diff --git a/.luacheckrc b/.luacheckrc index 910d73a11..9d0b8cb2a 100644 --- a/.luacheckrc +++ b/.luacheckrc @@ -47,6 +47,9 @@ read_globals = { --GENERAL "default", + --ENTITIES + "cmi", + --HUD "sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus", } \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/api.lua b/mods/ENTITIES/mcl_mobs/api/api.lua index d413bae72..878474cf1 100644 --- a/mods/ENTITIES/mcl_mobs/api/api.lua +++ b/mods/ENTITIES/mcl_mobs/api/api.lua @@ -92,13 +92,13 @@ local node_snowblock = "mcl_core:snowblock" local node_snow = "mcl_core:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" -local mod_weather = minetest_get_modpath("mcl_weather") ~= nil -local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil -local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil -local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil -local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil -local mod_armor = minetest_get_modpath("mcl_armor") ~= nil -local mod_experience = minetest_get_modpath("mcl_experience") ~= nil +local mod_weather = minetest_get_modpath("mcl_weather") +local mod_explosions = minetest_get_modpath("mcl_explosions") +local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") +local mod_hunger = minetest_get_modpath("mcl_hunger") +local mod_worlds = minetest_get_modpath("mcl_worlds") +local mod_armor = minetest_get_modpath("mcl_armor") +local mod_experience = minetest_get_modpath("mcl_experience") -- random locals I found @@ -743,7 +743,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH) end ent.nametag = nametag - update_tag(ent) + --update_tag(ent) end -- if not in creative then take item diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua index d75bda6c6..df2ccade2 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua @@ -1,12 +1,8 @@ -local math_random = math.random -local math_pi = math.pi -local math_floor = math.floor -local math_round = math.round +local math = math +local vector = vector +local string = string -local vector_multiply = vector.multiply -local vector_add = vector.add -local vector_new = vector.new -local vector_distance = vector.distance +local tonumber = tonumber local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_get_item_group = minetest.get_item_group @@ -28,16 +24,16 @@ end --a simple helper function for rounding --http://lua-users.org/wiki/SimpleRound -function round2(num, numDecimalPlaces) +local function round2(num, numDecimalPlaces) return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num)) end --[[ - _ _ + _ _ | | | | | | __ _ _ __ __| | -| | / _` | '_ \ / _` | +| | / _` | '_ \ / _` | | |___| (_| | | | | (_| | \_____/\__,_|_| |_|\__,_| ]]-- @@ -50,24 +46,23 @@ local cliff_check = function(self,dtime) end local pos = self.object:get_pos() - local dir = minetest_yaw_to_dir(self.yaw) + local dir = minetest_yaw_to_dir(self.yaw) local collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 - dir = vector_multiply(dir,radius) + dir = vector.multiply(dir,radius) - local free_fall, blocker = minetest_line_of_sight( + local free_fall = minetest_line_of_sight( {x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z}, {x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z}) return free_fall end - -- state switching logic (stand, walk, run, attacks) local land_state_list_wandering = {"stand", "walk"} -local land_state_switch = function(self, dtime) +local function land_state_switch(self, dtime) --do math before sure not attacking, following, or running away so continue --doing random walking for mobs if all states are not met @@ -93,8 +88,8 @@ local land_state_switch = function(self, dtime) end --ignore everything else if following - if mobs.check_following(self) and - (not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and + if mobs.check_following(self) and + (not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and (not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then self.state = "follow" return @@ -136,7 +131,6 @@ local land_state_execution = function(self,dtime) if not self.object:get_properties() then return end - --timer to time out looking for mate if self.breed_lookout_timer and self.breed_lookout_timer > 0 then @@ -176,12 +170,12 @@ local land_state_execution = function(self,dtime) if velocity.y < 0 then --lua is acting really weird so we have to help it if round2(self.object:get_acceleration().y, 1) == -self.gravity then - self.object:set_acceleration(vector_new(0,0,0)) + self.object:set_acceleration(vector.new(0,0,0)) mobs.mob_fall_slow(self) end else if round2(self.object:get_acceleration().y, 1) == 0 then - self.object:set_acceleration(vector_new(0,-self.gravity,0)) + self.object:set_acceleration(vector.new(0,-self.gravity,0)) end end end @@ -206,15 +200,13 @@ local land_state_execution = function(self,dtime) end mobs.lock_yaw(self) - elseif self.state == "follow" then - + elseif self.state == "follow" then --always look at players mobs.set_yaw_while_following(self) --check distance - local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos()) + local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos()) local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos()) - --don't push the player if too close --don't spin around randomly if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then @@ -240,7 +232,7 @@ local land_state_execution = function(self,dtime) self.walk_timer = math.random(1,6) + math.random() --set the mob into a random direction - self.yaw = (math_random() * (math.pi * 2)) + self.yaw = (math.random() * (math.pi * 2)) end --do animation @@ -253,15 +245,13 @@ local land_state_execution = function(self,dtime) local node_in_front_of = mobs.jump_check(self) if node_in_front_of == 1 then - mobs.jump(self) - - --turn if on the edge of cliff - --(this is written like this because unlike - --jump_check which simply tells the mob to jump - --this requires a mob to turn, removing the - --ease of a full implementation for it in a single - --function) + --turn if on the edge of cliff + --(this is written like this because unlike + --jump_check which simply tells the mob to jump + --this requires a mob to turn, removing the + --ease of a full implementation for it in a single + --function) elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then --turn 45 degrees if so quick_rotate(self,dtime) @@ -292,9 +282,7 @@ local land_state_execution = function(self,dtime) local node_in_front_of = mobs.jump_check(self) if node_in_front_of == 1 then - mobs.jump(self) - --turn if on the edge of cliff --(this is written like this because unlike --jump_check which simply tells the mob to jump @@ -342,7 +330,7 @@ local