()
current_rotation.x = 0
self.object:set_rotation(current_rotation)
self.pitch_switch = "static"
end
--this is a helper function for mobs explosion animation
mobs.handle_explosion_animation = function(self)
--secondary catch-all
if not self.explosion_animation then
self.explosion_animation = 0
end
--the timer works from 0 for sense of a 0 based counting
--but this just bumps it up so it's usable in here
local explosion_timer_adjust = self.explosion_animation + 1
local visual_size_modified = table.copy(self.visual_size_origin)
visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3)
visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
self.object:set_properties({visual_size = visual_size_modified})
end
--this is used when a mob is following player
mobs.set_yaw_while_following = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.following_person:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
--this is used for when mobs breed
mobs.set_yaw_while_breeding = function(self, mate)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = mate:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end

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@ -0,0 +1,347 @@
local vector_direction = vector.direction
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
--[[
_ _ _ _
| | | | | | | |
| | | | __ _ _ __ __| | | |
| | | | / _` | '_ \ / _` | | |
|_| | |___| (_| | | | | (_| | |_|
(_) \_____/\__,_|_| |_|\__,_| (_)
]]--
--[[
_____ _ _
| ___| | | | |
| |____ ___ __ | | ___ __| | ___
| __\ \/ / '_ \| |/ _ \ / _` |/ _ \
| |___> <| |_) | | (_) | (_| | __/
\____/_/\_\ .__/|_|\___/ \__,_|\___|
| |
|_|
]]--
mobs.explode_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
--make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and
--don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
mobs.reverse_explosion_animation(self,dtime)
else
mobs.set_velocity(self,0)
--this is the only way I can reference this without dumping extra data on all mobs
if not self.explosion_animation then
self.explosion_animation = 0
end
--play ignite sound
if self.explosion_animation == 0 then
mobs.play_sound(self,"attack")
end
mobs.set_mob_animation(self,"stand")
mobs.handle_explosion_animation(self)
self.explosion_animation = self.explosion_animation + (dtime/2.5)
end
--make explosive mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
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 })
self.object:remove()
end
end
--this is a small helper function to make working with explosion animations easier
mobs.reverse_explosion_animation = function(self,dtime)
--if explosion animation was greater than 0 then reverse it
if self.explosion_animation and self.explosion_animation > 0 then
self.explosion_animation = self.explosion_animation - dtime
if self.explosion_animation < 0 then
self.explosion_animation = 0
end
end
mobs.handle_explosion_animation(self)
end
--[[
______ _
| ___ \ | |
| |_/ / _ _ __ ___| |__
| __/ | | | '_ \ / __| '_ \
| | | |_| | | | | (__| | | |
\_| \__,_|_| |_|\___|_| |_|
]]--
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
return
end
local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.minimum_follow_distance then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self, "run")
else
mobs.set_velocity(self, 0)
mobs.set_mob_animation(self, "stand")
end
mobs.set_yaw_while_attacking(self)
--make punchy mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--mobs that can climb over stuff
if self.always_climb and node_in_front_of > 0 then
mobs.climb(self)
end
--auto reset punch_timer
if not self.punch_timer then
self.punch_timer = 0
end
if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime
end
end
mobs.punch_attack = function(self)
self.attacking:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
self.punch_timer = self.punch_timer_cooloff
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if self.attacking:get_velocity().y <= 1 then
dir.y = 5
end
self.attacking:add_velocity(dir)
end
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
mobs.projectile_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_velocity(self,0)
mobs.set_mob_animation(self,"stand")
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
--make shooty mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
end
--[[
_ ______ _ _
| | | ___| | | |
| | | |_ | |_ _ | |
| | | _| | | | | | | |
|_| | | | | |_| | |_|
(_) \_| |_|\__, | (_)
__/ |
|___/
]]--
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
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
return
end
--this is specifically for random ghast movement
if self.fly_random_while_attack then
--enable rotation locking
mobs.movement_rotation_lock(self)
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))
--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)]
end
mobs.set_fly_velocity(self, self.run_velocity)
else
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, 0)
mobs.set_mob_animation(self,"stand")
end
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
if self.fly_random_while_attack then
mobs.set_yaw_while_attacking(self)
self.walk_timer = 0
end
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
end

View file

@ -0,0 +1,179 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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
end
--hey look, this thing works for passive mobs too!
local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
--check if the follower is a player incase they log out
if follower and follower:is_player() then
local stack = follower:get_wielded_item()
--safety check
if not stack then
self.following_person = nil
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
end
end
--everything failed
self.following_person = nil
return false
end
--a function which attempts to make mobs enter
--the breeding state
mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
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
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return false
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
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
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
end
--everything failed
return false
end
--find the closest mate in the area
mobs.look_for_mate = function(self)
local pos1 = self.object:get_pos()
pos1.y = pos1.y + self.eye_height
local mates_in_area = {}
local winner_mate = nil
local mates_detected = 0
local radius = self.view_range
--get mates in radius
for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do
--look for a breeding mate
if mate and mate:get_luaentity()
and mate:get_luaentity()._cmi_is_mob
and mate:get_luaentity().name == self.name
and mate:get_luaentity().breed_lookout_timer > 0
and mate:get_luaentity() ~= self then
local pos2 = mate:get_pos()
local distance = vector.distance(pos1,pos2)
if distance <= radius 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)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
else
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
end
end
end
end
--return if there's no one near by
if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_distance = radius + 1
--sort through mates and find the closest mate
for mate,distance in pairs(mates_in_area) do
if distance < shortest_distance then
shortest_distance = distance
winner_mate = mate
end
end
return winner_mate
end
--make the baby grow up
mobs.baby_grow_up = function(self)
self.baby = nil
self.visual_size = self.backup_visual_size
self.collisionbox = self.backup_collisionbox
self.selectionbox = self.backup_selectionbox
self.object:set_properties(self)
end
--makes the baby grow up faster with diminishing returns
mobs.make_baby_grow_faster = function(self,clicker)
if clicker and clicker:is_player() then
local stack = clicker:get_wielded_item()
--safety check
if not stack then
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.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns
if not minetest.is_creative_enabled(clicker:get_player_name()) then
stack:take_item()
clicker:set_wielded_item(stack)
end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
end
end
return false
end

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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local vector_multiply = vector.multiply
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
--do collision detection from the base of the mob
local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
local collision_boundary = collisionbox[4]
local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
local collision_count = 0
local check_for_attack = false
if self.attack_type == "punch" and self.hostile and self.attacking then
check_for_attack = true
end
for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object:get_luaentity().health > 0)) and
--don't collide with rider, rider don't collide with thing
(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
--mob cramming
if collision_count > 30 then
self.health = -20
break
end
local pos2 = object:get_pos()
local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
local velocity = dir
--0.5 is the max force multiplier
local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
local vel1 = vector.multiply(velocity, -1.5)
local vel2 = vector.multiply(velocity, 1.5)
vel1 = vector.multiply(vel1, force * 10)
vel2 = vector.multiply(vel2, force)
if object:is_player() then
vel2 = vector_multiply(vel2, 2.5)
--integrate mob punching into collision detection
if check_for_attack and self.punch_timer <= 0 then
if object == self.attacking then
mobs.punch_attack(self)
end
end
end
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
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}
}, nil)
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = player:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if player:get_velocity().y <= 1 then
dir.y = 5
end
player:add_velocity(dir)
end

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local minetest_add_item = minetest.add_item
--local minetest_sound_play = minetest.sound_play
local math_pi = math.pi
local math_random = math.random
local math_floor = math.floor
local HALF_PI = math_pi / 2
local vector_new = vector.new
-- drop items
local item_drop = function(self, cooked, looting_level)
looting_level = looting_level or 0
-- no drops for child mobs (except monster)
if (self.child and self.type ~= "monster") then
return
end
local obj, item
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
for n = 1, #self.drops do
local dropdef = self.drops[n]
local chance = 1 / dropdef.chance
local looting_type = dropdef.looting
if looting_level > 0 then
local chance_function = dropdef.looting_chance_function
if chance_function then
chance = chance_function(looting_level)
elseif looting_type == "rare" then
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
end
end
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if math_random() < chance then
num = math_random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + math_floor(math_random(0, looting_level) + 0.5)
end
if num > 0 then
item = dropdef.name
-- cook items when true
if cooked then
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()
end
end
-- add item if it exists
for x = 1, num do
obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
end
if obj and obj:get_luaentity() then
obj:set_velocity({
x = math_random(-10, 10) / 9,
y = 6,
z = math_random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
mobs.death_logic = function(self, dtime)
--stop crashing game when object is nil
if not self or not self.object or not self.object:get_luaentity() then
return
end
self.death_animation_timer = self.death_animation_timer + dtime
--get all attached entities and sort through them
local attached_entities = self.object:get_children()
if #attached_entities > 0 then
for _,entity in pairs(attached_entities) do
--kick the player off
if entity:is_player() then
mobs.detach(entity)
--kick mobs off
--if there is scaling issues, this needs an additional check
else
entity:set_detach()
end
end
end
--stop mob from getting in the way of other mobs you're fighting
if self.object:get_properties().pointable then
self.object:set_properties({pointable = false})
end
--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
--I'm sure there's a more efficient way to do this
--but this is the easiest, easier to work with 1 variable synced
--this is also not smooth
local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster
if death_animation_roll > 1 then
death_animation_roll = 1
end
local rot = self.object:get_rotation() --(no pun intended)
rot.z = death_animation_roll * HALF_PI
self.object:set_rotation(rot)
mobs.set_mob_animation(self,"stand", true)
--flying and swimming mobs just fall down
if self.fly or self.swim then
if self.object:get_acceleration().y ~= -self.gravity then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
end
end
--when landing allow mob to slow down and just fall if in air
if self.pause_timer <= 0 then
mobs.set_velocity(self,0)
end
end

