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128 Commits

Author SHA1 Message Date
kno10 6def6b85f8 code cleanups 2024-11-12 00:39:07 +01:00
kno10 a82c38abd0 Add CC0 fox sounds, taming, breeding. 2024-11-12 00:39:07 +01:00
kno10 0f5a2a3802 Add fox basics 2024-11-12 00:39:07 +01:00
kno10 c8c0f200cb luacheck and other improvements 2024-11-12 00:39:05 +01:00
kno10 0984a7e53f Further movement improvements 2024-11-12 00:37:39 +01:00
kno10 d0a88adc20 Making movement work better. 2024-11-12 00:37:37 +01:00
kno10 26210439b0 Movement improvements 2024-11-12 00:31:22 +01:00
kno10 3e214793aa mob attack tweaks 2024-11-12 00:26:15 +01:00
kno10 52f8f15063 fix child == true when child = 1 2024-11-12 00:23:32 +01:00
kno10 31251194d3 More tweaks to pathfinding 2024-11-12 00:23:32 +01:00
kno10 305507d127 Make villagers hurry for long paths and night 2024-11-12 00:23:32 +01:00
kno10 7fb2a3aff4 avoid trivial fences, open some fence gates 2024-11-12 00:23:32 +01:00
kno10 fd1d32cbf8 Improve starting and end point of pathfinding. 2024-11-12 00:23:32 +01:00
kno10 d0fd68e9ba pathfinding improvements 2024-11-12 00:23:32 +01:00
kno10 aa1de58701 Improve danger avoidance code. 2024-11-12 00:23:32 +01:00
kno10 06c693f627 fix and optimize Fleckenstein 2024-11-12 00:23:32 +01:00
kno10 fdebdef12d small code cleanups 2024-11-12 00:23:32 +01:00
kno10 c7f3c051d7 also cleanup mount.lua 2024-11-12 00:23:32 +01:00
kno10 06ba4487c6 some more cleanups, from code review 2024-11-12 00:23:32 +01:00
kno10 40492282ae code cleanups 2024-11-12 00:23:32 +01:00
kno10 8ad5d16ccc movement improvements, door opening 2024-11-12 00:23:32 +01:00
kno10 d32d64250b further movement tweaks 2024-11-12 00:23:32 +01:00
kno10 7693c9b02a Movement and path finding improvements. 2024-11-12 00:23:31 +01:00
kno10 815e929ccb Mob pushing improvements 2024-11-12 00:23:31 +01:00
kno10 0708c804d3 add and use turn_by/turn_in_direction methods 2024-11-12 00:23:31 +01:00
kno10 0b381dce31 reduce code duplication, add mob:stand() 2024-11-12 00:23:31 +01:00
kno10 eb30e60dde cleanups 2024-11-12 00:23:31 +01:00
kno10 ee3b14d4db fix delay=0 in combat code, tune turning parameters 2024-11-12 00:23:31 +01:00
kno10 8da3587458 More help getting out of water 2024-11-12 00:23:31 +01:00
kno10 fdb05cee5d More movement code cleanups.
Closes #4506 #4502
2024-11-12 00:23:30 +01:00
kno10 44dc17fa60 More cleanup and improvements to movement code 2024-11-12 00:22:23 +01:00
kno10 688fb13874 More movement code improvements. 2024-11-12 00:22:23 +01:00
kno10 bad44084c6 Try to reduce how much mobs fall off cliffs.
See #4464 and many more.
2024-11-12 00:22:23 +01:00
kno10 5d3d6470b8 Rewrite the head swivel code math 2024-11-12 00:19:54 +01:00
kno10 fb3c85e289 Improve stalker textures (#4674)
- don't change back to default texture when falling, but rather keep the previous texture
- use a colorized default texture for gaps in the texture

Reviewed-on: VoxeLibre/VoxeLibre#4674
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-11-10 12:02:20 +01:00
kno10 f6f5481f30 Attempt to fix chest minecarts, at least for 5.9 (#4684)
Not using the `RecheckCartHack` on >5.9 seems to help with #4670 - not tested on older minetest; chest minecarts might still be empty there when the block is unloaded in the meantime. For <5.9, maybe it helps to decrease the time interval, 3 seconds seems to fairly long.

This also makes the minecarts random: 40% minecart, 40% chest minecart, 20% tnt minecart.

Reviewed-on: VoxeLibre/VoxeLibre#4684
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-11-10 11:41:19 +01:00
the-real-herowl c428fa576b Merge pull request 'bonemeal API update' (#4221) from teknomunk/MineClone2:bonemeal-2 into master
Reviewed-on: VoxeLibre/VoxeLibre#4221
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-11-10 11:38:08 +01:00
teknomunk a46833eaa4 Fix alias 2024-11-09 20:30:35 -06:00
teknomunk 3514fe211f Implement more bonemeal mod shim, update bonemeal dependencies 2024-11-09 20:30:35 -06:00
teknomunk 94d9e4c881 Address review comments 2024-11-09 20:30:35 -06:00
teknomunk 6b1aa43238 Only show particles if bone meal is consumed, don't continue testing positions if bonemeal was used on the first check position 2024-11-09 20:30:35 -06:00
teknomunk cfdef2435a Show particles regardless of success 2024-11-09 20:30:35 -06:00
teknomunk 49c8ae2fa0 Quick patch to get cherry saplings growing pending inclusing of a proper tree API 2024-11-09 20:30:33 -06:00
teknomunk 6ada1a3477 Remove check with mcl_core.check_vines_supported for twisted and crimson vines 2024-11-09 20:24:02 -06:00
teknomunk 189a2c62ad Address review comments on mcl_util.trace_nodes 2024-11-09 20:24:02 -06:00
teknomunk 981cddddd4 Add growth limits to crimson/twisting vines 2024-11-09 20:24:02 -06:00
teknomunk 66b5a369f1 Add mcl_util.trace_node(), rewrite bamboo growth code to fix bone meal growth 2024-11-09 20:24:02 -06:00
teknomunk 4eda77acd1 Prevent bonemealing grass from making flowers and also bonemealing the block above the grass 2024-11-09 20:24:02 -06:00
teknomunk afc270195a Fix crash when bonemealing weaping and twisting vines, fix weaping vine growth 2024-11-09 20:24:02 -06:00
teknomunk 8f53074b58 Reorder functions to prevent crash 2024-11-09 20:24:02 -06:00
teknomunk 70e8ba9a89 Remove TODO pending future discussions, revert timer change in composter code 2024-11-09 20:24:02 -06:00
teknomunk 6741c5a809 Make composter_progress_chance local, as it is not used anywhere except in mcl_composters 2024-11-09 20:24:02 -06:00
teknomunk d09791db7b Fix typo that prevented bone mealing pumpkin plants 2024-11-09 20:24:02 -06:00
teknomunk 354160e9e6 Check both above and below in pointed_thing for bonemealing (and pass thru the position as .under), make crimson vines and twisting vines compostable by rightclicking on the composter 2024-11-09 20:24:02 -06:00
teknomunk cf1325d466 Fix crash at one more spot 2024-11-09 20:24:02 -06:00
teknomunk 7112369917 Fix crashes when using bonemeal on nether nodes 2024-11-09 20:24:02 -06:00
teknomunk e6e13bdc67 Change _mcl_on_bonemealing to _on_bone_meal, update API.md to reflect this 2024-11-09 20:24:02 -06:00
teknomunk 42d37210c5 Fix mods/ITEMS/mcl_composters/locale/mcl_composters.ru.tr 2024-11-09 20:24:02 -06:00
teknomunk c3a33ea2c2 Update mod authors, remove a TODO 2024-11-09 20:24:02 -06:00
teknomunk 7f6d456a32 Remove bone to bone meal recipe from mcl_dye as it now resides in mcl_bone_meal 2024-11-09 20:24:02 -06:00
teknomunk 44d154f594 Modify backtrace listing to use minetest.log 2024-11-09 20:24:02 -06:00
teknomunk eb6131b037 Fix localization errors 2024-11-09 20:24:02 -06:00
teknomunk 3c2f2593db Only consume bone meal if a _mcl_on_bonemealing callback is defined or the legacy API returns true, convert vines to use new bonemeal API 2024-11-09 20:24:02 -06:00
teknomunk 9e6d49dd38 Fix localization except mcl_composters.ru.tr 2024-11-09 20:24:02 -06:00
teknomunk 4a865fa2df Enable bamboo bonemealing despite rightclick handling strangeness 2024-11-09 20:24:02 -06:00
teknomunk 55b4d3d5ee Rename localization files 2024-11-09 20:24:02 -06:00
teknomunk 09bcf3d22b Add untested bonemeal mod compatibility shim 2024-11-09 20:24:02 -06:00
teknomunk 57678e31bc Move commented out bamboo bone meal code into mods/ITEMS/mcl_bamboo/bamboo_base.lua 2024-11-09 20:24:02 -06:00
teknomunk d5684ca305 Add new API call mcl_bone_meal.use_bone_meal and use this to remove duplicate code, update mcl_farming:sweet_berries to use bonemeal API, add stub for bonemeal mod compatibility 2024-11-09 20:24:02 -06:00
teknomunk a4f1ccd0ee Update mcl_crimson to use bonemealing API 2024-11-09 20:24:02 -06:00
teknomunk 1e0f7618ba Remove bone meal definition in mcl_dye, make textures in mcl_cocoas match master branch 2024-11-09 20:24:02 -06:00
teknomunk f44102c238 Display call stack to assist in removing deprecated function calls 2024-11-09 20:24:02 -06:00
teknomunk 5b1fcf76f6 Fix mod dependencies 2024-11-09 20:24:02 -06:00
kabou f61a7ab4cb Remove color specifications from bone meal.
* The bone meal craftitem definition still had color specifications
  from its past as a dye substitute.  These can be removed now.
* Also remove default stack_max setting.
2024-11-09 20:24:02 -06:00
kabou 4449f74742 Remove color specifications from cocoa beans.
* The cocoa beans craftitem definition still had color specifications
  from its past as a dye substitute.  These can be removed now.
2024-11-09 20:24:02 -06:00
kabou ba1e0e4301 Also generate double grass when bonemealing grass blocks. 2024-11-09 20:24:02 -06:00
kabou 7938fba4a5 Remove expired bone meal API.md from mcl_dye. 2024-11-09 20:24:02 -06:00
kabou 8acddab74f Bonemealing mechanics bugfix.
When applying bonemeal to eg. farm crops, these have a chance to grow in
response to the application of bone meal. When a node can be bonemealed, the
applied bone meal item should always be spent after using it, regardless of
the results.  Currently this does not work correctly, if the result of
bonemealing has no effect on the node, the used bone meal item is not spent.

This commit fixes the behavior of the bone meal item to always be taken when
used on a node that defines a `_mcl_on_bonemealing()` callback.

The nodes that implement the callback imay use the handler's return value
only to signal if the bonemealing was succesful, not to signal if it was at
all possible.  For this reason, some nodes need to be made more strictly
conforming to the API.

* Always take the used bone meal item (if user is not in creative mode),
  regardless of whether the bonemealed node's handler returned `true`.
* Make dispensers spawn particles after succesful bonemealing.
* Trivial comment fix.
* Ripe cocoa pod cannot be bonemealed.
* Update API.md to describe the stricter API semantics.
2024-11-09 20:24:02 -06:00
kabou c2c7df820f Improve mcl_bone_meal fr translations.
* Changed the wording after suggestions by AFCMS.
2024-11-09 20:24:02 -06:00
kabou e5cf4bd225 Add missing es translation to mcl_bone_meal. 2024-11-09 20:24:02 -06:00
kabou 810051c591 Move cocoa beans item to mcl_cocoas.
* Add `mcl_cocoas:coca_beans` craftitem to mcl_cocoas.
* Remove `mcl_dye:brown` craftitem from mcl_dye.
* Move cocoa beans translations from mcl_dye to mcl_cocoas.
* Add `mcl_dye:brown` alias for `mcl_cocoas:cocoa_beans` to
  mcl_dye.
* Abstract cocoa pod node registration into a loop.
* Update chocolate cookies crafting recipe in mcl_farming.
2024-11-09 20:24:02 -06:00
kabou ae56a864d0 Remove stray line from locale template.
* Removed a line from the mcl_bone_meal locale template that had by
  accident put there during the bone meal <-> white dye changes.
2024-11-09 20:24:02 -06:00
kabou 7ddcf3f93f Use better override mechanism.
* Use `minetest.override_item()` instead of re-registering the node with
  ":" prefixed to its name.  Thanks again to wsor for mentioning this.
2024-11-09 20:24:02 -06:00
kabou e8d965e21a Add more particles when bonemealing grass.
* Bonemealing dirt_with_grass spawns new growth over a wide area, so it
  looks better if we spawn a few more extra bone meal particles.
* Update mod.conf depends to mcl_bone_meal.
2024-11-09 20:24:02 -06:00
kabou 8855246dd4 Update to new bone meal API.
* Update to use new mcl_bone_meal API:
* Use new bone meal item and remove related comment.
* Update mod depends in mod.conf
* Spelling fixes: s/bonemeal/bone meal/g
2024-11-09 20:24:02 -06:00
kabou 3889abbaf4 Add mcl_bone_meal.
* New mod mcl_bone_meal, replacing bone meal functionality previously
  held in mcl_dye.
* Improve bonemealing API using callbacks in the nodes that support
  bonemealing.
* Rename bone meal item to `"mcl_bone_meal:bone_meal"` and updated its
  crafting recipe.
* Implement legacy compatibility for older bone meal API.
* Remove all non dye-related bone meal code, texture and translations from
  mcl_dye.
* Add legacy compatibility shims to mcl_dye that refer to mcl_bone_meal.
* Add an alias for "mcl_dye:white" to keep mcl_dye and its API working
  uniterrupted.
* Update mod depends in mcl_dye mod.conf.
2024-11-09 20:24:02 -06:00
kabou f6235e8e92 Add bonemealing callback for fern.
* Adds a _mcl_on_bonemealing callback to fern.
2024-11-09 20:24:02 -06:00
kabou 2190080832 Add bonemealing callback for tall grass.
* Adds a _mcl_on_bonemealing callback to tall grass.
2024-11-09 20:24:02 -06:00
kabou ea1d52baab Add bonemealing callback for double flowers.
* Adds a _mcl_on_bonemealing callback to the double flowers.
2024-11-09 20:24:02 -06:00
kabou fdc7f4634d Add bonemealing callback for dirt with grass.
* Add new file mcl_flowers/bonemeal.lua, containing the bonemealing
  callback for "mcl_core:dirt_with_grass".
* Override "mcl_core:dirt_with_grass" with a _mcl_on_bonemealing handler
  calling a function defined in mcl_flowers. This sidesteps the problem
  that bonemealing a node from mcl_core needs knowledge of mcl_flowers,
  which would create a circular dependency.  H/t to cora for suggesting
  this solution. H/t to wsor for suggesting a solution that also works.
2024-11-09 20:24:02 -06:00
kabou bde0d9b238 Add bonemealing callback to cocoa.
* Adds a _mcl_on_bonemealing callback to the unripe cocoa pods.
2024-11-09 20:24:02 -06:00
teknomunk f644d37332 Keep same selection box size 2024-11-09 20:24:02 -06:00
kabou 17f2d85de9 Refactor beetroots and add bonemealing callback.
* Abstract unripe beetroot plant node registrations into a single
  indexed definition and do the registration in a loop.
* Adds a _mcl_on_bonemealing callback to the unripe melon plants.
2024-11-09 20:24:02 -06:00
kabou d07e8d9536 Add bonemealing callback to melons.
* Adds a _mcl_on_bonemealing callback to the unripe melon plants.
2024-11-09 20:24:02 -06:00
kabou 5d2fa8072a Add bonemealing callback to pumpkins.
* Adds a _mcl_on_bonemealing callback to the unripe pumpkin plants.
2024-11-09 20:24:02 -06:00
kabou 2d8bb12fad Add bonemealing callback to carrots.
* Adds a _mcl_on_bonemealing callback to the unripe carrot plants.
2024-11-09 20:24:02 -06:00
kabou 69032c3222 Add bonemealing callback to potatoes.
* Adds a _mcl_on_bonemealing callback to the unripe potato plants.
2024-11-09 20:24:02 -06:00
kabou 71e6fa9646 Add bonemealing callback to wheat.
* Adds a _mcl_on_bonemealing callback to the unripe wheat node definitions.
2024-11-09 20:24:02 -06:00
kabou 9ea52ce9b3 Add bonemealing callback to small mushrooms.
* Adds a _mcl_on_bonemealing callback to the mushroom node definitions.
2024-11-09 20:24:02 -06:00
kabou 0422635047 Add bonemealing callback to saplings.
* Adds a _mcl_on_bonemealing callback to the sapling node definitions.
2024-11-09 20:24:02 -06:00
kno10 b540e6c77b Improve head swivel code (#4622)
* Utilize the minetest 5.9.0 API that uses radians not degree.
* Simplify computations to make this more efficient, in particular by querying and updating the bone position less frequently.
* Resolves minetest warning `Deprecated call to set_bone_position, use set_bone_override instead` in this location, but other uses remain.
* `mcl_util.set_bone_position` not modified, because it redundantly compares to the previous rotation once more.

Reviewed-on: VoxeLibre/VoxeLibre#4622
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-11-10 02:41:55 +01:00
kno10 d49426d453 Cleanup of mcl_core/functions (#4592)
Cleanup of mods/ITEMS/mcl_core/functions.lua

This improves several further ABMs such as vine growing, and uses the `vector` API instead of tables.

Reviewed-on: VoxeLibre/VoxeLibre#4592
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-11-10 02:32:51 +01:00
the-real-herowl 2b7b7f1872 Merge pull request 'Improve plant growth system, add moisture level' (#4681) from kno10/VoxeLibre:pumpkin-melon-growth-1 into master
Reviewed-on: VoxeLibre/VoxeLibre#4681
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-11-10 02:11:37 +01:00
kno10 b5afa34469 Remove "wet" metadata altogether 2024-11-10 02:11:37 +01:00
kno10 ebf6cf32e8 meta:set_private("wet"), require only walkable nodes 2024-11-10 02:11:37 +01:00
kno10 a8318f6600 simplify catch-up LBM logic 2024-11-10 02:11:37 +01:00
kno10 fa7a7f4e81 more fixes to plant growth 2024-11-10 02:11:37 +01:00
kno10 c097c65262 adjust growth rates again 2024-11-10 02:11:37 +01:00
kno10 220a7b06e6 code review feedback 2024-11-10 02:11:37 +01:00
kno10 540a070c59 always use day light level, more fixes 2024-11-10 02:11:37 +01:00
kno10 78a958db4e Double the odds, to halve the ABM frequencies. 2024-11-10 02:11:37 +01:00
kno10 e9453d6210 Add plant growth speed option, drop average light level
Closes: #4683 by removal
2024-11-10 02:11:37 +01:00
kno10 9376cf92b1 Adjust growth speeds 2024-11-10 02:11:37 +01:00
kno10 c4030115c4 improve moisture logic 2024-11-10 02:11:37 +01:00
kno10 e1ace4ad01 pumpkin/melon growth only tests one neighbor every time 2024-11-10 02:11:37 +01:00
the-real-herowl e3b7847df1 Merge pull request 'Shield improvements and bugfixes (fixes #2756)' (#4582) from shieldy_shields into master
Reviewed-on: VoxeLibre/VoxeLibre#4582
Reviewed-by: kno10 <kno10@noreply.git.minetest.land>
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-11-10 01:34:50 +01:00
Mikita Wiśniewski f86a641dfa Improve shield block code and unhardcode offhand group 2024-11-10 01:34:50 +01:00
Mikita Wiśniewski 084741b733 Fix using shield on unknown nodes and cleanup 2024-11-10 01:34:50 +01:00
Mikita Wiśniewski d5bc0613d8 Make node itemstack check in mcl_shields less hacky 2024-11-10 01:34:50 +01:00
Loveaabb f26c34e65f Bugfix: Shield fails to block arrows 2024-11-10 01:34:50 +01:00
Loveaabb 04e29c5796 Several improvements to the Shield 2024-11-10 01:34:50 +01:00
Elias Åström 45ae170447 Deduplicate shield slowdown removal code 2024-11-10 01:34:50 +01:00
Elias Åström d0d1217dec Remove unused code in mcl_privs 2024-11-10 01:34:50 +01:00
Elias Åström cffc8e0145 Fix loosing interact bug in mcl_shields 2024-11-10 01:34:50 +01:00
the-real-herowl b136cbf9bb Changed bamboo cap drawtype (#4658)
Reviewed-on: VoxeLibre/VoxeLibre#4658
Co-authored-by: the-real-herowl <wiktor_t-i@proton.me>
Co-committed-by: the-real-herowl <wiktor_t-i@proton.me>
2024-11-02 21:04:00 +01:00
the-real-herowl e6d8d840db Merge pull request 'Fix missing protection checks in smithing tables' (#4659) from smithing_table_patch into master
Reviewed-on: VoxeLibre/VoxeLibre#4659
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-11-02 21:00:19 +01:00
Mikita Wiśniewski 78125f425a Fix taking items out of protected smithing tables 2024-11-02 21:00:19 +01:00
cora cb1999414b Fix putting items in protected smithing tables 2024-11-02 21:00:19 +01:00
125 changed files with 3638 additions and 4717 deletions

View File

@ -1131,3 +1131,25 @@ if not vector.in_area then
(pos.z >= min.z) and (pos.z <= max.z)
end
end
-- Traces along a line of nodes vertically to find the next possition that isn't an allowed node
---@param pos The position to start tracing from
---@param dir The direction to trace in. 1 is up, -1 is down, all other values are not allowed.
---@param allowed_nodes A set of node names to trace along.
---@param limit The maximum number of steps to make. Defaults to 16 if nil or missing
---@return Three return values:
--- the position of the next node that isn't allowed or nil if no such node was found,
--- the distance from the start where that node was found,
--- the node table if a node was found
function mcl_util.trace_nodes(pos, dir, allowed_nodes, limit)
if (dir ~= -1) and (dir ~= 1) then return nil, 0, nil end
limit = limit or 16
for i = 1,limit do
pos = vector.offset(pos, 0, dir, 0)
local node = minetest.get_node(pos)
if not allowed_nodes[node.name] then return pos, i, node end
end
return nil, limit, nil
end

