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3 changed files with 137 additions and 81 deletions

View File

@ -3,7 +3,6 @@ local get_node = minetest.get_node
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light local get_node_light = minetest.get_node_light
local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local get_biome_data = minetest.get_biome_data
local new_vector = vector.new local new_vector = vector.new
local math_random = math.random local math_random = math.random
local get_biome_name = minetest.get_biome_name local get_biome_name = minetest.get_biome_name
@ -536,6 +535,7 @@ end
--todo mob limiting --todo mob limiting
--MAIN LOOP --MAIN LOOP
if mobs_spawn then if mobs_spawn then
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
@ -544,12 +544,14 @@ if mobs_spawn then
timer = 0 timer = 0
for _,player in pairs(minetest.get_connected_players()) do for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do for i = 1,math_random(3,8) do
repeat -- after this line each "break" means "continue"
local player_pos = player:get_pos() local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y) local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension ~= "void" and dimension ~= "default" then if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
local min,max = decypher_limits(player_pos.y) local min,max = decypher_limits(player_pos.y)
@ -557,47 +559,79 @@ if mobs_spawn then
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"}) 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"})
if #spawning_position_list > 0 then --couldn't find node --couldn't find node
if #spawning_position_list <= 0 then
break
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--Prevent strange behavior/too close to player --Prevent strange behavior/too close to player
if spawning_position and vector_distance(player_pos, spawning_position) > 15 then if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
local gotten_node = get_node(spawning_position).name local gotten_node = get_node(spawning_position).name
if gotten_node and gotten_node ~= "air" then --skip air nodes if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
local gotten_biome = get_biome_data(spawning_position) local gotten_biome = minetest.get_biome_data(spawning_position)
if gotten_biome then --skip if in unloaded area if not gotten_biome then
break --skip if in unloaded area
end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
--grab random mob --grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)] local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
if mob_def --skip if something ridiculous happens (nil mob def) if not mob_def then
and mob_def.dimension == dimension --skip if not correct dimension break --skip if something ridiculous happens (nil mob def)
and biome_check(mob_def.biomes, gotten_biome) then --skip if not in correct biome end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
--add this so mobs don't spawn inside nodes --add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1 spawning_position.y = spawning_position.y + 1
if spawning_position.y >= mob_def.min_height and spawning_position.y <= mob_def.max_height then if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--only need to poll for node light if everything else worked --only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position) local gotten_light = get_node_light(spawning_position)
--don't spawn if not in light limits --don't spawn if not in light limits
if gotten_light >= mob_def.min_light and gotten_light <= mob_def.max_light then if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
local is_water = get_item_group(gotten_node, "water") ~= 0 local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0 local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning ~= "ground" or not (is_water or is_lava) then if mob_def.type_of_spawning == "ground" and is_water then
break
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--finally do the heavy check (for now) of mobs in area --finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) < mob_def.aoc then if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--adjust the position for water and lava mobs --adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
@ -606,16 +640,7 @@ if mobs_spawn then
--everything is correct, spawn mob --everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name) minetest.add_entity(spawning_position, mob_def.name)
end until true --this is a safety catch
end
end
end
end
end
end
end
end
end
end end
end end
end end

View File

@ -366,11 +366,11 @@ mobs:register_mob("mobs_mc:enderman", {
self.provoked = "broke_contact" self.provoked = "broke_contact"
end end
end end
end
end end
end end
end end
end
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW. -- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
if not mobs_griefing then if not mobs_griefing then
return return

View File

@ -46,7 +46,7 @@ local player_collision = function(player)
end end
end end
return({x * 5,z * 5}) return({x,z})
end end
-- converts yaw to degrees -- converts yaw to degrees
@ -119,6 +119,37 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_on_punchplayer(function(player, hitter, damage)
if hitter:is_player() then
if hitter:get_player_control().aux1 then
player:add_velocity(hitter:get_velocity())
end
if hitter:get_velocity().y < -6 then
player:set_hp(player:get_hp() - (damage * math.random(0.50 , 0.75)))
local pos = player:get_pos()
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
minvel = {x=-0.1, y=-0.1, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
end
end)
minetest.register_globalstep(function(dtime) minetest.register_globalstep(function(dtime)
time = time + dtime time = time + dtime
@ -179,26 +210,26 @@ minetest.register_globalstep(function(dtime)
if parent then if parent then
local parent_yaw = degrees(parent:get_yaw()) local parent_yaw = degrees(parent:get_yaw())
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 }}) 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 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif controls.sneak then elseif controls.sneak then
-- controls head pitch when sneaking -- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
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 }}) 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 }})
-- sneaking body conrols -- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming -- set head pitch and yaw when swimming
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)) 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))
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
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 }}) 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 }})
-- control body bone when swimming -- control body bone when swimming
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)) 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))
else else
-- sets eye height, and nametag color accordingly -- sets eye height, and nametag color accordingly
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 }}) 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 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0)) player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0)) player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))