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54 Commits
master ... mobs

Author SHA1 Message Date
AntumDeluge
e35dd34462 Add 'mobs_redo' compatibility (WIP) 2017-08-08 02:31:05 -07:00
AntumDeluge
c364ad6e85 Use 'or' to optimize 'settings:get_bool' 2017-07-28 17:12:54 -07:00
AntumDeluge
38c6e79718 Call 'core.*' instead of 'minetest.*' 2017-07-28 17:10:57 -07:00
AntumDeluge
7dcc78393a settings: Use 'enable_debug_mods' instead of 'sneeker.debug' 2017-06-27 17:29:04 -07:00
AntumDeluge
a56b9c2ce9 User alternate message if spawn chance is less than 1% 2017-06-07 20:33:46 -07:00
AntumDeluge
59253fb4c1 Fix 'spawn_cap' 2017-06-07 16:44:07 -07:00
AntumDeluge
0ff4681d5e Fix setting 'sneeker.debug' to 'false' by default 2017-06-06 20:50:12 -07:00
AntumDeluge
8d144e47db Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2017-06-06 20:48:23 -07:00
AntumDeluge
9e1b11a52c Fix converting setting types to integer 2017-06-04 11:59:15 -07:00
AntumDeluge
e948a58c3d Set default maximum spawn to 10 2017-06-01 15:26:45 -07:00
AntumDeluge
046e7d5e8c Lower spawn rate & chance 2017-06-01 11:58:41 -07:00
AntumDeluge
468d2a7a2a Make 'spawn_cap' local to 'spawn.lua' 2017-05-31 12:01:44 -07:00
AntumDeluge
73b221c13f Make 'spawn_maxlight' local to 'spawn.lua' 2017-05-31 11:57:20 -07:00
AntumDeluge
555110bb82 Set 'spawn_maxlight' to 5 for lower spawn rate 2017-05-31 11:53:06 -07:00
AntumDeluge
258d366b26 Call 'setting_getbool' for 'sneeker.debug' option 2017-05-29 15:02:46 -07:00
AntumDeluge
b69cc98d39 Change 'spawn_maxlight' default value to '7' 2017-05-29 02:58:34 -07:00
AntumDeluge
2b0871207f Change 'spawn_interval' default to 2 minutes (120) 2017-05-29 02:57:56 -07:00
AntumDeluge
6605ac1545 Change 'spawn_chance' default to '2' (1/2 or 50%) 2017-05-29 02:57:06 -07:00
AntumDeluge
822d73920d Add more debugging output 2017-05-29 02:55:13 -07:00
AntumDeluge
b7f0f34a41 Fix finding number of active entities in world 2017-05-29 02:54:14 -07:00
AntumDeluge
84f51c893b Don't set local 'spawnit' 2017-05-29 02:53:20 -07:00
AntumDeluge
85e849767f Add method 'sneeker.get_pos_string':
Returns x, y, z coordinates in a string.
2017-05-29 02:49:02 -07:00
AntumDeluge
8485715aba Add debugging output in case of denied spawn 2017-05-29 01:44:06 -07:00
AntumDeluge
ea60b5fe9b Fix global name:
- 'sneeker' not 'sneaker'
2017-05-29 01:29:08 -07:00
AntumDeluge
2ddc96de06 Minor edit to log message 2017-05-29 01:25:51 -07:00
AntumDeluge
a2ce6cfea8 Changes to 'sneeker.log' method:
Only log message if minetest setting 'log_mods' is 'true'.
2017-05-29 01:25:28 -07:00
AntumDeluge
b165e45d92 Change debug message in 'sneeker.log_debug' 2017-05-29 01:16:02 -07:00
AntumDeluge
677622d307 Add debug message to display in log when turned on 2017-05-29 01:08:02 -07:00
AntumDeluge
0ad9f2bd2a Put node light in local variable & add debugging output 2017-05-29 01:01:14 -07:00
AntumDeluge
05019c9d7d Use setting 'sneeker.spawn_maxlight' to determine node light for spawn 2017-05-29 01:00:39 -07:00
AntumDeluge
1dc5b92314 Add method 'sneaker.spawn' to spawn entity 2017-05-29 00:58:55 -07:00
AntumDeluge
d336800b35 Do not spawn if spawn cap is reached 2017-05-29 00:14:26 -07:00
AntumDeluge
398971d08c Put mob & spawnegg names in 'sneeker' attributes 2017-05-29 00:06:18 -07:00
AntumDeluge
d777d4f000 Set spawn cap at 25 2017-05-28 23:59:59 -07:00
AntumDeluge
9d7c566fdb Change settings naming convention from 'sneeker_*' to 'sneeker.*' 2017-05-28 18:32:29 -07:00
AntumDeluge
b5c7aeb15d Re-label to 'sneeker' 2017-05-27 19:54:26 -07:00
AntumDeluge
f50c7f37ca Move settings variables & functions:
- Settings to 'settings.lua'
- Functions to 'functions.lua'
2017-05-27 19:30:56 -07:00
AntumDeluge
604eb77dc7 Add debugging setting & log method 2017-05-27 19:20:00 -07:00
AntumDeluge
3f835fa65d Add logging messages 2017-05-27 19:15:23 -07:00
AntumDeluge
fa0b50491f settingtypes.txt: Add 'sneaker_spawn_cap' 2017-05-27 19:14:35 -07:00
AntumDeluge
46a23df877 Change spawn rate:
- Use settings file to set 'chance' & 'interval'
- Set spawn chance to 1/18000 (18000)
- Set spawn interval to 40 minutes (2400)
2017-05-27 19:13:47 -07:00
AntumDeluge
85ca164e14 Add variable 'sneaker.spawn_cap':
Will set maximun number of sneakers that can be spawned in world at one
time.
2017-05-27 19:09:14 -07:00
AntumDeluge
930d52cb3d Remove unnecessary variable 'time_sec' 2017-05-27 19:07:41 -07:00
AntumDeluge
2712d7119c Add 'sneaker.log' method 2017-05-27 19:07:14 -07:00
AntumDeluge
f6eca4002a Use 'setting_get*' methods instead of 'settings:get*':
Compatibility with 0.4.15 server.
2017-05-27 18:04:30 -07:00
AntumDeluge
b8a2e98ea0 Set license for new code as CC0 2017-05-27 17:36:45 -07:00
AntumDeluge
102c9d9266 Rename 'LICENSE.md' to 'LICENSE-wtfpl.txt' 2017-05-27 17:30:14 -07:00
AntumDeluge
56033e8988 Set variables 'sneaker.modname' & 'sneaker.modpath' 2017-05-27 17:26:42 -07:00
AntumDeluge
e8a37511ea Replace double-quoted strings with single-quoted 2017-05-27 17:26:10 -07:00
AntumDeluge
83c26a3a41 Relabel to 'sneaker' 2017-05-27 17:23:59 -07:00
AntumDeluge
14f9c3c6b3 Replace deprecated methods:
- 'setting_get' with 'settings:get'
- 'setting_getbool' with 'settings:get_bool'
2017-05-15 15:23:18 -07:00
AntumDeluge
299b12b5a4 Run spawn function every 20 minutes 2017-05-15 15:23:18 -07:00
AntumDeluge
07d7745455 Use 'spawneggs' & 'tnt' to craft 'creeper:spawnegg' 2017-05-15 15:23:18 -07:00
AntumDeluge
3cc1158417 Ignore Eclipse project files & directories 2017-05-15 15:23:18 -07:00
22 changed files with 714 additions and 1971 deletions

