forked from MineClone5/MineClone5
Update mobs mod
This commit is contained in:
parent
084c299a3c
commit
b25254e516
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@ -1,9 +1,9 @@
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-- Mobs Api (4th July 2017)
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-- Mobs Api (14th July 2017)
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mobs = {}
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mobs = {}
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mobs.mod = "redo"
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mobs.mod = "redo"
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mobs.version = "20170704"
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mobs.version = "20170714"
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-- Intllib
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-- Intllib
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@ -48,7 +48,7 @@ local damage_enabled = minetest.setting_getbool("enable_damage")
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local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
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local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
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local disable_blood = minetest.setting_getbool("mobs_disable_blood")
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local disable_blood = minetest.setting_getbool("mobs_disable_blood")
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local creative = minetest.setting_getbool("creative_mode")
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local creative = minetest.setting_getbool("creative_mode")
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local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
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local spawn_protected = minetest.setting_getbool("mobs_spawn_protected") ~= false
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local remove_far = minetest.setting_getbool("remove_far_mobs")
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local remove_far = minetest.setting_getbool("remove_far_mobs")
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local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0
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local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0
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local show_health = false
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local show_health = false
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@ -64,6 +64,13 @@ local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- default nodes
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local node_fire = "mcl_fire:fire"
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local node_permanent_flame = "mcl_fire:eternal_fire"
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local node_ice = "mcl_core:ice"
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local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
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-- play sound
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-- play sound
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local mob_sound = function(self, sound)
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local mob_sound = function(self, sound)
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@ -242,9 +249,10 @@ end
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local flight_check = function(self, pos_w)
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local flight_check = function(self, pos_w)
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local nod = self.standing_in
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local nod = self.standing_in
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local def = minetest.registered_nodes[nod]
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if type(self.fly_in) == "string"
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if type(self.fly_in) == "string"
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and (nod == self.fly_in or nod == self.fly_in:gsub("_source", "_flowing")) then
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and (nod == self.fly_in or def.liquid_alternative_flowing ~= "") then
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return true
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return true
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@ -252,7 +260,7 @@ local flight_check = function(self, pos_w)
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for _,fly_in in pairs(self.fly_in) do
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for _,fly_in in pairs(self.fly_in) do
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if nod == fly_in or nod == fly_in:gsub("_source", "_flowing") then
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if nod == fly_in or def.liquid_alternative_flowing ~= "" then
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return true
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return true
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end
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end
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@ -507,7 +515,7 @@ end
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-- get node but use fallback for nil or unknown
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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local node_ok = function(pos, fallback)
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fallback = fallback or "mcl_core:dirt"
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fallback = fallback or mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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local node = minetest.get_node_or_nil(pos)
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@ -598,8 +606,8 @@ local do_env_damage = function(self)
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-- lava or fire
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-- lava or fire
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elseif self.lava_damage
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elseif self.lava_damage
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and (nodef.groups.lava
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and (nodef.groups.lava
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or self.standing_in == "mcl_fire:fire"
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or self.standing_in == node_fire
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or self.standing_in == "mcl_fire:eternal_fire") then
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or self.standing_in == node_permanent_flame) then
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if self.lava_damage ~= 0 then
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if self.lava_damage ~= 0 then
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@ -681,7 +689,7 @@ local do_jump = function(self)
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})
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})
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-- thin blocks that do not need to be jumped
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-- thin blocks that do not need to be jumped
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if nod.name == "mcl_core:snow" then
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if nod.name == node_snow then
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return false
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return false
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end
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end
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@ -1049,7 +1057,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
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if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
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minetest.set_node(s, {name = "mcl_core:dirt"})
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minetest.set_node(s, {name = mobs.fallback_node})
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end
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end
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end
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end
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@ -1511,7 +1519,7 @@ local do_states = function(self, dtime)
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and minetest.registered_nodes[self.standing_in].groups.water) then
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and minetest.registered_nodes[self.standing_in].groups.water) then
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lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
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lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
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"group:sand", "mcl_core:ice", "mcl_core:snowblock"})
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"group:sand", node_ice, node_snowblock})
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-- did we find land?
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-- did we find land?
