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cat_textur
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@ -0,0 +1,12 @@
|
|||
root = true
|
||||
|
||||
[*]
|
||||
end_of_line = lf
|
||||
|
||||
[*.lua]
|
||||
charset = utf8
|
||||
indent_style = tab
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
keep_one_space_between_table_and_bracket = false
|
||||
spaces_around_operators = true
|
|
@ -0,0 +1,36 @@
|
|||
---
|
||||
|
||||
name: "Bug report"
|
||||
about: "File a bug report"
|
||||
labels:
|
||||
|
||||
- unconfirmed
|
||||
- bug
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Thanks for taking the time to fill out this bug report!
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
<!--
|
||||
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
|
||||
Current latest version is listed here, at the top:
|
||||
https://git.minetest.land/MineClone2/MineClone2/tags
|
||||
-->
|
||||
MineClone2 version:
|
||||
|
||||
### What happened?
|
||||
Report about the bug! Please send large log snippets as an attachement file.
|
||||
|
||||
### What should happen:
|
||||
Tell us what should happen!
|
||||
|
||||
### Steps to reproduce
|
||||
Tell us how we can reproduce the bug!
|
|
@ -0,0 +1,26 @@
|
|||
---
|
||||
|
||||
name: "Feature request"
|
||||
about: "File a feature request not in Minecraft"
|
||||
labels:
|
||||
|
||||
- "non-Minecraft feature"
|
||||
- "needs discussion"
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
### Feature
|
||||
Tell us about your requested feature not in Minecraft!
|
||||
|
||||
### Why
|
||||
Tell us why should we implement it!
|
|
@ -0,0 +1,25 @@
|
|||
---
|
||||
|
||||
name: "Missing Feature request"
|
||||
about: "File a missing feature request in Minecraft but not in MineClone2"
|
||||
labels:
|
||||
|
||||
- "missing feature"
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Thanks for taking the time to fill out this missing feature request!
|
||||
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
|
||||
|
||||
By submitting this issue, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
### Current feature in Minecraft
|
||||
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
|
||||
|
||||
### Current feature in MineClone2
|
||||
Tell us about the feature currently in MineClone2! What is different?
|
|
@ -0,0 +1,20 @@
|
|||
---
|
||||
|
||||
name: "Pull request"
|
||||
about: "Submit a pull request"
|
||||
labels:
|
||||
|
||||
---
|
||||
|
||||
<!--
|
||||
Please follow our contributing guidelines first:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
|
||||
|
||||
By submitting this pull request, you agree to follow our Code of Conduct:
|
||||
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
|
||||
-->
|
||||
|
||||
Tell us about your pull request! Reference related issues, if necessary
|
||||
|
||||
### Testing
|
||||
Tell us how to test your changes!
|
|
@ -4,3 +4,4 @@
|
|||
*.blend2
|
||||
*.blend3
|
||||
/.idea/
|
||||
.Rproj.user
|
||||
|
|
|
@ -60,7 +60,7 @@ representative at an online or offline event.
|
|||
|
||||
Instances of abusive, harassing, or otherwise unacceptable behavior may be
|
||||
reported to the community leaders responsible for enforcement at
|
||||
eliasfleckenstein@web.de.
|
||||
ancientmariner_dev@proton.me.
|
||||
All complaints will be reviewed and investigated promptly and fairly.
|
||||
|
||||
All community leaders are obligated to respect the privacy and security of the
|
||||
|
|
|
@ -8,12 +8,13 @@
|
|||
|
||||
|
||||
## Maintainers
|
||||
* AncientMariner
|
||||
* Nicu
|
||||
* cora
|
||||
|
||||
## Previous Maintainers
|
||||
* Fleckenstein
|
||||
* jordan4ibanez
|
||||
* cora
|
||||
|
||||
## Developers
|
||||
* bzoss
|
||||
|
@ -35,7 +36,6 @@
|
|||
* MrRar
|
||||
* talamh
|
||||
* Faerraven
|
||||
* AncientMariner
|
||||
|
||||
## Contributors
|
||||
* Laurent Rocher
|
||||
|
@ -95,6 +95,7 @@
|
|||
* anarquimico
|
||||
* TheOnlyJoeEnderman
|
||||
* Ranko Saotome
|
||||
* Gregor Parzefall
|
||||
|
||||
## MineClone5
|
||||
* kay27
|
||||
|
@ -178,6 +179,7 @@
|
|||
* Emojigit
|
||||
* snowyu
|
||||
* 3raven
|
||||
* SakuraRiu
|
||||
|
||||
## Funders
|
||||
* 40W
|
||||
|
@ -188,3 +190,4 @@
|
|||
* 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
|
||||
* 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/
|
||||
|
|
|
@ -74,6 +74,8 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
|
|||
* `coral_species=X`: Specifies the species of a coral; equal X means equal species
|
||||
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
|
||||
* `compostability=X`: Item can be used on a composter block; X (1-100) is the % chance of adding a level of compost
|
||||
* `leaves=X`: Node will spotaneously decay if no tree trunk nodes remain within 6 blocks distance.
|
||||
* `leaves_orphan`: See above, these nodes are in the process of decayed.
|
||||
|
||||
#### Footnotes
|
||||
|
||||
|
|
|
@ -158,7 +158,7 @@ The following features are incomplete:
|
|||
|
||||
* Some monsters and animals
|
||||
* Redstone-related things
|
||||
* Special minecarts
|
||||
* Some special minecarts (hopper and chest minecarts work)
|
||||
* A couple of non-trivial blocks and items
|
||||
|
||||
Bonus features (not found in Minecraft):
|
||||
|
|
|
@ -0,0 +1,19 @@
|
|||
#File to document release steps with a view to evolving into a script
|
||||
|
||||
#Update CREDITS.md
|
||||
#Update version in README.md (soon to be game.conf from of 0.82.0)
|
||||
|
||||
lua tools/generate_ingame_credits.lua
|
||||
|
||||
git add CREDITS.md
|
||||
git add mods/HUD/mcl_credits/people.lua
|
||||
|
||||
git add README.md
|
||||
# To uncomment when applicable
|
||||
#git add game.conf
|
||||
|
||||
git commit -m "Pre-release update credits and set version 0.81.1"
|
||||
|
||||
git tag 0.81.1
|
||||
|
||||
git push origin 0.81.1
|
After Width: | Height: | Size: 83 KiB |
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 990 KiB |
After Width: | Height: | Size: 1.3 MiB |
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 1.7 MiB |
After Width: | Height: | Size: 1.3 MiB |
After Width: | Height: | Size: 1.6 MiB |
After Width: | Height: | Size: 2.0 MiB |
After Width: | Height: | Size: 865 KiB |
After Width: | Height: | Size: 916 KiB |
After Width: | Height: | Size: 606 KiB |
BIN
menu/footer.png
Before Width: | Height: | Size: 628 B After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 82 KiB |
After Width: | Height: | Size: 81 KiB |
After Width: | Height: | Size: 82 KiB |
BIN
menu/header.png
Before Width: | Height: | Size: 76 KiB After Width: | Height: | Size: 82 KiB |
Before Width: | Height: | Size: 68 KiB |
Before Width: | Height: | Size: 119 KiB |
Before Width: | Height: | Size: 121 KiB |
Before Width: | Height: | Size: 118 KiB |
Before Width: | Height: | Size: 122 KiB |
BIN
menu/overlay.png
Before Width: | Height: | Size: 91 KiB |
|
@ -102,6 +102,7 @@ function check_events(dtime)
|
|||
for _,e in pairs(mcl_events.registered_events) do
|
||||
local pp = e.cond_start()
|
||||
if pp then
|
||||
--minetest.log("It's gonna start the raid maybe")
|
||||
for _,p in pairs(pp) do
|
||||
local start = true
|
||||
if e.exclusive_to_area then
|
||||
|
@ -110,11 +111,14 @@ function check_events(dtime)
|
|||
end
|
||||
end
|
||||
if start then
|
||||
--minetest.log("It's gonna start the raid definitely")
|
||||
start_event(p,e)
|
||||
elseif DBG then
|
||||
mcl_log("[mcl_events] Event "..e.readable_name.." already active at "..minetest.pos_to_string(vector.round(p.pos)))
|
||||
end
|
||||
end
|
||||
else
|
||||
--minetest.log("Do not start this raid")
|
||||
end
|
||||
end
|
||||
for idx,ae in pairs(active_events) do
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_explosions
|
||||
@1 was caught in an explosion.=@1は爆発に巻き込まれた。
|
|
@ -3,26 +3,26 @@ mcl_vars = {}
|
|||
|
||||
mcl_vars.redstone_tick = 0.1
|
||||
|
||||
--- GUI / inventory menu settings
|
||||
-- GUI / inventory menu settings
|
||||
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
|
||||
|
||||
-- nonbg is added as formspec prepend in mcl_formspec_prepend
|
||||
mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
|
||||
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
|
||||
"style_type[field;textcolor=#323232]"..
|
||||
"style_type[label;textcolor=#323232]"..
|
||||
"style_type[textarea;textcolor=#323232]"..
|
||||
"style_type[checkbox;textcolor=#323232]"
|
||||
mcl_vars.gui_nonbg = table.concat({
|
||||
mcl_vars.gui_slots,
|
||||
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]",
|
||||
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]",
|
||||
"style_type[field;textcolor=#323232]",
|
||||
"style_type[label;textcolor=#323232]",
|
||||
"style_type[textarea;textcolor=#323232]",
|
||||
"style_type[checkbox;textcolor=#323232]",
|
||||
})
|
||||
|
||||
-- Background stuff must be manually added by mods (no formspec prepend)
|
||||
mcl_vars.gui_bg_color = "bgcolor[#00000000]"
|
||||
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
|
||||
|
||||
-- Legacy
|
||||
mcl_vars.inventory_header = ""
|
||||
|
||||
-- Tool wield size
|
||||
mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
|
||||
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1)
|
||||
|
||||
-- Mapgen variables
|
||||
local mg_name = minetest.get_mapgen_setting("mg_name")
|
||||
|
@ -35,55 +35,69 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
|
|||
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
|
||||
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
|
||||
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
|
||||
|
||||
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
|
||||
|
||||
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
|
||||
|
||||
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
|
||||
local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1
|
||||
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
|
||||
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
|
||||
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
|
||||
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) /
|
||||
mcl_vars.MAP_BLOCKSIZE)
|
||||
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
|
||||
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
|
||||
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
|
||||
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
|
||||
|
||||
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
|
||||
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
|
||||
|
||||
---@param x integer
|
||||
---@return integer
|
||||
local function coordinate_to_block(x)
|
||||
return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
|
||||
end
|
||||
|
||||
---@param x integer
|
||||
---@return integer
|
||||
local function coordinate_to_chunk(x)
|
||||
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
|
||||
end
|
||||
|
||||
---@param pos Vector
|
||||
---@return Vector
|
||||
function mcl_vars.pos_to_block(pos)
|
||||
return {
|
||||
x = coordinate_to_block(pos.x),
|
||||
y = coordinate_to_block(pos.y),
|
||||
z = coordinate_to_block(pos.z)
|
||||
}
|
||||
return vector.new(
|
||||
coordinate_to_block(pos.x),
|
||||
coordinate_to_block(pos.y),
|
||||
coordinate_to_block(pos.z)
|
||||
)
|
||||
end
|
||||
|
||||
---@param pos Vector
|
||||
---@return Vector
|
||||
function mcl_vars.pos_to_chunk(pos)
|
||||
return {
|
||||
x = coordinate_to_chunk(pos.x),
|
||||
y = coordinate_to_chunk(pos.y),
|
||||
z = coordinate_to_chunk(pos.z)
|
||||
}
|
||||
return vector.new(
|
||||
coordinate_to_chunk(pos.x),
|
||||
coordinate_to_chunk(pos.y),
|
||||
coordinate_to_chunk(pos.z)
|
||||
)
|
||||
end
|
||||
|
||||
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes)
|
||||
local k_positive_z = k_positive * 2
|
||||
local k_positive_y = k_positive_z * k_positive_z
|
||||
|
||||
---@param pos Vector
|
||||
---@return integer
|
||||
function mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||
local c = mcl_vars.pos_to_chunk(pos)
|
||||
return
|
||||
(c.y + k_positive) * k_positive_y +
|
||||
return (c.y + k_positive) * k_positive_y +
|
||||
(c.z + k_positive) * k_positive_z +
|
||||
c.x + k_positive
|
||||
c.x + k_positive
|
||||
end
|
||||
|
||||
if not superflat and not singlenode then
|
||||
|
@ -117,11 +131,8 @@ elseif singlenode then
|
|||
mcl_vars.mg_bedrock_is_rough = false
|
||||
else
|
||||
-- Classic superflat
|
||||
local ground = minetest.get_mapgen_setting("mgflat_ground_level")
|
||||
ground = tonumber(ground)
|
||||
if not ground then
|
||||
ground = 8
|
||||
end
|
||||
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8
|
||||
|
||||
mcl_vars.mg_overworld_min = ground - 3
|
||||
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
|
||||
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
|
||||
|
@ -181,14 +192,16 @@ minetest.craftitemdef_default.stack_max = 64
|
|||
math.randomseed(os.time())
|
||||
|
||||
local chunks = {} -- intervals of chunks generated
|
||||
|
||||
---@param pos Vector
|
||||
function mcl_vars.add_chunk(pos)
|
||||
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||
local prev
|
||||
for i, d in pairs(chunks) do
|
||||
if n <= d[2] then -- we've found it
|
||||
if (n == d[2]) or (n >= d[1]) then return end -- already here
|
||||
if n == d[1]-1 then -- right before:
|
||||
if prev and (prev[2] == n-1) then
|
||||
if n == d[1] - 1 then -- right before:
|
||||
if prev and (prev[2] == n - 1) then
|
||||
prev[2] = d[2]
|
||||
table.remove(chunks, i)
|
||||
return
|
||||
|
@ -196,17 +209,20 @@ function mcl_vars.add_chunk(pos)
|
|||
d[1] = n
|
||||
return
|
||||
end
|
||||
if prev and (prev[2] == n-1) then --join to previous
|
||||
if prev and (prev[2] == n - 1) then --join to previous
|
||||
prev[2] = n
|
||||
return
|
||||
end
|
||||
table.insert(chunks, i, {n, n}) -- insert new interval before i
|
||||
table.insert(chunks, i, { n, n }) -- insert new interval before i
|
||||
return
|
||||
end
|
||||
prev = d
|
||||
end
|
||||
chunks[#chunks+1] = {n, n}
|
||||
chunks[#chunks + 1] = { n, n }
|
||||
end
|
||||
|
||||
---@param pos Vector
|
||||
---@return boolean
|
||||
function mcl_vars.is_generated(pos)
|
||||
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
|
||||
for i, d in pairs(chunks) do
|
||||
|
@ -217,47 +233,46 @@ function mcl_vars.is_generated(pos)
|
|||
return false
|
||||
end
|
||||
|
||||
-- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
|
||||
-- p: Position, if it's wrong, {name="error"} node will return.
|
||||
-- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
|
||||
-- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
|
||||
--
|
||||
-- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
|
||||
function mcl_vars.get_node(p, force, us_timeout)
|
||||
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
|
||||
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return.
|
||||
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout.
|
||||
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job
|
||||
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`.
