yet another fork update #9

Merged
chmodsayshello merged 760 commits from VoxeLibre/VoxeLibre:master into master 2023-03-26 20:27:31 +02:00
3436 changed files with 20116 additions and 4820 deletions

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.gitignore vendored
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*.blend2 *.blend2
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf

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API.md
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@ -41,6 +41,7 @@ A lot of things are possible by using one of the APIs in the mods. Note that not
* Beds: `ITEMS/mcl_beds` * Beds: `ITEMS/mcl_beds`
* Buckets: `ITEMS/mcl_buckets` * Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers` * Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
* Campfires: `ITEMS/mcl_campfires`
### Mobs ### Mobs
* Mobs: `ENTITIES/mcl_mobs` * Mobs: `ENTITIES/mcl_mobs`

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So you want to contribute to MineClone2? So you want to contribute to MineClone2?
Wow, thank you! :-) Wow, thank you! :-)
MineClone2 is maintained by Nicu and Cora. If you have any MineClone2 is maintained by AncientMariner and Nicu. If you have any
problems or questions, contact us (See Links section below). problems or questions, contact us on Discord/Matrix (See Links section below).
You can help with MineClone2's development in many different ways, You can help with MineClone2's development in many different ways,
whether you're a programmer or not. whether you're a programmer or not.
@ -240,7 +240,7 @@ work causes problems, we ask you fix the issues as soon as possible.
### Changing Gameplay ### Changing Gameplay
Pull Requests that change gameplay have to be properly researched and Pull Requests that change gameplay have to be properly researched and
need to state their sources. These PRs also need Fleckenstein's approval need to state their sources. These PRs also need the maintainer's approval
before they are merged. before they are merged.
You can use these sources: You can use these sources:
@ -375,7 +375,7 @@ merged.
- Resolving conflicts and problems within the community - Resolving conflicts and problems within the community
#### Current maintainers #### Current maintainers
* Cora - responsible for gameplay review, publishing releases, * AncientMariner - responsible for gameplay review, publishing releases,
technical guidelines technical guidelines
* Nicu - responsible for community related issues * Nicu - responsible for community related issues

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@ -35,7 +35,8 @@
* SumianVoice * SumianVoice
* MrRar * MrRar
* talamh * talamh
* Faerraven * Faerraven / Michieal
* FossFanatic
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -96,6 +97,12 @@
* TheOnlyJoeEnderman * TheOnlyJoeEnderman
* Ranko Saotome * Ranko Saotome
* Gregor Parzefall * Gregor Parzefall
* Wbjitscool
* b3nderman
* CyberMango
* gldrk
* SmokeyDope
* atomdmac
## MineClone5 ## MineClone5
* kay27 * kay27
@ -147,11 +154,13 @@
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* cora * cora
* Faerraven / Michieal
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal
## Textures ## Textures
* XSSheep * XSSheep
@ -166,6 +175,7 @@
* RandomLegoBrick * RandomLegoBrick
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* Nicu
## Translations ## Translations
* Wuzzy * Wuzzy
@ -180,9 +190,13 @@
* snowyu * snowyu
* 3raven * 3raven
* SakuraRiu * SakuraRiu
* anarquimico
* syl
## Funders ## Funders
* 40W * 40W
* bauknecht
* Cora
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest
@ -190,4 +204,7 @@
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues. * wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game * The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft * Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/ * Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)

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Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play:
#### Download Minetest
- Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab
#### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu"
#### Create new world and play
- Click "Start Game" tab
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name
- You can leave seed blank or put in a word of your choice
- Select your new world
- Click "Play Game" and enjoy!

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#Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
##Recommended software
###Blender
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
Download blender [Here](https://www.blender.org/download/)
### .b3d addon for blender
Blitz 3D (.b3d) Is one of the main animated model formats used for entities in the minetest engine. It cannot be imported to blender without a plugin called "Import-Export:Bitz 3D format (.b3d)".
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
##Types of model formats
###Animated, skinned models
* Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported)
###Static meshes
* Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
Note: Do not use .b3d and .x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance.
### Supported texture formats
* .png
* .jpg
* .bmp (depreciated, please use .png or .jpg)
* .tga (depreciated, please use .png or .jpg)
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
##Pros & Cons of .b3d vs .x
###B3D
* [+] Binary format means a small size
* [-] Difficult to postprocess after exporting
* [-] Difficult to debug problems
###X (text version)
* [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts
* [+] Easy to debug issues (you can just read it)
* [+] Can be optimized by quantizing some data
* [-] Blender exporter is kinda buggy and inefficient
* [-] Probably still bigger than an equivalent .b3d
Note: Avoid using the binary X format! It's actually just a tokenized version of the ASCII representation, and may actually be less efficient than a sufficiently optimized text .x file!

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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.
Version: 0.82 (in development)
### Gameplay ### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore You start in a randomly-generated world made entirely of cubes. You can explore
the world and dig and build almost every block in the world to create new the world and dig and build almost every block in the world to create new
@ -80,7 +78,7 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC> * Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2> * IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org> * Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/> * Reddit: <https://www.reddit.com/r/MineClone2/>

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# MineClone2 # MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB. Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### Gameplay ### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément. Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay ### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs * Jeu de type bac-à-sable, sans objetifs
* Survie : combattre des monstres hostiles et la faim * Survie : combattez des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors * Creusez pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils * Magie : gagnez de l'expérience et enchantez les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite * Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde * Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver * Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets * Trouvez ou fabriquez des centaines d'objets
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets * Construisez un réseau ferroviaire complexe et amusez-vous avec les wagonnets
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite * En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
## Comment jouer (démarrer rapidement) ## Comment jouer (démarrer rapidement)
### Commencer ### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois * **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois * Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat** * Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles * **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre * **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez les ! * Différents outils minent différentes sortes de blocs. Essayez-les !
* Continuez à jouer comme vous voulez. Amusez vous ! * Continuez à jouer comme vous voulez. Amusez-vous !
### Agriculture ### Agriculture
* Trouvez des graines * Trouvez des graines
* Fabriquez une houe * Fabriquez une houe
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles * Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placer des graines sur des terres agricoles et regardez les pousser * Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres * Récoltez les plantes une fois matûres
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance * Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four ### Four
* Fabriquer un Four * Fabriquez un four
* Le four permet d'obtenir plus d'objets * Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer) * L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon) * L'emplacement du bas doit contenir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles * Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire ### Aide supplémentaire
@ -62,43 +59,43 @@ Il n'y a pas de support de MineClone2 dans les versions développement de Minete
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus. Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles ## Liens utiles
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas. Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2> * Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC> * Discord : <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC : <https://web.libera.chat/#mineclone2> * IRC : <https://web.libera.chat/#mineclone2>
* Matrix : <https://app.element.io/#/room/#mc2:matrix.org> * Matrix : <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit : <https://www.reddit.com/r/MineClone2/> * Reddit : <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407> * Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective : <https://opencollective.com/mineclone2> * OpenCollective : <https://opencollective.com/mineclone2>
## Objectif ## Objectif
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes. * Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées. * Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer. * Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
## Statut de complétion ## Statut de complétion
Ce jeu est actuellement au stade **beta**. Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionalités. Il est jouable mais incomplet en fonctionnalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs. La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable. Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionalités suivantes sont disponibles : Les principales fonctionnalités suivantes sont disponibles :
* Outils, armes * Outils, armes
* Armure * Armure
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication * Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker * Coffres, grands coffres, coffre ender, boites de Shulker
* Fours, entonnoirs * Fours, entonnoirs
* Faim * Faim
* La plupart des monstres et animaux * La plupart des monstres et animaux
* Tout les minerais de Minecraft * Tous les minerais de Minecraft
* La plupart des blocs de l'overworld * La plupart des blocs de l'overworld
* Eau et lave * Eau et lave
* Météo * Météo
* 28 biomes + 5 biomes du nether * 28 biomes + 5 biomes du Nether
* Le Nether, monde souterrain brûlant dans une autre dimension * Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel) * Circuits Redstone (partiel)
* Effets de Statut (partiel) * Effets de Statut (partiel)
@ -107,10 +104,10 @@ Les principales fonctionalités suivantes sont disponibles :
* Brassage, potions, flèches trempées (partiel) * Brassage, potions, flèches trempées (partiel)
* Bâteaux * Bâteaux
* Feu * Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret * Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
* Horloge * Horloge
* Boussole * Boussole
* Eponge * Éponge
* Bloc de slime * Bloc de slime
* Petites plantes et pousses * Petites plantes et pousses
* Teintures * Teintures
@ -118,26 +115,30 @@ Les principales fonctionalités suivantes sont disponibles :
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus * Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets * Cadres d'objets
* Juke-boxes * Juke-boxes
* Lits
* Menu d'inventaire
* Inventaire créatif
* Agriculture
* Livres pour écrire * Livres pour écrire
* Commandes * Commandes
* Villages * Villages
* L'End * L'End
* et plus ! * et plus !
Les fonctionalités suivantes sont incomplètes : Les fonctionnalités suivantes sont incomplètes :
* certains monstres et animaux * Certains monstres et animaux
* certains composants de Redstone * Certains composants de Redstone
* Wagonnets spéciaux * Wagonnets spéciaux
* quelques blocs et objets non-triviaux * Quelques blocs et objets non-triviaux
Fonctionalités bonus (absentes de Minecraft) : Fonctionnalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson * Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus * Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionalités. * Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités.
* Pousses dans les coffres en mapgen v6 * Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API lua de Minetest) * Entièrement moddable (grâce la puissante API Lua de Minetest)
* Nouveaux blocs et objets : * Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche * Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers * Plus de dalles et d'escaliers
@ -149,22 +150,24 @@ Fonctionalités bonus (absentes de Minecraft) :
* Avant-poste du Nether (Forteresse) * Avant-poste du Nether (Forteresse)
Différences techniques avec Minecraft : Différences techniques avec Minecraft :
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft) * Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand) * Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
* Toujours assez incomplet et buggé * Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionalités manquent * Des blocs, objets, ennemis et fonctionnalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer * Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe * Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection) * Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses) * Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest) * Un moteur de jeu différent (Minetest)
* Des bonus cachés différents * Des bonus cachés différents
...et enfin MineClone2 est un logiciel libre ! ...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme ## Autres fichiers readme
* `LICENSE.txt`: Le texte de la license GPLv3 * `LICENSE.txt` : Le texte de la licence GPLv3
* `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer * `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer
* `API.md` : Pour les modders Minetest qui veulent modder ce jeu * `API.md` : Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md` : Information légale * `LEGAL.md` : Information légale
* `CREDITS.md`: Liste des contributeurs * `CREDITS.md` : Liste de toutes les personnes qui ont contribué

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@ -1,19 +1,75 @@
### Standard Release
#File to document release steps with a view to evolving into a script #File to document release steps with a view to evolving into a script
#Update CREDITS.md #Update CREDITS.md
#Update version in README.md (soon to be game.conf from of 0.82.0) #Update version in game.conf
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
git add CREDITS.md git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua git add mods/HUD/mcl_credits/people.lua
git add game.conf
git add README.md #git add RELEASE.md
# To uncomment when applicable
#git add game.conf
git commit -m "Pre-release update credits and set version 0.81.1" git commit -m "Pre-release update credits and set version 0.82.0"
git tag 0.81.1 git tag 0.82.0
git push origin 0.81.1 git push origin 0.82.0
#Update version in game.conf to -SNAPSHOT
git commit -m "Post-release set version 0.82.0-SNAPSHOT"
### Hotfix Release
##### Prepare release branch
When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
* Create release branch from the last release tag, push it:
git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
git checkout -b hotfix_bug_1_branch
* Fix crash/serious bug and commit
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
##### Update version and tag the release
* After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
* Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
* Tag it, push tag and branch:
git tag 0.82.1
git push origin 0.82.1
git push origin release/0.82.1
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
### Release via ContentDB
* Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Click +Release
* Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
* In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
* Click save. Release is now live.
##### Inform people
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
* Add a comment in Discord announcement

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@ -1,4 +1,4 @@
title = MineClone 2 title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=MCL2-0.82-indev version=0.82.0-SNAPSHOT

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@ -204,7 +204,7 @@ end
-- Checks if the given node would drop its useful drop if dug by a given tool. -- Checks if the given node would drop its useful drop if dug by a given tool.
-- Returns true if it will yield its useful drop, false otherwise. -- Returns true if it will yield its useful drop, false otherwise.
function mcl_autogroup.can_harvest(nodename, toolname) function mcl_autogroup.can_harvest(nodename, toolname, player)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then if not ndef then
@ -228,7 +228,9 @@ function mcl_autogroup.can_harvest(nodename, toolname)
end end
-- Check if it can be dug by hand -- Check if it can be dug by hand
local tdef = minetest.registered_tools[""] if not player or not player:is_player() then return false end
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
if tdef then if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then if ndef.groups[g] then
@ -260,7 +262,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included, -- If the damage group and punch interval from hand is not included,
-- then the user will not be able to attack with the tool. -- then the user will not be able to attack with the tool.
local hand_toolcaps = minetest.registered_tools[""].tool_capabilities local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps
return { return {
full_punch_interval = hand_toolcaps.full_punch_interval, full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups damage_groups = hand_toolcaps.damage_groups
@ -280,7 +282,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod -- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order. -- loading order.
function mcl_autogroup.get_groupcaps(toolname, efficiency) function mcl_autogroup.get_groupcaps(toolname, efficiency)
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_items[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {}) local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency) add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps return groupcaps
@ -298,6 +300,10 @@ end
-- loading order. -- loading order.
function mcl_autogroup.get_wear(toolname, diggroup) function mcl_autogroup.get_wear(toolname, diggroup)
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_tools[toolname]
if not tdef then
minetest.log("warning", "Adding wear for tool: " .. tostring(toolname) .. " failed with diggroup: " .. tostring(diggroup))
return nil
end
local uses = tdef._mcl_diggroups[diggroup].uses local uses = tdef._mcl_diggroups[diggroup].uses
return math.ceil(65535 / uses) return math.ceil(65535 / uses)
end end
@ -350,7 +356,7 @@ local function overwrite()
end end
end end
for tname, tdef in pairs(minetest.registered_tools) do for tname, tdef in pairs(minetest.registered_items) do
-- Assign groupcaps for digging the registered digging groups -- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition -- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then if tdef._mcl_diggroups then

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@ -1,10 +1,11 @@
# mcl_autogroup # mcl_autogroup
This mod emulate digging times from mc. This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname) ## mcl_autogroup.can_harvest(nodename, toolname, player)
Return true if <nodename> can be dig with <toolname>. Return true if <nodename> can be dig with <toolname> by <player>.
* nodename: string, valid nodename * nodename: string, valid nodename
* toolname: (optional) string, valid toolname * toolname: (optional) string, valid toolname
* player: (optinal) ObjectRef, valid player
## mcl_autogroup.get_groupcaps(toolname, efficiency) ## mcl_autogroup.get_groupcaps(toolname, efficiency)
This function is used to calculate diggroups for tools. This function is used to calculate diggroups for tools.