3
.gitignore vendored Normal file

@ -0,0 +1,3 @@
## Eclipse project files & directories
.project
.settings

13
LICENSE-wtfpl.txt Normal file

@ -0,0 +1,13 @@
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.

@ -1,21 +1,121 @@
The MIT License (MIT)
Creative Commons Legal Code
Copyright © 2021 Jordan Irwin (AntumDeluge)
CC0 1.0 Universal
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
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REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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@ -1,40 +1,17 @@
## Sneeker mod for Minetest
# Sneeker mobile mod for Minetest
### Description:
Adds some explosive nuisance.
An explosive nuisance for [Minetest](http://minetest.net/).
## Forum Topic
![screenshot](screenshot.png)
- Original thread: https://forum.minetest.net/viewtopic.php?t=11891
### Licensing:
## License
- Code: [MIT](LICENSE.txt)
- Original by Rui: WTFPL
- tnt_function code: [MIT](tnt_function.lua)
### Usage:
Settings documented in [reference][].
### Requirements:
- Depends: cmer, default, tnt
- Optional depends: nether, sounds, simple_protection
### Links:
- [![ContentDB](https://img.shields.io/static/v1?label=ContentDB&message=sneeker&color=%23375a7f&logo=minetest)](https://content.minetest.net/packages/AntumDeluge/sneeker/)
- [Forum thread](https://forum.minetest.net/viewtopic.php?t=26685)
- [Git repo](https://github.com/AntumMT/mod-sneeker)
- [Reference][reference]
- [Changelog](changelog.txt)
- [TODO](TODO.txt)
Rui's original mod:
- Forum thread (deleted: `t=11891`)
- [Final version](https://github.com/AntumMT/mod-sneeker/releases/tag/Rui)
- [Updated for Minetest 5.x](https://github.com/AntumMT/mod-sneeker/releases/tag/5.x)
- **Code:**
- Original by Rui: [WTFPL][lic.wtfpl]
- AntumDeluge: [CC0][lic.cc0]
[reference]: https://antummt.github.io/mod-sneeker/docs/reference/
[lic.cc0]: LICENSE.txt
[lic.wtfpl]: LICENSE-wtfpl.txt

@ -1,15 +0,0 @@
TODO:
- add version using mobs_redo API
- add version using cmer API
- add griefing option
- add wear to armor when exploding
- disable attacking if damage disabled
- make powered versions run faster when chasing
- fix knockback when chasing
- fix hit sound when chasing
- make sneeker stop when within 2 of player
- use asm_spawneggs for egg
- add localization support
- add Spanish translation
- fix removing single node if protected

@ -1,27 +0,0 @@
next
----
- uses "sounds" mod
v1.1
----
- added sound when hit
- fixed entity vertical positioning
- fixed tnt:boom node left after explosion
- added setting to customize spawn nodes
- added simple_protection support
v1.0
----
- forked & renamed from Rui's original "creeper" mod
- updated for Minetest 5.x API
- changed to MIT license
- changed spawn nodes:
- default:dirt_with_dry_grass
- default:dry_dirt
- default:dry_dirt_with_dry_grass
- default:desert_sand
- spawns on "nether:rack" if nether mod available
- spawning attributes can now be set in configuration file

4
depends.txt Normal file

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default
mobs?
spawneggs?
tnt?

1
description.txt Normal file

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Adds some explosive nuisance.

@ -1,58 +0,0 @@
title = "Sneeker mod for Minetest"
project = "sneeker"
format = "markdown"
not_luadoc = true
boilerplate = false
file = {"settings.lua",}
local function italic(value)
return "<i>" .. value .. "</i>"
end
new_type("setting", "Settings")
new_type("chatcmd", "Chat Commands", false, "chatparam")
custom_tags = {
{"type2",
title = "Type",
format = italic,
},
{"dfield",
title = "Definition Fields",
},
{"chatparam",
title = "Parameters",
},
{"option",
title = "Options",
},
{"settype",
title = "Type",
format = italic,
},
{"default",
title = "Default",
format = italic,
},
{"note",
title = "Notes",
format = italic,
},
}
local function chatcmd_handler(item)
local output = item.name
for i, p in ipairs(item.tags.chatparam) do
output = output .. " " .. p
end
return output
end
function custom_display_name_handler(item, default_handler)
if item.type == "chatcmd" then
return chatcmd_handler(item)
end
return default_handler(item)
end

@ -1,13 +0,0 @@
#!/bin/bash
docs="$(dirname $(readlink -f $0))"
root="$(dirname ${docs})"
config="${docs}/config.ld"
cd "${root}"
# Clean old files
rm -rf "${docs}/reference"
# Create new files
ldoc -c "${config}" -d "${docs}/reference" "${root}"

@ -1,519 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Sneeker mod for Minetest</title>
<link rel="stylesheet" href="ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>sneeker</h1>
<h2>Contents</h2>
<ul>
<li><a href="#Settings">Settings</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><strong>settings.lua</strong></li>
</ul>
</div>
<div id="content">
<h1>Module <code>settings.lua</code></h1>
<p>Settings for sneeker mod.</p>
<p>
</p>
<h2><a href="#Settings">Settings</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#sneeker.lifespan">sneeker.lifespan</a></td>
<td class="summary">How long (in seconds) sneeker remains in world after spawn.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.boom_gain">sneeker.boom_gain</a></td>
<td class="summary">Loudness of explosion.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_require_player_nearby">sneeker.spawn_require_player_nearby</a></td>
<td class="summary">Determines whether or not a player must be close for spawn to occur.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_player_radius">sneeker.spawn_player_radius</a></td>
<td class="summary">Distance in nodes a player must be for spawn to occur.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.despawn_player_far">sneeker.despawn_player_far</a></td>
<td class="summary">If enabled, mobs not near any players will despawn.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.despawn_player_radius">sneeker.despawn_player_radius</a></td>
<td class="summary">Distance determining if a player is near enough to prevent despawn.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_chance">sneeker.spawn_chance</a></td>
<td class="summary">Sets possibility for spawn.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_interval">sneeker.spawn_interval</a></td>
<td class="summary">Sets frequency of spawn chance.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_minlight">sneeker.spawn_minlight</a></td>
<td class="summary">Sets the minimum light that a node must have for spawn to occur.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_maxlight">sneeker.spawn_maxlight</a></td>
<td class="summary">Sets the maximum light that a node can have for spawn to occur.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_minheight">sneeker.spawn_minheight</a></td>
<td class="summary">Sets the lowest position at which sneeker can spawn.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_maxheight">sneeker.spawn_maxheight</a></td>
<td class="summary">Sets the highest position at which sneeker can spawn.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_mapblock_limit">sneeker.spawn_mapblock_limit</a></td>
<td class="summary">Limits the number of entities that can spawn per mapblock (16x16x16).</td>
</tr>
<tr>
<td class="name" nowrap><a href="#sneeker.spawn_nodes">sneeker.spawn_nodes</a></td>
<td class="summary">Comma-separated list of nodes on which sneeker can spawn.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Settings"></a>Settings</h2>
<dl class="function">
<dt>
<a name = "sneeker.lifespan"></a>
<strong>sneeker.lifespan</strong>
</dt>
<dd>
How long (in seconds) sneeker remains in world after spawn.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>900 (15 minutes)</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.boom_gain"></a>
<strong>sneeker.boom_gain</strong>
</dt>
<dd>
Loudness of explosion.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>float</i>
</ul>
<h3>Default:</h3>
<ul>
<i>1.5</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_require_player_nearby"></a>
<strong>sneeker.spawn_require_player_nearby</strong>
</dt>
<dd>
Determines whether or not a player must be close for spawn to occur.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>bool</i>
</ul>
<h3>Default:</h3>
<ul>
<i>true</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_player_radius"></a>
<strong>sneeker.spawn_player_radius</strong>
</dt>
<dd>
Distance in nodes a player must be for spawn to occur. </p>
<p> Only used if <a href="index.html#sneeker.spawn_require_player_nearby">sneeker.spawn_require_player_nearby</a> enabled.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>100</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.despawn_player_far"></a>
<strong>sneeker.despawn_player_far</strong>
</dt>
<dd>
If enabled, mobs not near any players will despawn.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>bool</i>
</ul>
<h3>Default:</h3>
<ul>
<i>true</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.despawn_player_radius"></a>
<strong>sneeker.despawn_player_radius</strong>
</dt>
<dd>
Distance determining if a player is near enough to prevent despawn. </p>
<p> Only used if <a href="index.html#sneeker.despawn_player_far">sneeker.despawn_player_far</a> enabled.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>500</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_chance"></a>
<strong>sneeker.spawn_chance</strong>
</dt>
<dd>
Sets possibility for spawn. </p>
<p> Inverted value (e.g. 10000 = 1/10000).
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>10000</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_interval"></a>
<strong>sneeker.spawn_interval</strong>
</dt>
<dd>
Sets frequency of spawn chance.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>240 (4 minutes)</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_minlight"></a>
<strong>sneeker.spawn_minlight</strong>
</dt>
<dd>
Sets the minimum light that a node must have for spawn to occur. </p>
<p> Value can be set between 0 (no light) &amp; 15 (max light).
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>0</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_maxlight"></a>
<strong>sneeker.spawn_maxlight</strong>
</dt>
<dd>
Sets the maximum light that a node can have for spawn to occur. </p>
<p> Value can be set between 0 (no light) &amp; 15 (max light).
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>4</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_minheight"></a>
<strong>sneeker.spawn_minheight</strong>
</dt>
<dd>
Sets the lowest position at which sneeker can spawn.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>-31000</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_maxheight"></a>
<strong>sneeker.spawn_maxheight</strong>
</dt>
<dd>
Sets the highest position at which sneeker can spawn.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>31000</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_mapblock_limit"></a>
<strong>sneeker.spawn_mapblock_limit</strong>
</dt>
<dd>
Limits the number of entities that can spawn per mapblock (16x16x16).
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>int</i>
</ul>
<h3>Default:</h3>
<ul>
<i>1</i>
</ul>
</ul>
</dd>
<dt>
<a name = "sneeker.spawn_nodes"></a>
<strong>sneeker.spawn_nodes</strong>
</dt>
<dd>
Comma-separated list of nodes on which sneeker can spawn.
</ul>
</ul>
</ul>
</ul>
<h3>Type:</h3>
<ul>
<i>string</i>
</ul>
<h3>Default:</h3>
<ul>
<i>default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack</i>
</ul>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-07-20 11:23:32 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

@ -1,303 +0,0 @@
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@ -1,635 +0,0 @@
local hit_sound
if core.get_modpath("default") then
hit_sound = "player_damage"
elseif core.get_modpath("sounds") then
hit_sound = "sounds_entity_hit"
end
--[[
local function jump(self, pos, direction)
local velocity = self.object:get_velocity()
if core.registered_nodes[core.get_node(pos).name].climbable then
self.object:set_velocity({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 = core.get_node_or_nil(spos)
spos.y = spos.y+1
local node2 = core.get_node_or_nil(spos)
local def, def2 = {}
if node and node.name then
def = core.registered_items[node.name]
end
if node2 and node2.name then
def2 = core.registered_items[node2.name]
end
if def and def.walkable
and def2 and not def2.walkable
and def.drawtype ~= "fencelike" then
self.object:set_velocity({
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 walk_speed = 1.5
local def = {
hp_max = 20,
physical = true,
collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
visual = "mesh",
mesh = "character.b3d",
textures = {"sneeker.png"},
makes_footstep_sound = false,
-- Original
animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187
},
walk_speed = walk_speed,
jump_height = 5,
animation_speed = 30,
knockback_level = 2
}
]]
local spawn_nodes = {}
if sneeker.spawn_nodes ~= "" then
if not sneeker.spawn_nodes:find(",") then
table.insert(spawn_nodes, sneeker.spawn_nodes)
else
for _, node in ipairs(sneeker.spawn_nodes:split(",")) do
local node = node:trim()
if node ~= "" then
table.insert(spawn_nodes, node)
end
end
end
end
if #spawn_nodes == 0 then
sneeker.log("warning", "no spawning nodes set, cannot spawn")
end
local item_drops = {}
if core.registered_items["tnt:gunpowder"] then
table.insert(item_drops, {"tnt:gunpowder", {min=1, max=2}, chance=0.66})
end
local def = {
name = "sneeker:sneeker",
nametag = "Sneeker",
stats = {
hp = 20,
hostile_2 = true,
lifetime = sneeker.lifetime,
can_jump = 5,
can_swim = true,
has_knockback = true,
sneaky = true,
},
modes = {
idle = {chance=0.3},
walk = {chance=0.7, moving_speed=1.5},
--chase = {moving_speed=1.5},
--death = {},
},
model = {
mesh = "character.b3d",
textures = {"sneeker.png"},
collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
rotation = -90,
animations = {
idle = {start=0, stop=79, speed=30},
walk = {start=168, stop=187, speed=30},
--chase = {start=168, stop=187, speed=30},
--death = {},
},
},
--sounds = {},
drops = item_drops,
--[[
combat = {
search_enemy = true,
},
]]
spawning = {
abm_nodes = {
spawn_on = spawn_nodes,
},
abm_interval = sneeker.spawn_interval,
abm_chance = sneeker.spawn_chance,
number = 1,
light = {min=sneeker.spawn_minlight, max=sneeker.spawn_maxlight},
height_limit = {min=sneeker.spawn_minheight, max=sneeker.spawn_maxheight},
},
}
def.on_activate = function(self, staticdata, dtime_s)
--[[
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:get_pos().y
]]
--[[
-- despawning
self.lifetime = sneeker.lifetime
self.lifetimer = 0
self.check_despawn_player_distance = true
]]
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
if data.powered == true then
self.powered = true
self.object:set_properties({textures = {"sneeker_powered.png"}})
end
else
if math.random(0, 20) == 20 then
self.powered = true
self.object:set_properties({textures = {"sneeker_powered.png"}})
end
end
end
local function isnan(n)
return tostring(n) == tostring((-1)^.5)
end
local function expand(self)
if self.expanding and self.visualx < 2 then
if self.hiss == false and sounds then
sounds.fuse(1, {object=self.object, 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
end
local function explode(self, pos)
self.object:remove()
sneeker.boom(pos, self.powered)
end
--[[
local function h_collides(pos, collision_info, touching_ground)
if not touching_ground or type(collision_info) ~= "table" or #collision_info == 0 then
return false
end
local pos_y = math.floor(pos.y)
local h_col
for _, col in ipairs(collision_info) do
local npos = col.node_pos
if npos and col.type == "node" then
-- exclude ground collisions
if math.floor(npos.y) > pos_y then
h_col = col
break
end
end
end
if not h_col then return false end
local h_vel = {
x = math.floor(h_col.new_velocity.x * 10) / 10,
z = math.floor(h_col.new_velocity.z * 10) / 10,
}
return h_vel.x < walk_speed and h_vel.z < walk_speed, h_col.node_pos
end
]]
local function chase(self, target)
-- FIXME: why does setting mode = "chase" not work?
if not self.chase_anim then
self.object:set_animation({x=168, y=187}, 30, 0)
self.chase_anim = true
end
local pos = self.object:get_pos()
local tpos = target:get_pos()
local vec = {x=tpos.x-pos.x, y=tpos.y-pos.y, z=tpos.z-pos.z}
local yaw = math.atan(vec.z/vec.x)+math.pi^2
if tpos.x > pos.x then
yaw = yaw+math.pi
end
yaw = yaw-2
self.object:set_yaw(yaw)
local direction = {x=math.sin(yaw)*-1, y=0, z=math.cos(yaw)}
-- FIXME: hack
local can_set = true
for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
if isnan(c) then
can_set = false
break
end
end
if can_set then
self.object:set_velocity({x=direction.x*2.5, y=self.object:get_velocity().y, z=direction.z*2.5})
end
end
local function end_chase(self)
self.chasing = nil
self.chase_anim = false
self.mode = "idle"
self.expanding = false
end