|
||||
---@nodiscard
|
||||
function mcl_vars.get_node(pos, force, us_timeout)
|
||||
-- check initial circumstances
|
||||
if not p or not p.x or not p.y or not p.z then return {name="error"} end
|
||||
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end
|
||||
|
||||
-- try common way
|
||||
local node = minetest.get_node(p)
|
||||
local node = minetest.get_node(pos)
|
||||
if node.name ~= "ignore" then
|
||||
return node
|
||||
end
|
||||
|
||||
-- copy table to get sure it won't changed by other threads
|
||||
local pos = {x=p.x,y=p.y,z=p.z}
|
||||
-- copy vector to get sure it won't changed by other threads
|
||||
local pos_copy = vector.copy(pos)
|
||||
|
||||
-- try LVM
|
||||
minetest.get_voxel_manip():read_from_map(pos, pos)
|
||||
node = minetest.get_node(pos)
|
||||
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
|
||||
node = minetest.get_node(pos_copy)
|
||||
if node.name ~= "ignore" or not force then
|
||||
return node
|
||||
end
|
||||
|
||||
-- all ways failed - need to emerge (or forceload if generated)
|
||||
local us_timeout = us_timeout or 244
|
||||
if mcl_vars.is_generated(pos) then
|
||||
if mcl_vars.is_generated(pos_copy) then
|
||||
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
|
||||
minetest.forceload_block(pos)
|
||||
minetest.forceload_block(pos_copy)
|
||||
else
|
||||
minetest.emerge_area(pos, pos)
|
||||
minetest.emerge_area(pos_copy, pos_copy)
|
||||
end
|
||||
|
||||
local t = minetest.get_us_time()
|
||||
|
||||
node = minetest.get_node(pos)
|
||||
node = minetest.get_node(pos_copy)
|
||||
|
||||
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
|
||||
node = minetest.get_node(pos)
|
||||
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do
|
||||
node = minetest.get_node(pos_copy)
|
||||
end
|
||||
|
||||
return node
|
||||
|
|
|
@ -11,42 +11,22 @@ Creative Commons Attribution 3.0 Unported (CC BY-SA 3.0)
|
|||
http://creativecommons.org/licenses/by/3.0/
|
||||
|
||||
Glass breaking sounds (CC BY 3.0):
|
||||
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
|
||||
2: http://www.freesound.org/people/Tomlija/sounds/97669/
|
||||
3: http://www.freesound.org/people/lsprice/sounds/88808/
|
||||
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
|
||||
2: http://www.freesound.org/people/Tomlija/sounds/97669/
|
||||
3: http://www.freesound.org/people/lsprice/sounds/88808/
|
||||
|
||||
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
|
||||
|
||||
Mito551 (sounds) (CC BY-SA 3.0):
|
||||
default_dig_choppy.ogg
|
||||
default_dig_cracky.ogg
|
||||
default_dig_crumbly.1.ogg
|
||||
default_dig_crumbly.2.ogg
|
||||
default_dig_crumbly.ogg
|
||||
default_dig_oddly_breakable_by_hand.ogg
|
||||
default_dug_node.1.ogg
|
||||
default_dug_node.2.ogg
|
||||
default_grass_footstep.1.ogg
|
||||
default_grass_footstep.2.ogg
|
||||
default_grass_footstep.3.ogg
|
||||
default_gravel_footstep.1.ogg
|
||||
default_gravel_footstep.2.ogg
|
||||
default_gravel_footstep.3.ogg
|
||||
default_gravel_footstep.4.ogg
|
||||
default_grass_footstep.1.ogg
|
||||
default_place_node.1.ogg
|
||||
default_place_node.2.ogg
|
||||
default_place_node.3.ogg
|
||||
default_place_node_hard.1.ogg
|
||||
default_place_node_hard.2.ogg
|
||||
default_hard_footstep.1.ogg
|
||||
default_hard_footstep.2.ogg
|
||||
default_hard_footstep.3.ogg
|
||||
default_sand_footstep.1.ogg
|
||||
default_sand_footstep.2.ogg
|
||||
default_wood_footstep.1.ogg
|
||||
default_wood_footstep.2.ogg
|
||||
default_dirt_footstep.1.ogg
|
||||
default_dirt_footstep.2.ogg
|
||||
default_dug_node.*.ogg
|
||||
default_grass_footstep.*.ogg
|
||||
default_gravel_footstep.*.ogg
|
||||
default_place_node.*.ogg
|
||||
default_place_node_hard.*.ogg
|
||||
default_wood_footstep.*.ogg
|
||||
default_dirt_footstep.*.ogg
|
||||
default_glass_footstep.ogg
|
||||
|
||||
Metal sounds:
|
||||
|
@ -54,35 +34,64 @@ Metal sounds:
|
|||
- https://www.freesound.org/people/yadronoff/sounds/320397/
|
||||
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
|
||||
- http://opengameart.org/users/qubodup
|
||||
default_metal_footstep.*.ogg - Ottomaani138 - CC0
|
||||
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
|
||||
default_metal_footstep.*.ogg - (CC0 1.0) - CC0 1.0
|
||||
- https://freesound.org/people/mypantsfelldown/sounds/398937/
|
||||
default_place_node_metal.*.ogg - Ogrebane - CC0
|
||||
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
|
||||
|
||||
AGFX (CC BY 3.0)
|
||||
AGFX (CC BY 3.0):
|
||||
https://www.freesound.org/people/AGFX/packs/1253/
|
||||
default_water_footstep.1.ogg
|
||||
default_water_footstep.2.ogg
|
||||
default_water_footstep.3.ogg
|
||||
(default_water_footstep.4.ogg is silent)
|
||||
default_water_footstep.*.ogg
|
||||
|
||||
blukotek (CC0 1.0)
|
||||
blukotek (CC0 1.0):
|
||||
https://www.freesound.org/people/blukotek/sounds/251660/
|
||||
default_dig_snappy.ogg
|
||||
|
||||
sonictechtonic (CC BY 3.0)
|
||||
sonictechtonic (CC BY 3.0):
|
||||
https://www.freesound.org/people/sonictechtonic/sounds/241872/
|
||||
player_damage.ogg
|
||||
|
||||
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
|
||||
Sheyvan (CC0 1.0):
|
||||
https://freesound.org/people/Sheyvan/sounds/476113/
|
||||
default_dig_choppy.*.ogg
|
||||
|
||||
lolamadeus (CC0 1.0):
|
||||
https://freesound.org/people/lolamadeus/sounds/179341/
|
||||
default_gravel_dig.*.ogg
|
||||
default_gravel_dug.*.ogg
|
||||
|
||||
Benboncan (CC BY 3.0):
|
||||
https://freesound.org/people/Benboncan/sounds/71823/
|
||||
default_dig_cracky.*.ogg
|
||||
|
||||
Erdie (CC BY 3.0):
|
||||
https://freesound.org/people/Erdie/sounds/41579/
|
||||
default_hard_footstep.*.ogg
|
||||
|
||||
worthahep88 (CC0 1.0):
|
||||
https://freesound.org/people/worthahep88/sounds/319224/
|
||||
default_sand_footstep.*.ogg
|
||||
|
||||
dheming (CC BY 3.0):
|
||||
https://freesound.org/people/dheming/sounds/268023/
|
||||
default_ice_dig.*.ogg
|
||||
|
||||
InspectorJ (CC BY 3.0):
|
||||
https://freesound.org/people/InspectorJ/sounds/416967/
|
||||
default_ice_footstep.*.ogg
|
||||
|
||||
Angel_Perez_Grandi (CC BY 3.0):
|
||||
https://freesound.org/people/Angel_Perez_Grandi/sounds/49190/
|
||||
default_ice_dug.ogg
|
||||
|
||||
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0):
|
||||
mcl_sounds_place_node_water.ogg
|
||||
mcl_sounds_dug_water.ogg
|
||||
|
||||
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
|
||||
Tom Peter, Telaron, juskiddink)
|
||||
|
||||
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
|
||||
|
||||
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0):
|
||||
default_place_node_lava.ogg
|
||||
|
||||
Adam_N (CC0 1.0):
|
||||
|
@ -90,7 +99,7 @@ Adam_N (CC0 1.0):
|
|||
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
|
||||
|
||||
Alecia Shepherd (CC BY-SA 4.0):
|
||||
mcl_sounds_cloth.ogg
|
||||
mcl_sounds_cloth.*.ogg
|
||||
Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack>
|
||||
|
||||
Unknown authors (WTFPL):
|
||||
|
|
|
@ -11,7 +11,7 @@ function mcl_sounds.node_sound_defaults(table)
|
|||
table.dug = table.dug or
|
||||
{name="default_dug_node", gain=0.25}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_oddly_breakable_by_hand", gain=1.0}
|
||||
{name="default_dig_oddly_breakable_by_hand", gain=0.5}
|
||||
table.place = table.place or
|
||||
{name="default_place_node_hard", gain=1.0}
|
||||
return table
|
||||
|
@ -20,11 +20,11 @@ end
|
|||
function mcl_sounds.node_sound_stone_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_hard_footstep", gain=0.5}
|
||||
{name="default_hard_footstep", gain=0.2}
|
||||
table.dug = table.dug or
|
||||
{name="default_hard_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_cracky", gain=1.0}
|
||||
{name="default_dig_cracky", gain=0.5}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
@ -32,13 +32,13 @@ end
|
|||
function mcl_sounds.node_sound_metal_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_metal_footstep", gain=0.5}
|
||||
{name="default_metal_footstep", gain=0.2}
|
||||
table.dug = table.dug or
|
||||
{name="default_dug_metal", gain=1.0}
|
||||
{name="default_dug_metal", gain=0.5}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_metal", gain=1.0}
|
||||
{name="default_dig_metal", gain=0.5}
|
||||
table.place = table.place or
|
||||
{name="default_place_node_metal", gain=1.0}
|
||||
{name="default_place_node_metal", gain=0.5}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
@ -46,11 +46,11 @@ end
|
|||
function mcl_sounds.node_sound_dirt_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_dirt_footstep", gain=1.0}
|
||||
{name="default_dirt_footstep", gain=0.25}
|
||||
table.dug = table.dug or
|
||||
{name="default_dirt_footstep", gain=1.5}
|
||||
{name="default_dirt_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_crumbly", gain=1.0}
|
||||
{name="default_dig_crumbly", gain=0.4}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
|
@ -60,11 +60,25 @@ end
|
|||
function mcl_sounds.node_sound_sand_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_sand_footstep", gain=0.5}
|
||||
{name="default_sand_footstep", gain=0.05}
|
||||
table.dug = table.dug or
|
||||
{name="default_sand_footstep", gain=1.0}
|
||||
{name="default_sand_footstep", gain=0.15}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_crumbly", gain=1.0}
|
||||
{name="default_dig_crumbly", gain=0.4}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_gravel_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_gravel_footstep", gain=0.25}
|
||||
table.dug = table.dug or
|
||||
{name="default_gravel_dug", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_gravel_dig", gain=0.35}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
|
@ -78,21 +92,33 @@ function mcl_sounds.node_sound_snow_defaults(table)
|
|||
table.dug = table.dug or
|
||||
{name="pedology_snow_soft_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_crumbly", gain=1.0}
|
||||
{name="pedology_snow_soft_footstep", gain=1.0}
|
||||
table.place = table.place or
|
||||
{name="default_place_node", gain=1.0}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_ice_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_ice_footstep", gain=0.15}
|
||||
table.dug = table.dug or
|
||||
{name="default_ice_dug", gain=0.5}
|
||||
table.dig = table.dig or
|
||||
{name="default_ice_dig", gain=0.5}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
||||
function mcl_sounds.node_sound_wood_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_wood_footstep", gain=0.5}
|
||||
{name="default_wood_footstep", gain=0.15}
|
||||
table.dug = table.dug or
|
||||
{name="default_wood_footstep", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_choppy", gain=1.0}
|
||||
{name="default_dig_choppy", gain=0.4}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
@ -128,11 +154,11 @@ end
|
|||
function mcl_sounds.node_sound_glass_defaults(table)
|
||||
table = table or {}
|
||||
table.footstep = table.footstep or
|
||||
{name="default_glass_footstep", gain=0.5}
|
||||
{name="default_glass_footstep", gain=0.3}
|
||||
table.dug = table.dug or
|
||||
{name="default_break_glass", gain=1.0}
|
||||
table.dig = table.dig or
|
||||
{name="default_dig_cracky", gain=1.0}
|
||||
{name="default_dig_cracky", gain=0.5}
|
||||
mcl_sounds.node_sound_defaults(table)
|
||||
return table
|
||||
end
|
||||
|
|
|
@ -0,0 +1,13 @@
|
|||
# textdomain: mcl_boats
|
||||
Acacia Boat=Akaciebåd
|
||||
Birch Boat=Birkebåd
|
||||
Boat=Båd
|
||||
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
|
||||
Dark Oak Boat=Mørk egetræsbåd
|
||||
Jungle Boat=Junglebåd
|
||||
Oak Boat=Egetræsbåd
|
||||
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.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
|
||||
Spruce Boat=Granbåd
|
||||
Water vehicle=Vandfartøj
|
||||
Sneak to dismount=Snig for at stige ud
|
||||
Obsidian Boat=Obsidianbåd
|
|
@ -0,0 +1,13 @@
|
|||
# textdomain: mcl_boats
|
||||
Acacia Boat=アカシアのボート
|
||||
Birch Boat=シラカバのボート
|
||||
Boat=ボート
|
||||
Boats are used to travel on the surface of water.=ボートは、水面を移動するために使われます。
|
||||
Dark Oak Boat=ダークオークのボート
|
||||
Jungle Boat=ジャングルのボート
|
||||
Oak Boat=オークのボート
|
||||
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.=水源を右クリックすると、ボートが配置されます。ボートを右クリックすると、乗り込みます。[左][右]で舵取り、[前]で加速、[後]で減速または後退します。[スニーク]でボートから離れ、ボートをパンチするとアイテムとしてドロップします。
|
||||
Spruce Boat=トウヒのボート
|
||||
Water vehicle=水上用の乗物
|
||||
Sneak to dismount=スニークで降りる
|
||||
Obsidian Boat=黒曜石のボート
|
|
@ -0,0 +1,3 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 blev smadret af en nedfaldende ambolt.
|
||||
@1 was smashed by a falling block.=@1 blev smadret af en nedfaldende blok.
|
|
@ -7,31 +7,24 @@ local pool = {}
|
|||
local tick = false
|
||||
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities",false)
|
||||
local function mcl_log (message)
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
|
||||
local function mcl_log(message)
|
||||
if LOGGING_ON then
|
||||
mcl_util.mcl_log (message, "[Item Entities]", true)
|
||||
mcl_util.mcl_log(message, "[Item Entities]", true)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
local name
|
||||
name = player:get_player_name()
|
||||
pool[name] = 0
|
||||
pool[player:get_player_name()] = 0
|
||||
end)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
local name
|
||||
name = player:get_player_name()
|
||||
pool[name] = nil
|
||||
pool[player:get_player_name()] = nil
|
||||
end)
|
||||
|
||||
|
||||
local has_awards = minetest.get_modpath("awards")
|
||||
|
||||
local mcl_item_entity = {}
|
||||
mcl_item_entity = {}
|
||||
|
||||
--basic settings
|
||||
local item_drop_settings = {} --settings table
|
||||
|
@ -46,22 +39,29 @@ item_drop_settings.random_item_velocity = true --this sets random item velocity
|
|||
item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
|
||||
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
|
||||
|
||||
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
|
||||
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
|
||||
|
||||
local function get_gravity()
|
||||
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
|
||||
end
|
||||
|
||||
local registered_pickup_achievement = {}
|
||||
mcl_item_entity.registered_pickup_achievement = {}
|
||||
|
||||
--TODO: remove limitation of 1 award per itemname
|
||||
---Register an achievement that will be unlocked on pickup.
|
||||
---
|
||||
---TODO: remove limitation of 1 award per itemname
|
||||
---@param itemname string
|
||||
---@param award string
|
||||
function mcl_item_entity.register_pickup_achievement(itemname, award)
|
||||
if not has_awards then
|
||||
minetest.log("warning", "[mcl_item_entity] Trying to register pickup achievement ["..award.."] for ["..itemname.."] while awards missing")
|
||||
elseif registered_pickup_achievement[itemname] then
|
||||
minetest.log("error", "[mcl_item_entity] Trying to register already existing pickup achievement ["..award.."] for ["..itemname.."]")
|
||||
minetest.log("warning",
|
||||
"[mcl_item_entity] Trying to register pickup achievement [" .. award .. "] for [" ..