land_state_execution = function(self,dtime) mobs.set_velocity(self, self.walk_velocity) --smoosh together basically - if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then + if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then mobs.set_mob_animation(self, "stand") if self.special_breed_timer == 0 then self.special_breed_timer = 2 --breeding takes 2 seconds @@ -353,7 +341,7 @@ local land_state_execution = function(self,dtime) --pop a baby out, it's a miracle! local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2) - local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true})) + minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true})) mobs.play_sound_specific(self,"item_drop_pickup") @@ -375,14 +363,13 @@ local land_state_execution = function(self,dtime) mobs.set_velocity(self,0) end - end - + end if float_now then mobs.float(self) else local acceleration = self.object:get_acceleration() if acceleration and acceleration.y == 0 then - self.object:set_acceleration(vector_new(0,-self.gravity,0)) + self.object:set_acceleration(vector.new(0,-self.gravity,0)) end end end @@ -391,10 +378,10 @@ end --[[ - _____ _ -/ ___| (_) -\ `--.__ ___ _ __ ___ - `--. \ \ /\ / / | '_ ` _ \ + _____ _ +/ ___| (_) +\ `--.__ ___ _ __ ___ + `--. \ \ /\ / / | '_ ` _ \ /\__/ /\ V V /| | | | | | | \____/ \_/\_/ |_|_| |_| |_| ]]-- @@ -416,16 +403,16 @@ end --check if a mob needs to turn while swimming local swim_turn_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 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 collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 - vector_multiply(dir, radius) + vector.multiply(dir, radius) - local test_dir = vector.add(pos,dir) + local test_dir = vector.add(pos,dir) local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 @@ -437,11 +424,11 @@ local swim_physics_swapper = function(self,inside_swim_node) --should be swimming, gravity is applied, switch to floating if inside_swim_node and self.object:get_acceleration().y ~= 0 then - self.object:set_acceleration(vector_new(0,0,0)) + self.object:set_acceleration(vector.new(0,0,0)) --not be swim, gravity isn't applied, switch to falling elseif not inside_swim_node and self.object:get_acceleration().y == 0 then self.pitch = 0 - self.object:set_acceleration(vector_new(0,-self.gravity,0)) + self.object:set_acceleration(vector.new(0,-self.gravity,0)) end end @@ -482,22 +469,17 @@ local swim_state_execution = function(self,dtime) end mobs.lock_yaw(self) - elseif self.state == "swim" then - self.walk_timer = self.walk_timer - dtime - --reset the walk timer if self.walk_timer <= 0 then - --re-randomize the walk timer self.walk_timer = math.random(1,6) + math.random() - --set the mob into a random direction - self.yaw = (math_random() * (math.pi * 2)) + self.yaw = (math.random() * (math.pi * 2)) --create a truly random pitch, since there is no easy access to pitch math that I can find - self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] + self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)] end --do animation @@ -535,14 +517,14 @@ end --[[ -______ _ -| ___| | -| |_ | |_ _ +______ _ +| ___| | +| |_ | |_ _ | _| | | | | | | | | | |_| | \_| |_|\__, | - __/ | - |___/ + __/ | + |___/ ]]-- -- state switching logic (stand, walk, run, attacks) @@ -566,16 +548,16 @@ end --check if a mob needs to turn while flying local fly_turn_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 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 collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 - vector_multiply(dir, radius) + vector.multiply(dir, radius) - local test_dir = vector.add(pos,dir) + local test_dir = vector.add(pos,dir) local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 @@ -587,11 +569,11 @@ local fly_physics_swapper = function(self,inside_fly_node) --should be flyming, gravity is applied, switch to floating if inside_fly_node and self.object:get_acceleration().y ~= 0 then - self.object:set_acceleration(vector_new(0,0,0)) + self.object:set_acceleration(vector.new(0,0,0)) --not be fly, gravity isn't applied, switch to falling elseif not inside_fly_node and self.object:get_acceleration().y == 0 then self.pitch = 0 - self.object:set_acceleration(vector_new(0,-self.gravity,0)) + self.object:set_acceleration(vector.new(0,-self.gravity,0)) end end @@ -635,15 +617,13 @@ local fly_state_execution = function(self,dtime) --reset the walk timer if self.walk_timer <= 0 then - --re-randomize the walk timer self.walk_timer = math.random(1,6) + math.random() - --set the mob into a random direction - self.yaw = (math_random() * (math.pi * 2)) + self.yaw = (math.random() * (math.pi * 2)) --create a truly random pitch, since there is no easy access to pitch math that I can find - self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] + self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)] end --do animation @@ -663,9 +643,7 @@ local fly_state_execution = function(self,dtime) --enable rotation locking mobs.movement_rotation_lock(self) - elseif self.state == "attack" then - --execute mob attack type --if self.attack_type == "explode" then @@ -697,40 +675,39 @@ end --[[ - ___ - |_ | - | |_ _ _ __ ___ _ __ - | | | | | '_ ` _ \| '_ \ + ___ + |_ | + | |_ _ _ __ ___ _ __ + | | | | | '_ ` _ \| '_ \ /\__/ / |_| | | | | | | |_) | -\____/ \__,_|_| |_| |_| .__/ - | | - |_| +\____/ \__,_|_| |_| |_| .__/ + | | + |_| ]]-- --check if a mob needs to turn while jumping -local jump_turn_check = function(self,dtime) +--[[local function jump_turn_check(self, dtime) + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + local dir = minetest_yaw_to_dir(self.yaw) - 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 collisionbox = self.object:get_properties().collisionbox local radius = collisionbox[4] + 0.5 - vector_multiply(dir, radius) + vector.multiply(dir, radius) - local test_dir = vector.add(pos,dir) + local test_dir = vector.add(pos,dir) local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 - return(green_flag_1) -end + return green_flag_1 +end]] -- state switching logic (stand, jump, run, attacks) local jump_state_list_wandering = {"stand", "jump"} -local jump_state_switch = function(self, dtime) +local function jump_state_switch(self, dtime) self.state_timer = self.state_timer - dtime if self.state_timer <= 0 then self.state_timer = math.random(4,10) + math.random() @@ -739,8 +716,8 @@ local jump_state_switch = function(self, dtime) end -- states are executed here -local jump_state_execution = function(self,dtime) - +local function jump_state_execution(self, dtime) + local node_in_front_of = mobs.jump_check(self) local pos = self.object:get_pos() local collisionbox = self.object:get_properties().collisionbox --get the center of the mob @@ -775,7 +752,7 @@ local jump_state_execution = function(self,dtime) self.walk_timer = math.random(1,6) + math.random() --set the mob into a random direction - self.yaw = (math_random() * (math.pi * 2)) + self.yaw = (math.random() * (math.pi * 2)) end --do animation @@ -793,15 +770,10 @@ local jump_state_execution = function(self,dtime) mobs.jump_move(self,self.walk_velocity) elseif self.state == "run" then - print("run") - elseif self.state == "attack" then - print("attack") - - end - + end if float_now then mobs.float(self) end @@ -811,14 +783,14 @@ end --[[ -___ ___ _ _ _ -| \/ | (_) | | (_) -| . . | __ _ _ _ __ | | ___ __ _ _ ___ +___ ___ _ _ _ +| \/ | (_) | | (_) +| . . | __ _ _ _ __ | | ___ __ _ _ ___ | |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __| -| | | | (_| | | | | | | |___| (_) | (_| | | (__ +| | | | (_| | | | | | | |___| (_) | (_| | | (__ \_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___| - __/ | - |___/ + __/ | + |___/ ]]-- --the main loop @@ -859,13 +831,13 @@ mobs.mob_step = function(self, dtime) end --color modifier which coincides with the pause_timer - if self.old_health and self.health < self.old_health then + if self.old_health and self.health < self.old_health then self.object:set_texture_mod("^[colorize:red:120") --fix double death sound if self.health > 0 then mobs.play_sound(self,"damage") end - end + end self.old_health = self.health --do death logic (animation, poof, explosion, etc) @@ -916,7 +888,6 @@ mobs.mob_step = function(self, dtime) elseif self.breath < self.breath_max then self.breath = self.breath + dtime - --clean timer reset if self.breath > self.breath_max then self.breath = self.breath_max @@ -948,10 +919,6 @@ mobs.mob_step = function(self, dtime) end end - - - - --baby grows up if self.baby then --print(self.grow_up_timer) @@ -968,8 +935,6 @@ mobs.mob_step = function(self, dtime) mobs.baby_grow_up(self) end end - - --do custom mob instructions if self.do_custom then @@ -1015,7 +980,7 @@ mobs.mob_step = function(self, dtime) self.memory = self.memory - dtime --get if memory player is within viewing range if self.attacking and self.attacking:is_player() then - local distance = vector_distance(self.object:get_pos(), self.attacking:get_pos()) + local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos()) if distance > self.view_range then self.memory = 0 end @@ -1090,7 +1055,7 @@ mobs.mob_step = function(self, dtime) --jump only (like slimes) if self.jump_only then jump_state_switch(self, dtime) - jump_state_execution(self, dtime) + jump_state_execution(self, dtime) --swimming elseif self.swim then swim_state_switch(self, dtime) @@ -1124,28 +1089,22 @@ mobs.mob_step = function(self, dtime) --overrides absolutely everything --mobs get stuck in cobwebs like players if not self.ignores_cobwebs then - local pos = self.object:get_pos() local node = pos and minetest_get_node(pos).name - if node == "mcl_core:cobweb" then - --fight the rest of the api if self.object:get_acceleration().y ~= 0 then - self.object:set_acceleration(vector_new(0,0,0)) + self.object:set_acceleration(vector.new(0,0,0)) end - mobs.stick_in_cobweb(self) - self.was_stuck_in_cobweb = true - else --do not override other functions if self.was_stuck_in_cobweb == true then --return the mob back to normal self.was_stuck_in_cobweb = nil if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then - self.object:set_acceleration(vector_new(0,-self.gravity,0)) + self.object:set_acceleration(vector.new(0,-self.gravity,0)) end end end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua index c26d33089..8f2ea9e31 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua @@ -1,7 +1,7 @@ -local math_pi = math.pi -local math_floor = math.floor -local math_random = math.random -local HALF_PI = math_pi/2 +local math = math +local vector = vector + +local HALF_PI = math.pi/2 local vector_direction = vector.direction @@ -48,8 +48,7 @@ mobs.set_mob_animation = function(self, anim, fixed_frame) self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) - - self.current_animation = anim + self.current_animation = anim end @@ -65,14 +64,14 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate) max = { x = 0.5, y = 0.5, z = 0.5 } end if rotate then - min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2}) - max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2}) + min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2}) + max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2}) min, max = vector.sort(min, max) min = vector.multiply(min, 0.5) max = vector.multiply(max, 0.5) end - minetest_add_particlespawner({ + minetest.add_particlespawner({ amount = 50, time = 0.001, minpos = vector.add(pos, min), @@ -88,7 +87,7 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate) texture = "mcl_particles_mob_death.png^[colorize:#000000:255", }) - minetest_sound_play("mcl_mobs_mob_poof", { + minetest.sound_play("mcl_mobs_mob_poof", { pos = pos, gain = 1.0, max_hear_distance = 8, @@ -99,7 +98,6 @@ end --this allows auto facedir rotation while making it so mobs --don't look like wet noodles flopping around mobs.movement_rotation_lock = function(self) - local current_engine_yaw = self.object:get_yaw() local current_lua_yaw = self.yaw diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua index c973f3d1b..f5d33def4 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua @@ -1,11 +1,11 @@ local vector_direction = vector.direction -local minetest_dir_to_yaw = minetest.dir_to_yaw +--local minetest_dir_to_yaw = minetest.dir_to_yaw local vector_distance = vector.distance local vector_multiply = vector.multiply local math_random = math.random --[[ - _ _ _ _ + _ _ _ _ | | | | | | | | | | | | __ _ _ __ __| | | | | | | | / _` | '_ \ / _` | | | @@ -16,14 +16,14 @@ local math_random = math.random --[[ - _____ _ _ -| ___| | | | | -| |____ ___ __ | | ___ __| | ___ + _____ _ _ +| ___| | | | | +| |____ ___ __ | | ___ __| | ___ | __\ \/ / '_ \| |/ _ \ / _` |/ _ \ | |___> <| |_) | | (_) | (_| | __/ \____/_/\_\ .