def.on_step = function(self, dtime, moveresult)
--[[
-- update lifetime timer
-- FIXME: this is longer than realtime
self.lifetimer = self.lifetimer + dtime_s
if self.lifetimer >= self.lifetime then
-- TODO: should have a death animation
self.object:remove()
return true
end
if self.knockback then
return false
end
local ANIM_STAND = 1
local ANIM_WALK = 2
]]
local pos = self.object:get_pos()
--[[
if sneeker.despawn_player_far then
-- run check about once per 60 seconds
local interval_reached = math.floor(self.lifetimer % 60) == 0
if not interval_reached and not self.check_despawn_player_distance then
self.check_despawn_player_distance = true
end
if interval_reached and self.check_despawn_player_distance then
local player_nearby = false
for _, entity in ipairs(core.get_objects_inside_radius(pos, sneeker.despawn_player_radius)) do
if entity:is_player() then
player_nearby = true
break
end
end
if not player_nearby then
self.object:remove()
return true
end
-- set flag to not check again until next interval
self.check_despawn_player_distance = false
end
end
if self.chase or self.state == "chase" or self.state == "walk" then
local collided, npos = h_collides(pos, moveresult.collisions, moveresult.touching_ground)
if collided then
jump(self, npos, self.direction)
end
end
local yaw = self.object:get_yaw()
local inside = core.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:get_velocity()
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:set_yaw(self.yaw)
elseif self.turn == "left" then
self.yaw = self.yaw-self.turn_speed
self.object:set_yaw(self.yaw)
end
]]
expand(self)
local players_within_10 = {}
for _, object in ipairs(core.get_objects_inside_radius(pos, 10)) do
if object:is_player() then
table.insert(players_within_10, object)
end
end
if not self.chasing then
self.chasing = players_within_10[1]
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:set_velocity({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:set_velocity({x=self.direction.x*walk_speed, y=velocity.y, z=self.direction.z*walk_speed})
end
random_turn(self)
local velocity = self.object:get_velocity()
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 core.registered_nodes[core.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
end
]]
if self.chasing then
if self.chasing:get_hp() > 0 then
self.mode = "chase"
local within_2 = false
for _, object in ipairs(core.get_objects_inside_radius(pos, 2)) do
if object == self.chasing then
within_2 = true
break
end
end
if within_2 then
if self.visualx >= 2 then
explode(self, pos)
self.chasing = nil
return true
end
self.expanding = true
else
self.expanding = false
end
local within_10 = false
for _, object in ipairs(players_within_10) do
if object == self.chasing then
within_10 = true
break
end
end
if within_10 then
-- follow player
chase(self, self.chasing)
return true
end
end
end_chase(self)
--[[
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 = core.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
explode(self, pos)
return true
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:set_velocity({x=0, y=velocity.y, z=0})
return
end
end
end
local ppos = object:get_pos()
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:set_yaw(self.yaw)
self.direction = {x=math.sin(self.yaw)*-1, y=0, z=math.cos(self.yaw)}
local direction = self.direction
-- FIXME: hack
local can_set = true
for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
if isnan(c) then
can_set = false
break
end
end
if can_set then
self.object:set_velocity({x=direction.x*2.5, y=velocity.y, z=direction.z*2.5})
end
end
end
else
self.state = "stand"
end
]]
elseif self.mode == "chase" then
self.mode = "idle"
end
--[[
-- Swim
local node = core.get_node(pos)
if core.get_item_group(node.name, "water") ~= 0 then
self.object:set_acceleration({x=0, y=1, z=0})
local velocity = self.object:get_velocity()
if self.object:get_velocity().y > 5 then
self.object:set_velocity({x=0, y=velocity.y-velocity.y/2, z=0})
else
self.object:set_velocity({x=0, y=velocity.y+1, z=0})
end
else
self.object:set_acceleration({x=0, y=-10, z=0})
end
return true
]]
end
--[[
def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
if hit_sound then
core.sound_play(hit_sound, {object=self.object}, parameters, true)
end
if self.knockback == false then
local knockback_level = self.knockback_level
self.object:set_velocity({x=dir.x*knockback_level, y=3, z=dir.z*knockback_level})
self.knockback = true
core.after(0.6, function()
self.knockback = false
end)
end
if self.object:get_hp() < 1 then
local pos = self.object:get_pos()
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 = core.get_node_or_nil(p)
if node == nil or not node.name or node.name ~= "air" then
p = pos
end
local obj = core.add_item(p, {name="tnt:gunpowder", count=math.random(0, 2)})
end
end
]]
def.get_staticdata = function(self)
return core.serialize({
powered = self.powered
})
end
--[[
core.register_entity("sneeker:sneeker", def)
]]
cmer.register_mob(def)
core.register_craftitem("sneeker:spawnegg", {
description = "Sneeker Spawn Egg",
inventory_image = "sneeker_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
core.add_entity(pos, "sneeker:sneeker")
if not core.settings:get_bool("creative_mode", false) then
itemstack:take_item()
end
return itemstack
end
end
})

