forked from VoxeLibre/VoxeLibre
[mineclone5] Put mob flow code at its right place, fix unloaded player spawn rechech
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@ -10,7 +10,6 @@ local minetest_get_node = minetest.get_node
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local minetest_line_of_sight = minetest.line_of_sight
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local minetest_line_of_sight = minetest.line_of_sight
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local minetest_get_node_light = minetest.get_node_light
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local minetest_get_node_light = minetest.get_node_light
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local minetest_registered_nodes = minetest.registered_nodes
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local minetest_registered_nodes = minetest.registered_nodes
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local flow = mobs.get_flowing_dir
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local DOUBLE_PI = math.pi * 2
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local DOUBLE_PI = math.pi * 2
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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@ -1013,19 +1012,6 @@ function mobs.mob_step(self, dtime)
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end
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end
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end
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end
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--mobs flow from Crafter
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local pos = self.object:get_pos()
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if pos then
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local flow_dir = flow(pos)
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if flow_dir then
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flow_dir = vector.multiply(flow_dir,10)
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local vel = self.object:get_velocity()
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local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
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acceleration = vector.multiply(acceleration, 0.01)
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self.object:add_velocity(acceleration)
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end
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end
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--mob is stunned after being hit
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--mob is stunned after being hit
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if self.pause_timer > 0 then
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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self.pause_timer = self.pause_timer - dtime
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@ -1,25 +1,24 @@
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--this is from https://github.com/HybridDog/builtin_item/blob/e6dfd9dce86503b3cbd1474257eca5f6f6ca71c2/init.lua#L50
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--this is from https://github.com/HybridDog/builtin_item/blob/e6dfd9dce86503b3cbd1474257eca5f6f6ca71c2/init.lua#L50
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local
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local
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minetest,vector,math,pairs,minetest_get_node,vector_subtract,minetest_registered_nodes
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pairs, minetest_get_node, vector_subtract, minetest_registered_nodes
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=
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=
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minetest,vector,math,pairs,minetest.get_node,vector.subtract,minetest.registered_nodes
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pairs, minetest.get_node, vector.subtract, minetest.registered_nodes
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local tab
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local n
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local function get_nodes(pos)
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local function get_nodes(pos)
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tab,n = {},1
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local x, y, z = pos.x, pos.y, pos.z
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for i = -1,1,2 do
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local node1, node2, node3, node4 =
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for _,p in pairs({
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{x = x - 1, y = y, z = z },
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{x=pos.x+i, y=pos.y, z=pos.z},
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{x = x, y = y, z = z - 1},
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{x=pos.x, y=pos.y, z=pos.z+i}
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{x = x + 1, y = y, z = z },
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}) do
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{x = x, y = y, z = z + 1}
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tab[n] = {p, minetest_get_node(p)}
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local nodes = {
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n = n+1
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{node1, minetest_get_node(node1)},
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{node2, minetest_get_node(node2)},
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{node3, minetest_get_node(node3)},
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{node4, minetest_get_node(node4)}
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}
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return nodes
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end
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end
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end
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return tab
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end
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local data
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local data
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local param2
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local param2
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@ -13,6 +13,8 @@ local DEFAULT_JUMP_HEIGHT = 5
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local DEFAULT_FLOAT_SPEED = 4
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local DEFAULT_FLOAT_SPEED = 4
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local DEFAULT_CLIMB_SPEED = 3
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local DEFAULT_CLIMB_SPEED = 3
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local flow = mobs.get_flowing_dir
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mobs.stick_in_cobweb = function(self)
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mobs.stick_in_cobweb = function(self)
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local current_velocity = self.object:get_velocity()
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local current_velocity = self.object:get_velocity()
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@ -43,20 +45,24 @@ mobs.float = function(self)
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local current_velocity = self.object:get_velocity()
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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local new_velocity_addition = DEFAULT_FLOAT_SPEED - current_velocity.y
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x = 0,
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y = DEFAULT_FLOAT_SPEED,
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z = 0,
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}
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local new_velocity_addition = vector.subtract(goal_velocity, current_velocity)
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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--smooths out mobs a bit
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--smooths out mobs a bit
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if vector.length(new_velocity_addition) >= 0.0001 then
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if new_velocity_addition >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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self.object:add_velocity({x = 0, y = new_velocity_addition, z = 0})
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end
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--mobs flow from Crafter
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local pos = self.object:get_pos()
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if pos then
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local flow_dir = flow(pos)
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if flow_dir then
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flow_dir = vector.multiply(flow_dir,10)
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local vel = self.object:get_velocity()
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local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
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acceleration = vector.multiply(acceleration, 0.1)
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self.object:add_velocity(acceleration)
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end
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end
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end
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end
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end
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@ -187,8 +187,6 @@ function mcl_structures.generate_igloo(pos, rotation, pr)
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if real_depth <= 6 then
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if real_depth <= 6 then
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return success
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return success
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end
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end
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-- Place hidden trapdoor
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minetest.set_node(tpos, {name="mcl_doors:trapdoor", param2=20+minetest.dir_to_facedir(dir)}) -- TODO: more reliable param2
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-- Generate ladder to basement
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-- Generate ladder to basement
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for y=1, real_depth-1 do
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for y=1, real_depth-1 do
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set_brick({x=tpos.x-1,y=tpos.y-y,z=tpos.z })
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set_brick({x=tpos.x-1,y=tpos.y-y,z=tpos.z })
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@ -199,6 +197,10 @@ function mcl_structures.generate_igloo(pos, rotation, pr)
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end
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end
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-- Place basement
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-- Place basement
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mcl_structures.generate_igloo_basement(bpos, rotation, pr)
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mcl_structures.generate_igloo_basement(bpos, rotation, pr)
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-- Place hidden trapdoor
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minetest.after(5, function(tpos, dir)
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minetest.set_node(tpos, {name="mcl_doors:trapdoor", param2=20+minetest.dir_to_facedir(dir)}) -- TODO: more reliable param2
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end, tpos, dir)
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end
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end
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return success
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return success
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end
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end
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@ -500,7 +500,7 @@ function mcl_spawn.shadow_worker()
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if success then
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if success then
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local wsp_node = minetest.get_node(wsp)
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local wsp_node = minetest.get_node(wsp)
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if not (wsp_node and wsp_node.name == "ignore")
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if wsp_node and (minetest.compare_block_status(wsp, "loaded") or minetest.compare_block_status(wsp, "active"))
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and ((not good_for_respawn(wsp)) or ((no_trees_area_counter >= 0) and not can_find_tree(wsp))) then
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and ((not good_for_respawn(wsp)) or ((no_trees_area_counter >= 0) and not can_find_tree(wsp))) then
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success = false
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success = false
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minetest.log("action", "[mcl_spawn] World spawn position isn't safe anymore: "..minetest.pos_to_string(wsp))
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minetest.log("action", "[mcl_spawn] World spawn position isn't safe anymore: "..minetest.pos_to_string(wsp))
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