forked from VoxeLibre/VoxeLibre
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6 Commits
player-glo
...
master
Author | SHA1 | Date |
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epCode | ce49cd02ac | |
kay27 | 40c733c913 | |
kay27 | a76fe2b487 | |
kay27 | b14ca5a843 | |
epCode | 3ff214ec2d | |
epCode | f6db31eae3 |
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@ -1,15 +1,14 @@
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--lua locals
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local get_node_light = minetest.get_node_light
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local get_node_light = minetest.get_node_light
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local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
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local get_biome_data = minetest.get_biome_data
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local new_vector = vector.new
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local math_random = math.random
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local get_biome_name = minetest.get_biome_name
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local max = math.max
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local new_vector = vector.new
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local math_random = math.random
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local get_biome_name = minetest.get_biome_name
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local max = math.max
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local get_objects_inside_radius = minetest.get_objects_inside_radius
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local vector_distance = vector.distance
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local vector_distance = vector.distance
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-- range for mob count
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local aoc_range = 32
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@ -536,6 +535,7 @@ end
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--todo mob limiting
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--MAIN LOOP
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if mobs_spawn then
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local timer = 0
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minetest.register_globalstep(function(dtime)
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@ -544,80 +544,105 @@ if mobs_spawn then
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timer = 0
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for _,player in pairs(minetest.get_connected_players()) do
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for i = 1,math_random(3,8) do
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repeat -- after this line each "break" means "continue"
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local player_pos = player:get_pos()
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local player_pos = player:get_pos()
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local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
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if dimension ~= "void" and dimension ~= "default" then
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local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
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if dimension == "void" or dimension == "default" then
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break -- ignore void and unloaded area
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end
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local min,max = decypher_limits(player_pos.y)
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local goal_pos = position_calculation(player_pos)
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local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
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if #spawning_position_list > 0 then --couldn't find node
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local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
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--Prevent strange behavior/too close to player
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if spawning_position and vector_distance(player_pos, spawning_position) > 15 then
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local gotten_node = get_node(spawning_position).name
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if gotten_node and gotten_node ~= "air" then --skip air nodes
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local gotten_biome = get_biome_data(spawning_position)
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if gotten_biome then --skip if in unloaded area
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gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
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--grab random mob
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local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
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if mob_def --skip if something ridiculous happens (nil mob def)
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and mob_def.dimension == dimension --skip if not correct dimension
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and biome_check(mob_def.biomes, gotten_biome) then --skip if not in correct biome
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--add this so mobs don't spawn inside nodes
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spawning_position.y = spawning_position.y + 1
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if spawning_position.y >= mob_def.min_height and spawning_position.y <= mob_def.max_height then
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--only need to poll for node light if everything else worked
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local gotten_light = get_node_light(spawning_position)
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--don't spawn if not in light limits
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if gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then
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local is_water = get_item_group(gotten_node, "water") ~= 0
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local is_lava = get_item_group(gotten_node, "lava") ~= 0
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if mob_def.type_of_spawning ~= "ground" or not (is_water or is_lava) then
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--finally do the heavy check (for now) of mobs in area
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if count_mobs(spawning_position, mob_def.spawn_class) < mob_def.aoc then
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--adjust the position for water and lava mobs
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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spawning_position.y = spawning_position.y - 1
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end
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--everything is correct, spawn mob
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minetest.add_entity(spawning_position, mob_def.name)
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end
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end
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end
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end
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end
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end
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end
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end
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--couldn't find node
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if #spawning_position_list <= 0 then
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break
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end
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end
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local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
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--Prevent strange behavior/too close to player
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if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
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break
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end
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local gotten_node = get_node(spawning_position).name
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if not gotten_node or gotten_node == "air" then --skip air nodes
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break
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end
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local gotten_biome = minetest.get_biome_data(spawning_position)
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if not gotten_biome then
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break --skip if in unloaded area
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end
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gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
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--grab random mob
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local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
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if not mob_def then
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break --skip if something ridiculous happens (nil mob def)
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end
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--skip if not correct dimension
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if mob_def.dimension ~= dimension then
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break
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end
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--skip if not in correct biome
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if not biome_check(mob_def.biomes, gotten_biome) then
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break
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end
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--add this so mobs don't spawn inside nodes
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spawning_position.y = spawning_position.y + 1
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if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
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break
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end
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--only need to poll for node light if everything else worked
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local gotten_light = get_node_light(spawning_position)
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--don't spawn if not in light limits
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if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
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break
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end
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local is_water = get_item_group(gotten_node, "water") ~= 0
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local is_lava = get_item_group(gotten_node, "lava") ~= 0
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if mob_def.type_of_spawning == "ground" and is_water then
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break
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end
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if mob_def.type_of_spawning == "ground" and is_lava then
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break
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end
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--finally do the heavy check (for now) of mobs in area
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if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
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break
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end
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--adjust the position for water and lava mobs
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if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
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spawning_position.y = spawning_position.y - 1
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end
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--everything is correct, spawn mob
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minetest.add_entity(spawning_position, mob_def.name)
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until true --this is a safety catch
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end
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end
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end
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end
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end)
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end
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@ -364,10 +364,10 @@ mobs:register_mob("mobs_mc:enderman", {
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else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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end
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end
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end
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end
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end
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end
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end
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end
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@ -46,7 +46,7 @@ local player_collision = function(player)
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end
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end
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return({x * 5,z * 5})
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return({x,z})
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end
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-- converts yaw to degrees
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@ -119,6 +119,37 @@ end
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local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
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minetest.register_on_punchplayer(function(player, hitter, damage)
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if hitter:is_player() then
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if hitter:get_player_control().aux1 then
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player:add_velocity(hitter:get_velocity())
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end
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if hitter:get_velocity().y < -6 then
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player:set_hp(player:get_hp() - (damage * math.random(0.50 , 0.75)))
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local pos = player:get_pos()
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minetest.add_particlespawner({
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amount = 15,
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time = 0.1,
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minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
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maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
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minvel = {x=-0.1, y=-0.1, z=-0.1},
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maxvel = {x=0.1, y=0.1, z=0.1},
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minacc = {x=0, y=0, z=0},
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maxacc = {x=0, y=0, z=0},
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minexptime = 1,
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maxexptime = 2,
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minsize = 1.5,
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maxsize = 1.5,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
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})
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end
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end
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end)
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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@ -179,26 +210,26 @@ minetest.register_globalstep(function(dtime)
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if parent then
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local parent_yaw = degrees(parent:get_yaw())
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif controls.sneak then
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-- controls head pitch when sneaking
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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-- sneaking body conrols
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when swimming
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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else
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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