forked from VoxeLibre/VoxeLibre
Merge branch 'master' into player-globalstep
This commit is contained in:
commit
753cdb09d7
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@ -1,14 +1,15 @@
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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 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_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 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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@ -536,113 +537,87 @@ 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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timer = timer + dtime
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if timer >= 8 then
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timer = 0
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for _,player in ipairs(minetest.get_connected_players()) do
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for i = 1,math.random(3,8) do
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 8 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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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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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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goto continue -- 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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if dimension ~= "void" and dimension ~= "default" then
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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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local min,max = decypher_limits(player_pos.y)
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--couldn't find node
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if #spawning_position_list <= 0 then
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goto continue
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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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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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goto continue
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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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goto continue
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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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goto continue --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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goto continue --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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goto continue
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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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goto continue
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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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goto continue
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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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goto continue
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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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goto continue
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end
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if mob_def.type_of_spawning == "ground" and is_lava then
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goto continue
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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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goto continue
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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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::continue:: --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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end
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end)
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end
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@ -61,6 +61,22 @@ mobs:register_mob("mobs_mc:enderdragon", {
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ignores_nametag = true,
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do_custom = function(self)
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mcl_bossbars.update_boss(self, "Ender Dragon", "light_purple")
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for _, obj in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 80)) do
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local luaentity = obj:get_luaentity()
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if luaentity and luaentity.name == "mcl_end:crystal" then
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if luaentity.beam then
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if luaentity.beam == self.beam then
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break
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end
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else
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if self.beam then
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self.beam:remove()
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end
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minetest.add_entity(self.object:get_pos(), "mcl_end:crystal_beam"):get_luaentity():init(self.object, obj)
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break
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end
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end
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end
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if self._portal_pos then
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-- migrate old format
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if type(self._portal_pos) == "string" then
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@ -346,29 +346,28 @@ mobs:register_mob("mobs_mc:enderman", {
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--skip player if they have no data - log it
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if not player_eye_height then
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minetest.log("error", "Enderman at location: ".. dump(enderpos).." has indexed a null player!")
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goto continue
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end
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else
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--calculate very quickly the exact location the player is looking
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--within the distance between the two "heads" (player and enderman)
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local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
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local look_pos_base = look_pos
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local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
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local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
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look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
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--calculate very quickly the exact location the player is looking
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--within the distance between the two "heads" (player and enderman)
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local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
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local look_pos_base = look_pos
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local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
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local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
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look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
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--if looking in general head position, turn hostile
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if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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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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--if looking in general head position, turn hostile
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if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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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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::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred
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end
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end
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end
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@ -36,12 +36,12 @@ end
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local last_id = 0
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function mcl_bossbars.add_bar(player, def)
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function mcl_bossbars.add_bar(player, def, dynamic, priority)
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local name = player:get_player_name()
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local bars = mcl_bossbars.bars[name]
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local bar = {text = def.text}
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local bar = {text = def.text, priority = priority or 0}
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bar.color, bar.image = get_color_info(def.color, def.percentage)
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if def.dynamic then
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if dynamic then
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for _, other in pairs(bars) do
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if not other.id and other.color == bar.color and (other.original_text or other.text) == bar.text and other.image == bar.image then
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if not other.count then
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@ -55,7 +55,7 @@ function mcl_bossbars.add_bar(player, def)
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end
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end
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table.insert(bars, bar)
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if not def.dynamic then
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if not dynamic then
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bar.raw_color = def.color
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bar.id = last_id + 1
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last_id = bar.id
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@ -69,10 +69,11 @@ function mcl_bossbars.remove_bar(id)
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mcl_bossbars.static[id] = nil
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end
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function mcl_bossbars.update_bar(id, def)
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function mcl_bossbars.update_bar(id, def, priority)
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local old = mcl_bossbars.static[id]
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old.color = get_color_info(def.color or old.raw_color, def.percentage or old.percentage)
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old.text = def.text or old.text
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old.priority = priority or old.priority
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end
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function mcl_bossbars.update_boss(luaentity, name, color)
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@ -81,14 +82,15 @@ function mcl_bossbars.update_boss(luaentity, name, color)
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text = luaentity.nametag,
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percentage = math.floor(luaentity.health / luaentity.hp_max * 100),
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color = color,
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dynamic = true,
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}
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if not bardef.text or bardef.text == "" then
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bardef.text = name
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end
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for _, obj in pairs(minetest.get_objects_inside_radius(object:get_pos(), 128)) do
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if obj:is_player() then
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mcl_bossbars.add_bar(obj, bardef)
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local pos = object:get_pos()
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for _, player in pairs(minetest.get_connected_players()) do
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local d = vector.distance(pos, player:get_pos())
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if d <= 80 then
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mcl_bossbars.add_bar(player, bardef, true, d)
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end
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end
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end
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@ -115,6 +117,7 @@ minetest.register_globalstep(function()
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local name = player:get_player_name()
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local bars = mcl_bossbars.bars[name]
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local huds = mcl_bossbars.huds[name]
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table.sort(bars, function(a, b) return a.priority < b.priority end)
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local huds_new = {}
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local bars_new = {}
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local i = 0
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|
|
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@ -79,6 +79,54 @@ minetest.register_entity("mcl_end:crystal", {
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_hittable_by_projectile = true
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})
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minetest.register_entity("mcl_end:crystal_beam", {
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initial_properties = {
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physical = false,
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visual = "cube",
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visual_size = {x = 1, y = 1, z = 1},
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textures = {
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"mcl_end_crystal_beam.png^[transformR90",
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"mcl_end_crystal_beam.png^[transformR90",
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"mcl_end_crystal_beam.png",
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"mcl_end_crystal_beam.png",
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"blank.png",
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"blank.png",
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},
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static_save = false,
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},
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spin = 0,
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init = function(self, dragon, crystal)
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self.dragon, self.crystal = dragon, crystal
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crystal:get_luaentity().beam = self.object
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dragon:get_luaentity().beam = self.object
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end,
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on_deactivate = function(self)
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if self.crystal and self.crystal:get_luaentity() then
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self.crystal:get_luaentity().beam = nil
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end
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if self.dragon and self.dragon:get_luaentity() then
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self.dragon:get_luaentity().beam = nil
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end
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end,
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on_step = function(self, dtime)
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if self.dragon and self.dragon:get_luaentity() and self.crystal and self.crystal:get_luaentity() then
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self.spin = self.spin + dtime * math.pi * 2 / 4
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local dragon_pos, crystal_pos = self.dragon:get_pos(), self.crystal:get_pos()
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dragon_pos.y = dragon_pos.y + 4
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crystal_pos.y = crystal_pos.y + 2
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self.object:set_pos(vector.divide(vector.add(dragon_pos, crystal_pos), 2))
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local rot = vector.dir_to_rotation(vector.direction(dragon_pos, crystal_pos))
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rot.z = self.spin
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self.object:set_rotation(rot)
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self.object:set_properties({visual_size = {x = 0.5, y = 0.5, z = vector.distance(dragon_pos, crystal_pos)}})
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else
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self.object:remove()
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||||
end
|
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end,
|
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})
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minetest.register_craftitem("mcl_end:crystal", {
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inventory_image = "mcl_end_crystal_item.png",
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description = S("End Crystal"),
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