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@ -155,7 +155,6 @@ end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason) minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end if not damage_enabled then return 0 end
if player:get_hp() > 0 then if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason)) mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end end
@ -163,9 +162,7 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false) end, false)
minetest.register_on_dieplayer(function(player, mt_reason) minetest.register_on_dieplayer(function(player, mt_reason)
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason)) mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos()))) minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
end) end)

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@ -13,6 +13,7 @@ under the LGPLv2.1 license.
mcl_explosions = {} mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire") local mod_fire = minetest.get_modpath("mcl_fire")
local explosions_griefing = minetest.settings:get_bool("mcl_explosions_griefing", true)
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire") --local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local math = math local math = math
@ -191,7 +192,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local grief_protected = info.grief_protected local grief_protected = info.grief_protected
-- Trace rays for environment destruction -- Trace rays for environment destruction
if info.griefing then if info.griefing and explosions_griefing then
for i = 1, #raydirs do for i = 1, #raydirs do
local rpos_x = pos.x local rpos_x = pos.x
local rpos_y = pos.y local rpos_y = pos.y

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@ -34,7 +34,6 @@ function mcl_util.mcl_log (message, module, bypass_default_logger)
end end
end end
function mcl_util.file_exists(name) function mcl_util.file_exists(name)
if type(name) ~= "string" then return end if type(name) ~= "string" then return end
local f = io.open(name) local f = io.open(name)
@ -557,6 +556,11 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
end end
end end
local is_immortal = target:get_armor_groups().immortal or 0
if is_immortal>0 then
return
end
local hp = target:get_hp() local hp = target:get_hp()
if hp > 0 then if hp > 0 then
@ -704,8 +708,10 @@ assert(not close_enough(test_eh,test_eh_diff))
assert(not close_enough(test_nt, test_nt_diff)) --no floats involved here assert(not close_enough(test_nt, test_nt_diff)) --no floats involved here
--tests for properties_changed --tests for properties_changed
local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }} local test_properties_set1 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 0.65,
local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }} nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_properties_set2 = {collisionbox = {-0.35, 0, -0.35, 0.35, 0.8, 0.35}, eye_height = 1.35,
nametag_color = {r = 225, b = 225, a = 225, g = 225}}
local test_p1, _ = props_changed(test_properties_set1, test_properties_set1) local test_p1, _ = props_changed(test_properties_set1, test_properties_set1)
local test_p2, _ = props_changed(test_properties_set1, test_properties_set2) local test_p2, _ = props_changed(test_properties_set1, test_properties_set2)
@ -728,3 +734,312 @@ function mcl_util.set_bone_position(obj, bone, pos, rot)
obj:set_bone_position(bone, pos or current_pos, rot or current_rot) obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
end end
end end
---Return a function to use in `on_place`.
---
---Allow to bypass the `buildable_to` node field in a `on_place` callback.
---
---You have to make sure that the nodes you return true for have `buildable_to = true`.
---@param func fun(node_name: string): boolean Return `true` if node must not replace the buildable_to node which have `node_name`
---@return fun(itemstack: ItemStack, placer: ObjectRef, pointed_thing: pointed_thing, param2: integer): ItemStack?
function mcl_util.bypass_buildable_to(func)
--------------------------
-- MINETEST CODE: UTILS --
--------------------------
local function copy_pointed_thing(pointed_thing)
return {
type = pointed_thing.type,
above = pointed_thing.above and vector.copy(pointed_thing.above),
under = pointed_thing.under and vector.copy(pointed_thing.under),
ref = pointed_thing.ref,
}
end
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
local function check_attached_node(p, n, group_rating)
local def = core.registered_nodes[n.name]
local d = vector.zero()
if group_rating == 3 then
-- always attach to floor
d.y = -1
elseif group_rating == 4 then
-- always attach to ceiling
d.y = 1
elseif group_rating == 2 then
-- attach to facedir or 4dir direction
if (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir") then
-- Attach to whatever facedir is "mounted to".
-- For facedir, this is where tile no. 5 point at.
-- The fallback vector here is in case 'facedir to dir' is nil due
-- to voxelmanip placing a wallmounted node without resetting a
-- pre-existing param2 value that is out-of-range for facedir.
-- The fallback vector corresponds to param2 = 0.
d = core.facedir_to_dir(n.param2) or vector.new(0, 0, 1)
elseif (def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") then
-- Similar to facedir handling
d = core.fourdir_to_dir(n.param2) or vector.new(0, 0, 1)
end
elseif def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted" then
-- Attach to whatever this node is "mounted to".
-- This where tile no. 2 points at.
-- The fallback vector here is used for the same reason as
-- for facedir nodes.
d = core.wallmounted_to_dir(n.param2) or vector.new(0, 1, 0)
else
d.y = -1
end
local p2 = vector.add(p, d)
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
return function(itemstack, placer, pointed_thing, param2)
-------------------
-- MINETEST CODE --
-------------------
local def = itemstack:get_definition()
if def.type ~= "node" or pointed_thing.type ~= "node" then
return itemstack
end
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.get_node_or_nil(above)
local playername = user_name(placer)
local log = make_log(playername)
if not oldnode_under or not oldnode_above then
log("info", playername .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
olddef_under = olddef_under or minetest.nodedef_default
local olddef_above = minetest.registered_nodes[oldnode_above.name]
olddef_above = olddef_above or minetest.nodedef_default
if not olddef_above.buildable_to and not olddef_under.buildable_to then
log("info", playername .. " tried to place"
.. " node in invalid position " .. minetest.pos_to_string(above)
.. ", replacing " .. oldnode_above.name)
return itemstack
end
---------------------
-- CUSTOMIZED CODE --
---------------------
-- Place above pointed node
local place_to = vector.copy(above)
-- If node under is buildable_to, check for callback result and place into it instead
if olddef_under.buildable_to and not func(oldnode_under.name) then
log("info", "node under is buildable to")
place_to = vector.copy(under)
end
-------------------
-- MINETEST CODE --
-------------------
if minetest.is_protected(place_to, playername) then
log("action", playername
.. " tried to place " .. def.name
.. " at protected position "
.. minetest.pos_to_string(place_to))
minetest.record_protection_violation(place_to, playername)
return itemstack
end
local oldnode = minetest.get_node(place_to)
local newnode = {name = def.name, param1 = 0, param2 = param2 or 0}
-- Calculate direction for wall mounted stuff like torches and signs
if def.place_param2 ~= nil then
newnode.param2 = def.place_param2
elseif (def.paramtype2 == "wallmounted" or
def.paramtype2 == "colorwallmounted") and not param2 then
local dir = vector.subtract(under, above)
newnode.param2 = minetest.dir_to_wallmounted(dir)
-- Calculate the direction for furnaces and chests and stuff
elseif (def.paramtype2 == "facedir" or
def.paramtype2 == "colorfacedir" or
def.paramtype2 == "4dir" or
def.paramtype2 == "color4dir") and not param2 then
local placer_pos = placer and placer:get_pos()
if placer_pos then
local dir = vector.subtract(above, placer_pos)
newnode.param2 = minetest.dir_to_facedir(dir)
log("info", "facedir: " .. newnode.param2)
end
end
local metatable = itemstack:get_meta():to_table().fields
-- Transfer color information
if metatable.palette_index and not def.place_param2 then
local color_divisor = nil
if def.paramtype2 == "color" then
color_divisor = 1
elseif def.paramtype2 == "colorwallmounted" then
color_divisor = 8
elseif def.paramtype2 == "colorfacedir" then
color_divisor = 32
elseif def.paramtype2 == "color4dir" then
color_divisor = 4
elseif def.paramtype2 == "colordegrotate" then
color_divisor = 32
end
if color_divisor then
local color = math.floor(metatable.palette_index / color_divisor)
local other = newnode.param2 % color_divisor
newnode.param2 = color * color_divisor + other
end
end
-- Check if the node is attached and if it can be placed there
local an = minetest.get_item_group(def.name, "attached_node")
if an ~= 0 and
not check_attached_node(place_to, newnode, an) then
log("action", "attached node " .. def.name ..
" cannot be placed at " .. minetest.pos_to_string(place_to))
return itemstack
end
log("action", playername .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
-- Add node and update
minetest.add_node(place_to, newnode)
-- Play sound if it was done by a player
if playername ~= "" and def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {
pos = place_to,
exclude_player = playername,
}, true)
end
local take_item = true
-- Run callback
if def.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
local place_to_copy = vector.copy(place_to)
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if def.after_place_node(place_to_copy, placer, itemstack,
pointed_thing_copy) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
local place_to_copy = vector.copy(place_to)
local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
local pointed_thing_copy = copy_pointed_thing(pointed_thing)
if callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end
end
--[[Check for a protection violation in a given area.
--
-- Applies is_protected() to a 3D lattice of points in the defined volume. The points are spaced
-- evenly throughout the volume and have a spacing similar to, but no larger than, "interval".
--
-- @param pos1 A position table of the area volume's first edge.
-- @param pos2 A position table of the area volume's second edge.
-- @param player The player performing the action.
-- @param interval Optional. Max spacing between checked points at the volume.
-- Default: Same as minetest.is_area_protected.
--
-- @return true on protection violation detection. false otherwise.
--
-- @notes *All corners and edges of the defined volume are checked.
]]
function mcl_util.check_area_protection(pos1, pos2, player, interval)
local name = player and player:get_player_name() or ""
local protected_pos = minetest.is_area_protected(pos1, pos2, name, interval)
if protected_pos then
minetest.record_protection_violation(protected_pos, name)
return true
end
return false
end
--[[Check for a protection violation on a single position.
--
-- @param position A position table to check for protection violation.
-- @param player The player performing the action.
--
-- @return true on protection violation detection. false otherwise.
]]
function mcl_util.check_position_protection(position, player)
local name = player and player:get_player_name() or ""
if minetest.is_protected(position, name) then
minetest.record_protection_violation(position, name)
return true
end
return false
end
local palette_indexes = {grass_palette_index = 0, foliage_palette_index = 0, water_palette_index = 0}
function mcl_util.get_palette_indexes_from_pos(pos)
local biome_data = minetest.get_biome_data(pos)
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index and reg_biome._mcl_water_palette_index then
local gpi = reg_biome._mcl_grass_palette_index
local fpi = reg_biome._mcl_foliage_palette_index
local wpi = reg_biome._mcl_water_palette_index
local palette_indexes = {grass_palette_index = gpi, foliage_palette_index = fpi, water_palette_index = wpi}
return palette_indexes
else
return palette_indexes
end
end
function mcl_util.get_colorwallmounted_rotation(pos)
local colorwallmounted_node = minetest.get_node(pos)
for i = 0, 32, 1 do
local colorwallmounted_rotation = colorwallmounted_node.param2 - (i * 8)
if colorwallmounted_rotation < 6 then
return colorwallmounted_rotation
end
end
end

View File

@ -1,13 +1,13 @@
# textdomain: mcl_boats # textdomain: mcl_boats
Acacia Boat=Bateau en Acacia Acacia Boat=Bateau en acacia
Birch Boat=Bateau en Bouleau Birch Boat=Bateau en bouleau
Boat=Bateau Boat=Bateau
Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau. Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau.
Dark Oak Boat=Bateau en Chêne Noir Dark Oak Boat=Bateau en chêne noir
Jungle Boat=Bateau en Acajou Jungle Boat=Bateau en acajou
Oak Boat=Bateau en Chêne Oak Boat=Bateau en chêne
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.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet. 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.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en Sapin Spruce Boat=Bateau en sapin
Water vehicle=Véhicule aquatique Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en Obsidienne Obsidian Boat=Bateau en obsidienne

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@ -153,6 +153,11 @@ function mcl_burning.extinguish(obj)
end end
function mcl_burning.tick(obj, dtime, storage) function mcl_burning.tick(obj, dtime, storage)
if not storage then
minetest.log("warning", "No storage for burning tick. Should not happen: " .. dump(obj))
return
end
if storage.burn_time then if storage.burn_time then
storage.burn_time = storage.burn_time - dtime storage.burn_time = storage.burn_time - dtime

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@ -252,10 +252,17 @@ function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil. -- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called -- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case. -- by hand. Creative Mode is intentionally ignored in this case.
if digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name()) then
if (digger and digger:is_player() and minetest.is_creative_enabled(digger:get_player_name())) or doTileDrops == false then local inv = digger:get_inventory()
return if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end end
end
end
return
elseif not doTileDrops then return end
-- Check if node will yield its useful drop by the digger's tool -- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos) local dug_node = minetest.get_node(pos)
@ -263,9 +270,9 @@ function minetest.handle_node_drops(pos, drops, digger)
local tool local tool
if digger then if digger then
tool = digger:get_wielded_item() tool = digger:get_wielded_item()
tooldef = minetest.registered_tools[tool:get_name()] tooldef = minetest.registered_items[tool:get_name()]
if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name()) then if not mcl_autogroup.can_harvest(dug_node.name, tool:get_name(), digger) then
return return
end end
end end

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@ -66,6 +66,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
on_rightclick = on_rightclick, on_rightclick = on_rightclick,
_driver = nil, -- player who sits in and controls the minecart (only for minecart!) _driver = nil, -- player who sits in and controls the minecart (only for minecart!)
_passenger = nil, -- for mobs
_punched = false, -- used to re-send _velocity and position _punched = false, -- used to re-send _velocity and position
_velocity = {x=0, y=0, z=0}, -- only used on punch _velocity = {x=0, y=0, z=0}, -- only used on punch
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement _start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
@ -86,6 +87,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
if type(data) == "table" then if type(data) == "table" then
self._railtype = data._railtype self._railtype = data._railtype
self._passenger = data._passenger
end end
self.object:set_armor_groups({immortal=1}) self.object:set_armor_groups({immortal=1})
@ -177,6 +179,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
cart.on_activate_by_rail = on_activate_by_rail cart.on_activate_by_rail = on_activate_by_rail
local passenger_attach_position = vector.new(0, -1.75, 0)
function cart:on_step(dtime) function cart:on_step(dtime)
local ctrl, player = nil, nil local ctrl, player = nil, nil
if self._driver then if self._driver then
@ -212,6 +216,32 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end end
end end
-- Grab mob
if math.random(1,20) > 15 and not self._passenger then
if self.name == "mcl_minecarts:minecart" then
local mobsnear = minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)
for n=1, #mobsnear do
local mob = mobsnear[n]
if mob then
local entity = mob:get_luaentity()
if entity and entity.is_mob then
self._passenger = entity
mob:set_attach(self.object, "", passenger_attach_position, vector.zero())
break
end
end
end
end
-- Make room in the minecart after the mob dies
elseif self._passenger then
if math.random(1,20) == 1 then
local dead = self._passenger:check_for_death()
if dead == true then
self._passenger = nil
end
end
end
-- Drop minecart if it isn't on a rail anymore -- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos() pos = self.object:get_pos()

