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13 Commits
9ca648e15a
...
6e1e84c33b
Author | SHA1 | Date |
---|---|---|
kno10 | 6e1e84c33b | |
Mikita Wiśniewski | 41b188caea | |
kno10 | ae7995d195 | |
kno10 | e293cbe631 | |
the-real-herowl | fd6cac5f0c | |
teknomunk | e864cc19ed | |
teknomunk | 66c3c014a1 | |
teknomunk | 7807093b50 | |
teknomunk | f6c3f4bd16 | |
teknomunk | 96a03b1923 | |
teknomunk | 2145470f63 | |
teknomunk | 2ca0ccd8fe | |
teknomunk | 614518c6cd |
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@ -105,7 +105,7 @@ end
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-- Spawn a child
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function mcl_mobs.spawn_child(pos, mob_type)
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local child = mcl_mobs.spawn(pos, mob_type)
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local child = minetest.add_entity(pos, mob_type)
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if not child then
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return
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end
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@ -928,8 +928,6 @@ end
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-- falling and fall damage
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-- returns true if mob died
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function mob_class:falling(pos, moveresult)
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if moveresult and moveresult.touching_ground then return false end
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if self.fly and self.state ~= "die" then
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return
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end
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@ -952,7 +950,13 @@ function mob_class:falling(pos, moveresult)
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new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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if moveresult and moveresult.touching_ground then
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-- when touching ground, retain a minimal gravity to keep the touching_ground flag
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-- but also to not get upwards acceleration with large dtime when on bouncy ground
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new_acceleration = vector.new(0, self.fall_speed * 0.01, 0)
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else
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new_acceleration = vector.new(0, self.fall_speed, 0)
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end
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else
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-- stop accelerating once max fall speed hit
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new_acceleration =vector.zero()
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@ -72,17 +72,23 @@ local axolotl = {
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fly = true,
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fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
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breathes_in_water = true,
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jump = true,
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jump = false, -- would get them out of the water too often
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damage = 2,
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reach = 2,
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attack_type = "dogfight",
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attack_animals = true,
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specific_attack = {
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"extra_mobs_cod",
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"extra_mobs_glow_squid",
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"extra_mobs_salmon",
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"extra_mobs_tropical_fish",
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"mobs_mc_squid"
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"mobs_mc:cod",
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"mobs_mc:glow_squid",
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"mobs_mc:salmon",
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"mobs_mc:tropical_fish",
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"mobs_mc:squid",
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"mobs_mc:zombie", -- todo: only drowned?
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"mobs_mc:baby_zombie",
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"mobs_mc:husk",
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"mobs_mc:baby_husk",
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"mobs_mc:guardian_elder",
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"mobs_mc:guardian",
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},
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runaway = true,
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}
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@ -157,6 +157,7 @@ function mcl_weather.rain.clear()
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mcl_weather.rain.remove_sound(player)
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mcl_weather.rain.remove_player(player)
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mcl_weather.remove_spawners_player(player)
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player:set_clouds({color="#FFF0EF"})
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end
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end
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@ -2,6 +2,7 @@
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local NIGHT_VISION_RATIO = 0.45
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local DEBUG = false
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-- Settings
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local minimum_update_interval = { 250e3 }
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@ -190,8 +191,8 @@ end
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function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
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-- Clamp current_val to valid range
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current_val = math.min(minval, current_val)
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current_val = math.max(maxval, current_val)
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current_val = math.max(minval, current_val)
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current_val = math.min(maxval, current_val)
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-- Rescale current_val from a number between minval and maxval to a number between 1 and #colors
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local scaled_value = (current_val - minval) / (maxval - minval) * (#colors - 1) + 1.0
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@ -199,7 +200,7 @@ function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
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-- Get the first color's values
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local index1 = math.floor(scaled_value)
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local color1 = colors[index1]
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local frac1 = scaled_value - index1
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local frac1 = 1.0 - (scaled_value - index1)
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-- Get the second color's values
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local index2 = math.min(index1 + 1, #colors) -- clamp to maximum color index (will occur if index1 == #colors)
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@ -207,11 +208,32 @@ function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
