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10 Commits

Author SHA1 Message Date
kno10 1fe3295497 Add CC0 fox sounds, taming, breeding. 2024-11-19 16:31:02 +01:00
kno10 06a680a30e Add fox basics 2024-11-19 16:31:02 +01:00
kno10 b84c06b9c2 Rewrite the head swivel code math 2024-11-17 01:03:43 +01:00
marro 4dc5d0939c Whitespace fix in translation (#4701)
Reviewed-on: VoxeLibre/VoxeLibre#4701
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: marro <marronclement0403@gmail.com>
Co-committed-by: marro <marronclement0403@gmail.com>
2024-11-11 03:49:43 +01:00
the-real-herowl 32b334322b Merge pull request 'Mobile fixes & improvements (cherry-pick from Mineclonia)' (#4685) from grorp/MineClone2:vl-mobile-fixes-and-improvements into master
Reviewed-on: VoxeLibre/VoxeLibre#4685
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-11-11 01:44:27 +01:00
grorp 88c3c4558b Fix for VoxeLibre 2024-11-10 15:14:56 +01:00
grorp 3954acdfb7 Creative inventory: padding[-0.015,-0.015] on mobile
- less wasted screen space
- matches old layout
2024-11-10 15:14:56 +01:00
grorp 02b354f54a Avoid tab buttons going off-screen with high scaling values 2024-11-10 15:14:56 +01:00
grorp cb624fe1d9 Creative inventory: Make the whole tab button clickable
Previously, only the tab icon was clickable. Clicking next to the icon would
just close the inventory.
The icon is still kept clickable too since that gives a nicer press animation.
I didn't end up using image_button because that resulted in a different image
size and position, even with the exact same coordinates.
2024-11-10 15:14:56 +01:00
grorp bd9ab16762 Add touch_interaction to (cross)bow and spyglass 2024-11-10 15:14:56 +01:00
44 changed files with 452 additions and 255 deletions

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@ -5,7 +5,11 @@ 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_THIRD = math.pi / 3 -- 60 degrees
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"
@ -348,58 +352,62 @@ function mob_class:check_head_swivel(dtime)
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 = 1.5
if locked_object:is_player() then
_locked_object_eye_height = locked_object:get_properties().eye_height
elseif locked_object:get_luaentity() then
_locked_object_eye_height = locked_object:get_luaentity().head_eye_height
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
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 ps = self.object:get_pos()
ps.y = ps.y + self.head_eye_height * .7
local pt = locked_object:get_pos()
pt.y = pt.y + _locked_object_eye_height
local dir = vector.direction(ps, pt)
local mob_yaw = self_rot.y + math.atan2(dir.x, dir.z) + self.head_yaw_offset
local mob_pitch = math.asin(-dir.y) * self.head_pitch_multiplier
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
if (mob_yaw < -PI_THIRD or mob_yaw > PI_THIRD) and not (self.attack and self.state == "attack" and not self.runaway) then
newr = vector.multiply(oldr, 0.9)
elseif self.attack and self.state == "attack" and not self.runaway then
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)
end
else
if self.head_yaw == "y" then
newr = vector.new((mob_pitch-oldr.x)*.3+oldr.x, (mob_yaw-oldr.y)*.3+oldr.y, 0)
elseif self.head_yaw == "z" then
newr = vector.new((mob_pitch-oldr.x)*.3+oldr.x, 0, ((mob_yaw-oldr.y)*.3+oldr.y)*-3)
end
end
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 not locked_object and math.abs(oldr.y) > 0.05 and math.abs(oldr.x) < 0.05 then
newr = vector.multiply(oldr, 0.9)
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
local newp = vector.new(0, self.bone_eye_height, self.horizontal_head_height)
if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 and vector.equals(oldp, newp) then return end
if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 and vector.equals(oldp, vector.zero()) then return end
if self.object.get_bone_override then -- minetest >= 5.9
self.object:set_bone_override(self.head_swivel, {
position = { vec = newp, absolute = true },
rotation = { vec = newr, absolute = true } })
position = { vec = self.head_bone_position, absolute = true },
rotation = { vec = newr, absolute = true, interpolation = 0.1 } })
else -- minetest < 5.9
-- old API uses degrees not radians
self.object:set_bone_position(self.head_swivel, newp, vector.apply(newr, math.deg))
-- 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

View File

@ -143,11 +143,12 @@ function mcl_mobs.register_mob(name, def)
head_swivel = def.head_swivel or nil, -- bool to activate this function
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,

View File

@ -761,6 +761,8 @@ function mob_class:check_follow()
self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then
self:set_animation( "run")
else
self:set_animation( "stand")
end
else
self:set_velocity(0)

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"},

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

@ -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, 10, 0 ), -- for minetest <= 5.8
curiosity = 2,
head_yaw="z",
makes_footstep_sound = true,

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

@ -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 = 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)
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

@ -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 = {
{

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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},

View File

@ -75,8 +75,8 @@ 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({}),

View File

@ -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

@ -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,
@ -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

@ -418,6 +418,18 @@ minetest.register_on_joinplayer(function(player)
end
end)
---@param player mt.PlayerObjectRef
local function is_touch_enabled(playername)
-- Minetest < 5.7.0 support
if not minetest.get_player_window_information then
return false
end
local window = minetest.get_player_window_information(playername)
-- Always return a boolean (not nil) to avoid false-negatives when
-- comparing to a boolean later.
return window and window.touch_controls or false
end
---@param player mt.PlayerObjectRef
function mcl_inventory.set_creative_formspec(player)
local playername = player:get_player_name()
@ -566,8 +578,10 @@ function mcl_inventory.set_creative_formspec(player)
bg_img = "crafting_creative_inactive" .. button_bg_postfix[this_tab] .. ".png"
end
return table.concat({
"style[" .. this_tab .. ";border=false;bgimg=;bgimg_pressed=;noclip=true]",
"image[" .. offset[this_tab] .. ";1.5,1.44;" .. bg_img .. "]",
"style[" .. this_tab .. ";border=false;bgimg=;bgimg_pressed=]",
"style[" .. this_tab .. "_outer;border=false;bgimg=" .. bg_img ..
";bgimg_pressed=" .. bg_img .. "]",
"button[" .. offset[this_tab] .. ";1.5,1.44;" .. this_tab .. "_outer;]",
"item_image_button[" .. boffset[this_tab] .. ";1,1;" .. tab_icon[this_tab] .. ";" .. this_tab .. ";]",
})
end
@ -577,11 +591,21 @@ function mcl_inventory.set_creative_formspec(player)
caption = "label[0.375,0.375;" .. F(C(mcl_formspec.label_color, filtername[name])) .. "]"
end
local touch_enabled = is_touch_enabled(playername)
players[playername].last_touch_enabled = touch_enabled
local formspec = table.concat({
"formspec_version[6]",
"size[13,8.75]",
-- Original formspec height was 8.75, increased to include tab buttons.
-- This avoids tab buttons going off-screen with high scaling values.
"size[13,11.43]",
-- Use as much space as possible on mobile - the tab buttons are a lot
-- of padding already.
touch_enabled and "padding[-0.015,-0.015]" or "",
"style_type[image;noclip=true]",
"no_prepend[]", mcl_vars.gui_nonbg, mcl_vars.gui_bg_color,
"background9[0,1.34;13,8.75;mcl_base_textures_background9.png;;7]",
"container[0,1.34]",
-- Hotbar
mcl_formspec.get_itemslot_bg_v4(0.375, 7.375, 9, 1),
@ -638,6 +662,7 @@ function mcl_inventory.set_creative_formspec(player)
"set_focus[search;true]",
})
end
formspec = formspec .. "container_end[]"
if pagenum then formspec = formspec .. "p" .. tostring(pagenum) end
player:set_inventory_formspec(formspec)
end
@ -655,54 +680,54 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.blocks then
if fields.blocks or fields.blocks_outer then
if players[name].page == "blocks" then return end
