Update Fork #9

Merged
chmodsayshello merged 403 commits from MineClone5/MineClone5:master into master 2022-08-02 15:50:37 +02:00
3 changed files with 66 additions and 61 deletions
Showing only changes of commit 1d315c569f - Show all commits

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@ -227,6 +227,11 @@ functions needed for the mob to work properly which contains the following:
older mobs.
'pushable' Allows players, & other mobs to push the mob.
'spawn_with_armor' If set to true, the mob has a small chance of spawning with
random matched armor. If set to a string, the string represents
the material type of the armor. Any materials used by
mcl_armor will work. Example: "gold"
It is assumed that the first texture is for armor.
MineClone 2 extensions:

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@ -13,8 +13,13 @@ mobs.can_despawn = function(self)
if self.tamed or self.bred or self.nametag then return false end
local mob_pos = self.object:get_pos()
if not mob_pos then return true end
local players = minetest_get_connected_players()
if #players == 0 then return false end
-- If no players, probably this is being called from get_staticdata() at server shutdown time
-- Minetest is to buggy (as of 5.5) to delete entities at server shutdown time anyway
local distance = 999
for _, player in pairs(minetest_get_connected_players()) do
for _, player in pairs(players) do
if player and player:get_hp() > 0 then
local player_pos = player:get_pos()
local new_distance = vector_distance(player_pos, mob_pos)
@ -63,9 +68,8 @@ mobs.mob_staticdata = function(self)
end
mobs.armor_setup = function(self)
local armor = self._armor
if not armor then
armor = {}
if not self._armor_items then
local armor = {}
-- Source: https://minecraft.fandom.com/wiki/Zombie
local materials = {
{name = "leather", chance = 0.3706},
@ -76,10 +80,9 @@ mobs.armor_setup = function(self)
}
local types = {
{name = "helmet", chance = 0.15},
--{name = "helmet", chance = 1},
{name = "chestplate", chance = 0.75},
{name = "leggings", chance = 0.5625},
{name = "boots", chance = 0.4219}
{name = "leggings", chance = 0.75},
{name = "boots", chance = 0.75}
}
local material
@ -95,6 +98,7 @@ mobs.armor_setup = function(self)
end
end
end
for i, t in pairs(types) do
if math.random() <= t.chance then
armor[t.name] = material
@ -102,61 +106,56 @@ mobs.armor_setup = function(self)
break
end
end
self._armor = armor
end
local t = ""
local first_image = true
for atype, material in pairs(armor) do
if not first_image then
t = t .. "^"
-- Setup table containing the armor items
self._armor_items = {}
for atype, material in pairs(armor) do
local item = "mcl_armor:" .. atype .. "_" .. material
table.insert(self._armor_items, item)
end
t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
first_image = false
end
if t == "" then
t = "mobs_mc_empty.png"
end
-- Configure damage groups based on armor
-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
local points = 2
for atype, material in pairs(self._armor) do
local item_name = "mcl_armor:" .. atype .. "_" .. material
points = points + minetest.get_item_group(item_name, "mcl_armor_points")
end
local armor_strength = 100 - 4 * points * 0.8 -- We should realy be using the full damage calculation
local armor_groups = self.object:get_armor_groups()
armor_groups.undead = armor_strength
armor_groups.fleshy = armor_strength
self.object:set_armor_groups(armor_groups)
local props = self.object:get_properties()
props.textures[1] = t
self.object:set_properties(props)
minetest.chat_send_all(dump(self._armor))
-- Rare chance of dropping armor on death
for atype, material in pairs(self._armor) do
local wear = math.random(1, 65535)
local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
self.drops = table.copy(self.drops)
table.insert(self.drops, {
name = item,
chance = 1/0.085, -- 8.5%
min = 1,
max = 1,
looting = "common",
looting_factor = 0.01 / 3,
})
end
--[[for atype, material in pairs(self._armor) do
if math.random() <= 0.085 then
-- Setup armor drops
for atype, material in pairs(armor) do
local wear = math.random(1, 65535)
local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
minetest.add_item(pos, item)
self.drops = table.copy(self.drops)
table.insert(self.drops, {
name = item,
chance = 1/0.085, -- 8.5%
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.01 / 3,
})
end
end]]
-- Configure textures
local t = ""
local first_image = true
for atype, material in pairs(armor) do
if not first_image then
t = t .. "^"
end
t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
first_image = false
end
if t ~= "" then
self.base_texture = table.copy(self.base_texture)
self.base_texture[1] = t
end
-- Configure damage groups based on armor
-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
local points = 2
for atype, material in pairs(armor) do
local item_name = "mcl_armor:" .. atype .. "_" .. material
points = points + minetest.get_item_group(item_name, "mcl_armor_points")
end
local armor_strength = 100 - 4 * points
local armor_groups = self.object:get_armor_groups()
armor_groups.fleshy = armor_strength
self.armor = armor_groups
end
end
@ -202,6 +201,11 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.base_selbox = self.selectionbox
end
-- Setup armor on mobs
if self._spawn_with_armor then
mobs.armor_setup(self)
end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
@ -321,9 +325,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
--update_tag(self)
--mobs.set_animation(self, "stand")
if self._spawn_with_armor then
mobs.armor_setup(self)
end
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then

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@ -207,7 +207,6 @@ local zombie = {
spawn_with_armor = true,
}
mobs:register_mob("mobs_mc:zombie", zombie)
-- Baby zombie.