__/|_|\___/ \__,_|\___| - | | - |_| + | | + |_| ]]-- mobs.explode_attack_walk = function(self,dtime) @@ -74,7 +74,6 @@ mobs.explode_attack_walk = function(self,dtime) 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 @@ -102,10 +101,10 @@ end --[[ -______ _ -| ___ \ | | -| |_/ / _ _ __ ___| |__ -| __/ | | | '_ \ / __| '_ \ +______ _ +| ___ \ | | +| |_/ / _ _ __ ___| |__ +| __/ | | | '_ \ / __| '_ \ | | | |_| | | | | (__| | | | \_| \__,_|_| |_|\___|_| |_| ]]-- @@ -113,7 +112,6 @@ ______ _ mobs.punch_attack_walk = function(self,dtime) - --this needs an exception if self.attacking == nil or not self.attacking:is_player() then self.attacking = nil @@ -187,14 +185,14 @@ end --[[ -______ _ _ _ _ -| ___ \ (_) | | (_) | -| |_/ / __ ___ _ ___ ___| |_ _| | ___ +______ _ _ _ _ +| ___ \ (_) | | (_) | +| |_/ / __ ___ _ ___ ___| |_ _| | ___ | __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \ | | | | | (_) | | __/ (__| |_| | | __/ \_| |_| \___/| |\___|\___|\__|_|_|\___| - _/ | - |__/ + _/ | + |__/ ]]-- @@ -255,40 +253,39 @@ 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 @@ -315,7 +312,7 @@ mobs.projectile_attack_fly = function(self, dtime) local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) - if distance_from_attacking >= self.reach then + 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") diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.txt similarity index 97% rename from mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.lua rename to mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.txt index 76c062a40..48233d0b4 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.txt @@ -1,4 +1,7 @@ -local disable_physics = function(object, luaentity, ignore_check, reset_movement) +local math = math +local vector = vector + +local function disable_physics(object, luaentity, ignore_check, reset_movement) if luaentity.physical_state == true or ignore_check == true then luaentity.physical_state = false object:set_properties({ @@ -12,7 +15,7 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement end ----For Water Flowing: -local enable_physics = function(object, luaentity, ignore_check) +local function enable_physics(object, luaentity, ignore_check) if luaentity.physical_state == false or ignore_check == true then luaentity.physical_state = true object:set_properties({ @@ -272,7 +275,7 @@ local falling = function(self, pos) self.object:set_acceleration({ x = 0, - y = -self.fall_speed / (math_max(1, v.y) ^ 2), + y = -self.fall_speed / (math.max(1, v.y) ^ 2), z = 0 }) end @@ -503,9 +506,9 @@ local follow_flop = function(self) if sdef and sdef.walkable then mob_sound(self, "flop") self.object:set_velocity({ - x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), y = FLOP_HEIGHT, - z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), }) end @@ -987,7 +990,7 @@ local check_for_death = function(self, cause, cmi_cause) item_drop(self, cooked, looting) if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then - mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) + mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max)) end end end @@ -1361,7 +1364,7 @@ local do_attack = function(self, player) self.state = "attack" -- TODO: Implement war_cry sound without being annoying - --if math_random(0, 100) < 90 then + --if math.random(0, 100) < 90 then --mob_sound(self, "war_cry", true) --end end @@ -1396,7 +1399,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch) pitch = base_pitch end -- randomize the pitch a bit - pitch = pitch + math_random(-10, 10) * 0.005 + pitch = pitch + math.random(-10, 10) * 0.005 end minetest_sound_play(sound, { object = self.object, @@ -1699,7 +1702,7 @@ local do_env_damage = function(self) end if drowning then - self.breath = math_max(0, self.breath - 1) + self.breath = math.max(0, self.breath - 1) effect(pos, 2, "bubble.png", nil, nil, 1, nil) if self.breath <= 0 then @@ -2044,7 +2047,7 @@ local breed = function(self) -- Give XP if mod_experience then - mcl_experience.throw_experience(pos, math_random(1, 7)) + mcl_experience.throw_experience(pos, math.random(1, 7)) end -- custom breed function @@ -2061,7 +2064,7 @@ local breed = function(self) -- Use texture of one of the parents - local p = math_random(1, 2) + local p = math.random(1, 2) if p == 1 then ent_c.base_texture = parent1.base_texture else @@ -2091,7 +2094,7 @@ local replace = function(self, pos) or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 - or math_random(1, self.replace_rate) > 1 then + or math.random(1, self.replace_rate) > 1 then return end @@ -2099,7 +2102,7 @@ local replace = function(self, pos) if type(self.replace_what[1]) == "table" then - local num = math_random(#self.replace_what) + local num = math.random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" @@ -2163,7 +2166,7 @@ function do_states(self) if self.state == "stand" then - if math_random(1, 4) == 1 then + if math.random(1, 4) == 1 then local lp = nil local s = self.object:get_pos() @@ -2189,7 +2192,7 @@ function do_states(self) if lp.x > s.x then yaw = yaw + math_pi end else - yaw = yaw + math_random(-0.5, 0.5) + yaw = yaw + math.random(-0.5, 0.5) end yaw = set_yaw(self, yaw, 8) @@ -2204,7 +2207,7 @@ function do_states(self) if self.walk_chance ~= 0 and self.facing_fence ~= true - and math_random(1, 100) <= self.walk_chance + and math.random(1, 100) <= self.walk_chance and is_at_cliff_or_danger(self) == false then set_velocity(self, self.walk_velocity) @@ -2254,7 +2257,7 @@ function do_states(self) {x = s.x + 5, y = s.y + 1, z = s.z + 5}, {"group:solid"}) - lp = #lp > 0 and lp[math_random(#lp)] + lp = #lp > 0 and lp[math.random(#lp)] -- did we find land? if lp then @@ -2280,8 +2283,8 @@ function do_states(self) else -- Randomly turn - if math_random(1, 100) <= 30 then - yaw = yaw + math_random(-0.5, 0.5) + if math.random(1, 100) <= 30 then + yaw = yaw + math.random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end end @@ -2289,9 +2292,9 @@ function do_states(self) yaw = set_yaw(self, yaw, 8) -- otherwise randomly turn - elseif math_random(1, 100) <= 30 then + elseif math.random(1, 100) <= 30 then - yaw = yaw + math_random(-0.5, 0.5) + yaw = yaw + math.random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end @@ -2302,7 +2305,7 @@ function do_states(self) end if self.facing_fence == true or cliff_or_danger - or math_random(1, 100) <= 30 then + or math.random(1, 100) <= 30 then set_velocity(self, 0) self.state = "stand" @@ -2602,7 +2605,7 @@ function do_states(self) self.timer = 0 if self.double_melee_attack - and math_random(1, 2) == 1 then + and math.random(1, 2) == 1 then set_animation(self, "punch2") else set_animation(self, "punch") @@ -2669,7 +2672,7 @@ function do_states(self) if self.shoot_interval and self.timer > self.shoot_interval and not minetest_raycast(p, self.attack:get_pos(), false, false):next() - and math_random(1, 100) <= 60 then + and math.random(1, 100) <= 60 then self.timer = 0 set_animation(self, "shoot") @@ -2759,7 +2762,7 @@ end -- Code to execute before custom on_rightclick handling -local on_rightclick_prefix = function(self, clicker) +local function on_rightclick_prefix(self, clicker) local item = clicker:get_wielded_item() -- Name mob with nametag @@ -2785,17 +2788,17 @@ local on_rightclick_prefix = function(self, clicker) return false end -local create_mob_on_rightclick = function(on_rightclick) +--[[local function create_mob_on_rightclick(on_rightclick) return function(self, clicker) local stop = on_rightclick_prefix(self, clicker) if (not stop) and (on_rightclick) then on_rightclick(self, clicker) end end -end +end]] -- set and return valid yaw -local set_yaw = function(self, yaw, delay, dtime) +local function set_yaw(self, yaw, delay, dtime) if not yaw or yaw ~= yaw then yaw = 0 @@ -2805,7 +2808,7 @@ local set_yaw = function(self, yaw, delay, dtime) if delay == 0 then if self.shaking and dtime then - yaw = yaw + (math_random() * 2 - 1) * 5 * dtime + yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end self.yaw(yaw) update_roll(self) @@ -2825,8 +2828,7 @@ function mobs:yaw(self, yaw, delay, dtime) end -mob_step = function() - +--mob_step = function() --if self.state == "die" then -- print("need custom die stop moving thing") -- return @@ -2901,7 +2903,7 @@ mob_step = function() --end -- mob plays random sound at times - --if math_random(1, 70) == 1 then + --if math.random(1, 70) == 1 then -- mob_sound(self, "random", true) --end @@ -2934,11 +2936,11 @@ mob_step = function() --if is_at_water_danger(self) and self.state ~= "attack" then - -- if math_random(1, 10) <= 6 then + -- if math.random(1, 10) <= 6 then -- set_velocity(self, 0) -- self.state = "stand" -- set_animation(self, "stand") - -- yaw = yaw + math_random(-0.5, 0.5) + -- yaw = yaw + math.random(-0.5, 0.5) -- yaw = set_yaw(self, yaw, 8) -- end --end @@ -2982,7 +2984,7 @@ mob_step = function() mcl_burning.extinguish(self.object) self.object:remove() elseif self.lifetimer <= 10 then - if math_random(10) < 4 then + if math.random(10) < 4 then self.despawn_immediately = true else self.lifetimer = 20 @@ -2991,4 +2993,4 @@ mob_step = function() end ]]-- -end +--end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua index 5dc0b8884..57650a9c9 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua @@ -1,14 +1,13 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius -local vector_distance = vector.distance +local vector = vector --check to see if someone nearby has some tasty food mobs.check_following = function(self) -- returns true or false - --ignore if not self.follow then self.following_person = nil - return(false) + return false end --hey look, this thing works for passive mobs too! @@ -20,20 +19,20 @@ mobs.check_following = function(self) -- returns true or false --safety check if not stack then self.following_person = nil - return(false) + return false end local item_name = stack:get_name() --all checks have passed, that guy has some good looking food if item_name == self.follow then self.following_person = follower - return(true) + return true end end --everything failed self.following_person = nil - return(false) + return false end --a function which attempts to make mobs enter @@ -42,30 +41,30 @@ mobs.enter_breed_state = function(self,clicker) --do not breed if baby if self.baby then - return(false) + return false end --do not do anything if looking for mate or --if cooling off from breeding if self.breed_lookout_timer > 0 or self.breed_timer > 0 then - return(false) + return false end --if this is caught, that means something has gone --seriously wrong if not clicker or not clicker:is_player() then - return(false) + return false end local stack = clicker:get_wielded_item() --safety check if not stack then - return(false) + return false end local item_name = stack:get_name() --all checks have passed, that guy has some good looking food - if item_name == self.follow then + 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) @@ -73,11 +72,11 @@ mobs.enter_breed_state = function(self,clicker) self.breed_lookout_timer = self.breed_lookout_timer_goal self.bred = true mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") - return(true) + return true end --everything failed - return(false) + return false end @@ -96,23 +95,23 @@ mobs.look_for_mate = function(self) 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 + 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) + local distance = vector.distance(pos1,pos2) if distance <= radius then - if line_of_sight then + if minetest.line_of_sight then --must add eye height or stuff breaks randomly because of --seethrough nodes being a blocker (like grass) - if minetest_line_of_sight( - vector_new(pos1.x, pos1.y, pos1.z), - vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z) + if minetest.line_of_sight( + vector.new(pos1.x, pos1.y, pos1.z), + vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z) ) then mates_detected = mates_detected + 1 mates_in_area[mate] = distance @@ -160,14 +159,14 @@ 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) + 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 + 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() @@ -175,10 +174,8 @@ mobs.make_baby_grow_faster = function(self,clicker) end mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") - - return(true) + return true end end - - return(false) + return false end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua index 44f43f20f..ed9aec6cd 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua @@ -8,10 +8,8 @@ local vector_direction = vector.direction local integer_test = {-1,1} mobs.collision = function(self) - local pos = self.object:get_pos() - if not self or not self.object or not self.object:get_luaentity() then return end @@ -20,7 +18,7 @@ mobs.collision = function(self) local collisionbox = self.object:get_properties().collisionbox pos.y = pos.y + collisionbox[2] - + local collision_boundary = collisionbox[4] local radius = collision_boundary @@ -41,7 +39,7 @@ mobs.collision = function(self) 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 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 @@ -52,7 +50,7 @@ mobs.collision = function(self) end local pos2 = object:get_pos() - + local object_collisionbox = object:get_properties().collisionbox pos2.y = pos2.y + object_collisionbox[2] @@ -74,7 +72,7 @@ mobs.collision = function(self) 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 @@ -84,7 +82,7 @@ mobs.collision = function(self) end local velocity = dir - + --0.5 is the max force multiplier local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary)) @@ -104,11 +102,9 @@ mobs.collision = function(self) end end end - self.object:add_velocity(vel1) object:add_velocity(vel2) end - end end end @@ -116,7 +112,6 @@ end --this is used for arrow collisions mobs.arrow_hit = function(self, player) - player:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = self._damage} diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua index 57cb6e4e5..45e46d3db 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua @@ -1,5 +1,5 @@ local minetest_add_item = minetest.add_item -local minetest_sound_play = minetest.sound_play +--local minetest_sound_play = minetest.sound_play local math_pi = math.pi local math_random = math.random @@ -19,7 +19,7 @@ local item_drop = function(self, cooked, looting_level) return end - local obj, item, num + local obj, item local pos = self.object:get_pos() self.drops = self.drops or {} -- nil check @@ -56,8 +56,11 @@ local item_drop = function(self, cooked, looting_level) -- cook items when true if cooked then - local output = minetest_get_craft_result({ - method = "cooking", width = 1, items = {item}}) + local output = minetest.get_craft_result({ + method = "cooking", + width = 1, + items = {item}, + }) if output and output.item and not output.item:is_empty() then item = output.item:get_name() @@ -117,15 +120,10 @@ mobs.death_logic = function(self, dtime) --the final POOF of a mob despawning if self.death_animation_timer >= 1.25 then - item_drop(self,false,1) - mobs.death_effect(self) - mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) - self.object:remove() - return end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua index 7c709c09e..3b204a4bf 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua @@ -1,5 +1,5 @@ local minetest_line_of_sight = minetest.line_of_sight -local minetest_dir_to_yaw = minetest.dir_to_yaw +--local minetest_dir_to_yaw = minetest.dir_to_yaw local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_get_node = minetest.get_node local minetest_get_item_group = minetest.get_item_group @@ -18,19 +18,16 @@ local table_copy = table.copy local math_abs = math.abs -- default function when mobs are blown up with TNT -local do_tnt = function(obj, damage) - +--[[local function do_tnt(obj, damage) obj.object:punch(obj.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) - return false, true, {} -end +end]] --a fast function to be able to detect only players without using objects_in_radius mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder) - local pos1 = self.object:get_pos() local players_in_area = {} local winner_player = nil @@ -49,7 +46,7 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, --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(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 @@ -108,7 +105,7 @@ mobs.jump_check = function(self,dtime) 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 + elseif green_flag_1 and not green_flag_2 then --wall in front of mob return(2) end @@ -180,15 +177,10 @@ end -- check if within physical map limits (-30911 to 30927) -- within_limits, wmin, wmax = nil, -30913, 30928 mobs.within_limits = function(pos, radius) + local wmin, wmax if mcl_vars then if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max - within_limits = function(pos, radius) - return pos - and (pos.x - radius) > wmin and (pos.x + radius) < wmax - and (pos.y - radius) > wmin and (pos.y + radius) < wmax - and (pos.z - radius) > wmin and (pos.z + radius) < wmax - end end end return pos diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua index 0fc94ffe6..13bc6584d 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua @@ -1,112 +1,98 @@ -local vector_new = vector.new - +local math = math +local vector = vector --converts yaw to degrees local degrees = function(yaw) return(yaw*180.0/math.pi) end - mobs.do_head_logic = function(self,dtime) - local player = minetest.get_player_by_name("singleplayer") + 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 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 - local pos = self.object:get_pos() + --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 - local body_yaw = self.object:get_yaw() + 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 - local body_dir = minetest.yaw_to_dir(body_yaw) + if self.head_pitch_modifier then + head_pitch = head_pitch + self.head_pitch_modifier + end - - 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 - 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]) + 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 \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua index 6b23d2fe7..fa5b31210 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua @@ -2,22 +2,19 @@ local minetest_after = minetest.after local minetest_sound_play = minetest.sound_play local minetest_dir_to_yaw = minetest.dir_to_yaw -local math_floor = math.floor -local math_min = math.min -local math_random = math.random - -local vector_direction = vector.direction -local vector_multiply = vector.multiply +local math = math +local vector = vector local MAX_MOB_NAME_LENGTH = 30 +local mod_hunger = minetest.get_modpath("mcl_hunger") + mobs.feed_tame = function(self) return nil end -- Code to execute before custom on_rightclick handling -local on_rightclick_prefix = function(self, clicker) - +local function on_rightclick_prefix(self, clicker) local item = clicker:get_wielded_item() -- Name mob with nametag @@ -60,7 +57,6 @@ end -- deal damage and effects when mob punched mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - --don't do anything if the mob is already dead if self.health <= 0 then return @@ -94,14 +90,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) pos2.y = 0 - local dir = vector_direction(pos2,pos1) + local dir = vector.direction(pos2,pos1) local yaw = minetest_dir_to_yaw(dir) self.yaw = yaw end - -- custom punch function if self.do_punch then -- when false skip going any further @@ -113,23 +108,20 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) --don't do damage until pause timer resets if self.pause_timer > 0 then return - end + end - -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled") return end - local is_player = hitter:is_player() - -- punch interval local weapon = hitter:get_wielded_item() - local punch_interval = 1.4 + --local punch_interval = 1.4 -- exhaust attacker if mod_hunger and is_player then @@ -139,7 +131,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} - local tmp --calculate damage groups for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do @@ -163,13 +154,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- healing if damage <= -1 then - self.health = self.health - math_floor(damage) + self.health = self.health - math.floor(damage) return end - if tool_capabilities then - punch_interval = tool_capabilities.full_punch_interval or 1.4 - end + --if tool_capabilities then + -- punch_interval = tool_capabilities.full_punch_interval or 1.4 + --end -- add weapon wear manually -- Required because we have custom health handling ("health" property) @@ -183,7 +174,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) local weapon = hitter:get_wielded_item(player) local def = weapon:get_definition() if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then - local wear = math_floor(65535/tool_capabilities.punch_attack_uses) + local wear = math.floor(65535/tool_capabilities.punch_attack_uses) weapon:add_wear(wear) hitter:set_wielded_item(weapon) end @@ -224,7 +215,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- knock back effect local velocity = self.object:get_velocity() - + --2d direction local pos1 = self.object:get_pos() pos1.y = 0 @@ -240,9 +231,8 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) up = 0 end - --0.75 for perfect distance to not be too easy, and not be too hard - local multiplier = 0.75 + local multiplier = 0.75 -- check if tool already has specific knockback value local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback") @@ -254,21 +244,16 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) --it's coming for you if self.hostile then multiplier = multiplier + 2 - end - - dir = vector_multiply(dir,multiplier) - + 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 @@ -278,7 +263,7 @@ mobs.shoot_projectile = function(self) pos2.y = pos2.y + self.attacking:get_properties().eye_height --get direction - local dir = vector_direction(pos1,pos2) + local dir = vector.direction(pos1,pos2) --call internal shoot_arrow function self.shoot_arrow(self,pos1,dir) diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua index 847315ff1..83df80992 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua @@ -1,9 +1,8 @@ local minetest_add_particlespawner = minetest.add_particlespawner mobs.death_effect = function(self) - local pos = self.object:get_pos() - local yaw = self.object:get_yaw() + --local yaw = self.object:get_yaw() local collisionbox = self.object:get_properties().collisionbox local min, max @@ -33,7 +32,7 @@ end mobs.critical_effect = function(self) local pos = self.object:get_pos() - local yaw = self.object:get_yaw() + --local yaw = self.object:get_yaw() local collisionbox = self.object:get_properties().collisionbox local min, max @@ -62,9 +61,8 @@ end --when feeding a mob mobs.feed_effect = function(self) - local pos = self.object:get_pos() - local yaw = self.object:get_yaw() + --local yaw = self.object:get_yaw() local collisionbox = self.object:get_properties().collisionbox local min, max @@ -94,7 +92,7 @@ end --hearts when tamed mobs.tamed_effect = function(self) local pos = self.object:get_pos() - local yaw = self.object:get_yaw() + --local yaw = self.object:get_yaw() local collisionbox = self.object:get_properties().collisionbox local min, max @@ -124,7 +122,7 @@ end --hearts when breeding mobs.breeding_effect = function(self) local pos = self.object:get_pos() - local yaw = self.object:get_yaw() + --local yaw = self.object:get_yaw() local collisionbox = self.object:get_properties().collisionbox local min, max diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua index 04e3e370c..72612b1eb 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua @@ -1,16 +1,10 @@ -local math_pi = math.pi -local math_sin = math.sin -local math_cos = math.cos -local math_random = math.random -local HALF_PI = math_pi / 2 -local DOUBLE_PI = math_pi * 2 +-- localize math functions +local math = math +local HALF_PI = math.pi / 2 +local DOUBLE_PI = math.pi * 2 -- localize vector functions -local vector_new = vector.new -local vector_length = vector.length -local vector_multiply = vector.multiply -local vector_distance = vector.distance -local vector_normalize = vector.normalize +local vector = vector local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_dir_to_yaw = minetest.dir_to_yaw @@ -19,18 +13,17 @@ local DEFAULT_JUMP_HEIGHT = 5 local DEFAULT_FLOAT_SPEED = 4 local DEFAULT_CLIMB_SPEED = 3 - mobs.stick_in_cobweb = function(self) local current_velocity = self.object:get_velocity() - local goal_velocity = vector_multiply(vector_normalize(current_velocity), 0.4) + local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4) goal_velocity.y = -0.5 local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end @@ -40,7 +33,7 @@ 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)) + self.object:set_acceleration(vector.new(0,0,0)) else return end @@ -59,7 +52,7 @@ mobs.float = function(self) new_velocity_addition.z = 0 --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end @@ -81,7 +74,7 @@ mobs.climb = function(self) new_velocity_addition.z = 0 --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end @@ -109,22 +102,22 @@ mobs.set_velocity = function(self, v) local current_velocity = self.object:get_velocity() local goal_velocity = { - x = (math_sin(yaw) * -v), + x = (math.sin(yaw) * -v), y = 0, - z = (math_cos(yaw) * v), + z = (math.cos(yaw) * v), } local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - if vector_length(new_velocity_addition) > vector_length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + if vector.length(new_velocity_addition) > vector.length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) end new_velocity_addition.y = 0 --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end @@ -139,7 +132,7 @@ mobs.get_velocity = function(self) v.y = 0 if v then - return vector_length(v) + return vector.length(v) end return 0 @@ -155,7 +148,7 @@ mobs.jump = function(self, velocity) --fallback velocity to allow modularity velocity = velocity or DEFAULT_JUMP_HEIGHT - self.object:add_velocity(vector_new(0,velocity,0)) + self.object:add_velocity(vector.new(0,velocity,0)) end --make mobs fall slowly @@ -175,15 +168,15 @@ mobs.mob_fall_slow = function(self) new_velocity_addition.x = 0 new_velocity_addition.z = 0 - if vector_length(new_velocity_addition) > vector_length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + if vector.length(new_velocity_addition) > vector.length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) end new_velocity_addition.x = 0 new_velocity_addition.z = 0 --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end @@ -215,13 +208,13 @@ mobs.flop = function(self, velocity) velocity = velocity or DEFAULT_JUMP_HEIGHT --create a random direction (2d yaw) - local dir = DOUBLE_PI * math_random() + local dir = DOUBLE_PI * math.random() --create a random force value - local force = math_random(0,3) + math_random() + local force = math.random(0,3) + math.random() --convert the yaw to a direction vector then multiply it times the force - local final_additional_force = vector_multiply(minetest_yaw_to_dir(dir), force) + local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force) --place in the "flop" velocity to make