View File

@ -1,29 +1,23 @@
local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: VoxeLibre Edition
local PATHFINDING = "gowp"
local CRASH_WARN_FREQUENCY = 60
local LIFETIMER_DISTANCE = 47
local MAPGEN_LIMIT = mcl_vars.mapgen_limit
local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
-- 30927 seems to be the edge of the world, so could be closer, but this is safer
-- Localize
local S = minetest.get_translator("mcl_mobs")
local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
-- Invisibility mod check
mcl_mobs.invis = {}
local remove_far = true
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn", false)
local MAPGEN_LIMIT = mcl_vars.mapgen_limit
local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
-- 30927 seems to be the edge of the world, so could be closer, but this is safer
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn", true)
local DEVELOPMENT = minetest.settings:get_bool("mcl_development", false)
-- Peaceful mode message so players will know there are no monsters
if minetest.settings:get_bool("only_peaceful_mobs", false) then
@ -33,13 +27,21 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
end)
end
-- not used yet
function mob_class:safe_remove()
self._removed = true
minetest.after(0,function(obj)
if obj and obj:get_pos() then
mcl_burning.extinguish(obj)
obj:remove()
end
end,self.object)
end
function mob_class:update_tag() --update nametag and/or the debug box
local tag
if mobs_debug then
local name = self.name
if self.nametag and self.nametag ~= "" then
name = self.nametag
end
local name = self.nametag ~= "" and self.nametag or self.name
tag = "name = '"..tostring(name).."'\n"..
"state = '"..tostring(self.state).."'\n"..
"order = '"..tostring(self.order).."'\n"..
@ -56,9 +58,7 @@ function mob_class:update_tag() --update nametag and/or the debug box
else
tag = self.nametag
end
self.object:set_properties({
nametag = tag,
})
self.object:set_properties({ nametag = tag })
end
function mob_class:jock_to(mob, reletive_pos, rot)
@ -74,19 +74,15 @@ function mob_class:jock_to(mob, reletive_pos, rot)
end
function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name())
end
-- remove mob when out of range unless tamed
if remove_far
and self:despawn_allowed()
and self.lifetimer <= 20 then
if remove_far and self:despawn_allowed() and self.lifetimer <= 20 then
if spawn_logging then
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
end
return "remove"-- nil
end
@ -95,17 +91,9 @@ function mob_class:get_staticdata()
self.state = "stand"
local tmp = {}
for tag, stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and tag ~= "_cmi_components" then
tmp[tag] = self[tag]
end
if t ~= "function" and t ~= "nil" and t ~= "userdata" and tag ~= "_cmi_components" then tmp[tag] = self[tag] end
end
tmp._mcl_potions = self._mcl_potions
@ -120,10 +108,7 @@ function mob_class:get_staticdata()
end
local function valid_texture(self, def_textures)
if not self.base_texture then
return false
end
if not self.base_texture then return false end
if self.texture_selected then
if #def_textures < self.texture_selected then
self.texture_selected = nil
@ -136,44 +121,27 @@ end
function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object)
self.object:remove()
self:safe_remove()
return
end
if self.type == "monster"
and minetest.settings:get_bool("only_peaceful_mobs", false) then
mcl_burning.extinguish(self.object)
self.object:remove()
if self.type == "monster" and minetest.settings:get_bool("only_peaceful_mobs", false) then
self:safe_remove()
return
end
local tmp = minetest.deserialize(staticdata)
if tmp then
-- Patch incorrectly converted mobs
if tmp.base_mesh ~= minetest.registered_entities[self.name].mesh then
mcl_mobs.strip_staticdata(tmp)
end
for _,stat in pairs(tmp) do
self[_] = stat
end
if tmp.base_mesh ~= minetest.registered_entities[self.name].mesh then mcl_mobs.strip_staticdata(tmp) end
for _, stat in pairs(tmp) do self[_] = stat end
end
--If textures in definition change, reload textures
if not valid_texture(self, def.textures) then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
if not self.texture_selected then
local c = 1
if #def.textures > c then c = #def.textures end
self.texture_selected = math.random(c)
end
if type(def.textures[1]) == "string" then def.textures = {def.textures} end
self.texture_selected = self.texture_selected or math.random(#def.textures)
self.base_texture = def.textures[self.texture_selected]
self.base_mesh = def.mesh
self.base_size = self.visual_size
@ -181,38 +149,19 @@ function mob_class:mob_activate(staticdata, def, dtime)
self.base_selbox = self.selectionbox
end
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
self.base_selbox = self.base_selbox or self.selectionbox or self.base_colbox
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
self.textures = self.gotten and def.gotten_texture or self.base_texture
self.mesh = self.gotten and def.gotten_mesh or self.base_mesh
self.visual_size = self.base_size
self.collisionbox = self.base_colbox
self.selectionbox = self.base_selbox
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
if self.child then
self.visual_size = { x = self.base_size.x * .5, y = self.base_size.y * .5 }
self.textures = def.child_texture and def.child_texture[1] or self.textures
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
if self.child == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.collisionbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
@ -220,7 +169,7 @@ function mob_class:mob_activate(staticdata, def, dtime)
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
selbox = {
self.selectionbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
@ -230,16 +179,12 @@ function mob_class:mob_activate(staticdata, def, dtime)
}
end
if self.health == 0 then
self.health = math.random (self.hp_min, self.hp_max)
end
if self.breath == nil then
self.breath = self.breath_max
end
self.health = (self.health and self.health > 0 and self.health) or math.random(self.hp_min, self.hp_max)
self.breath = self.breath or self.breath_max
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.lastpos = vector.zero()
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
@ -258,13 +203,11 @@ function mob_class:mob_activate(staticdata, def, dtime)
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "ignore"
self.standing_on = "ignore"
self.standing_in = mcl_mobs.NODE_IGNORE
self.standing_on = mcl_mobs.NODE_IGNORE
self.standing_under = mcl_mobs.NODE_IGNORE
self.standing_depth = 0
self.state = self.state or "stand"
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
@ -276,42 +219,24 @@ function mob_class:mob_activate(staticdata, def, dtime)
self.blinktimer = 0
self.blinkstatus = false
if not self.nametag then
self.nametag = def.nametag
end
if not self.custom_visual_size then
self.visual_size = nil
self.base_size = self.visual_size
if self.child then
self.visual_size = {
x = self.visual_size.x * 0.5,
y = self.visual_size.y * 0.5,
}
end
end
self.acceleration = vector.zero()
self.nametag = self.nametag or def.nametag
self.object:set_properties(self)
self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
self:set_yaw(math.random() * math.pi * 2, 6)
self:update_tag()
self._current_animation = nil
self:set_animation( "stand")
self:set_animation("stand")
if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
if self.riden_by_jock then --- Keep this function before self:on_spawn()
self.object:remove()
return
end
if self.on_spawn and not self.on_spawn_run and self:on_spawn() then self.on_spawn_run = true end
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true
end
end
if not self.wears_armor and self.armor_list then
self.armor_list = nil
end
if not self.wears_armor and self.armor_list then self.armor_list = nil end
if not self._run_armor_init and self.wears_armor then
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
@ -319,15 +244,10 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._run_armor_init = true
end
if not self._mcl_potions then
self._mcl_potions = {}
end
if not self._mcl_potions then self._mcl_potions = {} end
mcl_potions._load_entity_effects(self)
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
if def.after_activate then def.after_activate(self, staticdata, def, dtime) end
end
-- execute current state (stand, walk, run, attacks)
@ -346,9 +266,7 @@ function mob_class:do_states(dtime, player_in_active_range)
if self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "attack" then
if self:do_states_attack(dtime) then
return true
end
if self:do_states_attack(dtime) then return true end
else
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
if self.state == "stand" then
@ -364,68 +282,46 @@ end
function mob_class:outside_limits()
local pos = self.object:get_pos()
if pos then
local posx = math.abs(pos.x)
local posy = math.abs(pos.y)
local posz = math.abs(pos.z)
if posx > MAPGEN_MOB_LIMIT or posy > MAPGEN_MOB_LIMIT or posz > MAPGEN_MOB_LIMIT then
--minetest.log("action", "Getting close to limits of worldgen: " .. minetest.pos_to_string(pos))
if posx > MAPGEN_LIMIT or posy > MAPGEN_LIMIT or posz > MAPGEN_LIMIT then
minetest.log("action", "Warning mob past limits of worldgen: " .. minetest.pos_to_string(pos))
else
if self.state ~= "stand" then
minetest.log("action", "Warning mob close to limits of worldgen: " .. minetest.pos_to_string(pos))
self.state = "stand"
self:set_animation("stand")
self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero())
end
end
return true
if not pos then return end
local posx, posy, posz = math.abs(pos.x), math.abs(pos.y), math.abs(pos.z)
if posx > MAPGEN_MOB_LIMIT or posy > MAPGEN_MOB_LIMIT or posz > MAPGEN_MOB_LIMIT then
--minetest.log("action", "Getting close to limits of worldgen: " .. minetest.pos_to_string(pos))
if posx > MAPGEN_LIMIT or posy > MAPGEN_LIMIT or posz > MAPGEN_LIMIT then
minetest.log("action", "Warning mob past limits of worldgen: " .. minetest.pos_to_string(pos))
else
self:turn_in_direction(-posx, -posz, 1) -- turn to world spawn
self.state = "walk"
self:set_animation("walk")
self:set_velocity(self.walk_velocity)
end
return true
end
end
local function on_step_work(self, dtime, moveresult)
local pos = self.object:get_pos()
if not pos then return end
if self:check_despawn(pos, dtime) then return true end
if not pos or self._removed then return end
if self:outside_limits() then return end
if self:check_despawn(pos, dtime) then return end
-- Start: Death/damage processing
-- All damage needs to be undertaken at the start. We need to exit processing if the mob dies.
if self:check_death_and_slow_mob() then
--minetest.log("action", "Mob is dying: ".. tostring(self.name))
-- Do we abandon out of here now?
end
if self:falling(pos, moveresult) then return end
if self:step_damage (dtime, pos) then return end
pos = self:limit_vel_acc_for_large_dtime(pos, dtime, moveresult) -- limit maximum movement to reduce lag effects
self:update_standing(pos, moveresult) -- update what we know of the mobs environment for physics and movement
local player_in_active_range = self:player_in_active_range()
-- The following functions return true when the mob died and we should stop processing
if self:check_suspend(player_in_active_range) then return end
-- initializes self.acceleration:
if self:gravity_and_floating(pos, dtime, moveresult) then return end -- keep early, for gravity!
if self:check_dying() then return end
if self:step_damage(dtime, pos) then return end
self:check_water_flow(dtime, pos)
if self.state == "die" then return end
-- End: Death/damage processing
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
self:check_water_flow()
if not self._jumping_cliff then
self._can_jump_cliff = self:can_jump_cliff()
else
self._can_jump_cliff = false
end
self._can_jump_cliff = not self._jumping_cliff and self:can_jump_cliff()
self:flop()
self:check_smooth_rotation(dtime)
self:smooth_rotation(dtime)
if player_in_active_range then
self:set_animation_speed() -- set animation speed relative to velocity
self:check_head_swivel(dtime)
if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
@ -442,91 +338,76 @@ local function on_step_work(self, dtime, moveresult)
end
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
if player_in_active_range then
self:check_item_pickup()
self:set_armor_texture()
self:step_opinion_sound(dtime)
end
self:check_breeding()
end
self:check_aggro(dtime)
self:check_particlespawners(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
if self.do_custom and self:do_custom(dtime) == false then return end
if self:do_states(dtime, player_in_active_range) then return end
self:smooth_acceleration(dtime)
local cx, cz = self:collision()
self.object:add_velocity(vector.new(cx, 0, cz))
self:update_vel_acc(dtime) -- applies self.acceleration
if mobs_debug then self:update_tag() end
if not self.object:get_luaentity() then
return false
end
if not self.object:get_luaentity() then return false end
end
local last_crash_warn_time = 0
local function log_error (stack_trace, info, info2)
local function log_error(stack_trace, info, info2)
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
minetest.log("action", "Error: " .. stack_trace)
minetest.log("action", "Bug info: " .. info)
if info2 then
minetest.log("action", "Bug info additional: " .. info2)
end
if info2 then minetest.log("action", "Bug info additional: " .. info2) end
minetest.log("action", "--- Bug report end ---")
end
local function warn_user_error ()
local current_time = os.time()
local time_since_warning = current_time - last_crash_warn_time
--minetest.log("previous_crash_time: " .. current_time)
--minetest.log("last_crash_time: " .. last_crash_warn_time)
--minetest.log("time_since_warning: " .. time_since_warning)
if time_since_warning > CRASH_WARN_FREQUENCY then
last_crash_warn_time = current_time
minetest.log("A game crashing bug was prevented. Please provide debug.log information to VoxeLibre dev team for investigation. (Search for: --- Bug report start)")
end
end
local on_step_error_handler = function ()
warn_user_error ()
local on_step_error_handler = function()
warn_user_error()
local info = debug.getinfo(1, "SnlufL")
log_error(tostring(debug.traceback()), dump(info))
end
-- main mob function
function mob_class:on_step(dtime, moveresult)
if not DEVELOPMENT then
-- Removed as bundled Lua (5.1 doesn't support xpcall)
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
local status, retVal = pcall(on_step_work, self, dtime, moveresult)
if status then
return retVal
else
warn_user_error ()
local pos = self.object:get_pos()
if pos then
local node = minetest.get_node(pos)
if node and node.name == "ignore" then
minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
end
log_error (dump(retVal), dump(pos), dump(self))
end
-- allow crash in development mode
if DEVELOPMENT then return on_step_work(self, dtime, moveresult) end
-- Removed as bundled Lua (5.1 doesn't support xpcall)
local status, retVal
if xpcall then
status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime, moveresult)
else
return on_step_work (self, dtime, moveresult)
status, retVal = pcall(on_step_work, self, dtime, moveresult)
end
if status then return retVal end
warn_user_error()
local pos = self.object:get_pos()
if pos then
local node = minetest.get_node(pos)
if node and node.name == "ignore" then minetest.log("warning", "Pos is ignored: " .. dump(pos)) end
end
log_error(dump(retVal), dump(pos), dump(self))
end
local timer = 0
local function update_lifetimer(dtime)
timer = timer + dtime
if timer < 1 then return end
@ -543,10 +424,7 @@ local function update_lifetimer(dtime)
timer = 0
end
minetest.register_globalstep(function(dtime)
update_lifetimer(dtime)
end)
minetest.register_globalstep(update_lifetimer)
minetest.register_chatcommand("clearmobs", {
privs = { maphack = true },
@ -560,11 +438,7 @@ minetest.register_chatcommand("clearmobs", {
S("Default usage. Clearing hostile mobs. For more options please type: /help clearmobs"))
end
local mob, unsafe = param:match("^([%w]+)[ ]?([%w%d]*)$")
local all = false
local nametagged = false
local tamed = false
local all, nametagged, tamed = false, false, false
local mob_name, mob_type, range
-- Param 1 resolve
@ -578,12 +452,7 @@ minetest.register_chatcommand("clearmobs", {
end
--minetest.log ("mob: [" .. mob .. "]")
else
--minetest.log("No valid first param")
if default then
--minetest.log("Use default")
mob_type = "monster"
end
--return
if default then mob_type = "monster" end
end
-- Param 2 resolve
@ -600,7 +469,6 @@ minetest.register_chatcommand("clearmobs", {
end
local p = minetest.get_player_by_name(player)
for _,o in pairs(minetest.luaentities) do
if o and o.is_mob then
local mob_match = false
@ -609,7 +477,6 @@ minetest.register_chatcommand("clearmobs", {
--minetest.log("Match - All mobs specified")
mob_match = true
elseif mob_type then
--minetest.log("Match - o.type: ".. tostring(o.type))
--minetest.log("mob_type: ".. tostring(mob_type))
if mob_type == "monster" and o.type == mob_type then
@ -618,49 +485,29 @@ minetest.register_chatcommand("clearmobs", {
elseif mob_type == "passive" and o.type ~= "monster" and o.type ~= "npc" then
--minetest.log("Match - passive")
mob_match = true
else
--minetest.log("No match for type.")
--else
-- minetest.log("No match for type.")
end
elseif mob_name and (o.name == mob_name or string.find(o.name, mob_name)) then
--minetest.log("Match - mob_name = ".. tostring(o.name))
mob_match = true
else
--minetest.log("No match - o.type = ".. tostring(o.type))
--minetest.log("No match - mob_name = ".. tostring(o.name))
--minetest.log("No match - mob_type = ".. tostring(mob_name))
--else
-- minetest.log("No match - o.type = ".. tostring(o.type))
-- minetest.log("No match - mob_name = ".. tostring(o.name))
-- minetest.log("No match - mob_type = ".. tostring(mob_name))
end
if mob_match then
local in_range = true
if (not range or range <= 0 ) then
in_range = true
else
if ( vector.distance(p:get_pos(),o.object:get_pos()) <= range ) then
in_range = true
else
--minetest.log("Out of range")
in_range = false
end
end
--minetest.log("o.nametag: ".. tostring(o.nametag))
local in_range = (not range or range <= 0) or vector.distance(p:get_pos(), o.object:get_pos()) <= range
if nametagged then
if o.nametag then
--minetest.log("Namedtagged and it has a name tag. Kill it")
o.object:remove()
end
if o.nametag then o.object:remove() end
elseif tamed then
if o.tamed then
--minetest.log("Tamed. Kill it")
o.object:remove()
end
if o.tamed then o.object:remove() end
elseif in_range and (not o.nametag or o.nametag == "") and not o.tamed then
--minetest.log("No nametag or tamed. Kill it")
o.object:remove()
end
end
end
end
end})
end
})

View File

@ -58,6 +58,7 @@ functions needed for the mob to work properly which contains the following:
that are not liquids
'runaway' if true causes animals to turn and run away when hit.
'view_range' how many nodes in distance the mob can see a player.
'see_through_opaque' override whether the mob can see through opaque nodes
'damage' how many health points the mob does to a player or another
mob when melee attacking.
'knock_back' when true has mobs falling backwards when hit, the greater

View File

@ -5,7 +5,7 @@ local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 30 -- was 300 or 15*20
local CHILD_GROW_TIME = 60
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager", false)
local LOG_MODULE = "[mcl_mobs]"
local function mcl_log (message)
@ -29,18 +29,13 @@ end
-- feeding, taming and breeding (thanks blert2112)
function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if not self.follow then
return false
end
if clicker:get_wielded_item():get_definition()._mcl_not_consumable then
return false
end
if not self.follow then return false end
if clicker:get_wielded_item():get_definition()._mcl_not_consumable then return false end
-- can eat/tame with item in hand
if self.nofollow or self:follow_holding(clicker) then
local consume_food = false
-- tame if not still a baby
if tame and not self.child then
if not self.owner or self.owner == "" then
self.tamed = true
@ -50,27 +45,20 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
end
-- increase health
if self.health < self.hp_max and not consume_food then
consume_food = true
self.health = math.min(self.health + 4, self.hp_max)
if self.htimer < 1 then
self.htimer = 5
end
self.object:set_hp(self.health)
end
-- make children grow quicker
if not consume_food and self.child == true then
if not consume_food and self.child then
consume_food = true
-- deduct 10% of the time to adulthood
self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1)
end
-- breed animals
if breed and not consume_food and self.hornytimer == 0 and not self.horny then
self.food = (self.food or 0) + 1
consume_food = true
@ -106,24 +94,15 @@ end
-- Spawn a child
function mcl_mobs.spawn_child(pos, mob_type)
local child = minetest.add_entity(pos, mob_type)
if not child then
return
end
if not child then return end
local ent = child:get_luaentity()
mcl_mobs.effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
ent.child = true
local textures
-- using specific child texture (if found)
if ent.child_texture then
textures = ent.child_texture[1]
end
mcl_mobs.effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
-- and resize to half height
child:set_properties({
textures = textures,
textures = ent.child_texture and ent.child_texture[1],
visual_size = {
x = ent.base_size.x * .5,
y = ent.base_size.y * .5,
@ -155,16 +134,12 @@ end
-- find two animals of same type and breed if nearby and horny
function mob_class:check_breeding()
--mcl_log("In breed function")
-- child takes a long time before growing into adult
if self.child == true then
if self.child then
-- When a child, hornytimer is used to count age until adulthood
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= CHILD_GROW_TIME then
self.child = false
self.hornytimer = 0
@ -181,11 +156,7 @@ function mob_class:check_breeding()
self.on_grown(self)
else
-- jump when fully grown so as not to fall into ground
self.object:set_velocity({
x = 0,
y = self.jump_height,
z = 0
})
self.object:set_velocity(vector.new(0, self.jump_height, 0))
end
self.animation = nil
@ -193,121 +164,79 @@ function mob_class:check_breeding()
self._current_animation = nil -- Mobs Redo does nothing otherwise
self:set_animation(anim)
end
return
else
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true then
self.hornytimer = self.hornytimer + 1
end
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
end
-- find another same animal who is also horny and mate if nearby
if self.horny == true
and self.hornytimer <= HORNY_TIME then
if self.horny and self.hornytimer <= HORNY_TIME then
mcl_log("In breed function. All good. Do the magic.")
local pos = self.object:get_pos()
mcl_mobs.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
mcl_mobs.effect(vector.new(pos.x, pos.y + 1, pos.z), 8, "heart.png", 3, 4, 1, 0.1)
local objs = minetest.get_objects_inside_radius(pos, 3)
local num = 0
local ent = nil
for n = 1, #objs do
ent = objs[n]:get_luaentity()
local ent = objs[n]:get_luaentity()
-- check for same animal with different colour
local canmate = false
if ent then
if ent.name == self.name then
canmate = true
else
local entname = string.split(ent.name,":")
local selfname = string.split(self.name,":")
if entname[1] == selfname[1] then
entname = string.split(entname[2],"_")
selfname = string.split(selfname[2],"_")
if entname[1] == selfname[1] then
canmate = true
end
if entname[1] == selfname[1] then canmate = true end
end
end
end
if canmate then mcl_log("In breed function. Can mate.") end
if ent
and canmate == true
and ent.horny == true
and ent.hornytimer <= HORNY_TIME then
if ent and canmate and ent.horny and ent.hornytimer <= HORNY_TIME then
num = num + 1
end
-- found your mate? then have a baby
if num > 1 then
self.hornytimer = HORNY_TIME + 1
ent.hornytimer = HORNY_TIME + 1
-- spawn baby
minetest.after(5, function(parent1, parent2, pos)
if not parent1.object:get_luaentity() then
return
end
if not parent2.object:get_luaentity() then
return
end
if not parent1.object:get_luaentity() then return end
if not parent2.object:get_luaentity() then return end
mcl_experience.throw_xp(pos, math.random(1, 7) + (parent1._luck or 0) + (parent2._luck or 0))
-- custom breed function
if parent1.on_breed then
-- when false, skip going any further
if parent1.on_breed(parent1, parent2) == false then
return
end
end
if parent1.on_breed and not parent1.on_breed(parent1, parent2) then return end
pos = vector.round(pos)
local child = mcl_mobs.spawn_child(pos, parent1.name)
if not child then return end
local ent_c = child:get_luaentity()
-- Use texture of one of the parents
local p = math.random(1, 2)
if p == 1 then
ent_c.base_texture = parent1.base_texture
else
ent_c.base_texture = parent2.base_texture
end
child:set_properties({
textures = ent_c.base_texture
})
ent_c.base_texture = math.random(1, 2) == 1 and parent1.base_texture or parent2.base_texture
child:set_properties({ textures = ent_c.base_texture })
-- tamed and owned by parents' owner
ent_c.tamed = true
ent_c.owner = parent1.owner
end, self, ent, pos)
num = 0
break
end
end
@ -315,9 +244,7 @@ function mob_class:check_breeding()
end
function mob_class:toggle_sit(clicker,p)
if not self.tamed or self.child or self.owner ~= clicker:get_player_name() then
return
end
if not self.tamed or self.child or self.owner ~= clicker:get_player_name() then return end
local pos = self.object:get_pos()
local particle
if not self.order or self.order == "" or self.order == "sit" then
@ -345,7 +272,7 @@ function mob_class:toggle_sit(clicker,p)
-- Display icon to show current order (sit or roam)
minetest.add_particle({
pos = vector.add(pos, pp),
velocity = {x=0,y=0.2,z=0},
velocity = vector.new(0, 0.2, 0),
expirationtime = 1,
size = 4,
texture = particle,

View File

@ -3,6 +3,7 @@ local mob_class = mcl_mobs.mob_class
local damage_enabled = minetest.settings:get_bool("enable_damage")
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local mobs_see_through_opaque = mcl_mobs.see_through_opaque
-- pathfinding settings
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
@ -11,39 +12,33 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
local PI = math.pi
local HALFPI = PI * 0.5
local random = math.random
local min = math.min
local floor = math.floor
local ceil = math.ceil
local abs = math.abs
local cos = math.cos
local sin = math.sin
local atan2 = math.atan2
local sqrt = math.sqrt
local vector_offset = vector.offset
local vector_new = vector.new
local vector_copy = vector.copy
local vector_distance = vector.distance
local vector_zero = vector.zero
local node_ok = mcl_mobs.node_ok -- TODO: remove
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
if self.docile_by_day == false then
return false
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
return true
end
return self.docile_by_day and self.time_of_day > 0.2 and self.time_of_day < 0.8
end
-- get this mob to attack the object
function mob_class:do_attack(object)
if self.state == "attack" or self.state == "die" then
return
end
if object:is_player() and not minetest.settings:get_bool("enable_damage") then
return
end
if self.state == "attack" or self.state == "die" then return end
if object:is_player() and not minetest.settings:get_bool("enable_damage") then return end
self.attack = object
self.state = "attack"
@ -55,22 +50,19 @@ function mob_class:do_attack(object)
end
-- blast damage to entities nearby
local function entity_physics(pos,radius)
local function entity_physics(pos, radius)
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, dist
for n = 1, #objs do
obj_pos = objs[n]:get_pos()
dist = vector.distance(pos, obj_pos)
dist = vector_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = math.floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
local damage = floor((4 / dist) * radius)
--local ent = objs[n]:get_luaentity()
-- punches work on entities AND players
objs[n]:punch(objs[n], 1.0, {
@ -87,75 +79,58 @@ local height_switcher = false
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
function mob_class:smart_mobs(s, p, dist, dtime)
local s1 = self.path.lastpos
local target_pos = self.attack:get_pos()
-- is it becoming stuck?
if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < .5 then
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
end
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
self.path.lastpos = vector_copy(s)
local use_pathfind = false
local has_lineofsight = minetest.line_of_sight(
{x = s.x, y = (s.y) + .5, z = s.z},
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
local has_lineofsight = self:line_of_sight(vector_offset(s, 0, .5, 0), vector_offset(target_pos, 0, 1.5, 0),
self.see_through_opaque or mobs_see_through_opaque, false)
-- im stuck, search for path
if not has_lineofsight then
if los_switcher == true then
use_pathfind = true
los_switcher = false
end -- cannot see target!
else
if los_switcher == false then
los_switcher = true
use_pathfind = false
minetest.after(1, function(self)
if not self.object:get_luaentity() then
return
end
if not self.object:get_luaentity() then return end
if has_lineofsight then self.path.following = false end
end, self)
end -- can see target!
end
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
if not self.object:get_luaentity() then
return
end
if not self.object:get_luaentity() then return end
if has_lineofsight then self.path.following = false end
end, self)
end
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
if not self.object:get_luaentity() then
return
end
if not self.object:get_luaentity() then return end
if has_lineofsight then self.path.following = false end
end, self)
end
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
if abs(s.y - target_pos.y) > self.stepheight then
if height_switcher then
use_pathfind = true
height_switcher = false
@ -170,35 +145,23 @@ function mob_class:smart_mobs(s, p, dist, dtime)
if use_pathfind then
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2]
--local sheight = self.collisionbox[5] - self.collisionbox[2]
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = math.floor(s.x + 0.5)
s.z = math.floor(s.z + 0.5)
s.x, s.z = floor(s.x + 0.5), floor(s.z + 0.5)
local ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
local ssight, sground = minetest.line_of_sight(s, vector_offset(s, 0, -4, 0), 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
if not ssight then s.y = sground.y + 1 end
local p1 = self.attack:get_pos()
p1.x = math.floor(p1.x + 0.5)
p1.y = math.floor(p1.y + 0.5)
p1.z = math.floor(p1.z + 0.5)
p1 = vector_new(floor(p1.x + 0.5), floor(p1.y + 0.5), floor(p1.z + 0.5))
local dropheight = 12
if self.fear_height ~= 0 then dropheight = self.fear_height end
local jumpheight = 0
if self.jump and self.jump_height >= 4 then
jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
elseif self.stepheight > 0.5 then
jumpheight = 1
end
local jumpheight = self.jump and floor(self.jump_height + 0.1) or 0
self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
self.state = ""
@ -206,34 +169,26 @@ function mob_class:smart_mobs(s, p, dist, dtime)
-- no path found, try something else
if not self.path.way then
self.path.following = false
-- lets make way by digging/building if not accessible
if self.pathfinding == 2 and mobs_griefing then
-- is player higher than mob?
if s.y < p1.y then
-- build upwards
if not minetest.is_protected(s, "") then
local ndef1 = minetest.registered_nodes[self.standing_in]
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
minetest.set_node(s, {name = mcl_mobs.fallback_node})
if self.standing_in.buildable_to or self.standing_in.groups.liquid then
minetest.set_node(s, {name = mcl_mobs.fallback_node})
end
end
local sheight = math.ceil(self.collisionbox[5]) + 1
local sheight = ceil(self.collisionbox[5]) + 1
-- assume mob is 2 blocks high so it digs above its head
s.y = s.y + sheight
-- remove one block above to make room to jump
if not minetest.is_protected(s, "") then
local node1 = node_ok(s, "air").name
local ndef1 = minetest.registered_nodes[node1]
@ -243,32 +198,21 @@ function mob_class:smart_mobs(s, p, dist, dtime)
and not ndef1.groups.level
and not ndef1.groups.unbreakable
and not ndef1.groups.liquid then
minetest.set_node(s, {name = "air"})
minetest.add_item(s, ItemStack(node1))
end
end
s.y = s.y - sheight
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
self.object:set_pos(vector_offset(s, 0, 2, 0))
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:get_yaw() + math.pi / 2
local p1 = {
x = s.x + math.cos(yaw1),
y = s.y,
z = s.z + math.sin(yaw1)
}
local yaw1 = self.object:get_yaw() + HALFPI
local p1 = vector_offset(s, cos(yaw1), 0, sin(yaw1))
if not minetest.is_protected(p1, "") then
local node1 = node_ok(p1, "air").name
local ndef1 = minetest.registered_nodes[node1]
if node1 ~= "air"
and node1 ~= "ignore"
if node1 ~= "air" and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable
@ -282,8 +226,7 @@ function mob_class:smart_mobs(s, p, dist, dtime)
node1 = node_ok(p1, "air").name
ndef1 = minetest.registered_nodes[node1]
if node1 ~= "air"
and node1 ~= "ignore"
if node1 ~= "air" and node1 ~= "ignore"
and ndef1
and not ndef1.groups.level
and not ndef1.groups.unbreakable
@ -317,28 +260,19 @@ end
-- specific attacks
local specific_attack = function(list, what)
-- no list so attack default (player, animals etc.)
if list == nil then
return true
end
if list == nil then return true end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what then
return true
end
if list[no] == what then return true end
end
return false
end
-- find someone to attack
function mob_class:monster_attack()
if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
return
end
if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then return end
local s = self.object:get_pos()
local p, sp, dist
@ -392,7 +326,7 @@ function mob_class:monster_attack()
p = player:get_pos()
sp = s
dist = vector.distance(p, s)
dist = vector_distance(p, s)
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
@ -414,7 +348,7 @@ function mob_class:monster_attack()
end
end
if not min_player and #blacklist_attack > 0 then
min_player=blacklist_attack[math.random(#blacklist_attack)]
min_player=blacklist_attack[random(#blacklist_attack)]
end
-- attack player
if min_player then
@ -425,7 +359,6 @@ end
-- npc, find closest monster to attack
function mob_class:npc_attack()
if self.type ~= "npc"
or not self.attacks_monsters
or self.state == "attack" then
@ -444,13 +377,13 @@ function mob_class:npc_attack()
p = obj.object:get_pos()
sp = s
local dist = vector.distance(p, s)
local dist = vector_distance(p, s)
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
if dist < min_dist and self:line_of_sight(sp, p, 2) == true then
min_dist = dist
min_player = obj.object
end
@ -466,19 +399,13 @@ end
-- dogshoot attack switch and counter function
function mob_class:dogswitch(dtime)
-- switch mode not activated
if not self.dogshoot_switch
or not dtime then
return 0
end
if not self.dogshoot_switch or not dtime then return 0 end
self.dogshoot_count = self.dogshoot_count + dtime
if (self.dogshoot_switch == 1
and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2
and self.dogshoot_count > self.dogshoot_count2_max) then
if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then
self.dogshoot_count = 0
@ -525,13 +452,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
if vector_distance(mob_pos, player_pos) > 3 then return end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then return end
mcl_potions.update_haste_and_fatigue(hitter)
end
@ -540,13 +463,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
if time_diff <= 500000 and time_diff >= 0 then return end
-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
@ -562,15 +482,11 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local time_now = minetest.get_us_time()
if is_player then
if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0
end
if minetest.is_creative_enabled(hitter:get_player_name()) then self.health = 0 end
-- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = time_now
end
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
@ -591,18 +507,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
for group,_ in pairs((tool_capabilities.damage_groups or {}) ) do
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
damage = damage + (tool_capabilities.damage_groups[group] or 0)
* tmp * ((armor[group] or 0) / 100.0)
tmp = tmp < 0 and 0 or (tmp > 1 and 1 or tmp)
damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0)
end
-- strength and weakness effects
@ -621,9 +529,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon:get_name() then
damage = self.immune_to[n][2] or 0
break
end
@ -631,7 +537,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- healing
if damage <= -1 then
self.health = self.health - math.floor(damage)
self.health = self.health - floor(damage)
return
end
@ -651,7 +557,7 @@ function mob_class:on_punch(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 = floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
tt.reload_itemstack_description(weapon) -- update tooltip
hitter:set_wielded_item(weapon)
@ -662,14 +568,12 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local die = false
if damage >= 0 then
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
if damage >= 0.1 then
-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = math.random(0, #weapon:get_definition().sounds)
local s = random(0, #weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object = self.object, --hitter,
@ -696,27 +600,20 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end
end
-- knock back effect (only on full punch)
if self.knock_back
and tflp >= punch_interval then
if self.knock_back and tflp >= punch_interval then
-- direction error check
dir = dir or {x = 0, y = 0, z = 0}
dir = dir or vector_zero()
local v = self.object:get_velocity()
if not v then return end
local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * (math.abs(v.x)+math.abs(v.z))
local r = 1.4 - min(punch_interval, 1.4)
local kb = r * sqrt(v.x*v.x+v.z*v.z)
local up = 2.625
if die==true then
kb=kb*1.25
end
if die then kb = kb * 1.25 end
-- if already in air then dont go up anymore when hit
if math.abs(v.y) > 0.1
or self.fly then
up = 0
end
if abs(v.y) > 0.1 or self.fly then up = 0 end
-- check if tool already has specific knockback value
if tool_capabilities.damage_groups["knockback"] then
@ -725,34 +622,30 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
kb = kb * 1.25
end
local luaentity
if hitter then
luaentity = hitter:get_luaentity()
end
local luaentity = hitter and hitter:get_luaentity()
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback
local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
local dir_dot = hv.x * dir.x + hv.z * dir.z
local player_mag = sqrt(hv.x * hv.x + hv.z * hv.z)
local mob_mag = sqrt(v.x * v.x + v.z * v.z)
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
kb = kb + (abs(hv.x) + abs(hv.z)) * r
end
elseif luaentity and luaentity._knockback and die == false then
kb = kb + luaentity._knockback
kb = kb + luaentity._knockback * 0.25
elseif luaentity and luaentity._knockback and die == true then
kb = kb + luaentity._knockback * 0.25
end
self._kb_turn = true
self._turn_to=self.object:get_yaw()-1.57
self:turn_by(HALFPI, .1) -- knockback turn
self.frame_speed_multiplier=2.3
if self.animation.run_end then
self:set_animation( "run")
self:set_animation("run")
elseif self.animation.walk_end then
self:set_animation( "walk")
self:set_animation("walk")
end
minetest.after(0.2, function()
if self and self.object then
@ -760,11 +653,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
self._kb_turn = false
end
end)
self.object:add_velocity({
x = dir.x * kb,
y = up*2,
z = dir.z * kb
})
self.object:add_velocity(vector_new(dir.x * kb, up, dir.z * kb ))
self.pause_timer = 0.25
end
@ -772,12 +661,15 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- if skittish then run away
if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then
local yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
local hp, sp = hitter:get_pos(), self.object:get_pos()
self:turn_in_direction(sp.x - hp.x, sp.z - hp.z, 1)
minetest.after(0.2,function()
if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then
yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
self:set_velocity( self.run_velocity)
if self and self.object and hitter and is_player then
local hp, sp = hitter:get_pos(), self.object:get_pos()
if hp and sp then
self:turn_in_direction(sp.x - hp.x, sp.z - hp.z, 1)
self:set_velocity(self.run_velocity)
end
end
end)
self.state = "runaway"
@ -805,12 +697,8 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local alert_pos = hitter:get_pos()
if alert_pos then
local objs = minetest.get_objects_inside_radius(alert_pos, self.view_range)
local obj = nil
for n = 1, #objs do
obj = objs[n]:get_luaentity()
local obj = objs[n]:get_luaentity()
if obj then
-- only alert members of same mob or friends
if obj.group_attack
@ -840,11 +728,7 @@ end
function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end
if not self._check_aggro_timer then
self._check_aggro_timer = 0
end
if not self._check_aggro_timer then self._check_aggro_timer = 0 end
if self._check_aggro_timer > 5 then
self._check_aggro_timer = 0
@ -852,7 +736,7 @@ function mob_class:check_aggro(dtime)
-- TODO consider removing this in favour of what is done in do_states_attack
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
-- I do not think this code does anything. Are mobs still loaded in at 128?
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
if not self.attack:get_pos() or vector_distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil
self.attack = nil
self.state = "stand"
@ -878,25 +762,21 @@ local function clear_aggro(self)
self.path.way = nil
end
function mob_class:do_states_attack (dtime)
function mob_class:do_states_attack(dtime)
self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
if self.timer > 100 then self.timer = 1 end
local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos()
if not s or not p then return end
local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
or (self.attack:is_player() and mcl_mobs.invis[self.attack:get_player_name()]) then
clear_aggro(self)
return
@ -920,20 +800,15 @@ function mob_class:do_states_attack (dtime)
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
local dist = vector_distance(p, s)
if self.attack_type == "explode" then
if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
self:turn_in_direction(p.x - s.x, p.z - s.z, 1)
end
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start and dist <= self.reach and target_line_of_sight then
@ -960,9 +835,9 @@ function mob_class:do_states_attack (dtime)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
self:set_animation("run")
else
self:set_animation( "walk")
self:set_animation("walk")
end
if self.v_start then
@ -1005,92 +880,50 @@ function mob_class:do_states_attack (dtime)
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
if self.fly and dist > self.reach then
local p1, p2 = s, p
local me_y, p_y = floor(p1.y), floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( s) then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
self.object:set_velocity(vector_new(v.x, 1 * self.walk_velocity, v.z))
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
self.object:set_velocity(vector_new(v.x, -1 * self.walk_velocity, v.z))
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
self.object:set_velocity(vector_new(v.x, 0.01, v.z))
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
self.object:set_velocity(vector_new(v.x, -0.01, v.z))
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
if self.path.following and self.path.way and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
if #self.path.way > 50 or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
p = vector_copy(p1)
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
self:turn_in_direction(p.x - s.x, p.z - s.z, 10)
-- move towards enemy if beyond mob reach
if dist > self.reach then
@ -1100,10 +933,9 @@ function mob_class:do_states_attack (dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
self:set_velocity(0)
self:set_animation("stand")
--self:turn_by(PI * (random() - 0.5), 10)
else
if self.path.stuck then
self:set_velocity(self.walk_velocity)
@ -1121,7 +953,7 @@ function mob_class:do_states_attack (dtime)
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
self:set_velocity(0)
local attack_frequency = self.attack_frequency or 1
@ -1129,19 +961,13 @@ function mob_class:do_states_attack (dtime)
self.timer = 0
if not self.custom_attack then
if self.double_melee_attack and math.random(1, 2) == 1 then
if self.double_melee_attack and random(1, 2) == 1 then
self:set_animation("punch2")
else
self:set_animation("punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
if self:line_of_sight(vector_offset(p, 0, .5, 0), vector_offset(s, 0, .5, 0)) == true then
self:mob_sound("attack")
-- punch player (or what player is attached to)
@ -1167,68 +993,43 @@ function mob_class:do_states_attack (dtime)
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.zero()
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
local vec = vector_new(p.x - s.x, p.y - s.y - 1, p.z - s.z)
local dist = sqrt(vec.x*vec.x + vec.y*vec.y + vec.z*vec.z)
self:turn_in_direction(vec.x, vec.z, 10)
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
if not self.strafe_direction then self.strafe_direction = math.random(0, 1) * 2 - 1 end
if random(50) == 1 then self.strafe_direction = -self.strafe_direction end
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
--stay away from player so as to shoot them
if self.avoid_distance and self.shooter_avoid_enemy then
local f = (dist - self.avoid_distance) / self.avoid_distance
f = math.max(-1, math.min(1, f))
f = f * math.abs(f)
self:set_velocity(f * self.walk_velocity, (1 - math.abs(f)) * self.strafe_direction * self.walk_velocity * 1.5)
elseif dist > 1 then
self:set_velocity(self.walk_velocity)
else
self:set_velocity(0)
end
else
self:set_velocity( 0)
self:set_velocity(0)
self:set_animation("stand")
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) * 0.5
if self.shoot_interval and self.timer > self.shoot_interval and random(1, 100) <= 60
and not minetest.raycast(vector_offset(p, 0, self.shoot_offset, 0), vector_offset(self.attack:get_pos(), 0, 1.5, 0), false, false):next() then
self.timer = 0
self:set_animation( "shoot")
self:set_animation("shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
@ -1238,9 +1039,7 @@ function mob_class:do_states_attack (dtime)
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
v = ent.velocity or v
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
@ -1252,12 +1051,9 @@ function mob_class:do_states_attack (dtime)
end
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
vec.x, vec.y, vec.z = vec.x * (v / dist), vec.y * (v / dist), vec.z * (v / dist)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
@ -1266,13 +1062,9 @@ function mob_class:do_states_attack (dtime)
end
end
end
elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
end
if self.on_attack then
self.on_attack(self, dtime)
end
if self.on_attack then self.on_attack(self, dtime) end
end

