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Merge origin/master into mapgen

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kay27 2021-07-17 21:45:48 +04:00
commit b70859e185
469 changed files with 8730 additions and 4888 deletions

2
.gitignore vendored Normal file
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@ -0,0 +1,2 @@
# Text Editor TMP Files
*.swp

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@ -40,4 +40,16 @@ read_globals = {
"factorial" "factorial"
} }
}, },
------
--MODS
------
--GENERAL
"default",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
} }

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@ -1,5 +1,5 @@
# Contributing to MineClone 2 # Contributing to MineClone 2
So you want to MineClone 2? So you want to contribute to MineClone 2?
Wow, thank you! :-) Wow, thank you! :-)
But first, some things to note: But first, some things to note:
@ -46,6 +46,28 @@ Your commit names should be relatively descriptive, e.g. when saying "Fix #issue
Contributors will be credited in `CREDITS.md`. Contributors will be credited in `CREDITS.md`.
## Code Style
Each mod must provide `mod.conf`.
Each mod which add API functions should store functions inside a global table named like the mod.
Public functions should not use self references but rather just access the table directly.
Functions should be defined in this way:
```
function mcl_xyz.stuff(param) end
```
Insteed of this way:
```
mcl_xyz.stuff = function(param) end
```
Indentation must be unified, more likely with tabs.
Time sensitive mods should make a local copy of most used API functions to improve performances.
```
local vector = vector
local get_node = minetest.get_node
```
## Features > 1.12 ## Features > 1.12
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this. If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.

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@ -22,6 +22,7 @@
* Nicu * Nicu
* aligator * aligator
* Code-Sploit * Code-Sploit
* NO11
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -40,7 +41,6 @@
* Jared Moody * Jared Moody
* Li0n * Li0n
* Midgard * Midgard
* NO11
* Saku Laesvuori * Saku Laesvuori
* Yukitty * Yukitty
* ZedekThePD * ZedekThePD
@ -102,6 +102,7 @@
* leorockway * leorockway
* xMrVizzy * xMrVizzy
* yutyo * yutyo
* NO11
## Translations ## Translations
* Wuzzy * Wuzzy

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@ -149,7 +149,7 @@ These groups are used mostly for informational purposes
* `trapdoor=2`: Open trapdoor * `trapdoor=2`: Open trapdoor
* `glass=1`: Glass (full cubes only) * `glass=1`: Glass (full cubes only)
* `rail=1`: Rail * `rail=1`: Rail
* `music_record`: Music Disc (rating is track ID) * `music_record`: Item is Music Disc
* `tnt=1`: Block is TNT * `tnt=1`: Block is TNT
* `boat=1`: Boat * `boat=1`: Boat
* `minecart=1`: Minecart * `minecart=1`: Minecart

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@ -1,5 +1,3 @@
# (Currently in feature freeze)
# MineClone 2 # MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
@ -77,15 +75,16 @@ To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of “games” directory of your Minetest data directory. Consult the help of
Minetest to learn more. Minetest to learn more.
## Reporting bugs ## Useful links
Please report all bugs and missing Minecraft features here: The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
<https://git.minetest.land/MineClone2/MineClone2/issues> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
## Chating with the community * YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
Join our discord server at: * IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
<https://discord.gg/84GKcxczG3> * Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
## Project description ## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software. The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.

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@ -83,7 +83,7 @@ local function get_hardness_values_for_groups()
for _, ndef in pairs(minetest.registered_nodes) do for _, ndef in pairs(minetest.registered_nodes) do
for g, _ in pairs(mcl_autogroup.registered_diggroups) do for g, _ in pairs(mcl_autogroup.registered_diggroups) do
if ndef.groups[g] ~= nil then if ndef.groups[g] then
maps[g][ndef._mcl_hardness or 0] = true maps[g][ndef._mcl_hardness or 0] = true
end end
end end
@ -121,7 +121,7 @@ local hardness_values = get_hardness_values_for_groups()
-- hardness_value. Used for quick lookup. -- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values) local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
local function compute_creativetimes(group) --[[local function compute_creativetimes(group)
local creativetimes = {} local creativetimes = {}
for index, hardness in pairs(hardness_values[group]) do for index, hardness in pairs(hardness_values[group]) do
@ -129,7 +129,7 @@ local function compute_creativetimes(group)
end end
return creativetimes return creativetimes
end end]]
-- Get the list of digging times for using a specific tool on a specific -- Get the list of digging times for using a specific tool on a specific
-- diggroup. -- diggroup.
@ -207,6 +207,10 @@ end
function mcl_autogroup.can_harvest(nodename, toolname) function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then
return false
end
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
return true return true
end end
@ -239,13 +243,13 @@ function mcl_autogroup.can_harvest(nodename, toolname)
end end
-- Get one groupcap field for using a specific tool on a specific group. -- Get one groupcap field for using a specific tool on a specific group.
local function get_groupcap(group, can_harvest, multiplier, efficiency, uses) --[[local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
return { return {
times = get_digtimes(group, can_harvest, multiplier, efficiency), times = get_digtimes(group, can_harvest, multiplier, efficiency),
uses = uses, uses = uses,
maxlevel = 0, maxlevel = 0,
} }
end end]]
-- Returns the tool_capabilities from a tool definition or a default set of -- Returns the tool_capabilities from a tool definition or a default set of
-- tool_capabilities -- tool_capabilities
@ -298,7 +302,7 @@ function mcl_autogroup.get_wear(toolname, diggroup)
return math.ceil(65535 / uses) return math.ceil(65535 / uses)
end end
local overwrite = function() local function overwrite()
for nname, ndef in pairs(minetest.registered_nodes) do for nname, ndef in pairs(minetest.registered_nodes) do
local newgroups = table.copy(ndef.groups) local newgroups = table.copy(ndef.groups)
if (nname ~= "ignore" and ndef.diggable) then if (nname ~= "ignore" and ndef.diggable) then
@ -315,12 +319,12 @@ local overwrite = function()
newgroups.opaque = 1 newgroups.opaque = 1
end end
local creative_breakable = false --local creative_breakable = false
-- Assign groups used for digging this node depending on -- Assign groups used for digging this node depending on
-- the registered digging groups -- the registered digging groups
for g, gdef in pairs(mcl_autogroup.registered_diggroups) do for g, gdef in pairs(mcl_autogroup.registered_diggroups) do
creative_breakable = true --creative_breakable = true
local index = hardness_lookup[g][ndef._mcl_hardness or 0] local index = hardness_lookup[g][ndef._mcl_hardness or 0]
if ndef.groups[g] then if ndef.groups[g] then
if gdef.levels then if gdef.levels then

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@ -81,11 +81,11 @@ if v6_use_snow_biomes then
end end
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45) local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
local NOISE_MAGIC_X = 1619 --local NOISE_MAGIC_X = 1619
local NOISE_MAGIC_Y = 31337 --local NOISE_MAGIC_Y = 31337
local NOISE_MAGIC_Z = 52591 --local NOISE_MAGIC_Z = 52591
local NOISE_MAGIC_SEED = 1013 --local NOISE_MAGIC_SEED = 1013
local noise2d = function(x, y, seed) local function noise2d(x, y, seed)
-- TODO: implement noise2d function for biome blend -- TODO: implement noise2d function for biome blend
return 0 return 0
--[[ --[[

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@ -1,6 +1,8 @@
local get_connected_players = minetest.get_connected_players local get_connected_players = minetest.get_connected_players
local clock = os.clock local clock = os.clock
local pairs = pairs
controls = {} controls = {}
controls.players = {} controls.players = {}
@ -20,15 +22,15 @@ function controls.register_on_hold(func)
end end
local known_controls = { local known_controls = {
jump=true, jump = true,
right=true, right = true,
left=true, left = true,
LMB=true, LMB = true,
RMB=true, RMB = true,
sneak=true, sneak = true,
aux1=true, aux1 = true,
down=true, down = true,
up=true, up = true,
} }
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
@ -49,27 +51,27 @@ minetest.register_globalstep(function(dtime)
local player_name = player:get_player_name() local player_name = player:get_player_name()
local player_controls = player:get_player_control() local player_controls = player:get_player_control()
if controls.players[player_name] then if controls.players[player_name] then
for cname, cbool in pairs(player_controls) do for cname, cbool in pairs(player_controls) do
if known_controls[cname] == true then if known_controls[cname] == true then
--Press a key --Press a key
if cbool==true and controls.players[player_name][cname][1]==false then if cbool == true and controls.players[player_name][cname][1] == false then
for _, func in pairs(controls.registered_on_press) do for _, func in pairs(controls.registered_on_press) do
func(player, cname) func(player, cname)
end
controls.players[player_name][cname] = {true, clock()}
elseif cbool == true and controls.players[player_name][cname][1] == true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool == false and controls.players[player_name][cname][1] == true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end
end end
controls.players[player_name][cname] = {true, clock()}
elseif cbool==true and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_hold) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
--Release a key
elseif cbool==false and controls.players[player_name][cname][1]==true then
for _, func in pairs(controls.registered_on_release) do
func(player, cname, clock()-controls.players[player_name][cname][2])
end
controls.players[player_name][cname] = {false}
end end
end end
end
end
end end
end) end)

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@ -1,95 +1,100 @@
local math = math
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local registered_nodes = minetest.registered_nodes
flowlib = {} flowlib = {}
--sum of direction vectors must match an array index --sum of direction vectors must match an array index
--(sum,root)
--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {
[0] = 1,
[1] = 1,
[2] = 0.70710678118655,
[4] = 0.5,
[5] = 0.44721359549996,
[8] = 0.35355339059327,
}
local function to_unit_vector(dir_vector) local function to_unit_vector(dir_vector)
--(sum,root) local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
-- (0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8) return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
, [5] = 0.44721359549996, [8] = 0.35355339059327}
local sum = dir_vector.x*dir_vector.x + dir_vector.z*dir_vector.z
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
,z=dir_vector.z*inv_roots[sum]}
end end
local is_touching = function(realpos,nodepos,radius) local function is_touching(realpos,nodepos,radius)
local boarder = 0.5 - radius local boarder = 0.5 - radius
return (math.abs(realpos - nodepos) > (boarder)) return math.abs(realpos - nodepos) > (boarder)
end end
flowlib.is_touching = is_touching flowlib.is_touching = is_touching
local is_water = function(pos) local function is_water(pos)
return (minetest.get_item_group(minetest.get_node( return get_item_group(get_node(pos).name, "water") ~= 0
{x=pos.x,y=pos.y,z=pos.z}).name
, "water") ~= 0)
end end
flowlib.is_water = is_water flowlib.is_water = is_water
local node_is_water = function(node) local function node_is_water(node)
return (minetest.get_item_group(node.name, "water") ~= 0) return get_item_group(node.name, "water") ~= 0
end end
flowlib.node_is_water = node_is_water flowlib.node_is_water = node_is_water
local is_lava = function(pos) local function is_lava(pos)
return (minetest.get_item_group(minetest.get_node( return get_item_group(get_node(pos).name, "lava") ~= 0
{x=pos.x,y=pos.y,z=pos.z}).name
, "lava") ~= 0)
end end
flowlib.is_lava = is_lava flowlib.is_lava = is_lava
local node_is_lava = function(node) local function node_is_lava(node)
return (minetest.get_item_group(node.name, "lava") ~= 0) return get_item_group(node.name, "lava") ~= 0
end end
flowlib.node_is_lava = node_is_lava flowlib.node_is_lava = node_is_lava
local is_liquid = function(pos) local function is_liquid(pos)
return (minetest.get_item_group(minetest.get_node( return get_item_group(get_node(pos).name, "liquid") ~= 0
{x=pos.x,y=pos.y,z=pos.z}).name
, "liquid") ~= 0)
end end
flowlib.is_liquid = is_liquid flowlib.is_liquid = is_liquid
local node_is_liquid = function(node) local function node_is_liquid(node)
return (minetest.get_item_group(node.name, "liquid") ~= 0) return minetest.get_item_group(node.name, "liquid") ~= 0
end end
flowlib.node_is_liquid = node_is_liquid flowlib.node_is_liquid = node_is_liquid
--This code is more efficient --This code is more efficient
local function quick_flow_logic(node,pos_testing,direction) local function quick_flow_logic(node, pos_testing, direction)
local name = node.name local name = node.name
if not minetest.registered_nodes[name] then if not registered_nodes[name] then
return 0 return 0
end end
if minetest.registered_nodes[name].liquidtype == "source" then if registered_nodes[name].liquidtype == "source" then
local node_testing = minetest.get_node(pos_testing) local node_testing = get_node(pos_testing)
local param2_testing = node_testing.param2 if not registered_nodes[node_testing.name] then
if not minetest.registered_nodes[node_testing.name] then
return 0 return 0
end end
if minetest.registered_nodes[node_testing.name].liquidtype if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
~= "flowing" then
return 0 return 0
else else
return direction return direction
end end
elseif minetest.registered_nodes[name].liquidtype == "flowing" then elseif registered_nodes[name].liquidtype == "flowing" then
local node_testing = minetest.get_node(pos_testing) local node_testing = get_node(pos_testing)
local param2_testing = node_testing.param2 local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then if not registered_nodes[node_testing.name] then
return 0 return 0
end end
if minetest.registered_nodes[node_testing.name].liquidtype if registered_nodes[node_testing.name].liquidtype == "source" then
== "source" then
return -direction return -direction
elseif minetest.registered_nodes[node_testing.name].liquidtype elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
== "flowing" then
if param2_testing < node.param2 then if param2_testing < node.param2 then
if (node.param2 - param2_testing) > 6 then if (node.param2 - param2_testing) > 6 then
return -direction return -direction
@ -108,48 +113,41 @@ local function quick_flow_logic(node,pos_testing,direction)
return 0 return 0
end end
local quick_flow = function(pos,node) local function quick_flow(pos, node)
local x = 0
local z = 0
if not node_is_liquid(node) then if not node_is_liquid(node) then
return {x=0,y=0,z=0} return {x = 0, y = 0, z = 0}
end end
local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1) local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1) return to_unit_vector({x = x, y = 0, z = z})
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
return to_unit_vector({x=x,y=0,z=z})
end end
flowlib.quick_flow = quick_flow flowlib.quick_flow = quick_flow
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
--if not in water but touching, move centre to touching block local function move_centre(pos, realpos, node, radius)
--x has higher precedence than z if is_touching(realpos.x, pos.x, radius) then
--if pos changes with x, it affects z if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
local move_centre = function(pos,realpos,node,radius) node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
if is_touching(realpos.x,pos.x,radius) then pos = {x = pos.x-1, y = pos.y, z = pos.z}
if is_liquid({x=pos.x-1,y=pos.y,z=pos.z}) then elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z}) node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
pos = {x=pos.x-1,y=pos.y,z=pos.z} pos = {x = pos.x+1, y = pos.y, z = pos.z}
elseif is_liquid({x=pos.x+1,y=pos.y,z=pos.z}) then
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
pos = {x=pos.x+1,y=pos.y,z=pos.z}
end end
end end
if is_touching(realpos.z,pos.z,radius) then if is_touching(realpos.z, pos.z, radius) then
if is_liquid({x=pos.x,y=pos.y,z=pos.z-1}) then if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1}) node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
pos = {x=pos.x,y=pos.y,z=pos.z-1} pos = {x = pos.x, y = pos.y, z = pos.z - 1}
elseif is_liquid({x=pos.x,y=pos.y,z=pos.z+1}) then elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1}) node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
pos = {x=pos.x,y=pos.y,z=pos.z+1} pos = {x = pos.x, y = pos.y, z = pos.z + 1}
end end
end end
return pos,node return pos, node
end end
flowlib.move_centre = move_centre flowlib.move_centre = move_centre

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@ -1,17 +1,21 @@
local vector = vector
local facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_node
local get_node = minetest.get_node
local original_function = minetest.check_single_for_falling local original_function = minetest.check_single_for_falling
minetest.check_single_for_falling = function(pos) function minetest.check_single_for_falling(pos)
local ret_o = original_function(pos) local ret_o = original_function(pos)
local ret = false local ret = false
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "attached_node_facedir") ~= 0 then if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = minetest.facedir_to_dir(node.param2) local dir = facedir_to_dir(node.param2)
if dir then if dir then
local cpos = vector.add(pos, dir) if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
local cnode = minetest.get_node(cpos) remove_node(pos)
if minetest.get_item_group(cnode.name, "solid") == 0 then
minetest.remove_node(pos)
local drops = minetest.get_node_drops(node.name, "") local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do for dr=1, #drops do
minetest.add_item(pos, drops[dr]) minetest.add_item(pos, drops[dr])
@ -20,7 +24,6 @@ minetest.check_single_for_falling = function(pos)
end end
end end
end end
return ret_o or ret return ret_o or ret
end end

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@ -12,10 +12,12 @@ under the LGPLv2.1 license.
mcl_explosions = {} mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil local mod_fire = minetest.get_modpath("mcl_fire")
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire") --local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local S = minetest.get_translator("mcl_explosions") local math = math
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position local hash_node_position = minetest.hash_node_position
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
@ -26,6 +28,7 @@ local get_voxel_manip = minetest.get_voxel_manip
local bulk_set_node = minetest.bulk_set_node local bulk_set_node = minetest.bulk_set_node
local check_for_falling = minetest.check_for_falling local check_for_falling = minetest.check_for_falling
local add_item = minetest.add_item local add_item = minetest.add_item
local pos_to_string = minetest.pos_to_string
-- Saved sphere explosion shapes for various radiuses -- Saved sphere explosion shapes for various radiuses
local sphere_shapes = {} local sphere_shapes = {}
@ -66,46 +69,44 @@ local function compute_sphere_rays(radius)
local rays = {} local rays = {}
local sphere = {} local sphere = {}
for i=1, 2 do local function add_ray(pos)
sphere[hash_node_position(pos)] = pos
end
for y = -radius, radius do
for z = -radius, radius do
for x = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(-x, y, z))
break
end
end
end
end
for x = -radius, radius do
for z = -radius, radius do
for y = -radius, 0 do
local d = x * x + y * y + z * z
if d <= radius * radius then
add_ray(vector.new(x, y, z))
add_ray(vector.new(x, -y, z))
break
end
end
end
end
for x = -radius, radius do
for y = -radius, radius do for y = -radius, radius do
for z = -radius, radius do for z = -radius, 0 do
for x = -radius, 0, 1 do local d = x * x + y * y + z * z
local d = x * x + y * y + z * z if d <= radius * radius then
if d <= radius * radius then add_ray(vector.new(x, y, z))
local pos = { x = x, y = y, z = z } add_ray(vector.new(x, y, -z))
sphere[hash_node_position(pos)] = pos break
break
end
end
end
end
end
for i=1,2 do
for x = -radius, radius do
for z = -radius, radius do
for y = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end
end
end
end
for i=1,2 do
for x = -radius, radius do
for y = -radius, radius do
for z = -radius, 0, 1 do
local d = x * x + y * y + z * z
if d <= radius * radius then
local pos = { x = x, y = y, z = z }
sphere[hash_node_position(pos)] = pos
break
end
end end
end end
end end
@ -176,14 +177,11 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ystride = (emax.x - emin_x + 1) local ystride = (emax.x - emin_x + 1)
local zstride = ystride * (emax.y - emin_y + 1) local zstride = ystride * (emax.y - emin_y + 1)
local pos_x = pos.x
local pos_y = pos.y
local pos_z = pos.z
local area = VoxelArea:new { --[[local area = VoxelArea:new {
MinEdge = emin, MinEdge = emin,
MaxEdge = emax MaxEdge = emax
} }]]
local data = vm:get_data() local data = vm:get_data()
local destroy = {} local destroy = {}
@ -247,7 +245,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ent = obj:get_luaentity() local ent = obj:get_luaentity()
-- Ignore items to lower lag -- Ignore items to lower lag
if (obj:is_player() or (ent and ent.name ~= '__builtin.item')) and obj:get_hp() > 0 then if (obj:is_player() or (ent and ent.name ~= "__builtin.item")) and obj:get_hp() > 0 then
local opos = obj:get_pos() local opos = obj:get_pos()
local collisionbox = nil local collisionbox = nil
@ -260,12 +258,12 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
if collisionbox then if collisionbox then
-- Create rays from random points in the collision box -- Create rays from random points in the collision box
local x1 = collisionbox[1] * 2 local x1 = collisionbox[1]
local y1 = collisionbox[2] * 2 local y1 = collisionbox[2]
local z1 = collisionbox[3] * 2 local z1 = collisionbox[3]
local x2 = collisionbox[4] * 2 local x2 = collisionbox[4]
local y2 = collisionbox[5] * 2 local y2 = collisionbox[5]
local z2 = collisionbox[6] * 2 local z2 = collisionbox[6]
local x_len = math.abs(x2 - x1) local x_len = math.abs(x2 - x1)
local y_len = math.abs(y2 - y1) local y_len = math.abs(y2 - y1)
local z_len = math.abs(z2 - z1) local z_len = math.abs(z2 - z1)
@ -363,9 +361,9 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local on_blast = node_on_blast[data[idx]] local on_blast = node_on_blast[data[idx]]
local remove = true local remove = true
if do_drop or on_blast ~= nil then if do_drop or on_blast then
local npos = get_position_from_hash(hash) local npos = get_position_from_hash(hash)
if on_blast ~= nil then if on_blast then
on_blast(npos, 1.0, do_drop) on_blast(npos, 1.0, do_drop)
remove = false remove = false
else else
@ -407,8 +405,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
-- Log explosion -- Log explosion
minetest.log('action', 'Explosion at ' .. minetest.pos_to_string(pos) .. minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius)
' with strength ' .. strength .. ' and radius ' .. radius)
end end
-- Create an explosion with strength at pos. -- Create an explosion with strength at pos.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 a été pris dans une explosion.