set_inv_page("blocks", player)
page = "blocks"
elseif fields.deco then
elseif fields.deco or fields.deco_outer then
if players[name].page == "deco" then return end
set_inv_page("deco", player)
page = "deco"
elseif fields.redstone then
elseif fields.redstone or fields.redstone_outer then
if players[name].page == "redstone" then return end
set_inv_page("redstone", player)
page = "redstone"
elseif fields.rail then
elseif fields.rail or fields.rail_outer then
if players[name].page == "rail" then return end
set_inv_page("rail", player)
page = "rail"
elseif fields.misc then
elseif fields.misc or fields.misc_outer then
if players[name].page == "misc" then return end
set_inv_page("misc", player)
page = "misc"
elseif fields.nix then
elseif fields.nix or fields.nix_outer then
set_inv_page("all", player)
page = "nix"
elseif fields.food then
elseif fields.food or fields.food_outer then
if players[name].page == "food" then return end
set_inv_page("food", player)
page = "food"
elseif fields.tools then
elseif fields.tools or fields.tools_outer then
if players[name].page == "tools" then return end
set_inv_page("tools", player)
page = "tools"
elseif fields.combat then
elseif fields.combat or fields.combat_outer then
if players[name].page == "combat" then return end
set_inv_page("combat", player)
page = "combat"
elseif fields.mobs then
elseif fields.mobs or fields.mobs_outer then
if players[name].page == "mobs" then return end
set_inv_page("mobs", player)
page = "mobs"
elseif fields.brew then
elseif fields.brew or fields.brew_outer then
if players[name].page == "brew" then return end
set_inv_page("brew", player)
page = "brew"
elseif fields.matr then
elseif fields.matr or fields.matr_outer then
if players[name].page == "matr" then return end
set_inv_page("matr", player)
page = "matr"
elseif fields.inv then
elseif fields.inv or fields.inv_outer then
if players[name].page == "inv" then return end
page = "inv"
elseif fields.search == "" and not fields.creative_next and not fields.creative_prev then
@ -818,3 +843,19 @@ minetest.register_on_player_inventory_action(function(player, action, inventory,
player:get_inventory():set_stack("main", inventory_info.index, stack)
end
end)
-- This is necessary because get_player_window_information may return nil in
-- on_joinplayer.
-- (Also, Minetest plans to add support for toggling touchscreen mode in-game.)
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
if minetest.is_creative_enabled(name) then
local touch_enabled = is_touch_enabled(name)
if touch_enabled ~= players[name].last_touch_enabled then
mcl_inventory.set_creative_formspec(player)
end
end
end
end)

View File

@ -1,6 +1,5 @@
# 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.
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

View File

@ -169,6 +169,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,bow=1,cannot_block=1,enchantability=1},
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
@ -235,6 +236,7 @@ for level=0, 2 do
on_place = function(itemstack)
return itemstack
end,
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
end

View File

@ -159,6 +159,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1},
touch_interaction = "short_dig_long_place",
_mcl_uses = 326,
})
@ -194,6 +195,7 @@ S("The speed and damage of the arrow increases the longer you charge. The regula
return itemstack
end,
groups = {weapon=1,weapon_ranged=1,crossbow=1,cannot_block=1,enchantability=1,not_in_creative_inventory=1},
touch_interaction = "short_dig_long_place",
_mcl_uses = 326,
})
@ -257,6 +259,7 @@ for level=0, 2 do
on_place = function(itemstack)
return itemstack
end,
touch_interaction = "short_dig_long_place",
_mcl_uses = 385,
})
end

View File

@ -6,6 +6,7 @@ minetest.register_tool("mcl_spyglass:spyglass",{
inventory_image = "mcl_spyglass.png",
stack_max = 1,
_mcl_toollike_wield = true,
touch_interaction = "short_dig_long_place",
})
minetest.register_craft({

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