View File

@ -1,10 +1,15 @@
local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
--local validate_vector = mcl_util.validate_vector
local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5
local PI = math.pi
local TWOPI = math.pi * 2
local PI_HALF = math.pi * 0.5 -- 90 degrees
local MAX_PITCH = math.pi * 0.45 -- about 80 degrees
local MAX_YAW = math.pi * 0.66 -- about 120 degrees
local PATHFINDING = "gowp"
@ -13,51 +18,31 @@ if player_transfer_distance == 0 then player_transfer_distance = math.huge end
-- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or DEFAULT_FALL_SPEED
glow = glow or 0
go_down = go_down or false
local ym
if go_down then
ym = 0
else
ym = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = ym, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minvel = vector.new(-radius, go_down and 0 or -radius, -radius),
maxvel = vector.new(radius, radius, radius),
minacc = vector.new(0, gravity or DEFAULT_FALL_SPEED, 0),
maxacc = vector.new(0, gravity or DEFAULT_FALL_SPEED, 0),
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
minsize = min_size or 0.5,
maxsize = max_size or 1,
texture = texture,
glow = glow,
glow = glow or 0,
})
end
function mcl_mobs.death_effect(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
local min = collisionbox and vector.new(collisionbox[1], collisionbox[2], collisionbox[3]) or vector.new(-0.5, 0, -0.5)
local max = collisionbox and vector.new(collisionbox[4], collisionbox[5], collisionbox[6]) or vector.new(0.5, 0.5, 0.5)
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, vector.new(0, yaw, math.pi/2))
max = vector.rotate(max, vector.new(0, yaw, math.pi/2))
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
@ -89,57 +74,35 @@ end
-- play sound
function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
local soundinfo
if self.sounds_child and self.child then
soundinfo = self.sounds_child
elseif self.sounds then
soundinfo = self.sounds
end
if not soundinfo then
return
end
local soundinfo = self.child and self.sounds_child or self.sounds
if not soundinfo then return end
local sound = soundinfo[soundname]
if sound then
if is_opinion and self.opinion_sound_cooloff > 0 then
return
end
local pitch
if not fixed_pitch then
local base_pitch = soundinfo.base_pitch
if not base_pitch then
base_pitch = 1
end
if self.child and (not self.sounds_child) then
-- Children have higher pitch
pitch = base_pitch * 1.5
else
pitch = base_pitch
end
-- randomize the pitch a bit
pitch = pitch + math.random(-10, 10) * 0.005
end
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance,
pitch = pitch,
}, true)
self.opinion_sound_cooloff = 1
if not sound then return end
if is_opinion and self.opinion_sound_cooloff > 0 then return end
local pitch
if not fixed_pitch then
pitch = soundinfo.base_pitch or 1
if self.child and not self.sounds_child then pitch = pitch * 1.5 end
pitch = pitch + (math.random() - 0.5) * 0.2
end
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance,
pitch = pitch,
}, true)
self.opinion_sound_cooloff = 1
end
function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
if self.state == "attack" or self.state == PATHFINDING then return end
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
@ -169,33 +132,29 @@ function mob_class:remove_texture_mod(mod)
table.insert(remove, i)
end
end
for i=#remove, 1 do
for i=#remove, 1, -1 do
table.remove(self.texture_mods, remove[i])
end
self.object:set_texture_mod(full_mod)
end
function mob_class:damage_effect(damage)
-- damage particles
if (not disable_blood) and damage > 0 then
if disable_blood or damage <= 0 then return end
local amount_large = math.floor(damage / 2)
local amount_small = damage % 2
local amount_large = math.floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
local pos = self.object:get_pos()
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
local texture = "mobs_blood.png"
-- full heart damage (one particle for each 2 HP damage)
if amount_large > 0 then
mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
end
-- half heart damage (one additional particle if damage is an odd number)
if amount_small > 0 then
-- TODO: Use "half heart"
mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
end
local texture = "mobs_blood.png"
-- full heart damage (one particle for each 2 HP damage)
if amount_large > 0 then
mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
end
-- half heart damage (one additional particle if damage is an odd number)
if amount_small > 0 then
-- TODO: Use "half heart"
mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
end
end
@ -245,21 +204,15 @@ end
-- set defined animation
function mob_class:set_animation(anim, fixed_frame)
if not self.animation or not anim then
return
end
if not self.animation or not anim then return end
if self.jockey and self.object:get_attach() then
anim = "jockey"
elseif not self.object:get_attach() then
self.jockey = nil
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then return end
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
@ -274,12 +227,7 @@ function mob_class:set_animation(anim, fixed_frame)
self._current_animation = anim
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
local a_end = fixed_frame and a_start or self.animation[anim .. "_end"]
if a_start and a_end then
self.object:set_animation({
x = a_start,
@ -289,150 +237,135 @@ function mob_class:set_animation(anim, fixed_frame)
end
end
-- above function exported for mount.lua
function mcl_mobs:set_animation(self, anim)
self:set_animation(anim)
end
local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos()
if self.order == "sleep" then
self._locked_object = nil
return
end
local stop_look_at_player_chance = math.random(833/self.curiosity)
-- was 10000 - div by 12 for avg entities as outside loop
local stop_look_at_player = stop_look_at_player_chance == 1
local stop_look_at_player = math.random() * 833 <= self.curiosity
if self.attack then
if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
self._locked_object = not self.target_time_lost and self.attack or nil
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end
if stop_look_at_player then self._locked_object = nil end
elseif not self._locked_object then
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
--minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 150/self.curiosity
if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance)
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
local look_at_player = look_at_player_chance == 1
local pos = self.object:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
--minetest.log("Change look to player: ".. self.name)
if obj:is_player() and vector.distance(pos, obj:get_pos()) < 4 then
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
if look_at_player then
--minetest.log("Change look to mob: ".. self.name)
elseif obj:is_player() or (obj:get_luaentity() and self ~= obj:get_luaentity() and obj:get_luaentity().name == self.name) then
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
if math.random() * 150 <= self.curiosity then
self._locked_object = obj
break
end
end
end
end
end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at(self, dtime)
who_are_you_looking_at (self, dtime)
local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 1.5
if self._locked_object:get_luaentity() then
_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
end
if self._locked_object:is_player() then
_locked_object_eye_height = self._locked_object:get_properties().eye_height
end
if _locked_object_eye_height then
local self_rot = self.object:get_rotation()
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation()
end
local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
final_rotation = vector.multiply(oldr, 0.9)
elseif self.attack and self.state == "attack" and not self.runaway then
if self.head_yaw == "y" then
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
end
else
if self.head_yaw == "y" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
end
end
end
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
final_rotation = vector.multiply(oldr, 0.9)
else
--final_rotation = vector.new(0,0,0)
local newr = vector.zero()
local oldp, oldr
if self.object.get_bone_override then -- minetest >= 5.9
local ov = self.object:get_bone_override(self.head_swivel)
oldp, oldr = ov.position.vec, ov.rotation.vec
else -- minetest < 5.9
oldp, oldr = self.object:get_bone_position(self.head_swivel)
oldr = vector.apply(oldr, math.rad) -- old API uses radians
end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horizontal_head_height), final_rotation)
local locked_object = self._locked_object
if locked_object and (locked_object:is_player() or locked_object:get_luaentity()) and locked_object:get_hp() > 0 then
local _locked_object_eye_height = (locked_object:is_player() and locked_object:get_properties().eye_height * 0.8) -- food in hands of player
or (locked_object:get_luaentity() and locked_object:get_luaentity().head_eye_height) or 1.5
local self_rot = self.object:get_rotation()
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation()
end
local ps = self.object:get_pos()
ps.y = ps.y + self.head_eye_height -- why here, instead of below? * .7
local pt = locked_object:get_pos()
pt.y = pt.y + _locked_object_eye_height
local dir = vector.direction(ps, pt) -- is (pt-ps):normalize()
local mob_yaw = math.atan2(dir.x, dir.z)
local mob_pitch = -math.asin(dir.y) * (self.head_pitch_multiplier or 1) -- allow axis inversion
mob_yaw = mob_yaw + self_rot.y -- to relative orientation
while mob_yaw > PI do mob_yaw = mob_yaw - TWOPI end
while mob_yaw < -PI do mob_yaw = mob_yaw + TWOPI end
mob_yaw = mob_yaw * 0.8 -- lessen the effect so it become less staring
local max_yaw = self.head_max_yaw or MAX_YAW
mob_yaw = (mob_yaw < -max_yaw and -max_yaw) or (mob_yaw < max_yaw and mob_yaw) or max_yaw -- avoid twisting the neck
mob_pitch = mob_pitch * 0.8 -- make it less obvious that this is computed
local max_pitch = self.head_max_pitch or MAX_PITCH
mob_pitch = (mob_pitch < -max_pitch and -max_pitch) or (mob_pitch < max_pitch and mob_pitch) or max_pitch
local smoothing = (self.state == "attack" and self.attack and 0.25) or 0.05
local old_pitch = oldr.x
local old_yaw = (self.head_yaw == "y" and oldr.y or -oldr.z) - self.head_yaw_offset
-- to -pi:+pi range, so we rotate over 0 when interpolating:
while old_yaw > PI do old_yaw = old_yaw - TWOPI end
while old_yaw < -PI do old_yaw = old_yaw + TWOPI end
mob_pitch, mob_yaw = (mob_pitch-old_pitch)*smoothing+old_pitch, (mob_yaw-old_yaw)*smoothing+old_yaw
-- apply the yaw to the mob
mob_yaw = mob_yaw + self.head_yaw_offset
if self.head_yaw == "y" then
newr = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
newr = vector.new(mob_pitch, 0, -mob_yaw) -- z yaw is opposite direction
end
elseif math.abs(oldr.x) + math.abs(oldr.y) + math.abs(oldr.z) > 0.05 then
newr = vector.multiply(oldr, 0.9) -- smooth stop looking
end
-- 0.02 is about 1.14 degrees tolerance, to update less often
if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 then return end
if self.object.get_bone_override then -- minetest >= 5.9
self.object:set_bone_override(self.head_swivel, {
--position = { vec = vector.zero(), absolute = false },
rotation = { vec = newr, absolute = true, interpolation = 0.1 } })
else -- minetest < 5.9
-- old API uses degrees not radians and absolute positions
self.object:set_bone_position(self.head_swivel, self.head_bone_position, vector.apply(newr, math.deg))
end
end
function mob_class:set_animation_speed()
local v = self.object:get_velocity()
if v then
local v = self:get_velocity()
if v > 0 then
if self.frame_speed_multiplier then
local v2 = math.abs(v.x)+math.abs(v.z)*.833
if not self.animation.walk_speed then
self.animation.walk_speed = 25
end
if math.abs(v.x)+math.abs(v.z) > 0.5 then
self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
self.animation.walk_speed = self.animation.walk_speed or 25 -- TODO: move to initialization
if v > 0.5 then
self.object:set_animation_frame_speed((v/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
else
self.object:set_animation_frame_speed(25)
end
end
--set_speed
if validate_vector(self.acc) then
self.object:add_velocity(self.acc)
end
--if validate_vector(self.acc) then
-- self.object:add_velocity(self.acc)
--end
end
end

View File

@ -6,6 +6,40 @@ local modname = minetest.get_current_modname()
local path = minetest.get_modpath(modname)
local S = minetest.get_translator(modname)
mcl_mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
mcl_mobs.see_through_opaque = minetest.settings:get_bool("mobs_see_through_opaque", false)
-- used by the libaries below.
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
mcl_mobs.node_ok = node_ok
local function line_of_sight(origin, target, see_through_opaque, liquids)
local raycast = minetest.raycast(origin, target, false, liquids or false)
for hitpoint in raycast do
if hitpoint.type == "node" then
local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
if node.name ~= "air" then
local nodef = minetest.registered_nodes[node.name]
if nodef and nodef.walkable and not (see_through_opaque and not nodef.groups.opaque) then
return false
end
end
end
--TODO type object could block vision, for example chests
end
return true
end
mcl_mobs.line_of_sight = line_of_sight
mcl_mobs.NODE_IGNORE = { name = "ignore", groups = {} } -- fallback for unknown nodes
--api and helpers
-- effects: sounds and particles mostly
dofile(path .. "/effects.lua")
@ -19,10 +53,9 @@ dofile(path .. "/items.lua")
dofile(path .. "/pathfinding.lua")
-- combat: attack logic
dofile(path .. "/combat.lua")
-- the enity functions themselves
-- the entity functions themselves
dofile(path .. "/api.lua")
--utility functions
dofile(path .. "/breeding.lua")
dofile(path .. "/spawning.lua")
@ -37,16 +70,6 @@ local old_spawn_icons = minetest.settings:get_bool("mcl_old_spawn_icons",false)
local extended_pet_control = minetest.settings:get_bool("mcl_extended_pet_control",true)
local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
--#### REGISTER FUNCS
-- Code to execute before custom on_rightclick handling
@ -114,14 +137,8 @@ function mcl_mobs.register_mob(name, def)
mcl_mobs.spawning_mobs[name] = true
mcl_mobs.registered_mobs[name] = def
local can_despawn
if def.can_despawn ~= nil then
can_despawn = def.can_despawn
elseif def.spawn_class == "passive" then
can_despawn = false
else
can_despawn = true
end
local can_despawn = def.can_despawn
if def.can_despawn == nil then can_despawn = def.spawn_class ~= "passive" end
local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
@ -131,23 +148,29 @@ function mcl_mobs.register_mob(name, def)
end
end
if type(def.fly_in) == "string" then
def.fly_in = { def.fly_in }
end
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- Removed now, as this was supposedly fixed in 5.3.0?
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
--if collisionbox[5] < 0.79 then
-- collisionbox[5] = 0.79
--end
local final_def = {
use_texture_alpha = def.use_texture_alpha,
head_swivel = def.head_swivel or nil, -- bool to activate this function
head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
head_yaw_offset = math.rad(def.head_yaw_offset or 0), -- for wonkey model bones
head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
head_eye_height = def.head_eye_height or 1, -- how high approximately the mobs eyes are from the ground to tell the mob how high to look up at the player
head_max_yaw = def.head_max_yaw, -- how far the mob may turn the head
head_max_pitch = def.head_max_pitch, -- how far up and down the mob may pitch the head
head_bone_position = def.head_bone_position or { 0, def.bone_eye_height or 1.4, def.horizontal_head_height or 0},
curiosity = def.curiosity or 1, -- how often mob will look at player on idle
head_yaw = def.head_yaw or "y", -- axis to rotate head on
horizontal_head_height = def.horizontal_head_height or 0,
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
stepheight = def.stepheight or 0.6,
name = name,
@ -163,7 +186,7 @@ function mcl_mobs.register_mob(name, def)
spawn_small_alternative = def.spawn_small_alternative,
do_custom = def.do_custom,
detach_child = def.detach_child,
jump_height = def.jump_height or 4, -- was 6
jump_height = def.jump_height or 1,
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
lifetimer = def.lifetimer or 57.73,
hp_min = scale_difficulty(def.hp_min, 5, 1),
@ -229,7 +252,6 @@ function mcl_mobs.register_mob(name, def)
health = 0,
frame_speed_multiplier = 1,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
@ -383,11 +405,8 @@ end
-- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def)
if not name or not def then return end -- errorcheck
minetest.register_entity(name, {
physical = false,
visual = def.visual,
visual_size = def.visual_size,
@ -399,7 +418,6 @@ function mcl_mobs.register_arrow(name, def)
hit_object = def.hit_object,
homing = def.homing,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
switch = 0,
_lifetime = def._lifetime or 7,
@ -411,31 +429,21 @@ function mcl_mobs.register_arrow(name, def)
self._puncher = puncher
end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},
automatic_face_movement_dir = def.rotate
and (def.rotate - (math.pi / 180)) or false,
automatic_face_movement_dir = def.rotate and (def.rotate - (math.pi / 180)) or false,
on_activate = def.on_activate,
on_step = def.on_step or function(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:get_pos()
if self.switch == 0
or self.timer > self._lifetime
or not within_limits(pos, 0) then
if self.switch == 0 or self.timer > self._lifetime or not within_limits(pos, 0) then
mcl_burning.extinguish(self.object)
self.object:remove();
return
end
-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
if def.tail == 1 and def.tail_texture then
minetest.add_particle({
pos = pos,
velocity = {x = 0, y = 0, z = 0},
@ -449,24 +457,17 @@ function mcl_mobs.register_arrow(name, def)
end
if self.hit_node then
local node = node_ok(pos).name
if minetest.registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = (self.lastpos or pos)
minetest.add_item(self.lastpos, self.object:get_luaentity().name)
end
self.object:remove();
return
end
end
@ -483,12 +484,8 @@ function mcl_mobs.register_arrow(name, def)
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
if self.hit_player
and object:is_player() then
if self.hit_player and object:is_player() then
self.hit_player(self, object)
self.object:remove();
return
@ -529,30 +526,20 @@ end
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, addegg, no_creative)
local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then
grp.not_in_creative_inventory = 1
end
local grp = { spawn_egg = 1 }
if no_creative == true then grp.not_in_creative_inventory = 1 end
local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")"
if old_spawn_icons then
local mobname = mob_id:gsub("mobs_mc:","")
local fn = "mobs_mc_spawn_icon_"..mobname..".png"
if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then
invimg = fn
end
local fn = "mobs_mc_spawn_icon_" .. mob_id:gsub("mobs_mc:","") .. ".png"
if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then invimg = fn end
end
if addegg == 1 then
invimg = "mobs_chicken_egg.png^(" .. invimg ..
"^[mask:mobs_chicken_egg_overlay.png)"
invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)"
end
-- register old stackable mob egg
minetest.register_craftitem(mob_id, {
description = desc,
inventory_image = invimg,
groups = grp,
@ -589,9 +576,6 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
local dim = mcl_worlds.pos_to_dimension(placer:get_pos())
local mob_light_lvl = {mcl_mobs:mob_light_lvl(itemstack:get_name(),dim)}
--minetest.log("min light: " .. mob_light_lvl[1])
--minetest.log("max light: " .. mob_light_lvl[2])
-- Handle egg conversion
local convert_to = (minetest.registered_entities[mob_name] or {})._convert_to
if convert_to then mob_name = convert_to end
@ -603,9 +587,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
return itemstack
end
if not minetest.registered_entities[mob_name] then
return itemstack
end
if not minetest.registered_entities[mob_name] then return itemstack end
if minetest.settings:get_bool("only_peaceful_mobs", false)
and minetest.registered_entities[mob_name].type == "monster" then

View File

@ -1,4 +1,4 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local minetest, mcl_mobs = minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
--- Item and armor management

View File

@ -1,5 +1,5 @@
name = mcl_mobs
author = PilzAdam
author = PilzAdam, kno10
description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles, mcl_luck
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk

View File

@ -1,110 +1,41 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
-- lib_mount by Blert2112 (edited by TenPlus1)
-- based on lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
local GRAVITY = -9.8
------------------------------------------------------------------------------
--
-- Helper functions
--
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return {name = fallback}
end
local node_ok = mcl_mobs.node_ok
local sign = math.sign -- minetest extension
local function node_is(pos)
local node = node_ok(pos)
if node.name == "air" then
return "air"
end
if minetest.get_item_group(node.name, "lava") ~= 0 then
return "lava"
end
if minetest.get_item_group(node.name, "liquid") ~= 0 then
return "liquid"
end
if minetest.registered_nodes[node.name].walkable == true then
return "walkable"
end
if node.name == "air" then return "air" end
local ndef = minetest.registered_nodes[node.name]
if not ndef then return "other" end -- unknown/ignore
if ndef.groups.lava then return "lava" end
if ndef.groups.liquid then return "liquid" end
if ndef.walkable then return "walkable" end
return "other"
end
local function get_sign(i)
i = i or 0
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
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
local function get_v(v)
return math.sqrt(v.x * v.x + v.z * v.z)
end
local function force_detach(player)
local attached_to = player:get_attach()
if not attached_to then
return
end
if not attached_to then return end
local entity = attached_to:get_luaentity()
if entity.driver
and entity.driver == player then
entity.driver = nil
end
if entity.driver and entity.driver == player then entity.driver = nil end
player:set_detach()
mcl_player.player_attached[player:get_player_name()] = false
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset(vector.zero(), vector.zero())
mcl_player.player_set_animation(player, "stand" , 30)
player:set_properties({visual_size = {x = 1, y = 1} })
end
-------------------------------------------------------------------------------
minetest.register_on_leaveplayer(function(player)
force_detach(player)
end)
minetest.register_on_leaveplayer(force_detach)
minetest.register_on_shutdown(function()
local players = minetest.get_connected_players()
@ -118,39 +49,24 @@ minetest.register_on_dieplayer(function(player)
return true
end)
-------------------------------------------------------------------------------
function mcl_mobs.attach(entity, player)
local attach_at, eye_offset
entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0}
entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0}
entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0}
entity.player_rotation = entity.player_rotation or vector.zero()
entity.driver_attach_at = entity.driver_attach_at or vector.zero()
entity.driver_eye_offset = entity.driver_eye_offset or vector.zero()
entity.driver_scale = entity.driver_scale or {x = 1, y = 1}
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
attach_at = entity.driver_attach_at
eye_offset = entity.driver_eye_offset
local rot_view = entity.player_rotation.y == 90 and math.pi/2 or 0
local attach_at = entity.driver_attach_at
local eye_offset = entity.driver_eye_offset
entity.driver = player
force_detach(player)
player:set_attach(entity.object, "", attach_at, entity.player_rotation)
mcl_player.player_attached[player:get_player_name()] = true
player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0})
player:set_eye_offset(eye_offset, vector.zero())
player:set_properties({
visual_size = {
x = entity.driver_scale.x,
y = entity.driver_scale.y
}
})
player:set_properties({ visual_size = entity.driver_scale })
minetest.after(0.2, function(name)
local player = minetest.get_player_by_name(name)
@ -164,162 +80,88 @@ end
function mcl_mobs.detach(player, offset)
force_detach(player)
mcl_player.player_set_animation(player, "stand" , 30)
--local pos = player:get_pos()
--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
--[[
minetest.after(0.1, function(name, pos)
local player = minetest.get_player_by_name(name)
if player then
player:set_pos(pos)
end
end, player:get_player_name(), pos)
]]--
player:add_velocity(vector.new(math.random()*12-6,math.random()*3+5,math.random()*12-6)) --throw the rider off
end
function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
local acce_y = 0
local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v)
local v = math.sqrt(velo.x * velo.x + velo.y * velo.y)
local acce_y = GRAVITY
-- process controls
if entity.driver then
local ctrl = entity.driver:get_player_control()
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10 * entity.run_velocity / 2.6
-- move backwards
elseif ctrl.down then
if entity.max_speed_reverse == 0 and entity.v == 0 then
return
end
entity.v = entity.v - entity.accel / 10
if ctrl.up then -- forward
v = v + entity.accel * 0.1 * entity.run_velocity * 0.385
elseif ctrl.down then -- backwards
if entity.max_speed_reverse == 0 and v == 0 then return end
v = v - entity.accel * 0.1 * entity.run_velocity * 0.385
end
-- fix mob rotation
entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate)
entity:set_yaw(entity.driver:get_look_horizontal() - entity.rotate, 2)
if can_fly then
-- FIXME: use acce_y instead?
-- fly up
if ctrl.jump then
velo.y = velo.y + 1
if velo.y > entity.accel then velo.y = entity.accel end
elseif velo.y > 0 then
velo.y = math.min(velo.y + 1, entity.accel)
elseif velo.y > 0.1 then
velo.y = velo.y - 0.1
if velo.y < 0 then velo.y = 0 end
elseif velo.y > 0 then
velo.y = 0
end
-- fly down
if ctrl.sneak then
velo.y = velo.y - 1
if velo.y < -entity.accel then velo.y = -entity.accel end
elseif velo.y < 0 then
velo.y = math.max(velo.y - 1, -entity.accel)
elseif velo.y < -0.1 then
velo.y = velo.y + 0.1
if velo.y > 0 then velo.y = 0 end
elseif velo.y < 0 then
velo.y = 0
end
else
-- jump
if ctrl.jump then
if velo.y == 0 then
velo.y = velo.y + entity.jump_height
acce_y = acce_y + (acce_y * 3) + 1
velo.y = velo.y + math.sqrt(entity.jump_height * 20)
acce_y = acce_y + 1
end
end
end
end
-- Stop!
local s = get_sign(entity.v)
entity.v = entity.v - 0.02 * s
if s ~= get_sign(entity.v) then
entity.object:set_velocity({x = 0, y = 0, z = 0})
entity.v = 0
return
if math.abs(v) < 0.02 then -- stop
entity.object:set_velocity(vector.zero())
v = 0
else
v = v - 0.02 * sign(v) -- slow down
end
-- if not moving then set animation and return
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
mcl_mobs:set_animation(entity, stand_anim)
end
if v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
entity:set_animation(stand_anim)
return
end
-- set moving animation
if moving_anim then
mcl_mobs:set_animation(entity, moving_anim)
else
entity:set_animation(moving_anim)
end
-- enforce speed limit forward and reverse
local max_spd = entity.max_speed_reverse
if get_sign(entity.v) >= 0 then
max_spd = entity.max_speed_forward
end
if math.abs(entity.v) > max_spd then
entity.v = entity.v - get_sign(entity.v)
end
v = math.max(-entity.max_speed_reverse, math.min(v, entity.max_speed_forward))
-- Set position, velocity and acceleration
local p = entity.object:get_pos()
local new_velo
local new_acce = {x = 0, y = -9.8, z = 0}
p.y = p.y - 0.5
local ni = node_is(p)
local v = entity.v
if ni == "air" then
if can_fly == true then
new_acce.y = 0
end
if can_fly then acce_y = acce_y - GRAVITY end
elseif ni == "liquid" or ni == "lava" then
if ni == "lava" and entity.lava_damage ~= 0 then
entity.lava_counter = (entity.lava_counter or 0) + dtime
if entity.lava_counter > 1 then
minetest.sound_play("default_punch", {
object = entity.object,
max_hear_distance = 5
@ -336,18 +178,15 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if entity.terrain_type == 2
or entity.terrain_type == 3 then
new_acce.y = 0
acce_y = 0
p.y = p.y + 1
if node_is(p) == "liquid" then
if velo.y >= 5 then
velo.y = 5
elseif velo.y < 0 then
new_acce.y = 20
acce_y = 20
else
new_acce.y = 5
acce_y = 5
end
else
if math.abs(velo.y) < 1 then
@ -362,75 +201,51 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
end
end
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
new_acce.y = new_acce.y + acce_y
local rot_view = entity.player_rotation.y == 90 and math.pi/2 or 0
local new_yaw = entity.object:get_yaw() - rot_view
local new_velo = vector.new(-math.sin(new_yaw) * v, velo.y, math.cos(new_yaw) * v)
entity.object:set_velocity(new_velo)
entity.object:set_acceleration(new_acce)
entity.object:set_acceleration(vector.new(0, acce_y, 0))
-- CRASH!
if enable_crash then
local intensity = entity.v2 - v
if intensity >= crash_threshold then
if v >= crash_threshold then
entity.object:punch(entity.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = intensity}
damage_groups = {fleshy = v}
}, nil)
end
end
entity.v2 = v
end
-- directional flying routine by D00Med (edited by TenPlus1)
function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
local ctrl = entity.driver:get_player_control()
local velo = entity.object:get_velocity()
local dir = entity.driver:get_look_dir()
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
local yaw = entity.driver:get_look_horizontal()
if ctrl.up then
entity.object:set_velocity({
x = dir.x * speed,
y = dir.y * speed + 2,
z = dir.z * speed
})
entity.object:set_velocity(vector.new(dir.x * speed, dir.y * speed + 2, dir.z * speed))
elseif ctrl.down then
entity.object:set_velocity({
x = -dir.x * speed,
y = dir.y * speed + 2,
z = -dir.z * speed
})
entity.object:set_velocity(vector.new(-dir.x * speed, dir.y * speed + 2, -dir.z * speed))
elseif not ctrl.down or ctrl.up or ctrl.jump then
entity.object:set_velocity({x = 0, y = -2, z = 0})
entity.object:set_velocity(vector.new(0, -2, 0))
end
entity.object:set_yaw(yaw + math.pi + math.pi / 2 - entity.rotate)
entity:set_yaw(yaw - entity.rotate, 2)
-- firing arrows
if ctrl.LMB and ctrl.sneak and shoots then
local pos = entity.object:get_pos()
local obj = minetest.add_entity({
x = pos.x + 0 + dir.x * 2.5,
y = pos.y + 1.5 + dir.y,
z = pos.z + 0 + dir.z * 2.5}, arrow)
local obj = minetest.add_entity(vector.offset(pos, dir.x * 2.5, 1.5 + dir.y, dir.z * 2.5), arrow)
local ent = obj:get_luaentity()
if ent then
ent.switch = 1 -- for mob specific arrows
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
local vec = vector.new(dir.x * 6, dir.y * 6, dir.z * 6)
local yaw = entity.driver:get_look_horizontal()
obj:set_yaw(yaw + math.pi / 2)
obj:set_yaw(yaw)
obj:set_velocity(vec)
else
obj:remove()
@ -439,11 +254,9 @@ function mcl_mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_an
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
mcl_mobs:set_animation(entity, stand_anim)
entity:set_animation(stand_anim)
else
-- moving animation
mcl_mobs:set_animation(entity, moving_anim)
entity:set_animation(moving_anim)
end
end
@ -452,12 +265,7 @@ mcl_mobs.mob_class.fly = mcl_mobs.fly
mcl_mobs.mob_class.attach = mcl_mobs.attach
function mob_class:on_detach_child(child)
if self.detach_child then
if self.detach_child(self, child) then
return
end
end
if self.driver == child then
self.driver = nil
end
if self.detach_child and self.detach_child(self, child) then return end
if self.driver == child then self.driver = nil end
end

File diff suppressed because it is too large Load Diff

View File

@ -1,17 +1,14 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
local PATHFINDING_FAIL_THRESHOLD = 200 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
local PATHING_START_DELAY = 4 -- When doing non-prioritised pathing, how long to wait until last mob pathed
local PATHFINDING_SEARCH_DISTANCE = 50 -- How big the square is that pathfinding will look
local PATHFINDING_SEARCH_DISTANCE = 25 -- How big the square is that pathfinding will look
local PATHFINDING = "gowp"
local one_down = vector.new(0,-1,0)
local one_up = vector.new(0,1,0)
local plane_adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
@ -20,6 +17,7 @@ local plane_adjacents = {
}
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
local visualize = minetest.settings:get_bool("mcl_mobs_pathfinding_visualize",false)
local LOG_MODULE = "[Mobs Pathfinding]"
local function mcl_log (message)
@ -42,8 +40,8 @@ function append_paths (wp1, wp2)
mcl_log("Cannot append wp's")
return
end
output_table(wp1)
output_table(wp2)
--output_table(wp1)
--output_table(wp2)
for _,a in pairs (wp2) do
table.insert(wp1, a)
end
@ -51,18 +49,13 @@ function append_paths (wp1, wp2)
end
local function output_enriched (wp_out)
mcl_log("Output enriched path")
--mcl_log("Output enriched path")
local i = 0
for _,outy in pairs (wp_out) do
i = i + 1
mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
local action = outy["action"]
if action then
--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
mcl_log("type: " .. action["type"])
mcl_log("action: " .. action["action"])
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"])..", type: " .. action["type"]..", action: " .. action["action"]..", target: " .. minetest.pos_to_string(action["target"]))
end
--mcl_log("failed attempts: " .. outy["failed_attempts"])
end
@ -73,33 +66,22 @@ end
-- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
local wp_out = {}
-- TODO Just pass in door position and the index before is open, the index after is close
local current_door_index = -1
for i, cur_pos in pairs(wp_in) do
local action = nil
local cur_pos_to_add = vector.add(cur_pos, one_down)
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
if door_open_pos and vector.equals(cur_pos, door_open_pos) then
mcl_log ("Door open match")
action = {type = "door", action = "open", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
mcl_log ("Door close match")
action = {type = "door", action = "close", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
mcl_log("Current door pos")
action = {type = "door", action = "open", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
else
cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match")
end
wp_out[i] = {}
wp_out[i]["pos"] = cur_pos_to_add
wp_out[i]["pos"] = cur_pos
wp_out[i]["failed_attempts"] = 0
wp_out[i]["action"] = action
@ -113,93 +95,82 @@ end
local last_pathing_time = os.time()
function mob_class:ready_to_path(prioritised)
mcl_log("Check ready to path")
-- mcl_log("Check ready to path")
if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
-- mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return false
else
local time_since_path_start = os.time() - last_pathing_time
mcl_log("time_since_path_start: " .. tostring(time_since_path_start))
if prioritised or (time_since_path_start) > PATHING_START_DELAY then
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
mcl_log("We are ready to pathfind, no previous fail or we are past threshold: "..tostring(time_since_path_start))
return true
end
mcl_log("time_since_path_start: " .. tostring(time_since_path_start))
end
end
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, cur_door_pos, t)
if not cur_door_pos then return end
if t then
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. " through " .. minetest.pos_to_string(cur_door_pos) .. ", to target: " .. minetest.pos_to_string(t))
else
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. " through " .. minetest.pos_to_string(cur_door_pos))
end
local enriched_path = nil
local wp, prospective_wp
for _,v in pairs(plane_adjacents) do
local pos_closest_to_door = vector.add(cur_door_pos,v)
local n = minetest.get_node(pos_closest_to_door)
if not n.walkable then
mcl_log("We have open space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
local pos_closest_to_door = nil
local other_side_of_door = nil
local prospective_wp = minetest.find_path(p, pos_closest_to_door, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
if prospective_wp then
local other_side_of_door = vector.add(cur_door_pos,-v)
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v)
other_side_of_door = vector.add(cur_door_pos,-v)
table.insert(prospective_wp, cur_door_pos)
local n = minetest.get_node(pos_closest_to_door)
if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if n.name == "air" then
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
prospective_wp = minetest.find_path(p, pos_closest_to_door, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if prospective_wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(prospective_wp, cur_door_pos)
if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
append_paths (prospective_wp, wp_otherside_door_to_target)
wp = prospective_wp
mcl_log("We have a path from outside door to target")
else
mcl_log("We cannot path from outside door to target")
end
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
append_paths (prospective_wp, wp_otherside_door_to_target)
mcl_log("We have a path from outside door to target")
return generate_enriched_path(prospective_wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
else
mcl_log("No t, just add other side of door")
table.insert(prospective_wp, other_side_of_door)
wp = prospective_wp
end
if wp then
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
break
mcl_log("We cannot path from outside door to target")
end
else
mcl_log("Cannot path to this air block next to door.")
mcl_log("No t, just add other side of door")
table.insert(prospective_wp, other_side_of_door)
return generate_enriched_path(prospective_wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
end
else
mcl_log("Cannot path to this air block next to door.")
end
end
else
mcl_log("No door found")
end
if wp and not enriched_path then
mcl_log("Wp but not enriched")
enriched_path = generate_enriched_path(wp)
end
return enriched_path
end
-- we treat ignore as solid, as we cannot path there
local function is_solid(pos)
local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
return (not ndef) or ndef.walkable
end
local function find_open_node(pos, radius)
local r = vector.round(pos)
if not is_solid(r) then return r end
local above = vector.offset(r, 0, 1, 0)
if not is_solid(above) then return above, true end -- additional return: drop last
local n = minetest.find_node_near(pos, radius or 1, {"air"})
if n then return n end
return nil
end
function mob_class:gopath(target, callback_arrived, prioritised)
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
@ -209,8 +180,19 @@ function mob_class:gopath(target, callback_arrived, prioritised)
self.order = nil
local p = self.object:get_pos()
local t = vector.offset(target,0,1,0)
-- maybe feet are buried in solid?
local start = self.object:get_pos()
local p = find_open_node(start, 1)
if not p then -- buried?
minetest.log("action", "Cannot path from "..minetest.pos_to_string(start).." because it is solid. Nodetype: "..minetest.get_node(start).name)
return
end
-- target might be a job-site that is solid
local t, drop_last_wp = find_open_node(target, 1)
if not t then
minetest.log("action", "Cannot path to "..minetest.pos_to_string(target).." because it is solid. Nodetype: "..minetest.get_node(target).name)
return
end
--Check direct route
local wp = minetest.find_path(p, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
@ -218,11 +200,15 @@ function mob_class:gopath(target, callback_arrived, prioritised)
if not wp then
mcl_log("### No direct path. Path through door closest to target.")
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
local below = door_near_target and vector.offset(door_near_target, 0, -1, 0)
if below and minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_near_target = below end
wp = calculate_path_through_door(p, door_near_target, t)
if not wp then
mcl_log("### No path though door closest to target. Try door closest to origin.")
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
local below = door_closest and vector.offset(door_closest, 0, -1, 0)
if below and minetest.get_item_group(minetest.get_node(below), "door") > 0 then door_closest = below end
wp = calculate_path_through_door(p, door_closest, t)
-- Path through 2 doors
@ -236,7 +222,7 @@ function mob_class:gopath(target, callback_arrived, prioritised)
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
if pos_after_door_entry then
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
local pos_after_door = pos_after_door_entry["pos"]
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
if path_after_door and #path_after_door > 1 then
@ -268,26 +254,92 @@ function mob_class:gopath(target, callback_arrived, prioritised)
-- If cannot path, don't immediately try again
end
-- todo: we would also need to avoid overhangs, but minetest.find_path cannot help us there
-- we really need a better pathfinder overall.
-- try to find a way around fences and walls. This is very barebones, but at least it should
-- help path around very simple fences *IF* there is a detour that does not require jumping or gates.
if wp and #wp > 0 then
local i = 1
while i < #wp do
-- fence or wall underneath?
local bdef = minetest.registered_nodes[minetest.get_node(vector.offset(wp[i].pos, 0, -1, 0)).name]
if not bdef then minetest.log("warning", "There must not be unknown nodes on path") end
-- carpets are fine
if bdef and (bdef.groups.carpet or 0) > 0 then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
-- target bottom of door
elseif bdef and (bdef.groups.door or 0) > 0 then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
-- not walkable?
elseif bdef and not bdef.walkable then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
i = i - 1
-- plan opening fence gates
elseif bdef and (bdef.groups.fence_gate or 0) > 0 then
wp[i].pos = vector.offset(wp[i].pos, 0, -1, 0)
wp[math.max(1,i-1)].action = {type = "door", action = "open", target = wp[i].pos}
if i+1 < #wp then
wp[i+1].action = {type = "door", action = "close", target = wp[i].pos}
end
-- do not jump on fences and walls, but try to walk around
elseif bdef and i > 1 and ((bdef.groups.fence or 0) > 0 or (bdef.groups.wall or 0) > 0) and wp[i].pos.y > wp[i-1].pos.y then
-- find end of wall(s)
local j = i + 1
while j <= #wp do
local below = vector.offset(wp[j].pos, 0, -1, 0)
local bdef = minetest.registered_nodes[minetest.get_node(below).name]
if not bdef or ((bdef.groups.fence or 0) == 0 and (bdef.groups.wall or 0) == 0) then
break
end
j = j + 1
end
-- minetest.log("warning", bdef.name .. " at "..tostring(i).." end at "..(j <= #wp and tostring(j) or "nil"))
if j <= #wp and wp[i-1].pos.y == wp[j].pos.y then
local swp = minetest.find_path(wp[i-1].pos, wp[j].pos, PATHFINDING_SEARCH_DISTANCE, 0, 0)
-- TODO: if we do not find a path here, consider pathing through a fence gate!
if swp and #swp > 0 then
for k = j-1,i,-1 do table.remove(wp, k) end
for k = 2, #swp-1 do table.insert(wp, i-2+k, {pos = swp[k], failed_attempts = 0}) end
--minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." successful.")
i = i + #swp - 4
else
--minetest.log("warning", "Monkey patch pathfinding around "..bdef.name.." failed.")
end
end
end
i = i + 1
end
end
if wp and drop_last_wp and vector.equals(wp[#wp], t) then table.remove(wp, #wp) end
if wp and #wp > 0 then
if visualize then
for i = 1,#wp do
core.add_particle({pos = wp[i].pos, expirationtime=3+i/3, size=3+2/i, velocity=vector.new(0,-0.02,0),
texture="mcl_copper_anti_oxidation_particle.png"}) -- white stars
end
end
--output_table(wp)
self._target = t
self.callback_arrived = callback_arrived
local current_location = table.remove(wp,1)
if current_location and current_location["pos"] then
mcl_log("Removing first co-ord? " .. tostring(current_location["pos"]))
else
mcl_log("Nil pos")
self.current_target = table.remove(wp,1)
while self.current_target and self.current_target.pos and vector.distance(p, self.current_target.pos) < 0.5 do
--mcl_log("Skipping close initial waypoint")
self.current_target = table.remove(wp,1)
end
if self.current_target and self.current_target.pos then
self:turn_in_direction(self.current_target.pos.x - p.x, self.current_target.pos.z - p.z, 2)
self.waypoints = wp
self.state = PATHFINDING
return true
end
self.current_target = current_location
self.waypoints = wp
self.state = PATHFINDING
return true
else
self.state = "walk"
self.waypoints = nil
self.current_target = nil
-- minetest.log("no path found")
end
self:turn_in_direction(target.x - p.x, target.z - p.z, 4)
self.state = "walk"
self.waypoints = nil
self.current_target = nil
--minetest.log("no path found")
end
function mob_class:interact_with_door(action, target)
@ -300,19 +352,27 @@ function mob_class:interact_with_door(action, target)
local n = minetest.get_node(target)
if n.name:find("_b_") or n.name:find("_t_") then
mcl_log("Door")
local def = minetest.registered_nodes[n.name]
local closed = n.name:find("_b_1") or n.name:find("_t_1")
--if self.state == PATHFINDING then
if closed and action == "open" and def.on_rightclick then
mcl_log("Open door")
def.on_rightclick(target,n,self)
end
if not closed and action == "close" and def.on_rightclick then
mcl_log("Close door")
def.on_rightclick(target,n,self)
end
--else
local meta = minetest.get_meta(target)
local closed = meta:get_int("is_open") == 0
if closed and action == "open" and def.on_rightclick then
mcl_log("Open door")
def.on_rightclick(target,n,self)
elseif not closed and action == "close" and def.on_rightclick then
mcl_log("Close door")
def.on_rightclick(target,n,self)
end
elseif n.name:find("_gate") then
local def = minetest.registered_nodes[n.name]
local meta = minetest.get_meta(target)
local closed = meta:get_int("state") == 0
if closed and action == "open" and def.on_rightclick then
mcl_log("Open gate")
def.on_rightclick(target,n,self)
elseif not closed and action == "close" and def.on_rightclick then
mcl_log("Close gate")
def.on_rightclick(target,n,self)
end
else
mcl_log("Not door")
end
@ -333,6 +393,7 @@ function mob_class:do_pathfind_action(action)
end
if type and type == "door" then
mcl_log("Type is door")
self.object:set_velocity(vector.zero())
self:interact_with_door(action_val, target)
end
end
@ -343,8 +404,7 @@ function mob_class:check_gowp(dtime)
-- no destination
if not p or not self._target then
mcl_log("p: ".. tostring(p))
mcl_log("self._target: ".. tostring(self._target))
mcl_log("p: ".. tostring(p)..", self._target: ".. tostring(self._target))
return
end
@ -358,8 +418,8 @@ function mob_class:check_gowp(dtime)
self.current_target = nil
self.state = "stand"
self.order = "stand"
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
if self.callback_arrived then return self.callback_arrived(self) end
return true
elseif not self.current_target then
@ -368,41 +428,67 @@ function mob_class:check_gowp(dtime)
-- More pathing to be done
local distance_to_current_target = 50
if self.current_target and self.current_target["pos"] then
distance_to_current_target = vector.distance(p,self.current_target["pos"])
if self.current_target and self.current_target.pos then
local dx, dy, dz = self.current_target.pos.x-p.x, self.current_target.pos.y-p.y, self.current_target.pos.z-p.z
distance_to_current_target = (dx*dx+dy*dy*0.5+dz*dz)^0.5 -- reduced weight on y
--distance_to_current_target = vector.distance(p,self.current_target.pos)
end
-- also check next target, maybe we were too fast
local next_target = #self.waypoints > 1 and self.waypoints[1]
if not self.current_target["action"] and next_target and next_target.pos and distance_to_current_target < 1.5 then
local dx, dy, dz = next_target.pos.x-p.x, next_target.pos.y-p.y, next_target.pos.z-p.z
local distance_to_next_target = (dx*dx+dy*dy*0.5+dz*dz)^0.5 -- reduced weight on y
if distance_to_next_target < distance_to_current_target then
mcl_log("Skipped one waypoint.")
self.current_target = table.remove(self.waypoints, 1) -- pop waypoint already
distance_to_current_target = distance_to_next_target
end
end
-- debugging tool
if visualize and self.current_target and self.current_target.pos then
core.add_particle({pos = self.current_target.pos, expirationtime=.1, size=3, velocity=vector.new(0,-0.2,0), texture="mcl_particles_flame.png"})
end
-- 0.6 is working but too sensitive. sends villager back too frequently. 0.7 is quite good, but not with heights
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
local threshold = self.current_target["action"] and 0.7 or 0.9
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target.pos or distance_to_current_target < threshold ) then
-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
self:do_pathfind_action (self.current_target["action"])
local failed_attempts = self.current_target["failed_attempts"]
mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: " .. distance_to_current_target)
mcl_log("There after " .. failed_attempts .. " failed attempts. current target:".. minetest.pos_to_string(self.current_target.pos) .. ". Distance: " .. distance_to_current_target)
local hurry = (self.order == "sleep" or #self.waypoints > 15) and self.run_velocity or self.walk_velocity
self.current_target = table.remove(self.waypoints, 1)
self:go_to_pos(self.current_target["pos"])
-- use smoothing -- TODO: check for blockers before cutting corners?
if #self.waypoints > 0 and not self.current_target["action"] then
local curwp, nextwp = self.current_target.pos, self.waypoints[1].pos
self:go_to_pos(vector.new(curwp.x*0.7+nextwp.x*0.3,curwp.y,curwp.z*0.7+nextwp.z*0.3), hurry)
return
end
self:go_to_pos(self.current_target.pos, hurry)
--if self.current_target["action"] then self:set_velocity(self.walk_velocity * 0.5) end
return
elseif self.current_target and self.current_target["pos"] then
elseif self.current_target and self.current_target.pos then
-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to.
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
local failed_attempts = self.current_target["failed_attempts"]
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
mcl_log("Failed to reach position " .. minetest.pos_to_string(self.current_target.pos) .. " too many times. At: "..minetest.pos_to_string(p).." Abandon route. Times tried: " .. failed_attempts .. " current distance "..distance_to_current_target)
self.state = "stand"
self.current_target = nil
self.waypoints = nil
self._target = nil
self._pf_last_failed = os.time()
self.object:set_velocity({x = 0, y = 0, z = 0})
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.zero())
return
end
--mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target["pos"]) .. ". Distance: ".. distance_to_current_target)
--mcl_log("Not at pos with failed attempts ".. failed_attempts ..": ".. minetest.pos_to_string(p) .. "self.current_target: ".. minetest.pos_to_string(self.current_target.pos) .. ". Distance: ".. distance_to_current_target)
self:go_to_pos(self.current_target["pos"])
-- Do i just delete current_target, and return so we can find final path.
else
@ -436,6 +522,7 @@ function mob_class:check_gowp(dtime)
-- I don't think we need the following anymore, but test first.
-- Maybe just need something to path to target if no waypoints left
--[[ ok, let's try
if self.current_target and self.current_target["pos"] and (self.waypoints and #self.waypoints == 0) then
local updated_p = self.object:get_pos()
local distance_to_cur_targ = vector.distance(updated_p,self.current_target["pos"])
@ -444,7 +531,7 @@ function mob_class:check_gowp(dtime)
mcl_log("Current p: ".. minetest.pos_to_string(updated_p))
-- 1.6 is good. is 1.9 better? It could fail less, but will it path to door when it isn't after door
if distance_to_cur_targ > 1.9 then
if distance_to_cur_targ > 1.6 then
mcl_log("not close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
self:go_to_pos(self._current_target)
else
@ -454,4 +541,5 @@ function mob_class:check_gowp(dtime)
end
return
end
--]]--
end

File diff suppressed because it is too large Load Diff

View File

@ -12,9 +12,8 @@ local axolotl = {
xp_max = 7,
head_swivel = "head.control",
bone_eye_height = -1,
head_eye_height = -0.5,
horizontal_head_height = 0,
head_eye_height = 0.5,
head_bone_position = vector.new( 0, -1, 0 ), -- for minetest <= 5.8
curiosity = 10,
head_yaw="z",

View File

@ -26,14 +26,14 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
xp_min = 10,
xp_max = 10,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3},
rotate = -180,
rotate = 180,
head_yaw_offset = 180,
visual = "mesh",
mesh = "mobs_mc_blaze.b3d",
head_swivel = "head.control",
bone_eye_height = 4,
head_eye_height = 3.5,
head_eye_height = 1.4,
head_bone_position = vector.new( 0, 4, 0 ), -- for minetest <= 5.8
curiosity = 10,
head_yaw_offset = 180,
head_pitch_multiplier=-1,
textures = {
{"mobs_mc_blaze.png"},
@ -83,7 +83,7 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
shoot_offset = 1.0,
passive = false,
jump = true,
jump_height = 4,
jump_height = 1,
fly = true,
makes_footstep_sound = false,
fear_height = 0,

View File

@ -21,9 +21,8 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
floats = 1,
head_swivel = "head.control",
bone_eye_height = 4,
head_eye_height = 1.5,
horizontal_head_height = -.3,
head_eye_height = 0.5,
head_bone_position = vector.new(0, 4, -.3), -- for minetest <= 5.8
curiosity = 10,
head_yaw="z",
visual_size = {x=1,y=1},

View File

@ -82,7 +82,7 @@ local cod = {
do_custom = function(self)
--[[ this is supposed to make them jump out the water but doesn't appear to work very well
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))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.standing_in.groups.water then
if self.object:get_velocity().y < 5 then
self.object:add_velocity({ x = 0 , y = math.random()*.014-.007, z = 0 })
end

View File

@ -22,9 +22,8 @@ local cow_def = {
"blank.png",
}, },
head_swivel = "head.control",
bone_eye_height = 10,
head_eye_height = 1.1,
horizontal_head_height=-1.8,
head_bone_position = vector.new( 0, 6.3, 0 ), -- for minetest <= 5.8
curiosity = 2,
head_yaw="z",
makes_footstep_sound = true,