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if lp then
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if lp then
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@ -1675,30 +1683,36 @@ local do_states = function(self, dtime)
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local pos = self.object:getpos()
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local pos = self.object:getpos()
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local radius = self.explosion_radius or 1
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local radius = self.explosion_radius or 1
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local damage_radius = radius
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-- dont damage anything if area protected or next to water
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-- dont damage anything if area protected or next to water
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if minetest.find_node_near(pos, 1, {"group:water"})
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if minetest.find_node_near(pos, 1, {"group:water"})
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or minetest.is_protected(pos, "") then
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or minetest.is_protected(pos, "") then
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mob_sound(self, self.sounds.explode)
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damage_radius = 0
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self.object:remove()
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effect(pos, 15, "tnt_smoke.png")
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-- hurt player/mobs caught in blast area
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entity_physics(pos, radius)
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return
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end
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end
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pos.y = pos.y - 1
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mobs:explosion(pos, radius, 0, 1, self.sounds.explode)
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self.object:remove()
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self.object:remove()
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entity_physics(pos, radius)
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if minetest.get_modpath("tnt") and tnt and tnt.boom
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and not minetest.is_protected(pos, "") then
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tnt.boom(pos, {
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radius = radius,
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damage_radius = damage_radius,
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sound = self.sounds.explode,
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})
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else
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minetest.sound_play(self.sounds.explode, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds.distance or 32
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})
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entity_physics(pos, damage_radius)
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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return
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return
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end
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end
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@ -2764,7 +2778,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
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end
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end
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-- mobs cannot spawn in protected areas when enabled
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-- mobs cannot spawn in protected areas when enabled
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if spawn_protected == 1
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if not spawn_protected
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and minetest.is_protected(pos, "") then
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and minetest.is_protected(pos, "") then
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--print ("--- inside protected area", name)
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--print ("--- inside protected area", name)
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return
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return
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@ -2850,96 +2864,6 @@ function mobs:spawn(def)
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end
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end
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-- set content id's
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_obsidian = minetest.get_content_id("mcl_core:obsidian")
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local c_fire = minetest.get_content_id("mcl_fire:fire")
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-- explosion (cannot break protected or unbreakable nodes)
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function mobs:explosion(pos, radius, fire, smoke, sound)
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radius = radius or 0
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fire = fire or 0
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smoke = smoke or 0
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-- if area protected or near map limits then no blast damage
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if minetest.is_protected(pos, "")
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or not within_limits(pos, radius) then
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return
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end
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-- explosion sound
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if sound
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and sound ~= "" then
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minetest.sound_play(sound, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 16
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})
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end
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pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?!
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local vm = VoxelManip()
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local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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local p = {}
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local pr = PseudoRandom(os.time())
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for z = -radius, radius do
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for y = -radius, radius do
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local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
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for x = -radius, radius do
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p.x = pos.x + x
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p.y = pos.y + y
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p.z = pos.z + z
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if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius)
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and data[vi] ~= c_air
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and data[vi] ~= c_ignore
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and data[vi] ~= c_obsidian
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and data[vi] ~= c_fire then
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local n = node_ok(p).name
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local on_blast = minetest.registered_nodes[n].on_blast
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if on_blast then
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return on_blast(p)
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elseif minetest.registered_nodes[n].groups.unbreakable == 1 then
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-- do nothing
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else
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-- after effects
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if fire > 0
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and (minetest.registered_nodes[n].groups.flammable
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or random(1, 100) <= 30) then
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minetest.set_node(p, {name = "mcl_fire:fire"})
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else
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minetest.set_node(p, {name = "air"})
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if smoke > 0 then
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effect(p, 2, "tnt_smoke.png", 3*radius, 5*radius, radius, 0)
