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Fix incorrect usages of math.random (#4621)
random() does not support float arguments Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4621 Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com> Co-authored-by: kno10 <erich.schubert@gmail.com> Co-committed-by: kno10 <erich.schubert@gmail.com>
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9 changed files with 26 additions and 27 deletions
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@ -362,7 +362,7 @@ function mob_class:env_danger_movement_checks(player_in_active_range)
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self.state = "stand"
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self.state = "stand"
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self:set_animation( "stand")
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self:set_animation( "stand")
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end
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end
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = yaw + math.random() - 0.5
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yaw = self:set_yaw( yaw, 8)
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yaw = self:set_yaw( yaw, 8)
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return
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return
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end
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end
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@ -788,9 +788,9 @@ function mob_class:flop()
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if self.object:get_velocity().y < 0.1 then
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if self.object:get_velocity().y < 0.1 then
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self:mob_sound("flop")
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self:mob_sound("flop")
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self.object:set_velocity({
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self.object:set_velocity({
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x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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x = (math.random()-0.5) * 2 * FLOP_HOR_SPEED,
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y = FLOP_HEIGHT,
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y = FLOP_HEIGHT,
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z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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z = (math.random()-0.5) * 2 * FLOP_HOR_SPEED,
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})
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})
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end
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end
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end
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end
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@ -920,7 +920,7 @@ function mob_class:do_states_walk()
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-- Randomly turn
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-- Randomly turn
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if math.random(1, 100) <= 30 then
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if math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = yaw + math.random() - 0.5
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yaw = self:set_yaw( yaw, 8)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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end
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end
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@ -929,7 +929,7 @@ function mob_class:do_states_walk()
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-- otherwise randomly turn
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = yaw + math.random() - 0.5
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yaw = self:set_yaw( yaw, 8)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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@ -989,7 +989,7 @@ function mob_class:do_states_stand(player_in_active_range)
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if lp.x > s.x then yaw = yaw +math.pi end
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if lp.x > s.x then yaw = yaw +math.pi end
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else
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else
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = yaw + math.random() - 0.5
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end
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end
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yaw = self:set_yaw( yaw, 8)
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yaw = self:set_yaw( yaw, 8)
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@ -95,8 +95,8 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
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end
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end
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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minetest.add_particle({
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minetest.add_particle({
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pos = {x=pos.x+math.random(-0.7,0.7)*math.random()/2,y=pos.y+math.random(0.7,1.2),z=pos.z+math.random(-0.7,0.7)*math.random()/2},
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pos = {x=pos.x+(math.random()*0.7-0.35)*math.random(),y=pos.y+0.7+math.random()*0.5,z=pos.z+(math.random()*0.7-0.35)*math.random()},
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velocity = {x=0, y=math.random(1,1), z=0},
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velocity = {x=0, y=1, z=0},
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expirationtime = math.random(),
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expirationtime = math.random(),
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size = math.random(1, 4),
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size = math.random(1, 4),
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collisiondetection = true,
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collisiondetection = true,
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@ -110,8 +110,8 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
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},
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},
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})
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})
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minetest.add_particle({
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minetest.add_particle({
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pos = {x=pos.x+math.random(-0.7,0.7)*math.random()/2,y=pos.y+math.random(0.7,1.2),z=pos.z+math.random(-0.7,0.7)*math.random()/2},
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pos = {x=pos.x+(math.random()*0.7-0.35)*math.random(),y=pos.y+0.7+math.random()*0.5,z=pos.z+(math.random()*0.7-0.35)*math.random()},
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velocity = {x=0, y=math.random(1,1), z=0},
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velocity = {x=0, y=1, z=0},
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expirationtime = math.random(),
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expirationtime = math.random(),
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size = math.random(1, 4),
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size = math.random(1, 4),
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collisiondetection = true,
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collisiondetection = true,
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@ -125,8 +125,8 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
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},
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},
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})
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})
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minetest.add_particle({
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minetest.add_particle({
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pos = {x=pos.x+math.random(-0.7,0.7)*math.random()/2,y=pos.y+math.random(0.7,1.2),z=pos.z+math.random(-0.7,0.7)*math.random()/2},
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pos = {x=pos.x+(math.random()*0.7-0.35)*math.random(),y=pos.y+0.7+math.random()*0.5,z=pos.z+(math.random()*0.7-0.35)*math.random()},
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velocity = {x=0, y=math.random(1,1), z=0},
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velocity = {x=0, y=1, z=0},
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expirationtime = math.random(),
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expirationtime = math.random(),
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size = math.random(1, 4),
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size = math.random(1, 4),
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collisiondetection = true,
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collisiondetection = true,
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@ -84,7 +84,7 @@ local cod = {
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self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
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self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
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if minetest.get_item_group(self.standing_in, "water") ~= 0 then
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if minetest.get_item_group(self.standing_in, "water") ~= 0 then
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if self.object:get_velocity().y < 5 then
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if self.object:get_velocity().y < 5 then
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self.object:add_velocity({ x = 0 , y = math.random(-.007, .007), z = 0 })
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self.object:add_velocity({ x = 0 , y = math.random()*.014-.007, z = 0 })
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end
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end
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end
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end
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--]]
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--]]
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@ -81,16 +81,16 @@ local dolphin = {
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reach = 2,
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reach = 2,
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damage = 2.5,
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damage = 2.5,
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attack_type = "dogfight",
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attack_type = "dogfight",
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do_custom = function(self,dtime)
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--[[ this is supposed to make them jump out the water but doesn't appear to work very well