View File

@ -84,7 +84,7 @@ local dolphin = {
--[[ this is supposed to make them jump out the water but doesn't appear to work very well
do_custom = function(self,dtime)
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))
if minetest.get_item_group(self.standing_in, "water") ~= 0 then
if self.standing_in.groups.water then
if self.object:get_velocity().y < 5 then
self.object:add_velocity({ x = 0 , y = math.random()*.014-.007, z = 0 })
end

View File

@ -77,7 +77,7 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
damage = 10,
knock_back = false,
jump = true,
jump_height = 14,
jump_height = 10,
fly = true,
makes_footstep_sound = false,
dogshoot_switch = 1,

View File

@ -0,0 +1,143 @@
local S = minetest.get_translator("mobs_mc")
-- Model: pixelzone https://codeberg.org/mineclonia/mineclonia/issues/2118
-- Texture: Pixel Perfection CC-BY-SA https://github.com/NovaWostra/Pixel-Perfection-Chorus-Eddit/issues/8
-- Sounds:
-- mobs_mc_fox_bark.1.ogg derived from CC-0 https://freesound.org/people/craigsays/sounds/537587/
-- mobs_mc_fox_bark.2.ogg derived from CC-0 https://freesound.org/people/craigsays/sounds/537587/
-- mobs_mc_fox_hurt.1.ogg derived from CC-0 https://freesound.org/people/Soundburst/sounds/634005/
-- mobs_mc_fox_growl.1.ogg derived from CC-0 https://freesound.org/people/tilano408/sounds/445658/
-- TODO: carry one item, spawn with item
-- TODO: add sleeping behavior
-- TODO: pouncing - jump to attack behavior
-- TODO: use totem of undying when carried
-- Fox
local fox = {
description = S("Fox"),
type = "animal",
spawn_class = "passive",
can_despawn = true,
hp_min = 10,
hp_max = 10,
xp_min = 1,
xp_max = 3,
passive = false,
group_attack = false,
spawn_in_group = 4,
collisionbox = { -0.3, 0, -0.3, 0.3, 0.7, 0.3 },
visual = "mesh",
mesh = "mobs_mc_fox.b3d",
textures = {
{ "mobs_mc_fox.png" },
},
makes_footstep_sound = true,
head_swivel = "Bone.001",
head_yaw = "z",
head_eye_height = 0.5,
head_bone_position = vector.new( 0, 0.5, 0 ), -- for minetest <5.8
curiosity = 5,
sounds = {
attack = "mobs_mc_fox_bark",
war_cry = "mobs_mc_fox_growl",
damage = "mobs_mc_fox_hurt",
death = {name = "mobs_mc_wolf_death", gain=0.6},
eat = "mobs_mc_animal_eat_generic",
distance = 12,
},
pathfinding = 1,
floats = 1,
view_range = 16,
walk_chance = 50,
walk_velocity = 2,
run_velocity = 3,
damage = 2,
reach = 1,
attack_type = "dogfight",
fear_height = 5,
-- drops = { }, -- TODO: only what they are carrying
follow = { "mcl_farming:sweet_berry" }, -- TODO: and glow berries, taming
on_rightclick = function(self, clicker)
if self:feed_tame(clicker, 1, true, true) then return end
if mcl_mobs:protect(self, clicker) then return end
end,
on_breed = function(parent1, parent2)
local p = math.random(1,2) == 1 and parent1 or parent2
local pos = parent1.object:get_pos()
if not pos then return false end
local child = mcl_mobs.spawn_child(pos, p.name)
if not child then return false end
local ent_c = child:get_luaentity()
ent_c.tamed = true
ent_c.owner = parent1.owner
return false
end,
animation = {
stand_start = 1, stand_end = 20, stand_speed = 20,
walk_start = 120, walk_end = 160, walk_speed = 80,
run_start = 160, run_end = 199, run_speed = 80,
punch_start = 80, punch_end = 105, punch_speed = 80,
sit_start = 30 , sit_end = 50,
sleep_start = 55, sleep_end = 75,
--wiggle_start = 170, wiggle_end = 230,
--die_start = 0, die_end = 0, die_speed = 0,--die_loop = 0,
},
jump = true,
jump_height = 4, -- TODO: when attacking, allow to jump higher
attacks_monsters = true,
attack_animals = true,
specific_attack = {
"mobs_mc:chicken", "mobs_mc:rabbit",
"mobs_mc:cod", "mobs_mc:salmon", "mobs_mc:tropical_fish"
-- TODO: baby turtles, monsters?
},
runaway_from = {
-- they are too cute for this: "player",
"mobs_mc:wolf",
-- TODO: and polar bear
},
}
-- note: breeding code uses the convention that fox and fox_snow can breed
local fox_snow = table.copy(fox)
fox_snow.textures = { { "mobs_mc_snow_fox.png", "mobs_mc_snow_fox_sleep.png" } },
mcl_mobs.register_mob("mobs_mc:fox", fox)
mcl_mobs.register_mob("mobs_mc:fox_snow", fox_snow)
-- Spawn
mcl_mobs:spawn_specific(
"mobs_mc:fox",
"overworld",
"ground",
{
"Taiga",
"Taiga_beach",
"MegaTaiga",
"MegaSpruceTaiga",
},
0,
minetest.LIGHT_MAX+1,
30,
80,
7,
mobs_mc.water_level+3,
mcl_vars.mg_overworld_max)
-- Spawn
mcl_mobs:spawn_specific(
"mobs_mc:fox_snow",
"overworld",
"ground",
{
"ColdTaiga",
"ColdTaiga_beach",
},
0,
minetest.LIGHT_MAX+1,
30,
80,
7,
mobs_mc.water_level+3,
mcl_vars.mg_overworld_max)
mcl_mobs.register_egg("mobs_mc:fox", "Fox", "#ba9f8b", "#9f5219", 0)

View File

@ -52,6 +52,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
fall_damage = 0,
view_range = 64,
attack_type = "dogshoot",
see_through_opaque = false,
arrow = "mobs_mc:fireball",
shoot_interval = 5,
shoot_offset = -0.5,
@ -59,7 +60,7 @@ mcl_mobs.register_mob("mobs_mc:ghast", {
dogshoot_count_max =1,
passive = false,
jump = true,
jump_height = 4,
jump_height = 1,
floats=1,
fly = true,
makes_footstep_sound = false,

View File

@ -158,7 +158,7 @@ local horse = {
floats = 1,
makes_footstep_sound = true,
jump = true,
jump_height = 5.75, -- can clear 2.5 blocks
jump_height = 2.5, -- can clear 2.5 blocks
drops = {
{name = "mcl_mobitems:leather",
chance = 1,
@ -560,7 +560,7 @@ donkey.collisionbox = {
horse.collisionbox[6] * d,
}
donkey.jump = true
donkey.jump_height = 3.75 -- can clear 1 block height
donkey.jump_height = 1 -- can clear 1 block height
mcl_mobs.register_mob("mobs_mc:donkey", donkey)

View File

@ -149,6 +149,7 @@ dofile(path .. "/salmon.lua")
dofile(path .. "/tropical_fish.lua")
dofile(path .. "/dolphin.lua")
dofile(path .. "/fox.lua") -- Mesh and animation by https://codeberg.org/pixelzone texture https://github.com/NovaWostra/Pixel-Perfection-Chorus-Eddit
dofile(path .. "/glow_squid.lua")

View File

@ -25,7 +25,8 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
visual = "mesh",
mesh = "mobs_mc_iron_golem.b3d",
head_swivel = "head.control",
bone_eye_height = 3.38,
head_eye_height = 2.5,
head_bone_position = vector.new( 0, 3.38, 0 ), -- for minetest <= 5.8
curiosity = 10,
textures = {
{"mobs_mc_iron_golem.png"},

View File

@ -60,11 +60,10 @@ mcl_mobs.register_mob("mobs_mc:llama", {
spawn_in_group = 4, -- was 6 nerfed until we can cap them properly locally. this is a group size, not a per spawn attempt
head_swivel = "head.control",
bone_eye_height = 11,
head_eye_height = 3,
horizontal_head_height=0,
curiosity = 60,
head_eye_height = 1.5,
head_yaw = "z",
head_bone_position = vector.new( 0, 11, 0 ), -- for minetest <= 5.8
curiosity = 60,
hp_min = 15,
hp_max = 30,

Binary file not shown.

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@ -37,9 +37,8 @@ local ocelot = {
xp_min = 1,
xp_max = 3,
head_swivel = "head.control",
bone_eye_height = 6.2,
head_eye_height = 0.4,
horizontal_head_height=-0,
head_bone_position = vector.new( 0, 6.2, 0 ), -- for minetest <= 5.8
head_yaw="z",
curiosity = 4,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.69, 0.3},

View File

@ -136,8 +136,7 @@ mcl_mobs.register_mob("mobs_mc:parrot", {
xp_min = 1,
xp_max = 3,
head_swivel = "head.control",
bone_eye_height = 1.1,
horizontal_head_height=0,
head_bone_position = vector.new( 0, 1.1, 0 ), -- for minetest <= 5.8
curiosity = 10,
collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25},
visual = "mesh",

View File

@ -20,9 +20,8 @@ mcl_mobs.register_mob("mobs_mc:pig", {
"blank.png", -- saddle
}},
head_swivel = "head.control",
bone_eye_height = 7.5,
head_eye_height = 0.8,
horizontal_head_height=-1,
head_eye_height = 0.7,
head_bone_position = vector.new( 0, 7.5, -1 ), -- for minetest <= 5.8
curiosity = 3,
head_yaw="z",
makes_footstep_sound = true,

View File

@ -252,7 +252,7 @@ local zombified_piglin = {
damage = 9,
reach = 2,
head_swivel = "head.control",
bone_eye_height = 2.4,
head_bone_position = vector.new( 0, 2.4, 0 ), -- for minetest <= 5.8
head_eye_height = 1.4,
curiosity = 15,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
@ -325,6 +325,7 @@ mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
local baby_zombified_piglin = table.copy(zombified_piglin)
baby_zombified_piglin.description = S("Baby Zombie Piglin")
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_zombified_piglin.head_eye_height = 0.8
baby_zombified_piglin.xp_min = 13
baby_zombified_piglin.xp_max = 13
baby_zombified_piglin.textures = {

View File

@ -1,125 +1,125 @@
local S = minetest.get_translator("mobs_mc")
local function reload(self)
if not self.object:get_pos() then return end
minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
if not props then return end
props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16"
self.object:set_properties(props)
end
local function reset_animation(self, animation)
if not self.object:get_pos() or self._current_animation ~= animation then return end
self._current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
self:set_animation(animation)
end
pillager = {
description = S("Pillager"),
type = "monster",
spawn_class = "hostile",
hp_min = 24,
hp_max = 24,
xp_min = 6,
xp_max = 6,
breath_max = -1,
eye_height = 1.5,
shoot_interval = 3,
shoot_offset = 1.5,
armor = {fleshy = 100},
can_despawn = false,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1,
group_attack = true,
visual = "mesh",
mesh = "mobs_mc_pillager.b3d",
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 4,
view_range = 16,
fear_height = 4,
arrow = "mcl_bows:arrow_entity",
attack_type = "dogshoot", -- Alternate punching/shooting
attack_npcs = true,
reach = 0, -- Punching max distance
damage = 0, -- Punching damage
dogshoot_switch = 1, -- Start of shooting
dogshoot_count_max = 5, -- Max time spent shooting (standing)
dogshoot_count2_max = 1, -- Max time spent punching (running)
sounds = {
random = "mobs_mc_pillager_grunt2",
war_cry = "mobs_mc_pillager_grunt1",
death = "mobs_mc_pillager_ow2",
damage = "mobs_mc_pillager_ow1",
distance = 16,
},
textures = {
{
"mobs_mc_pillager.png", -- Skin
"mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item
}
},
drops = {
{
name = "mcl_bows:arrow",
chance = 1,
min = 0,
max = 2,
looting = "common",
},
{
name = "mcl_bows:crossbow",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare",
},
},
animation = {
unloaded_walk_start = 1, unloaded_walk_end = 40,
unloaded_stand_start = 41, unloaded_stand_end = 60,
reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20,
stand_start = 101, stand_end = 109, stand_speed = 6,
walk_start = 111, walk_end = 150, walk_speed = 30,
run_start = 111, run_end = 150, run_speed = 50,
reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20,
die_start = 191, die_end = 192, die_speed = 15,
stand_unloaded_start = 40, stand_unloaded_end = 59,
die_loop = false,
},
shoot_arrow = function(self, pos, dir)
minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
self.object:set_properties(props)
local old_anim = self._current_animation
if old_anim == "run" or old_anim == "walk" then
self:set_animation("reload_run")
end
if old_anim == "stand" then
self:set_animation("reload_stand")
end
self._current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
minetest.after(1, reload, self)
minetest.after(2, reset_animation, self, old_anim)
-- 2-4 damage per arrow
local dmg = math.max(4, math.random(2, 8))
mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
if self.sounds and self.sounds.random then
self.sounds = table.copy(self.sounds)
self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
end
-- Randomize reload time
self.shoot_interval = math.random(3, 4)
end,
}
mcl_mobs.register_mob("mobs_mc:pillager", pillager)
mcl_mobs.register_egg("mobs_mc:pillager", S("Pillager"), "#532f36", "#959b9b", 0)
local S = minetest.get_translator("mobs_mc")
local function reload(self)
if not self.object:get_pos() then return end
minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
if not props then return end
props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16"
self.object:set_properties(props)
end
local function reset_animation(self, animation)
if not self.object:get_pos() or self._current_animation ~= animation then return end
self._current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
self:set_animation(animation)
end
pillager = {
description = S("Pillager"),
type = "monster",
spawn_class = "hostile",
hp_min = 24,
hp_max = 24,
xp_min = 6,
xp_max = 6,
breath_max = -1,
eye_height = 1.5,
shoot_interval = 3,
shoot_offset = 1.5,
armor = {fleshy = 100},
can_despawn = false,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1,
group_attack = true,
visual = "mesh",
mesh = "mobs_mc_pillager.b3d",
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 4,
view_range = 16,
fear_height = 4,
arrow = "mcl_bows:arrow_entity",
attack_type = "dogshoot", -- Alternate punching/shooting
attack_npcs = true,
reach = 2, -- Punching max distance
damage = 2, -- Punching damage
dogshoot_switch = 1, -- Start of shooting
dogshoot_count_max = 4, -- Max time spent shooting (standing)
dogshoot_count2_max = 1, -- Max time spent punching (running)
sounds = {
random = "mobs_mc_pillager_grunt2",
war_cry = "mobs_mc_pillager_grunt1",
death = "mobs_mc_pillager_ow2",
damage = "mobs_mc_pillager_ow1",
distance = 16,
},
textures = {
{
"mobs_mc_pillager.png", -- Skin
"mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item
}
},
drops = {
{
name = "mcl_bows:arrow",
chance = 1,
min = 0,
max = 2,
looting = "common",
},
{
name = "mcl_bows:crossbow",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare",
},
},
animation = {
unloaded_walk_start = 1, unloaded_walk_end = 40,
unloaded_stand_start = 41, unloaded_stand_end = 60,
reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20,
stand_start = 101, stand_end = 109, stand_speed = 6,
walk_start = 111, walk_end = 150, walk_speed = 30,
run_start = 111, run_end = 150, run_speed = 50,
reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20,
die_start = 191, die_end = 192, die_speed = 15,
stand_unloaded_start = 40, stand_unloaded_end = 59,
die_loop = false,
},
shoot_arrow = function(self, pos, dir)
minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
self.object:set_properties(props)
local old_anim = self._current_animation
if old_anim == "run" or old_anim == "walk" then
self:set_animation("reload_run")
end
if old_anim == "stand" then
self:set_animation("reload_stand")
end
self._current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
minetest.after(1, reload, self)
minetest.after(2, reset_animation, self, old_anim)
-- 2-4 damage per arrow
local dmg = math.max(4, math.random(2, 8))
mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
if self.sounds and self.sounds.random then
self.sounds = table.copy(self.sounds)
self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
end
-- Randomize reload time
self.shoot_interval = math.random(3, 4)
end,
}
mcl_mobs.register_mob("mobs_mc:pillager", pillager)
mcl_mobs.register_egg("mobs_mc:pillager", S("Pillager"), "#532f36", "#959b9b", 0)
mcl_mobs:non_spawn_specific("mobs_mc:pillager","overworld",0,7)

View File

@ -25,9 +25,8 @@ mcl_mobs.register_mob("mobs_mc:polar_bear", {
{"mobs_mc_polarbear.png"},
},
head_swivel = "head.control",
bone_eye_height = 2.6,
head_eye_height = 1,
horizontal_head_height = 0,
head_bone_position = vector.new( 0, 2.6, 0 ), -- for minetest <= 5.8
curiosity = 20,
head_yaw="z",
visual_size = {x=3.0, y=3.0},

View File

@ -16,20 +16,19 @@ local rabbit = {
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.49, 0.2},
head_swivel = "head.control",
bone_eye_height = 2,
head_eye_height = 0.5,
horizontal_head_height = -.3,
head_eye_height = 0.35,
head_bone_position = vector.new( 0, 2, -.3 ), -- for minetest <= 5.8
curiosity = 20,
head_yaw="z",
visual = "mesh",
mesh = "mobs_mc_rabbit.b3d",
textures = {
{"mobs_mc_rabbit_brown.png"},
{"mobs_mc_rabbit_gold.png"},
{"mobs_mc_rabbit_white.png"},
{"mobs_mc_rabbit_white_splotched.png"},
{"mobs_mc_rabbit_salt.png"},
{"mobs_mc_rabbit_black.png"},
{"mobs_mc_rabbit_brown.png"},
{"mobs_mc_rabbit_gold.png"},
{"mobs_mc_rabbit_white.png"},
{"mobs_mc_rabbit_white_splotched.png"},
{"mobs_mc_rabbit_salt.png"},
{"mobs_mc_rabbit_black.png"},
},
sounds = {
random = "mobs_mc_rabbit_random",

View File

@ -65,9 +65,8 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
xp_max = 3,
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.29, 0.45},
head_swivel = "head.control",
bone_eye_height = 3.3,
head_eye_height = 1.1,
horizontal_head_height=-.7,
head_eye_height = 1.0,
head_bone_position = vector.new( 0, 3.3, -.7 ), -- for minetest <= 5.8
curiosity = 6,
head_yaw="z",
visual = "mesh",

View File

@ -83,7 +83,6 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
local pos = self.object:get_pos()
if math.floor(self.object:get_yaw()) ~=0 then
self.object:set_yaw(0)
mcl_mobs:yaw(self, 0, 0, dtime)
end
if self.state == "attack" then
self:set_animation("run")

View File

@ -26,7 +26,8 @@ local skeleton = {
pathfinding = 1,
group_attack = true,
head_swivel = "Head_Control",
bone_eye_height = 2.38,
head_eye_height = 1.5,
head_bone_position = vector.new( 0, 2.38, 0 ), -- for minetest <= 5.8
curiosity = 6,
visual = "mesh",
mesh = "mobs_mc_skeleton.b3d",

View File

@ -25,7 +25,8 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
visual = "mesh",
mesh = "mobs_mc_witherskeleton.b3d",
head_swivel = "head.control",
bone_eye_height = 2.38,
head_eye_height = 1.5,
head_bone_position = vector.new( 0, 2.38, 0 ), -- for minetest <= 5.8
curiosity = 60,
textures = {
{

View File

@ -134,7 +134,7 @@ local slime_big = {
walk_velocity = 1.9,
run_velocity = 1.9,
walk_chance = 0,
jump_height = 5.2,
jump_height = 1,
fear_height = 0,
spawn_small_alternative = "mobs_mc:slime_small",
on_die = spawn_children_on_die("mobs_mc:slime_small", 1.0, 1.5),
@ -156,7 +156,6 @@ slime_small.damage = 3
slime_small.reach = 2.25
slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3
slime_small.spawn_small_alternative = "mobs_mc:slime_tiny"
slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0)
mcl_mobs.register_mob("mobs_mc:slime_small", slime_small)
@ -181,7 +180,6 @@ slime_tiny.drops = {
}
slime_tiny.walk_velocity = 1.7
slime_tiny.run_velocity = 1.7
slime_tiny.jump_height = 3
slime_tiny.spawn_small_alternative = nil
slime_tiny.on_die = nil
@ -363,7 +361,7 @@ local magma_cube_big = {
attack_type = "dogfight",
passive = false,
jump = true,
jump_height = 8,
jump_height = 4,
walk_chance = 0,
fear_height = 0,
spawn_small_alternative = "mobs_mc:magma_cube_small",
@ -386,7 +384,7 @@ magma_cube_small.damage = 3
magma_cube_small.reach = 2.1
magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6
magma_cube_small.jump_height = 2
magma_cube_small.damage = 4
magma_cube_small.reach = 2.75
magma_cube_small.armor = 66
@ -407,7 +405,7 @@ magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, r
magma_cube_tiny.visual_size = {x=3.125, y=3.125}
magma_cube_tiny.walk_velocity = 1.02
magma_cube_tiny.run_velocity = 1.02
magma_cube_tiny.jump_height = 4
magma_cube_tiny.jump_height = 1
magma_cube_tiny.damage = 3
magma_cube_tiny.reach = 2
magma_cube_tiny.armor = 50

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@ -63,7 +63,8 @@ local spider = {
end
end,
head_swivel = "Head_Control",
bone_eye_height = 1,
head_eye_height = 0.6,
head_bone_position = vector.new( 0, 1, 0 ), -- for minetest <= 5.8
curiosity = 10,
head_yaw="z",
collisionbox = {-0.7, -0.01, -0.7, 0.7, 0.89, 0.7},
@ -86,7 +87,7 @@ local spider = {
walk_velocity = 1.3,
run_velocity = 2.4,
jump = true,
jump_height = 4,
jump_height = 1,
view_range = 16,
floats = 1,
drops = {

View File

@ -2,17 +2,36 @@
local S = minetest.get_translator("mobs_mc")
--###################
--################### STALKER
--###################
-- foliage and grass palettes, loaded from mcl_maps
local palettes = {}
local function load_json_file(name)
local file = assert(io.open(name, "r"))
local data = minetest.parse_json(file:read("*all"))
file:close()
return data
end
local mapmodpath = minetest.get_modpath("mcl_maps")
if mapmodpath then
for k,v in pairs(load_json_file(mapmodpath .. "/palettes_grass.json")) do
palettes[k] = v
end
for k,v in pairs(load_json_file(mapmodpath .. "/palettes_foliage.json")) do
palettes[k] = v
end
for k,v in pairs(load_json_file(mapmodpath .. "/palettes_water.json")) do
palettes[k] = v
end
end
local function get_texture(self)
local on_name = self.standing_on
local function get_texture(self, prev)
local standing_on = minetest.registered_nodes[self.standing_on]
-- TODO: we do not have access to param2 here (color palette index) yet
local texture
local texture_suff = ""
if on_name and on_name ~= "air" then
local tiles = minetest.registered_nodes[on_name].tiles
if standing_on and (standing_on.walkable or standing_on.groups.liquid) then
local tiles = standing_on.tiles
if tiles then
local tile = tiles[1]
local color
@ -25,22 +44,49 @@ local function get_texture(self)
texture = tile
end
if not color then
color = minetest.colorspec_to_colorstring(minetest.registered_nodes[on_name].color)
color = minetest.colorspec_to_colorstring(standing_on.color)
end
-- handle param2
if standing_on.palette and self.standing_on_node then
local param2
if standing_on.paramtype2 == "color" then
param2 = self.standing_on_node.param2
elseif standing_on.paramtype2 == "colorfacedir" then
param2 = math.floor(self.standing_on_node.param2 / 8)
elseif standing_on.paramtype2 == "colorwallmounted" then
param2 = math.floor(self.standing_on_node.param2 / 32)
elseif standing_on.paramtype2 == "color4dir" then
param2 = math.floor(self.standing_on_node.param2 / 64)
elseif standing_on.paramtype2 == "colordegrotate" then
param2 = math.floor(self.standing_on_node.param2 / 8)
end
local palette = palettes[standing_on.palette]
local oldcol = color
if param2 and palette then
local c = palette[param2 + 1]
if c then color = minetest.rgba(c[1], c[2], c[3], c[4]) end
end
end
if color then
texture_suff = "^[multiply:" .. color .. "^[hsl:0:0:20"
texture_suff = "^[multiply:" .. color .. "^[contrast:20:10" --"^[hsl:0:0:20"
end
end
end
if not texture or texture == "" then
-- try to keep last texture when, e.g., falling
if prev and (not (not self.attack)) == (string.find(prev, "vl_mobs_stalker_overlay_angry.png") ~= nil) then
return prev
end
texture = "vl_stalker_default.png"
end
texture = texture:gsub("([\\^:\\[])","\\%1") -- escape texture modifiers
texture = "([combine:16x24:0,0=(" .. texture .. "):0,16=(" .. texture ..")".. texture_suff
if self.attack then
texture = texture .. ")^vl_mobs_stalker_overlay_angry.png"
if texture_suff then texture = texture .. texture_suff end
else
texture = texture .. ")^vl_mobs_stalker_overlay.png"
texture = texture:gsub("([\\^:\\[])", "\\%1") -- escape texture modifiers
texture = "(vl_stalker_default.png^[combine:16x24:0,0=(" .. texture .. "):0,16=(" .. texture .. ")" .. texture_suff .. ")"
end
if self.attack then
texture = texture .. "^vl_mobs_stalker_overlay_angry.png"
else
texture = texture .. "^vl_mobs_stalker_overlay.png"
end
return texture
end
@ -69,8 +115,8 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
visual = "mesh",
mesh = "vl_stalker.b3d",
-- head_swivel = "Head_Control",
bone_eye_height = 2.35,
head_eye_height = 1.8;
head_eye_height = 1.2;
head_bone_position = vector.new( 0, 2.35, 0 ), -- for minetest <= 5.8
curiosity = 2,
textures = {
{get_texture({}),
@ -98,6 +144,7 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
explosion_damage_radius = 3.5,
explosiontimer_reset_radius = 3,
reach = 3,
see_through_opaque = false,
explosion_timer = 1.5,
allow_fuse_reset = true,
stop_to_explode = true,
@ -132,7 +179,7 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end
end
local new_texture = get_texture(self)
local new_texture = get_texture(self, self._stalker_texture)
if self._stalker_texture ~= new_texture then
self.object:set_properties({textures={new_texture, "mobs_mc_empty.png"}})
self._stalker_texture = new_texture

View File

@ -952,6 +952,9 @@ local function go_home(entity, sleep)
entity.order = nil
return
end
-- in case pathfinding fails, turn into the right direction anyways
local p = entity.object:get_pos()
entity:turn_in_direction(b.x - p.x, b.z - p.z, 8)
entity:gopath(b,function(entity,b)
local b = entity._bed
@ -1331,7 +1334,7 @@ local function do_work (self)
--mcl_log("Jobsite not valid")
return false
end
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
if vector.distance(self.object:get_pos(),self._jobsite) < 1.5 then
--mcl_log("Made it to work ok callback!")
return true
else
@ -1489,10 +1492,7 @@ local function do_activity (self)
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work
local wandered_too_far = false
if check_bed (self) then
wandered_too_far = vector.distance(self.object:get_pos(),self._bed) > 50
end
local wandered_too_far = check_bed(self) and (vector.distance(self.object:get_pos(),self._bed) > 24)
if wandered_too_far then
--mcl_log("Wandered too far! Return home ")
@ -1503,7 +1503,7 @@ local function do_activity (self)
do_work(self)
elseif get_activity() == GATHERING then
go_to_town_bell(self)
else
elseif self.order then
mcl_log("No order, so remove it.")
self.order = nil
end
@ -2110,8 +2110,8 @@ mcl_mobs.register_mob("mobs_mc:villager", {
hp_min = 20,
hp_max = 20,
head_swivel = "head.control",
bone_eye_height = 6.3,
head_eye_height = 2.2,
head_eye_height = 1.5,
head_bone_position = vector.new( 0, 6.3, 0 ), -- for minetest <= 5.8
curiosity = 10,
runaway = true,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},

View File

@ -25,8 +25,8 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
xp_min = 10,
xp_max = 10,
head_swivel = "head.control",
bone_eye_height = 6.3,
head_eye_height = 2.2,
head_eye_height = 1.5,
head_bone_position = vector.new( 0, 6.3, 0 ), -- for minetest <= 5.8
curiosity = 10,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.95, 0.4},
visual = "mesh",

View File

@ -34,8 +34,8 @@ mcl_mobs.register_mob("mobs_mc:illusioner", {
"mcl_bows_bow.png",
}, },
head_swivel = "head.control",
bone_eye_height = 2.2,
head_eye_height = 2.2,
head_eye_height = 1.5,
head_bone_position = vector.new( 0, 2.2, 0 ), -- for minetest <= 5.8
curiosity = 10,
sounds = {
-- TODO: more sounds