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 została wysadzona.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 не удалось пережить взрыва.

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=

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@ -40,10 +40,9 @@ function mcl_loot.get_loot(loot_definitions, pr)
total_weight = total_weight + (loot_definitions.items[i].weight or 1) total_weight = total_weight + (loot_definitions.items[i].weight or 1)
end end
local stacks_min = loot_definitions.stacks_min --local stacks_min = loot_definitions.stacks_min or 1
local stacks_max = loot_definitions.stacks_max --local stacks_max = loot_definitions.stacks_max or 1
if not stacks_min then stacks_min = 1 end
if not stacks_max then stacks_max = 1 end
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max) local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
for s=1, stacks do for s=1, stacks do
local r = pr:next(1, total_weight) local r = pr:next(1, total_weight)

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@ -1,3 +1,12 @@
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position
local add_particlespawner = minetest.add_particlespawner
local delete_particlespawner = minetest.delete_particlespawner
local ipairs = ipairs
mcl_particles = {} mcl_particles = {}
-- Table of particlespawner IDs on a per-node hash basis -- Table of particlespawner IDs on a per-node hash basis
@ -32,11 +41,11 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
if allowed_level == 0 or levels[level] > allowed_level then if allowed_level == 0 or levels[level] > allowed_level then
return return
end end
local poshash = minetest.hash_node_position(pos) local poshash = hash_node_position(pos)
if not poshash then if not poshash then
return return
end end
local id = minetest.add_particlespawner(particlespawner_definition) local id = add_particlespawner(particlespawner_definition)
if id == -1 then if id == -1 then
return return
end end
@ -47,6 +56,8 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
return id return id
end end
local add_node_particlespawner = mcl_particles.add_node_particlespawner
-- Deletes all particlespawners that are assigned to a node position. -- Deletes all particlespawners that are assigned to a node position.
-- If no particlespawners exist for this position, nothing happens. -- If no particlespawners exist for this position, nothing happens.
-- pos: Node positon. MUST use integer values! -- pos: Node positon. MUST use integer values!
@ -55,11 +66,11 @@ function mcl_particles.delete_node_particlespawners(pos)
if allowed_level == 0 then if allowed_level == 0 then
return false return false
end end
local poshash = minetest.hash_node_position(pos) local poshash = hash_node_position(pos)
local ids = particle_nodes[poshash] local ids = particle_nodes[poshash]
if ids then if ids then
for i=1, #ids do for i=1, #ids do
minetest.delete_particlespawner(ids[i]) delete_particlespawner(ids[i])
end end
particle_nodes[poshash] = nil particle_nodes[poshash] = nil
return true return true
@ -72,7 +83,6 @@ end
local smoke_pdef_cached = {} local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base) function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local min = math.min
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos) local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos) local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
@ -81,7 +91,7 @@ function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high") add_node_particlespawner(pos, smoke_pdef, "high")
end end
-- cache already populated -- cache already populated
else else
@ -111,11 +121,9 @@ function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
smoke_pdef.animation.length = exptime + 0.1 smoke_pdef.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered, -- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range -- even if its very short. Larger exptime -> larger range
smoke_pdef.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1)) smoke_pdef.minexptime = math.min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
add_node_particlespawner(pos, smoke_pdef, "high")
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef)) table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end end
end end

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@ -150,7 +150,7 @@ function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_i
end end
-- Returns true if itemstack is a shulker box -- Returns true if itemstack is a shulker box
local is_not_shulker_box = function(itemstack) local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box") local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil return g == 0 or g == nil
end end
@ -212,7 +212,7 @@ function mcl_util.move_item_container(source_pos, destination_pos, source_list,
end end
-- Normalize double container by forcing to always use the left segment first -- Normalize double container by forcing to always use the left segment first
local normalize_double_container = function(pos, node, ctype) local function normalize_double_container(pos, node, ctype)
if ctype == 6 then if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right") pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then if not pos then
@ -456,14 +456,7 @@ function mcl_util.calculate_durability(itemstack)
end end
end end
end end
if not uses then uses = uses or (next(itemstack:get_tool_capabilities().groupcaps) or {}).uses
local toolcaps = itemstack:get_tool_capabilities()
local groupcaps = toolcaps.groupcaps
for _, v in pairs(groupcaps) do
uses = v.uses
break
end
end
end end
return uses or 0 return uses or 0

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@ -61,20 +61,21 @@ In mc, you cant use clock in the nether and the end.
* pos: position * pos: position
## mcl_worlds.register_on_dimension_change(function(player, dimension)) ## mcl_worlds.register_on_dimension_change(function(player, dimension, last_dimension))
Register a callback function func(player, dimension). Register a callback function func(player, dimension).
It will be called whenever a player changes between dimensions. It will be called whenever a player changes between dimensions.
The void counts as dimension. The void counts as dimension.
* player: player, the player who changed the dimension * player: player, the player who changed of dimension
* dimension: position, The new dimension of the player ("overworld", "nether", "end", "void"). * dimension: string, The new dimension of the player ("overworld", "nether", "end", "void").
* last_dimension: string, The dimension where the player was ("overworld", "nether", "end", "void").
## mcl_worlds.registered_on_dimension_change ## mcl_worlds.registered_on_dimension_change
Table containing all function registered with mcl_worlds.register_on_dimension_change() Table containing all function registered with mcl_worlds.register_on_dimension_change()
## mcl_worlds.dimension_change(player, dimension) ## mcl_worlds.dimension_change(player, dimension)
Notify this mod of a dimmension change of <player> to <dimension> Notify this mod of a dimension change of <player> to <dimension>
* player: player, player who changed the dimension * player: player, player who changed the dimension
* dimension: string, new dimension ("overworld", "nether", "end", "void") * dimension: string, new dimension ("overworld", "nether", "end", "void")

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@ -1,5 +1,7 @@
mcl_worlds = {} mcl_worlds = {}
local get_connected_players = minetest.get_connected_players
-- For a given position, returns a 2-tuple: -- For a given position, returns a 2-tuple:
-- 1st return value: true if pos is in void -- 1st return value: true if pos is in void
-- 2nd return value: true if it is in the deadly part of the void -- 2nd return value: true if it is in the deadly part of the void
@ -44,12 +46,16 @@ function mcl_worlds.y_to_layer(y)
end end
end end
local y_to_layer = mcl_worlds.y_to_layer
-- Takes a pos and returns the dimension it belongs to (same as above) -- Takes a pos and returns the dimension it belongs to (same as above)
function mcl_worlds.pos_to_dimension(pos) function mcl_worlds.pos_to_dimension(pos)
local _, dim = mcl_worlds.y_to_layer(pos.y) local _, dim = y_to_layer(pos.y)
return dim return dim
end end
local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name -- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for -- and returns the corresponding Y coordinate for
-- MineClone 2. -- MineClone 2.
@ -112,12 +118,15 @@ local last_dimension = {}
-- * player: Player who changed the dimension -- * player: Player who changed the dimension
-- * dimension: New dimension ("overworld", "nether", "end", "void") -- * dimension: New dimension ("overworld", "nether", "end", "void")
function mcl_worlds.dimension_change(player, dimension) function mcl_worlds.dimension_change(player, dimension)
local playername = player:get_player_name()
for i=1, #mcl_worlds.registered_on_dimension_change do for i=1, #mcl_worlds.registered_on_dimension_change do
mcl_worlds.registered_on_dimension_change[i](player, dimension) mcl_worlds.registered_on_dimension_change[i](player, dimension, last_dimension[playername])
last_dimension[player:get_player_name()] = dimension
end end
last_dimension[playername] = dimension
end end
local dimension_change = mcl_worlds.dimension_change
----------------------- INTERNAL STUFF ---------------------- ----------------------- INTERNAL STUFF ----------------------
-- Update the dimension callbacks every DIM_UPDATE seconds -- Update the dimension callbacks every DIM_UPDATE seconds
@ -125,22 +134,21 @@ local DIM_UPDATE = 1
local dimtimer = 0 local dimtimer = 0
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
last_dimension[player:get_player_name()] = mcl_worlds.pos_to_dimension(player:get_pos()) last_dimension[player:get_player_name()] = pos_to_dimension(player:get_pos())
end) end)
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
-- regular updates based on iterval -- regular updates based on iterval
dimtimer = dimtimer + dtime; dimtimer = dimtimer + dtime;
if dimtimer >= DIM_UPDATE then if dimtimer >= DIM_UPDATE then
local players = minetest.get_connected_players() local players = get_connected_players()
for p=1, #players do for p = 1, #players do
local dim = mcl_worlds.pos_to_dimension(players[p]:get_pos()) local dim = pos_to_dimension(players[p]:get_pos())
local name = players[p]:get_player_name() local name = players[p]:get_player_name()
if dim ~= last_dimension[name] then if dim ~= last_dimension[name] then
mcl_worlds.dimension_change(players[p], dim) dimension_change(players[p], dim)
end end
end end
dimtimer = 0 dimtimer = 0
end end
end) end)

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@ -4,6 +4,7 @@ local get_connected_players = minetest.get_connected_players
local get_node = minetest.get_node local get_node = minetest.get_node
local vector_add = vector.add local vector_add = vector.add
local ceil = math.ceil local ceil = math.ceil
local pairs = pairs
walkover = {} walkover = {}
walkover.registered_globals = {} walkover.registered_globals = {}
@ -31,24 +32,21 @@ minetest.register_globalstep(function(dtime)
timer = timer + dtime; timer = timer + dtime;
if timer >= 0.3 then if timer >= 0.3 then
for _,player in pairs(get_connected_players()) do for _,player in pairs(get_connected_players()) do
local pp = player:get_pos() local pp = player:get_pos()
pp.y = ceil(pp.y) pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0}) local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc ~= nil then if loc then
local nodeiamon = get_node(loc)
local nodeiamon = get_node(loc) if nodeiamon then
if on_walk[nodeiamon.name] then
if nodeiamon ~= nil then on_walk[nodeiamon.name](loc, nodeiamon, player)
if on_walk[nodeiamon.name] then end
on_walk[nodeiamon.name](loc, nodeiamon, player) for i = 1, #registered_globals do
end
for i = 1, #registered_globals do
registered_globals[i](loc, nodeiamon, player) registered_globals[i](loc, nodeiamon, player)
end end
end end
end end
end end
timer = 0 timer = 0
end end
end) end)

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@ -1,6 +1,8 @@
--Dripping Water Mod --Dripping Water Mod
--by kddekadenz --by kddekadenz
local math = math
-- License of code, textures & sounds: CC0 -- License of code, textures & sounds: CC0
--Drop entities --Drop entities
@ -20,26 +22,21 @@ minetest.register_entity("drippingwater:drop_water", {
spritediv = {x=1, y=1}, spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0}, initial_sprite_basepos = {x=0, y=0},
static_save = false, static_save = false,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true) self.object:set_sprite({x=0,y=0}, 1, 1, true)
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
local k = math.random(1,222) local k = math.random(1,222)
local ownpos = self.object:get_pos() local ownpos = self.object:get_pos()
if k==1 then
if k==1 then self.object:set_acceleration({x=0, y=-5, z=0})
self.object:set_acceleration({x=0, y=-5, z=0}) end
end if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then end
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove() self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true) minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end end
end, end,
}) })
@ -61,27 +58,21 @@ minetest.register_entity("drippingwater:drop_lava", {
spritediv = {x=1, y=1}, spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0}, initial_sprite_basepos = {x=0, y=0},
static_save = false, static_save = false,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true) self.object:set_sprite({x=0,y=0}, 1, 0, true)
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
local k = math.random(1,222) local k = math.random(1,222)
local ownpos = self.object:get_pos() local ownpos = self.object:get_pos()
if k == 1 then
if k==1 then self.object:set_acceleration({x=0, y=-5, z=0})
self.object:set_acceleration({x=0, y=-5, z=0}) end
end if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then end
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove() self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true) minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
end end
end, end,
}) })
@ -90,36 +81,34 @@ minetest.register_entity("drippingwater:drop_lava", {
--Create drop --Create drop
minetest.register_abm( minetest.register_abm({
{
label = "Create water drops", label = "Create water drops",
nodenames = {"group:opaque", "group:leaves"}, nodenames = {"group:opaque", "group:leaves"},
neighbors = {"group:water"}, neighbors = {"group:water"},
interval = 2, interval = 2,
chance = 22, chance = 22,
action = function(pos) action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0 and if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100 local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water") minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end end
end, end,
}) })
--Create lava drop --Create lava drop
minetest.register_abm( minetest.register_abm({
{
label = "Create lava drops", label = "Create lava drops",
nodenames = {"group:opaque"}, nodenames = {"group:opaque"},
neighbors = {"group:lava"}, neighbors = {"group:lava"},
interval = 2, interval = 2,
chance = 22, chance = 22,
action = function(pos) action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0 and if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100 local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava") minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end end
end, end,
}) })

View File

@ -1,4 +1,4 @@
local S = minetest.get_translator("mcl_boats") local S = minetest.get_translator(minetest.get_current_modname())
local boat_visual_size = {x = 1, y = 1, z = 1} local boat_visual_size = {x = 1, y = 1, z = 1}
local paddling_speed = 22 local paddling_speed = 22
@ -328,10 +328,10 @@ function boat.on_step(self, dtime, moveresult)
p.y = p.y - boat_y_offset p.y = p.y - boat_y_offset
local new_velo local new_velo
local new_acce = {x = 0, y = 0, z = 0} local new_acce
if not is_water(p) and not on_ice then if not is_water(p) and not on_ice then
-- Not on water or inside water: Free fall -- Not on water or inside water: Free fall
local nodedef = minetest.registered_nodes[minetest.get_node(p).name] --local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
new_acce = {x = 0, y = -9.8, z = 0} new_acce = {x = 0, y = -9.8, z = 0}
new_velo = get_velocity(self._v, self.object:get_yaw(), new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y) self.object:get_velocity().y)
@ -470,6 +470,6 @@ minetest.register_craft({
burntime = 20, burntime = 20,
}) })
if minetest.get_modpath("doc_identifier") ~= nil then if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat") doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat")
end end

View File

@ -0,0 +1,12 @@
# textdomain: mcl_boats
Acacia Boat=Akacjowa łódź
Birch Boat=Brzozowa łódź
Boat=Łódź
Boats are used to travel on the surface of water.=Łodzie są wykorzystywane do podróżowania po powierzchni wody.
Dark Oak Boat=Ciemno-dębowa łódź
Jungle Boat=Tropikalna łódź
Oak Boat=Dębowa łódź
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Kliknij prawym przyciskiem myszy na źródło wody by postawić łódź. Kliknij prawym przyciskiem myszy by w nią wsiąść. Użyj przycisków [Lewy] oraz [Prawy] by sterować, [Naprzód] by przyspieszyć i [W tył] by zwolnić lub się cofać. Kliknij [Skradanie] by z niej wyjść, uderz ją by wziąć ją jako przedmiot.
Spruce Boat=Świerkowa łódź
Water vehicle=Pojazd wodny
Sneak to dismount=Skradaj się by opuścić łódź

View File

@ -1,5 +1,3 @@
local S = minetest.get_translator("mcl_burning")
function mcl_burning.get_storage(obj) function mcl_burning.get_storage(obj)
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity() return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
end end

View File

@ -1,5 +1,9 @@
local S = minetest.get_translator("mcl_burning") local modpath = minetest.get_modpath(minetest.get_current_modname())
local modpath = minetest.get_modpath("mcl_burning")
local pairs = pairs
local get_connected_players = minetest.get_connected_players
local get_item_group = minetest.get_item_group
mcl_burning = { mcl_burning = {
storage = {}, storage = {},
@ -9,7 +13,7 @@ mcl_burning = {
dofile(modpath .. "/api.lua") dofile(modpath .. "/api.lua")
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do for _, player in pairs(get_connected_players()) do
local storage = mcl_burning.storage[player] local storage = mcl_burning.storage[player]
if not mcl_burning.tick(player, dtime, storage) and not mcl_burning.is_affected_by_rain(player) then if not mcl_burning.tick(player, dtime, storage) and not mcl_burning.is_affected_by_rain(player) then
local nodes = mcl_burning.get_touching_nodes(player, {"group:puts_out_fire", "group:set_on_fire"}, storage) local nodes = mcl_burning.get_touching_nodes(player, {"group:puts_out_fire", "group:set_on_fire"}, storage)
@ -17,12 +21,12 @@ minetest.register_globalstep(function(dtime)
for _, pos in pairs(nodes) do for _, pos in pairs(nodes) do
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "puts_out_fire") > 0 then if get_item_group(node.name, "puts_out_fire") > 0 then
burn_time = 0 burn_time = 0
break break
end end
local value = minetest.get_item_group(node.name, "set_on_fire") local value = get_item_group(node.name, "set_on_fire")
if value > burn_time then if value > burn_time then
burn_time = value burn_time = value
end end
@ -56,7 +60,6 @@ minetest.register_on_leaveplayer(function(player)
local storage = mcl_burning.storage[player] local storage = mcl_burning.storage[player]
storage.fire_hud_id = nil storage.fire_hud_id = nil
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage)) player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
mcl_burning.storage[player] = nil mcl_burning.storage[player] = nil
end) end)
@ -68,11 +71,10 @@ minetest.register_entity("mcl_burning:fire", {
visual = "cube", visual = "cube",
pointable = false, pointable = false,
glow = -1, glow = -1,
backface_culling = false,
}, },
animation_frame = 0, animation_frame = 0,
animation_timer = 0, animation_timer = 0,
on_step = function(self, dtime) on_step = function(self, dtime)
local parent, storage = self:sanity_check() local parent, storage = self:sanity_check()

View File

@ -1,7 +1,4 @@
local S = minetest.get_translator("mcl_falling_nodes") local function get_falling_depth(self)
local has_mcl_armor = minetest.get_modpath("mcl_armor")
local get_falling_depth = function(self)
if not self._startpos then if not self._startpos then
-- Fallback -- Fallback
self._startpos = self.object:get_pos() self._startpos = self.object:get_pos()
@ -9,7 +6,7 @@ local get_falling_depth = function(self)
return self._startpos.y - vector.round(self.object:get_pos()).y return self._startpos.y - vector.round(self.object:get_pos()).y
end end
local deal_falling_damage = function(self, dtime) local function deal_falling_damage(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return return
end end
@ -22,7 +19,10 @@ local deal_falling_damage = function(self, dtime)
end end
self._hit = self._hit or {} self._hit = self._hit or {}
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if mcl_util.get_hp(obj) > 0 and not self._hit[obj] then local entity = obj:get_luaentity()
if entity and entity.name == "__builtin:item" then
obj:remove()
elseif mcl_util.get_hp(obj) > 0 and not self._hit[obj] then
self._hit[obj] = true self._hit[obj] = true
local way = self._startpos.y - pos.y local way = self._startpos.y - pos.y
local damage = (way - 1) * 2 local damage = (way - 1) * 2
@ -38,7 +38,7 @@ local deal_falling_damage = function(self, dtime)
inv:set_stack("armor", 2, helmet) inv:set_stack("armor", 2, helmet)
end end
end end
local deathmsg, dmg_type local dmg_type
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
dmg_type = "anvil" dmg_type = "anvil"
else else
@ -60,10 +60,8 @@ minetest.register_entity(":__builtin:falling_node", {
collide_with_objects = false, collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
}, },
node = {}, node = {},
meta = {}, meta = {},
set_node = function(self, node, meta) set_node = function(self, node, meta)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
-- Change falling node if definition tells us to -- Change falling node if definition tells us to
@ -90,7 +88,6 @@ minetest.register_entity(":__builtin:falling_node", {
glow = glow, glow = glow,
}) })
end, end,
get_staticdata = function(self) get_staticdata = function(self)
local meta = self.meta local meta = self.meta
-- Workaround: Save inventory seperately from metadata. -- Workaround: Save inventory seperately from metadata.
@ -111,7 +108,6 @@ minetest.register_entity(":__builtin:falling_node", {
} }
return minetest.serialize(ds) return minetest.serialize(ds)
end, end,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1}) self.object:set_armor_groups({immortal = 1})
@ -134,7 +130,6 @@ minetest.register_entity(":__builtin:falling_node", {
end end
self._startpos = vector.round(self._startpos) self._startpos = vector.round(self._startpos)
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
-- Set gravity -- Set gravity
local acceleration = self.object:get_acceleration() local acceleration = self.object:get_acceleration()
@ -186,10 +181,9 @@ minetest.register_entity(":__builtin:falling_node", {
return return
end end
local nd = minetest.registered_nodes[n2.name] local nd = minetest.registered_nodes[n2.name]
if n2.name == "mcl_portals:portal_end" then --if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node. -- TODO: Teleport falling node.
if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to -- Replace destination node if it's buildable to
minetest.remove_node(np) minetest.remove_node(np)
-- Run script hook -- Run script hook
@ -256,7 +250,6 @@ minetest.register_entity(":__builtin:falling_node", {
self.object:set_pos(npos) self.object:set_pos(npos)
end end
end end
deal_falling_damage(self, dtime) deal_falling_damage(self, dtime)
end end
}) })

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 wurde von einem fallenden Amboss zerschmettert.
@1 was smashed by a falling block.=@1 wurde von einem fallenden Block zerschmettert.