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@ -10,15 +10,15 @@ To obtain the minecart and TNT, punch them while holding down the sneak key. You
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant. A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
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.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger. 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.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée. To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée.
Minecart with Chest=Wagonnet avec Coffre Minecart with Chest=Wagonnet avec coffre
Minecart with Furnace=Wagonnet avec Four Minecart with Furnace=Wagonnet avec four
Minecart with Command Block=Wagonnet avec Bloc de Commande Minecart with Command Block=Wagonnet avec bloc de commande
Minecart with Hopper=Wagonnet avec Entonoir Minecart with Hopper=Wagonnet avec entonnoir
Minecart with TNT=Wagonnet avec TNT Minecart with TNT=Wagonnet avec 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.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin. 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.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin.
Rail=Rail Rail=Rail
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction. Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction.
Powered Rail=Rail allimenté Powered Rail=Rail alimenté
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets. Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone. Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone.
Activator Rail=Rail d'activation Activator Rail=Rail d'activation

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@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
-- Template rail function -- Template rail function
local function register_rail(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=0,destroy_by_lava_flow=0, transport=1}
if creative == false then if creative == false then
groups.not_in_creative_inventory = 1 groups.not_in_creative_inventory = 1
end end

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@ -4,26 +4,27 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: MineClone 2 Edition (MRM) -- API for Mobs Redo: MineClone 2 Edition (MRM)
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local CRASH_WARN_FREQUENCY = 60
local LIFETIMER_DISTANCE = 47
-- Localize -- Localize
local S = minetest.get_translator("mcl_mobs") local S = minetest.get_translator("mcl_mobs")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs]", true)
end
end
-- Invisibility mod check -- Invisibility mod check
mcl_mobs.invis = {} mcl_mobs.invis = {}
local remove_far = true local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
local MAPGEN_LIMIT = mcl_vars.mapgen_limit
local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
-- 30927 seems to be the edge of the world, so could be closer, but this is safer
-- 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
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
@ -32,15 +33,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
end) end)
end end
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
function mob_class:update_tag() --update nametag and/or the debug box function mob_class:update_tag() --update nametag and/or the debug box
local tag local tag
if mobs_debug then if mobs_debug then
@ -69,6 +61,18 @@ function mob_class:update_tag() --update nametag and/or the debug box
}) })
end end
function mob_class:jock_to(mob, reletive_pos, rot)
local pos = self.object:get_pos()
if not pos then return end
self.jockey = mob
local jock = minetest.add_entity(pos, mob)
if not jock then return end
jock:get_luaentity().docile_by_day = false
jock:get_luaentity().riden_by_jock = true
self.object:set_attach(jock, "", reletive_pos, rot)
end
function mob_class:get_staticdata() function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
@ -130,8 +134,8 @@ function mob_class:mob_activate(staticdata, def, dtime)
end end
end end
if not self.base_texture then --If textures in definition change, reload textures
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
-- compatiblity with old simple mobs textures -- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then if type(def.textures[1]) == "string" then
def.textures = {def.textures} def.textures = {def.textures}
@ -262,6 +266,13 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._current_animation = nil self._current_animation = nil
self:set_animation( "stand") self:set_animation( "stand")
if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
self.object:remove()
return
end
if self.on_spawn and not self.on_spawn_run then if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then if self.on_spawn(self) then
self.on_spawn_run = true self.on_spawn_run = true
@ -278,6 +289,9 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._run_armor_init = true self._run_armor_init = true
end end
if def.after_activate then if def.after_activate then
def.after_activate(self, staticdata, def, dtime) def.after_activate(self, staticdata, def, dtime)
end end
@ -306,13 +320,13 @@ function mob_class:do_states(dtime)
end end
local function update_timers (self, dtime) local function update_timers (self, dtime)
-- knockback timer -- knockback timer. set in on_punch
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
return true return true
end end
-- attack timer -- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
self.timer = self.timer + dtime self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then if self.state ~= "attack" and self.state ~= PATHFINDING then
@ -328,88 +342,192 @@ local function update_timers (self, dtime)
end end
end end
-- main mob function function mob_class:outside_limits()
function mob_class:on_step(dtime) local pos = self.object:get_pos()
self.lifetimer = self.lifetimer - dtime if pos then
local posx = math.abs(pos.x)
local posy = math.abs(pos.y)
local posz = math.abs(pos.z)
if posx > MAPGEN_MOB_LIMIT or posy > MAPGEN_MOB_LIMIT or posz > MAPGEN_MOB_LIMIT then
--minetest.log("action", "Getting close to limits of worldgen: " .. minetest.pos_to_string(pos))
if posx > MAPGEN_LIMIT or posy > MAPGEN_LIMIT or posz > MAPGEN_LIMIT then
minetest.log("action", "Warning mob past limits of worldgen: " .. minetest.pos_to_string(pos))
else
if self.state ~= "stand" then
minetest.log("action", "Warning mob close to limits of worldgen: " .. minetest.pos_to_string(pos))
self.state = "stand"
self:set_animation("stand")
self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero())
end
end
return true
end
end
end
local function on_step_work (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
if self:check_despawn(pos) then return true end if self:check_despawn(pos, dtime) then return true end
if self:outside_limits() then return end
-- Start: Death/damage processing
-- All damage needs to be undertaken at the start. We need to exit processing if the mob dies.
if self:check_death_and_slow_mob() then
--minetest.log("action", "Mob is dying: ".. tostring(self.name))
-- Do we abandon out of here now?
end
self:slow_mob()
if self:falling(pos) then return end if self:falling(pos) then return end
self:check_suspend() local player_in_active_range = self:player_in_active_range()
self:check_water_flow()
self:env_danger_movement_checks (dtime) self:check_suspend(player_in_active_range)
if not self.fire_resistant then if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self) mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
if not self.object:get_pos() then return end
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end end
if mobs_debug then self:update_tag() end if self:env_damage (dtime, pos) then return end
if self.state == "die" then return end if self.state == "die" then return end
-- End: Death/damage processing
if self.jump_sound_cooloff > 0 then self:check_water_flow()
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime self:env_danger_movement_checks (dtime)
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
self:check_follow()
self:flop()
self:check_smooth_rotation(dtime)
if player_in_active_range then
self:set_animation_speed() -- set animation speed relative to velocity
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
self:check_herd(dtime)
end end
self:check_aggro(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
-- In certain circumstances, we abandon processing of certain functionality
local skip_processing = false
if update_timers(self, dtime) then
skip_processing = true
end
if not skip_processing then
self:check_breeding()
if player_in_active_range then
self:check_item_pickup()
self:set_armor_texture()
if self.opinion_sound_cooloff > 0 then if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end end
--Mob following code.
self:follow_flop()
--set animation speed relitive to velocity
self:set_animation_speed()
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
self:do_jump()
self:set_armor_texture()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
self:check_breeding()
self:check_aggro(dtime)
-- run custom function (defined in mob lua file)
if self.do_custom then
if self.do_custom(self, dtime) == false then
return
end
end
if update_timers(self, dtime) then return end
self:check_particlespawners(dtime)
self:check_item_pickup()
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous -- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then if math.random(1, 70) == 1 then
self:mob_sound("random", true) self:mob_sound("random", true)
end end
end
self:check_particlespawners(dtime)
if self:env_damage (dtime, pos) then return end
if self:do_states(dtime) then return end if self:do_states(dtime) then return end
end
if mobs_debug then self:update_tag() end
if not self.object:get_luaentity() then if not self.object:get_luaentity() then
return false return false
end end
end end
local last_crash_warn_time = 0
local function log_error (stack_trace, info, info2)
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
minetest.log("action", "Error: " .. stack_trace)
minetest.log("action", "Bug info: " .. info)
if info2 then
minetest.log("action", "Bug info additional: " .. info2)
end
minetest.log("action", "--- Bug report end ---")
end
local function warn_user_error ()
local current_time = os.time()
local time_since_warning = current_time - last_crash_warn_time
--minetest.log("previous_crash_time: " .. current_time)
--minetest.log("last_crash_time: " .. last_crash_warn_time)
--minetest.log("time_since_warning: " .. time_since_warning)
if time_since_warning > CRASH_WARN_FREQUENCY then
last_crash_warn_time = current_time
minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
end
end
local on_step_error_handler = function ()
warn_user_error ()
local info = debug.getinfo(1, "SnlufL")
log_error(tostring(debug.traceback()), dump(info))
end
-- main mob function
function mob_class:on_step(dtime)
if not DEVELOPMENT then
-- Removed as bundled Lua (5.1 doesn't support xpcall)
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
local status, retVal = pcall(on_step_work, self, dtime)
if status then
return retVal
else
warn_user_error ()
local pos = self.object:get_pos()
if pos then
local node = minetest.get_node(pos)
if node and node.name == "ignore" then
minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
end
log_error (dump(retVal), dump(pos), dump(self))
end
else
return on_step_work (self, dtime)
end
end
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime)
local function update_lifetimer(dtime)
timer = timer + dtime timer = timer + dtime
if timer < 1 then return end if timer < 1 then return end
for _, player in pairs(minetest.get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
local pos = player:get_pos() local pos = player:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do for _, obj in pairs(minetest.get_objects_inside_radius(pos, LIFETIMER_DISTANCE)) do
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if lua and lua.is_mob then if lua and lua.is_mob then
lua.lifetimer = math.max(20, lua.lifetimer) lua.lifetimer = math.max(20, lua.lifetimer)
@ -418,23 +536,126 @@ minetest.register_globalstep(function(dtime)
end end
end end
timer = 0 timer = 0
end
minetest.register_globalstep(function(dtime)
update_lifetimer(dtime)
end) end)
minetest.register_chatcommand("clearmobs", { minetest.register_chatcommand("clearmobs", {
privs = { maphack = true }, privs = { maphack = true },
params = "<all>|<nametagged>|<range>", params = "[all|monster|passive|<mob name> [<range>|nametagged|tamed]]",
description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."), description = S("Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player."),
func=function(n,param) func = function(player, param)
local p = minetest.get_player_by_name(n) local default = false
local num=tonumber(param) if not param or param == "" then
default = true
minetest.chat_send_player(player,
S("Default usage. Clearing hostile mobs. For more options please type: /help clearmobs"))
end
local mob, unsafe = param:match("^([%w]+)[ ]?([%w%d]*)$")
local all = false
local nametagged = false
local tamed = false
local mob_name, mob_type, range
-- Param 1 resolve
if mob and mob ~= "" then
if mob == "all" then
all = true
elseif mob == "passive" or mob == "monster" then
mob_type = mob
elseif mob then
mob_name = mob
end
--minetest.log ("mob: [" .. mob .. "]")
else
--minetest.log("No valid first param")
if default then
--minetest.log("Use default")
mob_type = "monster"
end
--return
end
-- Param 2 resolve
if unsafe and unsafe ~= "" then
--minetest.log ("unsafe: [" .. unsafe .. "]")
if unsafe == "nametagged" then
nametagged = true
elseif unsafe == "tamed" then
tamed = true
end
local num = tonumber(unsafe)
if num then range = num end
end
local p = minetest.get_player_by_name(player)
for _,o in pairs(minetest.luaentities) do for _,o in pairs(minetest.luaentities) do
if o.is_mob then if o and o.is_mob then
if param == "all" or local mob_match = false
( param == "nametagged" and o.nametag ) or
( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or if all then
( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then --minetest.log("Match - All mobs specified")
mob_match = true
elseif mob_type then
--minetest.log("Match - o.type: ".. tostring(o.type))
--minetest.log("mob_type: ".. tostring(mob_type))
if mob_type == "monster" and o.type == mob_type then
--minetest.log("Match - monster")
mob_match = true
elseif mob_type == "passive" and o.type ~= "monster" and o.type ~= "npc" then
--minetest.log("Match - passive")
mob_match = true
else
--minetest.log("No match for type.")
end
elseif mob_name and (o.name == mob_name or string.find(o.name, mob_name)) then
--minetest.log("Match - mob_name = ".. tostring(o.name))
mob_match = true
else
--minetest.log("No match - o.type = ".. tostring(o.type))
--minetest.log("No match - mob_name = ".. tostring(o.name))
--minetest.log("No match - mob_type = ".. tostring(mob_name))
end
if mob_match then
local in_range = true
if (not range or range <= 0 ) then
in_range = true
else
if ( vector.distance(p:get_pos(),o.object:get_pos()) <= range ) then
in_range = true
else
--minetest.log("Out of range")
in_range = false
end
end
--minetest.log("o.nametag: ".. tostring(o.nametag))
if nametagged then
if o.nametag then
--minetest.log("Namedtagged and it has a name tag. Kill it")
o.object:remove()
end
elseif tamed then
if o.tamed then
--minetest.log("Tamed. Kill it")
o.object:remove()
end
elseif in_range and (not o.nametag or o.nametag == "") and not o.tamed then
--minetest.log("No nametag or tamed. Kill it")
o.object:remove() o.object:remove()
end end
end end
end end
end
end}) end})

View File

@ -2,8 +2,8 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local HORNY_TIME = 30 local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 300 local HORNY_AGAIN_TIME = 30 -- was 300 or 15*20
local CHILD_GROW_TIME = 60*20 local CHILD_GROW_TIME = 60
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
@ -178,7 +178,7 @@ function mob_class:check_breeding()
-- jump when fully grown so as not to fall into ground -- jump when fully grown so as not to fall into ground
self.object:set_velocity({ self.object:set_velocity({
x = 0, x = 0,
y = self.jump_height*3, y = self.jump_height,
z = 0 z = 0
}) })
end end
@ -190,13 +190,10 @@ function mob_class:check_breeding()
end end
return return
end else
-- horny animal can mate for HORNY_TIME seconds, -- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true if self.horny == true then
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = self.hornytimer + 1 self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
@ -204,6 +201,7 @@ function mob_class:check_breeding()
self.horny = false self.horny = false
end end
end end
end
-- find another same animal who is also horny and mate if nearby -- find another same animal who is also horny and mate if nearby
if self.horny == true if self.horny == true