View File

@ -24,17 +24,17 @@ mcl_mobs.register_mob("mobs_mc:vindicator", {
visual = "mesh",
mesh = "mobs_mc_vindicator.b3d",
head_swivel = "head.control",
bone_eye_height = 2.2,
head_eye_height = 2.2,
head_eye_height = 1.5,
head_bone_position = vector.new( 0, 2.2, 0 ), -- for minetest <= 5.8
curiosity = 10,
textures = {
{
"mobs_mc_vindicator.png",
"blank.png", --no hat
"default_tool_steelaxe.png",
-- TODO: Glow when attacking (mobs_mc_vindicator.png)
},
},
textures = {
{
"mobs_mc_vindicator.png",
"blank.png", --no hat
"default_tool_steelaxe.png",
-- TODO: Glow when attacking (mobs_mc_vindicator.png)
},
},
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
damage = 13,

View File

@ -40,7 +40,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
visual = "mesh",
mesh = "mobs_mc_villager_zombie.b3d",
head_swivel = "Head_Control",
bone_eye_height = 2.35,
head_bone_position = vector.new( 0, 2.35, 0 ), -- for minetest <= 5.8
curiosity = 2,
textures = {
{"mobs_mc_zombie_butcher.png"},

View File

@ -13,14 +13,6 @@ local anti_troll = minetest.settings:get_bool("wither_anti_troll_measures", fals
local WITHER_INIT_BOOM = 7
local WITHER_MELEE_COOLDOWN = 3
local function atan(x)
if not x or x ~= x then
return 0
else
return math.atan(x)
end
end
--###################
--################### WITHER
--###################
@ -96,7 +88,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
distance = 60,
},
jump = true,
jump_height = 10,
jump_height = 5,
fly = true,
makes_footstep_sound = false,
dogshoot_switch = 1, -- unused
@ -125,6 +117,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
},
harmed_by_heal = true,
is_boss = true,
see_through_opaque = false,
extra_hostile = true,
attack_exception = function(p)
local ent = p:get_luaentity()
@ -260,7 +253,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
z = p.z - s.z
}
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
local yaw = (math.atan2(vec.z, vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)

View File

@ -27,8 +27,8 @@ local wolf = {
},
makes_footstep_sound = true,
head_swivel = "head.control",
bone_eye_height = 3.5,
head_eye_height = 1.1,
head_eye_height = 0.5,
head_bone_position = vector.new( 0, 3.5, 0 ), -- for minetest <= 5.8
horizontal_head_height=0,
curiosity = 3,
head_yaw="z",

View File

@ -54,8 +54,8 @@ local zombie = {
xp_min = 5,
xp_max = 5,
head_swivel = "head.control",
bone_eye_height = 6.3,
head_eye_height = 2.2,
head_eye_height = 1.4,
head_bone_position = vector.new( 0, 6.3, 0 ), -- for minetest <= 5.8
curiosity = 7,
head_pitch_multiplier=-1,
breath_max = -1,
@ -85,7 +85,7 @@ local zombie = {
fear_height = 4,
pathfinding = 1,
jump = true,
jump_height = 4,
jump_height = 1,
group_attack = { "mobs_mc:zombie", "mobs_mc:baby_zombie", "mobs_mc:husk", "mobs_mc:baby_husk" },
drops = drops_zombie,
animation = {
@ -110,6 +110,7 @@ mcl_mobs.register_mob("mobs_mc:zombie", zombie)
local baby_zombie = table.copy(zombie)
baby_zombie.description = S("Baby Zombie")
baby_zombie.head_eye_height = 0.8
baby_zombie.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.98, 0.25}
baby_zombie.xp_min = 12
baby_zombie.xp_max = 12

View File

@ -34,6 +34,10 @@ local bamboo_def = {
wield_image = "mcl_bamboo_bamboo_shoot.png",
_mcl_blast_resistance = 1,
_mcl_hardness = 1,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
return mcl_bamboo.grow_bamboo(pos, true)
end,
node_box = {
type = "fixed",
fixed = {
@ -220,10 +224,12 @@ minetest.register_node(BAMBOO, bamboo_def)
local bamboo_top = table.copy(bamboo_def)
bamboo_top.groups = {not_in_creative_inventory = 1, handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3}
bamboo_top.tiles = {"mcl_bamboo_endcap.png"}
bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
--bamboo_top.paramtype2 = "meshoptions"
--bamboo_top.param2 = 2
-- bamboo_top.waving = 2
-- bamboo_top.drawtype = "plantlike_rooted" --"plantlike"
bamboo_top.drawtype = "plantlike"
bamboo_top.paramtype2 = "meshoptions"
bamboo_top.param2 = 2
bamboo_top.waving = 2
bamboo_top.special_tiles = {{name = "mcl_bamboo_endcap.png"}}
bamboo_top.nodebox = nil
bamboo_top.selection_box = nil

View File

@ -44,6 +44,10 @@ mcl_bamboo.bamboo_index = {
"mcl_bamboo:bamboo_2",
"mcl_bamboo:bamboo_3",
}
mcl_bamboo.bamboo_set = {}
for _,key in pairs(mcl_bamboo.bamboo_index) do
mcl_bamboo.bamboo_set[key] = true
end
function mcl_bamboo.is_bamboo(node_name)
local index = table.indexof(mcl_bamboo.bamboo_index, node_name)
@ -94,172 +98,84 @@ end
--]]
function mcl_bamboo.grow_bamboo(pos, bonemeal_applied)
local log = mcl_bamboo.mcl_log
local node_above = minetest.get_node(vector.offset(pos, 0, 1, 0))
mcl_bamboo.mcl_log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
log("Grow bamboo called; bonemeal: " .. tostring(bonemeal_applied))
if not bonemeal_applied and mcl_bamboo.is_bamboo(node_above.name) ~= false then
return false -- short circuit this function if we're trying to grow (std) the bamboo and it's not the top shoot.
if not bonemeal_applied then
-- Only allow natural growth at the top of the bamboo
if mcl_bamboo.is_bamboo(node_above.name) ~= false then return false end
-- Don't perform natual growth in low light
if minetest.get_node_light(pos) < 8 then return false end
end
if minetest.get_node_light(pos) < 8 then
-- Determine the location of soil
local soil_pos
soil_pos,a,b = mcl_util.trace_nodes(pos, -1, mcl_bamboo.bamboo_set, BAMBOO_MAX_HEIGHT - 1)
-- No soil found, return false so that bonemeal isn't used
if not soil_pos then return false end
log("Grow bamboo; soil found. ")
-- Find the first bamboo shoot and retrieve data about it
local first_shoot = vector.offset(soil_pos, 0, 1, 0)
local first_shoot_meta = minetest.get_meta(first_shoot)
-- Get or initialize bamboo height
local height = (first_shoot_meta and first_shoot_meta:get_int("height", -1)) or -1
if height == -1 then
height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
first_shoot_meta:set_int("height", height)
end
log("Grow bamboo; height: " .. height)
-- Locate the bamboo tip
local bamboo_tip,actual_height,bamboo_tip_node = mcl_util.trace_nodes(first_shoot, 1, mcl_bamboo.bamboo_set, height - 1)
log("Current height: "..tostring(actual_height))
-- Short circuit growth if the bamboo is already finished growing
if not bamboo_tip or not actual_height or actual_height >= height then
log("Bamboo is already as large as it can grow")
return false
end
-- variables used in more than one spot.
local first_shoot
local chk_pos
local soil_pos
local node_name = ""
local dist = 0
local node_below
-- -------------------
-- Now that we are actually going to add nodes, initialize some more information
local first_shoot_node_name = minetest.get_node(first_shoot).name
mcl_bamboo.mcl_log("Grow bamboo; checking for soil: ")
-- the soil node below the bamboo.
for py = -1, BAMBOO_SOIL_DIST, -1 do
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
if mcl_bamboo.is_dirt(node_name) then
soil_pos = chk_pos
break
end
if mcl_bamboo.is_bamboo(node_name) == false then
break
end
end
-- requires knowing where the soil node is.
if soil_pos == nil then
return false -- returning false means don't use up the bonemeal.
end
mcl_bamboo.mcl_log("Grow bamboo; soil found. ")
local grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
grow_amount = rand(1, GROW_DOUBLE_CHANCE) -- because yeah, not truly random, or even a good prng.
grow_amount = rand(1, GROW_DOUBLE_CHANCE)
local init_height = rand(BAM_MAX_HEIGHT_STPCHK + 1, BAM_MAX_HEIGHT_TOP + 1)
mcl_bamboo.mcl_log("Grow bamboo; random height: " .. init_height)
node_name = ""
-- update: add randomized max height to first node's meta data.
first_shoot = vector.offset(soil_pos, 0, 1, 0)
local meta = minetest.get_meta(first_shoot)
node_below = minetest.get_node(first_shoot).name
mcl_bamboo.mcl_log("Grow bamboo; checking height meta ")
-- check the meta data for the first node, to see how high to make the stalk.
if not meta then
-- if no metadata, set the metadata!!!
meta:set_int("height", init_height)
end
local height = meta:get_int("height", -1)
mcl_bamboo.mcl_log("Grow bamboo; meta-height: " .. height)
if height <= 10 then
height = init_height
meta:set_int("height", init_height)
end
mcl_bamboo.mcl_log("Grow bamboo; height: " .. height)
-- Bonemeal: Grows the bamboo by 1-2 stems. (per the minecraft wiki.)
-- If applying bonemeal, randomly grow two segments instead of one
local grow_amount = 1
if bonemeal_applied then
-- handle applying bonemeal.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- find the top node of bamboo.
chk_pos = vector.offset(pos, 0, py, 0)
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if mcl_bamboo.is_bamboo(node_name) == false or node_name == BAMBOO_ENDCAP_NAME then
break
end
end
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
if node_name == BAMBOO_ENDCAP_NAME then
-- prevent overgrowth
return false
end
-- check to see if we have a full stalk of bamboo.
if dist >= height - 1 then
if dist == height - 1 then
-- equals top of the stalk before the cap
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(vector.offset(chk_pos, 0, 1, 0), { name = BAMBOO_ENDCAP_NAME })
return true -- returning true means use up the bonemeal.
else
return false
end
else
-- okay, we're higher than the end cap, fail out.
return false -- returning false means don't use up the bonemeal.
end
end
-- and now, the meat of the section... add bamboo to the stalk.
-- at this point, we should be lower than the generated maximum height. ~ about height -2 or lower.
if dist <= height - 2 then
if node_name == "air" then
-- here we can check to see if we can do up to 2 bamboo shoots onto the stalk
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, { name = node_below })
-- handle growing a second node.
if grow_amount == 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, { name = node_below })
end
end
return true -- exit out with a success. We've added 1-2 nodes, per the wiki.
end
local rng = PcgRandom(minetest.hash_node_position(pos) + minetest.get_us_time())
if rng:next(1, GROW_DOUBLE_CHANGE) == 1 then
grow_amount = 2
end
end
log("Growing up to "..grow_amount.." segments")
-- Non-Bonemeal growth.
for py = 1, BAM_MAX_HEIGHT_TOP do
-- Find the topmost node above the stalk, and check it for "air"
chk_pos = vector.offset(pos, 0, py, 0)
node_below = minetest.get_node(pos).name
node_name = minetest.get_node(chk_pos).name
dist = vector.distance(soil_pos, chk_pos)
if node_name ~= "air" and mcl_bamboo.is_bamboo(node_name) == false then
break
-- Perform bamboo growth
for i = 1,grow_amount do
-- Check for air to grow into
local bamboo_tip_node = minetest.get_node(bamboo_tip)
if not bamboo_tip_node or bamboo_tip_node.name ~= "air" then
-- Something is blocking growth, stop and signal that use bonemeal has been used if at least on segment has grown
return i ~= 1
end
-- stop growing check. ie, handle endcap placement.
if dist >= height - 1 then
local above_node_name = minetest.get_node(vector.offset(chk_pos, 0, 1, 0)).name
if node_name == "air" and above_node_name == "air" then
if height - 1 == dist then
mcl_bamboo.mcl_log("Grow bamboo; Placing endcap")
minetest.set_node(chk_pos, { name = BAMBOO_ENDCAP_NAME })
end
end
break
if actual_height + 1 == height then
-- This is the end cap
minetest.set_node(bamboo_tip, { name = BAMBOO_ENDCAP_NAME })
return true
else
-- This isn't the end cap, add a bamboo segment
minetest.set_node(bamboo_tip, { name = first_shoot_node_name })
actual_height = actual_height + 1
end
-- handle regular node placement.
-- find the air node above the top shoot. place a node. And then, if short enough,
-- check for second node placement.
if node_name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; dist: " .. dist)
mcl_bamboo.mcl_log("Grow bamboo; Placing bamboo.")
minetest.set_node(chk_pos, { name = node_below })
-- handle growing a second node. (1 in 32 chance.)
if grow_amount == 2 and dist <= height - 2 then
chk_pos = vector.offset(chk_pos, 0, 1, 0)
if minetest.get_node(chk_pos).name == "air" then
mcl_bamboo.mcl_log("Grow bamboo; OOOH! It's twofer day!")
minetest.set_node(chk_pos, { name = node_below })
end
end
break
end
bamboo_tip = vector.offset(bamboo_tip, 0, 1, 0)
end
return true
end
-- Add Groups function, courtesy of Warr1024.

View File

@ -2,4 +2,4 @@ name = mcl_beds
author = BlockMen
description =
depends = playerphysics
optional_depends = mcl_sounds, mcl_worlds, mcl_wool, mcl_dye, mcl_explosions, mcl_weather, mcl_spawn, doc, mesecons
optional_depends = mcl_sounds, mcl_worlds, mcl_wool, mcl_dye, mcl_explosions, mcl_weather, mcl_spawn, doc, mesecons, mesecons_mvps

View File

@ -0,0 +1,76 @@
# Bone meal API
Bonemealing callbacks and particle functions.
## _on_bone_meal(itemstack, placer, pointed_thing)
The bone meal API provides a callback definition that nodes can use to
register a handler that is executed when a bone meal item is used on it.
Nodes that wish to use the bone meal API should in their node registration
define a callback handler named `_on_bone_meal`.
Note that by registering the callback handler, the node declares that bone
meal can be used on it and as a result, when the user is not in creative
mode, the used bone meal is spent and taken from the itemstack passed to
the `on_place()` handler of the bone meal item used regardless of whether
the bone meal had an effect on the node and regardless of the result of
the callback handler.
It is for all intents and purposes up to the callback defined in the node to
decide how to handle the specific effect that bone meal has on that node.
The `_on_bone_meal` callback handler is a
`function(itemstack, placer, pointed_thing)`
Its arguments are:
* `itemstack`: the stack of bonem eal being applied
* `placer`: ObjectRef of the player who aplied the bone meal, can be nil!
* `pointed_thing`: exact pointing location (see Minetest API), where the
bone meal is applied
The return value of the handler function indicates if the bonemealing had
its intended effect. If `true`, 'bone meal particles' are spawned at the
position of the bonemealed node.
The `on_place` code in the bone meal item will spawn bone meal particles and
decrease the bone meal itemstack if the handler returned `true` and the
`placer` is not in creative mode.
## mcl_bone_meal.add_bone_meal_particle(pos, def)
Spawns standard or custom bone meal particles.
* `pos`: position, is ignored if you define def.minpos and def.maxpos
* `def`: (optional) particle definition; see minetest.add_particlespawner()
for more details.
## mcl_bone_meal.use_bone_meal(itemstack, placer, pointed_thing)
For use in on_rightclick handlers that need support bone meal processing in addition
to other behaviors. Before calling, verify that the player is wielding bone meal.
* `itemstack`: The stack of bone meal being used
* `placer`: ObjectRef of the player who aplied the bone meal, can be nil!
* `pointed_thing`: exact pointing location (see Minetest API), where the
bone meal is applied
Returns itemstack with one bone meal consumed if not in creative mode.
# Legacy API
The bone meal API also provides a legacy compatibility function. This
function is not meant to be continued and callers should migrate to the
newer bonemealing API.
## mcl_bone_meal.register_on_bone_meal_apply(function(pointed_thing, placer))
Called when the bone meal is applied anywhere.
* `pointed_thing`: exact pointing location (see Minetest API), where the
bone meal is applied
* `placer`: ObjectRef of the player who aplied the bone meal, can be nil!
This function is deprecated and will be removed at some time in the future.
Bone meal is not consumed unless the provided function returns true.
## mcl_dye.add_bone_meal_particle(pos, def)
## mcl_dye.register_on_bone_meal_apply(function(pointed_thing, user))
These shims in mcl_dye that point to corresponding legacy compatibility
functions in mcl_bone_meal remain for legacy callers that have not yet been
updated to the new API. These shims will be removed at some time in the
future.

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@ -0,0 +1,156 @@
local S = minetest.get_translator(minetest.get_current_modname())
local longdesc = S(
"Bone meal is a white dye and also useful as a fertilizer to " ..
"speed up the growth of many plants."
)
local usagehelp = S(
"Rightclick a sheep to turn its wool white. Rightclick a plant " ..
"to speed up its growth. Note that not all plants can be " ..
"fertilized like this. When you rightclick a grass block, tall " ..
"grass and flowers will grow all over the place."
)
mcl_bone_meal = {}
-- Bone meal particle API:
--- Spawns bone meal particles.
-- pos: where the particles spawn
-- def: particle spawner parameters, see minetest.add_particlespawner() for
-- details on these parameters.
--
function mcl_bone_meal.add_bone_meal_particle(pos, def)
def = def or {}
minetest.add_particlespawner({
amount = def.amount or 10,
time = def.time or 0.1,
minpos = def.minpos or vector.subtract(pos, 0.5),
maxpos = def.maxpos or vector.add(pos, 0.5),
minvel = def.minvel or vector.new(-0.01, 0.01, -0.01),
maxvel = def.maxvel or vector.new(0.01, 0.01, 0.01),
minacc = def.minacc or vector.new(0, 0, 0),
maxacc = def.maxacc or vector.new(0, 0, 0),
minexptime = def.minexptime or 1,
maxexptime = def.maxexptime or 4,
minsize = def.minsize or 0.7,
maxsize = def.maxsize or 2.4,
texture = "mcl_particles_bonemeal.png^[colorize:#00EE00:125",
glow = def.glow or 1,
})
end
-- Begin legacy bone meal API.
--
-- Compatibility code for legacy users of the old bone meal API.
-- This code will be removed at some time in the future.
--
mcl_bone_meal.bone_meal_callbacks = {}
-- Shims for the old API are still available in mcl_dye and defer to
-- the real functions in mcl_bone_meal.
--
function mcl_bone_meal.register_on_bone_meal_apply(func)
minetest.log("warning", "register_on_bone_meal_apply(func) is deprecated. Read mcl_bone_meal/API.md!")
local lines = string.split(debug.traceback(),"\n")
for _,line in ipairs(lines) do
minetest.log("warning",line)
end
table.insert(mcl_bone_meal.bone_meal_callbacks, func)
end
-- Legacy registered users of the old API are handled through this function.
--
local function legacy_apply_bone_meal(pointed_thing, placer)
-- Legacy API support
local callbacks = mcl_bone_meal.bone_meal_callbacks
for i = 1,#callbacks do
if callbacks[i](pointed_thing, placer) then
return true
end
end
return false
end
-- End legacy bone meal API
function mcl_bone_meal.use_bone_meal(itemstack, placer, pointed_thing)
local positions = {pointed_thing.under, pointed_thing.above}
for i = 1,2 do
local pos = positions[i]
-- Check protection
if mcl_util.check_area_protection(pos, pointed_thing.above, placer) then return false end
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
local success = false
local consume
-- If the pointed node can be bonemealed, let it handle the processing.
if ndef and ndef._on_bone_meal then
success = ndef._on_bone_meal(itemstack, placer, {under = pos, above = vector.offset(pos, 0, 1, 0)})
consume = true
else
-- Otherwise try the legacy API.
success = legacy_apply_bone_meal(pointed_thing, placer)
consume = success
end
-- Take the item
if consume then
-- Particle effects
mcl_bone_meal.add_bone_meal_particle(pos)
if not placer or not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack
end
if success then return itemstack end
end
return itemstack
end
minetest.register_craftitem("mcl_bone_meal:bone_meal", {
description = S("Bone Meal"),
_tt_help = S("Speeds up plant growth"),
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usagehelp,
inventory_image = "mcl_bone_meal.png",
groups = {craftitem=1},
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
-- Use pointed node's on_rightclick function first, if present.
if placer and not placer:get_player_control().sneak then
if ndef and ndef.on_rightclick then
local new_stack = mcl_util.call_on_rightclick(itemstack, placer, pointed_thing)
if new_stack and new_stack ~= itemstack then return new_stack end
end
end
return mcl_bone_meal.use_bone_meal(itemstack, placer, pointed_thing)
end,
_on_dispense = function(itemstack, pos, droppos, dropnode, dropdir)
local pointed_thing
if dropnode.name == "air" then
pointed_thing = {above = droppos, under = vector.offset(droppos, 0, -1 ,0)}
else
pointed_thing = {above = pos, under = droppos}
end
return mcl_bone_meal.use_bone_meal(itemstack, nil, pointed_thing)
end,
_dispense_into_walkable = true
})
minetest.register_craft({
output = "mcl_bone_meal:bone_meal 3",
recipe = {{"mcl_mobitems:bone"}},
})

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@ -0,0 +1,5 @@
# textdomain: mcl_bone_meal
Bone Meal=Knochenmehl
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Knochenmehl ist ein weißer Farbstoff und auch nützlich als Dünger, um das Wachstum vieler Pflanzen zu beschleunigen.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Rechtsklicken Sie auf ein Schaf, um die Wolle weiß einzufärben. Rechtsklicken Sie auf eine Pflanze, um ihr Wachstum zu beschleunigen. Beachten Sie, dass nicht alle Pflanzen darauf ansprechen. Benutzen Sie es auf einem Grasblock, wächst viel hohes Gras und vielleicht auch ein paar Blumen.
Speeds up plant growth=Beschleunigt Pflanzenwachstum

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@ -0,0 +1,5 @@
# textdomain: mcl_bone_meal
Bone Meal=Harina de hueso
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La harina de hueso es un tinte blanco y también es útil como fertilizante para acelerar el crecimiento de muchas plantas.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=RHaga clic derecho en una oveja para volver su lana blanca. Haga clic derecho en una planta para acelerar su crecimiento. Tenga en cuenta que no todas las plantas pueden ser fertilizadas de esta manera. Cuando haces clic derecho en un bloque de hierba, crecerán hierba alta y flores por todo el lugar.
Speeds up plant growth=Acelera el crecimiento de las plantas

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@ -0,0 +1,6 @@
# textdomain: mcl_bone_meal
Bone Meal=Farine d'Os
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La farine d'os est une teinture blanche et est également utile comme engrais pour accélérer la croissance de nombreuses plantes.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=
Cliquez avec le bouton droit sur un mouton pour blanchir sa laine. Cliquez avec le bouton droit sur une plante pour accélérer sa croissance. Cependant, toutes les plantes ne peuvent pas être fertilisées de cette manière. Lorsque vous cliquez avec le bouton droit sur un bloc d'herbe, les hautes herbes et les fleurs poussent autour.
Speeds up plant growth=Accélère la croissance des plantes

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@ -0,0 +1,5 @@
# textdomain: mcl_bone_meal
Bone Meal=Mączka kostna
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Mączka kostna to biała farba i przydatny nawóz, który przyspiesza rośnięcie wielu roślin.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Kliknij prawym na owcę, aby wybielić jej wełnę. Kliknij prawym na roślinę aby przyspieszyć jej wzrost. Zważ, że nie na wszystkie rośliny to tak działa. Gdy klikniesz prawym na blok trawy, wysoka trawa wyrośnie wokół.
Speeds up plant growth=Przyspiesza wzrost roślin

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@ -0,0 +1,5 @@
# textdomain: mcl_bone_meal
Bone Meal=Костная мука
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Костная мука является белым красителем. Она также полезна в качестве удобрения, чтобы увеличить скорость роста многих растений.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Кликните правой по овце, чтобы сделать её шерсть белой. Кликните правой по растению, чтобы ускорить его рост. Имейте в виду, что не все растения можно удобрять таким способом. Если вы кликнете по травяному блоку, то на этом месте вырастет высокая трава и цветы.
Speeds up plant growth=Ускоряет рост растений

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@ -0,0 +1,5 @@
# textdomain: mcl_bone_meal
Bone Meal=骨粉
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=骨粉是一種白色染料,也可作為肥料,加速許多植物的生長。
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=右鍵點擊一隻羊,使其羊毛變白。右鍵點擊一株植物以加快其生長速度。注意,不是所有的植物都能像這樣施肥。當你右鍵點擊一個草方時,高高的草和花會到處生長。
Speeds up plant growth=加速植物生長

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@ -0,0 +1,5 @@
# textdomain: mcl_bone_meal
Bone Meal=
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=
Speeds up plant growth=

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@ -0,0 +1,3 @@
name = mcl_bone_meal
description = Bone meal can be used as a fertilizer and as a dye.
author = kabou, teknomunk

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Before

Width:  |  Height:  |  Size: 165 B

After

Width:  |  Height:  |  Size: 165 B

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@ -257,10 +257,10 @@ function ARROW_ENTITY.on_step(self, dtime)
mcl_burning.set_on_fire(obj, 5)
end
if not self._in_player and not self._blocked then
obj:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups={fleshy=self._damage},
}, self.object:get_velocity())
mcl_util.deal_damage(obj, self._damage, {type = "arrow", source = self._shooter, direct = self.object})
if self._extra_hit_func then
self._extra_hit_func(obj)
end
if obj:is_player() then
if not mcl_shields.is_blocking(obj) then
local placement

View File

@ -168,7 +168,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,bow=1,enchantability=1},
groups = {weapon=1,weapon_ranged=1,bow=1,cannot_block=1,enchantability=1},
_mcl_uses = 385,
})
@ -216,7 +216,7 @@ for level=0, 2 do
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, cannot_block=1, enchantability=1},
-- Trick to disable digging as well
on_use = function() return end,
on_drop = function(itemstack, dropper, pos)

View File

@ -158,7 +158,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1},
groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1},
_mcl_uses = 326,
})
@ -193,7 +193,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
itemstack:get_meta():set_string("active", "true")
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,enchantability=1,not_in_creative_inventory=1},
groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1,not_in_creative_inventory=1},
_mcl_uses = 326,
})
@ -238,7 +238,7 @@ for level=0, 2 do
wield_scale = mcl_vars.tool_wield_scale,
stack_max = 1,
range = 0, -- Pointing range to 0 to prevent punching with bow :D
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, bow=1, enchantability=1},
groups = {not_in_creative_inventory=1, not_in_craft_guide=1, cannot_block=1, bow=1, enchantability=1},
-- Trick to disable digging as well
on_use = function() return end,
on_drop = function(itemstack, dropper, pos)