30
functions.lua Normal file

@ -0,0 +1,30 @@
-- Functions for sneeker mod
local log_mods = core.settings:get_bool('log_mods')
-- Displays a message in log output
function sneeker.log(message)
if log_mods then
core.log('action', '[' .. sneeker.modname .. '] ' .. message)
end
end
-- Displays a message in log output only if 'sneeker.debug' is set to 'true'
function sneeker.log_debug(message)
if sneeker.debug then
sneeker.log('DEBUG: ' .. message)
end
end
-- Spawns a sneeker entity
function sneeker.spawn(pos)
core.add_entity(pos, sneeker.mob_name)
sneeker.log_debug('Spawned entity "' .. sneeker.mob_name .. '" at ' .. tostring(pos.x) .. ',' .. tostring(pos.y))
end
-- Retrieves pos coordinates in string value
function sneeker.get_pos_string(pos)
return 'x=' .. tostring(pos.x) .. ', y=' .. tostring(pos.y) .. ', z=' .. tostring(pos.z)
end

398
init.lua

@ -1,36 +1,384 @@
-- Original code by Rui: WTFPL
sneeker = {}
sneeker.modname = core.get_current_modname()
sneeker.modpath = core.get_modpath(sneeker.modname)
local debugging = core.settings:get_bool("enable_debug_mods", false)
sneeker.log = function(lvl, msg)
if lvl == "debug" and not debugging then return end
if msg == nil then
msg = lvl
lvl = nil
end
msg = "[" .. sneeker.modname .. "] " .. msg
if lvl == "debug" then
msg = "[DEBUG]" .. msg
lvl = nil;
end
if not lvl then
core.log(msg)
else
core.log(lvl, msg)
end
if core.settings:get_bool('log_mods') then
core.log('action', 'Loading mod "' .. sneeker.modname .. '" ...')
end
dofile(sneeker.modpath .. '/settings.lua')
dofile(sneeker.modpath .. '/functions.lua')
sneeker.log_debug('Debugging is on')
sneeker.mob_name = sneeker.modname .. ':' .. sneeker.modname
sneeker.spawnegg_name = sneeker.modname .. ':spawnegg'
local scripts = {
"settings",
"tnt_function",
"entity",
'tnt_function',
'spawn',
}
for I in pairs(scripts) do
dofile(sneeker.modpath .. '/' .. scripts[I] .. '.lua')
end
local radius = tonumber(core.settings:get('tnt_radius') or 3)
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 = {'sneeker.png'},
makes_footstep_sound = false,
jump_height = 5,
}
for _, script in ipairs(scripts) do
dofile(sneeker.modpath .. "/" .. script .. ".lua")
if core.global_exists('mobs') then
def.type = 'monster'
def.walk_velocity = 1.5
def.knock_back = 2
def.attack_type = 'explode'
def.explosion_radius = radius
--[[
def.on_blast = function(object, damage)
explode(object)
end
]]
def.animation = {
stand_start = 0,
stand_end = 79,
stand_speed = 30,
walk_start = 168,
walk_end = 187,
walk_speek = 30,
}
def.sounds = {
explode = 'sneeker_explode',
distance = 128,
}
mobs:register_mob(sneeker.mob_name, def)
-- TODO: Add alias
else
def.walk_speed = 1.5
def.knockback_level = 2
def.animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187,
}
def.animation_speed = 30
local function jump(self,pos,direction)
local velocity = self.object:getvelocity()
if core.registered_nodes[core.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 = core.get_node_or_nil(spos)
spos.y = spos.y+1
local node2 = core.get_node_or_nil(spos)
local def,def2 = {}
if node and node.name then
def = core.registered_items[node.name]
end
if node2 and node2.name then
def2 = core.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
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 = core.deserialize(staticdata)
if data and type(data) == 'table' then
if data.powered == true then
self.powered = true
self.object:set_properties({textures = {'sneeker_powered.png'}})
end
else
if math.random(0,20) == 20 then
self.powered = true
self.object:set_properties({textures = {'sneeker_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 = core.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
core.sound_play('sneeker_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 core.registered_nodes[core.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 = core.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()
sneeker.boom(pos,self.powered)
core.sound_play('sneeker_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 = core.get_node(pos)
if core.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
core.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 = core.get_node_or_nil(p)
if node == nil or not node.name or node.name ~= 'air' then
p = pos
end
local obj = core.add_item(p, {name='tnt:gunpowder',count=math.random(0,2)})
end
end
def.get_staticdata = function(self)
return core.serialize({
powered = self.powered
})
end
core.register_entity(sneeker.mob_name, def)
end

@ -1,9 +1 @@
name = sneeker
title = Sneeker
description = An explosive nuisance.
license = MIT
version = 1.1
author = Rui, Jordan Irwin (AntumDeluge)
min_minetest_version = 5.0
depends = cmer, default, tnt
optional_depends = nether, sounds, simple_protection