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por la caída de un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por la caída de un bloque.

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume qui tombait.
@1 was smashed by a falling block.=@1 a été écrasé par un bloc qui tombait.

View File

@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 została zmiażdżona przez spadające kowadło.
@1 was smashed by a falling block.=@1 została zmiażdżona przez spadający blok.

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 придавило падающей наковальней.
@1 was smashed by a falling block.=@1 раздавило падающим блоком.

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

View File

@ -1,5 +1,5 @@
--these are lua locals, used for higher performance --these are lua locals, used for higher performance
local minetest,math,vector,ipairs = minetest,math,vector,ipairs local minetest, math, vector, ipairs, pairs = minetest, math, vector, ipairs, pairs
--this is used for the player pool in the sound buffer --this is used for the player pool in the sound buffer
local pool = {} local pool = {}
@ -38,7 +38,7 @@ item_drop_settings.drop_single_item = false --if true, the drop control dro
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local get_gravity = function() local function get_gravity()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81 return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end end
@ -60,7 +60,7 @@ mcl_item_entity.register_pickup_achievement("mcl_mobitems:blaze_rod", "mcl:blaze
mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow") mcl_item_entity.register_pickup_achievement("mcl_mobitems:leather", "mcl:killCow")
mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds") mcl_item_entity.register_pickup_achievement("mcl_core:diamond", "mcl:diamonds")
local check_pickup_achievements = function(object, player) local function check_pickup_achievements(object, player)
if has_awards then if has_awards then
local itemname = ItemStack(object:get_luaentity().itemstring):get_name() local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
local playername = player:get_player_name() local playername = player:get_player_name()
@ -72,7 +72,7 @@ local check_pickup_achievements = function(object, player)
end end
end end
local enable_physics = function(object, luaentity, ignore_check) local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true luaentity.physical_state = true
object:set_properties({ object:set_properties({
@ -83,7 +83,7 @@ local enable_physics = function(object, luaentity, ignore_check)
end end
end end
local disable_physics = function(object, luaentity, ignore_check, reset_movement) local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false luaentity.physical_state = false
object:set_properties({ object:set_properties({
@ -98,13 +98,11 @@ end
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
tick = not tick tick = not tick
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local name = player:get_player_name() local name = player:get_player_name()
local pos = player:get_pos() local pos = player:get_pos()
@ -235,7 +233,7 @@ function minetest.handle_node_drops(pos, drops, digger)
local dug_node = minetest.get_node(pos) local dug_node = minetest.get_node(pos)
local tooldef local tooldef
local tool local tool
if digger ~= nil then if digger then
tool = digger:get_wielded_item() tool = digger:get_wielded_item()
tooldef = minetest.registered_tools[tool:get_name()] tooldef = minetest.registered_tools[tool:get_name()]
@ -316,7 +314,7 @@ function minetest.handle_node_drops(pos, drops, digger)
end end
-- Spawn item and apply random speed -- Spawn item and apply random speed
local obj = minetest.add_item(dpos, drop_item) local obj = minetest.add_item(dpos, drop_item)
if obj ~= nil then if obj then
local x = math.random(1, 5) local x = math.random(1, 5)
if math.random(1,2) == 1 then if math.random(1,2) == 1 then
x = -x x = -x
@ -365,6 +363,17 @@ if not time_to_live then
time_to_live = 300 time_to_live = 300
end end
local function cxcz(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
minetest.register_entity(":__builtin:item", { minetest.register_entity(":__builtin:item", {
initial_properties = { initial_properties = {
hp_max = 1, hp_max = 1,
@ -385,7 +394,7 @@ minetest.register_entity(":__builtin:item", {
-- The itemstring MUST be set immediately to a non-empty string after creating the entity. -- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- The hand is NOT permitted as dropped item. ;-) -- The hand is NOT permitted as dropped item. ;-)
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick. -- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
itemstring = '', itemstring = "",
-- If true, item will fall -- If true, item will fall
physical_state = true, physical_state = true,
@ -426,13 +435,9 @@ minetest.register_entity(":__builtin:item", {
if itemtable then if itemtable then
itemname = stack:to_table().name itemname = stack:to_table().name
end end
local item_texture = nil
local item_type = ""
local glow local glow
local def = minetest.registered_items[itemname] local def = minetest.registered_items[itemname]
if def then if def then
item_texture = def.inventory_image
item_type = def.type
description = def.description description = def.description
glow = def.light_source glow = def.light_source
end end
@ -580,7 +585,7 @@ minetest.register_entity(":__builtin:item", {
return return
end end
self.age = self.age + dtime self.age = self.age + dtime
if self._collector_timer ~= nil then if self._collector_timer then
self._collector_timer = self._collector_timer + dtime self._collector_timer = self._collector_timer + dtime
end end
if time_to_live > 0 and self.age > time_to_live then if time_to_live > 0 and self.age > time_to_live then
@ -648,16 +653,6 @@ minetest.register_entity(":__builtin:item", {
-- 1st: closest -- 1st: closest
-- 2nd: other direction -- 2nd: other direction
-- 3rd and 4th: other axis -- 3rd and 4th: other axis
local cxcz = function(o, cw, one, zero)
if cw < 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
if math.abs(cx) < math.abs(cz) then if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z") order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x") order = cxcz(order, cz, "z", "x")

View File

@ -1,3 +1,5 @@
local vector = vector
function mcl_minecarts:get_sign(z) function mcl_minecarts:get_sign(z)
if z == 0 then if z == 0 then
return 0 return 0
@ -38,11 +40,9 @@ end
function mcl_minecarts:check_front_up_down(pos, dir_, check_down, railtype) function mcl_minecarts:check_front_up_down(pos, dir_, check_down, railtype)
local dir = vector.new(dir_) local dir = vector.new(dir_)
local cur = nil
-- Front -- Front
dir.y = 0 dir.y = 0
cur = vector.add(pos, dir) local cur = vector.add(pos, dir)
if mcl_minecarts:is_rail(cur, railtype) then if mcl_minecarts:is_rail(cur, railtype) then
return dir return dir
end end
@ -65,7 +65,7 @@ end
function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype) function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
local pos = vector.round(pos_) local pos = vector.round(pos_)
local cur = nil local cur
local left_check, right_check = true, true local left_check, right_check = true, true
-- Check left and right -- Check left and right
@ -122,7 +122,6 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur return cur
end end
end end
-- Backwards -- Backwards
if not old_switch then if not old_switch then
cur = mcl_minecarts:check_front_up_down(pos, { cur = mcl_minecarts:check_front_up_down(pos, {
@ -134,7 +133,5 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur return cur
end end
end end
return {x=0, y=0, z=0} return {x=0, y=0, z=0}
end end

View File

@ -1,9 +1,10 @@
local S = minetest.get_translator("mcl_minecarts") local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local has_mcl_wip = minetest.get_modpath("mcl_wip") local has_mcl_wip = minetest.get_modpath("mcl_wip")
mcl_minecarts = {} mcl_minecarts = {}
mcl_minecarts.modpath = minetest.get_modpath("mcl_minecarts") mcl_minecarts.modpath = minetest.get_modpath(modname)
mcl_minecarts.speed_max = 10 mcl_minecarts.speed_max = 10
mcl_minecarts.check_float_time = 15 mcl_minecarts.check_float_time = 15
@ -204,7 +205,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
rou_pos = vector.round(pos) rou_pos = vector.round(pos)
node = minetest.get_node(rou_pos) node = minetest.get_node(rou_pos)
local g = minetest.get_item_group(node.name, "connect_to_raillike") local g = minetest.get_item_group(node.name, "connect_to_raillike")
if g ~= self._railtype and self._railtype ~= nil then if g ~= self._railtype and self._railtype then
-- Detach driver -- Detach driver
if player then if player then
if self._old_pos then if self._old_pos then
@ -486,7 +487,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
if update.pos then if update.pos then
self.object:set_pos(pos) self.object:set_pos(pos)
end end
update = nil
end end
function cart:get_staticdata() function cart:get_staticdata()
@ -497,7 +497,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end end
-- Place a minecart at pointed_thing -- Place a minecart at pointed_thing
mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer) function mcl_minecarts.place_minecart(itemstack, pointed_thing, placer)
if not pointed_thing.type == "node" then if not pointed_thing.type == "node" then
return return
end end
@ -524,7 +524,7 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
local cart = minetest.add_entity(railpos, entity_id) local cart = minetest.add_entity(railpos, entity_id)
local railtype = minetest.get_item_group(node.name, "connect_to_raillike") local railtype = minetest.get_item_group(node.name, "connect_to_raillike")
local le = cart:get_luaentity() local le = cart:get_luaentity()
if le ~= nil then if le then
le._railtype = railtype le._railtype = railtype
end end
local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype) local cart_dir = mcl_minecarts:get_rail_direction(railpos, {x=1, y=0, z=0}, nil, nil, railtype)
@ -541,7 +541,7 @@ mcl_minecarts.place_minecart = function(itemstack, pointed_thing, placer)
end end
local register_craftitem = function(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative) local function register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
entity_mapping[itemstring] = entity_id entity_mapping[itemstring] = entity_id
local groups = { minecart = 1, transport = 1 } local groups = { minecart = 1, transport = 1 }
@ -607,7 +607,7 @@ Register a minecart
local function register_minecart(itemstring, entity_id, description, tt_help, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative) local function register_minecart(itemstring, entity_id, description, tt_help, longdesc, usagehelp, mesh, textures, icon, drop, on_rightclick, on_activate_by_rail, creative)
register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail) register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail)
register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative) register_craftitem(itemstring, entity_id, description, tt_help, longdesc, usagehelp, icon, creative)
if minetest.get_modpath("doc_identifier") ~= nil then if minetest.get_modpath("doc_identifier") then
doc.sub.identifier.register_object(entity_id, "craftitems", itemstring) doc.sub.identifier.register_object(entity_id, "craftitems", itemstring)
end end
end end
@ -817,31 +817,30 @@ minetest.register_craft({
}) })
-- TODO: Re-enable crafting of special minecarts when they have been implemented -- TODO: Re-enable crafting of special minecarts when they have been implemented
if false then --[[minetest.register_craft({
minetest.register_craft({ output = "mcl_minecarts:furnace_minecart",
output = "mcl_minecarts:furnace_minecart", recipe = {
recipe = { {"mcl_furnaces:furnace"},
{"mcl_furnaces:furnace"}, {"mcl_minecarts:minecart"},
{"mcl_minecarts:minecart"}, },
}, })
})
minetest.register_craft({ minetest.register_craft({
output = "mcl_minecarts:hopper_minecart", output = "mcl_minecarts:hopper_minecart",
recipe = { recipe = {
{"mcl_hoppers:hopper"}, {"mcl_hoppers:hopper"},
{"mcl_minecarts:minecart"}, {"mcl_minecarts:minecart"},
}, },
}) })
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})]]
minetest.register_craft({
output = "mcl_minecarts:chest_minecart",
recipe = {
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})
end
if has_mcl_wip then if has_mcl_wip then
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart") mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")

View File

@ -0,0 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Wagonik
Minecarts can be used for a quick transportion on rails.=Wagoniki mogą być użyte do szybkiego transportu po torach.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Wagoniki mogą jeździć tylko po torach i zawsze podążają za wytyczoną ścieżką. W przypadku skrzyżowań typu T, gdzie nie ma prostej ścieżki, skręcają w lew. Ich szybkość zależy od typu torów.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Możesz postawić wagonik na torach. Kliknij prawym przyciskiem myszy aby do niego wejść. Uderz go by zaczął się poruszać.
To obtain the minecart, punch it while holding down the sneak key.=Aby odzyskać wagonik uderz go podczas skradania.
A minecart with TNT is an explosive vehicle that travels on rail.=Wagonik z TNT jest wybuchowym pojazdem podróżującym po torach.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Postaw go na torach. Uderz by zaczął się poruszać. TNT zapala się krzesiwem lub gdy wagonik jest na zasilonych torach aktywacyjnych.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Aby odzyskać wagonik z TNT uderz go podczas skradania. Nie możesz tego zrobić gdy TNT jest zapalone.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Wagonik z piecem jest pojazdem podróżującym na torach. Napędza on samego siebie za pomocą paliwa.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Postaw go na torach. Jeśli dasz mu nieco węgla piec zacznie palić przez długi czas, a wagonik będzie się sam poruszał. Uderz go by zaczął się poruszać.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Aby odzyskać wagonik z piecem uderz go podczas skradania.
Minecart with Chest=Wagonik ze skrzynią
Minecart with Furnace=Wagonik z piecem
Minecart with Command Block=Wagonik z blokiem poleceń
Minecart with Hopper=Wagonik z lejem
Minecart with TNT=Wagonik z TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Postaw je na ziemi by zbudować ścieżkę z torów. Tory automatycznie połączą się ze sobą i zamienią się w zakręty, skrzyżowania typu T, skrzyżowania i równie w zależności od potrzeb.
Rail=Tor
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Zwyczajne tory nieco spowalniają wagoniki ze względu na tarcie.
Powered Rail=Zasilane tory
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Zasilane tory mogą przyspieszać lub spowalniać wagoniki.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Bez zasilania czerwienitem tory będą spowalniać wagoniki. Aby sprawić by je przyspieszały zasil je czerwienitem.
Activator Rail=Tory aktywacyjne
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Tory aktywacyjne są wykorzystywane do aktywacji specjalnych wagoników.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Aby ten tor aktywował wagonik, zasil go czerwienitem i spraw by wagonik po nim przejechał.
Detector Rail=Tory z czujnikiem
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Tory mogą być wykorzystane do zbudowania torów dla wagoników. Tory z czujnikiem są w stanie wykryć kiedy wagonik po nich przejeżdża i wysłać sygnał do czerwienitowych mechanizmów.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Aby wykryć wagonik i dostarczyć zasilanie czerwienitem podłącz go czerwienitem to mechanizmu i spraw by wagonik po nim przejechał.
Track for minecarts=Tor dla wagoników
Speed up when powered, slow down when not powered=Przyspiesza gdy zasilane, spowalnia gdy nie
Activates minecarts when powered=Aktywuje wagoniki gdy zasilane
Emits redstone power when a minecart is detected=Emituje zasilanie czerwienitem gdy wagonik jest wykryty
Vehicle for fast travel on rails=Pojazd do szybkiej podróży na torach
Can be ignited by tools or powered activator rail=Może być zapalony przez narzędzia, lub zasilane tor aktywacyjne
Sneak to dismount=Zacznij się skradać by zejść

View File

@ -1,7 +1,7 @@
local S = minetest.get_translator("mcl_minecarts") local S = minetest.get_translator(minetest.get_current_modname())
-- Template rail function -- Template rail function
local register_rail = function(itemstring, tiles, def_extras, creative) local function register_rail(itemstring, tiles, def_extras, creative)
local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1} local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1}
if creative == false then if creative == false then
groups.not_in_creative_inventory = 1 groups.not_in_creative_inventory = 1
@ -206,11 +206,11 @@ register_rail("mcl_minecarts:detector_rail_on",
-- Crafting -- Crafting
minetest.register_craft({ minetest.register_craft({
output = 'mcl_minecarts:rail 16', output = "mcl_minecarts:rail 16",
recipe = { recipe = {
{'mcl_core:iron_ingot', '', 'mcl_core:iron_ingot'}, {"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
{'mcl_core:iron_ingot', 'mcl_core:stick', 'mcl_core:iron_ingot'}, {"mcl_core:iron_ingot", "mcl_core:stick", "mcl_core:iron_ingot"},
{'mcl_core:iron_ingot', '', 'mcl_core:iron_ingot'}, {"mcl_core:iron_ingot", "", "mcl_core:iron_ingot"},
} }
}) })