|
||||
itemname .. "] while awards missing")
|
||||
elseif mcl_item_entity.registered_pickup_achievement[itemname] then
|
||||
minetest.log("error",
|
||||
"[mcl_item_entity] Trying to register already existing pickup achievement [" .. award .. "] for [" .. itemname .. "]")
|
||||
else
|
||||
registered_pickup_achievement[itemname] = award
|
||||
mcl_item_entity.registered_pickup_achievement[itemname] = award
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -74,11 +74,13 @@ mcl_item_entity.register_pickup_achievement("mcl_nether:ancient_debris", "mcl:hi
|
|||
mcl_item_entity.register_pickup_achievement("mcl_end:dragon_egg", "mcl:PickUpDragonEgg")
|
||||
mcl_item_entity.register_pickup_achievement("mcl_armor:elytra", "mcl:skysTheLimit")
|
||||
|
||||
---@param object ObjectRef
|
||||
---@param player ObjectRef
|
||||
local function check_pickup_achievements(object, player)
|
||||
if has_awards then
|
||||
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
|
||||
local playername = player:get_player_name()
|
||||
for name,award in pairs(registered_pickup_achievement) do
|
||||
for name, award in pairs(mcl_item_entity.registered_pickup_achievement) do
|
||||
if itemname == name or minetest.get_item_group(itemname, name) ~= 0 then
|
||||
awards.unlock(playername, award)
|
||||
end
|
||||
|
@ -86,16 +88,23 @@ local function check_pickup_achievements(object, player)
|
|||
end
|
||||
end
|
||||
|
||||
---@param object ObjectRef
|
||||
---@param luaentity Luaentity
|
||||
---@param ignore_check? boolean
|
||||
local function enable_physics(object, luaentity, ignore_check)
|
||||
if luaentity.physical_state == false or ignore_check == true then
|
||||
luaentity.physical_state = true
|
||||
object:set_properties({
|
||||
physical = true
|
||||
})
|
||||
object:set_acceleration({x=0,y=-get_gravity(),z=0})
|
||||
object:set_acceleration(vector.new(0, -get_gravity(), 0))
|
||||
end
|
||||
end
|
||||
|
||||
---@param object ObjectRef
|
||||
---@param luaentity Luaentity
|
||||
---@param ignore_check? boolean
|
||||
---@param reset_movement? boolean
|
||||
local function disable_physics(object, luaentity, ignore_check, reset_movement)
|
||||
if luaentity.physical_state == true or ignore_check == true then
|
||||
luaentity.physical_state = false
|
||||
|
@ -103,17 +112,16 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement)
|
|||
physical = false
|
||||
})
|
||||
if reset_movement ~= false then
|
||||
object:set_velocity({x=0,y=0,z=0})
|
||||
object:set_acceleration({x=0,y=0,z=0})
|
||||
object:set_velocity(vector.zero())
|
||||
object:set_acceleration(vector.zero())
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
minetest.register_globalstep(function(_)
|
||||
tick = not tick
|
||||
|
||||
for _,player in pairs(minetest.get_connected_players()) do
|
||||
for _, player in pairs(minetest.get_connected_players()) do
|
||||
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
|
||||
|
||||
local name = player:get_player_name()
|
||||
|
@ -125,7 +133,7 @@ minetest.register_globalstep(function(dtime)
|
|||
pos = pos,
|
||||
gain = 0.3,
|
||||
max_hear_distance = 16,
|
||||
pitch = math.random(70,110)/100
|
||||
pitch = math.random(70, 110) / 100
|
||||
})
|
||||
if pool[name] > 6 then
|
||||
pool[name] = 6
|
||||
|
@ -135,15 +143,18 @@ minetest.register_globalstep(function(dtime)
|
|||
end
|
||||
|
||||
|
||||
|
||||
local inv = player:get_inventory()
|
||||
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
|
||||
local checkpos = vector.offset(pos, 0, item_drop_settings.player_collect_height, 0)
|
||||
|
||||
--magnet and collection
|
||||
for _,object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
|
||||
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
|
||||
for _, object in pairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.xp_radius_magnet)) do
|
||||
if not object:is_player() and vector.distance(checkpos, object:get_pos()) < item_drop_settings.radius_magnet and
|
||||
object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer
|
||||
and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
|
||||
|
||||
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
|
||||
if object:get_luaentity()._magnet_timer >= 0 and
|
||||
object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and
|
||||
inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
|
||||
|
||||
-- Collection
|
||||
if not object:get_luaentity()._removed then
|
||||
|
@ -158,8 +169,8 @@ minetest.register_globalstep(function(dtime)
|
|||
object:get_luaentity().target = checkpos
|
||||
object:get_luaentity()._removed = true
|
||||
|
||||
object:set_velocity({x=0,y=0,z=0})
|
||||
object:set_acceleration({x=0,y=0,z=0})
|
||||
object:set_velocity(vector.zero())
|
||||
object:set_acceleration(vector.zero())
|
||||
|
||||
object:move_to(checkpos)
|
||||
|
||||
|
@ -179,7 +190,6 @@ minetest.register_globalstep(function(dtime)
|
|||
local entity = object:get_luaentity()
|
||||
entity.collector = player:get_player_name()
|
||||
entity.collected = true
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -194,6 +204,11 @@ end)
|
|||
|
||||
local tmp_id = 0
|
||||
|
||||
---@param drop string|drop_definition
|
||||
---@param toolname string
|
||||
---@param param2 integer
|
||||
---@param paramtype2 paramtype2
|
||||
---@return string[]
|
||||
local function get_drops(drop, toolname, param2, paramtype2)
|
||||
tmp_id = tmp_id + 1
|
||||
local tmp_node_name = "mcl_item_entity:" .. tmp_id
|
||||
|
@ -202,7 +217,7 @@ local function get_drops(drop, toolname, param2, paramtype2)
|
|||
drop = drop,
|
||||
paramtype2 = paramtype2
|
||||
}
|
||||
local drops = minetest.get_node_drops({name = tmp_node_name, param2 = param2}, toolname)
|
||||
local drops = minetest.get_node_drops({ name = tmp_node_name, param2 = param2 }, toolname)
|
||||
minetest.registered_nodes[tmp_node_name] = nil
|
||||
return drops
|
||||
end
|
||||
|
@ -265,7 +280,7 @@ function minetest.handle_node_drops(pos, drops, digger)
|
|||
* table: Drop every itemstring in this table when dug by shears _mcl_silk_touch_drop
|
||||
]]
|
||||
|
||||
local enchantments = tool and mcl_enchanting.get_enchantments(tool, "silk_touch")
|
||||
local enchantments = tool and mcl_enchanting.get_enchantments(tool)
|
||||
|
||||
local silk_touch_drop = false
|
||||
local nodedef = minetest.registered_nodes[dug_node.name]
|
||||
|
@ -294,7 +309,8 @@ function minetest.handle_node_drops(pos, drops, digger)
|
|||
local max_count = fortune_drop.max_count + fortune_level * (fortune_drop.factor or 1)
|
||||
local chance = fortune_drop.chance or fortune_drop.get_chance and fortune_drop.get_chance(fortune_level)
|
||||
if not chance or math.random() < chance then
|
||||
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count, fortune_drop.cap)
|
||||
drops = discrete_uniform_distribution(fortune_drop.multiply and drops or fortune_drop.items, min_count, max_count,
|
||||
fortune_drop.cap)
|
||||
elseif fortune_drop.override then
|
||||
drops = {}
|
||||
end
|
||||
|
@ -306,13 +322,13 @@ function minetest.handle_node_drops(pos, drops, digger)
|
|||
end
|
||||
|
||||
if digger and mcl_experience.throw_xp and not silk_touch_drop then
|
||||
local experience_amount = minetest.get_item_group(dug_node.name,"xp")
|
||||
local experience_amount = minetest.get_item_group(dug_node.name, "xp")
|
||||
if experience_amount > 0 then
|
||||
mcl_experience.throw_xp(pos, experience_amount)
|
||||
end
|
||||
end
|
||||
|
||||
for _,item in ipairs(drops) do
|
||||
for _, item in ipairs(drops) do
|
||||
local count
|
||||
if type(item) == "string" then
|
||||
count = ItemStack(item):get_count()
|
||||
|
@ -321,7 +337,7 @@ function minetest.handle_node_drops(pos, drops, digger)
|
|||
end
|
||||
local drop_item = ItemStack(item)
|
||||
drop_item:set_count(1)
|
||||
for i=1,count do
|
||||
for i = 1, count do
|
||||
local dpos = table.copy(pos)
|
||||
-- Apply offset for plantlike_rooted nodes because of their special shape
|
||||
if nodedef and nodedef.drawtype == "plantlike_rooted" and nodedef.walkable then
|
||||
|
@ -348,7 +364,7 @@ end
|
|||
function minetest.item_drop(itemstack, dropper, pos)
|
||||
if dropper and dropper:is_player() then
|
||||
local v = dropper:get_look_dir()
|
||||
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
|
||||
local p = vector.offset(pos, 0, 1.2, 0)
|
||||
local cs = itemstack:get_count()
|
||||
if dropper:get_player_control().sneak then
|
||||
cs = 1
|
||||
|
@ -356,9 +372,9 @@ function minetest.item_drop(itemstack, dropper, pos)
|
|||
local item = itemstack:take_item(cs)
|
||||
local obj = minetest.add_item(p, item)
|
||||
if obj then
|
||||
v.x = v.x*4
|
||||
v.y = v.y*4 + 2
|
||||
v.z = v.z*4
|
||||
v.x = v.x * 4
|
||||
v.y = v.y * 4 + 2
|
||||
v.z = v.z * 4
|
||||
obj:set_velocity(v)
|
||||
-- Force collection delay
|
||||
obj:get_luaentity()._insta_collect = false
|
||||
|
@ -376,16 +392,16 @@ end
|
|||
|
||||
local function cxcz(o, cw, one, zero)
|
||||
if cw < 0 then
|
||||
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
||||
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
||||
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
|
||||
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
|
||||
else
|
||||
table.insert(o, { [one]=-1, y=0, [zero]=0 })
|
||||
table.insert(o, { [one]=1, y=0, [zero]=0 })
|
||||
table.insert(o, { [one] = -1, y = 0, [zero] = 0 })
|
||||
table.insert(o, { [one] = 1, y = 0, [zero] = 0 })
|
||||
end
|
||||
return o
|
||||
end
|
||||
|
||||
local function hopper_take_item (self, pos)
|
||||
local function hopper_take_item(self, pos)
|
||||
--mcl_log("self.itemstring: ".. self.itemstring)
|
||||
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
|
||||
|
||||
|
@ -394,17 +410,17 @@ local function hopper_take_item (self, pos)
|
|||
if objs and self.itemstring then
|
||||
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
|
||||
|
||||
for k,v in pairs(objs) do
|
||||
for k, v in pairs(objs) do
|
||||
local ent = v:get_luaentity()
|
||||
|
||||
-- Don't forget actual hoppers
|
||||
if ent and ent.name == "mcl_minecarts:hopper_minecart" then
|
||||
local taken_items = false
|
||||
|
||||
mcl_log("ent.name: ".. tostring(ent.name))
|
||||
mcl_log("ent pos: ".. tostring(ent.object:get_pos()))
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
|
||||
local inv = mcl_entity_invs.load_inv(ent,5)
|
||||
local inv = mcl_entity_invs.load_inv(ent, 5)
|
||||
|
||||
if not inv then
|
||||
mcl_log("No inv")
|
||||
|
@ -428,7 +444,7 @@ local function hopper_take_item (self, pos)
|
|||
local items_remaining = current_itemstack:get_count()
|
||||
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, ent._inv_size,1 do
|
||||
for i = 1, ent._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
|
||||
mcl_log("i: " .. tostring(i))
|
||||
|
@ -500,13 +516,13 @@ minetest.register_entity(":__builtin:item", {
|
|||
hp_max = 1,
|
||||
physical = true,
|
||||
collide_with_objects = false,
|
||||
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
|
||||
collisionbox = { -0.3, -0.3, -0.3, 0.3, 0.3, 0.3 },
|
||||
pointable = false,
|
||||
visual = "wielditem",
|
||||
visual_size = {x = 0.4, y = 0.4},
|
||||
textures = {""},
|
||||
spritediv = {x = 1, y = 1},
|
||||
initial_sprite_basepos = {x = 0, y = 0},
|
||||
visual_size = { x = 0.4, y = 0.4 },
|
||||
textures = { "" },
|
||||
spritediv = { x = 1, y = 1 },
|
||||
initial_sprite_basepos = { x = 0, y = 0 },
|
||||
is_visible = false,
|
||||
infotext = "",
|
||||
},
|
||||
|
@ -544,11 +560,11 @@ minetest.register_entity(":__builtin:item", {
|
|||
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
|
||||
local v = self.random_velocity
|
||||
local x = math.random(5, 10) / 10 * v
|
||||
if math.random(0,10) < 5 then x = -x end
|
||||
if math.random(0, 10) < 5 then x = -x end
|
||||
local z = math.random(5, 10) / 10 * v
|
||||
if math.random(0,10) < 5 then z = -z end
|
||||
local y = math.random(2,4)
|
||||
self.object:set_velocity({x=x, y=y, z=z})
|
||||
if math.random(0, 10) < 5 then z = -z end
|
||||
local y = math.random(2, 4)
|
||||
self.object:set_velocity(vector.new(x, y, z))
|
||||
end
|
||||
self.random_velocity = 0
|
||||
end,
|
||||
|
@ -576,7 +592,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
local max_count = stack:get_stack_max()
|
||||
if count > max_count then
|
||||
count = max_count
|
||||
self.itemstring = stack:get_name().." "..max_count
|
||||
self.itemstring = stack:get_name() .. " " .. max_count
|
||||
end
|
||||
local itemtable = stack:to_table()
|
||||
local itemname = nil
|
||||
|
@ -597,9 +613,9 @@ minetest.register_entity(":__builtin:item", {
|
|||
local prop = {
|
||||
is_visible = true,
|
||||
visual = "wielditem",
|
||||
textures = {itemname},
|
||||
visual_size = {x = s, y = s},
|
||||
collisionbox = {-c, -c, -c, c, c, c},
|
||||
textures = { itemname },
|
||||
visual_size = { x = s, y = s },
|
||||
collisionbox = { -c, -c, -c, c, c, c },
|
||||
automatic_rotate = math.pi * 0.5,
|
||||
infotext = description,
|
||||
glow = glow,
|
||||
|
@ -695,9 +711,9 @@ minetest.register_entity(":__builtin:item", {
|
|||
self._forcestart = nil
|
||||
self._forcetimer = 0
|
||||
|
||||
self.object:set_armor_groups({immortal = 1})
|
||||
-- self.object:set_velocity({x = 0, y = 2, z = 0})
|
||||
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
|
||||
self.object:set_armor_groups({ immortal = 1 })
|
||||
-- self.object:set_velocity(vector.new(0, 2, 0))
|
||||
self.object:set_acceleration(vector.new(0, -get_gravity(), 0))
|
||||
self:set_item(self.itemstring)
|
||||
end,
|
||||
|
||||
|
@ -710,9 +726,9 @@ minetest.register_entity(":__builtin:item", {
|
|||
local stack = ItemStack(entity.itemstring)
|
||||
local name = stack:get_name()
|
||||
if own_stack:get_name() ~= name or
|
||||
own_stack:get_meta() ~= stack:get_meta() or
|
||||
own_stack:get_wear() ~= stack:get_wear() or
|
||||
own_stack:get_free_space() == 0 then
|
||||
own_stack:get_meta() ~= stack:get_meta() or
|
||||
own_stack:get_wear() ~= stack:get_wear() or
|
||||
own_stack:get_free_space() == 0 then
|
||||
-- Can not merge different or full stack
|
||||
return false
|
||||
end
|
||||
|
@ -745,8 +761,8 @@ minetest.register_entity(":__builtin:item", {
|
|||
self.object:set_properties({
|
||||
physical = false
|
||||
})
|
||||
self.object:set_velocity({x=0,y=0,z=0})
|
||||
self.object:set_acceleration({x=0,y=0,z=0})
|
||||
self.object:set_velocity(vector.zero())
|
||||
self.object:set_acceleration(vector.zero())
|
||||
return
|
||||
end
|
||||
self.age = self.age + dtime
|
||||
|
@ -761,21 +777,22 @@ minetest.register_entity(":__builtin:item", {
|
|||
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
|
||||
-- otherwise there might have some data corruption.
|
||||
if self.itemstring == "" then
|
||||
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
|
||||
minetest.log("warning",
|
||||
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
|
||||
"! Deleting it now.")