the mob flop final_additional_force.y = velocity @@ -249,20 +242,20 @@ mobs.set_swim_velocity = function(self, v) local current_velocity = self.object:get_velocity() local goal_velocity = { - x = (math_sin(yaw) * -v), + x = (math.sin(yaw) * -v), y = pitch, - z = (math_cos(yaw) * v), + z = (math.cos(yaw) * v), } local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - if vector_length(new_velocity_addition) > vector_length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + if vector.length(new_velocity_addition) > vector.length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) end --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end @@ -294,20 +287,20 @@ mobs.set_fly_velocity = function(self, v) local current_velocity = self.object:get_velocity() local goal_velocity = { - x = (math_sin(yaw) * -v), + x = (math.sin(yaw) * -v), y = pitch, - z = (math_cos(yaw) * v), + z = (math.cos(yaw) * v), } local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - if vector_length(new_velocity_addition) > vector_length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + if vector.length(new_velocity_addition) > vector.length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) end --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end @@ -319,7 +312,7 @@ mobs.calculate_pitch = function(pos1, pos2) return false end - return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI) + return(minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI) end --make mobs fly up or down based on their y difference @@ -356,27 +349,27 @@ mobs.jump_move = function(self, velocity) mobs.set_velocity(self,0) --fallback velocity to allow modularity - jump_height = DEFAULT_JUMP_HEIGHT + local jump_height = DEFAULT_JUMP_HEIGHT local yaw = (self.yaw or 0) local current_velocity = self.object:get_velocity() local goal_velocity = { - x = (math_sin(yaw) * -velocity), + x = (math.sin(yaw) * -velocity), y = jump_height, - z = (math_cos(yaw) * velocity), + z = (math.cos(yaw) * velocity), } local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - if vector_length(new_velocity_addition) > vector_length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + if vector.length(new_velocity_addition) > vector.length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) end --smooths out mobs a bit - if vector_length(new_velocity_addition) >= 0.0001 then + if vector.length(new_velocity_addition) >= 0.0001 then self.object:add_velocity(new_velocity_addition) end end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua index dfef98ee8..65ba764f6 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua @@ -1,10 +1,12 @@ local math_random = math.random -local minetest_settings = minetest.settings +local minetest_settings = minetest.settings + +-- CMI support check +local use_cmi = minetest.global_exists("cmi") -- get entity staticdata mobs.mob_staticdata = function(self) - --despawn mechanism --don't despawned tamed or bred mobs if not self.tamed and not self.bred then @@ -142,8 +144,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime) self.health = math_random (self.hp_min, self.hp_max) end - - if not self.random_sound_timer then self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max) end @@ -185,7 +185,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime) self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types self.texture_mods = {} - self.v_start = false self.timer = 0 @@ -199,7 +198,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime) else self.object:set_texture_mod("") end - -- set anything changed above self.object:set_properties(self) diff --git a/mods/ENTITIES/mcl_mobs/api/mount.lua b/mods/ENTITIES/mcl_mobs/api/mount.lua index 8ee45f299..0ed54a46e 100644 --- a/mods/ENTITIES/mcl_mobs/api/mount.lua +++ b/mods/ENTITIES/mcl_mobs/api/mount.lua @@ -1,8 +1,11 @@ -- lib_mount by Blert2112 (edited by TenPlus1) -local enable_crash = false -local crash_threshold = 6.5 -- ignored if enable_crash=false +--local enable_crash = false +--local crash_threshold = 6.5 -- ignored if enable_crash=false + +local math = math +local vector = vector ------------------------------------------------------------------------------ @@ -10,7 +13,7 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false -- Helper functions -- -local node_ok = function(pos, fallback) +--[[local function node_ok(pos, fallback) fallback = fallback or mobs.fallback_node @@ -21,10 +24,10 @@ local node_ok = function(pos, fallback) end return {name = fallback} -end +end]] -local function node_is(pos) +--[[local function node_is(pos) local node = node_ok(pos) @@ -45,7 +48,7 @@ local function node_is(pos) end return "other" -end +end]] local function get_sign(i) @@ -60,13 +63,11 @@ local function get_sign(i) end -local function get_velocity(v, yaw, y) - +--[[local function get_velocity(v, yaw, y) local x = -math.sin(yaw) * v local z = math.cos(yaw) * v - return {x = x, y = y, z = z} -end +end]] local function get_v(v) @@ -172,7 +173,7 @@ function mobs.detach(player, offset) --pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} - player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off + player:add_velocity(vector.new(math.random(-6,6), math.random(5,8), math.random(-6,6))) --throw the rider off --[[ minetest.after(0.1, function(name, pos) @@ -187,13 +188,13 @@ end function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) - local rot_view = 0 + --local rot_view = 0 - if entity.player_rotation.y == 90 then - rot_view = math.pi/2 - end + --if entity.player_rotation.y == 90 then + -- rot_view = math.pi/2 + --end - local acce_y = 0 + --local acce_y = 0 local velo = entity.object:get_velocity() entity.v = get_v(velo) * get_sign(entity.v) @@ -388,7 +389,6 @@ end -- directional flying routine by D00Med (edited by TenPlus1) function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) - if true then print("succ") return diff --git a/mods/ENTITIES/mcl_mobs/api/spawning.lua b/mods/ENTITIES/mcl_mobs/api/spawning.lua index ca4dc1e4f..08b161527 100644 --- a/mods/ENTITIES/mcl_mobs/api/spawning.lua +++ b/mods/ENTITIES/mcl_mobs/api/spawning.lua @@ -9,9 +9,9 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius local math_random = math.random local math_floor = math.floor -local max = math.max +--local max = math.max -local vector_distance = vector.distance +--local vector_distance = vector.distance local vector_new = vector.new local vector_floor = vector.floor @@ -573,10 +573,10 @@ if mobs_spawn then 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 + 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 @@ -606,7 +606,7 @@ if mobs_spawn then 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)