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local minetest_line_of_sight = minetest.line_of_sight
--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
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_node_or_nil = minetest.get_node_or_nil
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_connected_players = minetest.get_connected_players
local vector_new = vector.new
local vector_add = vector.add
local vector_multiply = vector.multiply
local vector_distance = vector.distance
local table_copy = table.copy
local math_abs = math.abs
-- default function when mobs are blown up with TNT
--[[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]]
--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
local players_detected = 0
--get players in radius
for _,player in pairs(minetest.get_connected_players()) do
if player and player:get_hp() > 0 then
local pos2 = player:get_pos()
local distance = vector_distance(pos1,pos2)
if distance <= radius then
if 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 + object_height_adder, pos1.z),
vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z)
) then
players_detected = players_detected + 1
players_in_area[player] = distance
end
else
players_detected = players_detected + 1
players_in_area[player] = distance
end
end
end
end
--return if there's no one near by
if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
return nil
end
--do a default radius max
local shortest_distance = radius + 1
--sort through players and find the closest player
for player,distance in pairs(players_in_area) do
if distance < shortest_distance then
shortest_distance = distance
winner_player = player
end
end
return winner_player
end
--check if a mob needs to jump
mobs.jump_check = function(self,dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
--only jump if there's a node and a non-solid node above it
local test_dir = vector_add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
test_dir.y = test_dir.y + 1
local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0
if green_flag_1 and green_flag_2 then
--can jump over node
return 1
elseif green_flag_1 and not green_flag_2 then
--wall in front of mob
return 2
end
--nothing to jump over
return 0
end
-- a helper function to quickly turn neutral passive mobs hostile
local turn_hostile = function(self,detected_mob)
--drop in variables for attacking (stops crash)
detected_mob.punch_timer = 0
--set to hostile
detected_mob.hostile = true
--hostile_cooldown timer is initialized here
detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown
--set target to the same
detected_mob.attacking = self.attacking
end
--allow hostile mobs to signal to other mobs
--to switch from neutal passive to neutral hostile
mobs.group_attack_initialization = function(self)
--get basic data
local friends_list
if self.group_attack == true then
friends_list = {self.name}
else
friends_list = table_copy(self.group_attack)
end
local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range)
--get the player's name
local name = self.attacking:get_player_name()
--re-use local variable
local detected_mob
--run through mobs in viewing distance
for _,object in pairs(objects_in_area) do
if object and object:get_luaentity() then
detected_mob = object:get_luaentity()
-- only alert members of same mob or friends
if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then
if detected_mob.name == self.name then
turn_hostile(self,detected_mob)
else
for _,id in pairs(friends_list) do
if detected_mob.name == id then
turn_hostile(self,detected_mob)
break
end
end
end
end
--THIS NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!!
-- have owned mobs attack player threat
--if obj.owner == name and obj.owner_loyal then
-- do_attack(obj, self.object)
--end
end
end
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
end
end
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
-- get node but use fallback for nil or unknown
mobs.node_ok = function(pos, fallback)
fallback = fallback or mobs.fallback_node
local node = minetest_get_node_or_nil(pos)
if node and minetest_registered_nodes[node.name] then
return node
end
return minetest_registered_nodes[fallback]
end
--a teleport functoin
mobs.teleport = function(self, target)
if self.do_teleport then
if self.do_teleport(self, target) == false then
return
end
end
end
--a function used for despawning mobs
mobs.check_for_player_within_area = function(self, radius)
local pos1 = self.object:get_pos()
--get players in radius
for _,player in pairs(minetest_get_connected_players()) do
if player and player:get_hp() > 0 then
local pos2 = player:get_pos()
local distance = vector_distance(pos1,pos2)
if distance < radius then
--found a player
return true
end
end
end
--did not find a player
return false
end
--a simple helper function for mobs following
mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0
pos2.y = 0
return vector_distance(pos1, pos2)
end
-- fall damage onto solid ground
mobs.calculate_fall_damage = function(self)
if self.old_velocity and self.old_velocity.y < -7 and self.object:get_velocity().y == 0 then
local vel = self.object:get_velocity()
if vel then
local damage = math_abs(self.old_velocity.y + 7) * 2
self.pause_timer = 0.4
self.health = self.health - damage
end
end
end

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local math = math
local vector = vector
--converts yaw to degrees
local degrees = function(yaw)
return yaw*180.0/math.pi
end
mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer")
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},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector.new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
--(vertical)
bone_pos.z = self.head_bone_pos_z
--print(yaw)
--local _, bone_rot = self.object:get_bone_position("head")
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
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
end
--over rotation protection
--stops radians from going out of spec
if head_yaw > math.pi then
head_yaw = head_yaw - (math.pi * 2)
elseif head_yaw < -math.pi then
head_yaw = head_yaw + (math.pi * 2)
end
local check_failed = false
--upper check + 90 degrees or upper math.radians (3.14/2)
if head_yaw > math.pi - (math.pi/2) then
head_yaw = 0
check_failed = true
--lower check - 90 degrees or lower negative math.radians (-3.14/2)
elseif head_yaw < -math.pi + (math.pi/2) then
head_yaw = 0
check_failed = true
end
local head_pitch = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
--head_yaw = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
if not check_failed then
head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
end
if self.head_pitch_modifier then
head_pitch = head_pitch + self.head_pitch_modifier
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))
else
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

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local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw
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 function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
local tag = item:get_meta():get_string("name")
if tag ~= "" then
if string.len(tag) > MAX_MOB_NAME_LENGTH then
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
end
self.nametag = tag
mobs.update_tag(self)
if not mobs.is_creative(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
return true
end
end
return false
end
-- I have no idea what this does
mobs.create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
--don't allow rightclicking dead mobs
if self.health <= 0 then
return
end
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
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
end
--neutral passive mobs switch to neutral hostile
if self.neutral then
--drop in variables for attacking (stops crash)
self.attacking = hitter
self.punch_timer = 0
self.hostile = true
--hostile_cooldown timer is initialized here
self.hostile_cooldown_timer = self.hostile_cooldown
--initialize the group attack (check for other mobs in area, make them neutral hostile)
if self.group_attack then
mobs.group_attack_initialization(self)
end
end
--turn skittish mobs away and RUN
if self.skittish then
self.state = "run"
self.run_timer = 5 --arbitrary 5 seconds
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
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
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
end
end
--don't do damage until pause timer resets
if self.pause_timer > 0 then
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
-- exhaust attacker
if mod_hunger and is_player then
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
end
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
end
if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then
mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
end
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon:get_name() then
damage = self.immune_to[n][2] or 0
break
end
end
-- healing
if damage <= -1 then
self.health = self.health - math.floor(damage)
return
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)
--minetest_is_creative_enabled("") ~= true --removed for now
if tool_capabilities then
if tool_capabilities.punch_attack_uses then
-- Without this delay, the wear does not work. Quite hacky ...
minetest_after(0, function(name)
local player = minetest.get_player_by_name(name)
if not player then return end
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)
weapon:add_wear(wear)
hitter:set_wielded_item(weapon)
end
end, hitter:get_player_name())
end
end
--if player is falling multiply damage by 1.5
--critical hit
if hitter:get_velocity().y < 0 then
damage = damage * 1.5
mobs.critical_effect(self)
end
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
if damage >= 0.1 then
minetest_sound_play("default_punch", {
object = self.object,
max_hear_distance = 16
}, true)
-- do damage
self.health = self.health - damage
--0.4 seconds until you can hurt the mob again
self.pause_timer = 0.4
--don't do knockback from a rider
for _,obj in pairs(self.object:get_children()) do
if obj == hitter then
return
end
end
-- knock back effect
local velocity = self.object:get_velocity()
--2d direction
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
local dir = vector.direction(pos2,pos1)
local up = 3
-- if already in air then dont go up anymore when hit
if velocity.y ~= 0 then
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
-- check if tool already has specific knockback value
local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
if knockback_enchant and knockback_enchant > 0 then
multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
end
--do this to sure you can punch a mob back when
--it's coming for you
if self.hostile then
multiplier = multiplier + 2
end
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
local pos2 = self.attacking:get_pos()
--add player eye height
pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction
local dir = vector.direction(pos1,pos2)
--call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir)
end
mobs.update_tag = function(self)
self.object:set_properties({
nametag = self.nametag,
})
end

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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 collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 50,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-0.5,0.5,-0.5),
maxvel = vector.new(0.5,1,0.5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png", -- this particle looks strange
})
end
mobs.critical_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 10,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png^[colorize:black:255",
})
end
--when feeding a mob
mobs.feed_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 10,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png^[colorize:gray:255",
})
end
--hearts when tamed
mobs.tamed_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 30,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end
--hearts when breeding
mobs.breeding_effect = function(self)
local pos = self.object:get_pos()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
end
minetest_add_particlespawner({
amount = 2,
time = 0.0001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-1,1,-1),
maxvel = vector.new(1,3,1),
minexptime = 0.7,
maxexptime = 1,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end