View File

@ -11,133 +11,111 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group --local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities local minetest_registered_entities = minetest.registered_entities
local minetest_line_of_sight = minetest.line_of_sight --local minetest_line_of_sight = minetest.line_of_sight
local minetest_after = minetest.after --local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play --local minetest_sound_play = minetest.sound_play
local minetest_add_particlespawner = minetest.add_particlespawner --local minetest_add_particlespawner = minetest.add_particlespawner
local minetest_registered_items = minetest.registered_items --local minetest_registered_items = minetest.registered_items
local minetest_set_node = minetest.set_node --local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item local minetest_add_item = minetest.add_item
local minetest_get_craft_result = minetest.get_craft_result --local minetest_get_craft_result = minetest.get_craft_result
local minetest_find_path = minetest.find_path --local minetest_find_path = minetest.find_path
local minetest_is_protected = minetest.is_protected
local minetest_is_creative_enabled = minetest.is_creative_enabled local minetest_is_creative_enabled = minetest.is_creative_enabled
local minetest_find_node_near = minetest.find_node_near --local minetest_find_node_near = minetest.find_node_near
local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air --local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local minetest_raycast = minetest.raycast --local minetest_raycast = minetest.raycast
local minetest_get_us_time = minetest.get_us_time --local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity local minetest_add_entity = minetest.add_entity
local minetest_get_natural_light = minetest.get_natural_light --local minetest_get_natural_light = minetest.get_natural_light
local minetest_get_node_or_nil = minetest.get_node_or_nil --local minetest_get_node_or_nil = minetest.get_node_or_nil
-- localize math functions -- localize math functions
local math_pi = math.pi local math = math
local math_sin = math.sin
local math_cos = math.cos
local math_abs = math.abs
local math_min = math.min
local math_max = math.max
local math_atan = math.atan
local math_random = math.random
local math_floor = math.floor
-- localize vector functions -- localize vector functions
local vector_new = vector.new local vector = vector
local vector_add = vector.add
local vector_length = vector.length local string = string
local vector_direction = vector.direction
local vector_normalize = vector.normalize
local vector_multiply = vector.multiply
local vector_divide = vector.divide
-- mob constants -- mob constants
local BREED_TIME = 30 --local BREED_TIME = 30
local BREED_TIME_AGAIN = 300 --local BREED_TIME_AGAIN = 300
local CHILD_GROW_TIME = 60*20 --local CHILD_GROW_TIME = 60*20
local DEATH_DELAY = 0.5 --local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -10 local DEFAULT_FALL_SPEED = -10
local FLOP_HEIGHT = 5.0 --local FLOP_HEIGHT = 5.0
local FLOP_HOR_SPEED = 1.5 --local FLOP_HOR_SPEED = 1.5
local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81 local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81
local MAX_MOB_NAME_LENGTH = 30
local MOB_CAP = {}
--[[local MOB_CAP = {}
MOB_CAP.hostile = 70 MOB_CAP.hostile = 70
MOB_CAP.passive = 10 MOB_CAP.passive = 10
MOB_CAP.ambient = 15 MOB_CAP.ambient = 15
MOB_CAP.water = 15 MOB_CAP.water = 15
]]
-- Load main settings -- Load main settings
local damage_enabled = minetest_settings:get_bool("enable_damage") --local damage_enabled = minetest_settings:get_bool("enable_damage")
local disable_blood = minetest_settings:get_bool("mobs_disable_blood") --local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false --local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false --local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false --local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = true --local remove_far = true
local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0 local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0
local show_health = false --local show_health = false
local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64) --local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5) ---local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
-- pathfinding settings -- pathfinding settings
local enable_pathfinding = true --local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching --local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up --local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- default nodes -- default nodes
local node_ice = "mcl_core:ice" --local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock" --local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow" --local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
local mod_weather = minetest_get_modpath("mcl_weather") ~= nil --local mod_weather = minetest_get_modpath("mcl_weather")
local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil --local mod_explosions = minetest_get_modpath("mcl_explosions")
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil --local mod_hunger = minetest_get_modpath("mcl_hunger")
local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil --local mod_worlds = minetest_get_modpath("mcl_worlds")
local mod_armor = minetest_get_modpath("mcl_armor") ~= nil --local mod_armor = minetest_get_modpath("mcl_armor")
local mod_experience = minetest_get_modpath("mcl_experience") ~= nil --local mod_experience = minetest_get_modpath("mcl_experience")
-- random locals I found -- random locals I found
local los_switcher = false --local los_switcher = false
local height_switcher = false --local height_switcher = false
-- Get translator -- Get translator
local S = minetest.get_translator("mcl_mobs") local S = minetest.get_translator(minetest.get_current_modname())
-- CMI support check -- CMI support check
local use_cmi = minetest.global_exists("cmi") --local use_cmi = minetest.global_exists("cmi")
-- Invisibility mod check
mobs.invis = {}
if minetest.global_exists("invisibility") then
mobs.invis = invisibility
end
-- creative check -- creative check
function mobs.is_creative(name) function mobs.is_creative(name)
return minetest_is_creative_enabled(name) return minetest_is_creative_enabled(name)
end end
--[[local function atan(x)
local atan = function(x)
if not x or x ~= x then if not x or x ~= x then
return 0 return 0
else else
return math_atan(x) return math.atan(x)
end end
end end]]
-- Shows helpful debug info above each mob -- Shows helpful debug info above each mob
local mobs_debug = minetest_settings:get_bool("mobs_debug", false) --local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
-- Peaceful mode message so players will know there are no monsters -- Peaceful mode message so players will know there are no monsters
if minetest_settings:get_bool("only_peaceful_mobs", false) then if minetest_settings:get_bool("only_peaceful_mobs", false) then
@ -151,6 +129,7 @@ end
local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/" local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/"
--ignite all parts of the api --ignite all parts of the api
dofile(api_path .. "flow_lib.lua")
dofile(api_path .. "ai.lua") dofile(api_path .. "ai.lua")
dofile(api_path .. "animation.lua") dofile(api_path .. "animation.lua")
dofile(api_path .. "collision.lua") dofile(api_path .. "collision.lua")
@ -191,7 +170,7 @@ function mobs:register_mob(name, def)
if (not value) or (value == default) or (value == special) then if (not value) or (value == default) or (value == special) then
return default return default
else else
return math_max(min, value * difficulty) return math.max(min, value * difficulty)
end end
end end
@ -366,15 +345,11 @@ function mobs:register_mob(name, def)
random_sound_timer_min = 3, random_sound_timer_min = 3,
random_sound_timer_max = 10, random_sound_timer_max = 10,
--head code variables --head code variables
--defaults are for the cow's default --defaults are for the cow's default
--because I don't know what else to set them --because I don't know what else to set them
--to :P --to :P
has_head = def.has_head or false,
head_bone = def.head_bone,
--you must use these to adjust the mob's head positions --you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check) --has_head is used as a logic gate (quick easy check)
@ -444,7 +419,7 @@ function mobs:register_mob(name, def)
--on_detach_child = mob_detach_child, --on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime) on_activate = function(self, staticdata, dtime)
self.object:set_acceleration(vector_new(0,-GRAVITY, 0)) self.object:set_acceleration(vector.new(0,-GRAVITY, 0))
return mobs.mob_activate(self, staticdata, def, dtime) return mobs.mob_activate(self, staticdata, def, dtime)
end, end,
@ -455,7 +430,7 @@ function mobs:register_mob(name, def)
--harmed_by_heal = def.harmed_by_heal, --harmed_by_heal = def.harmed_by_heal,
}) })
if minetest_get_modpath("doc_identifier") ~= nil then if minetest_get_modpath("doc_identifier") then
doc.sub.identifier.register_object(name, "basics", "mobs") doc.sub.identifier.register_object(name, "basics", "mobs")
end end
@ -556,10 +531,10 @@ function mobs:register_arrow(name, def)
and def.tail_texture then and def.tail_texture then
--do this to prevent clipping through main entity sprite --do this to prevent clipping through main entity sprite
local pos_adjustment = vector_multiply(vector_normalize(vel), -1) local pos_adjustment = vector.multiply(vector.normalize(vel), -1)
local divider = def.tail_distance_divider or 1 local divider = def.tail_distance_divider or 1
pos_adjustment = vector_divide(pos_adjustment, divider) pos_adjustment = vector.divide(pos_adjustment, divider)
local new_pos = vector_add(pos, pos_adjustment) local new_pos = vector.add(pos, pos_adjustment)
minetest.add_particle({ minetest.add_particle({
pos = new_pos, pos = new_pos,
velocity = {x = 0, y = 0, z = 0}, velocity = {x = 0, y = 0, z = 0},
@ -693,12 +668,12 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
if pos if pos
--and within_limits(pos, 0) --and within_limits(pos, 0)
and not minetest_is_protected(pos, placer:get_player_name()) then and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name() local name = placer:get_player_name()
local privs = minetest.get_player_privs(name) local privs = minetest.get_player_privs(name)
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
if minetest_is_protected(pointed_thing.under, name) then if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name) minetest.record_protection_violation(pointed_thing.under, name)
return itemstack return itemstack
end end
@ -743,7 +718,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH) nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end end
ent.nametag = nametag ent.nametag = nametag
update_tag(ent) --update_tag(ent)
end end
-- if not in creative then take item -- if not in creative then take item

View File

@ -1,25 +1,22 @@
local math_random = math.random local math = math
local math_pi = math.pi local vector = vector
local math_floor = math.floor local string = string
local math_round = math.round
local vector_multiply = vector.multiply local tonumber = tonumber
local vector_add = vector.add
local vector_new = vector.new
local vector_distance = vector.distance
local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_item_group = minetest.get_item_group local minetest_get_item_group = minetest.get_item_group
local minetest_get_node = minetest.get_node local minetest_get_node = minetest.get_node
local minetest_line_of_sight = minetest.line_of_sight local minetest_line_of_sight = minetest.line_of_sight
local minetest_get_node_light = minetest.get_node_light local minetest_get_node_light = minetest.get_node_light
local minetest_registered_nodes = minetest.registered_nodes
local flow = mobs.get_flowing_dir
local DOUBLE_PI = math.pi * 2 local DOUBLE_PI = math.pi * 2
local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125 local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
--a simple helper function which is too small to move into movement.lua --a simple helper function which is too small to move into movement.lua
local quick_rotate = function(self,dtime) local function quick_rotate(self,dtime)
self.yaw = self.yaw + THIRTY_SECONDTH_PI self.yaw = self.yaw + THIRTY_SECONDTH_PI
if self.yaw > DOUBLE_PI then if self.yaw > DOUBLE_PI then
self.yaw = self.yaw - DOUBLE_PI self.yaw = self.yaw - DOUBLE_PI
@ -28,7 +25,7 @@ end
--a simple helper function for rounding --a simple helper function for rounding
--http://lua-users.org/wiki/SimpleRound --http://lua-users.org/wiki/SimpleRound
function round2(num, numDecimalPlaces) local function round2(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num)) return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end end
@ -43,31 +40,30 @@ end
]]-- ]]--
--this is basically reverse jump_check --this is basically reverse jump_check
local cliff_check = function(self,dtime) local function cliff_check(self,dtime)
--mobs will flip out if they are falling without this --mobs will flip out if they are falling without this
if self.object:get_velocity().y ~= 0 then if self.object:get_velocity().y ~= 0 then
return false return false
end end
local pos = self.object:get_pos() local pos = self.object:get_pos()
local dir = minetest_yaw_to_dir(self.yaw) local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5 local radius = collisionbox[4] + 0.5
dir = vector_multiply(dir,radius) dir = vector.multiply(dir,radius)
local free_fall, blocker = minetest_line_of_sight( local free_fall = minetest_line_of_sight(
{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z}, {x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z}) {x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
return free_fall return free_fall
end end
-- state switching logic (stand, walk, run, attacks) -- state switching logic (stand, walk, run, attacks)
local land_state_list_wandering = {"stand", "walk"} local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime) local function land_state_switch(self, dtime)
--do math before sure not attacking, following, or running away so continue --do math before sure not attacking, following, or running away so continue
--doing random walking for mobs if all states are not met --doing random walking for mobs if all states are not met
@ -120,7 +116,7 @@ local land_state_switch = function(self, dtime)
end end
-- states are executed here -- states are executed here
local land_state_execution = function(self,dtime) local function land_state_execution(self, dtime)
--[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster --[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster
print(self.breed_timer) print(self.breed_timer)
@ -137,7 +133,6 @@ local land_state_execution = function(self,dtime)
return return
end end
--timer to time out looking for mate --timer to time out looking for mate
if self.breed_lookout_timer and self.breed_lookout_timer > 0 then if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
self.breed_lookout_timer = self.breed_lookout_timer - dtime self.breed_lookout_timer = self.breed_lookout_timer - dtime
@ -176,12 +171,12 @@ local land_state_execution = function(self,dtime)
if velocity.y < 0 then if velocity.y < 0 then
--lua is acting really weird so we have to help it --lua is acting really weird so we have to help it
if round2(self.object:get_acceleration().y, 1) == -self.gravity then if round2(self.object:get_acceleration().y, 1) == -self.gravity then
self.object:set_acceleration(vector_new(0,0,0)) self.object:set_acceleration(vector.new(0,0,0))
mobs.mob_fall_slow(self) mobs.mob_fall_slow(self)
end end
else else
if round2(self.object:get_acceleration().y, 1) == 0 then if round2(self.object:get_acceleration().y, 1) == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0)) self.object:set_acceleration(vector.new(0,-self.gravity,0))
end end
end end
end end
@ -207,14 +202,12 @@ local land_state_execution = function(self,dtime)
mobs.lock_yaw(self) mobs.lock_yaw(self)
elseif self.state == "follow" then elseif self.state == "follow" then
--always look at players --always look at players
mobs.set_yaw_while_following(self) mobs.set_yaw_while_following(self)
--check distance --check distance
local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos()) local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos())
local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos()) local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
--don't push the player if too close --don't push the player if too close
--don't spin around randomly --don't spin around randomly
if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
@ -240,7 +233,7 @@ local land_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random() self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction --set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2)) self.yaw = (math.random() * (math.pi * 2))
end end
--do animation --do animation
@ -253,15 +246,13 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self) local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then if node_in_front_of == 1 then
mobs.jump(self) mobs.jump(self)
--turn if on the edge of cliff
--turn if on the edge of cliff --(this is written like this because unlike
--(this is written like this because unlike --jump_check which simply tells the mob to jump
--jump_check which simply tells the mob to jump --this requires a mob to turn, removing the
--this requires a mob to turn, removing the --ease of a full implementation for it in a single
--ease of a full implementation for it in a single --function)
--function)
elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
--turn 45 degrees if so --turn 45 degrees if so
quick_rotate(self,dtime) quick_rotate(self,dtime)
@ -292,9 +283,7 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self) local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then if node_in_front_of == 1 then
mobs.jump(self) mobs.jump(self)
--turn if on the edge of cliff --turn if on the edge of cliff
--(this is written like this because unlike --(this is written like this because unlike
--jump_check which simply tells the mob to jump --jump_check which simply tells the mob to jump
@ -342,7 +331,7 @@ local land_state_execution = function(self,dtime)
mobs.set_velocity(self, self.walk_velocity) mobs.set_velocity(self, self.walk_velocity)
--smoosh together basically --smoosh together basically
if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
mobs.set_mob_animation(self, "stand") mobs.set_mob_animation(self, "stand")
if self.special_breed_timer == 0 then if self.special_breed_timer == 0 then
self.special_breed_timer = 2 --breeding takes 2 seconds self.special_breed_timer = 2 --breeding takes 2 seconds
@ -353,7 +342,7 @@ local land_state_execution = function(self,dtime)
--pop a baby out, it's a miracle! --pop a baby out, it's a miracle!
local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2) local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true})) minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
mobs.play_sound_specific(self,"item_drop_pickup") mobs.play_sound_specific(self,"item_drop_pickup")
@ -376,13 +365,12 @@ local land_state_execution = function(self,dtime)
end end
end end
if float_now then if float_now then
mobs.float(self) mobs.float(self)
else else
local acceleration = self.object:get_acceleration() local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y == 0 then if acceleration and acceleration.y == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0)) self.object:set_acceleration(vector.new(0,-self.gravity,0))
end end
end end
end end
@ -404,7 +392,7 @@ end
-- state switching logic (stand, walk, run, attacks) -- state switching logic (stand, walk, run, attacks)
local swim_state_list_wandering = {"stand", "swim"} local swim_state_list_wandering = {"stand", "swim"}
local swim_state_switch = function(self, dtime) local function swim_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
@ -414,41 +402,40 @@ end
--check if a mob needs to turn while swimming --check if a mob needs to turn while swimming
local swim_turn_check = function(self,dtime) local function swim_turn_check(self,dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
pos.y = pos.y + 0.1 pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw) local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5 local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius) vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir) local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1) return green_flag_1
end end
--this is to swap the built in engine acceleration modifier --this is to swap the built in engine acceleration modifier
local swim_physics_swapper = function(self,inside_swim_node) local function swim_physics_swapper(self, inside_swim_node)
--should be swimming, gravity is applied, switch to floating --should be swimming, gravity is applied, switch to floating
if inside_swim_node and self.object:get_acceleration().y ~= 0 then if inside_swim_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0)) self.object:set_acceleration(vector.new(0,0,0))
--not be swim, gravity isn't applied, switch to falling --not be swim, gravity isn't applied, switch to falling
elseif not inside_swim_node and self.object:get_acceleration().y == 0 then elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
self.pitch = 0 self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0)) self.object:set_acceleration(vector.new(0,-self.gravity,0))
end end
end end
local random_pitch_multiplier = {-1,1} local random_pitch_multiplier = {-1,1}
-- states are executed here -- states are executed here
local swim_state_execution = function(self,dtime) local function swim_state_execution(self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
@ -465,7 +452,7 @@ local swim_state_execution = function(self,dtime)
end end
--turn gravity on or off --turn gravity on or off
swim_physics_swapper(self,inside_swim_node) swim_physics_swapper(self, inside_swim_node)
--swim properly if inside swim node --swim properly if inside swim node
if inside_swim_node then if inside_swim_node then
@ -482,22 +469,17 @@ local swim_state_execution = function(self,dtime)
end end
mobs.lock_yaw(self) mobs.lock_yaw(self)
elseif self.state == "swim" then elseif self.state == "swim" then
self.walk_timer = self.walk_timer - dtime self.walk_timer = self.walk_timer - dtime
--reset the walk timer --reset the walk timer
if self.walk_timer <= 0 then if self.walk_timer <= 0 then
--re-randomize the walk timer --re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random() self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction --set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2)) self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find --create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end end
--do animation --do animation
@ -541,14 +523,14 @@ ______ _
| _| | | | | | | _| | | | | |
| | | | |_| | | | | | |_| |
\_| |_|\__, | \_| |_|\__, |
__/ | __/ |
|___/ |___/
]]-- ]]--
-- state switching logic (stand, walk, run, attacks) -- state switching logic (stand, walk, run, attacks)
local fly_state_list_wandering = {"stand", "fly"} local fly_state_list_wandering = {"stand", "fly"}
local fly_state_switch = function(self, dtime) local function fly_state_switch(self, dtime)
if self.hostile and self.attacking then if self.hostile and self.attacking then
self.state = "attack" self.state = "attack"
@ -564,41 +546,41 @@ end
--check if a mob needs to turn while flying --check if a mob needs to turn while flying
local fly_turn_check = function(self,dtime) local function fly_turn_check(self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
pos.y = pos.y + 0.1 pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw) local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5 local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius) vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir) local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1) return green_flag_1
end end
--this is to swap the built in engine acceleration modifier --this is to swap the built in engine acceleration modifier
local fly_physics_swapper = function(self,inside_fly_node) local function fly_physics_swapper(self, inside_fly_node)
--should be flyming, gravity is applied, switch to floating --should be flyming, gravity is applied, switch to floating
if inside_fly_node and self.object:get_acceleration().y ~= 0 then if inside_fly_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0)) self.object:set_acceleration(vector.new(0,0,0))
--not be fly, gravity isn't applied, switch to falling --not be fly, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
self.pitch = 0 self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0)) self.object:set_acceleration(vector.new(0,-self.gravity,0))
end end
end end
local random_pitch_multiplier = {-1,1} local random_pitch_multiplier = {-1,1}
-- states are executed here -- states are executed here
local fly_state_execution = function(self,dtime) local function fly_state_execution(self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
pos.y = pos.y + 0.1 pos.y = pos.y + 0.1
local current_node = minetest_get_node(pos).name local current_node = minetest_get_node(pos).name
@ -635,15 +617,13 @@ local fly_state_execution = function(self,dtime)
--reset the walk timer --reset the walk timer
if self.walk_timer <= 0 then if self.walk_timer <= 0 then
--re-randomize the walk timer --re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random() self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction --set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2)) self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find --create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end end
--do animation --do animation
@ -663,9 +643,7 @@ local fly_state_execution = function(self,dtime)
--enable rotation locking --enable rotation locking
mobs.movement_rotation_lock(self) mobs.movement_rotation_lock(self)
elseif self.state == "attack" then elseif self.state == "attack" then
--execute mob attack type --execute mob attack type
--if self.attack_type == "explode" then --if self.attack_type == "explode" then
@ -703,34 +681,33 @@ end
| | | | | '_ ` _ \| '_ \ | | | | | '_ ` _ \| '_ \
/\__/ / |_| | | | | | | |_) | /\__/ / |_| | | | | | | |_) |
\____/ \__,_|_| |_| |_| .__/ \____/ \__,_|_| |_| |_| .__/
| | | |
|_| |_|
]]-- ]]--
--check if a mob needs to turn while jumping --check if a mob needs to turn while jumping
local jump_turn_check = function(self,dtime) --[[local function jump_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local pos = self.object:get_pos() local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5 local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius) vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir) local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1) return green_flag_1
end end]]
-- state switching logic (stand, jump, run, attacks) -- state switching logic (stand, jump, run, attacks)
local jump_state_list_wandering = {"stand", "jump"} local jump_state_list_wandering = {"stand", "jump"}
local jump_state_switch = function(self, dtime) local function jump_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random() self.state_timer = math.random(4,10) + math.random()
@ -739,8 +716,8 @@ local jump_state_switch = function(self, dtime)
end end
-- states are executed here -- states are executed here
local jump_state_execution = function(self,dtime) local function jump_state_execution(self, dtime)
local node_in_front_of = mobs.jump_check(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
--get the center of the mob --get the center of the mob
@ -775,7 +752,7 @@ local jump_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random() self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction --set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2)) self.yaw = (math.random() * (math.pi * 2))
end end
--do animation --do animation
@ -793,15 +770,10 @@ local jump_state_execution = function(self,dtime)
mobs.jump_move(self,self.walk_velocity) mobs.jump_move(self,self.walk_velocity)
elseif self.state == "run" then elseif self.state == "run" then
print("run") print("run")
elseif self.state == "attack" then elseif self.state == "attack" then
print("attack") print("attack")
end end
if float_now then if float_now then
mobs.float(self) mobs.float(self)
end end
@ -817,12 +789,12 @@ ___ ___ _ _ _
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __| | |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
| | | | (_| | | | | | | |___| (_) | (_| | | (__ | | | | (_| | | | | | | |___| (_) | (_| | | (__
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___| \_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
__/ | __/ |
|___/ |___/
]]-- ]]--
--the main loop --the main loop
mobs.mob_step = function(self, dtime) function mobs.mob_step(self, dtime)
--do not continue if non-existent --do not continue if non-existent
if not self or not self.object or not self.object:get_luaentity() then if not self or not self.object or not self.object:get_luaentity() then
@ -916,7 +888,6 @@ mobs.mob_step = function(self, dtime)
elseif self.breath < self.breath_max then elseif self.breath < self.breath_max then
self.breath = self.breath + dtime self.breath = self.breath + dtime
--clean timer reset --clean timer reset
if self.breath > self.breath_max then if self.breath > self.breath_max then
self.breath = self.breath_max self.breath = self.breath_max
@ -938,17 +909,16 @@ mobs.mob_step = function(self, dtime)
end end
end end
if self.burn_timer == 0 and minetest_get_node_light(pos) > 12 and minetest_get_node_light(pos, 0.5) == 15 then if self.burn_timer == 0 then
mcl_burning.set_on_fire(self.object, 1) local light_current, light_day = minetest_get_node_light(pos), minetest_get_node_light(pos, 0.5)
self.burn_timer = 1 --1.7 seconds if light_current and light_day and light_current > 12 and light_day == 15 then
self.pause_timer = 0.4 mcl_burning.set_on_fire(self.object, 1)
self.burn_timer = 1 --1.7 seconds
self.pause_timer = 0.4
end
end end
end end
--baby grows up --baby grows up
if self.baby then if self.baby then
--print(self.grow_up_timer) --print(self.grow_up_timer)
@ -966,8 +936,6 @@ mobs.mob_step = function(self, dtime)
end end
end end
--do custom mob instructions --do custom mob instructions
if self.do_custom then if self.do_custom then
-- when false skip going any further -- when false skip going any further
@ -1012,7 +980,7 @@ mobs.mob_step = function(self, dtime)
self.memory = self.memory - dtime self.memory = self.memory - dtime
--get if memory player is within viewing range --get if memory player is within viewing range
if self.attacking and self.attacking:is_player() then if self.attacking and self.attacking:is_player() then
local distance = vector_distance(self.object:get_pos(), self.attacking:get_pos()) local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos())
if distance > self.view_range then if distance > self.view_range then
self.memory = 0 self.memory = 0
end end
@ -1024,7 +992,7 @@ mobs.mob_step = function(self, dtime)
if self.memory <= 0 then if self.memory <= 0 then
--reset states when coming out of hostile state --reset states when coming out of hostile state
if self.attacking ~= nil then if self.attacking then
self.state_timer = -1 self.state_timer = -1
end end
@ -1045,6 +1013,19 @@ mobs.mob_step = function(self, dtime)
end end
end end
--mobs flow from Crafter
local pos = self.object:get_pos()
if pos then
local flow_dir = flow(pos)
if flow_dir then
flow_dir = vector.multiply(flow_dir,10)
local vel = self.object:get_velocity()
local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
acceleration = vector.multiply(acceleration, 0.01)
self.object:add_velocity(acceleration)
end
end
--mob is stunned after being hit --mob is stunned after being hit
if self.pause_timer > 0 then if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime self.pause_timer = self.pause_timer - dtime
@ -1121,28 +1102,22 @@ mobs.mob_step = function(self, dtime)
--overrides absolutely everything --overrides absolutely everything
--mobs get stuck in cobwebs like players --mobs get stuck in cobwebs like players
if not self.ignores_cobwebs then if not self.ignores_cobwebs then
local pos = self.object:get_pos() local pos = self.object:get_pos()
local node = pos and minetest_get_node(pos).name local node = pos and minetest_get_node(pos).name
if node == "mcl_core:cobweb" then if node == "mcl_core:cobweb" then
--fight the rest of the api --fight the rest of the api
if self.object:get_acceleration().y ~= 0 then if self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0)) self.object:set_acceleration(vector.new(0,0,0))
end end
mobs.stick_in_cobweb(self) mobs.stick_in_cobweb(self)
self.was_stuck_in_cobweb = true self.was_stuck_in_cobweb = true
else else
--do not override other functions --do not override other functions
if self.was_stuck_in_cobweb == true then if self.was_stuck_in_cobweb == true then
--return the mob back to normal --return the mob back to normal
self.was_stuck_in_cobweb = nil self.was_stuck_in_cobweb = nil
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
self.object:set_acceleration(vector_new(0,-self.gravity,0)) self.object:set_acceleration(vector.new(0,-self.gravity,0))
end end
end end
end end