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local color2 = colors[index2]
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-- Interpolate between color1 and color2
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return {
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local res = {
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r = math.floor(frac1 * color1.r + frac2 * color2.r),
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g = math.floor(frac1 * color1.g + frac2 * color2.g),
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b = math.floor(frac1 * color1.b + frac2 * color2.b),
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}
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if DEBUG then
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minetest.log(dump({
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minval = minval,
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maxval = maxval,
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current_val = current_val,
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colors = colors,
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res = res,
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scaled_value = scaled_value,
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frac1 = frac1,
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index1 = index1,
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color1 = color1,
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frac2 = frac2,
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index2 = index2,
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color2 = color2,
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}))
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end
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return res
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end
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-- Simple getter. Either returns user given players list or get all connected players if none provided
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@ -40,18 +40,21 @@ function dimension_handlers.overworld(player, sky_data)
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end
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-- Use overworld defaults
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local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
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local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
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local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
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local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
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sky_data.sky = {
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type = "regular",
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sky_color = {
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day_sky = day_color,
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day_horizon = day_color,
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dawn_sky = dawn_color,
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dawn_horizon = dawn_color,
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night_sky = night_color,
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night_horizon = night_color,
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day_sky = day_color or "#7BA4FF",
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day_horizon = day_color or "#C0D8FF",
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dawn_sky = dawn_color or "7BA4FF",
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dawn_horizon = dawn_color or "#C0D8FF",
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night_sky = night_color or "000000",
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night_horizon = night_color or "4A6790",
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fog_sun_tint = "#ff5f33",
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fog_moon_tint = nil,
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fog_tint_type = "custom",
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},
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clouds = true,
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}
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@ -75,18 +78,15 @@ function dimension_handlers.overworld(player, sky_data)
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local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
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local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
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local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
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sky_data.sky = {
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type = "regular",
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sky_color = {
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day_sky = day_color,
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day_horizon = day_color,
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dawn_sky = dawn_color,
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dawn_horizon = dawn_color,
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night_sky = night_color,
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night_horizon = night_color,
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},
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clouds = true,
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}
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table.update(sky_data.sky.sky_color,{
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day_sky = day_color or "#7BA4FF",
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day_horizon = day_color or "#C0D8FF",
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dawn_sky = dawn_color or "7BA4FF",
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dawn_horizon = dawn_color or "#C0D8FF",
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night_sky = night_color or "000000",
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night_horizon = night_color or "4A6790",
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fog_tint_type = "default",
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})
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sky_data.sun = {visible = false, sunrise_visible = false}
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sky_data.moon = {visible = false}
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sky_data.stars = {visible = false}
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@ -164,7 +164,8 @@ function dimension_handlers.nether(player, sky_data)
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end
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function dimension_handlers.void(player, sky_data)
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sky_data.sky = { type = "plain",
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sky_data.sky = {
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type = "plain",
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base_color = "#000000",
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clouds = false,
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}
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@ -75,6 +75,7 @@ function mcl_weather.has_snow(pos)
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end
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function mcl_weather.snow.set_sky_box()
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if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-snow-sky" then
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mcl_weather.skycolor.add_layer(
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"weather-pack-snow-sky",
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{{r=0, g=0, b=0},