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
|
||||
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
|
||||
if hopper_take_item(self, p) then
|
||||
return
|
||||
end
|
||||
|
||||
local node = minetest.get_node_or_nil(p)
|
||||
local in_unloaded = (node == nil)
|
||||
local node = minetest.get_node(p)
|
||||
local in_unloaded = node.name == "ignore"
|
||||
|
||||
if in_unloaded then
|
||||
-- Don't infinetly fall into unloaded map
|
||||
|
@ -785,27 +802,27 @@ minetest.register_entity(":__builtin:item", {
|
|||
|
||||
if self.is_clock then
|
||||
self.object:set_properties({
|
||||
textures = {"mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame)}
|
||||
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
|
||||
})
|
||||
end
|
||||
|
||||
local nn = node.name
|
||||
local is_in_water = (minetest.get_item_group(nn, "liquid") ~= 0)
|
||||
local nn_above = minetest.get_node({x=p.x, y=p.y+0.1, z=p.z}).name
|
||||
local nn_above = minetest.get_node(vector.offset(p, 0, 0.1, 0)).name
|
||||
-- make sure it's more or less stationary and is at water level
|
||||
local sleep_threshold = 0.3
|
||||
local is_floating = false
|
||||
local is_stationary = math.abs(self.object:get_velocity().x) < sleep_threshold
|
||||
and math.abs(self.object:get_velocity().y) < sleep_threshold
|
||||
and math.abs(self.object:get_velocity().z) < sleep_threshold
|
||||
and math.abs(self.object:get_velocity().y) < sleep_threshold
|
||||
and math.abs(self.object:get_velocity().z) < sleep_threshold
|
||||
if is_in_water and is_stationary then
|
||||
is_floating = (is_in_water
|
||||
and (minetest.get_item_group(nn_above, "liquid") == 0))
|
||||
end
|
||||
|
||||
if is_floating and self.physical_state == true then
|
||||
self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_velocity(vector.zero())
|
||||
self.object:set_acceleration(vector.zero())
|
||||
disable_physics(self.object, self)
|
||||
end
|
||||
-- If no collector was found for a long enough time, declare the magnet as disabled
|
||||
|
@ -825,7 +842,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
|
||||
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
|
||||
if dg ~= 2 then
|
||||
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
|
||||
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
|
||||
end
|
||||
self._removed = true
|
||||
self.object:remove()
|
||||
|
@ -865,7 +882,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
end
|
||||
|
||||
-- Check which one of the 4 sides is free
|
||||
for o=1, #order do
|
||||
for o = 1, #order do
|
||||
local nn = minetest.get_node(vector.add(p, order[o])).name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
if def and def.walkable == false and nn ~= "ignore" then
|
||||
|
@ -875,7 +892,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
end
|
||||
-- If none of the 4 sides is free, shoot upwards
|
||||
if shootdir == nil then
|
||||
shootdir = { x=0, y=1, z=0 }
|
||||
shootdir = vector.new(0, 1, 0)
|
||||
local nn = minetest.get_node(vector.add(p, shootdir)).name
|
||||
if nn == "ignore" then
|
||||
-- Do not push into ignore
|
||||
|
@ -885,7 +902,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
|
||||
-- Set new item moving speed accordingly
|
||||
local newv = vector.multiply(shootdir, 3)
|
||||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
self.object:set_acceleration(vector.zero())
|
||||
self.object:set_velocity(newv)
|
||||
disable_physics(self.object, self, false, false)
|
||||
|
||||
|
@ -907,10 +924,10 @@ minetest.register_entity(":__builtin:item", {
|
|||
if self._forcetimer > 0 then
|
||||
local cbox = self.object:get_properties().collisionbox
|
||||
local ok = false
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
|
||||
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
|
||||
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
|
||||
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
|
||||
-- Item was successfully forced out. No more pushing
|
||||
if ok then
|
||||
self._forcetimer = -1
|
||||
|
@ -941,7 +958,7 @@ minetest.register_entity(":__builtin:item", {
|
|||
-- Set new item moving speed into the direciton of the liquid
|
||||
local newv = vector.multiply(vec, f)
|
||||
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
|
||||
self.object:set_acceleration({x = newv.x, y = -0.22, z = newv.z})
|
||||
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
|
||||
|
||||
self.physical_state = true
|
||||
self._flowing = true
|
||||
|
@ -954,9 +971,10 @@ minetest.register_entity(":__builtin:item", {
|
|||
local cur_vec = self.object:get_velocity()
|
||||
-- apply some acceleration in the opposite direction so it doesn't slide forever
|
||||
local vec = {
|
||||
x = 0 -cur_vec.x*0.9,
|
||||
y = 3 -cur_vec.y*0.9,
|
||||
z = 0 -cur_vec.z*0.9}
|
||||
x = 0 - cur_vec.x * 0.9,
|
||||
y = 3 - cur_vec.y * 0.9,
|
||||
z = 0 - cur_vec.z * 0.9
|
||||
}
|
||||
self.object:set_acceleration(vec)
|
||||
-- slow down the item in water
|
||||
local vel = self.object:get_velocity()
|
||||
|
@ -980,20 +998,20 @@ minetest.register_entity(":__builtin:item", {
|
|||
end
|
||||
|
||||
-- If node is not registered or node is walkably solid and resting on nodebox
|
||||
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
|
||||
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
|
||||
local def = minetest.registered_nodes[nn]
|
||||
local v = self.object:get_velocity()
|
||||
local is_on_floor = def and (def.walkable
|
||||
and not def.groups.slippery and v.y == 0)
|
||||
|
||||
if not minetest.registered_nodes[nn]
|
||||
or is_floating or is_on_floor then
|
||||
or is_floating or is_on_floor then
|
||||
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
|
||||
-- Merge with close entities of the same item
|
||||
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
|
||||
local obj = object:get_luaentity()
|
||||
if obj and obj.name == "__builtin:item"
|
||||
and obj.physical_state == false then
|
||||
and obj.physical_state == false then
|
||||
if self:try_merge_with(own_stack, object, obj) then
|
||||
return
|
||||
end
|
||||
|
|
|
@ -0,0 +1,36 @@
|
|||
# textdomain: mcl_minecarts
|
||||
Minecart=Minevogn
|
||||
Minecarts can be used for a quick transportion on rails.=Minevogne kan bruges til hurtig transport på spor.
|
||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Minevogne kan kun køre på spor, og følger dem altid. Ved et T-kryds uden en vej ligeud drejer de altid til venstre. Farten påvirkes af sportypen.
|
||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Du kan placere minevogne på spor. Højre-klik for at stige ombord.
|
||||
To obtain the minecart, punch it while holding down the sneak key.=For at at få minevognen i din oppakning.
|
||||
A minecart with TNT is an explosive vehicle that travels on rail.=En minevogn med TNT as et eksplosivt fartøj som kører på spor.
|
||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Placér den på spor. Slå den for at flytte den. TNTet bliver antændt med flint og stål eller når minevognen er på et aktiveringsspor.
|
||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=For at få minevognen med TNT i din oppakning skal du slå den mens du holder snigeknappen nede. Du kan ikke gøre dette hvis TNTen er antændt.
|
||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=En minevogn med ovn er et fartøj som kører på spor. Den kan køre af sig selv med brændstof.
|
||||
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.=Placér den på spor. Hvis du putter kul i den vil ovnen brænde i lang tid, og minevognen vil køre af sig selv. Slå den for at sætte den i bevægelse.
|
||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=For at få minevognen med ovn i din oppakning skal du slå den mens du holder snigeknappen nede.
|
||||
Minecart with Chest=Minevogn med kiste
|
||||
Minecart with Furnace=Minevogn med ovn
|
||||
Minecart with Command Block=Minevogn med kommandoblok
|
||||
Minecart with Hopper=Minevogn med tragt
|
||||
Minecart with TNT=Minevogn med 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.=Placér dem på jorden for at bygge din jerbane. Sporene kobler sig automatisk sammen med hinanden og laver sving, T-kryds, kryds og skråninger efter behov.
|
||||
Rail=Spor
|
||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Spor kan bruges til at bygge jernbaner til minevogne. Normale spor sænker minevognene en smule på grund af friktionsmodstand.
|
||||
Powered Rail=Strømspor
|
||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Strømspor kan accelerere eller bremse minevogne.
|
||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Uden redstonekraft vil sporet bremse minevognen. For at accelerere minevognen skal den bruge redstoneskraft.
|
||||
Activator Rail=Aktiveringsspor
|
||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Aktiveringsspor bruges til at aktivere specielle minevogne.
|
||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=For at få dette spor til at aktiere minevogne skal du give det redstonekraft og sende en minevogn over dette sporstykke.
|
||||
Detector Rail=Detektorspor
|
||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Spor kan bruges til at bygge jernbaner til minevogne. Et detektorspor kan opdage en minevogn som kører over det og give kraft til redstonemekanismer.
|
||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=For at opdage en minevogn og give redstonekraft skal den forbindes til redstonestøv eller redstonemekanismer og send en hvilkensomhelst minevogn hen over sporet.
|
||||
Track for minecarts=Spor til minevogne.
|
||||
Speed up when powered, slow down when not powered=Accelerérer når der er strøm, sænk hastigheden når der ikke er strøm.
|
||||
Activates minecarts when powered=Aktieverer minevogne når der er strøm.
|
||||
Emits redstone power when a minecart is detected=Udsender redstonekraft når en minevogn bliver opdaget.
|
||||
Vehicle for fast travel on rails=Fartøj til hurtig kørsel på spor.
|
||||
Can be ignited by tools or powered activator rail=Kan antændes med værktøj eller et aktivatorspor med strøm.
|
||||
Sneak to dismount=Snig for at stige af.
|
|
@ -0,0 +1,36 @@
|
|||
# textdomain: mcl_minecarts
|
||||
Minecart=トロッコ
|
||||
Minecarts can be used for a quick transportion on rails.=トロッコは、レールを使った高速輸送を可能にします。
|
||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=トロッコはレール上にしか乗らない為、常に線路に沿って走ります。直進できない丁字路では、取り敢えず左折します。速度はレールの種類によって異なります。
|
||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=レールの上にトロッコを置けます。右クリックで乗り込みます。パンチすると動き出します。
|
||||
To obtain the minecart, punch it while holding down the sneak key.=トロッコを入手するには、スニークキーを押しながらパンチします。
|
||||
A minecart with TNT is an explosive vehicle that travels on rail.=TNT付きトロッコは、レール上を行きかう爆薬車両です。
|
||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=レール上に配置。パンチで移動。TNTが着火するのは、火打石と打金を使った時か、稼動中のアクティベーターレール上にトロッコが乗った時です。
|
||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=トロッコとTNTを入手するには、スニークキーを押しながらパンチしてください。TNTに火が着いていた場合は、無理です。
|
||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=かまど付きトロッコは、レール上を走行する車両です。燃料で自走できます。
|
||||
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.=レールの上に置きます。石炭を与えると、かまどが長時間燃え続け、トロッコが自走可能になります。パンチすると動き出します。
|
||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=トロッコとかまどを入手するには、スニークキーを押しながらパンチします。
|
||||
Minecart with Chest=チェスト付きトロッコ
|
||||
Minecart with Furnace=かまど付きトロッコ
|
||||
Minecart with Command Block=コマンドブロック付きトロッコ
|
||||
Minecart with Hopper=ホッパー付きトロッコ
|
||||
Minecart with TNT=TNT付きトロッコ
|
||||
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.=地面に置いて線路を作ると、レール同士が自動的につながり、必要に応じてカーブや丁字路、踏切、坂道などに変化します。
|
||||
Rail=レール
|
||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=レールを利用して、トロッコの輸送路が敷けます。普通のレールは、摩擦の関係でトロッコが少しずつ減速していきます。
|
||||
Powered Rail=パワードレール
|
||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=レールを利用して、トロッコの輸送路が敷けます。パワードレールは、トロッコを加速させたり、ブレーキをかけたりできます。
|
||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=レッドストーン動力なしだと、このレールはトロッコにブレーキをかけます。このレールでトロッコを加速させるには、レッドストーン動力を供給してください。
|
||||
Activator Rail=アクティベーターレール
|
||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=レールを利用して、トロッコの輸送路が敷けます。アクティベーターレールは、特殊なトロッコを作動させるために使われます。
|
||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=このレールでトロッコを作動させるには、レッドストーン動力を与えたレール上にトロッコを送り込みます。
|
||||
Detector Rail=
|
||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=レールを利用して、トロッコの輸送路が敷けます。ディテクターレールは、その上にあるトロッコを検知でき、その際レッドストーン機構の動力源となります。
|
||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=トロッコを検知してレッドストーン動力を供給するには、レッドストーン導線またはレッドストーン機構に接続し、任意のトロッコをレール上に送り込みます。
|
||||
Track for minecarts=トロッコ用の線路
|
||||
Speed up when powered, slow down when not powered=稼動中は加速、非稼動中は減速
|
||||
Activates minecarts when powered=稼動中はトロッコを作動
|
||||
Emits redstone power when a minecart is detected=トロッコを検知するとレッドストーン動力を放出
|
||||
Vehicle for fast travel on rails=レール上を快速移動するための車両
|
||||
Can be ignited by tools or powered activator rail=道具や稼動中のアクティベーターレールにより着火が可能
|
||||
Sneak to dismount=スニークで降りる
|
|
@ -2,8 +2,6 @@ local mob_class = mcl_mobs.mob_class
|
|||
local mob_class_meta = {__index = mcl_mobs.mob_class}
|
||||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||
-- API for Mobs Redo: MineClone 2 Edition (MRM)
|
||||
local MAX_MOB_NAME_LENGTH = 30
|
||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
|
@ -17,21 +15,9 @@ local function mcl_log (message)
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
-- Invisibility mod check
|
||||
mcl_mobs.invis = {}
|
||||
|
||||
-- localize math functions
|
||||
local atann = math.atan
|
||||
|
||||
local function atan(x)
|
||||
if not x or x ~= x then
|
||||
return 0
|
||||
else
|
||||
return atann(x)
|
||||
end
|
||||
end
|
||||
|
||||
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
|
||||
|
@ -297,51 +283,65 @@ function mob_class:mob_activate(staticdata, def, dtime)
|
|||
end
|
||||
end
|
||||
|
||||
-- execute current state (stand, walk, run, attacks)
|
||||
-- returns true if mob has died
|
||||
function mob_class:do_states(dtime)
|
||||
--if self.can_open_doors then check_doors(self) end
|
||||
|
||||
if self.state == "stand" then
|
||||
self:do_states_stand()
|
||||
elseif self.state == PATHFINDING then
|
||||
self:check_gowp(dtime)
|
||||
elseif self.state == "walk" then
|
||||
self:do_states_walk()
|
||||
elseif self.state == "runaway" then
|
||||
-- runaway when punched
|
||||
self:do_states_runaway()
|
||||
elseif self.state == "attack" then
|
||||
-- attack routines (explode, dogfight, shoot, dogshoot)
|
||||
if self:do_states_attack(dtime) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function update_timers (self, dtime)
|
||||
-- knockback timer. set in on_punch
|
||||
if self.pause_timer > 0 then
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
return true
|
||||
end
|
||||
|
||||
-- attack timer
|
||||
self.timer = self.timer + dtime
|
||||
|
||||
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||
if self.timer < 1 then
|
||||
return true
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
|
||||
-- never go over 100
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
end
|
||||
end
|
||||
|
||||
-- main mob function
|
||||
function mob_class:on_step(dtime)
|
||||
self.lifetimer = self.lifetimer - dtime
|
||||
local pos = self.object:get_pos()
|
||||
if not pos then return end
|
||||
if self:check_despawn(pos) then return true end
|
||||
|
||||
local d = 0.85
|
||||
if self:check_dying() then d = 0.92 end
|
||||
|
||||
local v = self.object:get_velocity()
|
||||
if v then
|
||||
--diffuse object velocity
|
||||
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
|
||||
end
|
||||
if self:check_despawn(pos, dtime) then return true end
|
||||
|
||||
self:slow_mob()
|
||||
if self:falling(pos) then return end
|
||||
|
||||
self:check_suspend()
|
||||
|
||||
self:check_water_flow()
|
||||
|
||||
local yaw = 0
|
||||
if self:is_at_water_danger() and self.state ~= "attack" then
|
||||
if math.random(1, 10) <= 6 then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
else
|
||||
if self.move_in_group ~= false then
|
||||
self:check_herd(dtime)
|
||||
end
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
end
|
||||
self:env_danger_movement_checks (dtime)
|
||||
|
||||
if not self.fire_resistant then
|
||||
mcl_burning.tick(self.object, dtime, self)
|
||||
|
@ -353,21 +353,17 @@ function mob_class:on_step(dtime)
|
|||
|
||||
if self.state == "die" then return end
|
||||
|
||||
if self.jump_sound_cooloff > 0 then
|
||||
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
|
||||
end
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
self:follow_flop() -- Mob following code.
|
||||
|
||||
--Mob following code.
|
||||
self:follow_flop()
|
||||
--set animation speed relitive to velocity
|
||||
self:set_animation_speed()
|
||||
self:set_animation_speed() -- set animation speed relitive to velocity
|
||||
self:check_smooth_rotation(dtime)
|
||||
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:set_armor_texture()
|
||||
self:check_runaway_from()
|
||||
|
||||
|
@ -378,63 +374,26 @@ function mob_class:on_step(dtime)
|
|||
|
||||
-- run custom function (defined in mob lua file)
|
||||
if self.do_custom then
|
||||
|
||||
-- when false skip going any further
|
||||
if self.do_custom(self, dtime) == false then
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- knockback timer
|
||||
if self.pause_timer > 0 then
|
||||
if update_timers(self, dtime) then return end
|
||||
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- attack timer
|
||||
self.timer = self.timer + dtime
|
||||
|
||||
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
||||
if self.timer < 1 then
|
||||
return
|
||||
end
|
||||
self.timer = 0
|
||||
end
|
||||
self:check_particlespawners(dtime)
|
||||
self:check_item_pickup()
|
||||
|
||||
-- never go over 100
|
||||
if self.timer > 100 then
|
||||
self.timer = 1
|
||||
if self.opinion_sound_cooloff > 0 then
|
||||
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
||||
end
|
||||
|
||||
-- mob plays random sound at times
|
||||
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
|
||||
if math.random(1, 70) == 1 then
|
||||
self:mob_sound("random", true)
|
||||
end
|
||||
|
||||
-- environmental damage timer (every 1 second)
|
||||
self.env_damage_timer = self.env_damage_timer + dtime
|
||||
|
||||
if (self.state == "attack" and self.env_damage_timer > 1)
|
||||
or self.state ~= "attack" then
|
||||
self:check_entity_cramming()
|
||||
self.env_damage_timer = 0
|
||||
|
||||
-- check for environmental damage (water, fire, lava etc.)
|
||||
if self:do_env_damage() then
|
||||
return
|
||||
end
|
||||
|
||||
-- node replace check (cow eats grass etc.)
|
||||
self:replace(pos)
|
||||
end
|
||||
|
||||
if self:do_states(dtime) then
|
||||
return
|
||||
end
|
||||
if self:env_damage (dtime, pos) then return end
|
||||
if self:do_states(dtime) then return end
|
||||
|
||||
if not self.object:get_luaentity() then
|
||||
return false
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||
local mob_class = mcl_mobs.mob_class
|
||||
|
||||
local MAX_MOB_NAME_LENGTH = 30
|
||||
local HORNY_TIME = 30
|
||||
local HORNY_AGAIN_TIME = 300
|
||||
local CHILD_GROW_TIME = 60*20
|
||||
|
|
|
@ -8,6 +8,18 @@ local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
|
|||
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
|
||||
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
|
||||
|
||||
local enable_pathfinding = true
|
||||
|
||||
local atann = math.atan
|
||||
local function atan(x)
|
||||
if not x or x ~= x then
|
||||
return 0
|
||||
else
|
||||
return atann(x)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- check if daytime and also if mob is docile during daylight hours
|
||||
function mob_class:day_docile()
|
||||
if self.docile_by_day == false then
|
||||
|
@ -794,3 +806,397 @@ function mob_class:check_aggro(dtime)
|
|||
end
|
||||
self._check_aggro_timer = self._check_aggro_timer + dtime
|
||||
end
|
||||
|
||||
function mob_class:do_states_attack (dtime)
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local p = self.attack:get_pos() or s
|
||||
|
||||
-- stop attacking if player invisible or out of range
|
||||
if not self.attack
|
||||
or not self.attack:get_pos()
|
||||
or not self:object_in_range(self.attack)
|
||||
or self.attack:get_hp() <= 0
|
||||
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
||||
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
self.attack = nil
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- calculate distance from mob and enemy
|
||||
local dist = vector.distance(p, s)
|
||||
|
||||
if self.attack_type == "explode" then
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local node_break_radius = self.explosion_radius or 1
|
||||
local entity_damage_radius = self.explosion_damage_radius
|
||||
or (node_break_radius * 2)
|
||||
|
||||
-- start timer when in reach and line of sight
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and self:line_of_sight( s, p, 2) then
|
||||
|
||||
self.v_start = true
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self:mob_sound("fuse", nil, false)
|
||||
|
||||
-- stop timer if out of reach or direct line of sight
|
||||
elseif self.allow_fuse_reset
|
||||
and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius
|
||||
or not self:line_of_sight( s, p, 2)) then
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.blinkstatus = false
|
||||
self:remove_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
-- walk right up to player unless the timer is active
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
||||
self:set_velocity( 0)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
|
||||
if self.v_start then
|
||||
|
||||
self.timer = self.timer + dtime
|
||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||
|
||||
if self.blinktimer > 0.2 then
|
||||
|
||||
self.blinktimer = 0
|
||||
|
||||
if self.blinkstatus then
|
||||
self:remove_texture_mod("^[brighten")
|
||||
else
|
||||
self:add_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
self.blinkstatus = not self.blinkstatus
|
||||
end
|
||||
|
||||
if self.timer > self.explosion_timer then
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
||||
else
|
||||
minetest.sound_play(self.sounds.explode, {
|
||||
pos = pos,
|
||||
gain = 1.0,
|
||||
max_hear_distance = self.sounds.distance or 32
|
||||
}, true)
|
||||
self:entity_physics(pos,entity_damage_radius)
|
||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
||||
end
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.attack_type == "dogfight"
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
||||
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
||||
|
||||
if self.fly
|
||||
and dist > self.reach then
|
||||
|
||||
local p1 = s
|
||||
local me_y = math.floor(p1.y)
|
||||
local p2 = p
|
||||
local p_y = math.floor(p2.y + 1)
|
||||
local v = self.object:get_velocity()
|
||||
|
||||
if self:flight_check( s) then
|
||||
|
||||
if me_y < p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = 1 * self.walk_velocity,
|
||||
z = v.z
|
||||
})
|
||||
|
||||
elseif me_y > p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = -1 * self.walk_velocity,
|
||||
z = v.z
|
||||
})
|
||||
end
|
||||
else
|
||||
if me_y < p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = 0.01,
|
||||
z = v.z
|
||||
})
|
||||
|
||||
elseif me_y > p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = -0.01,
|
||||
z = v.z
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- rnd: new movement direction
|
||||
if self.path.following
|
||||
and self.path.way
|
||||
and self.attack_type ~= "dogshoot" then
|
||||
|
||||
-- no paths longer than 50
|
||||
if #self.path.way > 50
|
||||
or dist < self.reach then
|
||||
self.path.following = false
|
||||
return
|
||||
end
|
||||
|
||||
local p1 = self.path.way[1]
|
||||
|
||||
if not p1 then
|
||||
self.path.following = false
|
||||
return
|
||||
end
|
||||
|
||||
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
||||
-- reached waypoint, remove it from queue
|
||||
table.remove(self.path.way, 1)
|
||||
end
|
||||
|
||||
-- set new temporary target
|
||||
p = {x = p1.x, y = p1.y, z = p1.z}
|
||||
end
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw + math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
-- move towards enemy if beyond mob reach
|
||||
if dist > self.reach then
|
||||
|
||||
-- path finding by rnd
|
||||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_pathfinding then
|
||||
|
||||
self:smart_mobs(s, p, dist, dtime)
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
if self.path.stuck then
|
||||
self:set_velocity( self.walk_velocity)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
else -- rnd: if inside reach range
|
||||
|
||||
self.path.stuck = false
|
||||
self.path.stuck_timer = 0
|
||||
self.path.following = false -- not stuck anymore
|
||||
|
||||
self:set_velocity( 0)
|
||||
|
||||
if not self.custom_attack then
|
||||
|
||||
if self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
if self.double_melee_attack
|
||||
and math.random(1, 2) == 1 then
|
||||
self:set_animation( "punch2")
|
||||
else
|
||||
self:set_animation( "punch")
|
||||
end
|
||||
|
||||
local p2 = p
|
||||
local s2 = s
|
||||
|
||||
p2.y = p2.y + .5
|
||||
s2.y = s2.y + .5
|
||||
|
||||
if self:line_of_sight( p2, s2) == true then
|
||||
|
||||
-- play attack sound
|
||||
self:mob_sound("attack")
|
||||
|
||||
-- punch player (or what player is attached to)
|
||||
local attached = self.attack:get_attach()
|
||||
if attached then
|
||||
self.attack = attached
|
||||
end
|
||||
self.attack:punch(self.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = self.damage}
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
else -- call custom attack every second
|
||||
if self.custom_attack
|
||||
and self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
self.custom_attack(self, p)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.attack_type == "shoot"
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
||||
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
||||
|
||||
p.y = p.y - .5
|
||||
s.y = s.y + .5
|
||||
|
||||
local dist = vector.distance(p, s)
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
y = p.y - s.y,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local stay_away_from_player = vector.new(0,0,0)
|
||||
|
||||
--strafe back and fourth
|
||||
|
||||
--stay away from player so as to shoot them
|
||||
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
||||
self:set_animation( "shoot")
|
||||
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
||||
end
|
||||
|
||||
if self.strafes then
|
||||
if not self.strafe_direction then
|
||||
self.strafe_direction = 1.57
|
||||
end
|
||||
if math.random(40) == 1 then
|
||||
self.strafe_direction = self.strafe_direction*-1
|
||||
end
|
||||
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
||||
else
|
||||
self:set_velocity( 0)
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
||||
|
||||
if self.shoot_interval
|
||||
and self.timer > self.shoot_interval
|
||||
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
||||
and math.random(1, 100) <= 60 then
|
||||
|
||||
self.timer = 0
|
||||
self:set_animation( "shoot")
|
||||
|
||||
-- play shoot attack sound
|
||||
self:mob_sound("shoot_attack")
|
||||
|
||||
-- Shoot arrow
|
||||
if minetest.registered_entities[self.arrow] then
|
||||
|
||||
local arrow, ent
|
||||
local v = 1
|
||||
if not self.shoot_arrow then
|
||||
self.firing = true
|
||||
minetest.after(1, function()
|
||||
self.firing = false
|
||||
end)
|
||||
arrow = minetest.add_entity(p, self.arrow)
|
||||
ent = arrow:get_luaentity()
|
||||
if ent.velocity then
|
||||
v = ent.velocity
|
||||
end
|
||||
ent.switch = 1
|
||||
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
||||
|
||||
-- important for mcl_shields
|
||||
ent._shooter = self.object
|
||||
ent._saved_shooter_pos = self.object:get_pos()
|
||||
end
|
||||
|
||||
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
||||
-- offset makes shoot aim accurate
|
||||
vec.y = vec.y + self.shoot_offset
|
||||
vec.x = vec.x * (v / amount)
|
||||
vec.y = vec.y * (v / amount)
|
||||
vec.z = vec.z * (v / amount)
|
||||
if self.shoot_arrow then
|
||||
vec = vector.normalize(vec)
|
||||
self:shoot_arrow(p, vec)
|
||||
else
|
||||
arrow:set_velocity(vec)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
end
|
||||
end
|
||||
|
|
|
@ -116,6 +116,7 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
|
|||
-- randomize the pitch a bit
|
||||
pitch = pitch + math.random(-10, 10) * 0.005
|
||||
end
|
||||
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
|
||||
minetest.sound_play(sound, {
|
||||
object = self.object,
|
||||
gain = 1.0,
|
||||
|
@ -279,30 +280,55 @@ local function dir_to_pitch(dir)
|
|||
return -math.atan2(-dir.y, xz)
|
||||
end
|
||||
|
||||
function mob_class:check_head_swivel(dtime)
|
||||
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 function who_are_you_looking_at (self)
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
|
||||
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
|
||||
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
|
||||
self._locked_object = obj
|
||||
end
|
||||
else
|
||||
if math.random(10000/self.curiosity) == 1 then
|
||||
self._locked_object = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local stop_look_at_player_chance = math.random(833/self.curiosity)
|
||||
-- was 10000 - div by 12 for avg entities as outside loop
|
||||
|
||||
local stop_look_at_player = stop_look_at_player_chance == 1
|
||||
|
||||
if self.attack or self.following then
|
||||
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
|
||||
elseif not self._locked_object then
|
||||
if math.random(1, 30) then
|
||||
--minetest.log("Change look check: ".. self.name)
|
||||
local look_at_player_chance = math.random(20/self.curiosity)
|
||||
-- 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
|
||||
local _locked_object_eye_height = 1.5
|
||||
|
@ -317,6 +343,7 @@ function mob_class:check_head_swivel(dtime)
|
|||
if self.object:get_attach() then
|
||||
self_rot = self.object:get_attach():get_rotation()
|
||||
end
|
||||
|
||||
if self.rot then
|
||||
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)))
|
||||
|
@ -345,7 +372,7 @@ function mob_class:check_head_swivel(dtime)
|
|||
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)
|
||||
else
|
||||
final_rotation = vector.new(0,0,0)
|
||||
--final_rotation = vector.new(0,0,0)
|
||||
end
|
||||
|
||||
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
|
||||
|
|
|
@ -0,0 +1,11 @@
|
|||
# textdomain: mcl_mobs
|
||||
Peaceful mode active! No monsters will spawn.=Fredelig tilstand aktiveret! Ingen monstre vil spawne.
|
||||
This allows you to place a single mob.=Dette gør dig i stand til at placere et enkelt monster.
|
||||
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placér det blot der hvor du ønsker, at monsteret skal komme. Dyr vil spawne tamme, medmindre du holder snige-knappen nede mens du placerer dem. Hvis du placerer denne på et monsterspawn, ændrer du hvilket monster det spawner.
|
||||
You need the “maphack” privilege to change the mob spawner.=Du skal have "maphack" privilegier for at ændre monsterspawneren.
|
||||
Name Tag=Navneskilt
|
||||
A name tag is an item to name a mob.=Et navneskilt bruges til at navngive et monster.
|
||||
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Før du bruger navneskiltet, skal du vælge navnet ved en ambolt. Derefter kan du bruge navneskiltet til at navngive et monster. Dette opbruger navneskiltet.
|
||||
Only peaceful mobs allowed!=Kun fredelige monstre er tilladt!
|
||||
Give names to mobs=Giv navne til monstre
|
||||
Set name at anvil=Vælg navn ved en ambolt.
|
|
@ -0,0 +1,11 @@
|
|||
# textdomain: mcl_mobs
|
||||
Peaceful mode active! No monsters will spawn.=ピースフルモード有効! モンスターは出現しません。
|
||||
This allows you to place a single mob.=これにより、1体のMOBを配置できます。
|
||||
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=MOBを出現させたい場所に、置くだけです。スニークキーを押しながら配置しない限り、動物は飼いならされた状態でスポーンします。MOBスポナーに設置すると、スポーンするMOBが変わります。
|
||||
You need the “maphack” privilege to change the mob spawner.=MOBスポナーを変更するには、"maphack"権限が必要です。
|
||||
Name Tag=名札
|
||||
A name tag is an item to name a mob.=名札は、MOBに名前をつけるためのアイテムです。
|
||||
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=名札を使用する前に、金床で名前の設定をする必要があります。その後、MOBに名前をつけるために名札が使えます。これで名札は使い切ります。
|
||||
Only peaceful mobs allowed!=平和的なMOBのみ許可!
|
||||
Give names to mobs=MOBに名前を付与
|
||||
Set name at anvil=金床で名前の設定
|
|
@ -4,7 +4,6 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
|
|||
local FLOP_HEIGHT = 6
|
||||
local FLOP_HOR_SPEED = 1.5
|
||||
local PATHFINDING = "gowp"
|
||||
local enable_pathfinding = true
|
||||
|
||||
local node_ice = "mcl_core:ice"
|
||||
local node_snowblock = "mcl_core:snowblock"
|
||||
|
@ -269,6 +268,31 @@ function mob_class:is_at_water_danger()
|
|||
return false
|
||||
end
|
||||
|
||||
function mob_class:env_danger_movement_checks(dtime)
|
||||
local yaw = 0
|
||||
if self:is_at_water_danger() and self.state ~= "attack" then
|
||||
if math.random(1, 10) <= 6 then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
else
|
||||
if self.move_in_group ~= false then
|
||||
self:check_herd(dtime)
|
||||
end
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
end
|
||||
end
|
||||
|
||||
-- jump if facing a solid node (not fences or gates)
|
||||
function mob_class:do_jump()
|
||||
if not self.jump
|
||||
|
@ -769,591 +793,190 @@ function mob_class:teleport(target)
|
|||
end
|
||||
end
|
||||
|
||||
-- execute current state (stand, walk, run, attacks)
|
||||
-- returns true if mob has died
|
||||
function mob_class:do_states(dtime)
|
||||
--if self.can_open_doors then check_doors(self) end
|
||||
|
||||
function mob_class:do_states_walk()
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
if self.state == "stand" then
|
||||
if math.random(1, 4) == 1 then
|
||||
local s = self.object:get_pos()
|
||||
local lp = nil
|
||||
|
||||
-- is there something I need to avoid?
|
||||
if (self.water_damage > 0
|
||||
and self.lava_damage > 0)
|
||||
or self.breath_max ~= -1 then
|
||||
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
||||
elseif self.water_damage > 0 then
|
||||
lp = minetest.find_node_near(s, 1, {"group:water"})
|
||||
elseif self.lava_damage > 0 then
|
||||
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
||||
elseif self.fire_damage > 0 then
|
||||
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
||||
end
|
||||
|
||||
local is_in_danger = false
|
||||
if lp then
|
||||
-- If mob in or on dangerous block, look for land
|
||||
if (self:is_node_dangerous(self.standing_in) or
|
||||
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
||||
is_in_danger = true
|
||||
|
||||
-- If mob in or on dangerous block, look for land
|
||||
if is_in_danger then
|
||||
-- Better way to find shore - copied from upstream
|
||||
lp = minetest.find_nodes_in_area_under_air(
|
||||
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
||||
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
||||
{"group:solid"})
|
||||
|
||||
lp = #lp > 0 and lp[math.random(#lp)]
|
||||
|
||||
-- did we find land?
|
||||
if lp then
|
||||
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
|
||||
if lp.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
-- look towards land and move in that direction
|
||||
yaw = self:set_yaw( yaw, 6)
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local objs = minetest.get_objects_inside_radius(s, 3)
|
||||
local lp
|
||||
for n = 1, #objs do
|
||||
if objs[n]:is_player() then
|
||||
lp = objs[n]:get_pos()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- look at any players nearby, otherwise turn randomly
|
||||
if lp and self.look_at_players then
|
||||
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if lp.x > s.x then yaw = yaw +math.pi end
|
||||
else
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
if self.order == "sit" then
|
||||
self:set_animation( "sit")
|
||||
self:set_velocity(0)
|
||||
else
|
||||
self:set_animation( "stand")
|
||||
self:set_velocity(0)
|
||||
end
|
||||
|
||||
-- npc's ordered to stand stay standing
|
||||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||
|
||||
else
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.state == PATHFINDING then
|
||||
self:check_gowp(dtime)
|
||||
|
||||
elseif self.state == "walk" then
|
||||
local s = self.object:get_pos()
|
||||
local lp = nil
|
||||
|
||||
-- is there something I need to avoid?
|
||||
if (self.water_damage > 0
|
||||
and self.lava_damage > 0)
|
||||
or self.breath_max ~= -1 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
||||
|
||||
elseif self.water_damage > 0 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:water"})
|
||||
|
||||
elseif self.lava_damage > 0 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
||||
|
||||
elseif self.fire_damage > 0 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
||||
|
||||
end
|
||||
|
||||
local is_in_danger = false
|
||||
if lp then
|
||||
-- If mob in or on dangerous block, look for land
|
||||
if (self:is_node_dangerous(self.standing_in) or
|
||||
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
||||
is_in_danger = true
|
||||
|
||||
-- If mob in or on dangerous block, look for land
|
||||
if is_in_danger then
|
||||
-- Better way to find shore - copied from upstream
|
||||
lp = minetest.find_nodes_in_area_under_air(
|
||||
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
||||
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
||||
{"group:solid"})
|
||||
|
||||
lp = #lp > 0 and lp[math.random(#lp)]
|
||||
|
||||
-- did we find land?
|
||||
if lp then
|
||||
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
|
||||
if lp.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
-- look towards land and move in that direction
|
||||
yaw = self:set_yaw( yaw, 6)
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- A danger is near but mob is not inside
|
||||
else
|
||||
else
|
||||
|
||||
-- Randomly turn
|
||||
if math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
-- Randomly turn
|
||||
if math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
|
||||
-- otherwise randomly turn
|
||||
elseif math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
elseif math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
|
||||
-- stand for great fall or danger or fence in front
|
||||
local cliff_or_danger = false
|
||||
if is_in_danger then
|
||||
cliff_or_danger = self:is_at_cliff_or_danger()
|
||||
end
|
||||
if self.facing_fence == true
|
||||
or cliff_or_danger
|
||||
or math.random(1, 100) <= 30 then
|
||||
-- stand for great fall or danger or fence in front
|
||||
local cliff_or_danger = false
|
||||
if is_in_danger then
|
||||
cliff_or_danger = self:is_at_cliff_or_danger()
|
||||
end
|
||||
if self.facing_fence == true
|
||||
or cliff_or_danger
|
||||
or math.random(1, 100) <= 30 then
|
||||
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
if self:flight_check()
|
||||
and self.animation
|
||||
and self.animation.fly_start
|
||||
and self.animation.fly_end then
|
||||
self:set_animation( "fly")
|
||||
else
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
if self:flight_check()
|
||||
and self.animation
|
||||
and self.animation.fly_start
|
||||
and self.animation.fly_end then
|
||||
self:set_animation( "fly")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
-- runaway when punched
|
||||
elseif self.state == "runaway" then
|
||||
|
||||
self.runaway_timer = self.runaway_timer + 1
|
||||
|
||||
-- stop after 5 seconds or when at cliff
|
||||
if self.runaway_timer > 5
|
||||
or self:is_at_cliff_or_danger() then
|
||||
self.runaway_timer = 0
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
self:set_animation( "run")
|
||||
end
|
||||
|
||||
-- attack routines (explode, dogfight, shoot, dogshoot)
|
||||
elseif self.state == "attack" then
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local p = self.attack:get_pos() or s
|
||||
|
||||
-- stop attacking if player invisible or out of range
|
||||
if not self.attack
|
||||
or not self.attack:get_pos()
|
||||
or not self:object_in_range(self.attack)
|
||||
or self.attack:get_hp() <= 0
|
||||
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
||||
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
self.attack = nil
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- calculate distance from mob and enemy
|
||||
local dist = vector.distance(p, s)
|
||||
|
||||
if self.attack_type == "explode" then
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local node_break_radius = self.explosion_radius or 1
|
||||
local entity_damage_radius = self.explosion_damage_radius
|
||||
or (node_break_radius * 2)
|
||||
|
||||
-- start timer when in reach and line of sight
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and self:line_of_sight( s, p, 2) then
|
||||
|
||||
self.v_start = true
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self:mob_sound("fuse", nil, false)
|
||||
|
||||
-- stop timer if out of reach or direct line of sight
|
||||
elseif self.allow_fuse_reset
|
||||
and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius
|
||||
or not self:line_of_sight( s, p, 2)) then
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.blinkstatus = false
|
||||
self:remove_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
-- walk right up to player unless the timer is active
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
||||
self:set_velocity( 0)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
|
||||
if self.v_start then
|
||||
|
||||
self.timer = self.timer + dtime
|
||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||
|
||||
if self.blinktimer > 0.2 then
|
||||
|
||||
self.blinktimer = 0
|
||||
|
||||
if self.blinkstatus then
|
||||
self:remove_texture_mod("^[brighten")
|
||||
else
|
||||
self:add_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
self.blinkstatus = not self.blinkstatus
|
||||
end
|
||||
|
||||
if self.timer > self.explosion_timer then
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
||||
else
|
||||
minetest.sound_play(self.sounds.explode, {
|
||||
pos = pos,
|
||||
gain = 1.0,
|
||||
max_hear_distance = self.sounds.distance or 32
|
||||
}, true)
|
||||
self:entity_physics(pos,entity_damage_radius)
|
||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
||||
end
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.attack_type == "dogfight"
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
||||
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
||||
|
||||
if self.fly
|
||||
and dist > self.reach then
|
||||
|
||||
local p1 = s
|
||||
local me_y = math.floor(p1.y)
|
||||
local p2 = p
|
||||
local p_y = math.floor(p2.y + 1)
|
||||
local v = self.object:get_velocity()
|
||||
|
||||
if self:flight_check( s) then
|
||||
|
||||
if me_y < p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = 1 * self.walk_velocity,
|
||||
z = v.z
|
||||
})
|
||||
|
||||
elseif me_y > p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = -1 * self.walk_velocity,
|
||||
z = v.z
|
||||
})
|
||||
end
|
||||
else
|
||||
if me_y < p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = 0.01,
|
||||
z = v.z
|
||||
})
|
||||
|
||||
elseif me_y > p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = -0.01,
|
||||
z = v.z
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- rnd: new movement direction
|
||||
if self.path.following
|
||||
and self.path.way
|
||||
and self.attack_type ~= "dogshoot" then
|
||||
|
||||
-- no paths longer than 50
|
||||
if #self.path.way > 50
|
||||
or dist < self.reach then
|
||||
self.path.following = false
|
||||
return
|
||||
end
|
||||
|
||||
local p1 = self.path.way[1]
|
||||
|
||||
if not p1 then
|
||||
self.path.following = false
|
||||
return
|
||||
end
|
||||
|
||||
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
||||
-- reached waypoint, remove it from queue
|
||||
table.remove(self.path.way, 1)
|
||||
end
|
||||
|
||||
-- set new temporary target
|
||||
p = {x = p1.x, y = p1.y, z = p1.z}
|
||||
end
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw + math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
-- move towards enemy if beyond mob reach
|
||||
if dist > self.reach then
|
||||
|
||||
-- path finding by rnd
|
||||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_pathfinding then
|
||||
|
||||
self:smart_mobs(s, p, dist, dtime)
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
if self.path.stuck then
|
||||
self:set_velocity( self.walk_velocity)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
else -- rnd: if inside reach range
|
||||
|
||||
self.path.stuck = false
|
||||
self.path.stuck_timer = 0
|
||||
self.path.following = false -- not stuck anymore
|
||||
|
||||
self:set_velocity( 0)
|
||||
|
||||
if not self.custom_attack then
|
||||
|
||||
if self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
if self.double_melee_attack
|
||||
and math.random(1, 2) == 1 then
|
||||
self:set_animation( "punch2")
|
||||
else
|
||||
self:set_animation( "punch")
|
||||
end
|
||||
|
||||
local p2 = p
|
||||
local s2 = s
|
||||
|
||||
p2.y = p2.y + .5
|
||||
s2.y = s2.y + .5
|
||||
|
||||
if self:line_of_sight( p2, s2) == true then
|
||||
|
||||
-- play attack sound
|
||||
self:mob_sound("attack")
|
||||
|
||||
-- punch player (or what player is attached to)
|
||||
local attached = self.attack:get_attach()
|
||||
if attached then
|
||||
self.attack = attached
|
||||
end
|
||||
self.attack:punch(self.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = self.damage}
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
else -- call custom attack every second
|
||||
if self.custom_attack
|
||||
and self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
self.custom_attack(self, p)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.attack_type == "shoot"
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
||||
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
||||
|
||||
p.y = p.y - .5
|
||||
s.y = s.y + .5
|
||||
|
||||
local dist = vector.distance(p, s)
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
y = p.y - s.y,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local stay_away_from_player = vector.new(0,0,0)
|
||||
|
||||
--strafe back and fourth
|
||||
|
||||
--stay away from player so as to shoot them
|
||||
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
||||
self:set_animation( "shoot")
|
||||
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
||||
end
|
||||
|
||||
if self.strafes then
|
||||
if not self.strafe_direction then
|
||||
self.strafe_direction = 1.57
|
||||
end
|
||||
if math.random(40) == 1 then
|
||||
self.strafe_direction = self.strafe_direction*-1
|
||||
end
|
||||
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
||||
else
|
||||
self:set_velocity( 0)
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
||||
|
||||
if self.shoot_interval
|
||||
and self.timer > self.shoot_interval
|
||||
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
||||
and math.random(1, 100) <= 60 then
|
||||
|
||||
self.timer = 0
|
||||
self:set_animation( "shoot")
|
||||
|
||||
-- play shoot attack sound
|
||||
self:mob_sound("shoot_attack")
|
||||
|
||||
-- Shoot arrow
|
||||
if minetest.registered_entities[self.arrow] then
|
||||
|
||||
local arrow, ent
|
||||
local v = 1
|
||||
if not self.shoot_arrow then
|
||||
self.firing = true
|
||||
minetest.after(1, function()
|
||||
self.firing = false
|
||||
end)
|
||||
arrow = minetest.add_entity(p, self.arrow)
|
||||
ent = arrow:get_luaentity()
|
||||
if ent.velocity then
|
||||
v = ent.velocity
|
||||
end
|
||||
ent.switch = 1
|
||||
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
||||
|
||||
-- important for mcl_shields
|
||||
ent._shooter = self.object
|
||||
ent._saved_shooter_pos = self.object:get_pos()
|
||||
end
|
||||
|
||||
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
||||
-- offset makes shoot aim accurate
|
||||
vec.y = vec.y + self.shoot_offset
|
||||
vec.x = vec.x * (v / amount)
|
||||
vec.y = vec.y * (v / amount)
|
||||
vec.z = vec.z * (v / amount)
|
||||
if self.shoot_arrow then
|
||||
vec = vector.normalize(vec)
|
||||
self:shoot_arrow(p, vec)
|
||||
else
|
||||
arrow:set_velocity(vec)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:do_states_stand()
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
if math.random(1, 4) == 1 then
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local objs = minetest.get_objects_inside_radius(s, 3)
|
||||
local lp
|
||||
for n = 1, #objs do
|
||||
if objs[n]:is_player() then
|
||||
lp = objs[n]:get_pos()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- look at any players nearby, otherwise turn randomly
|
||||
if lp and self.look_at_players then
|
||||
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if lp.x > s.x then yaw = yaw +math.pi end
|
||||
else
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
if self.order == "sit" then
|
||||
self:set_animation( "sit")
|
||||
self:set_velocity(0)
|
||||
else
|
||||
self:set_animation( "stand")
|
||||
self:set_velocity(0)
|
||||
end
|
||||
|
||||
-- npc's ordered to stand stay standing
|
||||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||
|
||||
else
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:do_states_runaway()
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
self.runaway_timer = self.runaway_timer + 1
|
||||
|
||||
-- stop after 5 seconds or when at cliff
|
||||
if self.runaway_timer > 5
|
||||
or self:is_at_cliff_or_danger() then
|
||||
self.runaway_timer = 0
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
self:set_animation( "run")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
function mob_class:check_smooth_rotation(dtime)
|
||||
-- smooth rotation by ThomasMonroe314
|
||||
if self._turn_to then
|
||||
|
@ -1397,7 +1020,7 @@ function mob_class:check_smooth_rotation(dtime)
|
|||
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
||||
end
|
||||
self.object:set_yaw(yaw)
|
||||
self:update_roll()
|
||||
--self:update_roll()
|
||||
end
|
||||
-- end rotation
|
||||
end
|
||||
|
|
|
@ -1,11 +1,24 @@
|
|||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||
local mob_class = mcl_mobs.mob_class
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
|
||||
local PATHFINDING = "gowp"
|
||||
local enable_pathfinding = true
|
||||
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 LOG_MODULE = "[Mobs]"
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
local one_down = vector.new(0,-1,0)
|
||||
local one_up = vector.new(0,1,0)
|
||||
|
||||
local plane_adjacents = {
|
||||
vector.new(1,0,0),
|
||||
vector.new(-1,0,0),
|
||||
vector.new(0,0,1),
|
||||
vector.new(0,0,-1),
|
||||
}
|
||||
|
||||
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
|
||||
|
||||
local LOG_MODULE = "[Mobs Pathfinding]"
|
||||
local function mcl_log (message)
|
||||
if LOGGING_ON and message then
|
||||
minetest.log(LOG_MODULE .. " " .. message)
|
||||
|
@ -21,7 +34,7 @@ function output_table (wp)
|
|||
end
|
||||
|
||||
function append_paths (wp1, wp2)
|
||||
mcl_log("Start append")
|
||||
--mcl_log("Start append")
|
||||
if not wp1 or not wp2 then
|
||||
mcl_log("Cannot append wp's")
|
||||
return
|
||||
|
@ -31,7 +44,7 @@ function append_paths (wp1, wp2)
|
|||
for _,a in pairs (wp2) do
|
||||
table.insert(wp1, a)
|
||||
end
|
||||
mcl_log("End append")
|
||||
--mcl_log("End append")
|
||||
end
|
||||
|
||||
local function output_enriched (wp_out)
|
||||
|
@ -43,11 +56,12 @@ local function output_enriched (wp_out)
|
|||
|
||||
local action = outy["action"]
|
||||
if action then
|
||||
--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
|
||||
mcl_log("type: " .. action["type"])
|
||||
mcl_log("action: " .. action["action"])
|
||||
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
|
||||
end
|
||||
mcl_log("failed attempts: " .. outy["failed_attempts"])
|
||||
--mcl_log("failed attempts: " .. outy["failed_attempts"])
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -56,34 +70,26 @@ end
|
|||
-- an action, such as to open or close a door where we know that pos requires that action
|
||||
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
|
||||
local wp_out = {}
|
||||
|
||||
-- TODO Just pass in door position and the index before is open, the index after is close
|
||||
local current_door_index = -1
|
||||
|
||||
for i, cur_pos in pairs(wp_in) do
|
||||
local action = nil
|
||||
|
||||
local one_down = vector.new(0,-1,0)
|
||||
local cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
|
||||
mcl_log ("Door open match")
|
||||
--action = {type = "door", action = "open"}
|
||||
action = {}
|
||||
action["type"] = "door"
|
||||
action["action"] = "open"
|
||||
action["target"] = cur_door_pos
|
||||
action = {type = "door", action = "open", target = cur_door_pos}
|
||||
cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
|
||||
mcl_log ("Door close match")
|
||||
--action = {type = "door", action = "closed"}
|
||||
action = {}
|
||||
action["type"] = "door"
|
||||
action["action"] = "close"
|
||||
action["target"] = cur_door_pos
|
||||
action = {type = "door", action = "close", target = cur_door_pos}
|
||||
cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
|
||||
mcl_log("Current door pos")
|
||||
action = {type = "door", action = "open", target = cur_door_pos}
|
||||
cur_pos_to_add = vector.add(cur_pos, one_down)
|
||||
action = {}
|
||||
action["type"] = "door"
|
||||
action["action"] = "open"
|
||||
action["target"] = cur_door_pos
|
||||
else
|
||||
cur_pos_to_add = cur_pos
|
||||
--mcl_log ("Pos doesn't match")
|
||||
|
@ -101,106 +107,156 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
|
|||
return wp_out
|
||||
end
|
||||
|
||||
local plane_adjacents = {
|
||||
vector.new(1,0,0),
|
||||
vector.new(-1,0,0),
|
||||
vector.new(0,0,1),
|
||||
vector.new(0,0,-1),
|
||||
}
|
||||
function mob_class: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
|
||||
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
|
||||
return false
|
||||
else
|
||||
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- 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, t, target)
|
||||
-- target is the same as t, just 1 square difference. Maybe we don't need target
|
||||
mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
|
||||
local function calculate_path_through_door (p, cur_door_pos, t)
|
||||
if t then
|
||||
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
|
||||
else
|
||||
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
|
||||
end
|
||||
|
||||
local enriched_path = nil
|
||||
local wp, prospective_wp
|
||||
|
||||
local cur_door_pos = nil
|
||||
local pos_closest_to_door = nil
|
||||
local other_side_of_door = nil
|
||||
|
||||
--Path to door first
|
||||
local wp = minetest.find_path(p,t,150,1,4)
|
||||
if not wp then
|
||||
mcl_log("No direct path. Path through door")
|
||||
if cur_door_pos then
|
||||
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
|
||||
|
||||
-- This could improve. There could be multiple doors. Check you can path from door to target first.
|
||||
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
|
||||
if cur_door_pos then
|
||||
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
|
||||
for _,v in pairs(plane_adjacents) do
|
||||
pos_closest_to_door = vector.add(cur_door_pos,v)
|
||||
for _,v in pairs(plane_adjacents) do
|
||||
pos_closest_to_door = vector.add(cur_door_pos,v)
|
||||
other_side_of_door = vector.add(cur_door_pos,-v)
|
||||
|
||||
local n = minetest.get_node(pos_closest_to_door)
|
||||
if n.name == "air" then
|
||||
wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
|
||||
if wp then
|
||||
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
|
||||
other_side_of_door = vector.add(cur_door_pos,-v)
|
||||
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
|
||||
local n = minetest.get_node(pos_closest_to_door)
|
||||
|
||||
if n.name == "air" then
|
||||
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)
|
||||
|
||||
if prospective_wp then
|
||||
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
|
||||
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
|
||||
|
||||
table.insert(prospective_wp, cur_door_pos)
|
||||
|
||||
if t then
|
||||
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)
|
||||
|
||||
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
|
||||
table.insert(wp, cur_door_pos)
|
||||
append_paths (wp, wp_otherside_door_to_target)
|
||||
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
|
||||
append_paths (prospective_wp, wp_otherside_door_to_target)
|
||||
|
||||
wp = prospective_wp
|
||||
mcl_log("We have a path from outside door to target")
|
||||
else
|
||||
mcl_log("We cannot path from outside door to target")
|
||||
end
|
||||
break
|
||||
else
|
||||
mcl_log("This block next to door doesn't work.")
|
||||
mcl_log("No t, just add other side of door")
|
||||
table.insert(prospective_wp, other_side_of_door)
|
||||
wp = prospective_wp
|
||||
end
|
||||
|
||||
if wp then
|
||||
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
|
||||
break
|
||||
end
|
||||
else
|
||||
mcl_log("Block is not air, it is: ".. n.name)
|
||||
mcl_log("Cannot path to this air block next to door.")
|
||||
end
|
||||
|
||||
end
|
||||
else
|
||||
mcl_log("No door found")
|
||||
end
|
||||
else
|
||||
mcl_log("We have a direct route")
|
||||
mcl_log("No door found")
|
||||
end
|
||||
|
||||
if wp and not enriched_path then
|
||||
mcl_log("Wp but not enriched")
|
||||
enriched_path = generate_enriched_path(wp)
|
||||
end
|
||||
return enriched_path
|
||||
end
|
||||
|
||||
local gopath_last = os.time()
|
||||
function mob_class:gopath(target,callback_arrived)
|
||||
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
|
||||
|
||||
if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
|
||||
mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
|
||||
return
|
||||
else
|
||||
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
|
||||
end
|
||||
|
||||
--if os.time() - gopath_last < 5 then
|
||||
-- mcl_log("Not ready to path yet")
|
||||
-- return
|
||||
--end
|
||||
--gopath_last = os.time()
|
||||
if not self:ready_to_path() then return end
|
||||
|
||||
self.order = nil
|
||||
|
||||
local p = self.object:get_pos()
|
||||
local t = vector.offset(target,0,1,0)
|
||||
|
||||
local wp = calculate_path_through_door(p, t, target)
|
||||
--Check direct route
|
||||
local wp = minetest.find_path(p,t,150,1,4)
|
||||
|
||||
if not wp then
|
||||
mcl_log("### No direct path. Path through door closest to target.")
|
||||
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
|
||||
wp = calculate_path_through_door(p, door_near_target, t)
|
||||
|
||||
if not wp then
|
||||
mcl_log("### No path though door closest to target. Try door closest to origin.")
|
||||
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
|
||||
wp = calculate_path_through_door(p, door_closest, t)
|
||||
|
||||
-- Path through 2 doors
|
||||
if not wp then
|
||||
mcl_log("### Still not wp. Need to path through 2 doors.")
|
||||
local path_through_closest_door = calculate_path_through_door(p, door_closest)
|
||||
|
||||
if path_through_closest_door and #path_through_closest_door > 0 then
|
||||
mcl_log("We have path through first door")
|
||||
mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
|
||||
|
||||
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
|
||||
if pos_after_door_entry then
|
||||
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
|
||||
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
|
||||
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
|
||||
if path_after_door and #path_after_door > 1 then
|
||||
mcl_log("We have path after first door")
|
||||
table.remove(path_after_door, 1) -- Remove duplicate
|
||||
wp = path_through_closest_door
|
||||
append_paths (wp, path_after_door)
|
||||
else
|
||||
mcl_log("Path after door is not good")
|
||||
end
|
||||
else
|
||||
mcl_log("No pos after door")
|
||||
end
|
||||
else
|
||||
mcl_log("Path through closest door empty or null")
|
||||
end
|
||||
else
|
||||
mcl_log("ok, we have a path through 1 door")
|
||||
end
|
||||
end
|
||||
else
|
||||
wp = generate_enriched_path(wp)
|
||||
mcl_log("We have a direct route")
|
||||
end
|
||||
|
||||
if not wp then
|
||||
mcl_log("Could not calculate path")
|
||||
self._pf_last_failed = os.time()
|
||||
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
|
||||
-- If cannot path, don't immediately try again
|
||||
end
|
||||
--output_table(wp)
|
||||
|
||||
if wp and #wp > 0 then
|
||||
--output_table(wp)
|
||||
self._target = t
|
||||
self.callback_arrived = callback_arrived
|
||||
local current_location = table.remove(wp,1)
|
||||
|
@ -269,17 +325,7 @@ function mob_class:do_pathfind_action(action)
|
|||
end
|
||||
end
|
||||
|
||||
local gowp_etime = 0
|
||||
|
||||
function mob_class:check_gowp(dtime)
|
||||
gowp_etime = gowp_etime + dtime
|
||||
|
||||
-- 0.1 is optimal.
|
||||
--less frequently = villager will get sent back after passing a point.
|
||||
--more frequently = villager will fail points they shouldn't they just didn't get there yet
|
||||
|
||||
--if gowp_etime < 0.05 then return end
|
||||
--gowp_etime = 0
|
||||
local p = self.object:get_pos()
|
||||
|
||||
-- no destination
|
||||
|
@ -292,7 +338,7 @@ function mob_class:check_gowp(dtime)
|
|||
-- arrived at location, finish gowp
|
||||
local distance_to_targ = vector.distance(p,self._target)
|
||||
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
|
||||
if distance_to_targ < 2 then
|
||||
if distance_to_targ < 1.8 then
|
||||
mcl_log("Arrived at _target")
|
||||
self.waypoints = nil
|
||||
self._target = nil
|
||||
|
@ -303,6 +349,8 @@ function mob_class:check_gowp(dtime)
|
|||
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
||||
if self.callback_arrived then return self.callback_arrived(self) end
|
||||
return true
|
||||
elseif not self.current_target then
|
||||
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
|
||||
end
|
||||
|
||||
-- More pathing to be done
|
||||
|
@ -315,7 +363,7 @@ function mob_class:check_gowp(dtime)
|
|||
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
|
||||
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
|
||||
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
|
||||
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
|
||||
-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
|
||||
self:do_pathfind_action (self.current_target["action"])
|
||||
|
||||
local failed_attempts = self.current_target["failed_attempts"]
|
||||
|
@ -325,10 +373,11 @@ function mob_class:check_gowp(dtime)
|
|||
self:go_to_pos(self.current_target["pos"])
|
||||
return
|
||||
elseif self.current_target and self.current_target["pos"] then
|
||||
-- No waypoints left, but have current target. Potentially last waypoint to go to.
|
||||
-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to.
|
||||
|
||||
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
|
||||
local failed_attempts = self.current_target["failed_attempts"]
|
||||
if failed_attempts >= 50 then
|
||||
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then
|
||||
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
|
||||
self.state = "stand"
|
||||
self.current_target = nil
|
||||
|
@ -348,9 +397,22 @@ function mob_class:check_gowp(dtime)
|
|||
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
|
||||
|
||||
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
|
||||
|
||||
if self.waypoints then
|
||||
mcl_log("WP: " .. tostring(self.waypoints))
|
||||
mcl_log("WP num: " .. tostring(#self.waypoints))
|
||||
else
|
||||
mcl_log("No wp set")
|
||||
end
|
||||
if self.current_target then
|
||||
mcl_log("Current target: " .. tostring(self.current_target))
|
||||
else
|
||||
mcl_log("No current target")
|
||||
end
|
||||
|
||||
local final_wp = minetest.find_path(p,self._target,150,1,4)
|
||||
if final_wp then
|
||||
mcl_log("We might be able to get to target here.")
|
||||
mcl_log("We can get to target here.")
|
||||
-- self.waypoints = final_wp
|
||||
self:go_to_pos(self._target)
|
||||
else
|
||||
|
@ -374,9 +436,9 @@ function mob_class:check_gowp(dtime)
|
|||
self:go_to_pos(self._current_target)
|
||||
else
|
||||
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
|
||||
mcl_log("target is: ".. minetest.pos_to_string(self._target))
|
||||
self.current_target = nil
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
end
|
||||
|
|
|
@ -5,8 +5,7 @@ local ENTITY_CRAMMING_MAX = 24
|
|||
local CRAMMING_DAMAGE = 3
|
||||
local DEATH_DELAY = 0.5
|
||||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
local FLOP_HEIGHT = 6
|
||||
local FLOP_HOR_SPEED = 1.5
|
||||
|
||||
local PATHFINDING = "gowp"
|
||||
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
|
||||
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
|
||||
|
@ -183,6 +182,17 @@ function mob_class:collision()
|
|||
return({x,z})
|
||||
end
|
||||
|
||||
function mob_class:slow_mob()
|
||||
local d = 0.85
|
||||
if self:check_dying() then d = 0.92 end
|
||||
|
||||
local v = self.object:get_velocity()
|
||||
if v then
|
||||
--diffuse object velocity
|
||||
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
|
||||
end
|
||||
end
|
||||
|
||||
-- move mob in facing direction
|
||||
function mob_class:set_velocity(v)
|
||||
local c_x, c_y = 0, 0
|
||||
|
@ -354,7 +364,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
|
|||
if self.shaking and dtime then
|
||||
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
||||
end
|
||||
self:update_roll()
|
||||
--self:update_roll()
|
||||
return yaw
|
||||
end
|
||||
|
||||
|
@ -778,6 +788,25 @@ function mob_class:do_env_damage()
|
|||
return self:check_for_death("", {type = "unknown"})
|
||||
end
|
||||
|
||||
function mob_class:env_damage (dtime, pos)
|
||||
-- environmental damage timer (every 1 second)
|
||||
self.env_damage_timer = self.env_damage_timer + dtime
|
||||
|
||||
if (self.state == "attack" and self.env_damage_timer > 1)
|
||||
or self.state ~= "attack" then
|
||||
self:check_entity_cramming()
|
||||
self.env_damage_timer = 0
|
||||
|
||||
-- check for environmental damage (water, fire, lava etc.)