View File

@ -1,7 +1,7 @@
local math_pi = math.pi local math = math
local math_floor = math.floor local vector = vector
local math_random = math.random
local HALF_PI = math_pi/2 local HALF_PI = math.pi/2
local vector_direction = vector.direction local vector_direction = vector.direction
@ -48,7 +48,6 @@ mobs.set_mob_animation = function(self, anim, fixed_frame)
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false) 0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim self.current_animation = anim
end end
@ -65,14 +64,14 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
max = { x = 0.5, y = 0.5, z = 0.5 } max = { x = 0.5, y = 0.5, z = 0.5 }
end end
if rotate then if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2}) min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2}) max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max) min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5) min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5) max = vector.multiply(max, 0.5)
end end
minetest_add_particlespawner({ minetest.add_particlespawner({
amount = 50, amount = 50,
time = 0.001, time = 0.001,
minpos = vector.add(pos, min), minpos = vector.add(pos, min),
@ -88,7 +87,7 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
texture = "mcl_particles_mob_death.png^[colorize:#000000:255", texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
}) })
minetest_sound_play("mcl_mobs_mob_poof", { minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos, pos = pos,
gain = 1.0, gain = 1.0,
max_hear_distance = 8, max_hear_distance = 8,
@ -99,7 +98,6 @@ end
--this allows auto facedir rotation while making it so mobs --this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around --don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self) mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw() local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw local current_lua_yaw = self.yaw
@ -159,7 +157,7 @@ local calculate_pitch = function(self)
return false return false
end end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI) return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI
end end
--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming --this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming

View File

@ -1,5 +1,5 @@
local vector_direction = vector.direction local vector_direction = vector.direction
local minetest_dir_to_yaw = minetest.dir_to_yaw --local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance local vector_distance = vector.distance
local vector_multiply = vector.multiply local vector_multiply = vector.multiply
local math_random = math.random local math_random = math.random
@ -41,7 +41,7 @@ mobs.explode_attack_walk = function(self,dtime)
--make mob walk up to player within 2 nodes distance then start exploding --make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and if distance_from_attacking >= self.reach and
--don't allow explosion to cancel unless out of the reach boundary --don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation ~= nil and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then
mobs.set_velocity(self, self.run_velocity) mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run") mobs.set_mob_animation(self,"run")
@ -75,7 +75,6 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.jump(self) mobs.jump(self)
end end
--do biggening explosion thing --do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 }) mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 })
@ -86,9 +85,8 @@ end
--this is a small helper function to make working with explosion animations easier --this is a small helper function to make working with explosion animations easier
mobs.reverse_explosion_animation = function(self,dtime) mobs.reverse_explosion_animation = function(self,dtime)
--if explosion animation was greater than 0 then reverse it --if explosion animation was greater than 0 then reverse it
if self.explosion_animation ~= nil and self.explosion_animation > 0 then if self.explosion_animation and self.explosion_animation > 0 then
self.explosion_animation = self.explosion_animation - dtime self.explosion_animation = self.explosion_animation - dtime
if self.explosion_animation < 0 then if self.explosion_animation < 0 then
self.explosion_animation = 0 self.explosion_animation = 0
@ -113,7 +111,6 @@ ______ _
mobs.punch_attack_walk = function(self,dtime) mobs.punch_attack_walk = function(self,dtime)
--this needs an exception --this needs an exception
if self.attacking == nil or not self.attacking:is_player() then if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil self.attacking = nil
@ -282,7 +279,6 @@ ______ _ _ _ _
local random_pitch_multiplier = {-1,1} local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime) mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception --this needs an exception
if self.attacking == nil or not self.attacking:is_player() then if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil self.attacking = nil

View File

@ -1,4 +1,7 @@
local disable_physics = function(object, luaentity, ignore_check, reset_movement) local math = math
local vector = vector
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false luaentity.physical_state = false
object:set_properties({ object:set_properties({
@ -12,7 +15,7 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
end end
----For Water Flowing: ----For Water Flowing:
local enable_physics = function(object, luaentity, ignore_check) local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true luaentity.physical_state = true
object:set_properties({ object:set_properties({
@ -272,7 +275,7 @@ local falling = function(self, pos)
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
y = -self.fall_speed / (math_max(1, v.y) ^ 2), y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0 z = 0
}) })
end end
@ -503,9 +506,9 @@ local follow_flop = function(self)
if sdef and sdef.walkable then if sdef and sdef.walkable then
mob_sound(self, "flop") mob_sound(self, "flop")
self.object:set_velocity({ self.object:set_velocity({
x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT, y = FLOP_HEIGHT,
z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
}) })
end end
@ -987,7 +990,7 @@ local check_for_death = function(self, cause, cmi_cause)
item_drop(self, cooked, looting) item_drop(self, cooked, looting)
if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
end end
end end
end end
@ -1361,7 +1364,7 @@ local do_attack = function(self, player)
self.state = "attack" self.state = "attack"
-- TODO: Implement war_cry sound without being annoying -- TODO: Implement war_cry sound without being annoying
--if math_random(0, 100) < 90 then --if math.random(0, 100) < 90 then
--mob_sound(self, "war_cry", true) --mob_sound(self, "war_cry", true)
--end --end
end end
@ -1396,7 +1399,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
pitch = base_pitch pitch = base_pitch
end end
-- randomize the pitch a bit -- randomize the pitch a bit
pitch = pitch + math_random(-10, 10) * 0.005 pitch = pitch + math.random(-10, 10) * 0.005
end end
minetest_sound_play(sound, { minetest_sound_play(sound, {
object = self.object, object = self.object,
@ -1699,7 +1702,7 @@ local do_env_damage = function(self)
end end
if drowning then if drowning then
self.breath = math_max(0, self.breath - 1) self.breath = math.max(0, self.breath - 1)
effect(pos, 2, "bubble.png", nil, nil, 1, nil) effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then if self.breath <= 0 then
@ -2044,7 +2047,7 @@ local breed = function(self)
-- Give XP -- Give XP
if mod_experience then if mod_experience then
mcl_experience.throw_experience(pos, math_random(1, 7)) mcl_experience.throw_experience(pos, math.random(1, 7))
end end
-- custom breed function -- custom breed function
@ -2061,7 +2064,7 @@ local breed = function(self)
-- Use texture of one of the parents -- Use texture of one of the parents
local p = math_random(1, 2) local p = math.random(1, 2)
if p == 1 then if p == 1 then
ent_c.base_texture = parent1.base_texture ent_c.base_texture = parent1.base_texture
else else
@ -2091,7 +2094,7 @@ local replace = function(self, pos)
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
or self.object:get_velocity().y ~= 0 or self.object:get_velocity().y ~= 0
or math_random(1, self.replace_rate) > 1 then or math.random(1, self.replace_rate) > 1 then
return return
end end
@ -2099,7 +2102,7 @@ local replace = function(self, pos)
if type(self.replace_what[1]) == "table" then if type(self.replace_what[1]) == "table" then
local num = math_random(#self.replace_what) local num = math.random(#self.replace_what)
what = self.replace_what[num][1] or "" what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or "" with = self.replace_what[num][2] or ""
@ -2163,7 +2166,7 @@ function do_states(self)
if self.state == "stand" then if self.state == "stand" then
if math_random(1, 4) == 1 then if math.random(1, 4) == 1 then
local lp = nil local lp = nil
local s = self.object:get_pos() local s = self.object:get_pos()
@ -2189,7 +2192,7 @@ function do_states(self)
if lp.x > s.x then yaw = yaw + math_pi end if lp.x > s.x then yaw = yaw + math_pi end
else else
yaw = yaw + math_random(-0.5, 0.5) yaw = yaw + math.random(-0.5, 0.5)
end end
yaw = set_yaw(self, yaw, 8) yaw = set_yaw(self, yaw, 8)
@ -2204,7 +2207,7 @@ function do_states(self)
if self.walk_chance ~= 0 if self.walk_chance ~= 0
and self.facing_fence ~= true and self.facing_fence ~= true
and math_random(1, 100) <= self.walk_chance and math.random(1, 100) <= self.walk_chance
and is_at_cliff_or_danger(self) == false then and is_at_cliff_or_danger(self) == false then
set_velocity(self, self.walk_velocity) set_velocity(self, self.walk_velocity)
@ -2254,7 +2257,7 @@ function do_states(self)
{x = s.x + 5, y = s.y + 1, z = s.z + 5}, {x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"}) {"group:solid"})
lp = #lp > 0 and lp[math_random(#lp)] lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land? -- did we find land?
if lp then if lp then
@ -2280,8 +2283,8 @@ function do_states(self)
else else
-- Randomly turn -- Randomly turn
if math_random(1, 100) <= 30 then if math.random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5) yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8) yaw = set_yaw(self, yaw, 8)
end end
end end
@ -2289,9 +2292,9 @@ function do_states(self)
yaw = set_yaw(self, yaw, 8) yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn -- otherwise randomly turn
elseif math_random(1, 100) <= 30 then elseif math.random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5) yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8) yaw = set_yaw(self, yaw, 8)
end end
@ -2302,7 +2305,7 @@ function do_states(self)
end end
if self.facing_fence == true if self.facing_fence == true
or cliff_or_danger or cliff_or_danger
or math_random(1, 100) <= 30 then or math.random(1, 100) <= 30 then
set_velocity(self, 0) set_velocity(self, 0)
self.state = "stand" self.state = "stand"
@ -2602,7 +2605,7 @@ function do_states(self)
self.timer = 0 self.timer = 0
if self.double_melee_attack if self.double_melee_attack
and math_random(1, 2) == 1 then and math.random(1, 2) == 1 then
set_animation(self, "punch2") set_animation(self, "punch2")
else else
set_animation(self, "punch") set_animation(self, "punch")
@ -2669,7 +2672,7 @@ function do_states(self)
if self.shoot_interval if self.shoot_interval
and self.timer > self.shoot_interval and self.timer > self.shoot_interval
and not minetest_raycast(p, self.attack:get_pos(), false, false):next() and not minetest_raycast(p, self.attack:get_pos(), false, false):next()
and math_random(1, 100) <= 60 then and math.random(1, 100) <= 60 then
self.timer = 0 self.timer = 0
set_animation(self, "shoot") set_animation(self, "shoot")
@ -2759,7 +2762,7 @@ end
-- Code to execute before custom on_rightclick handling -- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker) local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
-- Name mob with nametag -- Name mob with nametag
@ -2785,17 +2788,17 @@ local on_rightclick_prefix = function(self, clicker)
return false return false
end end
local create_mob_on_rightclick = function(on_rightclick) --[[local function create_mob_on_rightclick(on_rightclick)
return function(self, clicker) return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker) local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then if (not stop) and (on_rightclick) then
on_rightclick(self, clicker) on_rightclick(self, clicker)
end end
end end
end end]]
-- set and return valid yaw -- set and return valid yaw
local set_yaw = function(self, yaw, delay, dtime) local function set_yaw(self, yaw, delay, dtime)
if not yaw or yaw ~= yaw then if not yaw or yaw ~= yaw then
yaw = 0 yaw = 0
@ -2805,7 +2808,7 @@ local set_yaw = function(self, yaw, delay, dtime)
if delay == 0 then if delay == 0 then
if self.shaking and dtime then if self.shaking and dtime then
yaw = yaw + (math_random() * 2 - 1) * 5 * dtime yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end end
self.yaw(yaw) self.yaw(yaw)
update_roll(self) update_roll(self)
@ -2825,8 +2828,7 @@ function mobs:yaw(self, yaw, delay, dtime)
end end
mob_step = function() --mob_step = function()
--if self.state == "die" then --if self.state == "die" then
-- print("need custom die stop moving thing") -- print("need custom die stop moving thing")
-- return -- return
@ -2901,7 +2903,7 @@ mob_step = function()
--end --end
-- mob plays random sound at times -- mob plays random sound at times
--if math_random(1, 70) == 1 then --if math.random(1, 70) == 1 then
-- mob_sound(self, "random", true) -- mob_sound(self, "random", true)
--end --end
@ -2934,11 +2936,11 @@ mob_step = function()
--if is_at_water_danger(self) and self.state ~= "attack" then --if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then -- if math.random(1, 10) <= 6 then
-- set_velocity(self, 0) -- set_velocity(self, 0)
-- self.state = "stand" -- self.state = "stand"
-- set_animation(self, "stand") -- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5) -- yaw = yaw + math.random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8) -- yaw = set_yaw(self, yaw, 8)
-- end -- end
--end --end
@ -2982,7 +2984,7 @@ mob_step = function()
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
self.object:remove() self.object:remove()
elseif self.lifetimer <= 10 then elseif self.lifetimer <= 10 then
if math_random(10) < 4 then if math.random(10) < 4 then
self.despawn_immediately = true self.despawn_immediately = true
else else
self.lifetimer = 20 self.lifetimer = 20
@ -2991,4 +2993,4 @@ mob_step = function()
end end
]]-- ]]--
end --end

View File

@ -1,14 +1,13 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance local vector = vector
--check to see if someone nearby has some tasty food --check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false mobs.check_following = function(self) -- returns true or false
--ignore --ignore
if not self.follow then if not self.follow then
self.following_person = nil self.following_person = nil
return(false) return false
end end
--hey look, this thing works for passive mobs too! --hey look, this thing works for passive mobs too!
@ -20,20 +19,20 @@ mobs.check_following = function(self) -- returns true or false
--safety check --safety check
if not stack then if not stack then
self.following_person = nil self.following_person = nil
return(false) return false
end end
local item_name = stack:get_name() local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food --all checks have passed, that guy has some good looking food
if item_name == self.follow then if item_name == self.follow then
self.following_person = follower self.following_person = follower
return(true) return true
end end
end end
--everything failed --everything failed
self.following_person = nil self.following_person = nil
return(false) return false
end end
--a function which attempts to make mobs enter --a function which attempts to make mobs enter
@ -42,25 +41,25 @@ mobs.enter_breed_state = function(self,clicker)
--do not breed if baby --do not breed if baby
if self.baby then if self.baby then
return(false) return false
end end
--do not do anything if looking for mate or --do not do anything if looking for mate or
--if cooling off from breeding --if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return(false) return false
end end
--if this is caught, that means something has gone --if this is caught, that means something has gone
--seriously wrong --seriously wrong
if not clicker or not clicker:is_player() then if not clicker or not clicker:is_player() then
return(false) return false
end end
local stack = clicker:get_wielded_item() local stack = clicker:get_wielded_item()
--safety check --safety check
if not stack then if not stack then
return(false) return false
end end
local item_name = stack:get_name() local item_name = stack:get_name()
@ -73,11 +72,11 @@ mobs.enter_breed_state = function(self,clicker)
self.breed_lookout_timer = self.breed_lookout_timer_goal self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true) return true
end end
--everything failed --everything failed
return(false) return false
end end
@ -104,15 +103,15 @@ mobs.look_for_mate = function(self)
local pos2 = mate:get_pos() local pos2 = mate:get_pos()
local distance = vector_distance(pos1,pos2) local distance = vector.distance(pos1,pos2)
if distance <= radius then if distance <= radius then
if line_of_sight then if minetest.line_of_sight then
--must add eye height or stuff breaks randomly because of --must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass) --seethrough nodes being a blocker (like grass)
if minetest_line_of_sight( if minetest.line_of_sight(
vector_new(pos1.x, pos1.y, pos1.z), vector.new(pos1.x, pos1.y, pos1.z),
vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z) vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then ) then
mates_detected = mates_detected + 1 mates_detected = mates_detected + 1
mates_in_area[mate] = distance mates_in_area[mate] = distance
@ -141,9 +140,7 @@ mobs.look_for_mate = function(self)
winner_mate = mate winner_mate = mate
end end
end end
return winner_mate
return(winner_mate)
end end
--make the baby grow up --make the baby grow up
@ -161,7 +158,7 @@ mobs.make_baby_grow_faster = function(self,clicker)
local stack = clicker:get_wielded_item() local stack = clicker:get_wielded_item()
--safety check --safety check
if not stack then if not stack then
return(false) return false
end end
local item_name = stack:get_name() local item_name = stack:get_name()
@ -175,10 +172,8 @@ mobs.make_baby_grow_faster = function(self,clicker)
end end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return true
return(true)
end end
end end
return false
return(false)
end end

View File

@ -8,10 +8,8 @@ local vector_direction = vector.direction
local integer_test = {-1,1} local integer_test = {-1,1}
mobs.collision = function(self) mobs.collision = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not self or not self.object or not self.object:get_luaentity() then if not self or not self.object or not self.object:get_luaentity() then
return return
end end
@ -104,11 +102,9 @@ mobs.collision = function(self)
end end
end end
end end
self.object:add_velocity(vel1) self.object:add_velocity(vel1)
object:add_velocity(vel2) object:add_velocity(vel2)
end end
end end
end end
end end
@ -116,7 +112,6 @@ end
--this is used for arrow collisions --this is used for arrow collisions
mobs.arrow_hit = function(self, player) mobs.arrow_hit = function(self, player)
player:punch(self.object, 1.0, { player:punch(self.object, 1.0, {
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage} damage_groups = {fleshy = self._damage}