View File

@ -329,10 +329,7 @@ end
-- find someone to attack -- find someone to attack
function mob_class:monster_attack() function mob_class:monster_attack()
if not damage_enabled if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
or self.passive ~= false
or self.state == "attack"
or self:day_docile() then
return return
end end
@ -341,9 +338,11 @@ function mob_class:monster_attack()
local player, obj, min_player local player, obj, min_player
local type, name = "", "" local type, name = "", ""
local min_dist = self.view_range + 1 local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
local blacklist_attack = {} local blacklist_attack = {}
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do for n = 1, #objs do
if not objs[n]:is_player() then if not objs[n]:is_player() then
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
@ -359,32 +358,29 @@ function mob_class:monster_attack()
end end
for n = 1, #objs do for n = 1, #objs do
if objs[n]:is_player() then if objs[n]:is_player() then
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
type = "" type = ""
elseif (self.type == "monster" or self._aggro) then elseif (self.type == "monster" or self._aggro) then
-- self.aggro made player be attacked by npc again if out of range then back in again
-- Does it serve a purpose other than that?
player = objs[n] player = objs[n]
type = "player" type = "player"
name = "player" name = "player"
end end
else else
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
if obj then if obj then
player = obj.object player = obj.object
type = obj.type type = obj.type
name = obj.name or "" name = obj.name or ""
end end
end end
-- find specific mob to attack, failing that attack player/npc/animal -- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name) if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs ) and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true)) then or (type == "animal" and self.attack_animals == true)) then
p = player:get_pos() p = player:get_pos()
sp = s sp = s
@ -400,10 +396,9 @@ function mob_class:monster_attack()
attacked_p = true attacked_p = true
end end
end end
-- choose closest player to attack -- choose closest player to attack
if dist < min_dist if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
and not attacked_p
and self:line_of_sight( sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = player min_player = player
end end
@ -434,11 +429,9 @@ function mob_class:npc_attack()
local objs = minetest.get_objects_inside_radius(s, self.view_range) local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do for n = 1, #objs do
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
if obj and obj.type == "monster" then if obj and obj.type == "monster" then
p = obj.object:get_pos() p = obj.object:get_pos()
sp = s sp = s
@ -448,8 +441,7 @@ function mob_class:npc_attack()
p.y = p.y + 1 p.y = p.y + 1
sp.y = sp.y + 1 sp.y = sp.y + 1
if dist < min_dist if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
and self:line_of_sight( sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = obj.object min_player = obj.object
end end
@ -746,7 +738,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local name = hitter:get_player_name() or "" local name = hitter:get_player_name() or ""
-- attack puncher and call other mobs for help -- attack puncher
if self.passive == false if self.passive == false
and self.state ~= "flop" and self.state ~= "flop"
and (self.child == false or self.type == "monster") and (self.child == false or self.type == "monster")
@ -758,6 +750,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
self:do_attack(hitter) self:do_attack(hitter)
self._aggro= true self._aggro= true
end end
end
-- alert others to the attack -- alert others to the attack
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
@ -776,7 +769,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
obj:do_attack(hitter) obj:do_attack(hitter)
elseif type(obj.group_attack) == "table" then elseif type(obj.group_attack) == "table" then
for i=1, #obj.group_attack do for i=1, #obj.group_attack do
if obj.name == obj.group_attack[i] then if obj.group_attack[i] == self.name then
obj._aggro = true obj._aggro = true
obj:do_attack(hitter) obj:do_attack(hitter)
break break
@ -792,18 +785,28 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end end
end end
end end
end
function mob_class:check_aggro(dtime) function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end if not self._aggro or not self.attack then return end
if not self._check_aggro_timer or self._check_aggro_timer > 5 then
if not self._check_aggro_timer then
self._check_aggro_timer = 0 self._check_aggro_timer = 0
end
if self._check_aggro_timer > 5 then
self._check_aggro_timer = 0
if self.attack then
-- TODO consider removing this in favour of what is done in do_states_attack
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
-- I do not think this code does anything. Are mobs still loaded in at 128?
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil self._aggro = nil
self.attack = nil self.attack = nil
self.state = "stand" self.state = "stand"
end end
end end
end
self._check_aggro_timer = self._check_aggro_timer + dtime self._check_aggro_timer = self._check_aggro_timer + dtime
end end
@ -823,7 +826,10 @@ function mob_class:do_states_attack (dtime)
self.state = "stand" self.state = "stand"
self:set_velocity( 0) self:set_velocity( 0)
self:set_animation( "stand") self:set_animation( "stand")
self.attack = nil self.attack = nil
self._aggro = nil
self.v_start = false self.v_start = false
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0

View File

@ -1,4 +1,4 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local active_particlespawners = {} local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
@ -8,6 +8,15 @@ local player_transfer_distance = tonumber(minetest.settings:get("player_transfer
if player_transfer_distance == 0 then player_transfer_distance = math.huge end if player_transfer_distance == 0 then player_transfer_distance = math.huge end
local function validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- custom particle effects -- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
@ -232,13 +241,17 @@ function mob_class:set_animation(anim, fixed_frame)
if not self.animation or not anim then if not self.animation or not anim then
return return
end end
if self.jockey and self.object:get_attach() then
anim = "jockey"
elseif not self.object:get_attach() then
self.jockey = nil
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return return
end end
if self.jockey then
anim = "jockey"
end
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
@ -280,30 +293,63 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end end
function mob_class:check_head_swivel(dtime) local function who_are_you_looking_at (self)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
local pos = self.object:get_pos() local pos = self.object:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do local stop_look_at_player_chance = math.random(833/self.curiosity)
if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then -- was 10000 - div by 12 for avg entities as outside loop
if not self._locked_object then
if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then local stop_look_at_player = stop_look_at_player_chance == 1
self._locked_object = obj
end
else
if math.random(10000/self.curiosity) == 1 then
self._locked_object = nil
end
end
end
end
if self.attack or self.following then if self.attack or self.following then
self._locked_object = self.attack or self.following self._locked_object = self.attack or self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end end
elseif not self._locked_object then
if math.random(1, 30) then
--minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 20/self.curiosity
if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance)
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
local look_at_player = look_at_player_chance == 1
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
--minetest.log("Change look to player: ".. self.name)
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
if look_at_player then
--minetest.log("Change look to mob: ".. self.name)
self._locked_object = obj
break
end
end
end
end
end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 1.5 local _locked_object_eye_height = 1.5
@ -318,7 +364,7 @@ function mob_class:check_head_swivel(dtime)
if self.object:get_attach() then if self.object:get_attach() then
self_rot = self.object:get_attach():get_rotation() self_rot = self.object:get_attach():get_rotation()
end end
if self.rot then
local player_pos = self._locked_object:get_pos() local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0))) local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
@ -342,16 +388,17 @@ function mob_class:check_head_swivel(dtime)
end end
end end
end end
end
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
final_rotation = vector.multiply(oldr, 0.9) final_rotation = vector.multiply(oldr, 0.9)
else else
final_rotation = vector.new(0,0,0) --final_rotation = vector.new(0,0,0)
end end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation) mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
end end
function mob_class:set_animation_speed() function mob_class:set_animation_speed()
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then if v then
@ -367,7 +414,7 @@ function mob_class:set_animation_speed()
end end
end end
--set_speed --set_speed
if self.acc then if validate_vector(self.acc) then
self.object:add_velocity(self.acc) self.object:add_velocity(self.acc)
end end
end end

View File

@ -497,12 +497,11 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
return def.on_rightclick(pointed_thing.under, under, placer, itemstack) return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end end
if pos if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then
and within_limits(pos, 0)
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 under.name == "mcl_mobspawners:spawner" then if 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)
@ -512,7 +511,14 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner.")) minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
return itemstack return itemstack
end end
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
local dim = mcl_worlds.pos_to_dimension(placer:get_pos())
local mob_light_lvl = {mcl_mobs:mob_light_lvl(itemstack:get_name(),dim)}
--minetest.log("min light: " .. mob_light_lvl[1])
--minetest.log("max light: " .. mob_light_lvl[2])
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name(), mob_light_lvl[1], mob_light_lvl[2])
if not minetest.is_creative_enabled(name) then if not minetest.is_creative_enabled(name) then
itemstack:take_item() itemstack:take_item()
end end

View File

@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
Only peaceful mobs allowed!= Only peaceful mobs allowed!=
Give names to mobs= Give names to mobs=
Set name at anvil= Set name at anvil=
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=

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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_particles depends = 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, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk

View File

@ -3,10 +3,7 @@ local mob_class = mcl_mobs.mob_class
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6 local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5 local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow" local node_snow = "mcl_core:snow"
@ -21,14 +18,19 @@ local function atan(x)
end end
end end
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
-- get node but use fallback for nil or unknown -- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback) local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos) local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then if node and minetest.registered_nodes[node.name] then
return node return node
end end
if fallback then
return minetest.registered_nodes[fallback] return minetest.registered_nodes[fallback]
else
return registered_fallback_node
end
end end
-- Returns true is node can deal damage to self -- Returns true is node can deal damage to self
@ -200,14 +202,19 @@ function mob_class:can_jump_cliff()
end end
-- is mob facing a cliff or danger -- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger() function mob_class:is_at_cliff_or_danger(can_jump_cliff)
if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection! if can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
end
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false return false
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -234,14 +241,24 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water -- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger() function mob_class:is_at_water_danger(can_jump_cliff)
if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then if can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
end
if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
return false return false
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
local pos = self.object:get_pos()
if not yaw or not pos then
return
end
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight( local free_fall, blocker = minetest.line_of_sight(
@ -270,7 +287,9 @@ end
function mob_class:env_danger_movement_checks(dtime) function mob_class:env_danger_movement_checks(dtime)
local yaw = 0 local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
local can_jump_cliff = self:can_jump_cliff()
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
if math.random(1, 10) <= 6 then if math.random(1, 10) <= 6 then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
@ -278,13 +297,9 @@ function mob_class:env_danger_movement_checks(dtime)
yaw = yaw + math.random(-0.5, 0.5) yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end end
if self:is_at_cliff_or_danger() then if self:is_at_cliff_or_danger(can_jump_cliff) then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
@ -453,7 +468,7 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace(pos) function mob_class:replace_node(pos)
if not self.replace_rate if not self.replace_rate
or not self.replace_what or not self.replace_what
@ -607,75 +622,51 @@ end
-- follow player if owner or holding item, if fish outta water then flop -- follow player if owner or holding item, if fish outta water then flop
function mob_class:follow_flop() function mob_class:check_follow()
-- find player to follow -- find player to follow
if (self.follow ~= "" if (self.follow ~= "" or self.order == "follow") and not self.following
or self.order == "follow")
and not self.following
and self.state ~= "attack" and self.state ~= "attack"
and self.order ~= "sit" and self.order ~= "sit"
and self.state ~= "runaway" then and self.state ~= "runaway" then
local s = self.object:get_pos() local s = self.object:get_pos()
local players = minetest.get_connected_players() local players = minetest.get_connected_players()
for n = 1, #players do for n = 1, #players do
if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
if (self:object_in_range(players[n]))
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
self.following = players[n] self.following = players[n]
break break
end end
end end
end end
if self.type == "npc" if self.type == "npc" and self.order == "follow"
and self.order == "follow" and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
and self.state ~= "attack"
and self.order ~= "sit"
and self.owner ~= "" then
-- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then
if self.following
and self.owner
and self.owner ~= self.following:get_player_name() then
self.following = nil self.following = nil
end end
else else
-- stop following player if not holding specific item, -- stop following player if not holding specific item,
-- mob is horny, fleeing or attacking -- mob is horny, fleeing or attacking
if self.following if self.following and self.following:is_player()
and self.following:is_player() and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
and (self:follow_holding(self.following) == false or
self.horny or self.state == "runaway") then
self.following = nil self.following = nil
end end
end end
-- follow that thing -- follow that thing
if self.following then if self.following then
local s = self.object:get_pos() local s = self.object:get_pos()
local p local p
if self.following:is_player() then if self.following:is_player() then
p = self.following:get_pos() p = self.following:get_pos()
elseif self.following.object then elseif self.following.object then
p = self.following.object:get_pos() p = self.following.object:get_pos()
end end
if p then if p then
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
-- dont follow if out of range
if (not self:object_in_range(self.following)) then if (not self:object_in_range(self.following)) then
self.following = nil self.following = nil
else else
@ -685,17 +676,12 @@ function mob_class:follow_flop()
} }
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end if p.x > s.x then yaw = yaw +math.pi end
self:set_yaw( yaw, 2.35) self:set_yaw( yaw, 2.35)
-- anyone but standing npc's can move along -- anyone but standing npc's can move along
if dist > 3 if dist > 3 and self.order ~= "stand" then
and self.order ~= "stand" then
self:set_velocity(self.follow_velocity) self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then if self.walk_chance ~= 0 then
self:set_animation( "run") self:set_animation( "run")
end end
@ -703,17 +689,18 @@ function mob_class:follow_flop()
self:set_velocity(0) self:set_velocity(0)
self:set_animation( "stand") self:set_animation( "stand")
end end
return return
end end
end end
end end
end
function mob_class:flop()
-- swimmers flop when out of their element, and swim again when back in -- swimmers flop when out of their element, and swim again when back in
if self.fly then if self.fly then
local s = self.object:get_pos() local s = self.object:get_pos()
if self:flight_check( s) == false then
if self:flight_check(s) == false then
self.state = "flop" self.state = "flop"
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
@ -732,7 +719,6 @@ function mob_class:follow_flop()
end end
self:set_animation( "stand", true) self:set_animation( "stand", true)
return return
elseif self.state == "flop" then elseif self.state == "flop" then
self.state = "stand" self.state = "stand"
@ -763,7 +749,10 @@ end
local check_herd_timer = 0 local check_herd_timer = 0
function mob_class:check_herd(dtime) function mob_class:check_herd(dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos or self.state == "attack" then return end
-- Does any mob not move in group. Weird check for something not set?
if self.move_in_group == false then return end
check_herd_timer = check_herd_timer + dtime check_herd_timer = check_herd_timer + dtime
if check_herd_timer < 4 then return end if check_herd_timer < 4 then return end
check_herd_timer = 0 check_herd_timer = 0

View File

@ -3,6 +3,9 @@ local mob_class = mcl_mobs.mob_class
local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
local PATHING_START_DELAY = 4 -- When doing non-prioritised pathing, how long to wait until last mob pathed
local PATHFINDING_SEARCH_DISTANCE = 50 -- How big the square is that pathfinding will look
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
@ -107,16 +110,22 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
return wp_out return wp_out
end end
function mob_class:ready_to_path() local last_pathing_time = os.time()
function mob_class:ready_to_path(prioritised)
mcl_log("Check ready to path") mcl_log("Check ready to path")
if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed)) mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return false return false
else else
local time_since_path_start = os.time() - last_pathing_time
mcl_log("time_since_path_start: " .. tostring(time_since_path_start))
if prioritised or (time_since_path_start) > PATHING_START_DELAY then
mcl_log("We are ready to pathfind, no previous fail or we are past threshold") mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
return true return true
end end
end end
end
-- This function is used to see if we can path. We could use to check a route, rather than making people move. -- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, cur_door_pos, t) local function calculate_path_through_door (p, cur_door_pos, t)
@ -144,7 +153,7 @@ local function calculate_path_through_door (p, cur_door_pos, t)
if n.name == "air" then if n.name == "air" then
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door)) mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
prospective_wp = minetest.find_path(p,pos_closest_to_door,150,1,4) prospective_wp = minetest.find_path(p, pos_closest_to_door, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if prospective_wp then if prospective_wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door)) mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
@ -154,7 +163,7 @@ local function calculate_path_through_door (p, cur_door_pos, t)
if t then if t then
mcl_log("We have t, lets go from door to target") mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4) local wp_otherside_door_to_target = minetest.find_path(other_side_of_door, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
append_paths (prospective_wp, wp_otherside_door_to_target) append_paths (prospective_wp, wp_otherside_door_to_target)
@ -190,9 +199,13 @@ local function calculate_path_through_door (p, cur_door_pos, t)
return enriched_path return enriched_path
end end
function mob_class:gopath(target,callback_arrived)
function mob_class:gopath(target, callback_arrived, prioritised)
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
if not self:ready_to_path() then return end if not self:ready_to_path(prioritised) then return end
last_pathing_time = os.time()
self.order = nil self.order = nil
@ -200,7 +213,7 @@ function mob_class:gopath(target,callback_arrived)
local t = vector.offset(target,0,1,0) local t = vector.offset(target,0,1,0)
--Check direct route --Check direct route
local wp = minetest.find_path(p,t,150,1,4) local wp = minetest.find_path(p, t, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if not wp then if not wp then
mcl_log("### No direct path. Path through door closest to target.") mcl_log("### No direct path. Path through door closest to target.")
@ -410,7 +423,7 @@ function mob_class:check_gowp(dtime)
mcl_log("No current target") mcl_log("No current target")
end end
local final_wp = minetest.find_path(p,self._target,150,1,4) local final_wp = minetest.find_path(p, self._target, PATHFINDING_SEARCH_DISTANCE, 1, 4)
if final_wp then if final_wp then
mcl_log("We can get to target here.") mcl_log("We can get to target here.")
-- self.waypoints = final_wp -- self.waypoints = final_wp