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@ -82,6 +83,7 @@ function mcl_weather.snow.set_sky_box()
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{r=135, g=135, b=135},
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{r=85, g=86, b=86},
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{r=0, g=0, b=0}})
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end
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mcl_weather.skycolor.active = true
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for _, player in pairs(get_connected_players()) do
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player:set_clouds({color="#ADADADE8"})
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@ -23,6 +23,7 @@ minetest.register_globalstep(function(dtime)
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mcl_weather.rain.make_weather()
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if mcl_weather.thunder.init_done == false then
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if mcl_weather.skycolor.current_layer_name() ~= "weather-pack-thunder-sky" then
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mcl_weather.skycolor.add_layer("weather-pack-thunder-sky", {
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{r=0, g=0, b=0},
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{r=40, g=40, b=40},
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@ -30,6 +31,7 @@ minetest.register_globalstep(function(dtime)
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{r=40, g=40, b=40},
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{r=0, g=0, b=0},
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})
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end
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mcl_weather.skycolor.active = true
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for _, player in pairs(get_connected_players()) do
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player:set_clouds({color="#3D3D3FE8"})
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@ -5,9 +5,6 @@
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--- Copyright (C) 2022 - 2023, Michieal. See License.txt
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-- CONSTS
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local DOUBLE_DROP_CHANCE = 8
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_ENDCAP_NAME = "mcl_bamboo:bamboo_endcap"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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@ -16,7 +13,7 @@ local BAMBOO_PLANK = BAMBOO .. "_plank"
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local node_sound = mcl_sounds.node_sound_wood_defaults()
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local pr = PseudoRandom((os.time() + 15766) * 12) -- switched from math.random() to PseudoRandom because the random wasn't very random.
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local pr = PseudoRandom((os.time() + 15766) * 12)
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local on_rotate
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if minetest.get_modpath("screwdriver") then
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@ -31,33 +28,7 @@ local bamboo_def = {
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paramtype = "light",
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groups = {handy = 1, axey = 1, choppy = 1, dig_by_piston = 1, plant = 1, non_mycelium_plant = 1, flammable = 3},
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sounds = node_sound,
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drop = {
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max_items = 1,
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-- From the API:
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-- max_items: Maximum number of item lists to drop.
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-- The entries in 'items' are processed in order. For each:
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-- Item filtering is applied, chance of drop is applied, if both are
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-- successful the entire item list is dropped.
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-- Entry processing continues until the number of dropped item lists
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-- equals 'max_items'.
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-- Therefore, entries should progress from low to high drop chance.
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items = {
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-- Examples:
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{
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-- 1 in DOUBLE_DROP_CHANCE chance of dropping.
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-- Default rarity is '1'.
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rarity = DOUBLE_DROP_CHANCE,
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items = {BAMBOO .. " 2"},
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},
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{
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-- 1 in 1 chance of dropping. (Note: this means that it will drop 100% of the time.)
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-- Default rarity is '1'.
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rarity = 1,
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items = {BAMBOO},
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},
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},
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},
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drop = BAMBOO,
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inventory_image = "mcl_bamboo_bamboo_shoot.png",
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wield_image = "mcl_bamboo_bamboo_shoot.png",
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@ -86,7 +57,6 @@ local bamboo_def = {
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on_rotate = on_rotate,
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on_place = function(itemstack, placer, pointed_thing)
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if not pointed_thing then
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return itemstack
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end
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@ -241,9 +211,6 @@ local bamboo_def = {
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if node_above and ((bamboo_node and bamboo_node > 0) or node_above.name == BAMBOO_ENDCAP_NAME) then
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minetest.remove_node(new_pos)
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minetest.sound_play(node_sound.dug, sound_params, true)
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if pr:next(1, DOUBLE_DROP_CHANCE) == 1 then
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minetest.add_item(new_pos, istack)
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end
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minetest.add_item(new_pos, istack)
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end
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end,
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|
|
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@ -9,8 +9,6 @@ local SIDE_SCAFFOLDING = false
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local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
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-- ---------------------------------------------------------------------------
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local SCAFFOLDING_NAME = "mcl_bamboo:scaffolding"
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-- Used everywhere. Often this is just the name, but it makes sense to me as BAMBOO, because that's how I think of it...
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-- "BAMBOO" goes here.