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-- localize math functions
local math = math
local HALF_PI = math.pi / 2
local DOUBLE_PI = math.pi * 2
-- localize vector functions
local vector = vector
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw
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)
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
self.object:add_velocity(new_velocity_addition)
end
end
--this is a generic float function
mobs.float = function(self)
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()
local goal_velocity = {
x = 0,
y = DEFAULT_FLOAT_SPEED,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--this is a generic climb function
mobs.climb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = DEFAULT_CLIMB_SPEED,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--[[
_ _
| | | |
| | __ _ _ __ __| |
| | / _` | '_ \ / _` |
| |___| (_| | | | | (_| |
\_____/\__,_|_| |_|\__,_|
]]
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_velocity = function(self, v)
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = 0,
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)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
-- calculate mob velocity
mobs.get_velocity = function(self)
local v = self.object:get_velocity()
v.y = 0
if v then
return vector.length(v)
end
return 0
end
--make mobs jump
mobs.jump = function(self, velocity)
if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
return
end
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
self.object:add_velocity(vector.new(0,velocity,0))
end
--make mobs fall slowly
mobs.mob_fall_slow = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = 0,
y = -2,
z = 0,
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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)))
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
self.object:add_velocity(new_velocity_addition)
end
end
--[[
_____ _
/ ___| (_)
\ `--.__ ___ _ __ ___
`--. \ \ /\ / / | '_ ` _ \
/\__/ /\ V V /| | | | | | |
\____/ \_/\_/ |_|_| |_| |_|
]]--
--make mobs flop
mobs.flop = function(self, velocity)
if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
return false
end
mobs.set_velocity(self, 0)
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
--create a random direction (2d yaw)
local dir = DOUBLE_PI * math.random()
--create a random force value
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)
--place in the "flop" velocity to make the mob flop
final_additional_force.y = velocity
self.object:add_velocity(final_additional_force)
return true
end
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_swim_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
if v == 0 then
pitch = 0
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = pitch,
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)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--[[
______ _
| ___| |
| |_ | |_ _
| _| | | | | |
| | | | |_| |
\_| |_|\__, |
__/ |
|___/
]]--
-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_fly_velocity = function(self, v)
local yaw = (self.yaw or 0)
local pitch = (self.pitch or 0)
if v == 0 then
pitch = 0
end
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math.sin(yaw) * -v),
y = pitch,
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)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--a quick and simple pitch calculation between two vector positions
mobs.calculate_pitch = function(pos1, pos2)
if pos1 == nil or pos2 == nil then
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
end
--make mobs fly up or down based on their y difference
mobs.set_pitch_while_attacking = function(self)
local pos1 = self.object:get_pos()
local pos2 = self.attacking:get_pos()
local pitch = mobs.calculate_pitch(pos2,pos1)
self.pitch = pitch
end
--[[
___
|_ |
| |_ _ _ __ ___ _ __
| | | | | '_ ` _ \| '_ \
/\__/ / |_| | | | | | | |_) |
\____/ \__,_|_| |_| |_| .__/
| |
|_|
]]--
--special mob jump movement
mobs.jump_move = function(self, velocity)
if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
return
end
--make the mob stick for a split second
mobs.set_velocity(self,0)
--fallback velocity to allow modularity
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),
y = jump_height,
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)))
end
--smooths out mobs a bit
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
--make it so mobs do not glitch out and freak out
--when moving around over nodes
mobs.swap_auto_step_height_adjust = function(self)
local y_vel = self.object:get_velocity().y
if y_vel == 0 and self.stepheight ~= self.stepheight_backup then
self.stepheight = self.stepheight_backup
elseif y_vel ~= 0 and self.stepheight ~= 0 then
self.stepheight = 0
end
end

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local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81
mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity)
local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity")
if power == nil then
power = 19
end
if damage == nil then
damage = 3
end
gravity = gravity or -GRAVITY
local knockback
if bow_stack then
local enchantments = mcl_enchanting.get_enchantments(bow_stack)
if enchantments.power then
damage = damage + (enchantments.power + 1) / 4
end
if enchantments.punch then
knockback = enchantments.punch * 3
end
if enchantments.flame then
mcl_burning.set_on_fire(obj, math.huge)
end
end
obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power})
obj:set_acceleration({x=0, y=gravity, z=0})
obj:set_yaw(yaw-math.pi/2)
local le = obj:get_luaentity()
le._shooter = shooter
le._damage = damage
le._is_critical = is_critical
le._startpos = pos
le._knockback = knockback
le._collectable = collectable
--play custom shoot sound
if shooter and shooter.shoot_sound then
minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true)
end
return obj
end

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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
if not mobs.check_for_player_within_area(self, 64) then
--print("removing SERIALIZED!")
self.object:remove()
return
end
end
self.remove_ok = true
self.attack = nil
self.following = nil
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
return minetest.serialize(tmp)
end
-- activate mob and reload settings
mobs.mob_activate = function(self, staticdata, def, dtime)
-- remove monsters in peaceful mode
if self.type == "monster" and minetest_settings:get_bool("only_peaceful_mobs", false) then
mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
--set up wandering
if not self.wandering then
self.wandering = true
end
--clear animation
self.current_animation = nil
-- select random texture, set model and size
if not self.base_texture then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
self.base_texture = def.textures[math_random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set baby mobs to half size
if self.baby == true then
vis_size = {
x = self.base_size.x * self.baby_size,
y = self.base_size.y * self.baby_size,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * self.baby_size,
self.base_colbox[2] * self.baby_size,
self.base_colbox[3] * self.baby_size,
self.base_colbox[4] * self.baby_size,
self.base_colbox[5] * self.baby_size,
self.base_colbox[6] * self.baby_size
}
selbox = {
self.base_selbox[1] * self.baby_size,
self.base_selbox[2] * self.baby_size,
self.base_selbox[3] * self.baby_size,
self.base_selbox[4] * self.baby_size,
self.base_selbox[5] * self.baby_size,
self.base_selbox[6] * self.baby_size
}
end
--stop mobs from reviving
if not self.dead and not self.health then
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
if self.breath == nil then
self.breath = self.breath_max
end
-- pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "ignore"
self.standing_on = "ignore"
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
self.texture_mods = {}
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
--continue mob effect on server restart
if self.dead or self.health <= 0 then
self.object:set_texture_mod("^[colorize:red:120")
else
self.object:set_texture_mod("")
end
-- set anything changed above
self.object:set_properties(self)
--update_tag(self)
--mobs.set_animation(self, "stand")
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
if use_cmi then
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end

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local math_random = math.random
--generic call for sound handler for mobs (data access)
mobs.play_sound = function(self,sound)
local soundinfo = self.sounds
if not soundinfo then
return
end
local play_sound = soundinfo[sound]
if not play_sound then
return
end
mobs.play_sound_handler(self, play_sound)
end
--generic sound handler for mobs
mobs.play_sound_handler = function(self, sound)
local pitch = (100 + math_random(-15,15) + math_random()) / 100
local distance = self.sounds.distance or 16
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = distance,
pitch = pitch,
}, true)
end
--random sound timing handler
mobs.random_sound_handling = function(self,dtime)
self.random_sound_timer = self.random_sound_timer - dtime
--play sound and reset timer
if self.random_sound_timer <= 0 then
mobs.play_sound(self,"random")
self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
end
end
--used for playing a non-mob internal sound at random pitches
mobs.play_sound_specific = function(self,soundname)
local pitch = (100 + math_random(-15,15) + math_random()) / 100
local distance = self.sounds.distance or 16
minetest.sound_play(soundname, {
object = self.object,
gain = 1.0,
max_hear_distance = distance,
pitch = pitch,
}, true)
end

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)
@ -206,21 +207,30 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10
mobs.set_velocity(entity, entity.run_velocity)
mobs.set_mob_animation(entity, moving_anim)
-- move backwards
elseif ctrl.down then
if entity.max_speed_reverse == 0 and entity.v == 0 then
return
end
mobs.set_velocity(entity, -entity.run_velocity)
entity.v = entity.v - entity.accel / 10
mobs.set_mob_animation(entity, moving_anim)
--halt
else
mobs.set_velocity(entity, 0)
mobs.set_mob_animation(entity, stand_anim)
end
-- fix mob rotation
-- mob rotation
entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate)
entity.yaw = entity.driver:get_look_horizontal() - entity.rotate
--[[
if can_fly then
-- fly up
@ -244,32 +254,21 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
else
]]--
-- jump
if ctrl.jump then
-- jump
if ctrl.jump then
if velo.y == 0 then
velo.y = velo.y + entity.jump_height
acce_y = acce_y + (acce_y * 3) + 1
end
end
end
end
-- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
mobs:set_animation(entity, stand_anim)
mobs.jump(entity)
end
return
--end
end
--[[
-- set moving animation
if moving_anim then
mobs:set_animation(entity, moving_anim)
mobs:set_mob_animation(entity, moving_anim)
end
-- Stop!
@ -383,13 +382,17 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
entity.v2 = v
]]--
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
end
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local dir = entity.driver:get_look_dir()
@ -440,9 +443,9 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
mobs:set_animation(entity, stand_anim)
mobs:set_mob_animation(entity, stand_anim)
else
-- moving animation
mobs:set_animation(entity, moving_anim)
mobs:set_mob_animation(entity, moving_anim)
end
end