View File

@ -1,5 +1,5 @@
local minetest_add_item = minetest.add_item local minetest_add_item = minetest.add_item
local minetest_sound_play = minetest.sound_play --local minetest_sound_play = minetest.sound_play
local math_pi = math.pi local math_pi = math.pi
local math_random = math.random local math_random = math.random
@ -19,7 +19,7 @@ local item_drop = function(self, cooked, looting_level)
return return
end end
local obj, item, num local obj, item
local pos = self.object:get_pos() local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check self.drops = self.drops or {} -- nil check
@ -56,8 +56,11 @@ local item_drop = function(self, cooked, looting_level)
-- cook items when true -- cook items when true
if cooked then if cooked then
local output = minetest_get_craft_result({ local output = minetest.get_craft_result({
method = "cooking", width = 1, items = {item}}) method = "cooking",
width = 1,
items = {item},
})
if output and output.item and not output.item:is_empty() then if output and output.item and not output.item:is_empty() then
item = output.item:get_name() item = output.item:get_name()
@ -117,15 +120,10 @@ mobs.death_logic = function(self, dtime)
--the final POOF of a mob despawning --the final POOF of a mob despawning
if self.death_animation_timer >= 1.25 then if self.death_animation_timer >= 1.25 then
item_drop(self,false,1) item_drop(self,false,1)
mobs.death_effect(self) mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
self.object:remove() self.object:remove()
return return
end end

View File

@ -1,5 +1,5 @@
local minetest_line_of_sight = minetest.line_of_sight local minetest_line_of_sight = minetest.line_of_sight
local minetest_dir_to_yaw = minetest.dir_to_yaw --local minetest_dir_to_yaw = minetest.dir_to_yaw
local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_node = minetest.get_node local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group local minetest_get_item_group = minetest.get_item_group
@ -18,19 +18,16 @@ local table_copy = table.copy
local math_abs = math.abs local math_abs = math.abs
-- default function when mobs are blown up with TNT -- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage) --[[local function do_tnt(obj, damage)
obj.object:punch(obj.object, 1.0, { obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = damage}, damage_groups = {fleshy = damage},
}, nil) }, nil)
return false, true, {} return false, true, {}
end end]]
--a fast function to be able to detect only players without using objects_in_radius --a fast function to be able to detect only players without using objects_in_radius
mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder) mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
local pos1 = self.object:get_pos() local pos1 = self.object:get_pos()
local players_in_area = {} local players_in_area = {}
local winner_player = nil local winner_player = nil
@ -79,8 +76,7 @@ mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius,
winner_player = player winner_player = player
end end
end end
return winner_player
return(winner_player)
end end
@ -107,14 +103,13 @@ mobs.jump_check = function(self,dtime)
if green_flag_1 and green_flag_2 then if green_flag_1 and green_flag_2 then
--can jump over node --can jump over node
return(1) return 1
elseif green_flag_1 and not green_flag_2 then elseif green_flag_1 and not green_flag_2 then
--wall in front of mob --wall in front of mob
return(2) return 2
end end
--nothing to jump over --nothing to jump over
return(0) return 0
end end
-- a helper function to quickly turn neutral passive mobs hostile -- a helper function to quickly turn neutral passive mobs hostile
@ -180,15 +175,10 @@ end
-- check if within physical map limits (-30911 to 30927) -- check if within physical map limits (-30911 to 30927)
-- within_limits, wmin, wmax = nil, -30913, 30928 -- within_limits, wmin, wmax = nil, -30913, 30928
mobs.within_limits = function(pos, radius) mobs.within_limits = function(pos, radius)
local wmin, wmax
if mcl_vars then if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
within_limits = function(pos, radius)
return pos
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
end
end end
end end
return pos return pos
@ -231,12 +221,12 @@ mobs.check_for_player_within_area = function(self, radius)
local distance = vector_distance(pos1,pos2) local distance = vector_distance(pos1,pos2)
if distance < radius then if distance < radius then
--found a player --found a player
return(true) return true
end end
end end
end end
--did not find a player --did not find a player
return(false) return false
end end
@ -244,7 +234,7 @@ end
mobs.get_2d_distance = function(pos1,pos2) mobs.get_2d_distance = function(pos1,pos2)
pos1.y = 0 pos1.y = 0
pos2.y = 0 pos2.y = 0
return(vector_distance(pos1, pos2)) return vector_distance(pos1, pos2)
end end
-- fall damage onto solid ground -- fall damage onto solid ground

View File

@ -0,0 +1,78 @@
--this is from https://github.com/HybridDog/builtin_item/blob/e6dfd9dce86503b3cbd1474257eca5f6f6ca71c2/init.lua#L50
local
minetest,vector,math,pairs,minetest_get_node,vector_subtract,minetest_registered_nodes
=
minetest,vector,math,pairs,minetest.get_node,vector.subtract,minetest.registered_nodes
local tab
local n
local function get_nodes(pos)
tab,n = {},1
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, y=pos.y, z=pos.z},
{x=pos.x, y=pos.y, z=pos.z+i}
}) do
tab[n] = {p, minetest_get_node(p)}
n = n+1
end
end
return tab
end
local data
local param2
local nd
local par2
local name
local tmp
local c_node
function mobs.get_flowing_dir(pos)
c_node = minetest_get_node(pos).name
if c_node ~= "mcl_core:water_flowing" and c_node ~= "mcl_core:water" then
return nil
end
data = get_nodes(pos)
param2 = minetest_get_node(pos).param2
if param2 > 7 then
return nil
end
if c_node == "mcl_core:water" then
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 == 7 then
return(vector_subtract(i[1],pos))
end
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 < param2 then
return(vector_subtract(i[1],pos))
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
if name == "mcl_core:water_flowing" and par2 >= 11 then
return(vector_subtract(i[1],pos))
end
end
for _,i in pairs(data) do
nd = i[2]
name = nd.name
par2 = nd.param2
tmp = minetest_registered_nodes[name]
if tmp and not tmp.walkable and name ~= "mcl_core:water_flowing" and name ~= "mcl_core:water" then
return(vector_subtract(i[1],pos))
end
end
return nil
end

View File

@ -1,112 +1,98 @@
local vector_new = vector.new local math = math
local vector = vector
--converts yaw to degrees --converts yaw to degrees
local degrees = function(yaw) local degrees = function(yaw)
return(yaw*180.0/math.pi) return yaw*180.0/math.pi
end end
mobs.do_head_logic = function(self,dtime) mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer") local player = minetest.get_player_by_name("singleplayer")
local look_at = player:get_pos() local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height look_at.y = look_at.y + player:get_properties().eye_height
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw()
local body_dir = minetest.yaw_to_dir(body_yaw)
pos.y = pos.y + self.head_height_offset
local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset)
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector.new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
--(vertical)
bone_pos.z = self.head_bone_pos_z
--print(yaw)
--local _, bone_rot = self.object:get_bone_position("head")
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
end
--over rotation protection
--stops radians from going out of spec
if head_yaw > math.pi then
head_yaw = head_yaw - (math.pi * 2)
elseif head_yaw < -math.pi then
head_yaw = head_yaw + (math.pi * 2)
end
local check_failed = false
--upper check + 90 degrees or upper math.radians (3.14/2)
if head_yaw > math.pi - (math.pi/2) then
head_yaw = 0
check_failed = true
--lower check - 90 degrees or lower negative math.radians (-3.14/2)
elseif head_yaw < -math.pi + (math.pi/2) then
head_yaw = 0
check_failed = true
end
local head_pitch = 0
local pos = self.object:get_pos() --DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
--head_yaw = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
local body_yaw = self.object:get_yaw() if not check_failed then
head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
end
local body_dir = minetest.yaw_to_dir(body_yaw) if self.head_pitch_modifier then
head_pitch = head_pitch + self.head_pitch_modifier
end
if self.swap_y_with_x then
pos.y = pos.y + self.head_height_offset self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
local head_offset = vector.multiply(body_dir, self.head_direction_offset) self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
pos = vector.add(pos, head_offset) --set_bone_position([bone, position, rotation])
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 0.2,
size = 1,
texture = "default_dirt.png",
})
local bone_pos = vector_new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
--(vertical)
bone_pos.z = self.head_bone_pos_z
--print(yaw)
--local _, bone_rot = self.object:get_bone_position("head")
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw
head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
end
--over rotation protection
--stops radians from going out of spec
if head_yaw > math.pi then
head_yaw = head_yaw - (math.pi * 2)
elseif head_yaw < -math.pi then
head_yaw = head_yaw + (math.pi * 2)
end
local check_failed = false
--upper check + 90 degrees or upper math.radians (3.14/2)
if head_yaw > math.pi - (math.pi/2) then
head_yaw = 0
check_failed = true
--lower check - 90 degrees or lower negative math.radians (-3.14/2)
elseif head_yaw < -math.pi + (math.pi/2) then
head_yaw = 0
check_failed = true
end
local head_pitch = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
--head_yaw = 0
--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
if not check_failed then
head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
end
if self.head_pitch_modifier then
head_pitch = head_pitch + self.head_pitch_modifier
end
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
end end

View File

@ -2,22 +2,19 @@ local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw local minetest_dir_to_yaw = minetest.dir_to_yaw
local math_floor = math.floor local math = math
local math_min = math.min local vector = vector
local math_random = math.random
local vector_direction = vector.direction
local vector_multiply = vector.multiply
local MAX_MOB_NAME_LENGTH = 30 local MAX_MOB_NAME_LENGTH = 30
local mod_hunger = minetest.get_modpath("mcl_hunger")
mobs.feed_tame = function(self) mobs.feed_tame = function(self)
return nil return nil
end end
-- Code to execute before custom on_rightclick handling -- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker) local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
-- Name mob with nametag -- Name mob with nametag
@ -60,7 +57,6 @@ end
-- deal damage and effects when mob punched -- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--don't do anything if the mob is already dead --don't do anything if the mob is already dead
if self.health <= 0 then if self.health <= 0 then
return return
@ -94,14 +90,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos2.y = 0 pos2.y = 0
local dir = vector_direction(pos2,pos1) local dir = vector.direction(pos2,pos1)
local yaw = minetest_dir_to_yaw(dir) local yaw = minetest_dir_to_yaw(dir)
self.yaw = yaw self.yaw = yaw
end end
-- custom punch function -- custom punch function
if self.do_punch then if self.do_punch then
-- when false skip going any further -- when false skip going any further
@ -115,21 +110,18 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
return return
end end
-- error checking when mod profiling is enabled -- error checking when mod profiling is enabled
if not tool_capabilities then if not tool_capabilities then
minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled") minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
return return
end end
local is_player = hitter:is_player() local is_player = hitter:is_player()
-- punch interval -- punch interval
local weapon = hitter:get_wielded_item() local weapon = hitter:get_wielded_item()
local punch_interval = 1.4 --local punch_interval = 1.4
-- exhaust attacker -- exhaust attacker
if mod_hunger and is_player then if mod_hunger and is_player then
@ -139,7 +131,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- calculate mob damage -- calculate mob damage
local damage = 0 local damage = 0
local armor = self.object:get_armor_groups() or {} local armor = self.object:get_armor_groups() or {}
local tmp
--calculate damage groups --calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
@ -163,13 +154,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- healing -- healing
if damage <= -1 then if damage <= -1 then
self.health = self.health - math_floor(damage) self.health = self.health - math.floor(damage)
return return
end end
if tool_capabilities then --if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4 -- punch_interval = tool_capabilities.full_punch_interval or 1.4
end --end
-- add weapon wear manually -- add weapon wear manually
-- Required because we have custom health handling ("health" property) -- Required because we have custom health handling ("health" property)
@ -183,7 +174,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
local weapon = hitter:get_wielded_item(player) local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition() local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math_floor(65535/tool_capabilities.punch_attack_uses) local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear) weapon:add_wear(wear)
hitter:set_wielded_item(weapon) hitter:set_wielded_item(weapon)
end end
@ -240,7 +231,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
up = 0 up = 0
end end
--0.75 for perfect distance to not be too easy, and not be too hard --0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75 local multiplier = 0.75
@ -255,20 +245,15 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
if self.hostile then if self.hostile then
multiplier = multiplier + 2 multiplier = multiplier + 2
end end
dir = vector.multiply(dir,multiplier)
dir = vector_multiply(dir,multiplier)
dir.y = up dir.y = up
--add the velocity --add the velocity
self.object:add_velocity(dir) self.object:add_velocity(dir)
end end
end end
--do internal per mob projectile calculations --do internal per mob projectile calculations
mobs.shoot_projectile = function(self) mobs.shoot_projectile = function(self)
local pos1 = self.object:get_pos() local pos1 = self.object:get_pos()
--add mob eye height --add mob eye height
pos1.y = pos1.y + self.eye_height pos1.y = pos1.y + self.eye_height
@ -278,7 +263,7 @@ mobs.shoot_projectile = function(self)
pos2.y = pos2.y + self.attacking:get_properties().eye_height pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction --get direction
local dir = vector_direction(pos1,pos2) local dir = vector.direction(pos1,pos2)
--call internal shoot_arrow function --call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir) self.shoot_arrow(self,pos1,dir)

View File

@ -1,9 +1,8 @@
local minetest_add_particlespawner = minetest.add_particlespawner local minetest_add_particlespawner = minetest.add_particlespawner
mobs.death_effect = function(self) mobs.death_effect = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local yaw = self.object:get_yaw() --local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local min, max local min, max
@ -33,7 +32,7 @@ end
mobs.critical_effect = function(self) mobs.critical_effect = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local yaw = self.object:get_yaw() --local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local min, max local min, max
@ -62,9 +61,8 @@ end
--when feeding a mob --when feeding a mob
mobs.feed_effect = function(self) mobs.feed_effect = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local yaw = self.object:get_yaw() --local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local min, max local min, max
@ -94,7 +92,7 @@ end
--hearts when tamed --hearts when tamed
mobs.tamed_effect = function(self) mobs.tamed_effect = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local yaw = self.object:get_yaw() --local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local min, max local min, max
@ -124,7 +122,7 @@ end
--hearts when breeding --hearts when breeding
mobs.breeding_effect = function(self) mobs.breeding_effect = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local yaw = self.object:get_yaw() --local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox local collisionbox = self.object:get_properties().collisionbox
local min, max local min, max

View File

@ -1,16 +1,10 @@
local math_pi = math.pi -- localize math functions
local math_sin = math.sin local math = math
local math_cos = math.cos local HALF_PI = math.pi / 2
local math_random = math.random local DOUBLE_PI = math.pi * 2
local HALF_PI = math_pi / 2
local DOUBLE_PI = math_pi * 2
-- localize vector functions -- localize vector functions
local vector_new = vector.new local vector = vector
local vector_length = vector.length
local vector_multiply = vector.multiply
local vector_distance = vector.distance
local vector_normalize = vector.normalize
local minetest_yaw_to_dir = minetest.yaw_to_dir local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw local minetest_dir_to_yaw = minetest.dir_to_yaw
@ -19,18 +13,17 @@ local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4 local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3 local DEFAULT_CLIMB_SPEED = 3
mobs.stick_in_cobweb = function(self) mobs.stick_in_cobweb = function(self)
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
local goal_velocity = vector_multiply(vector_normalize(current_velocity), 0.4) local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4)
goal_velocity.y = -0.5 goal_velocity.y = -0.5
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end
@ -38,8 +31,14 @@ end
--this is a generic float function --this is a generic float function
mobs.float = function(self) mobs.float = function(self)
if self.object:get_acceleration().y ~= 0 then local acceleration = self.object:get_acceleration()
self.object:set_acceleration(vector_new(0,0,0))
if not acceleration then
return
end
if acceleration.y ~= 0 then
self.object:set_acceleration({x=0, y=0, z=0})
end end
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
@ -50,13 +49,13 @@ mobs.float = function(self)
z = 0, z = 0,
} }
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) local new_velocity_addition = vector.subtract(goal_velocity, current_velocity)
new_velocity_addition.x = 0 new_velocity_addition.x = 0
new_velocity_addition.z = 0 new_velocity_addition.z = 0
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end
@ -78,7 +77,7 @@ mobs.climb = function(self)
new_velocity_addition.z = 0 new_velocity_addition.z = 0
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end
@ -106,22 +105,22 @@ mobs.set_velocity = function(self, v)
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
local goal_velocity = { local goal_velocity = {
x = (math_sin(yaw) * -v), x = (math.sin(yaw) * -v),
y = 0, y = 0,
z = (math_cos(yaw) * v), z = (math.cos(yaw) * v),
} }
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end end
new_velocity_addition.y = 0 new_velocity_addition.y = 0
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end
@ -136,7 +135,7 @@ mobs.get_velocity = function(self)
v.y = 0 v.y = 0
if v then if v then
return vector_length(v) return vector.length(v)
end end
return 0 return 0
@ -152,7 +151,7 @@ mobs.jump = function(self, velocity)
--fallback velocity to allow modularity --fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT velocity = velocity or DEFAULT_JUMP_HEIGHT
self.object:add_velocity(vector_new(0,velocity,0)) self.object:add_velocity(vector.new(0,velocity,0))
end end
--make mobs fall slowly --make mobs fall slowly
@ -172,15 +171,15 @@ mobs.mob_fall_slow = function(self)
new_velocity_addition.x = 0 new_velocity_addition.x = 0
new_velocity_addition.z = 0 new_velocity_addition.z = 0
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end end
new_velocity_addition.x = 0 new_velocity_addition.x = 0
new_velocity_addition.z = 0 new_velocity_addition.z = 0
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
@ -212,13 +211,13 @@ mobs.flop = function(self, velocity)
velocity = velocity or DEFAULT_JUMP_HEIGHT velocity = velocity or DEFAULT_JUMP_HEIGHT
--create a random direction (2d yaw) --create a random direction (2d yaw)
local dir = DOUBLE_PI * math_random() local dir = DOUBLE_PI * math.random()
--create a random force value --create a random force value
local force = math_random(0,3) + math_random() local force = math.random(0,3) + math.random()
--convert the yaw to a direction vector then multiply it times the force --convert the yaw to a direction vector then multiply it times the force
local final_additional_force = vector_multiply(minetest_yaw_to_dir(dir), force) local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force)
--place in the "flop" velocity to make the mob flop --place in the "flop" velocity to make the mob flop
final_additional_force.y = velocity final_additional_force.y = velocity
@ -246,20 +245,20 @@ mobs.set_swim_velocity = function(self, v)
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
local goal_velocity = { local goal_velocity = {
x = (math_sin(yaw) * -v), x = (math.sin(yaw) * -v),
y = pitch, y = pitch,
z = (math_cos(yaw) * v), z = (math.cos(yaw) * v),
} }
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end end
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end
@ -291,20 +290,20 @@ mobs.set_fly_velocity = function(self, v)
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
local goal_velocity = { local goal_velocity = {
x = (math_sin(yaw) * -v), x = (math.sin(yaw) * -v),
y = pitch, y = pitch,
z = (math_cos(yaw) * v), z = (math.cos(yaw) * v),
} }
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end end
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end
@ -316,7 +315,7 @@ mobs.calculate_pitch = function(pos1, pos2)
return false return false
end end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI) return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI
end end
--make mobs fly up or down based on their y difference --make mobs fly up or down based on their y difference
@ -353,27 +352,27 @@ mobs.jump_move = function(self, velocity)
mobs.set_velocity(self,0) mobs.set_velocity(self,0)
--fallback velocity to allow modularity --fallback velocity to allow modularity
jump_height = DEFAULT_JUMP_HEIGHT local jump_height = DEFAULT_JUMP_HEIGHT
local yaw = (self.yaw or 0) local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity() local current_velocity = self.object:get_velocity()
local goal_velocity = { local goal_velocity = {
x = (math_sin(yaw) * -velocity), x = (math.sin(yaw) * -velocity),
y = jump_height, y = jump_height,
z = (math_cos(yaw) * velocity), z = (math.cos(yaw) * velocity),
} }
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end end
--smooths out mobs a bit --smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition) self.object:add_velocity(new_velocity_addition)
end end
end end

View File

@ -36,9 +36,8 @@ mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, po
le._collectable = collectable le._collectable = collectable
--play custom shoot sound --play custom shoot sound
if shooter ~= nil and shooter.shoot_sound then if shooter and shooter.shoot_sound then
minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true) minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true)
end end
return obj return obj
end end