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end
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end
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end
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end
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vi = vi + 1
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end
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end
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end
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end
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-- register arrow for shoot attack
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-- register arrow for shoot attack
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function mobs:register_arrow(name, def)
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function mobs:register_arrow(name, def)
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@ -3034,16 +2958,12 @@ function mobs:register_arrow(name, def)
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end
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end
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local entity = player:get_luaentity()
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local entity = player:get_luaentity()
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and player:get_luaentity().name or ""
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if self.hit_mob
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if entity
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and self.hit_mob
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and entity._cmi_is_mob == true
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and tostring(player) ~= self.owner_id
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and tostring(player) ~= self.owner_id
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and entity ~= self.object:get_luaentity().name
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and entity.name ~= self.object:get_luaentity().name then
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and entity ~= "__builtin:item"
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and entity ~= "__builtin:falling_node"
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and entity ~= "gauges:hp_bar"
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and entity ~= "mcl_signs:text"
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and entity ~= "itemframes:item" then
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self.hit_mob(self, player)
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self.hit_mob(self, player)
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@ -3060,6 +2980,38 @@ function mobs:register_arrow(name, def)
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end
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end
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-- compatibility function
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function mobs:explosion(pos, radius)
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local self = {sounds = {}}
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self.sounds.explode = "tnt_explode"
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mobs:boom(self, pos, radius)
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end
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-- make explosion with protection and tnt mod check
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function mobs:boom(self, pos, radius)
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if minetest.get_modpath("tnt") and tnt and tnt.boom
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and not minetest.is_protected(pos, "") then
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tnt.boom(pos, {
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radius = radius,
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damage_radius = radius,
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sound = self.sounds.explode,
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})
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else
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minetest.sound_play(self.sounds.explode, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds.distance or 32
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})
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entity_physics(pos, radius)
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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end
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-- Register spawn eggs
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-- Register spawn eggs
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-- Note: This also introduces the “spawn_egg” group:
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-- Note: This also introduces the “spawn_egg” group:
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@ -1,5 +1,5 @@
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MOB API (4th July 2017)
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MOB API (13th July 2017)
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
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@ -8,7 +8,7 @@ The mob api is a function that can be called on by other mods to add new animals
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'enable_damage' if true monsters will attack players (default is true)
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'enable_damage' if true monsters will attack players (default is true)
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'only_peaceful_mobs' if true only animals will spawn in game (default is false)
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'only_peaceful_mobs' if true only animals will spawn in game (default is false)
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'mobs_disable_blood' if false blood effects appear when mob is hit (default is false)
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'mobs_disable_blood' if false blood effects appear when mob is hit (default is false)
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'mobs_spawn_protected' if set to 1 then mobs will not spawn in protected areas (default is 0)
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'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true)
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'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false)
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'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false)
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'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
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'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
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'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
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'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
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@ -229,15 +229,14 @@ This function registers a spawn egg which can be used by admin to properly spawn
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'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters
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'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters
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mobs:explosion(pos, radius, fire, smoke)
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mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
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This function generates an explosion which removes nodes in a specific radius and replace them with fire or air. Protection nodes, obsidian and locked chests will not be destroyed although a normal chest will drop it's contents.
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mobs:boom(self, pos, radius)
|
||||||
|
This function generates an explosion which removes nodes in a specific radius and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage.
|
||||||
|
|
||||||
|
'self' mob entity
|
||||||
'pos' centre position of explosion
|
'pos' centre position of explosion
|
||||||
'radius' radius of explosion (typically set to 3)
|
'radius' radius of explosion (typically set to 3)
|
||||||
'fire' should fire appear in explosion (1=yes, 0=no)
|
|
||||||
'smoke' should smoke appear in explosion (1=yes, 0=no)
|
|
||||||
'sound' sound played when mob explodes
|
|
||||||
|
|
||||||
|
|
||||||
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
||||||
|
|
|
@ -1,6 +1,4 @@
|
||||||
mcl_core
|
mcl_core
|
||||||
mcl_hunger
|
|
||||||
mcl_sounds
|
|
||||||
invisibility?
|
invisibility?
|
||||||
intllib?
|
intllib?
|
||||||
lucky_block?
|
lucky_block?
|
||||||
|
|
|
@ -12,7 +12,7 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
|
||||||
|
|
||||||
local node_ok = function(pos, fallback)
|
local node_ok = function(pos, fallback)
|
||||||
|
|
||||||
fallback = fallback or "mcl_core:dirt"
|
fallback = fallback or mobs.fallback_node
|
||||||
|
|
||||||
local node = minetest.get_node_or_nil(pos)
|
local node = minetest.get_node_or_nil(pos)
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue