Compare commits

..

33 Commits

Author SHA1 Message Date
kno10 a94b3a8d4a Improve danger avoidance code. 2024-10-27 19:25:29 +01:00
kno10 8fce90111b fix and optimize Fleckenstein 2024-10-27 19:25:29 +01:00
kno10 645f884e7f small code cleanups 2024-10-27 19:25:29 +01:00
kno10 46f7c29451 also cleanup mount.lua 2024-10-27 19:25:29 +01:00
kno10 ddd180f5be some more cleanups, from code review 2024-10-27 19:25:29 +01:00
kno10 b473d55644 code cleanups 2024-10-27 19:24:40 +01:00
kno10 265dce301b movement improvements, door opening 2024-10-27 19:23:00 +01:00
kno10 3538efbf52 further movement tweaks 2024-10-27 19:21:36 +01:00
kno10 ab673cdf8b Movement and path finding improvements. 2024-10-27 19:21:36 +01:00
kno10 455353de27 Mob pushing improvements 2024-10-27 19:21:36 +01:00
kno10 b99e1a4b08 add and use turn_by/turn_in_direction methods 2024-10-27 19:21:36 +01:00
kno10 0730cce236 reduce code duplication, add mob:stand() 2024-10-27 19:21:36 +01:00
kno10 98f899fd67 cleanups 2024-10-27 19:21:36 +01:00
kno10 4b9e8aabb2 fix delay=0 in combat code, tune turning parameters 2024-10-27 19:21:35 +01:00
kno10 936e47e5f9 More help getting out of water 2024-10-27 19:21:35 +01:00
kno10 46b5416359 More movement code cleanups.
Closes #4506 #4502
2024-10-27 19:21:35 +01:00
kno10 72f825ade3 More cleanup and improvements to movement code 2024-10-27 19:21:35 +01:00
kno10 ec7e7c14bc More movement code improvements. 2024-10-27 19:21:35 +01:00
kno10 f8a6da10cb Try to reduce how much mobs fall off cliffs.
See #4464 and many more.
2024-10-27 19:21:35 +01:00
kno10 2e5b0bb3c7 Improve head swivel code. 2024-10-27 19:20:58 +01:00
Mikita Wiśniewski 41b188caea Remove "double drop" mechanics for bamboo (fixes #4514) (#4642)
Reviewed-on: VoxeLibre/VoxeLibre#4642
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-committed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
2024-10-27 14:16:06 +01:00
kno10 ae7995d195 Fix axolotl attacking water mobs (#4675)
Also avoid jumping out of the water closes #4644

Reviewed-on: VoxeLibre/VoxeLibre#4675
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <kno10@noreply.git.minetest.land>
Co-committed-by: kno10 <kno10@noreply.git.minetest.land>
2024-10-27 14:10:11 +01:00
kno10 e293cbe631 Better handling of touching_ground for bouncing on beds (#4689)
Reviewed-on: VoxeLibre/VoxeLibre#4689
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>
2024-10-27 14:03:50 +01:00
the-real-herowl fd6cac5f0c Merge pull request 'Fix fog tint in overworld, apply memory leak fix, fix rain->clear clouds' (#4669) from weather-fixes into master
Reviewed-on: VoxeLibre/VoxeLibre#4669
Reviewed-by: kno10 <kno10@noreply.git.minetest.land>
2024-10-11 07:14:01 +02:00
teknomunk e864cc19ed Make fog_tint_type = "default" when weather is present to match behavior at 0.87.2 2024-10-09 01:05:20 +02:00
teknomunk 66c3c014a1 Make sure fog tints are preserved during weather is present 2024-10-09 01:05:20 +02:00
teknomunk 7807093b50 Another correction to color interpolation, change day color from layer position 0.15 to 0.50 2024-10-09 01:05:20 +02:00
teknomunk f6c3f4bd16 Correct value clamping 2024-10-09 01:05:20 +02:00
teknomunk 96a03b1923 Remove posibility of nil sky colors in overworld, add line break 2024-10-09 01:05:20 +02:00
teknomunk 2145470f63 Fix clouds during rain->clear weather transition 2024-10-09 01:05:20 +02:00
teknomunk 2ca0ccd8fe Fix fog tint in overworld, apply memory leak fix from rain.lua to snow.lua and thunder.lua 2024-10-09 01:05:20 +02:00
teknomunk 614518c6cd Revert minetest.add_entity() -> mcl_mobs.spawn() from #4445 (#4679)
Reviewed-on: VoxeLibre/VoxeLibre#4679
Reviewed-by: kno10 <kno10@noreply.git.minetest.land>
Co-authored-by: teknomunk <teknomunk@protonmail.com>
Co-committed-by: teknomunk <teknomunk@protonmail.com>
2024-10-08 15:34:30 +02:00
kno10 253a06fa08 Fix mob egg double-spawns (#4657)
If you spawn a mob clicking on a wall, two mobs will be spawned.

To reproduce: face a stack of stones, with a spawn egg click on the side of a stone. It does not happen when you click the top of a node, because spawning below fails and only the second one succeeds.