View File

@ -47,7 +47,8 @@ end
function mob_class:player_in_active_range() function mob_class:player_in_active_range()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end local pos = self.object:get_pos()
if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end
-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
end end
end end
@ -182,15 +183,17 @@ function mob_class:collision()
return({x,z}) return({x,z})
end end
function mob_class:slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.85 local d = 0.85
if self:check_dying() then d = 0.92 end local dying = self:check_dying()
if dying then d = 0.92 end
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then if v then
--diffuse object velocity --diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d}) self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end end
return dying
end end
-- move mob in facing direction -- move mob in facing direction
@ -308,6 +311,8 @@ end
function mob_class:set_yaw(yaw, delay, dtime) function mob_class:set_yaw(yaw, delay, dtime)
if self.noyaw then return end if self.noyaw then return end
if not self.object:get_yaw() or not self.object:get_pos() then return end
if self.state ~= PATHFINDING then if self.state ~= PATHFINDING then
self._turn_to = yaw self._turn_to = yaw
end end
@ -459,6 +464,14 @@ function mob_class:check_for_death(cause, cmi_cause)
self:mob_sound("death") self:mob_sound("death")
local function death_handle(self) local function death_handle(self)
if cmi_cause and cmi_cause["type"] then
--minetest.log("cmi_cause: " .. tostring(cmi_cause["type"]))
end
--minetest.log("cause: " .. tostring(cause))
-- TODO other env damage shouldn't drop xp
-- "rain", "water", "drowning", "suffocation"
-- dropped cooked item if mob died in fire or lava -- dropped cooked item if mob died in fire or lava
if cause == "lava" or cause == "fire" then if cause == "lava" or cause == "fire" then
self:item_drop(true, 0) self:item_drop(true, 0)
@ -475,11 +488,23 @@ function mob_class:check_for_death(cause, cmi_cause)
self:item_drop(cooked, looting) self:item_drop(cooked, looting)
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max)) local pos = self.object:get_pos()
local xp_amount = math.random(self.xp_min, self.xp_max)
if not mcl_sculk.handle_death(pos, xp_amount) then
--minetest.log("Xp not thrown")
if minetest.is_creative_enabled("") ~= true then
mcl_experience.throw_xp(pos, xp_amount)
end
else
--minetest.log("xp thrown")
end end
end end
end end
end
-- execute custom death function -- execute custom death function
if self.on_die then if self.on_die then
@ -497,6 +522,12 @@ function mob_class:check_for_death(cause, cmi_cause)
end end
end end
if self.jockey or self.riden_by_jock then
self.riden_by_jock = nil
self.jockey = nil
end
local collisionbox local collisionbox
if self.collisionbox then if self.collisionbox then
collisionbox = table.copy(self.collisionbox) collisionbox = table.copy(self.collisionbox)
@ -519,17 +550,16 @@ function mob_class:check_for_death(cause, cmi_cause)
self:set_velocity(0) self:set_velocity(0)
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if acc then
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
self.object:set_acceleration(acc) self.object:set_acceleration(acc)
end
local length local length
-- default death function and die animation (if defined) -- default death function and die animation (if defined)
if self.instant_death then if self.instant_death then
length = 0 length = 0
elseif self.animation elseif self.animation and self.animation.die_start and self.animation.die_end then
and self.animation.die_start
and self.animation.die_end then
local frames = self.animation.die_end - self.animation.die_start local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15 local speed = self.animation.die_speed or 15
length = math.max(frames / speed, 0) + DEATH_DELAY length = math.max(frames / speed, 0) + DEATH_DELAY
@ -545,7 +575,6 @@ function mob_class:check_for_death(cause, cmi_cause)
if not self.object:get_luaentity() then if not self.object:get_luaentity() then
return return
end end
death_handle(self) death_handle(self)
local dpos = self.object:get_pos() local dpos = self.object:get_pos()
local cbox = self.collisionbox local cbox = self.collisionbox
@ -554,6 +583,7 @@ function mob_class:check_for_death(cause, cmi_cause)
self.object:remove() self.object:remove()
mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
end end
if length <= 0 then if length <= 0 then
kill(self) kill(self)
else else
@ -604,9 +634,17 @@ function mob_class:do_env_damage()
return true return true
end end
local node = minetest.get_node(pos)
if node then
if node.name ~= "ignore" then
-- put below code in this block if we can prove that unloaded maps are causing crash.
-- it should warn then error
else
--minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
local sunlight = minetest.get_natural_light(pos, self.time_of_day) local sunlight = minetest.get_natural_light(pos, self.time_of_day)
-- bright light harms mob
if self.light_damage ~= 0 and (sunlight or 0) > 12 then if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then if self:deal_light_damage(pos, self.light_damage) then
return true return true
@ -624,6 +662,8 @@ function mob_class:do_env_damage()
end end
end end
end
local y_level = self.collisionbox[2] local y_level = self.collisionbox[2]
if self.child then if self.child then
@ -642,11 +682,11 @@ function mob_class:do_env_damage()
end end
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]
local nodef2 = minetest.registered_nodes[self.standing_on]
-- rain -- rain
if self.rain_damage > 0 then if self.rain_damage > 0 then
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
self.health = self.health - self.rain_damage self.health = self.health - self.rain_damage
if self:check_for_death("rain", {type = "environment", if self:check_for_death("rain", {type = "environment",
@ -659,13 +699,9 @@ function mob_class:do_env_damage()
pos.y = pos.y + 1 -- for particle effect position pos.y = pos.y + 1 -- for particle effect position
-- water damage -- water damage
if self.water_damage > 0 if self.water_damage > 0 and nodef.groups.water then
and nodef.groups.water then
if self.water_damage ~= 0 then if self.water_damage ~= 0 then
self.health = self.health - self.water_damage self.health = self.health - self.water_damage
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
if self:check_for_death("water", {type = "environment", if self:check_for_death("water", {type = "environment",
@ -673,15 +709,10 @@ function mob_class:do_env_damage()
return true return true
end end
end end
elseif self.lava_damage > 0 and (nodef.groups.lava) then
-- lava damage -- lava damage
elseif self.lava_damage > 0
and (nodef.groups.lava) then
if self.lava_damage ~= 0 then if self.lava_damage ~= 0 then
self.health = self.health - self.lava_damage self.health = self.health - self.lava_damage
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 10) mcl_burning.set_on_fire(self.object, 10)
@ -690,15 +721,20 @@ function mob_class:do_env_damage()
return true return true
end end
end end
elseif self.fire_damage > 0 and (nodef2.groups.fire) then
-- fire damage -- magma damage
elseif self.fire_damage > 0
and (nodef.groups.fire) then
if self.fire_damage ~= 0 then if self.fire_damage ~= 0 then
self.health = self.health - self.fire_damage self.health = self.health - self.fire_damage
if self:check_for_death("fire", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
elseif self.fire_damage > 0 and (nodef.groups.fire) then
-- fire damage
if self.fire_damage ~= 0 then
self.health = self.health - self.fire_damage
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 5) mcl_burning.set_on_fire(self.object, 5)
@ -707,12 +743,9 @@ function mob_class:do_env_damage()
return true return true
end end
end end
-- damage_per_second node check
elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
-- damage_per_second node check
self.health = self.health - nodef.damage_per_second self.health = self.health - nodef.damage_per_second
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
if self:check_for_death("dps", {type = "environment", if self:check_for_death("dps", {type = "environment",
@ -724,6 +757,7 @@ function mob_class:do_env_damage()
-- Drowning damage -- Drowning damage
if self.breath_max ~= -1 then if self.breath_max ~= -1 then
local drowning = false local drowning = false
if self.breathes_in_water then if self.breathes_in_water then
if minetest.get_item_group(self.standing_in, "water") == 0 then if minetest.get_item_group(self.standing_in, "water") == 0 then
drowning = true drowning = true
@ -731,10 +765,9 @@ function mob_class:do_env_damage()
elseif nodef.drowning > 0 then elseif nodef.drowning > 0 then
drowning = true drowning = true
end end
if drowning then if drowning then
self.breath = math.max(0, self.breath - 1) self.breath = math.max(0, self.breath - 1)
mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then if self.breath <= 0 then
local dmg local dmg
@ -785,25 +818,25 @@ function mob_class:do_env_damage()
self.suffocation_timer = 0 self.suffocation_timer = 0
end end
return self:check_for_death("", {type = "unknown"}) return self:check_for_death("unknown", {type = "unknown"})
end end
function mob_class:env_damage (dtime, pos) function mob_class:env_damage (dtime, pos)
-- environmental damage timer (every 1 second) -- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then if self.env_damage_timer > 1 then
self:check_entity_cramming()
self.env_damage_timer = 0 self.env_damage_timer = 0
self:check_entity_cramming()
-- check for environmental damage (water, fire, lava etc.) -- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then if self:do_env_damage() then
return true return true
end end
-- node replace check (cow eats grass etc.) self:replace_node(pos) -- (sheep eats grass etc.)
self:replace(pos)
end end
end end
@ -870,9 +903,8 @@ function mob_class:falling(pos)
-- floating in water (or falling) -- floating in water (or falling)
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- apply gravity when moving up
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -881,7 +913,6 @@ function mob_class:falling(pos)
}) })
elseif v.y <= 0 and v.y > self.fall_speed then elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed -- fall downwards at set speed
self.object:set_acceleration({ self.object:set_acceleration({
x = 0, x = 0,
@ -892,11 +923,12 @@ function mob_class:falling(pos)
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration({x = 0, y = 0, z = 0})
end end
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if acc and self.floats_on_lava == 1 then
if self.floats_on_lava == 1 then
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),
@ -907,9 +939,7 @@ function mob_class:falling(pos)
-- in water then float up -- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then if minetest.registered_nodes[node_ok(pos).name].groups.water then
if acc and self.floats == 1 then
if self.floats == 1 then
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),
@ -917,10 +947,8 @@ function mob_class:falling(pos)
}) })
end end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
if self.fall_damage == 1 if self.fall_damage == 1 and self.object:get_velocity().y == 0 then
and self.object:get_velocity().y == 0 then
local n = node_ok(vector.offset(pos,0,-1,0)).name local n = node_ok(vector.offset(pos,0,-1,0)).name
local d = (self.old_y or 0) - self.object:get_pos().y local d = (self.old_y or 0) - self.object:get_pos().y
@ -981,25 +1009,32 @@ end
function mob_class:check_dying() function mob_class:check_dying()
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
local rot = self.object:get_rotation() local rot = self.object:get_rotation()
if rot then
rot.z = ((math.pi/2-rot.z)*.2)+rot.z rot.z = ((math.pi/2-rot.z)*.2)+rot.z
self.object:set_rotation(rot) self.object:set_rotation(rot)
end
return true return true
end end
end end
function mob_class:check_suspend() function mob_class:check_suspend(player_in_active_range)
if not self:player_in_active_range() then
local pos = self.object:get_pos() local pos = self.object:get_pos()
if pos and not player_in_active_range then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name local node_under = node_ok(vector.offset(pos,0,-1,0)).name
local acc = self.object:get_acceleration()
self:set_animation( "stand", true) self:set_animation( "stand", true)
local acc = self.object:get_acceleration()
if acc then
if acc.y > 0 or node_under ~= "air" then if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0)) self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.new(0,0,0)) self.object:set_velocity(vector.zero())
end end
if acc.y == 0 and node_under == "air" then if acc.y == 0 and node_under == "air" then
self:falling(pos) self:falling(pos)
end end
end
return true return true
end end
end end