|
||||
if self:do_env_damage() then
|
||||
return true
|
||||
end
|
||||
|
||||
-- node replace check (cow eats grass etc.)
|
||||
self:replace(pos)
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:damage_mob(reason,damage)
|
||||
if not self.health then return end
|
||||
damage = math.floor(damage)
|
||||
|
|
|
@ -244,6 +244,24 @@ local function count_mobs_total(mob_type)
|
|||
return num
|
||||
end
|
||||
|
||||
local function count_mobs_all()
|
||||
local mobs_found = {}
|
||||
local num = 0
|
||||
for _,entity in pairs(minetest.luaentities) do
|
||||
if entity.is_mob then
|
||||
local mob_type = entity.type -- animal / monster / npc
|
||||
local mob_name = entity.name
|
||||
if mobs_found[mob_name] then
|
||||
mobs_found[mob_name] = mobs_found[mob_name] + 1
|
||||
else
|
||||
mobs_found[mob_name] = 1
|
||||
end
|
||||
num = num + 1
|
||||
end
|
||||
end
|
||||
return mobs_found, num
|
||||
end
|
||||
|
||||
local function count_mobs_total_cap(mob_type)
|
||||
local num = 0
|
||||
for _,l in pairs(minetest.luaentities) do
|
||||
|
@ -402,11 +420,9 @@ local two_pi = 2 * math.pi
|
|||
local function get_next_mob_spawn_pos(pos)
|
||||
local distance = math_random(25, 32)
|
||||
local angle = math_random() * two_pi
|
||||
return {
|
||||
x = math_round(pos.x + distance * math_cos(angle)),
|
||||
y = pos.y,
|
||||
z = math_round(pos.z + distance * math_sin(angle))
|
||||
}
|
||||
local xoff = math_round(distance * math_cos(angle))
|
||||
local yoff = math_round(distance * math_sin(angle))
|
||||
return vector.offset(pos, xoff, 0, yoff)
|
||||
end
|
||||
|
||||
local function decypher_limits(posy)
|
||||
|
@ -559,7 +575,7 @@ local S = minetest.get_translator("mcl_mobs")
|
|||
|
||||
minetest.register_chatcommand("spawn_mob",{
|
||||
privs = { debug = true },
|
||||
description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolian, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly_in=air>::var<fly=true>:\n etc."),
|
||||
description=S("spawn_mob is a chatcommand that allows you to type in the name of a mob without 'typing mobs_mc:' all the time like so; 'spawn_mob spider'. however, there is more you can do with this special command, currently you can edit any number, boolean, and string variable you choose with this format: spawn_mob 'any_mob:var<mobs_variable=variable_value>:'. any_mob being your mob of choice, mobs_variable being the variable, and variable value being the value of the chosen variable. and example of this format: \n spawn_mob skeleton:var<passive=true>:\n this would spawn a skeleton that wouldn't attack you. REMEMBER-THIS> when changing a number value always prefix it with 'NUM', example: \n spawn_mob skeleton:var<jump_height=NUM10>:\n this setting the skelly's jump height to 10. if you want to make multiple changes to a mob, you can, example: \n spawn_mob skeleton:var<passive=true>::var<jump_height=NUM10>::var<fly_in=air>::var<fly=true>:\n etc."),
|
||||
func = function(n,param)
|
||||
local pos = minetest.get_player_by_name(n):get_pos()
|
||||
|
||||
|
@ -579,15 +595,14 @@ minetest.register_chatcommand("spawn_mob",{
|
|||
|
||||
local mob = mcl_mobs.spawn(pos,mobname)
|
||||
|
||||
for c=1, #modifiers do
|
||||
modifs = modifiers[c]
|
||||
if mob then
|
||||
for c=1, #modifiers do
|
||||
modifs = modifiers[c]
|
||||
|
||||
local mod1 = string.find(modifs, ":")
|
||||
local mod_start = string.find(modifs, "<")
|
||||
local mod_vals = string.find(modifs, "=")
|
||||
local mod_end = string.find(modifs, ">")
|
||||
local mod_end = string.find(modifs, ">")
|
||||
if mob then
|
||||
local mod1 = string.find(modifs, ":")
|
||||
local mod_start = string.find(modifs, "<")
|
||||
local mod_vals = string.find(modifs, "=")
|
||||
local mod_end = string.find(modifs, ">")
|
||||
local mob_entity = mob:get_luaentity()
|
||||
if string.sub(modifs, mod1+1, mod1+3) == "var" then
|
||||
if mod1 and mod_start and mod_vals and mod_end then
|
||||
|
@ -618,14 +633,12 @@ minetest.register_chatcommand("spawn_mob",{
|
|||
minetest.log("warning", n.." couldn't modify "..mobname.." at "..minetest.pos_to_string(pos).. ", missing modification type")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if mob then
|
||||
return true, mobname.." spawned at "..minetest.pos_to_string(pos),
|
||||
minetest.log("action", n.." spawned "..mobname.." at "..minetest.pos_to_string(pos))
|
||||
return true, mobname.." spawned at "..minetest.pos_to_string(pos)
|
||||
else
|
||||
return false, "Couldn't spawn "..mobname
|
||||
end
|
||||
return false, "Couldn't spawn "..mobname
|
||||
end
|
||||
})
|
||||
|
||||
|
@ -633,6 +646,9 @@ if mobs_spawn then
|
|||
|
||||
local perlin_noise
|
||||
|
||||
-- Get pos to spawn, x and z are randomised, y is range
|
||||
|
||||
|
||||
local function spawn_a_mob(pos, dimension, y_min, y_max)
|
||||
--create a disconnected clone of the spawn dictionary
|
||||
--prevents memory leak
|
||||
|
@ -727,7 +743,9 @@ if mobs_spawn then
|
|||
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
|
||||
if remove_far
|
||||
and self.can_despawn == true
|
||||
|
@ -760,5 +778,18 @@ minetest.register_chatcommand("mobstats",{
|
|||
minetest.chat_send_player(n,"total mobs:"..count_mobs_total())
|
||||
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, total_mobs = count_mobs_all()
|
||||
if (total_mobs) then
|
||||
minetest.log("action", "Total mobs found: " .. total_mobs)
|
||||
end
|
||||
if mob_counts then
|
||||
for k, v1 in pairs(mob_counts) do
|
||||
minetest.log("action", "k: " .. tostring(k))
|
||||
minetest.log("action", "v1: " .. tostring(v1))
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
})
|
||||
|
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Maleri
|
|
@ -0,0 +1,2 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=絵画
|
|
@ -12,13 +12,13 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
|
|||
description = S("Chicken"),
|
||||
type = "animal",
|
||||
spawn_class = "passive",
|
||||
|
||||
passive = true,
|
||||
runaway = true,
|
||||
hp_min = 4,
|
||||
hp_max = 4,
|
||||
xp_min = 1,
|
||||
xp_max = 3,
|
||||
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
|
||||
runaway = true,
|
||||
floats = 1,
|
||||
head_swivel = "head.control",
|
||||
bone_eye_height = 4,
|
||||
|
|
|
@ -64,7 +64,7 @@ local cod = {
|
|||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
{name = "mcl_dye:white",
|
||||
{name = "mcl_bone_meal:bone_meal",
|
||||
chance = 20,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
|
|
|
@ -7,12 +7,13 @@ local cow_def = {
|
|||
type = "animal",
|
||||
spawn_class = "passive",
|
||||
passive = true,
|
||||
runaway = true,
|
||||
hp_min = 10,
|
||||
hp_max = 10,
|
||||
xp_min = 1,
|
||||
xp_max = 3,
|
||||
collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.39, 0.45},
|
||||
spawn_in_group = 8,
|
||||
spawn_in_group = 4,
|
||||
spawn_in_group_min = 3,
|
||||
visual = "mesh",
|
||||
mesh = "mobs_mc_cow.b3d",
|
||||
|
@ -40,7 +41,6 @@ local cow_def = {
|
|||
max = 2,
|
||||
looting = "common",},
|
||||
},
|
||||
runaway = true,
|
||||
sounds = {
|
||||
random = "mobs_mc_cow",
|
||||
damage = "mobs_mc_cow_hurt",
|
||||
|
|
|
@ -259,6 +259,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
description = S("Enderman"),
|
||||
type = "monster",
|
||||
spawn_class = "passive",
|
||||
can_despawn = true,
|
||||
passive = true,
|
||||
pathfinding = 1,
|
||||
hp_min = 40,
|
||||
|
@ -442,6 +443,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
|
||||
if not mobs_griefing then
|
||||
return
|
||||
|
@ -469,6 +471,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
local dug = minetest.get_node_or_nil(take_pos)
|
||||
if dug and dug.name == "air" then
|
||||
self._taken_node = node.name
|
||||
self.can_despawn = false
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation and texture accordingly (adds visibly carried block)
|
||||
local block_type
|
||||
|
@ -519,6 +522,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
|
|||
if success then
|
||||
local def = minetest.registered_nodes[self._taken_node]
|
||||
-- Update animation accordingly (removes visible block)
|
||||
self.can_despawn = true
|
||||
self.animation = select_enderman_animation("normal")
|
||||
self:set_animation(self.animation.current)
|
||||
if def.sounds and def.sounds.place then
|
||||
|
|
|
@ -0,0 +1,70 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=Agent
|
||||
Axolotl=Salamander
|
||||
Bat=Flagermus
|
||||
Blaze=Blaze
|
||||
Chicken=Kylling
|
||||
Cow=Ko
|
||||
Mooshroom=Svamp
|
||||
Creeper=Creeper
|
||||
Ender Dragon=Enderdrage
|
||||
Enderman=Enderman
|
||||
Endermite=Endermide
|
||||
Ghast=Ghast
|
||||
Elder Guardian=Gammel beskytter
|
||||
Guardian=Beskytter
|
||||
Horse=Hest
|
||||
Skeleton Horse=Skelethest
|
||||
Zombie Horse=Zombiehest
|
||||
Donkey=Æsel
|
||||
Mule=Muldyr
|
||||
Iron Golem=Jerngolem
|
||||
Llama=Lama
|
||||
Ocelot=Ozelot
|
||||
Parrot=Papegøje
|
||||
Pig=Gris
|
||||
Polar Bear=Isbjørn
|
||||
Rabbit=Kanin
|
||||
Killer Bunny=Dræberkanin
|
||||
Sheep=Får
|
||||
Shulker=Shulker
|
||||
Silverfish=Sølvfisk
|
||||
Skeleton=Skelet
|
||||
Stray=Omstrejfer
|
||||
Wither Skeleton=Wither-skelet
|
||||
Magma Cube=Magmakube
|
||||
Slime=Slimklump
|
||||
Snow Golem=Snegolem
|
||||
Spider=Edderkop
|
||||
Cave Spider=Huleedderkop
|
||||
Squid=Blæksprutte
|
||||
Vex=Vex
|
||||
Evoker=Fremkalder
|
||||
Illusioner=Illusionist
|
||||
Villager=Landsbyboer
|
||||
Vindicator=Hævner
|
||||
Zombie Villager=Zombie landsbyboer
|
||||
Witch=Heks
|
||||
Wither=Wither
|
||||
Wolf=Ulv
|
||||
Husk=Udtørretskal
|
||||
Zombie=Zombie
|
||||
Zombie Pigman=Zombificeret piglin
|
||||
Farmer=Landmand
|
||||
Fisherman=Fisker
|
||||
Fletcher=Pilemager
|
||||
Shepherd=Fårehyrde
|
||||
Librarian=Bibliotikar
|
||||
Cartographer=Kartograf
|
||||
Armorer=Rustningesmed
|
||||
Leatherworker=Læderarbejder
|
||||
Butcher=Slagter
|
||||
Weapon Smith=Våbensmed
|
||||
Tool Smith=Værktøjssmed
|
||||
Cleric=Gejstlig
|
||||
Nitwit=Tåbe
|
||||
Cod=Torsk
|
||||
Salmon=Laks
|
||||
Dolphin=Delfin
|
||||
Pillager=Plyndrer
|
||||
Tropical fish=Tropisk fisk
|
|
@ -0,0 +1,70 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=エージェント
|
||||
Axolotl=ウーパールーパー
|
||||
Bat=コウモリ
|
||||
Blaze=ブレイズ
|
||||
Chicken=ニワトリ
|
||||
Cow=ウシ
|
||||
Mooshroom=ムーシュルーム
|
||||
Creeper=クリーパー
|
||||
Ender Dragon=エンダードラゴン
|
||||
Enderman=エンダーマン
|
||||
Endermite=エンダーマイト
|
||||
Ghast=ガスト
|
||||
Elder Guardian=エルダーガーディアン
|
||||
Guardian=ガーディアン
|
||||
Horse=ウマ
|
||||
Skeleton Horse=スケルトンホース
|
||||
Zombie Horse=ゾンビホース
|
||||
Donkey=ロバ
|
||||
Mule=ラバ
|
||||
Iron Golem=アイアンゴーレム
|
||||
Llama=ラマ
|
||||
Ocelot=ヤマネコ
|
||||
Parrot=オウム
|
||||
Pig=ブタ
|
||||
Polar Bear=シロクマ
|
||||
Rabbit=ウサギ
|
||||
Killer Bunny=殺人ウサギ
|
||||
Sheep=ヒツジ
|
||||
Shulker=シュルカー
|
||||
Silverfish=シルバーフィッシュ
|
||||
Skeleton=スケルトン
|
||||
Stray=ストレイ
|
||||
Wither Skeleton=ウィザースケルトン
|
||||
Magma Cube=マグマキューブ
|
||||
Slime=スライム
|
||||
Snow Golem=スノーゴーレム
|
||||
Spider=クモ
|
||||
Cave Spider=洞窟グモ
|
||||
Squid=イカ
|
||||
Vex=ヴェックス
|
||||
Evoker=エヴォーカー
|
||||
Illusioner=イリュージョナー
|
||||
Villager=村人
|
||||
Vindicator=ヴィンディケーター
|
||||
Zombie Villager=村人ゾンビ
|
||||
Witch=魔女
|
||||
Wither=ウィザー
|
||||
Wolf=オオカミ
|
||||
Husk=ハスク
|
||||
Zombie=ゾンビ
|
||||
Zombie Pigman=ゾンビピッグマン
|
||||
Farmer=農民
|
||||
Fisherman=漁師
|
||||
Fletcher=矢師
|
||||
Shepherd=羊飼い
|
||||
Librarian=司書
|
||||
Cartographer=製図家
|
||||
Armorer=防具鍛冶
|
||||
Leatherworker=革職人
|
||||
Butcher=肉屋
|
||||
Weapon Smith=武器鍛冶
|
||||
Tool Smith=道具鍛冶
|
||||
Cleric=聖職者
|
||||
Nitwit=求職者
|
||||
Cod=タラ
|
||||
Salmon=サケ
|
||||
Dolphin=イルカ
|
||||
Pillager=ピリジャー
|
||||
Tropical fish=クマノミ
|
|
@ -2,4 +2,4 @@ name = mobs_mc
|
|||
author = maikerumine
|
||||
description = Adds Minecraft-like monsters and animals.
|
||||
depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util
|
||||
optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, mobs_mc_gameconfig, doc_items
|
||||
optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items
|
||||
|
|