Add Rui's creeper mod code:

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AntumDeluge 2017-05-13 03:35:54 -07:00
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LICENSE.md Normal file

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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

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README.md Normal file

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# creeper
Adds some explosive nuisance.
## Forum Topic
- https://forum.minetest.net/viewtopic.php?t=11891
## License
- **Code:** WTFPL

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depends.txt Normal file

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default

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description.txt Normal file

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Adds some explosive nuisance.

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init.lua Normal file

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creeper = {}
--[[
-- DISABLED!!!
do return end
--]]
dofile(minetest.get_modpath("creeper").."/tnt_function.lua")
dofile(minetest.get_modpath("creeper").."/spawn.lua")
local function jump(self,pos,direction)
local velocity = self.object:getvelocity()
if minetest.registered_nodes[minetest.get_node(pos).name].climbable then
self.object:setvelocity({x=velocity.x,y=4,z=velocity.z})
return
end
local spos = {x=pos.x+direction.x,y=pos.y,z=pos.z+direction.z}
local node = minetest.get_node_or_nil(spos)
spos.y = spos.y+1
local node2 = minetest.get_node_or_nil(spos)
local def,def2 = {}
if node and node.name then
def = minetest.registered_items[node.name]
end
if node2 and node2.name then
def2 = minetest.registered_items[node2.name]
end
if def and def.walkable
and def2 and not def2.walkable
and def.drawtype ~= "fencelike" then
self.object:setvelocity({
x=velocity.x*2.2,
y=self.jump_height,
z=velocity.z*2.2
})
end
end
local function random_turn(self)
if self.turn_timer > math.random(2,5) then
local select_turn = math.random(1,3)
if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
self.turn = "right"
elseif select_turn == 3 then
self.turn = "straight"
end
self.turn_timer = 0
self.turn_speed = 0.05*math.random()
end
end
local def = {
hp_max = 20,
physical = true,
collisionbox = {-0.25,-0.7,-0.25, 0.25,0.8,0.25},
visual = "mesh",
mesh = "character.b3d",
textures = {"creeper.png"},
makes_footstep_sound = false,
-- Original
animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187
},
walk_speed = 1.5,
jump_height = 5,
animation_speed = 30,
knockback_level = 2
}
def.on_activate = function(self,staticdata)
self.yaw = 0
self.anim = 1
self.timer = 0
self.visualx = 1
self.jump_timer = 0
self.turn_timer = 0
self.turn_speed = 0
self.powered = false
self.knockback = false
self.state = math.random(1,2)
self.old_y = self.object:getpos().y
local data = minetest.deserialize(staticdata)
if data and type(data) == "table" then
if data.powered == true then
self.powered = true
self.object:set_properties({textures = {"creeper_powered.png"}})
end
else
if math.random(0,20) == 20 then
self.powered = true
self.object:set_properties({textures = {"creeper_powered.png"}})
end
end
end
def.on_step = function(self, dtime)
if self.knockback then
return
end
local ANIM_STAND = 1
local ANIM_WALK = 2
local pos = self.object:getpos()
local yaw = self.object:getyaw()
local inside = minetest.get_objects_inside_radius(pos,10)
local walk_speed = self.walk_speed
local animation = self.animation
local anim_speed = self.animation_speed
local velocity = self.object:getvelocity()
self.timer = self.timer+0.01
self.turn_timer = self.turn_timer+0.01
self.jump_timer = self.jump_timer+0.01
if not self.chase
and self.timer > math.random(2,5) then
if math.random() > 0.8 then
self.state = "stand"
else
self.state = "walk"
end
self.timer = 0
end
if self.turn == "right" then
self.yaw = self.yaw+self.turn_speed
self.object:setyaw(self.yaw)
elseif self.turn == "left" then
self.yaw = self.yaw-self.turn_speed
self.object:setyaw(self.yaw)
end
if self.chase and self.visualx < 2 then
if self.hiss == false then
minetest.sound_play("creeper_hiss",{pos=pos,gain=1.5,max_hear_distance=2*64})
end
self.visualx = self.visualx+0.05
self.object:set_properties({
visual_size = {x=self.visualx,y=1}
})
self.hiss = true
elseif self.visualx > 1 then
self.visualx = self.visualx-0.05
self.object:set_properties({
visual_size = {x=self.visualx,y=1}
})
self.hiss = false
end