View File

@ -24,25 +24,60 @@ 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 local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
local dbg_spawn_attempts = 0 local dbg_spawn_attempts = 0
local dbg_spawn_succ = 0 local dbg_spawn_succ = 0
local dbg_spawn_counts = {} local dbg_spawn_counts = {}
-- range for mob count
local aoc_range = 136
local remove_far = true local remove_far = true
local WAIT_FOR_SPAWN_ATTEMPT = 10
local FIND_SPAWN_POS_RETRIES = 16
local FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN = 8
local MOB_SPAWN_ZONE_INNER = 24
local MOB_SPAWN_ZONE_MIDDLE = 32
local MOB_SPAWN_ZONE_OUTER = 128
-- range for mob count
local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = { local mob_cap = {
monster = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70, hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
animal = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10, passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15, ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 5, --currently unused water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75, player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500, total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
} }
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
mcl_log("Mob cap hostile: " .. mob_cap.hostile)
mcl_log("Mob cap water: " .. mob_cap.water)
mcl_log("Mob cap passive: " .. mob_cap.passive)
mcl_log("Percentage of peacefuls spawned: " .. peaceful_percentage_spawned)
mcl_log("Percentage of peaceful spawns are group: " .. peaceful_group_percentage_spawned)
mcl_log("Percentage of hostile spawns are group: " .. hostile_group_percentage_spawned)
--do mobs spawn? --do mobs spawn?
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
@ -169,6 +204,8 @@ local list_of_all_biomes = {
"MushroomIslandShore", "MushroomIslandShore",
"JungleM_shore", "JungleM_shore",
"Jungle_shore", "Jungle_shore",
"BambooJungleM_shore",
"BambooJungle_shore",
"MangroveSwamp_shore", "MangroveSwamp_shore",
-- dimension biome: -- dimension biome:
@ -216,6 +253,10 @@ local list_of_all_biomes = {
"JungleEdge", "JungleEdge",
"SavannaM", "SavannaM",
"MangroveSwamp", "MangroveSwamp",
"BambooJungle",
"BambooJungleEdge",
"BambooJungleEdgeM",
"BambooJungleM",
} }
-- count how many mobs are in an area -- count how many mobs are in an area
@ -244,6 +285,60 @@ local function count_mobs_total(mob_type)
return num return num
end end
local function count_mobs_add_entry (mobs_list, mob_cat)
if mobs_list[mob_cat] then
mobs_list[mob_cat] = mobs_list[mob_cat] + 1
else
mobs_list[mob_cat] = 1
end
end
--categorise_by can be name or type or spawn_class
local function count_mobs_all(categorise_by, pos)
local mobs_found_wide = {}
local mobs_found_close = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity and entity.is_mob then
local add_entry = false
--local mob_type = entity.type -- animal / monster / npc
local mob_cat = entity[categorise_by]
if pos then
local mob_pos = entity.object:get_pos()
if mob_pos then
local distance = vector.distance(pos, mob_pos)
--mcl_log("distance: ".. distance)
if distance <= MOB_SPAWN_ZONE_MIDDLE then
--mcl_log("distance is close")
count_mobs_add_entry (mobs_found_close, mob_cat)
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
elseif distance <= MOB_SPAWN_ZONE_OUTER then
--mcl_log("distance is wide")
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
else
--mcl_log("mob_pos: " .. minetest.pos_to_string(mob_pos))
end
end
else
count_mobs_add_entry (mobs_found_wide, mob_cat)
add_entry = true
end
if add_entry then
num = num + 1
end
end
end
--mcl_log("num: ".. num)
return mobs_found_close, mobs_found_wide, num
end
local function count_mobs_total_cap(mob_type) local function count_mobs_total_cap(mob_type)
local num = 0 local num = 0
for _,l in pairs(minetest.luaentities) do for _,l in pairs(minetest.luaentities) do
@ -256,6 +351,32 @@ local function count_mobs_total_cap(mob_type)
return num return num
end end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
if (total_mobs) then
local total_output = "Total mobs found: " .. total_mobs
if chat_display then
minetest.log(total_output)
else
minetest.log("action", total_output)
end
end
local detailed = ""
if mob_counts then
for k, v1 in pairs(mob_counts) do
detailed = detailed .. tostring(k) .. ": " .. tostring(v1) .. "; "
end
end
if detailed and detailed ~= "" then
if chat_display then
minetest.log(detailed)
else
minetest.log("action", detailed)
end
end
end
-- global functions -- global functions
function mcl_mobs:spawn_abm_check(pos, node, name) function mcl_mobs:spawn_abm_check(pos, node, name)
@ -292,6 +413,8 @@ WARNING: BIOME INTEGRATION NEEDED -> How to get biome through lua??
--this is where all of the spawning information is kept --this is where all of the spawning information is kept
local spawn_dictionary = {} local spawn_dictionary = {}
--this is where all of the spawning information is kept for mobs that don't naturally spawn
local non_spawn_dictionary = {}
local summary_chance = 0 local summary_chance = 0
function mcl_mobs:spawn_setup(def) function mcl_mobs:spawn_setup(def)
@ -357,7 +480,69 @@ function mcl_mobs:spawn_setup(def)
summary_chance = summary_chance + chance summary_chance = summary_chance + chance
end end
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) function mcl_mobs:mob_light_lvl(mob_name, dimension)
local spawn_dictionary_consolidated = {}
if non_spawn_dictionary[mob_name] then
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
if mob_dimension then
--minetest.log("Found in non spawn dictionary for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("Found in non spawn dictionary but not for dimension")
local overworld_non_spawn_def = non_spawn_dictionary[mob_name]["overworld"]
if overworld_non_spawn_def then
return overworld_non_spawn_def.min_light, overworld_non_spawn_def.max_light
end
end
else
--minetest.log("must be in spawning dictionary")
for i,v in pairs(spawn_dictionary) do
local current_mob_name = spawn_dictionary[i].name
local current_mob_dim = spawn_dictionary[i].dimension
if mob_name == current_mob_name then
if not spawn_dictionary_consolidated[current_mob_name] then
spawn_dictionary_consolidated[current_mob_name] = {}
end
spawn_dictionary_consolidated[current_mob_name][current_mob_dim] = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
end
end
if spawn_dictionary_consolidated[mob_name] then
--minetest.log("is in consolidated")
local mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
if mob_dimension then
--minetest.log("found for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("not found for dimension, use overworld def")
local mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if mob_dimension_default then
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end
else
--minetest.log("not in consolidated")
end
end
minetest.log("action", "There are no light levels for mob (" .. tostring(mob_name) .. ") in dimension (" .. tostring(dimension) .. "). Return defaults")
return 0, minetest.LIGHT_MAX+1
end
function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
table.insert(non_spawn_dictionary, mob_name)
non_spawn_dictionary[mob_name] = {
[dimension] = {
min_light = min_light , max_light = max_light
}
}
end
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, check_position)
-- Do mobs spawn at all? -- Do mobs spawn at all?
if not mobs_spawn then if not mobs_spawn then
@ -394,22 +579,28 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["min_height"] = min_height spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position
summary_chance = summary_chance + chance summary_chance = summary_chance + chance
end end
local two_pi = 2 * math.pi local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos) local function get_next_mob_spawn_pos(pos)
local distance = math_random(25, 32) -- TODO We should consider spawning something a little further away sporadically.
-- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius
local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE)
local angle = math_random() * two_pi local angle = math_random() * two_pi
-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
local xoff = math_round(distance * math_cos(angle)) local xoff = math_round(distance * math_cos(angle))
local yoff = math_round(distance * math_sin(angle)) local zoff = math_round(distance * math_sin(angle))
return vector.offset(pos, xoff, 0, yoff) return vector.offset(pos, xoff, 0, zoff)
end end
local function decypher_limits(posy) local function decypher_limits(posy)
posy = math_floor(posy) posy = math_floor(posy)
return posy - 32, posy + 32 return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE
end end
--a simple helper function for mob_spawn --a simple helper function for mob_spawn
@ -460,15 +651,20 @@ local function has_room(self,pos)
return true return true
end end
local function spawn_check(pos,spawn_def,ignore_caps)
if not spawn_def then return end
local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1 dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
local mob_def = minetest.registered_entities[spawn_def.name] local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type local mob_type = mob_def.type
local gotten_node = get_node(pos).name local gotten_node = get_node(pos).name
local gotten_biome = minetest.get_biome_data(pos) local gotten_biome = minetest.get_biome_data(pos)
if not gotten_node or not gotten_biome then return end if not gotten_node or not gotten_biome then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0 local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
@ -483,34 +679,38 @@ local function spawn_check(pos,spawn_def,ignore_caps)
local is_leaf = get_item_group(gotten_node, "leaves") ~= 0 local is_leaf = get_item_group(gotten_node, "leaves") ~= 0
local is_bedrock = gotten_node == "mcl_core:bedrock" local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0 local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
local mob_count_wide = 0
local mob_count = 0 if pos.y >= spawn_def.min_height
if not ignore_caps then
mob_count = count_mobs(pos,32,mob_type)
mob_count_wide = count_mobs(pos,aoc_range,mob_type)
end
if pos and spawn_def
and ( mob_count_wide < (mob_cap[mob_type] or 15) )
and ( mob_count < 5 )
and pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, gotten_biome) and biome_check(spawn_def.biomes, gotten_biome) then
and (is_ground or spawn_def.type_of_spawning ~= "ground")
--mcl_log("Level 1 spawn check passed")
--minetest.log("Mob: " .. mob_def.name)
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf) and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or true)
and (not is_farm_animal(spawn_def.name) or is_grass) and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water) and (spawn_def.type_of_spawning ~= "water" or is_water)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) and not is_bedrock
and not is_bedrock then and has_room(mob_def,pos)
--only need to poll for node light if everything else worked and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
--mcl_log("Level 2 spawn check passed")
local gotten_light = get_node_light(pos) local gotten_light = get_node_light(pos)
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
--mcl_log("Level 3 spawn check passed")
return true return true
else
mcl_log("Spawn check level 3 failed")
end end
else
mcl_log("Spawn check level 2 failed")
end
else
mcl_log("Spawn check level 1 failed")
end end
return false return false
end end
@ -529,8 +729,7 @@ function mcl_mobs.spawn(pos,id)
end end
local function spawn_group(p,mob,spawn_on,group_max,group_min) local function spawn_group(p,mob,spawn_on,amount_to_spawn)
if not group_min then group_min = 1 end
local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on) local nn= minetest.find_nodes_in_area_under_air(vector.offset(p,-5,-3,-5),vector.offset(p,5,3,5),spawn_on)
local o local o
table.shuffle(nn) table.shuffle(nn)
@ -538,9 +737,10 @@ local function spawn_group(p,mob,spawn_on,group_max,group_min)
nn = {} nn = {}
table.insert(nn,p) table.insert(nn,p)
end end
for i = 1, math.random(group_min,group_max) do
for i = 1, amount_to_spawn do
local sp = vector.offset(nn[math.random(#nn)],0,1,0) local sp = vector.offset(nn[math.random(#nn)],0,1,0)
if spawn_check(nn[math.random(#nn)],mob,true) then if spawn_check(nn[math.random(#nn)],mob) then
if mob.type_of_spawning == "water" then if mob.type_of_spawning == "water" then
sp = get_water_spawn(sp) sp = get_water_spawn(sp)
end end
@ -628,25 +828,116 @@ if mobs_spawn then
local perlin_noise local perlin_noise
local function spawn_a_mob(pos, dimension, y_min, y_max) -- Get pos to spawn, x and z are randomised, y is range
--create a disconnected clone of the spawn dictionary
--prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary) local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
--type = "animal", spawn_class = "passive",
--local cod = { type = "animal", spawn_class = "water",
local type_cap = mob_cap[mob_type] or MISSING_CAP_DEFAULT
local close_zone_cap = MOBS_CAP_CLOSE
local mob_total_wide = mob_counts_wide[mob_type]
if not mob_total_wide then
--mcl_log("none of type found. set as 0")
mob_total_wide = 0
end
local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
cap_space_wide = 0
end
local mob_total_close = mob_counts_close[mob_type]
if not mob_total_close then
--mcl_log("none of type found. set as 0")
mob_total_close = 0
end
local cap_space_close = close_zone_cap - mob_total_close
if cap_space_close < 1 then
cap_space_close = 0
end
--mcl_log("spawn_class: " .. spawn_class)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
mcl_log("wide: " .. mob_total_wide .. "/" .. type_cap)
mcl_log("cap_space_wide: " .. cap_space_wide)
mcl_log("close: " .. mob_total_close .. "/" .. close_zone_cap)
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_wide, cap_space_close
end
local function find_spawning_position(pos, max_times)
local spawning_position
local max_loops = 1
if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0
repeat
local goal_pos = get_next_mob_spawn_pos(pos) local goal_pos = get_next_mob_spawn_pos(pos)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
local spawning_position_list = find_nodes_in_area_under_air( local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z}, {x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z}, {x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"} {"group:solid", "group:water", "group:lava"}
) )
if #spawning_position_list <= 0 then return end if #spawning_position_list > 0 then
local spawning_position = spawning_position_list[math_random(1, #spawning_position_list)] mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end
else
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end
i = i + 1
if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops)
break
end
until spawning_position
return spawning_position
end
local function spawn_a_mob(pos)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
local spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES)
if not spawning_position then
minetest.log("action", "[Mobs spawn] Cannot find a valid spawn position after retries: " .. FIND_SPAWN_POS_RETRIES)
return
end
local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", spawning_position)
--output_mob_stats(mob_counts_close, total_mobs)
--output_mob_stats(mob_counts_wide)
--grab mob that fits into the spawning location
--randomly grab a mob, don't exclude any possibilities
perlin_noise = perlin_noise or minetest_get_perlin(noise_params) perlin_noise = perlin_noise or minetest_get_perlin(noise_params)
local noise = perlin_noise:get_3d(spawning_position) local noise = perlin_noise:get_3d(spawning_position)
local current_summary_chance = summary_chance local current_summary_chance = summary_chance
table.shuffle(mob_library_worker_table) table.shuffle(mob_library_worker_table)
while #mob_library_worker_table > 0 do while #mob_library_worker_table > 0 do
local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1 local mob_chance_offset = (math_round(noise * current_summary_chance + 12345) % current_summary_chance) + 1
local mob_index = 1 local mob_index = 1
@ -657,13 +948,32 @@ if mobs_spawn then
mob_chance = mob_library_worker_table[mob_index].chance mob_chance = mob_library_worker_table[mob_index].chance
step_chance = step_chance + mob_chance step_chance = step_chance + mob_chance
end end
local mob_def = mob_library_worker_table[mob_index]
--minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance) --minetest.log(mob_def.name.." "..step_chance.. " "..mob_chance)
local mob_def = mob_library_worker_table[mob_index]
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local spawn_in_group = minetest.registered_entities[mob_def.name].spawn_in_group or 4
local spawn_in_group_min = minetest.registered_entities[mob_def.name].spawn_in_group_min or 1 local mob_def_ent = minetest.registered_entities[mob_def.name]
local mob_type = minetest.registered_entities[mob_def.name].type --local mob_type = mob_def_ent.type
if spawn_check(spawning_position,mob_def) then local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
if (spawn_hostile or spawn_passive) and spawn_check(spawning_position,mob_def) then
if mob_def.type_of_spawning == "water" then if mob_def.type_of_spawning == "water" then
spawning_position = get_water_spawn(spawning_position) spawning_position = get_water_spawn(spawning_position)
if not spawning_position then if not spawning_position then
@ -671,25 +981,62 @@ if mobs_spawn then
return return
end end
end end
if minetest.registered_entities[mob_def.name].can_spawn and not minetest.registered_entities[mob_def.name].can_spawn(spawning_position) then if mob_def_ent.can_spawn and not mob_def_ent.can_spawn(spawning_position) then
minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position))) minetest.log("warning","[mcl_mobs] mob "..mob_def.name.." refused to spawn at "..minetest.pos_to_string(vector.round(spawning_position)))
return return
end end
--everything is correct, spawn mob
local object
if spawn_in_group and ( mob_type ~= "monster" or math.random(5) == 1 ) then
if logging then
minetest.log("action", "[mcl_mobs] A group of mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
end
object = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name},spawn_in_group,spawn_in_group_min)
--everything is correct, spawn mob
local spawn_in_group = mob_def_ent.spawn_in_group or 4
local spawn_group_hostile = (mob_spawn_class == "hostile") and (math.random(100) < hostile_group_percentage_spawned)
local spawn_group_passive = (mob_spawn_class ~= "hostile") and (math.random(100) < peaceful_group_percentage_spawned)
mcl_log("spawn_group_hostile: " .. tostring(spawn_group_hostile))
mcl_log("spawn_group_passive: " .. tostring(spawn_group_passive))
local spawned
if spawn_in_group and (spawn_group_hostile or spawn_group_passive) then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
end
spawned = spawn_group(spawning_position,mob_def,{minetest.get_node(vector.offset(spawning_position,0,-1,0)).name}, amount_to_spawn)
else else
if logging then if logging then
minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at ".. minetest.pos_to_string(spawning_position, 1)) minetest.log("action", "[mcl_mobs] Mob " .. mob_def.name .. " spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at ".. minetest.pos_to_string(spawning_position, 1))
end end
object = mcl_mobs.spawn(spawning_position, mob_def.name) spawned = mcl_mobs.spawn(spawning_position, mob_def.name)
end
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
spawning_position = new_spawning_position
else
mcl_log("Cannot set new spawning position")
end end
end end
else
--mcl_log("Spawn check failed")
end
else
mcl_log("Cap space full")
end
end end
current_summary_chance = current_summary_chance - mob_chance current_summary_chance = current_summary_chance - mob_chance
table_remove(mob_library_worker_table, mob_index) table_remove(mob_library_worker_table, mob_index)
@ -701,28 +1048,32 @@ if mobs_spawn then
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
timer = timer + dtime timer = timer + dtime
if timer < 10 then return end if timer < WAIT_FOR_SPAWN_ATTEMPT then return end
timer = 0 timer = 0
local players = get_connected_players() local players = get_connected_players()
local total_mobs = count_mobs_total_cap() local total_mobs = count_mobs_total_cap()
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.") minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return return
end --mob cap per player end --mob cap per player
for _, player in pairs(players) do for _, player in pairs(players) do
local pos = player:get_pos() local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area -- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then if dimension ~= "void" and dimension ~= "default" then
local y_min, y_max = decypher_limits(pos.y) spawn_a_mob(pos)
spawn_a_mob(pos, dimension, y_min, y_max)
end end
end end
end) end)
end end
function mob_class:check_despawn(pos) function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob -- Despawning: when lifetimer expires, remove mob
if remove_far if remove_far
and self.can_despawn == true and self.can_despawn == true
@ -746,14 +1097,16 @@ function mob_class:check_despawn(pos)
end end
end end
minetest.register_chatcommand("mobstats",{ minetest.register_chatcommand("mobstats",{
privs = { debug = true }, privs = { debug = true },
func = function(n,param) func = function(n,param)
minetest.chat_send_player(n,dump(dbg_spawn_counts)) --minetest.chat_send_player(n,dump(dbg_spawn_counts))
local pos = minetest.get_player_by_name(n):get_pos() local pos = minetest.get_player_by_name(n):get_pos()
minetest.chat_send_player(n,"mobs within 32 radius of player:"..count_mobs(pos,32)) minetest.chat_send_player(n,"mobs: within 32 radius of player/total loaded :"..count_mobs(pos,MOB_CAP_INNER_RADIUS) .. "/" .. count_mobs_total())
minetest.chat_send_player(n,"total mobs:"..count_mobs_total()) minetest.chat_send_player(n,"spawning attempts since server start:" .. dbg_spawn_succ .. "/" .. dbg_spawn_attempts)
minetest.chat_send_player(n,"spawning attempts since server start:"..dbg_spawn_attempts)
minetest.chat_send_player(n,"successful spawns since server start:"..dbg_spawn_succ) local mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("name") -- Can use "type"
output_mob_stats(mob_counts_wide, total_mobs, true)
end end
}) })