View file

@ -1,18 +1,33 @@
--lua locals
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local new_vector = vector.new
local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local math_random = math.random
local get_biome_name = minetest.get_biome_name
local max = math.max
local get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
local math_floor = math.floor
--local max = math.max
--local vector_distance = vector.distance
local vector_new = vector.new
local vector_floor = vector.floor
local table_copy = table.copy
local table_remove = table.remove
local pairs = pairs
-- range for mob count
local aoc_range = 32
--[[
local aoc_range = 48
--do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
--[[
THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
@ -153,29 +168,14 @@ Overworld regular:
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
-- count how many mobs of one type are inside an area
local count_mobs = function(pos,mobtype)
print(mobtype)
-- count how many mobs are in an area
local function count_mobs(pos)
local num = 0
local objs = get_objects_inside_radius(pos, aoc_range)
for n = 1, #objs do
local obj = objs[n]:get_luaentity()
if obj and obj.name and obj._cmi_is_mob then
-- count hostile mobs only
if mobtype == "hostile" then
if obj.spawn_class == "hostile" then
num = num + 1
end
-- count passive mobs only
else
num = num + 1
end
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
num = num + 1
end
end
return num
end
@ -194,7 +194,7 @@ end
name:
the mobs name
dimension:
dimension:
"overworld"
"nether"
"end"
@ -244,8 +244,7 @@ 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?
@ -282,7 +281,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
end
-- if toggle set to nil then ignore day/night check
if day_toggle ~= nil then
if day_toggle then
local tod = (minetest.get_timeofday() or 0) * 24000
@ -372,7 +371,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
-- inside block
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
if ent.spawn_small_alternative and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
end
@ -485,25 +484,26 @@ end
local axis
--inner and outer part of square donut radius
local inner = 1
local outer = 65
local inner = 15
local outer = 64
local int = {-1,1}
local position_calculation = function(pos)
pos = vector.floor(pos)
local function position_calculation(pos)
pos = vector_floor(pos)
--this is used to determine the axis buffer from the player
axis = math.random(0,1)
axis = math_random(0,1)
--cast towards the direction
if axis == 0 then --x
pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)]
pos.z = pos.z + math.random(-outer,outer)
pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)]
pos.z = pos.z + math_random(-outer,outer)
else --z
pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)]
pos.x = pos.x + math.random(-outer,outer)
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
--[[
@ -517,7 +517,7 @@ local decypher_limits_dictionary = {
local function decypher_limits(posy)
--local min_max_table = decypher_limits_dictionary[dimension]
--return min_max_table[1],min_max_table[2]
posy = math.floor(posy)
posy = math_floor(posy)
return posy - 32, posy + 32
end
@ -531,7 +531,7 @@ local function biome_check(biome_list, biome_goal)
return false
end
--todo mob limiting
--MAIN LOOP
@ -540,108 +540,169 @@ if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 8 then
if timer >= 10 then
timer = 0
for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do
repeat -- after this line each "break" means "continue"
local player_pos = player:get_pos()
for _,player in pairs(get_connected_players()) do
-- after this line each "break" means "continue"
local do_mob_spawning = true
repeat
--don't need to get these variables more than once
--they happen in a single server step
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
local player_pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(player_pos)
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min,max = decypher_limits(player_pos.y)
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
local min, max = decypher_limits(player_pos.y)
for i = 1, math_random(1,4) do
-- after this line each "break" means "continue"
local do_mob_algorithm = true
repeat
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(vector_new(goal_pos.x,min,goal_pos.z), vector_new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
--couldn't find node
if #spawning_position_list <= 0 then
break
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle
if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15
break
end
--hard code mob limit in area to 5 for now
if count_mobs(spawning_position) >= 5 then
break
end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
local mob_def = nil
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
local repeat_mob_search = true
repeat
--do not infinite loop
if #mob_library_worker_table <= 0 then
--print("breaking infinite loop")
break
end
local skip = false
--use this for removing table elements of mobs that do not match
local temp_index = math_random(1,#mob_library_worker_table)
local temp_def = mob_library_worker_table[temp_index]
--skip if something ridiculous happens (nil mob def)
--something truly horrible has happened if skip gets
--activated at this point
if not temp_def then
skip = true
end
if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then
skip = true
end
--skip if not correct dimension
if not skip and (temp_def.dimension ~= dimension) then
skip = true
end
--skip if not in correct biome
if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then
skip = true
end
--don't spawn if not in light limits
if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then
skip = true
end
--skip if not in correct spawning type
if not skip and (temp_def.type_of_spawning == "ground" and is_water) then
skip = true
end
if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then
skip = true
end
--found a mob, exit out of loop
if not skip then
--minetest.log("warning", "found mob:"..temp_def.name)
--print("found mob:"..temp_def.name)
mob_def = table_copy(temp_def)
break
else
--minetest.log("warning", "deleting temp index "..temp_index)
--print("deleting temp index")
table_remove(mob_library_worker_table, temp_index)
end
until repeat_mob_search == false --this is needed to sort through mobs randomly
--catch if went through all mobs and something went horribly wrong
--could not find a valid mob to spawn that fits the environment
if not mob_def then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--print("spawning: " .. mob_def.name)
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
--couldn't find node
if #spawning_position_list <= 0 then
break
end
until do_mob_algorithm == false --this is a safety catch
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
local gotten_node = get_node(spawning_position).name
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if not mob_def then
break --skip if something ridiculous happens (nil mob def)
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning == "ground" and is_water then
break
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
until true --this is a safety catch
end
break
until do_mob_spawning == false --this is a performance catch
end
end
end)

View file

@ -1,5 +1,5 @@
local S = minetest.get_translator("mcl_mobs")
local S = minetest.get_translator(minetest.get_current_modname())
-- name tag
minetest.register_craftitem("mcl_mobs:nametag", {

View file

@ -1,14 +1,16 @@
local path = minetest.get_modpath(minetest.get_current_modname())
local api_path = path.."/api"
-- Mob API
dofile(path .. "/api.lua")
dofile(api_path .. "/api.lua")
-- Spawning Algorithm
dofile(path .. "/spawning.lua")
dofile(api_path .. "/spawning.lua")
-- Rideable Mobs
dofile(path .. "/mount.lua")
dofile(api_path .. "/mount.lua")
-- Mob Items
dofile(path .. "/crafts.lua")

View file

@ -1,8 +0,0 @@
if minetest.get_modpath("lucky_block") then
lucky_block:add_blocks({
{"dro", {"mcl_mobs:nametag"}, 1},
{"lig"},
})
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, lucky_block, 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

@ -0,0 +1,4 @@
default_punch.1 = https://freesound.org/people/Merrick079/sounds/566436/
default_punch.2 = https://freesound.org/people/Merrick079/sounds/566435/
default_punch.3 = https://freesound.org/people/Merrick079/sounds/566434/

Binary file not shown.

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View file

@ -0,0 +1 @@
--use vector.distance to count down mob despawn timer

View file

@ -1,12 +1,15 @@
mcl_paintings = {}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/paintings.lua")
local modname = minetest.get_current_modname()
dofile(minetest.get_modpath(modname).."/paintings.lua")
local S = minetest.get_translator("mcl_paintings")
local S = minetest.get_translator(modname)
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 +20,7 @@ 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 +46,7 @@ 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 +56,7 @@ 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 +68,7 @@ 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 +84,13 @@ 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 +172,7 @@ 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

@ -3,7 +3,7 @@ local TS = 16 -- texture size
mcl_paintings.paintings = {
[1] = {
[1] = {
{ cx = 0, cy = 0 },
{ cx = 0, cy = 0 },
{ cx = TS, cy = 0 },
{ cx = 2*TS, cy = 0 },
{ cx = 3*TS, cy = 0 },
@ -26,7 +26,7 @@ mcl_paintings.paintings = {
{ cx = 0, cy = 4*TS },
{ cx = TS, cy = 4*TS },
},
[2] = {
[2] = {
{ cx = 0, cy = 8*TS },
{ cx = 2*TS, cy = 8*TS },
{ cx = 4*TS, cy = 8*TS },
@ -35,7 +35,7 @@ mcl_paintings.paintings = {
{ cx = 10*TS, cy = 8*TS },
},
[3] = 2,
[4] = {
[4] = {
{ cx = 0, cy = 6*TS },
},
},

View file

@ -15,7 +15,7 @@ with name "mobs_mc_gameconfig". ]]
-- Set to false in your gameconfig mod if you create your own monster egg nodes.
mobs_mc.create_monster_egg_nodes = true
mobs_mc.items = {}
--mobs_mc.items = {}
mobs_mc.items = {
-- Items defined in mobs_mc
@ -81,7 +81,9 @@ mobs_mc.items = {
gunpowder = "tnt:gunpowder",
flint_and_steel = "fire:flint_and_steel",
water_source = "default:water_source",
water_flowing = "default:water_flowing",
river_water_source = "default:river_water_source",
--water_flowing = "default:river_water_flowing",
black_dye = "dye:black",
poppy = "flowers:rose",
dandelion = "flowers:dandelion_yellow",
@ -126,7 +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

@ -8,7 +8,7 @@
-- NOTE: Most strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, most items are already outsourced in other mods.
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
local c = mobs_mc.is_item_variable_overridden
@ -234,8 +234,8 @@ end
if c("ender_eye") and c("blaze_powder") and c("blaze_rod") then
minetest.register_craft({
type = "shapeless",
output = 'mobs_mc:ender_eye',
recipe = { 'mobs_mc:blaze_powder', 'mobs_mc:blaze_rod'},
output = "mobs_mc:ender_eye",
recipe = { "mobs_mc:blaze_powder", "mobs_mc:blaze_rod"},
})
end
@ -516,8 +516,6 @@ end
-- Evoker
if c("totem") then
local hud_totem = {}
-- Totem of Undying
minetest.register_craftitem("mobs_mc:totem", {
description = S("Totem of Undying"),
@ -527,66 +525,8 @@ if c("totem") then
inventory_image = "mcl_totems_totem.png",
wield_image = "mcl_totems_totem.png",
stack_max = 1,
groups = {combat_item=1},
})
minetest.register_on_leaveplayer(function(player)
hud_totem[player:get_player_name()] = nil
end)
-- Save the player from death when holding totem of undying in hand
minetest.register_on_player_hpchange(function(player, hp_change)
local hp = player:get_hp()
-- Fatal damage?
if hp + hp_change <= 0 then
local wield = player:get_wielded_item()
if wield:get_name() == "mobs_mc:totem" then
local ppos = player:get_pos()
local pnname = minetest.get_node(ppos).name
-- Some exceptions when _not_ to save the player
for n=1, #mobs_mc.misc.totem_fail_nodes do
if pnname == mobs_mc.misc.totem_fail_nodes[n] then
return hp_change
end
end
-- Reset breath as well
if player:get_breath() < 11 then
player:set_breath(10)
end
if not minetest.is_creative_enabled(player:get_player_name()) then
wield:take_item()
player:set_wielded_item(wield)
end
-- Effects
minetest.sound_play({name = "mcl_totems_totem", gain=1}, {pos=ppos, max_hear_distance=16}, true)
-- Big totem overlay
if not hud_totem[player:get_player_name()] then
hud_totem[player:get_player_name()] = player:hud_add({
hud_elem_type = "image",
text = "mcl_totems_totem.png",
position = { x=0.5, y=1 },
scale = { x=17, y=17 },
offset = { x=0, y=-178 },
z_index = 100,
})
minetest.after(3, function(name)
local player = minetest.get_player_by_name(name)
if player and player:is_player() then
local name = player:get_player_name()
if hud_totem[name] then
player:hud_remove(hud_totem[name])
hud_totem[name] = nil
end
end
end, player:get_player_name())
end
-- Set HP to exactly 1
return -hp + 1
end
end
return hp_change
end, true)
end
-- Rotten flesh