View File

@ -2,29 +2,34 @@ local S = minetest.get_translator(minetest.get_current_modname())
mcl_cocoas = {}
-- Place cocoa
local function cocoa_place(itemstack, placer, pt, plantname)
--- Place a cocoa pod.
-- Attempt to place a cocoa pod on a jungle tree. Checks if attachment
-- point is a jungle tree and sets the correct orientation of the stem.
--
function mcl_cocoas.place(itemstack, placer, pt, plantname)
-- check if pointing at a node
if not pt or pt.type ~= "node" then
return
end
local under = minetest.get_node(pt.under)
local node = minetest.get_node(pt.under)
-- return if any of the nodes are not registered
if not minetest.registered_nodes[under.name] then
local def = minetest.registered_nodes[node.name]
if not def then
return
end
-- Am I right-clicking on something that has a custom on_rightclick set?
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[under.name] and minetest.registered_nodes[under.name].on_rightclick then
return minetest.registered_nodes[under.name].on_rightclick(pt.under, under, placer, itemstack) or itemstack
if def and def.on_rightclick then
local new_stack = mcl_util.call_on_rightclick(itemstack, placer, pt)
if new_stack and new_stack ~= itemstack then return new_stack end
end
end
-- Check if pointing at jungle tree
if under.name ~= "mcl_core:jungletree"
if node.name ~= "mcl_core:jungletree"
or minetest.get_node(pt.above).name ~= "air" then
return
end
@ -39,9 +44,7 @@ local function cocoa_place(itemstack, placer, pt, plantname)
-- Add the node, set facedir and remove 1 item from the itemstack
minetest.set_node(pt.above, {name = plantname, param2 = minetest.dir_to_facedir(clickdir)})
minetest.sound_play("default_place_node", {pos = pt.above, gain = 1.0}, true)
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
@ -49,111 +52,119 @@ local function cocoa_place(itemstack, placer, pt, plantname)
return itemstack
end
-- Attempts to grow a cocoa at pos, returns true when grown, returns false if there's no cocoa
-- or it is already at full size
--- Grows cocoa pod one size larger.
-- Attempts to grow a cocoa at pos, returns true when grown, returns false
-- if there's no cocoa or it is already at full size.
--
function mcl_cocoas.grow(pos)
local node = minetest.get_node(pos)
if node.name == "mcl_cocoas:cocoa_1" then
minetest.set_node(pos, {name = "mcl_cocoas:cocoa_2", param2 = node.param2})
elseif node.name == "mcl_cocoas:cocoa_2" then
minetest.set_node(pos, {name = "mcl_cocoas:cocoa_3", param2 = node.param2})
return true
else
return false
end
return false
return true
end
-- Cocoa definition
-- 1st stage
local crop_def = {
description = S("Premature Cocoa Pod"),
_doc_items_create_entry = true,
_doc_items_longdesc = S("Cocoa pods grow on the side of jungle trees in 3 stages."),
drawtype = "mesh",
mesh = "mcl_cocoas_cocoa_stage_0.obj",
tiles = {"mcl_cocoas_cocoa_stage_0.png"},
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "clip" or true,
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
walkable = true,
drop = "mcl_cocoas:cocoa_beans",
collision_box = {
type = "fixed",
fixed = {
{-0.125, -0.0625, 0.1875, 0.125, 0.25, 0.4375}, -- Pod
-- only caller was mcl_dye, consider converting these into local functions.
local cocoa_place = mcl_cocoas.place
local cocoa_grow = mcl_cocoas.grow
-- Cocoa pod variant definitions.
--[[ TODO: Use a mesh for cocoas for perfect texture compability. ]]
local podinfo = {
{ desc = S("Premature Cocoa Pod"),
longdesc = S("Cocoa pods grow on the side of jungle trees in 3 stages."),
tiles = {
"mcl_cocoas_cocoa_stage_0.png",
},
n_box = {-0.125, -0.0625, 0.1875, 0.125, 0.25, 0.4375},
s_box = {-0.125, -0.0625, 0.1875, 0.125, 0.5, 0.5 },
},
selection_box = {
type = "fixed",
fixed = {
{-0.125, -0.0625, 0.1875, 0.125, 0.5, 0.5}, -- Pod
{ desc = S("Medium Cocoa Pod"),
tiles = {
"mcl_cocoas_cocoa_stage_1.png",
},
n_box = {-0.1875, -0.1875, 0.0625, 0.1875, 0.25, 0.4375},
s_box = {-0.1875, -0.1875, 0.0625, 0.1875, 0.5, 0.5 },
},
groups = {
handy = 1, axey = 1,
dig_by_water=1, destroy_by_lava_flow=1, dig_by_piston=1,
attached_node_facedir=1,
not_in_creative_inventory=1,
cocoa=1
},
sounds = mcl_sounds.node_sound_wood_defaults(),
on_rotate = false,
_mcl_blast_resistance = 3,
_mcl_hardness = 0.2,
}
-- 2nd stage
minetest.register_node("mcl_cocoas:cocoa_1", table.copy(crop_def))
crop_def.description = S("Medium Cocoa Pod")
crop_def._doc_items_create_entry = false
crop_def.groups.cocoa = 2
crop_def.mesh = "mcl_cocoas_cocoa_stage_1.obj"
crop_def.tiles = {"mcl_cocoas_cocoa_stage_1.png"}
crop_def.collision_box = {
type = "fixed",
fixed = {
{-0.1875, -0.1875, 0.0625, 0.1875, 0.25, 0.4375}, -- Pod
},
}
crop_def.selection_box = {
type = "fixed",
fixed = {
{-0.1875, -0.1875, 0.0625, 0.1875, 0.5, 0.5},
{ desc = S("Mature Cocoa Pod"),
longdesc = S("A mature cocoa pod grew on a jungle tree to its full size and it is ready to be harvested for cocoa beans. It won't grow any further."),
tiles = {
"mcl_cocoas_cocoa_stage_2.png",
},
n_box = {-0.25, -0.3125, -0.0625, 0.25, 0.25, 0.4375},
s_box = {-0.25, -0.3125, -0.0625, 0.25, 0.5, 0.5 },
},
}
minetest.register_node("mcl_cocoas:cocoa_2", table.copy(crop_def))
for i = 1, 3 do
local def = {
description = podinfo[i].desc,
_doc_items_create_entry = true,
_doc_items_longdesc = podinfo[i].longdesc,
paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
tiles = podinfo[i].tiles,
use_texture_alpha = "clip",
node_box = {
type = "fixed",
fixed = {
podinfo[i].n_box, -- Pod
-- FIXME: This has a thickness of 0. Is this OK in Minetest?
{ 0, 0.25, 0.25, 0, 0.5, 0.5 }, }, -- Stem
},
collision_box = {
type = "fixed",
fixed = podinfo[i].n_box
},
selection_box = {
type = "fixed",
fixed = podinfo[i].s_box
},
groups = {
handy = 1, axey = 1, attached_node_facedir = 1,
dig_by_water = 1, destroy_by_lava_flow = 1, dig_by_piston = 1,
cocoa = i, not_in_creative_inventory = 1,
},
sunlight_propagates = true,
walkable = true,
drop = "mcl_cocoas:cocoa_beans",
sounds = mcl_sounds.node_sound_wood_defaults(),
on_rotate = false,
_mcl_blast_resistance = 3,
_mcl_hardness = 0.2,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
return cocoa_grow(pos)
end,
}
-- Final stage
crop_def.description = S("Mature Cocoa Pod")
crop_def._doc_items_longdesc = S("A mature cocoa pod grew on a jungle tree to its full size and it is ready to be harvested for cocoa beans. It won't grow any further.")
crop_def._doc_items_create_entry = true
crop_def.groups.cocoa = 3
crop_def.mesh = "mcl_cocoas_cocoa_stage_2.obj"
crop_def.tiles = {"mcl_cocoas_cocoa_stage_2.png"}
crop_def.collision_box = {
type = "fixed",
fixed = {
{-0.25, -0.3125, -0.0625, 0.25, 0.25, 0.4375}, -- Pod
},
}
crop_def.selection_box = {
type = "fixed",
fixed = {
{-0.25, -0.3125, -0.0625, 0.25, 0.5, 0.5},
},
}
crop_def.drop = "mcl_cocoas:cocoa_beans 3"
minetest.register_node("mcl_cocoas:cocoa_3", table.copy(crop_def))
if i == 2 then
def._doc_items_longdesc = nil
def._doc_items_create_entry = false
end
if i == 3 then
def.drop = "mcl_cocoas:cocoa_beans 3"
def._on_bone_mealing = nil
end
minetest.register_node("mcl_cocoas:cocoa_" .. i, table.copy(def))
end
minetest.register_craftitem("mcl_cocoas:cocoa_beans", {
description = S("Cocoa Beans"),
inventory_image = "mcl_cocoa_beans.png",
_tt_help = S("Grows at the side of jungle trees"),
_doc_items_longdesc = S("Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye."),
_doc_items_usagehelp = S("Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa."),
inventory_image = "mcl_cocoas_cocoa_beans.png",
groups = {craftitem = 1, compostability = 65},
_doc_items_longdesc = S("Cocoa beans can be used to plant cocoa, bake cookies or cract brown dye."),
_doc_items_usagehelp = S("Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa."),
description = S("Cocoa Beans"),
stack_max = 64,
groups = {
craftitem = 1, compostability = 65,
},
on_place = function(itemstack, placer, pointed_thing)
return cocoa_place(itemstack, placer, pointed_thing, "mcl_cocoas:cocoa_1")
end,

View File

@ -2,7 +2,7 @@
Cocoa Beans=Kakaobohnen
Grows at the side of jungle trees=Wächst an der Seite von Dschungelbäumen
Cocoa beans can be used to plant cocoa pods, bake chocolate cookies or craft brown dye.=Kakaobohnen können benutzt werden, um Kakao anzupflanzen, Kekse zu backen oder braune Farbstoffe herzustellen.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Rechtsklicken Sie an die Seite eines Dschungelbaumstamms (Dschungelholz), um eine junge Kakaoschote zu pflanzen.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Rechtsklicken Sie auf ein Schaf, um die Wolle braun einzufärben. Rechtsklicken Sie an die Seite eines Dschungelbaumstamms (Dschungelholz), um eine junge Kakaoschote zu pflanzen.
Premature Cocoa Pod=Junge Kakaoschote
Cocoa pods grow on the side of jungle trees in 3 stages.=Kakaoschoten wachsen an der Seite von Dschungelbäumen in 3 Stufen.
Medium Cocoa Pod=Mittelgroße Kakaoschote

View File

@ -2,7 +2,7 @@
Cocoa Beans=Granos de cacao
Grows at the side of jungle trees=Crece al lado de los árboles de la jungla
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Los granos de cacao se pueden usar para plantar cacao, hornear galletas o hacer tintes marrones.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Haga clic derecho en el costado del tronco de un árbol de la jungla para plantar un cacao joven.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Haga clic derecho en una oveja para convertir su lana en marrón. Haga clic derecho en el costado del tronco de un árbol de la jungla para plantar un cacao joven.
Premature Cocoa Pod=Vaina de cacao prematura
Cocoa pods grow on the side of jungle trees in 3 stages.=Las vainas de cacao crecen al lado de los árboles de jungla en 3 etapas.
Medium Cocoa Pod=Vaina de cacao mediana

View File

@ -2,7 +2,7 @@
Cocoa Beans=Fèves de Cacao
Grows at the side of jungle trees=Pousse à côté des arbres de la jungle
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Les fèves de cacao peuvent être utilisées pour planter du cacao, faire des biscuits ou fabriquer de la teinture brune.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Clic droit sur le côté d'un tronc d'arbre de la jungle (Bois Acajou) pour planter un jeune cacaoyer.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Faites un clic droit sur un mouton pour brunir sa laine. Clic droit sur le côté d'un tronc d'arbre de la jungle (Bois Acajou) pour planter un jeune cacao.
Premature Cocoa Pod=Gousse de cacao prématurée
Cocoa pods grow on the side of jungle trees in 3 stages.=Les cabosses de cacao poussent sur le côté des arbres d'Acajou en 3 étapes.
Medium Cocoa Pod=Gousse de cacao moyenne

View File

@ -2,7 +2,7 @@
Cocoa Beans=Ziarna kakaowe
Grows at the side of jungle trees=Rośnie na boku tropikalnych drzew
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Ziarna kakaowe mogą być używane do sadzenia kakao, pieczenia ciasteczek lub robienia brązowego barwnika.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Naciśnij prawym na boku tropikalnego pnia (Tropikalne drewno) aby zasadzić młode kakao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Naciśnij prawym aby zafarbować wełnę owcy na brązowo. Naciśnij prawym na boku tropikalnego pnia (Tropikalne drewno) aby zasadzić młode kakao.
Premature Cocoa Pod=Niedojrzała roślina kakao
Cocoa pods grow on the side of jungle trees in 3 stages.=Roślina kakao rośnie na bokach tropikalnych drzew w 3 etapach
Medium Cocoa Pod=Średnio-dojrzała roślina kakao

View File

@ -2,7 +2,7 @@
Cocoa Beans=Какао-бобы
Grows at the side of jungle trees=Растут на стволах тропических деревьев
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=Какао-бобы можно использовать для посадки какао, выпечки печенья или изготовления коричневого красителя.
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Кликните правой по боковой части ствола тропического дерева, чтобы посадить молодое какао.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Кликните правой по овце, чтобы сделать её шерсть коричневой. Кликните правой по боковой части ствола тропического дерева, чтобы посадить молодое какао.
Premature Cocoa Pod=Молодой стручок какао
Cocoa pods grow on the side of jungle trees in 3 stages.=Стручки какао растут на деревьях джунглей в 3 этапа.
Medium Cocoa Pod=Средний стручок какао

View File

@ -2,7 +2,7 @@
Cocoa Beans=可可豆
Grows at the side of jungle trees=在叢林木側生長
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=可可豆可用於種植可可、烘烤餅乾或製作棕色染料。
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=右鍵點擊叢林木的一側,可以種植一個可可。
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=右鍵點擊一隻羊,使其羊毛變成褐色。右鍵點擊叢林木的一側,可以種植一個可可。
Premature Cocoa Pod=成長中的可可豆莢第1階段
Cocoa pods grow on the side of jungle trees in 3 stages.=可可莢果分3個階段生長在叢林樹的側面。
Medium Cocoa Pod=成長中的可可豆莢第2階段

View File

@ -2,7 +2,7 @@
Cocoa Beans=
Grows at the side of jungle trees=
Cocoa beans can be used to plant cocoa, bake cookies or craft brown dye.=
Right click on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=
Premature Cocoa Pod=
Cocoa pods grow on the side of jungle trees in 3 stages.=
Medium Cocoa Pod=

View File

@ -1,4 +1,4 @@
name = mcl_cocoas
description = Cocoa pods which grow at jungle trees. Does not include cocoa beans.
depends = mcl_sounds, mcl_core
optional_depends = doc
depends = mcl_sounds, mcl_core, mcl_util
optional_depends = doc

View File

@ -11,7 +11,7 @@ local composter_description = S(
"Composter"
)
local composter_longdesc = S(
"Composters can convert various organic items into bonemeal."
"Composters can convert various organic items into bone meal."
)
local composter_usagehelp = S(
"Use organic items on the composter to fill it with layers of compost. " ..
@ -48,6 +48,41 @@ local vector_offset = vector.offset
local is_protected = minetest.is_protected
local record_protection_violation = minetest.record_protection_violation
--- Math and node swap during compost progression
---@param pos Vector Position of the node
---@param node node
---@param chance integer Value of "compostability" group of inserted item
local function composter_progress_chance(pos, node, chance)
-- calculate leveling up chance
local rand = math.random(0,100)
if chance >= rand then
-- get current compost level
local level = registered_nodes[node.name]["_mcl_compost_level"]
-- spawn green particles above new layer
mcl_bone_meal.add_bone_meal_particle(vector_offset(pos, 0, level/8, 0))
-- update composter block
if level < 7 then
level = level + 1
else
level = "ready"
end
swap_node(pos, {name = "mcl_composters:composter_" .. level})
minetest.sound_play({name="default_grass_footstep", gain=0.4}, {
pos = pos,
gain= 0.4,
max_hear_distance = 16,
}, true)
-- a full composter becomes ready for harvest after one second
-- the block will get updated by the node timer callback set in node reg def
if level == 7 then
local timer = get_node_timer(pos)
if not timer:is_started() then
timer:start(1)
end
end
end
end
--- Fill the composter when rightclicked.
--
-- `on_rightclick` handler for composter blocks of all fill levels except
@ -86,41 +121,6 @@ local function composter_add_item(pos, node, player, itemstack, pointed_thing)
return itemstack
end
--- Math and node swap during compost progression
---@param pos Vector Position of the node
---@param node node
---@param chance integer Value of "compostability" group of inserted item
function composter_progress_chance(pos, node, chance)
-- calculate leveling up chance
local rand = math.random(0,100)
if chance >= rand then
-- get current compost level
local level = registered_nodes[node.name]["_mcl_compost_level"]
-- spawn green particles above new layer
mcl_dye.add_bone_meal_particle(vector_offset(pos, 0, level/8, 0))
-- update composter block
if level < 7 then
level = level + 1
else
level = "ready"
end
swap_node(pos, {name = "mcl_composters:composter_" .. level})
minetest.sound_play({name="default_grass_footstep", gain=0.4}, {
pos = pos,
gain= 0.4,
max_hear_distance = 16,
}, true)
-- a full composter becomes ready for harvest after one second
-- the block will get updated by the node timer callback set in node reg def
if level == 7 then
local timer = get_node_timer(pos)
if not timer:is_started() then
timer:start(1)
end
end
end
end
--- Update a full composter block to ready for harvesting.
--
-- `on_timer` handler. The timer is set in function 'composter_add_item'
@ -203,7 +203,7 @@ end
--
minetest.register_node("mcl_composters:composter", {
description = composter_description,
_tt_help = S("Converts organic items into bonemeal"),
_tt_help = S("Converts organic items into bone meal"),
_doc_items_longdesc = composter_longdesc,
_doc_items_usagehelp = composter_usagehelp,
paramtype = "light",

View File

@ -4,4 +4,4 @@ Composters can convert various organic items into bonemeal.=Les composteurs peuv
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=Utiliser des objets organiques sur le composteur pour le remplir de couches de compost. Chaque fois qu'un objet est mis dans le composteur, il y a une chance d'ajouter une nouvelle couche de compost au composteur. Certains objets ont une plus grande chance que d'autres d'ajouter une couche supplémentaire. Après l'avoir rempli de 7 couches de compost, le composteur est plein. Après un délai d'approximativement une seconde, le composteur est prêt et on peut récupérer la farine d'os. Cliquer droit le composteur permet de récupérer la farine d'os et de vider le composteur.
filled=rempli
ready for harvest=prêt pour la récolte
Converts organic items into bonemeal=Convertit les objets organiques en farine d'os.
Converts organic items into bone meal=Convertit les objets organiques en farine d'os.

View File

@ -4,4 +4,4 @@ Composters can convert various organic items into bonemeal.=コンポスター
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter."=コンポスターに有機物を入れて、堆肥の層を作りましょう。コンポスターに有機物を入れるたびに、次の堆肥の層が追加されるチャンスが起きます。 追加される確率がより高くなっているアイテムもいくつかあります。 7層分の堆肥が充填されると、コンポスターは満杯となります。その約1秒後に、骨粉を取り出せる準備が完了します。右クリックして骨粉を取り出すと、コンポスターは空になります。
filled=充足
ready for harvest=収穫可能
Converts organic items into bonemeal=有機物を骨粉に変える
Converts organic items into bone meal=有機物を骨粉に変える

View File

@ -4,4 +4,4 @@ Composters can convert various organic items into bonemeal.=Компостер
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=Используйте органические предметы на компостере, чтобы заполнить его слоями перегноя. Каждый раз когда в компостер попадает предмет, есть шанс что в компостере появится новый слой перегноя. Некоторые предметы имеют больший шанс на появление нового слоя. После заполнения 7 слоями перегноя, компостер можно опустошить, забрав из него костную муку. После задержки в одну секунду компостер будет готов и костная мука будет извлечена из него. Правым кликом по компостеру чтобы забрать костную муку.
filled=заполнен
ready for harvest=готов к сбору
Converts organic items into bonemeal=Перерабатывает органику в костную муку
Converts organic items into bone meal=Перерабатывает органику в костную муку

View File

@ -1,7 +1,7 @@
# textdomain: mcl_composters
Composter=
Composters can convert various organic items into bonemeal.=
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=
Composters can convert various organic items into bone meal.=
Use organic items on the composter to fill it with layers of compost. Every time an item is put in the composter, there is a chance that the composter adds another layer of compost. Some items have a bigger chance of adding an extra layer than other items. After filling up with 7 layers of compost, the composter is full. After a delay of approximately one second the composter becomes ready and bone meal can be retrieved from it. Right-clicking the composter takes out the bone meal empties the composter.=
filled=
ready for harvest=
Converts organic items into bonemeal=
Converts organic items into bone meal=

View File

@ -1,5 +1,5 @@
name = mcl_composters
author = kabou
description = Composters can convert various organic items into bonemeal.
depends = mcl_core, mcl_sounds, mcl_dye, mcl_hoppers
depends = mcl_core, mcl_sounds, mcl_bone_meal, mcl_hoppers
optional_depends = doc

File diff suppressed because it is too large Load Diff

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@ -280,6 +280,14 @@ function mcl_core.register_sapling(subname, description, longdesc, tt_help, text
nn == "mcl_core:podzol" or nn == "mcl_core:podzol_snow" or
nn == "mcl_core:dirt" or nn == "mcl_core:mycelium" or nn == "mcl_core:coarse_dirt"
end),
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local n = minetest.get_node(pos)
-- Saplings: 45% chance to advance growth stage
if math.random(1,100) <= 45 then
return mcl_core.grow_sapling(pos, n)
end
end,
node_placement_prediction = "",
_mcl_blast_resistance = 0,
_mcl_hardness = 0,

View File

@ -5,6 +5,8 @@ local modpath = minetest.get_modpath(modname)
-- by debiankaios
-- adapted for mcl2 by cora
local MAXIMUM_VINE_HEIGHT = 25
local wood_slab_groups = {handy = 1, axey = 1, material_wood = 1, wood_slab = 1}
local wood_stair_groups = {handy = 1, axey = 1, material_wood = 1, wood_stairs = 1}
@ -16,21 +18,36 @@ function generate_crimson_tree(pos)
minetest.place_schematic(pos,modpath.."/schematics/crimson_fungus_1.mts","random",nil,false,"place_center_x,place_center_z")
end
function grow_vines(pos, moreontop ,vine, dir)
function grow_vines(pos, moreontop, vine, dir)
-- Sanity checks
if dir == nil then dir = 1 end
local n
repeat
pos = vector.offset(pos,0,dir,0)
n = minetest.get_node(pos)
if n.name == "air" then
for i=0,math.max(moreontop,1) do
if minetest.get_node(pos).name == "air" then
minetest.set_node(vector.offset(pos,0,i*dir,0),{name=vine})
end
end
break
end
until n.name ~= "air" and n.name ~= vine
if not moreontop or moreontop < 1 then return false end
local allowed_nodes = {}
allowed_nodes[vine] = true
-- Find the root, tip and calculate height
local root,_,root_node = mcl_util.trace_nodes(pos, -dir, allowed_nodes, MAXIMUM_VINE_HEIGHT)
if not root then return false end
local tip,height,tip_node = mcl_util.trace_nodes(vector.offset(root, 0, dir, 0), dir, allowed_nodes, MAXIMUM_VINE_HEIGHT)
if not tip then return false end
local res = false
for i = 1,moreontop do
-- Check if we can grow into this position
if height >= MAXIMUM_VINE_HEIGHT then return res end
if tip_node.name ~= "air" then return res end
-- Update world map data
minetest.set_node(tip, {name = vine})
-- Move to the next position and flag that growth has occured
tip = vector.offset(tip, 0, dir, 0)
tip_node = minetest.get_node(tip)
height = height + 1
res = true
end
return res
end
local nether_plants = {
@ -83,17 +100,20 @@ minetest.register_node("mcl_crimson:warped_fungus", {
light_source = 1,
sounds = mcl_sounds.node_sound_leaves_defaults(),
node_placement_prediction = "",
on_rightclick = function(pos, node, pointed_thing, player, itemstack)
if pointed_thing:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
local nodepos = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if nodepos.name == "mcl_crimson:warped_nylium" or nodepos.name == "mcl_nether:netherrack" then
local random = math.random(1, 5)
if random == 1 then
minetest.remove_node(pos)
generate_warped_tree(pos)
end
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local nodepos = minetest.get_node(vector.offset(pos, 0, -1, 0))
if nodepos.name == "mcl_crimson:warped_nylium" or nodepos.name == "mcl_nether:netherrack" then
local random = math.random(1, 5)
if random == 1 then
minetest.remove_node(pos)
generate_warped_tree(pos)
return true
end
end
return false
end,
_mcl_blast_resistance = 0,
})
@ -102,6 +122,12 @@ mcl_flowerpots.register_potted_flower("mcl_crimson:warped_fungus", {
name = "warped_fungus",
desc = S("Warped Fungus"),
image = "mcl_crimson_warped_fungus.png",
_on_bone_meal = function(itemstack, placer, pointed_thing)
local n = has_nylium_neighbor(pointed_thing.under)
if n then
minetest.set_node(pointed_thing.under,n)
end
end,
})
minetest.register_node("mcl_crimson:twisting_vines", {
@ -121,6 +147,9 @@ minetest.register_node("mcl_crimson:twisting_vines", {
fixed = { -3/16, -0.5, -3/16, 3/16, 0.5, 3/16 },
},
node_placement_prediction = "",
_on_bone_meal = function(itemstack, placer, pointed_thing)
return grow_vines(pointed_thing.under, math.random(1, 3),"mcl_crimson:twisting_vines")
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local pn = clicker:get_player_name()
if clicker:is_player() and minetest.is_protected(vector.offset(pos,0,1,0), pn or "") then
@ -141,26 +170,28 @@ minetest.register_node("mcl_crimson:twisting_vines", {
end
elseif clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
grow_vines(pos, math.random(1, 3),"mcl_crimson:twisting_vines")
return mcl_bone_meal.use_bone_meal(itemstack, clicker, {under=pos, above=pos})
end
return itemstack
end,
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local above = pointed_thing.above
local unode = minetest.get_node(under)
local unode_def = minetest.registered_nodes[unode.name]
local above = pointed_thing.above
local anode = minetest.get_node(above)
local anode_def = minetest.registered_nodes[anode.name]
if under.y < above.y then
minetest.set_node(above, {name = "mcl_crimson:twisting_vines"})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
else
if unode.name == "mcl_crimson:twisting_vines" then
return minetest.registered_nodes[unode.name].on_rightclick(under, unode, placer, itemstack, pointed_thing)
end
elseif unode_def and unode_def.on_rightclick then
return unode_def.on_rightclick(under, unode, placer, itemstack, pointed_thing)
elseif anode_def and anode_def.on_rightclick then
return unode_def.on_rightclick(above, anode, placer, itemstack, pointed_thing)
end
return itemstack
end,
@ -168,7 +199,7 @@ minetest.register_node("mcl_crimson:twisting_vines", {
local above = vector.offset(pos,0,1,0)
local abovenode = minetest.get_node(above)
minetest.node_dig(pos, node, digger)
if abovenode.name == node.name and (not mcl_core.check_vines_supported(above, abovenode)) then
if abovenode.name == node.name then
minetest.registered_nodes[node.name].on_dig(above, node, digger)
end
end,
@ -211,6 +242,9 @@ minetest.register_node("mcl_crimson:weeping_vines", {
fixed = { -3/16, -0.5, -3/16, 3/16, 0.5, 3/16 },
},
node_placement_prediction = "",
_on_bone_meal = function(itemstack, placer, pointed_thing)
return grow_vines(pointed_thing.under, math.random(1, 3),"mcl_crimson:weeping_vines", -1)
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local pn = clicker:get_player_name()
if clicker:is_player() and minetest.is_protected(vector.offset(pos,0,1,0), pn or "") then
@ -231,26 +265,28 @@ minetest.register_node("mcl_crimson:weeping_vines", {
end
elseif clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
grow_vines(pos, math.random(1, 3),"mcl_crimson:weeping_vines", -1)
return mcl_bone_meal.use_bone_meal(itemstack, clicker, {under=pos, above=pos})
end
return itemstack
end,
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local above = pointed_thing.above
local unode = minetest.get_node(under)
local unode_def = minetest.registered_nodes[unode.name]
local above = pointed_thing.above
local anode = minetest.get_node(above)
local anode_def = minetest.registered_nodes[anode.name]
if under.y > above.y then
minetest.set_node(above, {name = "mcl_crimson:weeping_vines"})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
else
if unode.name == "mcl_crimson:weeping_vines" then
return minetest.registered_nodes[unode.name].on_rightclick(under, unode, placer, itemstack, pointed_thing)
end
elseif unode_def and unode_def.on_rightclick then
return unode_def.on_rightclick(under, unode, placer, itemstack, pointed_thing)
elseif anode_def and anode_def.on_rightclick then
return unode_def.on_rightclick(above, anode, placer, itemstack, pointed_thing)
end
return itemstack
end,
@ -258,7 +294,7 @@ minetest.register_node("mcl_crimson:weeping_vines", {
local below = vector.offset(pos,0,-1,0)
local belownode = minetest.get_node(below)
minetest.node_dig(pos, node, digger)
if belownode.name == node.name and (not mcl_core.check_vines_supported(below, belownode)) then
if belownode.name == node.name then
minetest.registered_nodes[node.name].on_dig(below, node, digger)
end
end,
@ -393,6 +429,11 @@ minetest.register_node("mcl_crimson:warped_nylium", {
_mcl_hardness = 0.4,
_mcl_blast_resistance = 0.4,
_mcl_silk_touch_drop = true,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local node = minetest.get_node(pointed_thing.under)
spread_nether_plants(pointed_thing.under,node)
return true
end,
})
--Stem bark, stripped stem and bark
@ -525,17 +566,21 @@ minetest.register_node("mcl_crimson:crimson_fungus", {
fixed = { -3/16, -0.5, -3/16, 3/16, -2/16, 3/16 },
},
node_placement_prediction = "",
on_rightclick = function(pos, node, pointed_thing, player)
if pointed_thing:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
local nodepos = minetest.get_node(vector.offset(pos, 0, -1, 0))
if nodepos.name == "mcl_crimson:crimson_nylium" or nodepos.name == "mcl_nether:netherrack" then
local random = math.random(1, 5)
if random == 1 then
minetest.remove_node(pos)
generate_crimson_tree(pos)
end
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local nodepos = minetest.get_node(vector.offset(pos, 0, -1, 0))
if nodepos.name == "mcl_crimson:crimson_nylium" or nodepos.name == "mcl_nether:netherrack" then
local random = math.random(1, 5)
if random == 1 then
minetest.remove_node(pos)
generate_crimson_tree(pos)
return true
end
end
-- Failed to spread nylium
return false
end,
_mcl_blast_resistance = 0,
})
@ -682,6 +727,11 @@ minetest.register_node("mcl_crimson:crimson_nylium", {
_mcl_hardness = 0.4,
_mcl_blast_resistance = 0.4,
_mcl_silk_touch_drop = true,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local node = minetest.get_node(pointed_thing.under)
spread_nether_plants(pointed_thing.under,node)
return true
end,
})
minetest.register_craft({
@ -723,19 +773,6 @@ minetest.register_craft({
mcl_stairs.register_stair("crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", wood_stair_groups, false, S("Crimson Stair"))
mcl_stairs.register_slab("crimson_hyphae_wood", "mcl_crimson:crimson_hyphae_wood", wood_slab_groups, false, S("Crimson Slab"))
mcl_dye.register_on_bone_meal_apply(function(pt,user)
if not pt.type == "node" then return end
local node = minetest.get_node(pt.under)
if node.name == "mcl_nether:netherrack" then
local n = has_nylium_neighbor(pt.under)
if n then
minetest.set_node(pt.under,n)
end
elseif node.name == "mcl_crimson:warped_nylium" or node.name == "mcl_crimson:crimson_nylium" then
spread_nether_plants(pt.under,node)
end
end)
minetest.register_abm({
label = "Turn Crimson Nylium and Warped Nylium below solid block into Netherrack",
nodenames = {"mcl_crimson:crimson_nylium","mcl_crimson:warped_nylium"},

View File

@ -1,14 +0,0 @@
# mcl_dye
# Bone meal API
Callback and particle functions.
## mcl_dye.add_bone_meal_particle(pos, def)
Spawns standard or custom bone meal particles.
* `pos`: position, is ignored if you define def.minpos and def.maxpos
* `def`: (optional) particle definition
## mcl_dye.register_on_bone_meal_apply(function(pointed_thing, user))
Called when the bone meal is applied anywhere.
* `pointed_thing`: exact pointing location (see Minetest API), where the bone meal is applied
* `user`: ObjectRef of the player who aplied the bone meal, can be nil!