Reviewed-on: VoxeLibre/VoxeLibre#4657
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <kno10@noreply.git.minetest.land>
Co-committed-by: kno10 <kno10@noreply.git.minetest.land>
2024-09-30 19:21:40 +02:00
13 changed files with 90 additions and 91 deletions

View File

@ -105,7 +105,7 @@ end
-- Spawn a child
function mcl_mobs.spawn_child(pos, mob_type)
local child = mcl_mobs.spawn(pos, mob_type)
local child = minetest.add_entity(pos, mob_type)
if not child then
return
end

View File

@ -611,7 +611,7 @@ function mcl_mobs.register_egg(mob_id, desc, background_color, overlay_color, ad
pos.y = pos.y - 1
local mob = mcl_mobs.spawn(pos, mob_name)
if not object then
if not mob then
pos.y = pos.y + 1
mob = mcl_mobs.spawn(pos, mob_name)
if not mob then return end

View File

@ -830,8 +830,6 @@ end
-- falling and fall damage
-- returns true if mob died
function mob_class:falling(pos, moveresult)
if moveresult and moveresult.touching_ground then return false end
if self.fly and self.state ~= "die" then return end
if not self.fall_speed then self.fall_speed = DEFAULT_FALL_SPEED end
@ -840,7 +838,13 @@ function mob_class:falling(pos, moveresult)
if v then
if v.y > 0 or (v.y <= 0 and v.y > self.fall_speed) then
-- fall downwards at set speed
if moveresult and moveresult.touching_ground then
-- when touching ground, retain a minimal gravity to keep the touching_ground flag
-- but also to not get upwards acceleration with large dtime when on bouncy ground
self.object:set_acceleration(vector.new(0, self.fall_speed * 0.01, 0))
else
self.object:set_acceleration(vector.new(0, self.fall_speed, 0))
end
else
-- stop accelerating once max fall speed hit
self.object:set_acceleration(vector.zero())

View File

@ -72,17 +72,23 @@ local axolotl = {
fly = true,
fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
breathes_in_water = true,
jump = false, -- disable for now, because they will not find back
jump = false, -- would get them out of the water too often
damage = 2,
reach = 2,
attack_type = "dogfight",
attack_animals = true,
specific_attack = {
"extra_mobs_cod",
"extra_mobs_glow_squid",
"extra_mobs_salmon",
"extra_mobs_tropical_fish",
"mobs_mc_squid"
"mobs_mc:cod",
"mobs_mc:glow_squid",
"mobs_mc:salmon",
"mobs_mc:tropical_fish",
"mobs_mc:squid",
"mobs_mc:zombie", -- todo: only drowned?
"mobs_mc:baby_zombie",
"mobs_mc:husk",
"mobs_mc:baby_husk",
"mobs_mc:guardian_elder",
"mobs_mc:guardian",
},
runaway = true,
}

View File

@ -157,6 +157,7 @@ function mcl_weather.rain.clear()
mcl_weather.rain.remove_sound(player)
mcl_weather.rain.remove_player(player)
mcl_weather.remove_spawners_player(player)
player:set_clouds({color="#FFF0EF"})
end
end

View File

@ -2,6 +2,7 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local NIGHT_VISION_RATIO = 0.45
local DEBUG = false
-- Settings
local minimum_update_interval = { 250e3 }
@ -190,8 +191,8 @@ end
function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
-- Clamp current_val to valid range
current_val = math.min(minval, current_val)
current_val = math.max(maxval, current_val)
current_val = math.max(minval, current_val)
current_val = math.min(maxval, current_val)
-- Rescale current_val from a number between minval and maxval to a number between 1 and #colors
local scaled_value = (current_val - minval) / (maxval - minval) * (#colors - 1) + 1.0
@ -199,7 +200,7 @@ function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
-- Get the first color's values
local index1 = math.floor(scaled_value)
local color1 = colors[index1]
local frac1 = scaled_value - index1
local frac1 = 1.0 - (scaled_value - index1)
-- Get the second color's values
local index2 = math.min(index1 + 1, #colors) -- clamp to maximum color index (will occur if index1 == #colors)
@ -207,11 +208,32 @@ function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
local color2 = colors[index2]
-- Interpolate between color1 and color2
return {
local res = {
r = math.floor(frac1 * color1.r + frac2 * color2.r),
g = math.floor(frac1 * color1.g + frac2 * color2.g),
b = math.floor(frac1 * color1.b + frac2 * color2.b),
}
if DEBUG then
minetest.log(dump({
minval = minval,
maxval = maxval,
current_val = current_val,
colors = colors,
res = res,
scaled_value = scaled_value,
frac1 = frac1,
index1 = index1,
color1 = color1,
frac2 = frac2,
index2 = index2,
color2 = color2,
}))
end
return res
end
-- Simple getter. Either returns user given players list or get all connected players if none provided

View File

@ -40,18 +40,21 @@ function dimension_handlers.overworld(player, sky_data)
end
-- Use overworld defaults
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
day_sky = day_color or "#7BA4FF",
day_horizon = day_color or "#C0D8FF",
dawn_sky = dawn_color or "7BA4FF",
dawn_horizon = dawn_color or "#C0D8FF",
night_sky = night_color or "000000",
night_horizon = night_color or "4A6790",
fog_sun_tint = "#ff5f33",
fog_moon_tint = nil,
fog_tint_type = "custom",
},
clouds = true,
}
@ -75,18 +78,15 @@ function dimension_handlers.overworld(player, sky_data)
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
sky_data.sky = {
type = "regular",
sky_color = {
day_sky = day_color,
day_horizon = day_color,
dawn_sky = dawn_color,
dawn_horizon = dawn_color,
night_sky = night_color,
night_horizon = night_color,
},
clouds = true,
}
table.update(sky_data.sky.sky_color,{
day_sky = day_color or "#7BA4FF",
day_horizon = day_color or "#C0D8FF",
dawn_sky = dawn_color or "7BA4FF",
dawn_horizon = dawn_color or "#C0D8FF",
night_sky = night_color or "000000",
night_horizon = night_color or "4A6790",
fog_tint_type = "default",
})
sky_data.sun = {visible = false, sunrise_visible = false}
sky_data.moon = {visible = false}
sky_data.stars = {visible = false}
@ -164,7 +164,8 @@ function dimension_handlers.nether(player, sky_data)
end
function dimension_handlers.void(player, sky_data)
sky_data.sky = { type = "plain",
sky_data.sky = {
type = "plain",
base_color = "#000000",
clouds = false,
}

View File

@ -75,6 +75,7 @@ function mcl_weather.has_snow(pos)
end
function mcl_weather.snow.set_sky_box()
if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-snow-sky" then
mcl_weather.skycolor.add_layer(
"weather-pack-snow-sky",
{{r=0, g=0, b=0},
@ -82,6 +83,7 @@ function mcl_weather.snow.set_sky_box()
{r=135, g=135, b=135},
{r=85, g=86, b=86},
{r=0, g=0, b=0}})
end
mcl_weather.skycolor.active = true
for _, player in pairs(get_connected_players()) do
player:set_clouds({color="#ADADADE8"})

View File

@ -23,6 +23,7 @@ minetest.register_globalstep(function(dtime)
mcl_weather.rain.make_weather()
if mcl_weather.thunder.init_done == false then
if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-thunder-sky" then
mcl_weather.skycolor.add_layer("weather-pack-thunder-sky", {
{r=0, g=0, b=0},
{r=40, g=40, b=40},
@ -30,6 +31,7 @@ minetest.register_globalstep(function(dtime)
{r=40, g=40, b=40},
{r=0, g=0, b=0},
})
end
mcl_weather.skycolor.active = true
for _, player in pairs(get_connected_players()) do
player:set_clouds({color="#3D3D3FE8"})

View File

@ -5,9 +5,6 @@
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
local DOUBLE_DROP_CHANCE = 8
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
local BAMBOO_PLANK = BAMBOO .. "_plank"
@ -16,7 +13,7 @@ local BAMBOO_PLANK = BAMBOO .. "_plank"
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local node_sound = mcl_sounds.node_sound_wood_defaults()
local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
local pr = PseudoRandom((os.time() + 15766) * 12)
local on_rotate
if minetest.get_modpath("screwdriver") then
@ -31,33 +28,7 @@ local bamboo_def = {
paramtype = "light",
groups = {handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3},
sounds = node_sound,
drop = {
max_items = 1,
-- From the API:
-- max_items: Maximum number of item lists to drop.
-- The entries in 'items' are processed in order. For each:
-- Item filtering is applied, chance of drop is applied, if both are
-- successful the entire item list is dropped.
-- Entry processing continues until the number of dropped item lists
-- equals 'max_items'.
-- Therefore, entries should progress from low to high drop chance.
items = {
-- Examples:
{
-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
-- Default rarity is '1'.
rarity = DOUBLE_DROP_CHANCE,
items = {BAMBOO .. " 2"},
},
{
-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
-- Default rarity is '1'.
rarity = 1,
items = {BAMBOO},
},
},
},
drop = BAMBOO,
inventory_image = "mcl_bamboo_bamboo_shoot.png",
wield_image = "mcl_bamboo_bamboo_shoot.png",
@ -86,7 +57,6 @@ local bamboo_def = {
on_rotate = on_rotate,
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing then
return itemstack
end
@ -241,9 +211,6 @@ local bamboo_def = {
if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
minetest.remove_node(new_pos)
minetest.sound_play(node_sound.dug, sound_params, true)
if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
minetest.add_item(new_pos, istack)
end
minetest.add_item(new_pos, istack)
end
end,

View File

@ -9,8 +9,6 @@ local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
-- ---------------------------------------------------------------------------
local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"

View File

@ -7,8 +7,6 @@
-- LOCALS
local modname = minetest.get_current_modname()
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
mcl_bamboo = {}

View File

@ -5,8 +5,6 @@
--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
--- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
-- "BAMBOO" goes here.
local BAMBOO = "mcl_bamboo:bamboo"
local BAMBOO_PLANK = BAMBOO .. "_plank"
-- Craftings