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(minetest.get_current_modname())
--maikerumines throwing code
--arrow (weapon)
@ -83,7 +83,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
if self.timer>0.2 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity() then
if obj:get_luaentity().name ~= "mobs_mc:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
local damage = 3
minetest.sound_play("damage", {pos = pos}, true)
@ -108,7 +108,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
if self.lastpos.x~=nil then
if node.name ~= "air" then
minetest.sound_play("bowhit1", {pos = pos}, true)
minetest.add_item(self.lastpos, 'mobs_mc:arrow')
minetest.add_item(self.lastpos, "mobs_mc:arrow")
self.object:remove()
end
end
@ -155,7 +155,7 @@ end
if c("arrow") and c("flint") and c("feather") and c("stick") then
minetest.register_craft({
output = 'mobs_mc:arrow 4',
output = "mobs_mc:arrow 4",
recipe = {
{mobs_mc.items.flint},
{mobs_mc.items.stick},
@ -181,11 +181,11 @@ if c("bow") then
})
minetest.register_craft({
output = 'mobs_mc:bow_wood',
output = "mobs_mc:bow_wood",
recipe = {
{mobs_mc.items.string, mobs_mc.items.stick, ''},
{mobs_mc.items.string, '', mobs_mc.items.stick},
{mobs_mc.items.string, mobs_mc.items.stick, ''},
{mobs_mc.items.string, mobs_mc.items.stick, ""},
{mobs_mc.items.string, "", mobs_mc.items.stick},
{mobs_mc.items.string, mobs_mc.items.stick, ""},
}
})
end
@ -259,7 +259,7 @@ if c("egg") then
})
-- shoot egg
local mobs_shoot_egg = function (item, player, pointed_thing)
local function mobs_shoot_egg(item, player, pointed_thing)
local playerpos = player:get_pos()
@ -349,7 +349,7 @@ mobs:register_arrow("mobs_mc:snowball_entity", {
if c("snowball") then
-- shoot snowball
local mobs_shoot_snowball = function (item, player, pointed_thing)
local function mobs_shoot_snowball(item, player, pointed_thing)
local playerpos = player:get_pos()

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 = local S = minetest.get_translator(minetest.get_current_modname())
-- Heads system

View file

@ -2,7 +2,7 @@
--################### AGENT - seemingly unused
--###################
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:agent", {
type = "npc",

View file

@ -1,12 +1,16 @@
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:bat", {
description = S("Bat"),
type = "animal",
spawn_class = "ambient",
can_despawn = true,
passive = true,
rotate = 270,
tilt_fly = true,
fly = true,
hp_min = 6,
hp_max = 6,
collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25},
@ -44,9 +48,7 @@ mobs:register_mob("mobs_mc:bat", {
fall_damage = 0,
view_range = 16,
fear_height = 0,
jump = false,
fly = true,
makes_footstep_sound = false,
})

View file

@ -3,7 +3,7 @@
-- Model and mobs_blaze.png see https://github.com/22i/minecraft-voxel-blender-models -hi 22i ~jordan4ibanez
-- blaze.lua partial copy of mobs_mc/ghast.lua
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
--###################
--################### BLAZE
@ -11,12 +11,16 @@ local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:blaze", {
description = S("Blaze"),
type = "monster",
spawn_class = "hostile",
hp_min = 20,
hp_max = 20,
xp_min = 10,
xp_max = 10,
tilt_fly = false,
hostile = true,
--rotate = 270,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3},
rotate = -180,
visual = "mesh",
@ -35,7 +39,7 @@ mobs:register_mob("mobs_mc:blaze", {
walk_velocity = .8,
run_velocity = 1.6,
damage = 6,
reach = 2,
reach = 4, -- don't want blaze getting too close
pathfinding = 1,
drops = {
{name = mobs_mc.items.blaze_rod,
@ -63,7 +67,7 @@ mobs:register_mob("mobs_mc:blaze", {
fall_speed = -2.25,
light_damage = 0,
view_range = 16,
attack_type = "dogshoot",
attack_type = "projectile",
arrow = "mobs_mc:blaze_fireball",
shoot_interval = 3.5,
shoot_offset = 1.0,
@ -75,9 +79,18 @@ mobs:register_mob("mobs_mc:blaze", {
fear_height = 0,
glow = 14,
fire_resistant = true,
eye_height = 0.75,
projectile_cooldown_min = 2,
projectile_cooldown_max = 3,
shoot_arrow = function(self, pos, dir)
-- 2-4 damage per arrow
local dmg = math.random(2,4)
mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, 7, dmg,nil,nil,nil,-0.4)
end,
do_custom = function(self)
if self.state == "attack" and vector.distance(self.object:get_pos(), self.attack:get_pos()) < 1.2 then
mcl_burning.set_on_fire(self.attack, 5)
if self.attacking and self.state == "attack" and vector.distance(self.object:get_pos(), self.attacking:get_pos()) < 1.2 then
mcl_burning.set_on_fire(self.attacking, 5)
end
local pos = self.object:get_pos()
minetest.add_particle({
@ -147,16 +160,19 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
visual_size = {x = 0.3, y = 0.3},
textures = {"mcl_fire_fire_charge.png"},
velocity = 15,
speed = 5,
tail = 1,
tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture
tail_size = 2,
tail_distance_divider = 3,
_is_fireball = true,
-- Direct hit, no fire... just plenty of pain
hit_player = function(self, player)
if rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[player:get_player_name()] = "fireball"
end
mcl_burning.set_on_fire(player, 5, "blaze")
mcl_burning.set_on_fire(player, 5)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 5},
damage_groups = {fleshy = self._damage},
}, nil)
end,
@ -164,7 +180,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
mcl_burning.set_on_fire(mob, 5)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 5},
damage_groups = {fleshy = self._damage},
}, nil)
end,
@ -179,7 +195,9 @@ mobs:register_arrow("mobs_mc:blaze_fireball", {
-- Node hit, make fire
hit_node = function(self, pos, node)
if node.name == "air" then
if node.name ~= "air" then
local pos_above = table.copy(pos)
pos_above.y = pos_above.y + 1
minetest.set_node(pos_above, {name=mobs_mc.items.fire})
else
local v = self.object:get_velocity()

View file

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
--###################
--################### CHICKEN
@ -9,6 +9,7 @@ local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:chicken", {
description = S("Chicken"),
type = "animal",
spawn_class = "passive",
@ -17,7 +18,8 @@ mobs:register_mob("mobs_mc:chicken", {
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true,
skittish = true,
fall_slow = true,
floats = 1,
visual = "mesh",
mesh = "mobs_mc_chicken.b3d",
@ -25,9 +27,10 @@ mobs:register_mob("mobs_mc:chicken", {
{"mobs_mc_chicken.png"},
},
visual_size = {x=2.2, y=2.2},
rotate = 270,
makes_footstep_sound = true,
walk_velocity = 1,
run_velocity = 3,
drops = {
{name = mobs_mc.items.chicken_raw,
chance = 1,
@ -63,14 +66,25 @@ mobs:register_mob("mobs_mc:chicken", {
run_start = 0, run_end = 40,
},
follow = mobs_mc.follow.chicken,
follow = "mcl_farming:wheat_seeds",
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
view_range = 16,
fear_height = 4,
--why do chickend breed if they lay eggs??
on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if mobs:protect(self, clicker) then return end
if mobs:capture_mob(self, clicker, 0, 60, 5, false, nil) then return end
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
end,
do_custom = function(self, dtime)
@ -95,37 +109,83 @@ mobs:register_mob("mobs_mc:chicken", {
gain = 1.0,
max_hear_distance = 16,
}, true)
end,
end,
--head code
has_head = true,
head_bone = "head",
swap_y_with_x = false,
reverse_head_yaw = false,
head_bone_pos_y = 1.675,
head_bone_pos_z = 0,
head_height_offset = 0.55,
head_direction_offset = 0.0925,
head_pitch_modifier = -math.pi/2,
--end head code
})
--spawn
mobs:spawn_specific(
"mobs_mc:chicken",
"overworld",
"mobs_mc:chicken",
"overworld",
"ground",
{
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"ColdTaiga",
"SunflowerPlains",
"RoofedForest",
"MesaPlateauFM_grasstop",
"ExtremeHillsM",
"BirchForestM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
},
9,
minetest.LIGHT_MAX+1,
30, 17000,
3,
9,
minetest.LIGHT_MAX+1,
30, 17000,
3,
mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max)