View File

@ -15,7 +15,6 @@ mcl_dye = {}
local S = minetest.get_translator(minetest.get_current_modname())
local math = math
local string = string
-- Base color groups:
@ -115,328 +114,23 @@ for _, row in pairs(dyes) do
})
end
-- Bone meal code to be moved into its own mod.
-- Legacy support for things now in mcl_bone_meal.
-- These shims will at some time in the future be removed.
--
function mcl_dye.add_bone_meal_particle(pos, def)
if not def then
def = {}
minetest.log("warning", "mcl_dye.add_bone_meal_particles() is deprecated. Read mcl_bone_meal/API.md!")
local lines = string.split(debug.traceback(),"\n")
for _,line in ipairs(lines) do
minetest.log("warning",line)
end
minetest.add_particlespawner({
amount = def.amount or 10,
time = def.time or 0.1,
minpos = def.minpos or vector.subtract(pos, 0.5),
maxpos = def.maxpos or vector.add(pos, 0.5),
minvel = def.minvel or vector.new(-0.01, 0.01, -0.01),
maxvel = def.maxvel or vector.new(0.01, 0.01, 0.01),
minacc = def.minacc or vector.new(0, 0, 0),
maxacc = def.maxacc or vector.new(0, 0, 0),
minexptime = def.minexptime or 1,
maxexptime = def.maxexptime or 4,
minsize = def.minsize or 0.7,
maxsize = def.maxsize or 2.4,
texture = "mcl_particles_bonemeal.png^[colorize:#00EE00:125", -- TODO: real MC color
glow = def.glow or 1,
})
mcl_bone_meal.add_bone_meal_particle(pos, def)
end
mcl_dye.bone_meal_callbacks = {}
function mcl_dye.register_on_bone_meal_apply(func)
table.insert(mcl_dye.bone_meal_callbacks, func)
minetest.log("warning", "mcl_dye.register_on_bone_meal_apply() is deprecated. Read mcl_bone_meal/API.md!")
mcl_bone_meal.register_on_bone_meal_apply(func)
end
local function apply_bone_meal(pointed_thing, user)
-- Bone meal currently spawns all flowers found in the plains.
local flowers_table_plains = {
"mcl_flowers:dandelion",
"mcl_flowers:dandelion",
"mcl_flowers:poppy",
"mcl_flowers:oxeye_daisy",
"mcl_flowers:tulip_orange",
"mcl_flowers:tulip_red",
"mcl_flowers:tulip_white",
"mcl_flowers:tulip_pink",
"mcl_flowers:azure_bluet",
}
local flowers_table_simple = {
"mcl_flowers:dandelion",
"mcl_flowers:poppy",
}
local flowers_table_swampland = {
"mcl_flowers:blue_orchid",
}
local flowers_table_flower_forest = {
"mcl_flowers:dandelion",
"mcl_flowers:poppy",
"mcl_flowers:oxeye_daisy",
"mcl_flowers:tulip_orange",
"mcl_flowers:tulip_red",
"mcl_flowers:tulip_white",
"mcl_flowers:tulip_pink",
"mcl_flowers:azure_bluet",
"mcl_flowers:allium",
}
local pos = pointed_thing.under
local n = minetest.get_node(pos)
if n.name == "" then return false end
if mcl_util.check_area_protection(pos, pointed_thing.above, user) then
return false
end
for _, func in pairs(mcl_dye.bone_meal_callbacks) do
if func(pointed_thing, user) then
return true
end
end
if minetest.get_item_group(n.name, "sapling") >= 1 then
mcl_dye.add_bone_meal_particle(pos)
-- Saplings: 45% chance to advance growth stage
if math.random(1, 100) <= 45 then
if n.name == "mcl_cherry_blossom:cherrysapling" then
return mcl_cherry_blossom.generate_cherry_tree(pos) -- If cherry blossom sapling, run that callback instead.
else
return mcl_core.grow_sapling(pos, n)
end
end
elseif minetest.get_item_group(n.name, "mushroom") == 1 then
mcl_dye.add_bone_meal_particle(pos)
-- Try to grow huge mushroom
-- Must be on a dirt-type block
local below = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if below.name ~= "mcl_core:mycelium" and below.name ~= "mcl_core:dirt" and minetest.get_item_group(below.name, "grass_block") ~= 1 and below.name ~= "mcl_core:coarse_dirt" and below.name ~= "mcl_core:podzol" then
return false
end
-- Select schematic
local schematic, offset, height
if n.name == "mcl_mushrooms:mushroom_brown" then
schematic = minetest.get_modpath("mcl_mushrooms").."/schematics/mcl_mushrooms_huge_brown.mts"
offset = { x = -3, y = -1, z = -3 }
height = 8
elseif n.name == "mcl_mushrooms:mushroom_red" then
schematic = minetest.get_modpath("mcl_mushrooms").."/schematics/mcl_mushrooms_huge_red.mts"
offset = { x = -2, y = -1, z = -2 }
height = 8
else
return false
end
-- 40% chance
if math.random(1, 100) <= 40 then
-- Check space requirements
for i=1,3 do
local cpos = vector.add(pos, {x=0, y=i, z=0})
if minetest.get_node(cpos).name ~= "air" then
return false
end
end
local yoff = 3
local minp, maxp = {x=pos.x-3, y=pos.y+yoff, z=pos.z-3}, {x=pos.x+3, y=pos.y+yoff+(height-3), z=pos.z+3}
local diff = vector.subtract(maxp, minp)
diff = vector.add(diff, {x=1,y=1,z=1})
local totalnodes = diff.x * diff.y * diff.z
local goodnodes = minetest.find_nodes_in_area(minp, maxp, {"air", "group:leaves"})
if #goodnodes < totalnodes then
return false
end
-- Place the huge mushroom
minetest.remove_node(pos)
local place_pos = vector.add(pos, offset)
local ok = minetest.place_schematic(place_pos, schematic, 0, nil, false)
return ok ~= nil
end
return false
-- Wheat, Potato, Carrot, Pumpkin Stem, Melon Stem: Advance by 2-5 stages
elseif string.find(n.name, "mcl_farming:wheat_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_wheat", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:potato_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_potato", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:carrot_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_carrot", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:pumpkin_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_pumpkin_stem", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:melontige_") then
mcl_dye.add_bone_meal_particle(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_melon_stem", pos, n, stages, true)
elseif string.find(n.name, "mcl_farming:beetroot_") then
mcl_dye.add_bone_meal_particle(pos)
-- Beetroot: 75% chance to advance to next stage
if math.random(1, 100) <= 75 then
return mcl_farming:grow_plant("plant_beetroot", pos, n, 1, true)
end
elseif string.find(n.name, "mcl_farming:sweet_berry_bush_") then
mcl_dye.add_bone_meal_particle(pos)
if n.name == "mcl_farming:sweet_berry_bush_3" then
return minetest.add_item(vector.offset(pos,math.random()-0.5,math.random()-0.5,math.random()-0.5),"mcl_farming:sweet_berry")
else
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 1, true)
end
elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
mcl_dye.add_bone_meal_particle(pos)
-- Cocoa: Advance by 1 stage
mcl_cocoas.grow(pos)
return true
elseif minetest.get_item_group(n.name, "grass_block") == 1 then
-- Grass Block: Generate tall grass and random flowers all over the place
for i = -7, 7 do
for j = -7, 7 do
for y = -1, 1 do
pos = vector.offset(pointed_thing.above, i, y, j)
n = minetest.get_node(pos)
local n2 = minetest.get_node(vector.offset(pos, 0, -1, 0))
if n.name ~= "" and n.name == "air" and (minetest.get_item_group(n2.name, "grass_block_no_snow") == 1) then
-- Randomly generate flowers, tall grass or nothing
if math.random(1, 100) <= 90 / ((math.abs(i) + math.abs(j)) / 2)then
-- 90% tall grass, 10% flower
mcl_dye.add_bone_meal_particle(pos, {amount = 4})
if math.random(1,100) <= 90 then
local col = n2.param2
minetest.add_node(pos, {name="mcl_flowers:tallgrass", param2=col})
else
local flowers_table
if mg_name == "v6" then
flowers_table = flowers_table_plains
else
local biome = minetest.get_biome_name(minetest.get_biome_data(pos).biome)
if biome == "Swampland" or biome == "Swampland_shore" or biome == "Swampland_ocean" or biome == "Swampland_deep_ocean" or biome == "Swampland_underground" then
flowers_table = flowers_table_swampland
elseif biome == "FlowerForest" or biome == "FlowerForest_beach" or biome == "FlowerForest_ocean" or biome == "FlowerForest_deep_ocean" or biome == "FlowerForest_underground" then
flowers_table = flowers_table_flower_forest
elseif biome == "Plains" or biome == "Plains_beach" or biome == "Plains_ocean" or biome == "Plains_deep_ocean" or biome == "Plains_underground" or biome == "SunflowerPlains" or biome == "SunflowerPlains_ocean" or biome == "SunflowerPlains_deep_ocean" or biome == "SunflowerPlains_underground" then
flowers_table = flowers_table_plains
else
flowers_table = flowers_table_simple
end
end
minetest.add_node(pos, {name=flowers_table[math.random(1, #flowers_table)]})
end
end
end
end
end
end
return true
-- Double flowers: Drop corresponding item
elseif n.name == "mcl_flowers:rose_bush" or n.name == "mcl_flowers:rose_bush_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:rose_bush")
return true
elseif n.name == "mcl_flowers:peony" or n.name == "mcl_flowers:peony_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:peony")
return true
elseif n.name == "mcl_flowers:lilac" or n.name == "mcl_flowers:lilac_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:lilac")
return true
elseif n.name == "mcl_flowers:sunflower" or n.name == "mcl_flowers:sunflower_top" then
mcl_dye.add_bone_meal_particle(pos)
minetest.add_item(pos, "mcl_flowers:sunflower")
return true
elseif n.name == "mcl_flowers:tallgrass" then
mcl_dye.add_bone_meal_particle(pos)
-- Tall Grass: Grow into double tallgrass
local toppos = { x=pos.x, y=pos.y+1, z=pos.z }
local topnode = minetest.get_node(toppos)
if minetest.registered_nodes[topnode.name].buildable_to then
minetest.set_node(pos, { name = "mcl_flowers:double_grass", param2 = n.param2 })
minetest.set_node(toppos, { name = "mcl_flowers:double_grass_top", param2 = n.param2 })
return true
end
--[[
Here for when Bonemeal becomes an api, there's code if needed for handling applying to bamboo.
-- Handle applying bonemeal to bamboo.
elseif mcl_bamboo.is_bamboo(n.name) then
local success = mcl_bamboo.grow_bamboo(pos, true)
if success then
mcl_dye.add_bone_meal_particle(pos)
end
return success
--]]
elseif n.name == "mcl_flowers:fern" then
mcl_dye.add_bone_meal_particle(pos)
-- Fern: Grow into large fern
local toppos = { x=pos.x, y=pos.y+1, z=pos.z }
local topnode = minetest.get_node(toppos)
if minetest.registered_nodes[topnode.name].buildable_to then
minetest.set_node(pos, { name = "mcl_flowers:double_fern", param2 = n.param2 })
minetest.set_node(toppos, { name = "mcl_flowers:double_fern_top", param2 = n.param2 })
return true
end
end
return false
end
mcl_dye.apply_bone_meal = apply_bone_meal
-- Bone meal item registration.
--
-- To be moved into its own mod.
--
minetest.register_craftitem(":mcl_bone_meal:bone_meal", {
inventory_image = "mcl_bone_meal_bone_meal.png",
description = S("Bone Meal"),
_tt_help = S("Speeds up plant growth"),
_doc_items_longdesc = S("Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants."),
_doc_items_usagehelp = S("Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place."),
stack_max = 64,
on_place = function(itemstack, user, pointed_thing)
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if user and not user:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, user, itemstack) or itemstack
end
end
-- Use the bone meal on the ground
if (apply_bone_meal(pointed_thing, user) and (not minetest.is_creative_enabled(user:get_player_name()))) then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
-- Apply bone meal, if possible
local pointed_thing
if dropnode.name == "air" then
pointed_thing = { above = droppos, under = { x=droppos.x, y=droppos.y-1, z=droppos.z } }
else
pointed_thing = { above = pos, under = droppos }
end
local success = apply_bone_meal(pointed_thing, nil)
if success then
stack:take_item()
end
return stack
end,
_dispense_into_walkable = true
})
minetest.register_craft({
output = "mcl_bone_meal:bone_meal 3",
recipe = {{"mcl_mobitems:bone"}},
})
-- Dye creation recipes.
--
minetest.register_craft({
@ -609,19 +303,16 @@ minetest.register_craft({
output = "mcl_dye:magenta 2",
recipe = {"mcl_dye:violet", "mcl_dye:pink"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_dye:pink 2",
recipe = {"mcl_dye:red", "mcl_dye:white"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_dye:cyan 2",
recipe = {"mcl_dye:blue", "mcl_dye:dark_green"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_dye:violet 2",

View File

@ -17,11 +17,3 @@ Magenta Dye=Magenta Farbstoff
Pink Dye=Rosa Farbstoff
This item is a dye which is used for dyeing and crafting.=Dieser Gegenstand ist ein Farbstoff, der zum Einfärben und in der Herstellung benutzt werden kann.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Rechtsklicken Sie auf ein Schaf, um seine Wolle zu färben. Andere Dinge werden mit der Fertigung eingefärbt.
Bone Meal=Knochenmehl
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Knochenmehl ist ein weißer Farbstoff und auch nützlich als Dünger, um das Wachstum vieler Pflanzen zu beschleunigen.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Rechtsklicken Sie auf ein Schaf, um die Wolle weiß einzufärben. Rechtsklicken Sie auf eine Pflanze, um ihr Wachstum zu beschleunigen. Beachten Sie, dass nicht alle Pflanzen darauf ansprechen. Benutzen Sie es auf einem Grasblock, wächst viel hohes Gras und vielleicht auch ein paar Blumen.
Cocoa beans are a brown dye and can be used to plant cocoas.=Kakaobohnen sind ein brauner Farbstoff und werden benutzt, um Kakao anzupflanzen.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Rechtsklicken Sie auf ein Schaf, um die Wolle braun einzufärben. Rechtsklicken Sie an die Seite eines Dschungelbaumstamms (Dschungelholz), um eine junge Kakaoschote zu pflanzen.
Cocoa Beans=Kakaobohnen
Grows at the side of jungle trees=Wächst an der Seite von Dschungelbäumen
Speeds up plant growth=Beschleunigt Pflanzenwachstum

View File

@ -17,9 +17,3 @@ Magenta Dye=Tinte magenta
Pink Dye=Tinte rosado
This item is a dye which is used for dyeing and crafting.=Este artículo es un tinte que se utiliza para teñir y elaborar.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Haga clic derecho sobre una oveja para teñir su lana. Otras cosas pueden ser teñidas mediante la elaboración.
Bone Meal=Harina de hueso
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La harina de hueso es un tinte blanco y también es útil como fertilizante para acelerar el crecimiento de muchas plantas.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=RHaga clic derecho en una oveja para volver su lana blanca. Haga clic derecho en una planta para acelerar su crecimiento. Tenga en cuenta que no todas las plantas pueden ser fertilizadas de esta manera. Cuando haces clic derecho en un bloque de hierba, crecerán hierba alta y flores por todo el lugar.
Cocoa beans are a brown dye and can be used to plant cocoas.=Los granos de cacao son un tinte marrón y se pueden usar para plantar cacao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Haga clic derecho en una oveja para convertir su lana en marrón. Haga clic derecho en el costado del tronco de un árbol de jungla para plantar un cacao joven.
Cocoa Beans=Granos de cacao

View File

@ -17,11 +17,3 @@ Magenta Dye=Teinture Magenta
Pink Dye=Teinture Rose
This item is a dye which is used for dyeing and crafting.=Cet objet est un colorant utilisé pour la teinture et l'artisanat.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Clic droit sur un mouton pour teindre sa laine. D'autres choses sont teintes par l'artisanat.
Bone Meal=Farine d'Os
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=La farine d'os est une teinture blanche et également utile comme engrais pour accélérer la croissance de nombreuses plantes.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Cliquez avec le bouton droit sur un mouton pour blanchir sa laine. Cliquez avec le bouton droit sur une plante pour accélérer sa croissance. Notez que toutes les plantes ne peuvent pas être fertilisées comme ça. Lorsque vous cliquez avec le bouton droit sur un bloc d'herbe, les hautes herbes et les fleurs poussent partout.
Cocoa beans are a brown dye and can be used to plant cocoas.=Les fèves de cacao ont une teinture brune et peuvent être utilisées pour planter du cacao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Faites un clic droit sur un mouton pour brunir sa laine. Clic droit sur le côté d'un tronc d'arbre de la jungle (Bois Acajou) pour planter un jeune cacao.
Cocoa Beans=Fèves de Cacao
Grows at the side of jungle trees=Pousse à côté des arbres de la jungle
Speeds up plant growth=Accélère la croissance des plantes

View File

@ -17,11 +17,3 @@ Magenta Dye=Karmazynowa farba
Pink Dye=Różowa farba
This item is a dye which is used for dyeing and crafting.=Ten przedmiot to farba wykorzystywana to farbowania i wytwarzania.
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=Kliknij prawym na owcę aby zafarbować jej wełnę. Inne rzeczy mogą być zafarbowane przy wytwarzaniu.
Bone Meal=Mączka kostna
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=Mączka kostna to biała farba i przydatny nawóz, który przyspiesza rośnięcie wielu roślin.
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Kliknij prawym na owcę, aby wybielić jej wełnę. Kliknij prawym na roślinę aby przyspieszyć jej wzrost. Zważ, że nie na wszystkie rośliny to tak działa. Gdy klikniesz prawym na blok trawy, wysoka trawa wyrośnie wokół.
Cocoa beans are a brown dye and can be used to plant cocoas.=Ziarna kakaowe mogą być wykorzystane do sadzenia kakao.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Naciśnij prawym aby zafarbować wełnę owcy na brązowo. Naciśnij prawym na boku tropikalnego pnia (Tropikalne drewno) aby zasadzić młode kakao.
Cocoa Beans=Ziarna kakaowe
Grows at the side of jungle trees=Rośnie na boku tropikalnych drzew
Speeds up plant growth=Przyspiesza wzrost roślin

View File

@ -22,6 +22,3 @@ Bone meal is a white dye and also useful as a fertilizer to speed up the growth
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=Кликните правой по овце, чтобы сделать её шерсть белой. Кликните правой по растению, чтобы ускорить его рост. Имейте в виду, что не все растения можно удобрять таким способом. Если вы кликнете по травяному блоку, то на этом месте вырастет высокая трава и цветы.
Cocoa beans are a brown dye and can be used to plant cocoas.=Какао-бобы являются коричневым красителем. Их также можно использовать, чтобы посадить какао.
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=Кликните правой по овце, чтобы сделать её шерсть коричневой. Кликните правой по боковой части ствола тропического дерева, чтобы посадить молодое какао.
Cocoa Beans=Какао-бобы
Grows at the side of jungle trees=Растут на стволах тропических деревьев
Speeds up plant growth=Ускоряет рост растений

View File

@ -17,9 +17,3 @@ Magenta Dye=洋紅色染料
Pink Dye=粉紅色染料
This item is a dye which is used for dyeing and crafting.=這個物品是一種用於染色和合成的染料。
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=右鍵單擊綿羊以染它的毛。其他東西是通過合成染色的。
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=骨粉是一種白色染料,也可作為肥料,加速許多植物的生長。
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=右鍵點擊一隻羊,使其羊毛變白。右鍵點擊一株植物以加快其生長速度。注意,不是所有的植物都能像這樣施肥。當你右鍵點擊一個草方時,高高的草和花會到處生長。
Cocoa beans are a brown dye and can be used to plant cocoas.=可可豆是一種棕色染料,也可用於種植可可。
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=右鍵點擊一隻羊,使其羊毛變成褐色。右鍵點擊叢林木的一側,可以種植一個可可。
Grows at the side of jungle trees=在叢林木側生長
Speeds up plant growth=加速植物生長

View File

@ -17,11 +17,3 @@ Magenta Dye=
Pink Dye=
This item is a dye which is used for dyeing and crafting.=
Rightclick on a sheep to dye its wool. Other things are dyed by crafting.=
Bone Meal=
Bone meal is a white dye and also useful as a fertilizer to speed up the growth of many plants.=
Rightclick a sheep to turn its wool white. Rightclick a plant to speed up its growth. Note that not all plants can be fertilized like this. When you rightclick a grass block, tall grass and flowers will grow all over the place.=
Cocoa beans are a brown dye and can be used to plant cocoas.=
Rightclick a sheep to turn its wool brown. Rightclick on the side of a jungle tree trunk (Jungle Wood) to plant a young cocoa.=
Cocoa Beans=
Grows at the side of jungle trees=
Speeds up plant growth=

View File

@ -1,2 +1,3 @@
name = mcl_dye
depends = mcl_core, mcl_flowers, mcl_mobitems, mcl_cocoas
description = Adds color to your world!
depends = mcl_bone_meal, mcl_cocoas

View File

@ -13,78 +13,44 @@ minetest.register_craftitem("mcl_farming:beetroot_seeds", {
end
})
minetest.register_node("mcl_farming:beetroot_0", {
description = S("Premature Beetroot Plant (Stage 1)"),
_doc_items_longdesc = S("Beetroot plants are plants which grow on farmland under sunlight in 4 stages. On hydrated farmland, they grow a bit faster. They can be harvested at any time but will only yield a profit when mature."),
_doc_items_entry_name = S("Premature Beetroot Plant"),
paramtype = "light",
paramtype2 = "meshoptions",
sunlight_propagates = true,
place_param2 = 3,
walkable = false,
drawtype = "plantlike",
drop = "mcl_farming:beetroot_seeds",
tiles = {"mcl_farming_beetroot_0.png"},
inventory_image = "mcl_farming_beetroot_0.png",
wield_image = "mcl_farming_beetroot_0.png",
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -5/16, 0.5}
},
},
groups = {dig_immediate=3, not_in_creative_inventory=1,plant=1,attached_node=1,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(),
_mcl_blast_resistance = 0,
})
local size = {[0]=-5, -4, -3}
minetest.register_node("mcl_farming:beetroot_1", {
description = S("Premature Beetroot Plant (Stage 2)"),
_doc_items_create_entry = false,
paramtype = "light",
paramtype2 = "meshoptions",
sunlight_propagates = true,
place_param2 = 3,
walkable = false,
drawtype = "plantlike",
drop = "mcl_farming:beetroot_seeds",
tiles = {"mcl_farming_beetroot_1.png"},
inventory_image = "mcl_farming_beetroot_1.png",
wield_image = "mcl_farming_beetroot_1.png",
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -4/16, 0.5}
for i = 0, 2 do
minetest.register_node("mcl_farming:beetroot_".. i, {
description = S("Premature Beetroot Plant (Stage ".. i + 1 ..")"),
_doc_items_longdesc = S("Beetroot plants are plants which grow on farmland under sunlight in 4 stages. On hydrated farmland, they grow a bit faster. They can be harvested at any time but will only yield a profit when mature."),
_doc_items_entry_name = S("Premature Beetroot Plant"),
paramtype = "light",
paramtype2 = "meshoptions",
sunlight_propagates = true,
place_param2 = 3,
walkable = false,
drawtype = "plantlike",
drop = "mcl_farming:beetroot_seeds",
tiles = {"mcl_farming_beetroot_".. i ..".png"},
inventory_image = "mcl_farming_beetroot_".. i ..".png",
wield_image = "mcl_farming_beetroot_".. i ..".png",
selection_box = {
type = "fixed",
fixed = { {-0.5, -0.5, -0.5, 0.5, size[i]/16, 0.5} },
},
},
groups = {dig_immediate=3, not_in_creative_inventory=1,plant=1,attached_node=1,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(),
_mcl_blast_resistance = 0,
})
minetest.register_node("mcl_farming:beetroot_2", {
description = S("Premature Beetroot Plant (Stage 3)"),
_doc_items_create_entry = false,
paramtype = "light",
paramtype2 = "meshoptions",
sunlight_propagates = true,
place_param2 = 3,
walkable = false,
drawtype = "plantlike",
drop = "mcl_farming:beetroot_seeds",
tiles = {"mcl_farming_beetroot_2.png"},
inventory_image = "mcl_farming_beetroot_2.png",
wield_image = "mcl_farming_beetroot_2.png",
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -3/16, 0.5}
groups = {
dig_immediate=3, not_in_creative_inventory=1,
plant=1, attached_node=1, dig_by_water=1,
destroy_by_lava_flow=1,dig_by_piston=1
},
},
groups = {dig_immediate=3, not_in_creative_inventory=1,plant=1,attached_node=1,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(),
_mcl_blast_resistance = 0,
})
sounds = mcl_sounds.node_sound_leaves_defaults(),
_mcl_blast_resistance = 0,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local n = minetest.get_node(pos)
-- 75% chance to advance to next stage
if math.random(1, 100) <= 75 then
return mcl_farming:grow_plant("plant_beetroot", pos, n, 1, true)
end
end
})
end
minetest.register_node("mcl_farming:beetroot", {
description = S("Mature Beetroot Plant"),
@ -171,7 +137,8 @@ minetest.register_craft({
},
})
mcl_farming:add_plant("plant_beetroot", "mcl_farming:beetroot", {"mcl_farming:beetroot_0", "mcl_farming:beetroot_1", "mcl_farming:beetroot_2"}, 68, 3)
-- beetroots grow at 2/3rd of the default speed
mcl_farming:add_plant("plant_beetroot", "mcl_farming:beetroot", {"mcl_farming:beetroot_0", "mcl_farming:beetroot_1", "mcl_farming:beetroot_2"}, 8.7012, 35)
if minetest.get_modpath("doc") then
for i = 1, 2 do

View File

@ -45,6 +45,12 @@ for i=1, 7 do
groups = {dig_immediate=3, not_in_creative_inventory=1,plant=1,attached_node=1,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1},
sounds = mcl_sounds.node_sound_leaves_defaults(),
_mcl_blast_resistance = 0,
_on_bone_meal = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local n = minetest.get_node(pos)
local stages = math.random(2, 5)
return mcl_farming:grow_plant("plant_carrot", pos, n, stages, true)
end
})
end
@ -118,7 +124,7 @@ minetest.register_craft({
}
})
mcl_farming:add_plant("plant_carrot", "mcl_farming:carrot", {"mcl_farming:carrot_1", "mcl_farming:carrot_2", "mcl_farming:carrot_3", "mcl_farming:carrot_4", "mcl_farming:carrot_5", "mcl_farming:carrot_6", "mcl_farming:carrot_7"}, 25, 20)
mcl_farming:add_plant("plant_carrot", "mcl_farming:carrot", {"mcl_farming:carrot_1", "mcl_farming:carrot_2", "mcl_farming:carrot_3", "mcl_farming:carrot_4", "mcl_farming:carrot_5", "mcl_farming:carrot_6", "mcl_farming:carrot_7"}, 5.8013, 35)
if minetest.get_modpath("doc") then
for i=2,7 do

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