View File

@ -1,10 +1,12 @@
local math_random = math.random local math_random = math.random
local minetest_settings = minetest.settings local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- get entity staticdata -- get entity staticdata
mobs.mob_staticdata = function(self) mobs.mob_staticdata = function(self)
--despawn mechanism --despawn mechanism
--don't despawned tamed or bred mobs --don't despawned tamed or bred mobs
if not self.tamed and not self.bred then if not self.tamed and not self.bred then
@ -142,8 +144,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.health = math_random (self.hp_min, self.hp_max) self.health = math_random (self.hp_min, self.hp_max)
end end
if not self.random_sound_timer then if not self.random_sound_timer then
self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max) self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
end end
@ -186,7 +186,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.texture_mods = {} self.texture_mods = {}
self.v_start = false self.v_start = false
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
@ -200,7 +199,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.object:set_texture_mod("") self.object:set_texture_mod("")
end end
-- set anything changed above -- set anything changed above
self.object:set_properties(self) self.object:set_properties(self)

View File

@ -1,8 +1,11 @@
-- lib_mount by Blert2112 (edited by TenPlus1) -- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false --local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false --local crash_threshold = 6.5 -- ignored if enable_crash=false
local math = math
local vector = vector
------------------------------------------------------------------------------ ------------------------------------------------------------------------------
@ -10,7 +13,7 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
-- Helper functions -- Helper functions
-- --
local node_ok = function(pos, fallback) --[[local function node_ok(pos, fallback)
fallback = fallback or mobs.fallback_node fallback = fallback or mobs.fallback_node
@ -21,10 +24,10 @@ local node_ok = function(pos, fallback)
end end
return {name = fallback} return {name = fallback}
end end]]
local function node_is(pos) --[[local function node_is(pos)
local node = node_ok(pos) local node = node_ok(pos)
@ -45,7 +48,7 @@ local function node_is(pos)
end end
return "other" return "other"
end end]]
local function get_sign(i) local function get_sign(i)
@ -60,13 +63,11 @@ local function get_sign(i)
end end
local function get_velocity(v, yaw, y) --[[local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v local z = math.cos(yaw) * v
return {x = x, y = y, z = z} return {x = x, y = y, z = z}
end end]]
local function get_v(v) local function get_v(v)
@ -172,7 +173,7 @@ function mobs.detach(player, offset)
--pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} --pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off player:add_velocity(vector.new(math.random(-6,6), math.random(5,8), math.random(-6,6))) --throw the rider off
--[[ --[[
minetest.after(0.1, function(name, pos) minetest.after(0.1, function(name, pos)
@ -187,13 +188,13 @@ end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_view = 0 --local rot_view = 0
if entity.player_rotation.y == 90 then --if entity.player_rotation.y == 90 then
rot_view = math.pi/2 -- rot_view = math.pi/2
end --end
local acce_y = 0 --local acce_y = 0
local velo = entity.object:get_velocity() local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v) entity.v = get_v(velo) * get_sign(entity.v)
@ -388,7 +389,6 @@ end
-- directional flying routine by D00Med (edited by TenPlus1) -- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
if true then if true then
print("succ") print("succ")
return return

View File

@ -5,19 +5,21 @@ local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
local get_objects_inside_radius = minetest.get_objects_inside_radius local get_objects_inside_radius = minetest.get_objects_inside_radius
local get_connected_players = minetest.get_connected_players
local math_random = math.random local math_random = math.random
local math_floor = math.floor local math_floor = math.floor
local max = math.max --local max = math.max
local vector_distance = vector.distance --local vector_distance = vector.distance
local vector_new = vector.new local vector_new = vector.new
local vector_floor = vector.floor local vector_floor = vector.floor
local table_copy = table.copy local table_copy = table.copy
local table_remove = table.remove local table_remove = table.remove
local pairs = pairs
-- range for mob count -- range for mob count
local aoc_range = 48 local aoc_range = 48
@ -167,7 +169,7 @@ Overworld regular:
-- count how many mobs are in an area -- count how many mobs are in an area
local count_mobs = function(pos) local function count_mobs(pos)
local num = 0 local num = 0
for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do
if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then
@ -242,8 +244,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
end end
--[[ --[[
local spawn_action local function spawn_action(pos, node, active_object_count, active_object_count_wider, name)
spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
local orig_pos = table.copy(pos) local orig_pos = table.copy(pos)
-- is mob actually registered? -- is mob actually registered?
@ -280,7 +281,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
end end
-- if toggle set to nil then ignore day/night check -- if toggle set to nil then ignore day/night check
if day_toggle ~= nil then if day_toggle then
local tod = (minetest.get_timeofday() or 0) * 24000 local tod = (minetest.get_timeofday() or 0) * 24000
@ -370,7 +371,7 @@ function mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_ligh
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
-- inside block -- inside block
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!") minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then if ent.spawn_small_alternative and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative) minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative) spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
end end
@ -486,7 +487,8 @@ local axis
local inner = 15 local inner = 15
local outer = 64 local outer = 64
local int = {-1,1} local int = {-1,1}
local position_calculation = function(pos)
local function position_calculation(pos)
pos = vector_floor(pos) pos = vector_floor(pos)
@ -501,7 +503,7 @@ local position_calculation = function(pos)
pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)] pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)]
pos.x = pos.x + math_random(-outer,outer) pos.x = pos.x + math_random(-outer,outer)
end end
return(pos) return pos
end end
--[[ --[[
@ -540,7 +542,7 @@ if mobs_spawn then
timer = timer + dtime timer = timer + dtime
if timer >= 10 then if timer >= 10 then
timer = 0 timer = 0
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(get_connected_players()) do
-- after this line each "break" means "continue" -- after this line each "break" means "continue"
local do_mob_spawning = true local do_mob_spawning = true
repeat repeat
@ -548,15 +550,15 @@ if mobs_spawn then
--they happen in a single server step --they happen in a single server step
local player_pos = player:get_pos() local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y) local dimension = mcl_worlds.pos_to_dimension(player_pos)
if dimension == "void" or dimension == "default" then if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area break -- ignore void and unloaded area
end end
local min,max = decypher_limits(player_pos.y) local min, max = decypher_limits(player_pos.y)
for i = 1,math_random(1,4) do for i = 1, math_random(1,4) do
-- after this line each "break" means "continue" -- after this line each "break" means "continue"
local do_mob_algorithm = true local do_mob_algorithm = true
repeat repeat

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@ -1,5 +1,5 @@
local S = minetest.get_translator("mcl_mobs") local S = minetest.get_translator(minetest.get_current_modname())
-- name tag -- name tag
minetest.register_craftitem("mcl_mobs:nametag", { minetest.register_craftitem("mcl_mobs:nametag", {

View File

@ -0,0 +1,11 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Tryb pokojowy aktywowany! Potwory nie będą się pojawiać.
This allows you to place a single mob.=To pozwala na przywołanie jednego moba.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Postaw to w miejscu w którym chcesz aby pojawił się mob. Zwierzęta pojawią się jako oswojone chyba, że będziesz się skradał podczas stawiania. Jeśli postawisz to na spawnerze to zmienisz którego moba przywołuje.
You need the “maphack” privilege to change the mob spawner.=Potrzebujesz przywileju "maphack", aby zmienić spawner.
Name Tag=Znacznik
A name tag is an item to name a mob.=Znacznik jest przedmiotem pozwalającym nazwać moba.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Zanim użyjesz znacznika musisz wybrać imię przy kowadle. Następnie możesz użyć znacznika by nazwać moba. To zużywa znacznik.
Only peaceful mobs allowed!=Tylko pokojowe moby są dozwolone!
Give names to mobs=Nazwij moby
Set name at anvil=Wybierz imię przy kowadle

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@ -2,4 +2,4 @@ name = mcl_mobs
author = PilzAdam author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc. description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_mapgen, mcl_particles depends = mcl_mapgen, mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience

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@ -1,12 +1,15 @@
mcl_paintings = {} mcl_paintings = {}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/paintings.lua") local modname = minetest.get_current_modname()
dofile(minetest.get_modpath(modname).."/paintings.lua")
local S = minetest.get_translator("mcl_paintings") local S = minetest.get_translator(modname)
local math = math
local wood = "[combine:16x16:-192,0=mcl_paintings_paintings.png" local wood = "[combine:16x16:-192,0=mcl_paintings_paintings.png"
local is_protected = function(pos, name) local function is_protected(pos, name)
if minetest.is_protected(pos, name) then if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name) minetest.record_protection_violation(pos, name)
return true return true
@ -17,7 +20,7 @@ end
-- Check if there's a painting for provided painting size. -- Check if there's a painting for provided painting size.
-- If yes, returns the arguments. -- If yes, returns the arguments.
-- If not, returns the next smaller available painting. -- If not, returns the next smaller available painting.
local shrink_painting = function(x, y) local function shrink_painting(x, y)
if x > 4 or y > 4 then if x > 4 or y > 4 then
return nil return nil
end end
@ -43,7 +46,7 @@ local shrink_painting = function(x, y)
end end
end end
local get_painting = function(x, y, motive) local function get_painting(x, y, motive)
local painting = mcl_paintings.paintings[y] and mcl_paintings.paintings[y][x] and mcl_paintings.paintings[y][x][motive] local painting = mcl_paintings.paintings[y] and mcl_paintings.paintings[y][x] and mcl_paintings.paintings[y][x][motive]
if not painting then if not painting then
return nil return nil
@ -53,7 +56,7 @@ local get_painting = function(x, y, motive)
return "[combine:"..sx.."x"..sy..":"..px..","..py.."=mcl_paintings_paintings.png" return "[combine:"..sx.."x"..sy..":"..px..","..py.."=mcl_paintings_paintings.png"
end end
local get_random_painting = function(x, y) local function get_random_painting(x, y)
if not mcl_paintings.paintings[y] or not mcl_paintings.paintings[y][x] then if not mcl_paintings.paintings[y] or not mcl_paintings.paintings[y][x] then
return nil return nil
end end
@ -65,7 +68,7 @@ local get_random_painting = function(x, y)
return get_painting(x, y, r), r return get_painting(x, y, r), r
end end
local size_to_minmax = function(size) --[[local function size_to_minmax(size)
local min, max local min, max
if size == 2 then if size == 2 then
min = -0.5 min = -0.5
@ -81,13 +84,13 @@ local size_to_minmax = function(size)
max = 0.5 max = 0.5
end end
return min, max return min, max
end end]]
local size_to_minmax_entity = function(size) local function size_to_minmax_entity(size)
return -size/2, size/2 return -size/2, size/2
end end
local set_entity = function(object) local function set_entity(object)
local ent = object:get_luaentity() local ent = object:get_luaentity()
local wallm = ent._facing local wallm = ent._facing
local xsize = ent._xsize local xsize = ent._xsize
@ -169,7 +172,7 @@ minetest.register_entity("mcl_paintings:painting", {
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
-- Drop as item on punch -- Drop as item on punch
if puncher and puncher:is_player() then if puncher and puncher:is_player() then
kname = puncher:get_player_name() local kname = puncher:get_player_name()
local pos = self._pos local pos = self._pos
if not pos then if not pos then
pos = self.object:get_pos() pos = self.object:get_pos()

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@ -0,0 +1,2 @@
# textdomain:mcl_paintings
Painting=Obraz

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@ -3,7 +3,7 @@ local TS = 16 -- texture size
mcl_paintings.paintings = { mcl_paintings.paintings = {
[1] = { [1] = {
[1] = { [1] = {
{ cx = 0, cy = 0 }, { cx = 0, cy = 0 },
{ cx = TS, cy = 0 }, { cx = TS, cy = 0 },
{ cx = 2*TS, cy = 0 }, { cx = 2*TS, cy = 0 },
{ cx = 3*TS, cy = 0 }, { cx = 3*TS, cy = 0 },

View File

@ -15,7 +15,7 @@ with name "mobs_mc_gameconfig". ]]
-- Set to false in your gameconfig mod if you create your own monster egg nodes. -- Set to false in your gameconfig mod if you create your own monster egg nodes.
mobs_mc.create_monster_egg_nodes = true mobs_mc.create_monster_egg_nodes = true
mobs_mc.items = {} --mobs_mc.items = {}
mobs_mc.items = { mobs_mc.items = {
-- Items defined in mobs_mc -- Items defined in mobs_mc
@ -83,7 +83,7 @@ mobs_mc.items = {
water_source = "default:water_source", water_source = "default:water_source",
water_flowing = "default:water_flowing", water_flowing = "default:water_flowing",
river_water_source = "default:river_water_source", river_water_source = "default:river_water_source",
water_flowing = "default:river_water_flowing", --water_flowing = "default:river_water_flowing",
black_dye = "dye:black", black_dye = "dye:black",
poppy = "flowers:rose", poppy = "flowers:rose",
dandelion = "flowers:dandelion_yellow", dandelion = "flowers:dandelion_yellow",
@ -128,7 +128,6 @@ mobs_mc.items = {
nether_portal = "nether:portal", nether_portal = "nether:portal",
netherrack = "nether:rack", netherrack = "nether:rack",
nether_brick_block = "nether:brick",
-- Wool (Minecraft color scheme) -- Wool (Minecraft color scheme)
wool_white = "wool:white", wool_white = "wool:white",

View File

@ -8,7 +8,7 @@
-- NOTE: Most strings intentionally not marked for translation, other mods already have these items. -- NOTE: Most strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, most items are already outsourced in other mods. -- TODO: Remove this file eventually, most items are already outsourced in other mods.
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
local c = mobs_mc.is_item_variable_overridden local c = mobs_mc.is_item_variable_overridden
@ -234,8 +234,8 @@ end
if c("ender_eye") and c("blaze_powder") and c("blaze_rod") then if c("ender_eye") and c("blaze_powder") and c("blaze_rod") then
minetest.register_craft({ minetest.register_craft({
type = "shapeless", type = "shapeless",
output = 'mobs_mc:ender_eye', output = "mobs_mc:ender_eye",
recipe = { 'mobs_mc:blaze_powder', 'mobs_mc:blaze_rod'}, recipe = { "mobs_mc:blaze_powder", "mobs_mc:blaze_rod"},
}) })
end end

View File

@ -6,7 +6,7 @@
-- NOTE: Strings intentionally not marked for translation, other mods already have these items. -- NOTE: Strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, all items here are already outsourced in other mods. -- TODO: Remove this file eventually, all items here are already outsourced in other mods.
local S = minetest.get_translator("mobs_mc") --local S = minetest.get_translator(minetest.get_current_modname())
--maikerumines throwing code --maikerumines throwing code
--arrow (weapon) --arrow (weapon)
@ -83,7 +83,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
if self.timer>0.2 then if self.timer>0.2 then
local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5) local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5)
for k, obj in pairs(objs) do for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then if obj:get_luaentity() then
if obj:get_luaentity().name ~= "mobs_mc:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then if obj:get_luaentity().name ~= "mobs_mc:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
local damage = 3 local damage = 3
minetest.sound_play("damage", {pos = pos}, true) minetest.sound_play("damage", {pos = pos}, true)
@ -108,7 +108,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
if self.lastpos.x~=nil then if self.lastpos.x~=nil then
if node.name ~= "air" then if node.name ~= "air" then
minetest.sound_play("bowhit1", {pos = pos}, true) minetest.sound_play("bowhit1", {pos = pos}, true)
minetest.add_item(self.lastpos, 'mobs_mc:arrow') minetest.add_item(self.lastpos, "mobs_mc:arrow")
self.object:remove() self.object:remove()
end end
end end
@ -155,7 +155,7 @@ end
if c("arrow") and c("flint") and c("feather") and c("stick") then if c("arrow") and c("flint") and c("feather") and c("stick") then
minetest.register_craft({ minetest.register_craft({
output = 'mobs_mc:arrow 4', output = "mobs_mc:arrow 4",
recipe = { recipe = {
{mobs_mc.items.flint}, {mobs_mc.items.flint},
{mobs_mc.items.stick}, {mobs_mc.items.stick},
@ -181,11 +181,11 @@ if c("bow") then
}) })
minetest.register_craft({ minetest.register_craft({
output = 'mobs_mc:bow_wood', output = "mobs_mc:bow_wood",
recipe = { recipe = {
{mobs_mc.items.string, mobs_mc.items.stick, ''}, {mobs_mc.items.string, mobs_mc.items.stick, ""},
{mobs_mc.items.string, '', mobs_mc.items.stick}, {mobs_mc.items.string, "", mobs_mc.items.stick},
{mobs_mc.items.string, mobs_mc.items.stick, ''}, {mobs_mc.items.string, mobs_mc.items.stick, ""},
} }
}) })
end end
@ -259,7 +259,7 @@ if c("egg") then
}) })
-- shoot egg -- shoot egg
local mobs_shoot_egg = function (item, player, pointed_thing) local function mobs_shoot_egg(item, player, pointed_thing)
local playerpos = player:get_pos() local playerpos = player:get_pos()
@ -349,7 +349,7 @@ mobs:register_arrow("mobs_mc:snowball_entity", {
if c("snowball") then if c("snowball") then
-- shoot snowball -- shoot snowball
local mobs_shoot_snowball = function (item, player, pointed_thing) local function mobs_shoot_snowball(item, player, pointed_thing)
local playerpos = player:get_pos() local playerpos = player:get_pos()

View File

@ -3,8 +3,9 @@
-- NOTE: Strings intentionally not marked for translation, other mods already have these items. -- NOTE: Strings intentionally not marked for translation, other mods already have these items.
-- TODO: Remove this file eventually, all items here are already outsourced in other mods. -- TODO: Remove this file eventually, all items here are already outsourced in other mods.
-- TODO: Add translation.
local S = minetest.get_translator("mobs_mc") --local S = local S = minetest.get_translator(minetest.get_current_modname())
-- Heads system -- Heads system

View File

@ -190,9 +190,10 @@ Origin of those models:
* [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0) * [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0)
* `mcl_totems_totem.ogg` * `mcl_totems_totem.ogg`
* Source: <https://freesound.org/people/Spennnyyy/sounds/323502/> * Source: <https://freesound.org/people/Spennnyyy/sounds/323502/>
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) * [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author)
* `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0) * `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0)
* Source: <https://opengameart.org/content/walking-skeleton> * Source: <https://opengameart.org/content/walking-skeleton>
* Based on: <https://freesound.org/people/kantouth/sounds/115113/>
* [spookymodem](https://freesound.org/people/spookymodem/) * [spookymodem](https://freesound.org/people/spookymodem/)
* `mobs_mc_skeleton_death.ogg` (CC0) * `mobs_mc_skeleton_death.ogg` (CC0)
* <https://freesound.org/people/spookymodem/sounds/202091/> * <https://freesound.org/people/spookymodem/sounds/202091/>
@ -306,4 +307,4 @@ Origin of those models:
Note: Many of these sounds have been more or less modified to fit the game. Note: Many of these sounds have been more or less modified to fit the game.
Sounds not mentioned hre are licensed under CC0. Sounds not mentioned here are licensed under CC0.