View file

@ -1,14 +1,16 @@
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
local cow_def = {
description = S("Cow"),
type = "animal",
spawn_class = "passive",
hp_min = 10,
hp_max = 10,
xp_min = 1,
xp_max = 3,
rotate = 270,
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.39, 0.45},
visual = "mesh",
mesh = "mobs_mc_cow.b3d",
@ -19,6 +21,7 @@ local cow_def = {
visual_size = {x=2.8, y=2.8},
makes_footstep_sound = true,
walk_velocity = 1,
run_velocity = 3,
drops = {
{name = mobs_mc.items.beef_raw,
chance = 1,
@ -31,7 +34,7 @@ local cow_def = {
max = 2,
looting = "common",},
},
runaway = true,
skittish = true,
sounds = {
random = "mobs_mc_cow",
damage = "mobs_mc_cow_hurt",
@ -43,15 +46,20 @@ local cow_def = {
stand_speed = 25, walk_speed = 40,
run_speed = 60, stand_start = 0,
stand_end = 0, walk_start = 0,
walk_end = 40, run_start = 0,
walk_end = 40, run_start = 0,
run_end = 40,
},
follow = mobs_mc.follow.cow,
--follow = mobs_mc.follow.cow,
on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if mobs:protect(self, clicker) then return end
if self.child then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
@ -70,27 +78,49 @@ local cow_def = {
end
return
end
mobs:capture_mob(self, clicker, 0, 5, 60, false, nil)
end,
breed_distance = 1.5,
baby_size = 0.5,
follow_distance = 2,
follow = mobs_mc.items.wheat,
view_range = 10,
fear_height = 4,
--head code
has_head = true,
head_bone = "head",
swap_y_with_x = false,
reverse_head_yaw = false,
head_bone_pos_y = 3.6,
head_bone_pos_z = -0.6,
head_height_offset = 1.0525,
head_direction_offset = 0.5,
head_pitch_modifier = 0,
--end head code
}
mobs:register_mob("mobs_mc:cow", cow_def)
-- Mooshroom
local mooshroom_def = table.copy(cow_def)
mooshroom_def.description = S("Mooshroom")
mooshroom_def.mesh = "mobs_mc_cow.b3d"
mooshroom_def.textures = { {"mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png"}, {"mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } }
mooshroom_def.on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 1, true, true) then return end
if mobs:protect(self, clicker) then return end
if self.child then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
local item = clicker:get_wielded_item()
-- Use shears to get mushrooms and turn mooshroom into cow
if item:get_name() == mobs_mc.items.shears then
@ -139,7 +169,6 @@ mooshroom_def.on_rightclick = function(self, clicker)
minetest.add_item(pos, {name = mobs_mc.items.mushroom_stew})
end
end
mobs:capture_mob(self, clicker, 0, 5, 60, false, nil)
end
mobs:register_mob("mobs_mc:mooshroom", mooshroom_def)
@ -147,50 +176,81 @@ mobs:register_mob("mobs_mc:mooshroom", mooshroom_def)
-- Spawning
mobs:spawn_specific(
"mobs_mc:cow",
"overworld",
"overworld",
"ground",
{
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"ColdTaiga",
"SunflowerPlains",
"RoofedForest",
"MesaPlateauFM_grasstop",
"ExtremeHillsM",
"BirchForestM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
},
9,
minetest.LIGHT_MAX+1,
30,
17000,
10,
mobs_mc.spawn_height.water,
9,
minetest.LIGHT_MAX+1,
30,
17000,
10,
mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific(
"mobs_mc:mooshroom",
"overworld",
"mobs_mc:mooshroom",
"overworld",
"ground",
{
"MushroomIslandShore",
"MushroomIsland"
},
9,
minetest.LIGHT_MAX+1,
30,
17000,
5,
mobs_mc.spawn_height.overworld_min,
9,
minetest.LIGHT_MAX+1,
30,
17000,
5,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- spawn egg

View file

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
--###################
--################### CREEPER
@ -12,6 +12,8 @@ local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:creeper", {
type = "monster",
spawn_class = "hostile",
hostile = true,
rotate = 270,
hp_min = 20,
hp_max = 20,
xp_min = 5,
@ -33,28 +35,44 @@ mobs:register_mob("mobs_mc:creeper", {
explode = "tnt_explode",
distance = 16,
},
makes_footstep_sound = true,
makes_footstep_sound = false,
walk_velocity = 1.05,
run_velocity = 2.1,
run_velocity = 3.25,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode",
eye_height = 1.25,
--hssssssssssss
explosion_strength = 3,
explosion_radius = 3.5,
explosion_damage_radius = 3.5,
explosiontimer_reset_radius = 6,
reach = 3,
explosion_timer = 1.5,
--explosion_radius = 3,
--explosion_damage_radius = 6,
--explosiontimer_reset_radius = 6,
reach = 1.5,
defuse_reach = 4,
explosion_timer = 0.3,
allow_fuse_reset = true,
stop_to_explode = true,
--head code
has_head = true,
head_bone = "head",
swap_y_with_x = true,
reverse_head_yaw = true,
head_bone_pos_y = 2.4,
head_bone_pos_z = 0,
head_height_offset = 1.1,
head_direction_offset = 0,
head_pitch_modifier = 0,
--end head code
-- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code.
on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then
if self._forced_explosion_countdown_timer then
return
end
local item = clicker:get_wielded_item()
@ -74,7 +92,7 @@ mobs:register_mob("mobs_mc:creeper", {
end
end,
do_custom = function(self, dtime)
if self._forced_explosion_countdown_timer ~= nil then
if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
@ -130,6 +148,7 @@ mobs:register_mob("mobs_mc:creeper", {
})
mobs:register_mob("mobs_mc:creeper_charged", {
description = S("Charged Creeper"),
type = "monster",
spawn_class = "hostile",
hp_min = 20,
@ -142,12 +161,13 @@ mobs:register_mob("mobs_mc:creeper_charged", {
mesh = "mobs_mc_creeper.b3d",
--BOOM
textures = {
{"mobs_mc_creeper.png",
"mobs_mc_creeper_charge.png"},
},
visual_size = {x=3, y=3},
rotate = 270,
sounds = {
attack = "tnt_ignite",
death = "mobs_mc_creeper_death",
@ -156,18 +176,19 @@ mobs:register_mob("mobs_mc:creeper_charged", {
explode = "tnt_explode",
distance = 16,
},
makes_footstep_sound = true,
makes_footstep_sound = false,
walk_velocity = 1.05,
run_velocity = 2.1,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode",
explosion_strength = 6,
explosion_radius = 8,
explosion_damage_radius = 8,
explosiontimer_reset_radius = 6,
reach = 3,
explosion_timer = 1.5,
--explosion_radius = 3,
--explosion_damage_radius = 6,
--explosiontimer_reset_radius = 3,
reach = 1.5,
defuse_reach = 4,
explosion_timer = 0.3,
allow_fuse_reset = true,
stop_to_explode = true,
@ -175,7 +196,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
-- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code.
on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then
if self._forced_explosion_countdown_timer then
return
end
local item = clicker:get_wielded_item()
@ -195,7 +216,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
end
end,
do_custom = function(self, dtime)
if self._forced_explosion_countdown_timer ~= nil then
if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
@ -254,8 +275,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
})
mobs:spawn_specific(
"mobs_mc:creeper",
"overworld",
"mobs_mc:creeper",
"overworld",
"ground",
{
"Mesa",
@ -398,12 +419,12 @@ mobs:spawn_specific(
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
},
0,
7,
20,
16500,
2,
mobs_mc.spawn_height.overworld_min,
0,
7,
20,
16500,
2,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- spawn eggs

View file

@ -2,20 +2,28 @@
--################### ENDERDRAGON
--###################
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:enderdragon", {
description = S("Ender Dragon"),
type = "monster",
spawn_class = "hostile",
pathfinding = 1,
attacks_animals = true,
walk_chance = 100,
rotate = 270,
tilt_fly = true,
hostile = true,
shoot_arrow = function(self, pos, dir)
-- 2-4 damage per arrow
local dmg = math.random(2,4)
mobs.shoot_projectile_handling("mobs_mc:dragon_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end,
hp_max = 200,
hp_min = 200,
xp_min = 500,
xp_max = 500,
collisionbox = {-2, 3, -2, 2, 5, 2},
physical = false,
collisionbox = {-2, 0, -2, 2, 2, 2},
eye_height = 1,
visual = "mesh",
mesh = "mobs_mc_dragon.b3d",
textures = {
@ -23,6 +31,7 @@ mobs:register_mob("mobs_mc:enderdragon", {
},
visual_size = {x=3, y=3},
view_range = 35,
reach = 20,
walk_velocity = 6,
run_velocity = 6,
can_despawn = false,
@ -46,12 +55,10 @@ mobs:register_mob("mobs_mc:enderdragon", {
lava_damage = 0,
fire_damage = 0,
on_rightclick = nil,
attack_type = "dogshoot",
attack_type = "projectile",
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,
@ -60,7 +67,7 @@ mobs:register_mob("mobs_mc:enderdragon", {
},
ignores_nametag = true,
do_custom = function(self)
mcl_bossbars.update_boss(self, "Ender Dragon", "light_purple")
mcl_bossbars.update_boss(self.object, "Ender Dragon", "light_purple")
for _, obj in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 80)) do
local luaentity = obj:get_luaentity()
if luaentity and luaentity.name == "mcl_end:crystal" then
@ -104,8 +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", {
@ -132,10 +139,13 @@ mobs:register_arrow("mobs_mc:dragon_fireball", {
-- node hit, explode
hit_node = function(self, pos, node)
mobs:boom(self, pos, 2)
--mobs:boom(self, pos, 2)
if mobs_griefing then
mcl_explosions.explode(self.object:get_pos(), 2, { drop_chance = 1.0 })
end
end
})
mobs:register_egg("mobs_mc:enderdragon", S("Ender Dragon"), "mobs_mc_spawn_icon_dragon.png", 0, true)
mcl_wip.register_wip_item("mobs_mc:enderdragon")
--mcl_wip.register_wip_item("mobs_mc:enderdragon")