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@ -207,5 +207,6 @@ mcl_mobs.register_arrow("mobs_mc:blaze_fireball", {
end end
}) })
-- spawn eggs mcl_mobs:non_spawn_specific("mobs_mc:blaze", "overworld", 0, 11)
-- spawn eggs.
mcl_mobs.register_egg("mobs_mc:blaze", S("Blaze"), "#f6b201", "#fff87e", 0) mcl_mobs.register_egg("mobs_mc:blaze", S("Blaze"), "#f6b201", "#fff87e", 0)

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@ -12,13 +12,13 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
description = S("Chicken"), description = S("Chicken"),
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 4, hp_min = 4,
hp_max = 4, hp_max = 4,
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2}, collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true,
floats = 1, floats = 1,
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 4, bone_eye_height = 4,

View File

@ -40,14 +40,14 @@ local cod = {
xp_max = 3, xp_max = 3,
armor = 100, armor = 100,
rotate = 180, rotate = 180,
spawn_in_group_min = 3, spawn_in_group_min = 2, -- was 3
spawn_in_group = 8, spawn_in_group = 4, -- was 8 nerfed until we can cap them properly locally. this is a group size, not a per spawn attempt
tilt_swim = true, tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_cod.b3d", mesh = "extra_mobs_cod.b3d",
textures = { textures = {
{"extra_mobs_cod.png"} {"mobs_mc_cod.png"}
}, },
sounds = { sounds = {
}, },

View File

@ -7,13 +7,14 @@ local cow_def = {
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true, passive = true,
runaway = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,
xp_min = 1, xp_min = 1,
xp_max = 3, xp_max = 3,
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.39, 0.45}, collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.39, 0.45},
spawn_in_group = 4, spawn_in_group = 4,
spawn_in_group_min = 3, spawn_in_group_min = 2,
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_cow.b3d", mesh = "mobs_mc_cow.b3d",
textures = { { textures = { {
@ -40,7 +41,6 @@ local cow_def = {
max = 2, max = 2,
looting = "common",}, looting = "common",},
}, },
runaway = true,
sounds = { sounds = {
random = "mobs_mc_cow", random = "mobs_mc_cow",
damage = "mobs_mc_cow_hurt", damage = "mobs_mc_cow_hurt",
@ -93,8 +93,8 @@ mcl_mobs.register_mob("mobs_mc:cow", cow_def)
-- Mooshroom -- Mooshroom
local mooshroom_def = table.copy(cow_def) local mooshroom_def = table.copy(cow_def)
mooshroom_def.description = S("Mooshroom") mooshroom_def.description = S("Mooshroom")
mooshroom_def.spawn_in_group_min = 4 mooshroom_def.spawn_in_group_min = 2
mooshroom_def.spawn_in_group = 8 mooshroom_def.spawn_in_group = 4
mooshroom_def.textures = { {"mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png"}, {"mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } } mooshroom_def.textures = { {"mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png"}, {"mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } }
mooshroom_def.on_rightclick = function(self, clicker) mooshroom_def.on_rightclick = function(self, clicker)
if self:feed_tame(clicker, 1, true, false) then return end if self:feed_tame(clicker, 1, true, false) then return end

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@ -39,7 +39,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
}, },
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 1.05, walk_velocity = 1.05,
run_velocity = 2.1, run_velocity = 2.0,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode", attack_type = "explode",

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@ -42,8 +42,8 @@ local dolphin = {
walk_chance = 100, walk_chance = 100,
breath_max = 120, breath_max = 120,
rotate = 180, rotate = 180,
spawn_in_group_min = 3, spawn_in_group_min = 2, -- was 3
spawn_in_group = 5, spawn_in_group = 4, -- was 4. nerfed until water has own cap, and it represents max pack size rather than per spawn attempt
tilt_swim = true, tilt_swim = true,
collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 0.79, 0.3},
visual = "mesh", visual = "mesh",

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@ -174,3 +174,4 @@ mcl_mobs.register_egg("mobs_mc:enderdragon", S("Ender Dragon"), "#252525", "#b31
mcl_wip.register_wip_item("mobs_mc:enderdragon") mcl_wip.register_wip_item("mobs_mc:enderdragon")
mcl_mobs:non_spawn_specific("mobs_mc:enderdragon","overworld",0,minetest.LIGHT_MAX+1)

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@ -259,6 +259,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Enderman"), description = S("Enderman"),
type = "monster", type = "monster",
spawn_class = "passive", spawn_class = "passive",
can_despawn = true,
passive = true, passive = true,
pathfinding = 1, pathfinding = 1,
hp_min = 40, hp_min = 40,
@ -344,7 +345,8 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
self:teleport(nil) self:teleport(nil)
end end
end end
else return end end
-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE. -- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
if self.state == "attack" then if self.state == "attack" then
if self.attack then if self.attack then
@ -357,11 +359,13 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end end
end end
else --if not attacking try to tp to the dark else --if not attacking try to tp to the dark
if dim == 'overworld' then
local light = minetest.get_node_light(enderpos) local light = minetest.get_node_light(enderpos)
if light and light > minetest.LIGHT_MAX then if light and light > minetest.LIGHT_MAX then
self:teleport(nil) self:teleport(nil)
end end
end end
end
-- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE. -- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE.
-- Check for arrows and people nearby. -- Check for arrows and people nearby.
@ -386,6 +390,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end end
end end
end end
-- PROVOKED BEHAVIOUR HERE. -- PROVOKED BEHAVIOUR HERE.
local enderpos = self.object:get_pos() local enderpos = self.object:get_pos()
if self.provoked == "broke_contact" then if self.provoked == "broke_contact" then
@ -442,6 +447,23 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end end
end end
end end
-- ATTACK ENDERMITE
local enderpos = self.object:get_pos()
if math.random(1,140) == 1 then
local mobsnear = minetest.get_objects_inside_radius(enderpos, 64)
for n=1, #mobsnear do
local mob = mobsnear[n]
if mob then
local entity = mob:get_luaentity()
if entity and entity.name == "mobs_mc:endermite" then
self.attack = mob
self.state = 'attack'
end
end
end
end
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW. -- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
if not mobs_griefing then if not mobs_griefing then
return return
@ -469,6 +491,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos) local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then if dug and dug.name == "air" then
self._taken_node = node.name self._taken_node = node.name
self.can_despawn = false
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block) -- Update animation and texture accordingly (adds visibly carried block)
local block_type local block_type
@ -519,6 +542,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then if success then
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block) -- Update animation accordingly (removes visible block)
self.can_despawn = true
self.animation = select_enderman_animation("normal") self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then if def.sounds and def.sounds.place then

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@ -39,3 +39,4 @@ mcl_mobs.register_mob("mobs_mc:endermite", {
}) })
mcl_mobs.register_egg("mobs_mc:endermite", S("Endermite"), "#161616", "#6d6d6d", 0) mcl_mobs.register_egg("mobs_mc:endermite", S("Endermite"), "#161616", "#6d6d6d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:endermite","overworld",0,7)

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@ -139,6 +139,6 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
mcl_mobs:non_spawn_specific("mobs_mc:ghast","overworld","0","7")
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:ghast", S("Ghast"), "#f9f9f9", "#bcbcbc", 0) mcl_mobs.register_egg("mobs_mc:ghast", S("Ghast"), "#f9f9f9", "#bcbcbc", 0)

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@ -25,7 +25,7 @@ local base_psdef = {
local psdefs = {} local psdefs = {}
for i=1,4 do for i=1,4 do
local p = table.copy(base_psdef) local p = table.copy(base_psdef)
p.texture = "extra_mobs_glow_squid_glint"..i..".png" p.texture = "mobs_mc_glow_squid_glint"..i..".png"
table.insert(psdefs,p) table.insert(psdefs,p)
end end
@ -47,7 +47,7 @@ mcl_mobs.register_mob("mobs_mc:glow_squid", {
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_glow_squid.b3d", mesh = "extra_mobs_glow_squid.b3d",
textures = { textures = {
{ "extra_mobs_glow_squid.png" } { "mobs_mc_glow_squid.png" }
}, },
sounds = { sounds = {
damage = { name = "mobs_mc_squid_hurt", gain = 0.3 }, damage = { name = "mobs_mc_squid_hurt", gain = 0.3 },

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@ -102,6 +102,6 @@ mcl_mobs.register_mob("mobs_mc:guardian", {
-- Spawning disabled due to size issues -- Spawning disabled due to size issues
-- TODO: Re-enable spawning -- TODO: Re-enable spawning
--mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10) --mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10)
mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0) mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0)

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@ -113,5 +113,4 @@ mcl_mobs.register_mob("mobs_mc:guardian_elder", {
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0) mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0)
mcl_mobs:non_spawn_specific("mobs_mc:guardian_elder","overworld",0,minetest.LIGHT_MAX+1)

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@ -36,7 +36,7 @@ local hoglin = {
jump = true, jump = true,
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 1, walk_velocity = 1,
run_velocity = 4, run_velocity = 2.8,
drops = { drops = {
{name = "mobs_mcitems:leather", {name = "mobs_mcitems:leather",
chance = 1, chance = 1,
@ -120,7 +120,6 @@ mcl_mobs:spawn_specific(
"nether", "nether",
"ground", "ground",
{ {
"Nether",
"CrimsonForest" "CrimsonForest"
}, },
0, 0,
@ -131,5 +130,7 @@ minetest.LIGHT_MAX+1,
mcl_vars.mg_nether_min, mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:hoglin","overworld",0,7)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:hoglin", S("Hoglin"), "#85682e", "#2b2140", 0) mcl_mobs.register_egg("mobs_mc:hoglin", S("Hoglin"), "#85682e", "#2b2140", 0)

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@ -125,7 +125,7 @@ local horse = {
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
spawn_in_group_min = 2, spawn_in_group_min = 2,
spawn_in_group = 6, spawn_in_group = 4, -- was 6. nerfed until group size is a cap rather than per spawn cycle
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_horse.b3d", mesh = "mobs_mc_horse.b3d",
visual_size = {x=3.0, y=3.0}, visual_size = {x=3.0, y=3.0},
@ -646,3 +646,5 @@ mcl_mobs.register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "#68684f",
--mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "#2a5a37", "#84d080", 0) --mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "#2a5a37", "#84d080", 0)
mcl_mobs.register_egg("mobs_mc:donkey", S("Donkey"), "#534539", "#867566", 0) mcl_mobs.register_egg("mobs_mc:donkey", S("Donkey"), "#534539", "#867566", 0)
mcl_mobs.register_egg("mobs_mc:mule", S("Mule"), "#1b0200", "#51331d", 0) mcl_mobs.register_egg("mobs_mc:mule", S("Mule"), "#1b0200", "#51331d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:mule","overworld",9,minetest.LIGHT_MAX+1)
mcl_mobs:non_spawn_specific("mobs_mc:skeleton_horse","overworld",9,minetest.LIGHT_MAX+1)

View File

@ -15,7 +15,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"), description = S("Iron Golem"),
type = "npc", type = "npc",
spawn_class = "passive", spawn_class = "passive",
passive = true, passive = false,
hp_min = 100, hp_min = 100,
hp_max = 100, hp_max = 100,
breath_max = -1, breath_max = -1,
@ -42,7 +42,7 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
damage = 14, damage = 14,
knock_back = false, knock_back = false,
reach = 3, reach = 3,
group_attack = true, group_attack = { "mobs_mc:villager" },
attacks_monsters = true, attacks_monsters = true,
attack_type = "dogfight", attack_type = "dogfight",
_got_poppy = false, _got_poppy = false,
@ -206,3 +206,4 @@ function mobs_mc.check_iron_golem_summon(pos)
end end
end end
end end
mcl_mobs:non_spawn_specific("mobs_mc:iron_golem","overworld",0,minetest.LIGHT_MAX+1)