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--[[ this is supposed to make them jump out the water but doesn't appear to work very well
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do_custom = function(self,dtime)
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self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
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self.object:set_bone_position("body", vector.new(0,1,0), vector.new(degrees(dir_to_pitch(self.object:get_velocity())) * -1 + 90,0,0))
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if minetest.get_item_group(self.standing_in, "water") ~= 0 then
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if minetest.get_item_group(self.standing_in, "water") ~= 0 then
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if self.object:get_velocity().y < 5 then
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if self.object:get_velocity().y < 5 then
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self.object:add_velocity({ x = 0 , y = math.random(-.007, .007), z = 0 })
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self.object:add_velocity({ x = 0 , y = math.random()*.014-.007, z = 0 })
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end
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end
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end
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end
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--]]
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end,
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end,
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--]]
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}
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}
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mcl_mobs.register_mob("mobs_mc:dolphin", dolphin)
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mcl_mobs.register_mob("mobs_mc:dolphin", dolphin)
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@ -122,7 +122,7 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
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end
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end
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local mndef = minetest.registered_nodes[minetest.get_node(pos).name]
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local mndef = minetest.registered_nodes[minetest.get_node(pos).name]
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local mother_stuck = mndef and mndef.walkable
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local mother_stuck = mndef and mndef.walkable
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local angle = math.random(0, math.pi*2)
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local angle = math.random() * math.pi * 2
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local children = {}
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local children = {}
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local spawn_count = math.random(2, 4)
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local spawn_count = math.random(2, 4)
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for i = 1, spawn_count do
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for i = 1, spawn_count do
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@ -177,7 +177,7 @@ function lightning.strike_func(pos, pos2, objects)
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add_entity(pos2, "mobs_mc:skeleton_horse")
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add_entity(pos2, "mobs_mc:skeleton_horse")
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local angle, posadd
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local angle, posadd
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angle = math.random(0, math.pi*2)
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angle = math.random() * math.pi * 2
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for i=1,3 do
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for i=1,3 do
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posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
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posadd = { x=math.cos(angle),y=0,z=math.sin(angle) }
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posadd = vector.normalize(posadd)
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posadd = vector.normalize(posadd)
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@ -30,7 +30,7 @@ minetest.register_abm({
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local cherry_particle = {
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local cherry_particle = {
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velocity = vector.zero(),
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velocity = vector.zero(),
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acceleration = vector.new(0,-1,0),
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acceleration = vector.new(0,-1,0),
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size = math.random(1.3,2.5),
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size = 1.3 + math.random() * 1.2,
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texture = "mcl_cherry_blossom_particle_" .. math.random(1, 12) .. ".png",
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texture = "mcl_cherry_blossom_particle_" .. math.random(1, 12) .. ".png",
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animation = {
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animation = {
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type = "vertical_frames",
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type = "vertical_frames",
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@ -45,8 +45,8 @@ local cherry_particle = {
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local wind_direction -- vector
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local wind_direction -- vector
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local time_changed -- 0 - afternoon; 1 - evening; 2 - morning
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local time_changed -- 0 - afternoon; 1 - evening; 2 - morning
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local function change_wind_direction()
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local function change_wind_direction()
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local east_west = math.random(-0.5,0.5)
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local east_west = math.random() - 0.5
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local north_south = math.random(-0.5,0.5)
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local north_south = math.random() - 0.5
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wind_direction = vector.new(east_west, 0, north_south)
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wind_direction = vector.new(east_west, 0, north_south)
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end
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end
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change_wind_direction()
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change_wind_direction()
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@ -57,10 +57,10 @@ minetest.register_abm({
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interval = 5,
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interval = 5,
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chance = 10,
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chance = 10,
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action = function(pos, node)
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action = function(pos, node)
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minetest.after(math.random(0.1,1.5),function()
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minetest.after(0.1 + math.random() * 1.4,function()
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local pt = table.copy(cherry_particle)
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local pt = table.copy(cherry_particle)
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pt.pos = vector.offset(pos,math.random(-0.5,0.5),-0.51,math.random(-0.5,0.5))
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pt.pos = vector.offset(pos,math.random()-0.5,-0.51,math.random()-0.5)
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pt.expirationtime = math.random(1.2,4.5)
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pt.expirationtime = 1.2 + math.random() * 3.3
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pt.texture = "mcl_cherry_blossom_particle_" .. math.random(1, 12) .. ".png"
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pt.texture = "mcl_cherry_blossom_particle_" .. math.random(1, 12) .. ".png"
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local time = minetest.get_timeofday()
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local time = minetest.get_timeofday()
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if time_changed ~= 0 and time > 0.6 and time < 0.605 then
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if time_changed ~= 0 and time > 0.6 and time < 0.605 then
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@ -259,8 +259,7 @@ local function spawn_mobs(pos, elapsed)
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end
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end
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-- Spawn attempt done. Next spawn attempt much later
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-- Spawn attempt done. Next spawn attempt much later
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timer:start(math.random(10, 39.95))
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timer:start(math.random() * 29.95 + 10)
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end
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end
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-- The mob spawner node.
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-- The mob spawner node.
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@ -280,7 +280,7 @@ minetest.register_globalstep(function(dtime)
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pos = fly_pos,
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pos = fly_pos,
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velocity = vector.zero(),
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velocity = vector.zero(),
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acceleration = vector.zero(),
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acceleration = vector.zero(),
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expirationtime = math.random(0.3, 0.5),
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expirationtime = 0.3 + math.random() * 0.2,
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size = math.random(1, 2),
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size = math.random(1, 2),
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collisiondetection = false,
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collisiondetection = false,
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vertical = false,
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vertical = false,
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