View file

@ -24,9 +24,11 @@
-- added rain damage.
-- fixed the grass_with_dirt issue.
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
local telesound = function(pos, is_source)
local vector = vector
local function telesound(pos, is_source)
local snd
if is_source then
snd = "mobs_mc_enderman_teleport_src"
@ -190,20 +192,22 @@ end
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
mobs:register_mob("mobs_mc:enderman", {
description = S("Enderman"),
type = "monster",
spawn_class = "passive",
passive = true,
pathfinding = 1,
neutral = true,
hp_min = 40,
hp_max = 40,
xp_min = 5,
xp_max = 5,
rotate = 270,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3},
visual = "mesh",
mesh = "mobs_mc_enderman.b3d",
textures = create_enderman_textures(),
visual_size = {x=3, y=3},
makes_footstep_sound = true,
eye_height = 2.5,
sounds = {
-- TODO: Custom war cry sound
war_cry = "mobs_sandmonster",
@ -212,8 +216,8 @@ mobs:register_mob("mobs_mc:enderman", {
random = {name="mobs_mc_enderman_random", gain=0.5},
distance = 16,
},
walk_velocity = 0.2,
run_velocity = 3.4,
walk_velocity = 1,
run_velocity = 4,
damage = 7,
reach = 2,
drops = {
@ -223,6 +227,22 @@ mobs:register_mob("mobs_mc:enderman", {
max = 1,
looting = "common"},
},
--head code
has_head = false,
head_bone = "head.low",
swap_y_with_x = false,
reverse_head_yaw = false,
head_bone_pos_y = 2.4,
head_bone_pos_z = 0,
head_height_offset = 1.1,
head_direction_offset = 0,
head_pitch_modifier = 0,
--end head code
animation = select_enderman_animation("normal"),
_taken_node = "",
do_custom = function(self, dtime)
@ -281,10 +301,10 @@ mobs:register_mob("mobs_mc:enderman", {
--self:teleport(nil)
--self.state = ""
--else
if self.attack then
local target = self.attack
if self.attacking then
local target = self.attacking
local pos = target:get_pos()
if pos ~= nil then
if pos then
if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then
self:teleport(target)
end
@ -300,12 +320,12 @@ 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
@ -323,14 +343,14 @@ mobs:register_mob("mobs_mc:enderman", {
-- self:teleport(nil)
-- self.state = ""
--else
if self.attack ~= nil then
self.state = 'attack'
if self.attack and not minetest.settings:get_bool("creative_mode") then
self.state = "attack"
end
--end
end
-- Check to see if people are near by enough to look at us.
for _,obj in pairs(minetest.get_connected_players()) do
--check if they are within radius
local player_pos = obj:get_pos()
if player_pos then -- prevent crashing in 1 in a million scenario
@ -355,16 +375,21 @@ mobs:register_mob("mobs_mc:enderman", {
local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
--if looking in general head position, turn hostile
if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
self.provoked = "staring"
self.attack = minetest.get_player_by_name(obj:get_player_name())
self.state = "stand"
self.hostile = false
break
else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
--begin attacking the player
else
if self.provoked == "staring" then
self.provoked = "broke_contact"
end
self.hostile = true
self.state = "attack"
self.attacking = obj
end
end
end
@ -429,14 +454,14 @@ mobs:register_mob("mobs_mc:enderman", {
self.base_texture = create_enderman_textures(block_type, self._taken_node)
self.object:set_properties({ textures = self.base_texture })
self.animation = select_enderman_animation("block")
mobs:set_animation(self, self.animation.current)
mobs.set_mob_animation(self, self.animation.current)
if def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true)
end
end
end
end
elseif self._taken_node ~= nil and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then
elseif self._taken_node and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then
-- Place taken node
self._take_place_timer = 0
self._next_take_place_time = math.random(take_frequency_min, take_frequency_max)
@ -452,7 +477,7 @@ mobs:register_mob("mobs_mc:enderman", {
local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block)
self.animation = select_enderman_animation("normal")
mobs:set_animation(self, self.animation.current)
mobs.set_mob_animation(self, self.animation.current)
if def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true)
end
@ -462,12 +487,12 @@ mobs:register_mob("mobs_mc:enderman", {
end
end,
do_teleport = function(self, target)
if target ~= nil then
if target then
local target_pos = target:get_pos()
-- Find all solid nodes below air in a 10×10×10 cuboid centered on the target
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"})
local telepos
if nodes ~= nil then
if nodes then
if #nodes > 0 then
-- Up to 64 attempts to teleport
for n=1, math.min(64, #nodes) do
@ -502,7 +527,7 @@ mobs:register_mob("mobs_mc:enderman", {
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
if nodes ~= nil then
if nodes then
if #nodes > 0 then
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
for n=1, math.min(8, #nodes) do
@ -534,13 +559,13 @@ mobs:register_mob("mobs_mc:enderman", {
end,
on_die = function(self, pos)
-- Drop carried node on death
if self._taken_node ~= nil and self._taken_node ~= "" then
if self._taken_node and self._taken_node ~= "" then
minetest.add_item(pos, self._taken_node)
end
end,
do_punch = function(self, hitter, tflp, tool_caps, dir)
-- damage from rain caused by itself so we don't want it to attack itself.
if hitter ~= self.object and hitter ~= nil then
if hitter ~= self.object and hitter then
--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil)
--else
@ -556,29 +581,29 @@ mobs:register_mob("mobs_mc:enderman", {
water_damage = 8,
view_range = 64,
fear_height = 4,
attack_type = "dogfight",
attack_type = "punch",
})
-- End spawn
mobs:spawn_specific(
"mobs_mc:enderman",
"end",
"mobs_mc:enderman",
"end",
"ground",
{
"End"
},
0,
minetest.LIGHT_MAX+1,
30,
3000,
12,
mobs_mc.spawn_height.end_min,
0,
minetest.LIGHT_MAX+1,
30,
3000,
12,
mobs_mc.spawn_height.end_min,
mobs_mc.spawn_height.end_max)
-- Overworld spawn
mobs:spawn_specific(
"mobs_mc:enderman",
"overworld",
"mobs_mc:enderman",
"overworld",
"ground",
{
"Mesa",
@ -721,28 +746,28 @@ mobs:spawn_specific(
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
},
0,
7,
30,
19000,
2,
mobs_mc.spawn_height.overworld_min,
0,
7,
30,
19000,
2,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- Nether spawn (rare)
mobs:spawn_specific(
"mobs_mc:enderman",
"nether",
"mobs_mc:enderman",
"nether",
"ground",
{
"Nether"
},
0,
7,
30,
27500,
4,
mobs_mc.spawn_height.nether_min,
0,
7,
30,
27500,
4,
mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- spawn eggs

View file

@ -2,18 +2,22 @@
--################### ENDERMITE
--###################
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:endermite", {
description = S("Endermite"),
type = "monster",
spawn_class = "hostile",
passive = false,
rotate = 270,
hostile = true,
hp_min = 8,
hp_max = 8,
xp_min = 3,
xp_max = 3,
armor = {fleshy = 100, arthropod = 100},
group_attack = true,
attack_type = "punch",
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.29, 0.2},
visual = "mesh",
mesh = "mobs_mc_endermite.b3d",

View file

@ -3,7 +3,7 @@
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
--###################
--################### GHAST
@ -11,15 +11,20 @@ local S = minetest.get_translator("mobs_mc")
mobs:register_mob("mobs_mc:ghast", {
description = S("Ghast"),
type = "monster",
spawn_class = "hostile",
pathfinding = 1,
group_attack = true,
hostile = true,
fly_random_while_attack = true,
hp_min = 10,
hp_max = 10,
rotate = 270,
xp_min = 5,
xp_max = 5,
collisionbox = {-2, 5, -2, 2, 9, 2},
reach = 20,
eye_height = 2.5,
collisionbox = {-2, 0, -2, 2, 4, 2},
visual = "mesh",
mesh = "mobs_mc_ghast.b3d",
textures = {
@ -35,8 +40,10 @@ mobs:register_mob("mobs_mc:ghast", {
-- TODO: damage
-- TODO: better death
},
walk_velocity = 1.6,
run_velocity = 3.2,
drops = {
{name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"},
{name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true},
@ -47,22 +54,23 @@ mobs:register_mob("mobs_mc:ghast", {
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,
},
fall_damage = 0,
view_range = 100,
attack_type = "dogshoot",
arrow = "mobs_mc:fireball",
shoot_interval = 3.5,
shoot_offset = -5,
dogshoot_switch = 1,
dogshoot_count_max =1,
passive = false,
jump = true,
jump_height = 4,
view_range = 28,
attack_type = "projectile",
arrow = "mobs_mc:ghast_fireball",
floats=1,
fly = true,
makes_footstep_sound = false,
instant_death = true,
fire_resistant = true,
projectile_cooldown_min = 5,
projectile_cooldown_max = 7,
shoot_arrow = function(self, pos, dir)
-- 2-4 damage per arrow
local dmg = math.random(2,4)
mobs.shoot_projectile_handling("mobs_mc:ghast_fireball", pos, dir, self.object:get_yaw(), self.object, 11, dmg,nil,nil,nil,-0.6)
end,
--[[
do_custom = function(self)
if self.firing == true then
self.base_texture = {"mobs_mc_ghast_firing.png"}
@ -72,53 +80,60 @@ mobs:register_mob("mobs_mc:ghast", {
self.object:set_properties({textures=self.base_texture})
end
end,
]]--
})
mobs:spawn_specific(
"mobs_mc:ghast",
"nether",
"mobs_mc:ghast",
"nether",
"ground",
{
"Nether"
},
0,
minetest.LIGHT_MAX+1,
30,
18000,
2,
mobs_mc.spawn_height.nether_min,
0,
minetest.LIGHT_MAX+1,
30,
18000,
2,
mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- fireball (projectile)
mobs:register_arrow("mobs_mc:fireball", {
mobs:register_arrow("mobs_mc:ghast_fireball", {
visual = "sprite",
visual_size = {x = 1, y = 1},
textures = {"mcl_fire_fire_charge.png"},
velocity = 15,
collisionbox = {-.5, -.5, -.5, .5, .5, .5},
tail = 1,
tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture
tail_size = 5,
_is_fireball = true,
hit_player = function(self, player)
if rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[player:get_player_name()] = "fireball"
end
--[[
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 6},
}, nil)
mobs:boom(self, self.object:get_pos(), 1, true)
]]--
--mobs:boom(self, self.object:get_pos(), 1, true)
mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 6},
damage_groups = {fleshy = self._damage},
}, nil)
mobs:boom(self, self.object:get_pos(), 1, true)
--mobs:boom(self, self.object:get_pos(), 1, true)
mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
end,
hit_node = function(self, pos, node)
mobs:boom(self, pos, 1, true)
--mobs:boom(self, pos, 1, true)
mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
end
})

View file

@ -2,9 +2,10 @@
--################### GUARDIAN
--###################
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:guardian", {
description = S("Guardian"),
type = "monster",
spawn_class = "hostile",
hp_min = 30,
@ -12,8 +13,8 @@ mobs:register_mob("mobs_mc:guardian", {
xp_min = 10,
xp_max = 10,
breath_max = -1,
passive = false,
attack_type = "dogfight",
passive = false,
attack_type = "punch",
pathfinding = 1,
view_range = 16,
walk_velocity = 2,
@ -93,7 +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

@ -4,9 +4,10 @@
--################### GUARDIAN
--###################
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:guardian_elder", {
description = S("Elder Guardian"),
type = "monster",
spawn_class = "hostile",
hp_min = 80,
@ -14,8 +15,8 @@ mobs:register_mob("mobs_mc:guardian_elder", {
xp_min = 10,
xp_max = 10,
breath_max = -1,
passive = false,
attack_type = "dogfight",
passive = false,
attack_type = "punch",
pathfinding = 1,
view_range = 16,
walk_velocity = 2,
@ -103,7 +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

@ -3,7 +3,7 @@
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local S = minetest.get_translator(minetest.get_current_modname())
--###################
--################### HORSE
@ -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
@ -83,10 +83,15 @@ end
-- Horse
local horse = {
description = S("Horse"),
type = "animal",
spawn_class = "passive",
visual = "mesh",
mesh = "mobs_mc_horse.b3d",
rotate = 270,
walk_velocity = 1,
run_velocity = 8,
skittish = true,
visual_size = {x=3.0, y=3.0},
collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825},
animation = {
@ -96,7 +101,7 @@ local horse = {
walk_speed = 25,
walk_start = 0,
walk_end = 40,
run_speed = 60,
run_speed = 120,
run_start = 0,
run_end = 40,
},
@ -113,7 +118,8 @@ local horse = {
fly = false,
walk_chance = 60,
view_range = 16,
follow = mobs_mc.follow.horse,
follow = "mcl_farming:wheat_item",
follow_distance = 3,
passive = true,
hp_min = 15,
hp_max = 30,
@ -181,7 +187,7 @@ local horse = {
-- if driver present and horse has a saddle allow control of horse
if self.driver and self._saddle then
mobs.drive(self, "walk", "stand", false, dtime)
mobs.drive(self, "run", "stand", false, dtime)
return false -- skip rest of mob functions
end
@ -213,6 +219,21 @@ local horse = {
local iname = item:get_name()
local heal = 0
--sneak click to breed the horse/feed it
if self.owner and self.owner == clicker:get_player_name() then
--attempt to enter breed state
if mobs.enter_breed_state(self,clicker) then
return
end
end
--don't do any other logic with the baby
--make baby grow faster
if self.baby then
mobs.make_baby_grow_faster(self,clicker)
return
end
-- Taming
self.temper = self.temper or (math.random(1,100))
@ -238,6 +259,7 @@ local horse = {
self.buck_off_time = 40 -- TODO how long does it take in minecraft?
if self.temper > 100 then
self.tamed = true -- NOTE taming can only be finished by riding the horse
mobs.tamed_effect(self)
if not self.owner or self.owner == "" then
self.owner = clicker:get_player_name()
end
@ -252,6 +274,14 @@ local horse = {
-- If nothing happened temper_increase = 0 and addition does nothing
self.temper = self.temper + temper_increase
--give the player some kind of idea
--of what's happening with the horse's temper
if self.temper <= 100 then
mobs.feed_effect(self)
else
mobs.tamed_effect(self)
end
return
end
@ -281,14 +311,10 @@ local horse = {
return
end
if mobs:protect(self, clicker) then
return
end
-- 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
@ -356,9 +382,6 @@ local horse = {
self.object:set_properties({stepheight = 1.1})
mobs.attach(self, clicker)
-- Used to capture horse
elseif not self.driver and iname ~= "" then
mobs:capture_mob(self, clicker, 0, 5, 60, false, nil)
end
end
end,
@ -418,6 +441,7 @@ mobs:register_mob("mobs_mc:horse", horse)
-- Skeleton horse
local skeleton_horse = table.copy(horse)
skeleton_horse.description = S("Skeleton Horse")
skeleton_horse.breath_max = -1
skeleton_horse.armor = {undead = 100, fleshy = 100}
skeleton_horse.textures = {{"blank.png", "mobs_mc_horse_skeleton.png", "blank.png"}}
@ -440,6 +464,7 @@ mobs:register_mob("mobs_mc:skeleton_horse", skeleton_horse)
-- Zombie horse
local zombie_horse = table.copy(horse)
zombie_horse.description = S("Zombie Horse")
zombie_horse.breath_max = -1
zombie_horse.armor = {undead = 100, fleshy = 100}
zombie_horse.textures = {{"blank.png", "mobs_mc_horse_zombie.png", "blank.png"}}
@ -464,6 +489,7 @@ mobs:register_mob("mobs_mc:zombie_horse", zombie_horse)
-- Donkey
local d = 0.86 -- donkey scale
local donkey = table.copy(horse)
donkey.description = S("Donkey")
donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}}
donkey.animation = {
speed_normal = 25,
@ -494,6 +520,7 @@ mobs:register_mob("mobs_mc:donkey", donkey)
-- Mule
local m = 0.94
local mule = table.copy(donkey)
mule.description = S("Mule")
mule.textures = {{"blank.png", "mobs_mc_mule.png", "blank.png"}}
mule.visual_size = { x=horse.visual_size.x*m, y=horse.visual_size.y*m }
mule.sounds = table.copy(donkey.sounds)
@ -515,35 +542,66 @@ mobs:spawn_specific(
"overworld",
"ground",
{
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"ColdTaiga",
"SunflowerPlains",
"RoofedForest",
"MesaPlateauFM_grasstop",
"ExtremeHillsM",
"BirchForestM",
"FlowerForest_beach",
"Forest_beach",
"StoneBeach",
"ColdTaiga_beach_water",
"Taiga_beach",
"Savanna_beach",
"Plains_beach",
"ExtremeHills_beach",
"ColdTaiga_beach",
"Swampland_shore",
"JungleM_shore",
"Jungle_shore",
"MesaPlateauFM_sandlevel",
"MesaPlateauF_sandlevel",
"MesaBryce_sandlevel",
"Mesa_sandlevel",
"Mesa",
"FlowerForest",
"Swampland",
"Taiga",
"ExtremeHills",
"Jungle",
"Savanna",
"BirchForest",
"MegaSpruceTaiga",
"MegaTaiga",
"ExtremeHills+",
"Forest",
"Plains",
"Desert",
"ColdTaiga",
"IcePlainsSpikes",
"SunflowerPlains",
"IcePlains",
"RoofedForest",
"ExtremeHills+_snowtop",
"MesaPlateauFM_grasstop",
"JungleEdgeM",
"ExtremeHillsM",
"JungleM",
"BirchForestM",
"MesaPlateauF",
"MesaPlateauFM",
"MesaPlateauF_grasstop",
"MesaBryce",
"JungleEdge",
"SavannaM",
},
0,
minetest.LIGHT_MAX+1,
30,
15000,
4,
mobs_mc.spawn_height.water+3,
0,
minetest.LIGHT_MAX+1,
30,
15000,
4,
mobs_mc.spawn_height.water+3,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific(
"mobs_mc:donkey",
"overworld",
"mobs_mc:donkey",
"overworld",
"ground",
{
"Mesa",
@ -553,12 +611,12 @@ mobs:spawn_specific(
"MesaPlateauF_grasstop",
"MesaBryce",
},
0,
minetest.LIGHT_MAX+1,
30,
15000,
4,
mobs_mc.spawn_height.water+3,
0,
minetest.LIGHT_MAX+1,
30,
15000,
4,
mobs_mc.spawn_height.water+3,
mobs_mc.spawn_height.overworld_max)
-- spawn eggs

View file

@ -3,7 +3,7 @@
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local path = minetest.get_modpath("mobs_mc")
local path = minetest.get_modpath(minetest.get_current_modname())
if not minetest.get_modpath("mobs_mc_gameconfig") then
mobs_mc = {}

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