self.chase = false
for _,object in ipairs(inside) do
if object:is_player() then
self.state = "chase"
end
end
if self.state == "stand" then
if self.anim ~= ANIM_STAND then
self.object:set_animation({x=animation.stand_START,y=animation.stand_END},anim_speed,0)
self.anim = ANIM_STAND
end
random_turn(self)
if velocity.x ~= 0
or velocity.z ~= 0 then
self.object:setvelocity({x=0,y=velocity.y,z=0})
end
end
if self.state == "walk" then
if self.anim ~= ANIM_WALK then
self.object:set_animation({x=animation.walk_START,y=animation.walk_END},anim_speed,0)
self.anim = ANIM_WALK
end
self.direction = {x=math.sin(yaw)*-1,y=-10,z=math.cos(yaw)}
if self.direction then
self.object:setvelocity({x=self.direction.x*walk_speed,y=velocity.y,z=self.direction.z*walk_speed})
end
random_turn(self)
local velocity = self.object:getvelocity()
if self.turn_timer > 1 then
local direction = self.direction
local npos = {x=pos.x+direction.x,y=pos.y+0.2,z=pos.z+direction.z}
if velocity.x == 0 or velocity.z == 0
or minetest.registered_nodes[minetest.get_node(npos).name].walkable then
local select_turn = math.random(1,2)
if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
self.turn = "right"
end
self.turn_timer = 0
self.turn_speed = 0.05*math.random()
end
end
-- Jump
if self.jump_timer > 0.2 then
jump(self,pos,self.direction)
end
end
if self.state == "chase" then
if self.anim ~= ANIM_WALK then
self.object:set_animation({x=animation.walk_START,y=animation.walk_END},anim_speed,0)
self.anim = ANIM_WALK
end
self.turn = "straight"
local inside_2 = minetest.get_objects_inside_radius(pos,2)
-- Boom
if #inside_2 ~= 0 then
for _,object in ipairs(inside_2) do
if object:is_player() and object:get_hp() ~= 0 then
self.chase = true
if self.visualx >= 2 then
self.object:remove()
creeper.boom(pos,self.powered)
minetest.sound_play("creeper_explode",{pos=pos,gain=1.5,max_hear_distance=2*64})
end
end
end
end
if #inside ~= 0 then
for _,object in ipairs(inside) do
if object:is_player() and object:get_hp() ~= 0 then
if #inside_2 ~= 0 then
for _,object in ipairs(inside_2) do
-- Stop move
if object:is_player() then
if self.anim ~= ANIM_STAND then
self.object:set_animation({x=animation.stand_START,y=animation.stand_END},anim_speed,0)
self.anim = ANIM_STAND
end
self.object:setvelocity({x=0,y=velocity.y,z=0})
return
end
end
end
local ppos = object:getpos()
self.vec = {x=ppos.x-pos.x,y=ppos.y-pos.y,z=ppos.z-pos.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if ppos.x > pos.x then
self.yaw = self.yaw+math.pi
end
self.yaw = self.yaw-2
self.object:setyaw(self.yaw)
self.direction = {x=math.sin(self.yaw)*-1,y=0,z=math.cos(self.yaw)}
local direction = self.direction
self.object:setvelocity({x=direction.x*2.5,y=velocity.y,z=direction.z*2.5})
-- Jump
if self.jump_timer > 0.2 then
jump(self,pos,direction)
end
end
end
else
self.state = "stand"
end
end
-- Swim
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name,"water") ~= 0 then
self.object:setacceleration({x=0,y=1,z=0})
local velocity = self.object:getvelocity()
if self.object:getvelocity().y > 5 then
self.object:setvelocity({x=0,y=velocity.y-velocity.y/2,z=0})
else
self.object:setvelocity({x=0,y=velocity.y+1,z=0})
end
else
self.object:setacceleration({x=0,y=-10,z=0})
end
end
def.on_punch = function(self,puncher,time_from_last_punch,tool_capabilities,dir)
if self.knockback == false then
local knockback_level = self.knockback_level
self.object:setvelocity({x=dir.x*knockback_level,y=3,z=dir.z*knockback_level})
self.knockback = true
minetest.after(0.6,function()
self.knockback = false
end)
end
if self.object:get_hp() < 1 then
local pos = self.object:getpos()
local x = 1/math.random(1,5)*dir.x
local z = 1/math.random(1,5)*dir.z
local p = {x=pos.x+x,y=pos.y,z=pos.z+z}
local node = minetest.get_node_or_nil(p)
if node == nil or not node.name or node.name ~= "air" then
p = pos
end
local obj = minetest.add_item(p, {name="tnt:gunpowder",count=math.random(0,2)})
end
end
def.get_staticdata = function(self)
return minetest.serialize({
powered = self.powered
})
end
minetest.register_entity("creeper:creeper",def)
minetest.register_craftitem("creeper:spawnegg",{
description = "Creeper Spawn Egg",
inventory_image = "creeper_spawnegg.png",
stack_max = 64,
on_place = function(itemstack,placer,pointed_thing)
if pointed_thing.type == "node" then
local pos = pointed_thing.above
pos.y = pos.y+1
minetest.add_entity(pos,"creeper:creeper")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end
end
})