View File

@ -2,7 +2,7 @@
--################### AGENT - seemingly unused --################### AGENT - seemingly unused
--################### --###################
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:agent", { mobs:register_mob("mobs_mc:agent", {
type = "npc", type = "npc",

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:bat", { mobs:register_mob("mobs_mc:bat", {
description = S("Bat"), description = S("Bat"),

View File

@ -3,7 +3,7 @@
-- Model and mobs_blaze.png see https://github.com/22i/minecraft-voxel-blender-models -hi 22i ~jordan4ibanez -- Model and mobs_blaze.png see https://github.com/22i/minecraft-voxel-blender-models -hi 22i ~jordan4ibanez
-- blaze.lua partial copy of mobs_mc/ghast.lua -- blaze.lua partial copy of mobs_mc/ghast.lua
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### BLAZE --################### BLAZE
@ -20,7 +20,7 @@ mobs:register_mob("mobs_mc:blaze", {
xp_max = 10, xp_max = 10,
tilt_fly = false, tilt_fly = false,
hostile = true, hostile = true,
rotate = 270, --rotate = 270,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3},
rotate = -180, rotate = -180,
visual = "mesh", visual = "mesh",

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### CHICKEN --################### CHICKEN

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
local cow_def = { local cow_def = {
description = S("Cow"), description = S("Cow"),

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### CREEPER --################### CREEPER
@ -72,7 +72,7 @@ mobs:register_mob("mobs_mc:creeper", {
-- TODO: Make creeper flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer then
return return
end end
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
@ -92,7 +92,7 @@ mobs:register_mob("mobs_mc:creeper", {
end end
end, end,
do_custom = function(self, dtime) do_custom = function(self, dtime)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then if self._forced_explosion_countdown_timer <= 0 then
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength) mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
@ -196,7 +196,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
-- TODO: Make creeper flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer then
return return
end end
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
@ -216,7 +216,7 @@ mobs:register_mob("mobs_mc:creeper_charged", {
end end
end, end,
do_custom = function(self, dtime) do_custom = function(self, dtime)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer then
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
if self._forced_explosion_countdown_timer <= 0 then if self._forced_explosion_countdown_timer <= 0 then
mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength) mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)

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@ -2,7 +2,7 @@
--################### ENDERDRAGON --################### ENDERDRAGON
--################### --###################
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:enderdragon", { mobs:register_mob("mobs_mc:enderdragon", {
description = S("Ender Dragon"), description = S("Ender Dragon"),
@ -24,7 +24,6 @@ mobs:register_mob("mobs_mc:enderdragon", {
xp_max = 500, xp_max = 500,
collisionbox = {-2, 0, -2, 2, 2, 2}, collisionbox = {-2, 0, -2, 2, 2, 2},
eye_height = 1, eye_height = 1,
physical = false,
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_dragon.b3d", mesh = "mobs_mc_dragon.b3d",
textures = { textures = {
@ -60,8 +59,6 @@ mobs:register_mob("mobs_mc:enderdragon", {
arrow = "mobs_mc:dragon_fireball", arrow = "mobs_mc:dragon_fireball",
shoot_interval = 0.5, shoot_interval = 0.5,
shoot_offset = -1.0, shoot_offset = -1.0,
xp_min = 500,
xp_max = 500,
animation = { animation = {
fly_speed = 8, stand_speed = 8, fly_speed = 8, stand_speed = 8,
stand_start = 0, stand_end = 20, stand_start = 0, stand_end = 20,
@ -114,8 +111,8 @@ mobs:register_mob("mobs_mc:enderdragon", {
fire_resistant = true, fire_resistant = true,
}) })
--TODO: replace this setting by a proper gamerules system
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing", true)
-- dragon fireball (projectile) -- dragon fireball (projectile)
mobs:register_arrow("mobs_mc:dragon_fireball", { mobs:register_arrow("mobs_mc:dragon_fireball", {
@ -143,7 +140,9 @@ mobs:register_arrow("mobs_mc:dragon_fireball", {
-- node hit, explode -- node hit, explode
hit_node = function(self, pos, node) hit_node = function(self, pos, node)
--mobs:boom(self, pos, 2) --mobs:boom(self, pos, 2)
mcl_explosions.explode(self.object:get_pos(), 2,{ drop_chance = 1.0 }) if mobs_griefing then
mcl_explosions.explode(self.object:get_pos(), 2, { drop_chance = 1.0 })
end
end end
}) })

View File

@ -24,9 +24,11 @@
-- added rain damage. -- added rain damage.
-- fixed the grass_with_dirt issue. -- fixed the grass_with_dirt issue.
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
local telesound = function(pos, is_source) local vector = vector
local function telesound(pos, is_source)
local snd local snd
if is_source then if is_source then
snd = "mobs_mc_enderman_teleport_src" snd = "mobs_mc_enderman_teleport_src"
@ -302,7 +304,7 @@ mobs:register_mob("mobs_mc:enderman", {
if self.attacking then if self.attacking then
local target = self.attacking local target = self.attacking
local pos = target:get_pos() local pos = target:get_pos()
if pos ~= nil then if pos then
if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then
self:teleport(target) self:teleport(target)
end end
@ -318,12 +320,12 @@ mobs:register_mob("mobs_mc:enderman", {
for n = 1, #objs do for n = 1, #objs do
local obj = objs[n] local obj = objs[n]
if obj then if obj then
if minetest.is_player(obj) then --if minetest.is_player(obj) then
-- Warp from players during day. -- Warp from players during day.
--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then --if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil) -- self:teleport(nil)
--end --end
else if not obj:is_player() then
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if lua then if lua then
if lua.name == "mcl_bows:arrow_entity" or lua.name == "mcl_throwing:snowball_entity" then if lua.name == "mcl_bows:arrow_entity" or lua.name == "mcl_throwing:snowball_entity" then
@ -341,8 +343,8 @@ mobs:register_mob("mobs_mc:enderman", {
-- self:teleport(nil) -- self:teleport(nil)
-- self.state = "" -- self.state = ""
--else --else
if self.attack ~= nil and not minetest.settings:get_bool("creative_mode") then if self.attack and not minetest.settings:get_bool("creative_mode") then
self.state = 'attack' self.state = "attack"
end end
--end --end
end end
@ -459,7 +461,7 @@ mobs:register_mob("mobs_mc:enderman", {
end end
end end
end end
elseif self._taken_node ~= nil and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then elseif self._taken_node and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then
-- Place taken node -- Place taken node
self._take_place_timer = 0 self._take_place_timer = 0
self._next_take_place_time = math.random(take_frequency_min, take_frequency_max) self._next_take_place_time = math.random(take_frequency_min, take_frequency_max)
@ -485,12 +487,12 @@ mobs:register_mob("mobs_mc:enderman", {
end end
end, end,
do_teleport = function(self, target) do_teleport = function(self, target)
if target ~= nil then if target then
local target_pos = target:get_pos() local target_pos = target:get_pos()
-- Find all solid nodes below air in a 10×10×10 cuboid centered on the target -- Find all solid nodes below air in a 10×10×10 cuboid centered on the target
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"}) local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"})
local telepos local telepos
if nodes ~= nil then if nodes then
if #nodes > 0 then if #nodes > 0 then
-- Up to 64 attempts to teleport -- Up to 64 attempts to teleport
for n=1, math.min(64, #nodes) do for n=1, math.min(64, #nodes) do
@ -525,7 +527,7 @@ mobs:register_mob("mobs_mc:enderman", {
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract(): -- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) ) local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"}) local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
if nodes ~= nil then if nodes then
if #nodes > 0 then if #nodes > 0 then
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport -- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
for n=1, math.min(8, #nodes) do for n=1, math.min(8, #nodes) do
@ -557,13 +559,13 @@ mobs:register_mob("mobs_mc:enderman", {
end, end,
on_die = function(self, pos) on_die = function(self, pos)
-- Drop carried node on death -- Drop carried node on death
if self._taken_node ~= nil and self._taken_node ~= "" then if self._taken_node and self._taken_node ~= "" then
minetest.add_item(pos, self._taken_node) minetest.add_item(pos, self._taken_node)
end end
end, end,
do_punch = function(self, hitter, tflp, tool_caps, dir) do_punch = function(self, hitter, tflp, tool_caps, dir)
-- damage from rain caused by itself so we don't want it to attack itself. -- damage from rain caused by itself so we don't want it to attack itself.
if hitter ~= self.object and hitter ~= nil then if hitter ~= self.object and hitter then
--if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then --if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
-- self:teleport(nil) -- self:teleport(nil)
--else --else

View File

@ -2,7 +2,7 @@
--################### ENDERMITE --################### ENDERMITE
--################### --###################
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:endermite", { mobs:register_mob("mobs_mc:endermite", {
description = S("Endermite"), description = S("Endermite"),

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### GHAST --################### GHAST

View File

@ -2,7 +2,7 @@
--################### GUARDIAN --################### GUARDIAN
--################### --###################
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:guardian", { mobs:register_mob("mobs_mc:guardian", {
description = S("Guardian"), description = S("Guardian"),
@ -13,7 +13,7 @@ mobs:register_mob("mobs_mc:guardian", {
xp_min = 10, xp_min = 10,
xp_max = 10, xp_max = 10,
breath_max = -1, breath_max = -1,
passive = false, passive = false,
attack_type = "punch", attack_type = "punch",
pathfinding = 1, pathfinding = 1,
view_range = 16, view_range = 16,
@ -94,7 +94,6 @@ mobs:register_mob("mobs_mc:guardian", {
makes_footstep_sound = false, makes_footstep_sound = false,
fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source }, fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source },
jump = false, jump = false,
view_range = 16,
}) })
-- Spawning disabled due to size issues -- Spawning disabled due to size issues

View File

@ -4,7 +4,7 @@
--################### GUARDIAN --################### GUARDIAN
--################### --###################
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:guardian_elder", { mobs:register_mob("mobs_mc:guardian_elder", {
description = S("Elder Guardian"), description = S("Elder Guardian"),
@ -15,7 +15,7 @@ mobs:register_mob("mobs_mc:guardian_elder", {
xp_min = 10, xp_min = 10,
xp_max = 10, xp_max = 10,
breath_max = -1, breath_max = -1,
passive = false, passive = false,
attack_type = "punch", attack_type = "punch",
pathfinding = 1, pathfinding = 1,
view_range = 16, view_range = 16,
@ -104,7 +104,6 @@ mobs:register_mob("mobs_mc:guardian_elder", {
makes_footstep_sound = false, makes_footstep_sound = false,
fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source }, fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source },
jump = false, jump = false,
view_range = 16,
}) })
-- Spawning disabled due to size issues <- what do you mean? -j4i -- Spawning disabled due to size issues <- what do you mean? -j4i

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### HORSE --################### HORSE
@ -38,9 +38,9 @@ end
local can_equip_horse_armor = function(entity_id) local can_equip_horse_armor = function(entity_id)
return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse" return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse"
end end
local can_equip_chest = function(entity_id) --[[local can_equip_chest = function(entity_id)
return entity_id == "mobs_mc:mule" or entity_id == "mobs_mc:donkey" return entity_id == "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
end end]]
local can_breed = function(entity_id) local can_breed = function(entity_id)
return entity_id == "mobs_mc:horse" or "mobs_mc:mule" or entity_id == "mobs_mc:donkey" return entity_id == "mobs_mc:horse" or "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
end end
@ -314,7 +314,7 @@ local horse = {
-- Make sure tamed horse is mature and being clicked by owner only -- Make sure tamed horse is mature and being clicked by owner only
if self.tamed and not self.child and self.owner == clicker:get_player_name() then if self.tamed and not self.child and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory() --local inv = clicker:get_inventory()
-- detatch player already riding horse -- detatch player already riding horse
if self.driver and clicker == self.driver then if self.driver and clicker == self.driver then

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local path = minetest.get_modpath("mobs_mc") local path = minetest.get_modpath(minetest.get_current_modname())
if not minetest.get_modpath("mobs_mc_gameconfig") then if not minetest.get_modpath("mobs_mc_gameconfig") then
mobs_mc = {} mobs_mc = {}

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### IRON GOLEM --################### IRON GOLEM
@ -158,11 +158,11 @@ mobs_mc.tools.check_iron_golem_summon = function(pos)
if ok then if ok then
-- Remove the nodes -- Remove the nodes
minetest.remove_node(pos) minetest.remove_node(pos)
core.check_for_falling(pos) minetest.check_for_falling(pos)
for i=1, 4 do for i=1, 4 do
local cpos = vector.add(pos, checks[c][i]) local cpos = vector.add(pos, checks[c][i])
minetest.remove_node(cpos) minetest.remove_node(cpos)
core.check_for_falling(cpos) minetest.check_for_falling(cpos)
end end
-- Summon iron golem -- Summon iron golem
local place local place

View File

@ -1,4 +1,4 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### LLAMA --################### LLAMA
@ -307,9 +307,9 @@ mobs:register_arrow("mobs_mc:spit", {
tail_distance_divider = 4, tail_distance_divider = 4,
hit_player = function(self, player) hit_player = function(self, player)
if rawget(_G, "armor") and armor.last_damage_types then --[[if rawget(_G, "armor") and armor.last_damage_types then
armor.last_damage_types[player:get_player_name()] = "spit" armor.last_damage_types[player:get_player_name()] = "spit"
end end]]
player:punch(self.object, 1.0, { player:punch(self.object, 1.0, {
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage}, damage_groups = {fleshy = self._damage},
@ -319,7 +319,7 @@ mobs:register_arrow("mobs_mc:spit", {
hit_mob = function(self, mob) hit_mob = function(self, mob)
mob:punch(self.object, 1.0, { mob:punch(self.object, 1.0, {
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = _damage}, damage_groups = {fleshy = self._damage},
}, nil) }, nil)
end, end,

View File

@ -0,0 +1,75 @@
# textdomain: mobs_mc
Totem of Undying=Token nieśmiertelności
A totem of undying is a rare artifact which may safe you from certain death.=Totem nieśmiertelności to rzadki artefakt, który może uchronić cię przed pewną śmiercią.
The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Totem działa tylko kiedy trzymasz go w dłoni. Jeśli otrzymasz obrażenia od upadku zostaniesz oszczędzony i pozostanie ci 1 HP, jednak totem zostanie wtedy zniszczony.
Agent=Agent
Bat=Nietoperz
Blaze=Płomyk
Chicken=Kurczak
Cow=Krowa
Mooshroom=Muuuchomor
Creeper=Creeper
Ender Dragon=Smok kresu
Enderman=Enderman
Endermite=Endermit
Ghast=Ghast
Elder Guardian=Prastrażnik
Guardian=Strażnik
Horse=Koń
Skeleton Horse=Koń szkielet
Zombie Horse=Koń zombie
Donkey=Osioł
Mule=Muł
Iron Golem=Żelazny golem
Llama=Lama
Ocelot=Ocelot
Parrot=Papuga
Pig=Świnia
Polar Bear=Niedźwiedź polarny
Rabbit=Królik
Killer Bunny=Królik zabójca
Sheep=Owca
Shulker=Shulker
Silverfish=Rybik cukrowy
Skeleton=Szkielet
Stray=Tułacz
Wither Skeleton=Witherowy szkielet
Magma Cube=Kostka magmy
Slime=Szlam
Snow Golem=Śnieżny golem
Spider=Pająk
Cave Spider=Pająk jaskiniowy
Squid=Kałamarnica
Vex=Dręczyciel
Evoker=Przywoływacz
Illusioner=Iluzjonista
Villager=Osadnik
Vindicator=Obrońca
Zombie Villager=Osadnik zombie
Witch=Wiedźma
Wither=Wither
Wolf=Wilk
Husk=Posuch
Zombie=Zombie
Zombie Pigman=Świniak zombie
Iron Horse Armor=Żelazna zbroja dla konia
Iron horse armor can be worn by horses to increase their protection from harm a bit.=Żelazna zbroja dla konia może być noszona przez konie aby nieco zwiększyć ich odporność na obrażenia.
Golden Horse Armor=Złota zbroja dla konia
Golden horse armor can be worn by horses to increase their protection from harm.=Złota zbroja dla konia może być noszona przez konie aby zwiększyć ich odporność na obrażenia.
Diamond Horse Armor=Diamentowa zbroja dla konia
Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Diamentowa zbroja dla konia może być noszona przez konie aby istotnie zwiększyć ich odporność na obrażenia.
Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=Połóż ją na koniu aby założyć zbroję dla konia. Osły i muły nie mogą nosić zbroi dla konia.
Farmer=Rolnik
Fisherman=Rybak
Fletcher=Łuczarz
Shepherd=Pasterz
Librarian=Bibliotekarz
Cartographer=Kartograf
Armorer=Płatnerz
Leatherworker=Rymarz
Butcher=Rzeźnik
Weapon Smith=Zbrojmistrz
Tool Smith=Narzędziarz
Cleric=Kapłan
Nitwit=Głupiec
Protects you from death while wielding it=Chroni przed śmiercią gdy go trzymasz

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### OCELOT AND CAT --################### OCELOT AND CAT
@ -151,7 +151,7 @@ end
mobs:register_mob("mobs_mc:cat", cat) mobs:register_mob("mobs_mc:cat", cat)
local base_spawn_chance = 5000 --local base_spawn_chance = 5000
-- Spawn ocelot -- Spawn ocelot
--they get the same as the llama because I'm trying to rework so much of this code right now -j4i --they get the same as the llama because I'm trying to rework so much of this code right now -j4i

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### PARROT --################### PARROT
@ -44,7 +44,7 @@ mobs:register_mob("mobs_mc:parrot", {
max = 2, max = 2,
looting = "common",}, looting = "common",},
}, },
animation = { animation = {
stand_speed = 50, stand_speed = 50,
walk_speed = 50, walk_speed = 50,
fly_speed = 50, fly_speed = 50,

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:pig", { mobs:register_mob("mobs_mc:pig", {
description = S("Pig"), description = S("Pig"),
@ -163,7 +163,7 @@ mobs:register_mob("mobs_mc:pig", {
end end
-- Mount or detach player -- Mount or detach player
local name = clicker:get_player_name() --local name = clicker:get_player_name()
if self.driver and clicker == self.driver then if self.driver and clicker == self.driver then
-- Detach if already attached -- Detach if already attached
mobs.detach(clicker, {x=1, y=0, z=0}) mobs.detach(clicker, {x=1, y=0, z=0})

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### POLARBEAR --################### POLARBEAR

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@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
local rabbit = { local rabbit = {
description = S("Rabbit"), description = S("Rabbit"),

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### SHEEP --################### SHEEP
@ -38,7 +38,7 @@ local rainbow_colors = {
"unicolor_red_violet" "unicolor_red_violet"
} }
if minetest.get_modpath("mcl_wool") ~= nil then if minetest.get_modpath("mcl_wool") then
colors["unicolor_light_blue"] = { mobs_mc.items.wool_light_blue, "#5050FFD0" } colors["unicolor_light_blue"] = { mobs_mc.items.wool_light_blue, "#5050FFD0" }
end end
@ -150,7 +150,6 @@ mobs:register_mob("mobs_mc:sheep", {
do_custom = function(self, dtime) do_custom = function(self, dtime)
if not self.initial_color_set then if not self.initial_color_set then
local r = math.random(0,100000) local r = math.random(0,100000)
local textures
if r <= 81836 then if r <= 81836 then
-- 81.836% -- 81.836%
self.color = "unicolor_white" self.color = "unicolor_white"

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### SHULKER --################### SHULKER

View File

@ -2,7 +2,7 @@
--################### SILVERFISH --################### SILVERFISH
--################### --###################
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
mobs:register_mob("mobs_mc:silverfish", { mobs:register_mob("mobs_mc:silverfish", {
description = S("Silverfish"), description = S("Silverfish"),
@ -46,7 +46,6 @@ mobs:register_mob("mobs_mc:silverfish", {
view_range = 16, view_range = 16,
attack_type = "punch", attack_type = "punch",
damage = 1, damage = 1,
reach = 1,
}) })
mobs:register_egg("mobs_mc:silverfish", S("Silverfish"), "mobs_mc_spawn_icon_silverfish.png", 0) mobs:register_egg("mobs_mc:silverfish", S("Silverfish"), "mobs_mc_spawn_icon_silverfish.png", 0)
@ -62,7 +61,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
description = "Stone Monster Egg", description = "Stone Monster Egg",
tiles = {"default_stone.png"}, tiles = {"default_stone.png"},
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = '', drop = "",
is_ground_content = true, is_ground_content = true,
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
@ -73,7 +72,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_cobble.png"}, tiles = {"default_cobble.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = '', drop = "",
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })
@ -83,7 +82,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_mossycobble.png"}, tiles = {"default_mossycobble.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = '', drop = "",
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })
@ -95,7 +94,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_stone_brick.png"}, tiles = {"default_stone_brick.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = '', drop = "",
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })
@ -105,7 +104,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then
tiles = {"default_stone_block.png"}, tiles = {"default_stone_block.png"},
is_ground_content = false, is_ground_content = false,
groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1},
drop = '', drop = "",
sounds = default.node_sound_stone_defaults(), sounds = default.node_sound_stone_defaults(),
after_dig_node = spawn_silverfish, after_dig_node = spawn_silverfish,
}) })

View File

@ -3,8 +3,8 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
local mod_bows = minetest.get_modpath("mcl_bows") ~= nil local mod_bows = minetest.get_modpath("mcl_bows")
--################### --###################
--################### SKELETON --################### SKELETON
@ -31,12 +31,8 @@ local skeleton = {
group_attack = true, group_attack = true,
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_skeleton.b3d", mesh = "mobs_mc_skeleton.b3d",
textures = { {
"mcl_bows_bow_0.png", -- bow
"mobs_mc_skeleton.png", -- skeleton
} },
--head code --head code
has_head = false, has_head = false,
head_bone = "head", head_bone = "head",

View File

@ -3,7 +3,7 @@
--made for MC like Survival game --made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
--################### --###################
--################### WITHER SKELETON --################### WITHER SKELETON

View File

@ -1,6 +1,6 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator(minetest.get_current_modname())
-- Returns a function that spawns children in a circle around pos. -- Returns a function that spawns children in a circle around pos.
-- To be used as on_die callback. -- To be used as on_die callback.
@ -41,10 +41,10 @@ local spawn_children_on_die = function(child_mob, children_count, spawn_distance
-- If mother was murdered, children attack the killer after 1 second -- If mother was murdered, children attack the killer after 1 second
if self.state == "attack" then if self.state == "attack" then
minetest.after(1.0, function(children, enemy) minetest.after(1.0, function(children, enemy)
for c=1, #children do for c = 1, #children do
local child = children[c] local child = children[c]
local le = child:get_luaentity() local le = child:get_luaentity()
if le ~= nil then if le then
le.state = "attack" le.state = "attack"
le.attack = enemy le.attack = enemy
end end

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