View File

@ -56,8 +56,8 @@ mcl_mobs.register_mob("mobs_mc:llama", {
shoot_interval = 5.5, shoot_interval = 5.5,
arrow = "mobs_mc:llamaspit", arrow = "mobs_mc:llamaspit",
shoot_offset = 1, --3.5 *would* be a good value visually but it somehow messes with the projectiles trajectory shoot_offset = 1, --3.5 *would* be a good value visually but it somehow messes with the projectiles trajectory
spawn_in_group_min = 4, spawn_in_group_min = 2, -- was 4
spawn_in_group = 6, spawn_in_group = 4, -- was 6 nerfed until we can cap them properly locally. this is a group size, not a per spawn attempt
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 11, bone_eye_height = 11,

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@ -164,7 +164,7 @@ cat.on_spawn = function(self)
if not self._texture then if not self._texture then
self._texture = cat.textures[math.random(#cat.textures)] self._texture = cat.textures[math.random(#cat.textures)]
end end
self.object:set_properties({textures = {self._texture}}) self.object:set_properties({textures = self._texture})
end end
mcl_mobs.register_mob("mobs_mc:cat", cat) mcl_mobs.register_mob("mobs_mc:cat", cat)

View File

@ -6,6 +6,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
description = S("Pig"), description = S("Pig"),
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true,
runaway = true, runaway = true,
hp_min = 10, hp_min = 10,
hp_max = 10, hp_max = 10,

View File

@ -62,8 +62,8 @@ local piglin = {
}, },
jump = true, jump = true,
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 4.317, walk_velocity = 1.4,
run_velocity = 5.6121, run_velocity = 2.8,
drops = { drops = {
{name = "mcl_bows:crossbow", {name = "mcl_bows:crossbow",
chance = 10, chance = 10,
@ -283,6 +283,7 @@ piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute) mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
-- Regular spawning in the Nether -- Regular spawning in the Nether
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:piglin", "mobs_mc:piglin",
@ -299,7 +300,7 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:sword_piglin", "mobs_mc:sword_piglin",
"nether", "nether",
@ -318,3 +319,4 @@ mcl_vars.mg_nether_max)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0) mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0) mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)

View File

@ -122,3 +122,4 @@ pillager = {
mcl_mobs.register_mob("mobs_mc:pillager", pillager) mcl_mobs.register_mob("mobs_mc:pillager", pillager)
mcl_mobs.register_egg("mobs_mc:pillager", S("Pillager"), "#532f36", "#959b9b", 0) mcl_mobs.register_egg("mobs_mc:pillager", S("Pillager"), "#532f36", "#959b9b", 0)
mcl_mobs:non_spawn_specific("mobs_mc:pillager","overworld",0,7)

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@ -217,3 +217,4 @@ mcl_mobs.register_egg("mobs_mc:rabbit", S("Rabbit"), "#995f40", "#734831", 0)
-- Note: This spawn egg does not exist in Minecraft -- Note: This spawn egg does not exist in Minecraft
mcl_mobs.register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "#f2f2f2", "#ff0000", 0) mcl_mobs.register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "#f2f2f2", "#ff0000", 0)
mcl_mobs:non_spawn_specific("mobs_mc:killer_bunny","overworld",9,minetest.LIGHT_MAX+1)

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@ -25,7 +25,7 @@ local salmon = {
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_salmon.b3d", mesh = "extra_mobs_salmon.b3d",
textures = { textures = {
{"extra_mobs_salmon.png"} {"mobs_mc_salmon.png"}
}, },
sounds = { sounds = {
}, },

View File

@ -56,6 +56,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
description = S("Sheep"), description = S("Sheep"),
type = "animal", type = "animal",
spawn_class = "passive", spawn_class = "passive",
passive = true,
hp_min = 8, hp_min = 8,
hp_max = 8, hp_max = 8,
xp_min = 1, xp_min = 1,

View File

@ -178,7 +178,7 @@ mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0) mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
--[[ --[[
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:shulker", "mobs_mc:shulker",

View File

@ -56,3 +56,4 @@ mcl_mobs.register_mob("mobs_mc:silverfish", {
}) })
mcl_mobs.register_egg("mobs_mc:silverfish", S("Silverfish"), "#6d6d6d", "#313131", 0) mcl_mobs.register_egg("mobs_mc:silverfish", S("Silverfish"), "#6d6d6d", "#313131", 0)
mcl_mobs:non_spawn_specific("mobs_mc:silverfish","overworld",0,11)

View File

@ -45,7 +45,7 @@ local skeleton = {
} }
}, },
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.0,
damage = 2, damage = 2,
reach = 2, reach = 2,
drops = { drops = {
@ -89,23 +89,11 @@ local skeleton = {
die_speed = 15, die_speed = 15,
die_loop = false, die_loop = false,
}, },
jock = "mobs_mc:spider",
on_spawn = function(self) on_spawn = function(self)
minetest.after(1,function() if math.random(100) == 1 then
if self and self.object then self:jock_to("mobs_mc:spider", vector.zero(), vector.zero())
if math.random(100) == 1 or self.jockey == true then -- 1% like from MCwiki
self.jockey = true
local jock = minetest.add_entity(self.object:get_pos(), "mobs_mc:spider")
jock:get_luaentity().docile_by_day = false
self.object:set_attach(jock, "", vector.new(0,0,0), vector.new(0,0,0))
end end
self.jockey = false
return true return true
end
end)
end,
on_detach=function(self, parent)
self.jockey = false
end, end,
ignited_by_sunlight = true, ignited_by_sunlight = true,
view_range = 16, view_range = 16,

View File

@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
distance = 16, distance = 16,
}, },
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.0,
damage = 7, damage = 7,
reach = 2, reach = 2,
drops = { drops = {
@ -118,3 +118,4 @@ mcl_vars.mg_nether_max)
--]] --]]
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:witherskeleton", S("Wither Skeleton"), "#141414", "#474d4d", 0) mcl_mobs.register_egg("mobs_mc:witherskeleton", S("Wither Skeleton"), "#141414", "#474d4d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:witherskeleton","overworld",0,7)

View File

@ -1,10 +1,111 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
-- FIXME: Slimes should spawn only in "slime chunks" which make up only
-- 10% of the map.
--
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local MAPBLOCK_SIZE = 16
local seed = minetest.get_mapgen_setting("seed")
local slime_chunk_match
local x_modifier
local z_modifier
local function split_by_char (inputstr, sep, limit)
if sep == nil then
sep = "%d"
end
local t = {}
local i = 0
for str in string.gmatch(inputstr, "(["..sep.."])") do
i = i --+ 1
table.insert(t, tonumber(str))
if limit and i >= limit then
break
end
end
return t
end
--Seed: "16002933932875202103" == random seed
--Seed: "1807191622654296300" == cheese
--Seed: "1" = 1
local function process_seed (seed)
--minetest.log("seed: " .. seed)
local split_chars = split_by_char(tostring(seed), nil, 10)
slime_chunk_match = split_chars[1]
x_modifier = split_chars[2]
z_modifier = split_chars[3]
--minetest.log("x_modifier: " .. tostring(x_modifier))
--minetest.log("z_modifier: " .. tostring(z_modifier))
--minetest.log("slime_chunk_match: " .. tostring(slime_chunk_match))
end
local processed = process_seed (seed)
local function convert_to_chunk_value (co_ord, modifier)
local converted = math.floor(math.abs(co_ord) / MAPBLOCK_SIZE)
if modifier then
converted = (converted + modifier)
end
converted = converted % 10
--minetest.log("co_ord: " .. co_ord)
--minetest.log("converted: " .. converted)
return converted
end
assert(convert_to_chunk_value(-16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(31) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(32) == 2, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1600) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0,9) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16,5) == 6, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599,4) == 3, "Incorrect convert_to_chunk_value result")
local function calculate_chunk_value (pos, x_mod, z_mod)
local chunk_val = math.abs(convert_to_chunk_value(pos.x, x_mod) - convert_to_chunk_value(pos.z, z_mod)) % 10
return chunk_val
end
assert(calculate_chunk_value(vector.new(0,0,0)) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 1, 1) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 2, 1) == 1, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(64,0,16)) == (4-1), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(16,0,64)) == (3), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(-160,0,-160)) == 0, "calculate_chunk_value failed")
local function is_slime_chunk(pos)
if not pos then return end
local chunk_val = calculate_chunk_value (pos, x_modifier, z_modifier)
local slime_chunk = chunk_val == slime_chunk_match
--minetest.log("x: " ..pos.x .. ", z:" .. pos.z)
--minetest.log("seed slime_chunk_match: " .. tostring(slime_chunk_match))
--minetest.log("chunk_val: " .. tostring(chunk_val))
--minetest.log("Is slime chunk: " .. tostring(slime_chunk))
return slime_chunk
end
local check_position = function (pos)
return is_slime_chunk(pos)
end
-- 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.
-- self: mob reference -- self: mob reference
@ -104,8 +205,8 @@ local slime_big = {
attack_type = "dogfight", attack_type = "dogfight",
passive = false, passive = false,
jump = true, jump = true,
walk_velocity = 2.5, walk_velocity = 1.9,
run_velocity = 2.5, run_velocity = 1.9,
walk_chance = 0, walk_chance = 0,
jump_height = 5.2, jump_height = 5.2,
fear_height = 0, fear_height = 0,
@ -125,8 +226,8 @@ slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
slime_small.visual_size = {x=6.25, y=6.25} slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3 slime_small.damage = 3
slime_small.reach = 2.75 slime_small.reach = 2.75
slime_small.walk_velocity = 1.3 slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.3 slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3 slime_small.jump_height = 4.3
slime_small.spawn_small_alternative = "mobs_mc:slime_tiny" slime_small.spawn_small_alternative = "mobs_mc:slime_tiny"
slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0) slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0)
@ -149,8 +250,8 @@ slime_tiny.drops = {
min = 0, min = 0,
max = 2,}, max = 2,},
} }
slime_tiny.walk_velocity = 0.7 slime_tiny.walk_velocity = 1.7
slime_tiny.run_velocity = 0.7 slime_tiny.run_velocity = 1.7
slime_tiny.jump_height = 3 slime_tiny.jump_height = 3
slime_tiny.spawn_small_alternative = nil slime_tiny.spawn_small_alternative = nil
slime_tiny.on_die = nil slime_tiny.on_die = nil
@ -212,7 +313,8 @@ minetest.LIGHT_MAX+1,
12000, 12000,
4, 4,
cave_min, cave_min,
cave_max) cave_max,
nil, nil, check_position)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:slime_tiny", "mobs_mc:slime_tiny",
@ -238,7 +340,8 @@ minetest.LIGHT_MAX+1,
8500, 8500,
4, 4,
cave_min, cave_min,
cave_max) cave_max,
nil, nil, check_position)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:slime_small", "mobs_mc:slime_small",
@ -264,7 +367,8 @@ minetest.LIGHT_MAX+1,
10000, 10000,
4, 4,
cave_min, cave_min,
cave_max) cave_max,
nil, nil, check_position)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:slime_big", "mobs_mc:slime_big",
@ -300,8 +404,8 @@ local magma_cube_big = {
attack = "mobs_mc_magma_cube_attack", attack = "mobs_mc_magma_cube_attack",
distance = 16, distance = 16,
}, },
walk_velocity = 4, walk_velocity = 2.5,
run_velocity = 4, run_velocity = 2.5,
damage = 6, damage = 6,
reach = 3, reach = 3,
armor = 53, armor = 53,
@ -353,7 +457,7 @@ magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3 magma_cube_small.damage = 3
magma_cube_small.reach = 2.75 magma_cube_small.reach = 2.75
magma_cube_small.walk_velocity = .8 magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.6 magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6 magma_cube_small.jump_height = 6
magma_cube_small.damage = 4 magma_cube_small.damage = 4
magma_cube_small.reach = 2.75 magma_cube_small.reach = 2.75
@ -431,6 +535,11 @@ nether_max)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:magma_cube_big", S("Magma Cube"), "#350000", "#fcfc00") mcl_mobs.register_egg("mobs_mc:magma_cube_big", S("Magma Cube"), "#350000", "#fcfc00")
-- non_spawn_specific is typically for mobs who don't spawn in the overworld, or mobs that don't spawn
-- naturally. However, slimes are a particular case where they spawn under different conditions in the same
-- dimension.
mcl_mobs:non_spawn_specific("mobs_mc:slime_big","overworld",0,minetest.LIGHT_MAX+1)
mcl_mobs:non_spawn_specific("mobs_mc:magma_cube_big","overworld",0, minetest.LIGHT_MAX+1)
mcl_mobs.register_egg("mobs_mc:slime_big", S("Slime"), "#52a03e", "#7ebf6d") mcl_mobs.register_egg("mobs_mc:slime_big", S("Slime"), "#52a03e", "#7ebf6d")
-- FIXME: add spawn eggs for small and tiny slimes and magma cubes -- FIXME: add spawn eggs for small and tiny slimes and magma cubes

View File

@ -197,3 +197,4 @@ end
-- Spawn egg -- Spawn egg
mcl_mobs.register_egg("mobs_mc:snowman", S("Snow Golem"), "#f2f2f2", "#fd8f47", 0) mcl_mobs.register_egg("mobs_mc:snowman", S("Snow Golem"), "#f2f2f2", "#fd8f47", 0)
mcl_mobs:non_spawn_specific("mobs_mc:snowman","overworld",0,minetest.LIGHT_MAX+1)

View File

@ -62,9 +62,6 @@ local spider = {
self.object:get_children()[1]:set_detach() self.object:get_children()[1]:set_detach()
end end
end, end,
detach_child=function(self, child)
child:get_luaentity().jockey = false
end,
head_swivel = "Head_Control", head_swivel = "Head_Control",
bone_eye_height = 1, bone_eye_height = 1,
curiosity = 10, curiosity = 10,
@ -86,7 +83,7 @@ local spider = {
distance = 16, distance = 16,
}, },
walk_velocity = 1.3, walk_velocity = 1.3,
run_velocity = 2.8, run_velocity = 2.4,
jump = true, jump = true,
jump_height = 4, jump_height = 4,
view_range = 16, view_range = 16,
@ -292,6 +289,8 @@ mcl_mobs:spawn_specific(
mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
mcl_mobs:non_spawn_specific("mobs_mc:cave_spider","overworld",0,7)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:spider", S("Spider"), "#342d26", "#a80e0e", 0) mcl_mobs.register_egg("mobs_mc:spider", S("Spider"), "#342d26", "#a80e0e", 0)
mcl_mobs.register_egg("mobs_mc:cave_spider", S("Cave Spider"), "#0c424e", "#a80e0e", 0) mcl_mobs.register_egg("mobs_mc:cave_spider", S("Cave Spider"), "#0c424e", "#a80e0e", 0)

View File

@ -246,3 +246,4 @@ mcl_mobs:spawn_setup({
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:strider", S("Strider"), "#000000", "#FF0000", 0) mcl_mobs.register_egg("mobs_mc:strider", S("Strider"), "#000000", "#FF0000", 0)
mcl_mobs:non_spawn_specific("mobs_mc:strider","overworld",0,minetest.LIGHT_MAX+1)

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