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spawn.lua Normal file

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minetest.register_abm({
nodenames = {"default:dirt_with_grass","default:stone"},
neighbors = {"air"},
interval = 30,
chance = 9000,
action = function(pos, node, _, active_object_count_wider)
if active_object_count_wider > 5 then
return
end
pos.y = pos.y+1
if not minetest.get_node_light(pos) then
return
end
if minetest.get_node_light(pos) > 5 then
return
end
if minetest.get_node_light(pos) < -1 then
return
end
if pos.y > 31000 then
return
end
if minetest.get_node(pos).name ~= "air" then
return
end
pos.y = pos.y+1
if minetest.get_node(pos).name ~= "air" then
return
end
minetest.add_entity(pos,"creeper:creeper")
end
})

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tnt_function.lua Normal file

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-- From TNT
local cid_data = {}
local radius = tonumber(minetest.setting_get("tnt_radius") or 3)
local large_radius = 5
local loss_prob = {
["default:cobble"] = 3,
["default:dirt"] = 4,
}
minetest.after(0, function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
drops = def.drops,
flammable = def.groups.flammable,
}
end
end)
local function rand_pos(center, pos, radius)
pos.x = center.x + math.random(-radius, radius)
pos.z = center.z + math.random(-radius, radius)
end
local function eject_drops(drops, pos, radius)
local drop_pos = vector.new(pos)
for _, item in pairs(drops) do
local count = item:get_count()
local max = item:get_stack_max()
if count > max then
item:set_count(max)
end
while count > 0 do
if count < max then
item:set_count(count)
end
rand_pos(pos, drop_pos, radius)
local obj = minetest.add_item(drop_pos, item)
if obj then
obj:get_luaentity().collect = true
obj:setacceleration({x=0, y=-10, z=0})
obj:setvelocity({x=math.random(-3, 3), y=10,
z=math.random(-3, 3)})
end
count = count - max
end
end
end
local function add_drop(drops, item)
item = ItemStack(item)
local name = item:get_name()
if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
return
end
local drop = drops[name]
if drop == nil then
drops[name] = item
else
drop:set_count(drop:get_count() + item:get_count())
end
end
local function destroy(drops, pos, cid)
if minetest.is_protected(pos, "") then
return
end
local def = cid_data[cid]
if def and def.on_blast then
def.on_blast(vector.new(pos), 1)
return
end
minetest.remove_node(pos)
if def then
local node_drops = minetest.get_node_drops(def.name, "")
for _, item in ipairs(node_drops) do
add_drop(drops, item)
end
end
end
local function calc_velocity(pos1, pos2, old_vel, power)
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
-- Divide by distance
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
-- Add old velocity
vel = vector.add(vel, old_vel)
return vel
end
local function entity_physics(pos, radius)
-- Make the damage radius larger than the destruction radius
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:getpos()
local obj_vel = obj:getvelocity()
local dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
local damage = (5 / dist) * radius
obj:set_hp(obj:get_hp() - damage)
end
end
local function add_effects(pos, radius)
minetest.add_particlespawner({
amount = 128,
time = 1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-20, y=-20, z=-20},
maxvel = {x=20, y=20, z=20},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 3,
minsize = 8,
maxsize = 16,
texture = "creeper_smoke.png",
})
end
local function explode(pos, radius)
local pos = vector.round(pos)
local vm = VoxelManip()
local pr = PseudoRandom(os.time())
local p1 = vector.subtract(pos, radius)
local p2 = vector.add(pos, radius)
local minp, maxp = vm:read_from_map(p1, p2)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local drops = {}
local p = {}
local c_air = minetest.get_content_id("air")
local c_tnt = minetest.get_content_id("tnt:tnt")
local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
local c_gunpowder = minetest.get_content_id("tnt:gunpowder")
local c_gunpowder_burning = minetest.get_content_id("tnt:gunpowder_burning")
local c_boom = minetest.get_content_id("tnt:boom")
for z = -radius, radius do
for y = -radius, radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
if (x * x) + (y * y) + (z * z) <=
(radius * radius) + pr:next(-radius, radius) then
local cid = data[vi]
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if cid == c_tnt or cid == c_gunpowder then
burn(p)
elseif cid ~= c_tnt_burning and
cid ~= c_gunpowder_burning and
cid ~= c_air and
cid ~= c_boom then
destroy(drops, p, cid)
end
end
vi = vi + 1
end
end
end
return drops
end
function creeper.boom(pos,large)
local radius = radius
if large then
radius = large_radius
end
minetest.sound_play("creeper_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
minetest.set_node(pos, {name="tnt:boom"})
minetest.get_node_timer(pos):start(0.5)
local drops = explode(pos, radius)
entity_physics(pos, radius)
eject_drops(drops, pos, radius)
add_effects(pos, radius)
end