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local BAMBOO = "mcl_bamboo:bamboo"
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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|
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|
|
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@ -7,8 +7,6 @@
|
|||
|
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-- LOCALS
|
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local modname = minetest.get_current_modname()
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-- 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.
|
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local BAMBOO = "mcl_bamboo:bamboo"
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|
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mcl_bamboo = {}
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|
|
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@ -5,8 +5,6 @@
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--- These are all of the fuel recipes and all of the crafting recipes, consolidated into one place.
|
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--- 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.
|
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local BAMBOO = "mcl_bamboo:bamboo"
|
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local BAMBOO_PLANK = BAMBOO .. "_plank"
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-- Craftings
|
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|
|
|
@ -36,7 +36,11 @@ else
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end
|
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end
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|
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tsm_railcorridors.carts = { "mcl_minecarts:chest_minecart" }
|
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tsm_railcorridors.carts = {
|
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"mcl_minecarts:minecart", "mcl_minecarts:minecart",
|
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"mcl_minecarts:chest_minecart", "mcl_minecarts:chest_minecart",
|
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"mcl_minecarts:tnt_minecart"
|
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}
|
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|
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-- This is called after a spawner has been placed by the game.
|
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-- Use this to properly set up the metadata and stuff.
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|
@ -54,10 +58,12 @@ end
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function tsm_railcorridors.on_construct_cart(_, cart, pr_carts)
|
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local l = cart:get_luaentity()
|
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local inv = mcl_entity_invs.load_inv(l,27)
|
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if inv then -- otherwise probably not a chest minecart
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local items = tsm_railcorridors.get_treasures(pr_carts)
|
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mcl_loot.fill_inventory(inv, "main", items, pr_carts)
|
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mcl_entity_invs.save_inv(l)
|
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end
|
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end
|
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|
||||
-- Fallback function. Returns a random treasure. This function is called for chests
|
||||
-- only if the Treasurer mod is not found.
|
||||
|
|
|
@ -397,7 +397,9 @@ end
|
|||
-- This is a workaround thanks to the fact that minetest.add_entity is unreliable as fuck
|
||||
-- See: https://github.com/minetest/minetest/issues/4759
|
||||
-- FIXME: Kill this horrible hack with fire as soon you can.
|
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local function RecheckCartHack(params)
|
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local RecheckCartHack = nil
|
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if not minetest.features.random_state_restore then -- proxy for minetest > 5.9.0, this feature will not be removed
|
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RecheckCartHack = function(params)
|
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local pos = params[1]
|
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local cart_id = params[2]
|
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-- Find cart
|
||||
|
@ -412,6 +414,7 @@ local function RecheckCartHack(params)
|
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end
|
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minetest.log("info", "[tsm_railcorridors] Cart spawn FAILED: "..minetest.pos_to_string(pos))
|
||||
end
|
||||
end
|
||||
|
||||
-- Try to place a cobweb.
|
||||
-- pos: Position of cobweb
|
||||
|
@ -935,13 +938,17 @@ local function spawn_carts()
|
|||
-- See <https://github.com/minetest/minetest/issues/4759>
|
||||
local cart_id = tsm_railcorridors.carts[cart_type]
|
||||
minetest.log("info", "[tsm_railcorridors] Cart spawn attempt: "..minetest.pos_to_string(cpos))
|
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minetest.add_entity(cpos, cart_id)
|
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local obj = minetest.add_entity(cpos, cart_id)
|
||||
|
||||
-- This checks if the cart is actually spawned, it's a giant hack!
|
||||
-- Note that the callback function is also called there.
|
||||
-- TODO: Move callback function to this position when the
|
||||
-- minetest.add_entity bug has been fixed (supposedly in 5.9.0?)
|
||||
if RecheckCartHack then
|
||||
minetest.after(3, RecheckCartHack, {cpos, cart_id})
|
||||
else
|
||||
tsm_railcorridors.on_construct_cart(cpos, obj, pr_carts)
|
||||
end
|
||||
end
|
||||
end
|
||||
carts_table = {}
|
||||
|
|
Loading…
Reference in New Issue