@ -1,116 +1,4 @@
--- Settings for sneeker mod.
--
-- @module settings.lua
-- Settings for sneeker mod
local time_min = 60
--- How long (in seconds) sneeker remains in world after spawn.
--
-- @setting sneeker.lifespan
-- @settype int
-- @default 900 (15 minutes)
sneeker.lifetime = tonumber(core.settings:get("sneeker.lifetime") or time_min * 15)
--- Loudness of explosion.
--
-- @setting sneeker.boom_gain
-- @settype float
-- @default 1.5
sneeker.boom_gain = tonumber(core.settings:get("sneeker.boom_gain") or 1.5)
--- Determines whether or not a player must be close for spawn to occur.
--
-- @setting sneeker.spawn_require_player_nearby
-- @settype bool
-- @default true
sneeker.spawn_require_player_nearby = core.settings:get_bool("sneeker.spawn_require_player_nearby", true)
--- Distance in nodes a player must be for spawn to occur.
--
-- Only used if `sneeker.spawn_require_player_nearby` enabled.
--
-- @setting sneeker.spawn_player_radius
-- @settype int
-- @default 100
sneeker.spawn_player_radius = tonumber(core.settings:get("sneeker.spawn_player_radius") or 100)
--- If enabled, mobs not near any players will despawn.
--
-- @setting sneeker.despawn_player_far
-- @settype bool
-- @default true
sneeker.despawn_player_far = core.settings:get_bool("sneeker.despawn_player_far", true)
--- Distance determining if a player is near enough to prevent despawn.
--
-- Only used if `sneeker.despawn_player_far` enabled.
--
-- @setting sneeker.despawn_player_radius
-- @settype int
-- @default 500
sneeker.despawn_player_radius = tonumber(core.settings:get("sneeker.despawn_player_radius") or 500)
--- Sets possibility for spawn.
--
-- Inverted value (e.g. 10000 = 1/10000).
--
-- @setting sneeker.spawn_chance
-- @settype int
-- @default 10000
sneeker.spawn_chance = tonumber(core.settings:get("sneeker.spawn_chance") or 10000)
--- Sets frequency of spawn chance.
--
-- @setting sneeker.spawn_interval
-- @settype int
-- @default 240 (4 minutes)
sneeker.spawn_interval = tonumber(core.settings:get("sneeker.spawn_interval") or time_min * 4)
--- Sets the minimum light that a node must have for spawn to occur.
--
-- Value can be set between 0 (no light) & 15 (max light).
--
-- @setting sneeker.spawn_minlight
-- @settype int
-- @default 0
sneeker.spawn_minlight = tonumber(core.settings:get("sneeker.spawn_minlight") or 0)
--- Sets the maximum light that a node can have for spawn to occur.
--
-- Value can be set between 0 (no light) & 15 (max light).
--
-- @setting sneeker.spawn_maxlight
-- @settype int
-- @default 4
sneeker.spawn_maxlight = tonumber(core.settings:get("sneeker.spawn_maxlight") or 4)
--- Sets the lowest position at which sneeker can spawn.
--
-- @setting sneeker.spawn_minheight
-- @settype int
-- @default -31000
sneeker.spawn_minheight = tonumber(core.settings:get("sneeker.spawn_minheight") or -31000)
--- Sets the highest position at which sneeker can spawn.
--
-- @setting sneeker.spawn_maxheight
-- @settype int
-- @default 31000
sneeker.spawn_maxheight = tonumber(core.settings:get("sneeker.spawn_maxheight") or 31000)
--- Limits the number of entities that can spawn per mapblock (16x16x16).
--
-- @setting sneeker.spawn_mapblock_limit
-- @settype int
-- @default 1
sneeker.spawn_mapblock_limit = tonumber(core.settings:get("sneeker.spawn_mapblock_limit") or 1)
--- Comma-separated list of nodes on which sneeker can spawn.
--
-- @setting sneeker.spawn_nodes
-- @settype string
-- @default default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack
sneeker.spawn_nodes = core.settings:get("sneeker.spawn_nodes") or "default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack"
sneeker.spawn_nodes = sneeker.spawn_nodes:trim()
sneeker.debug = core.settings:get_bool('enable_debug_mods') or false

@ -1,55 +1,11 @@
# Extra debugging messages.
enable_debug_mods (Mod debugging) bool false
# How long (in seconds) sneeker remains in world after spawn.
#
# Default: 900 (15 minutes)
sneeker.lifetime (Sneeker lifetime) int 900
# Loudness of explosion.
#
# Those with a weak heart might want to turn it down.
sneeker.boom_gain (Boom volume) float 1.5
# Determines whether or not a player must be close for spawn to occur.
sneeker.spawn_require_player_nearby (Require player nearby for spawn) bool true
# Distance in nodes a player must be for spawn to occur.
#
# Only used if `sneeker.spawn_require_player_nearby` enabled.
sneeker.spawn_player_radius (Player spawn detect radius) int 100
# If enabled, mobs not near any players will despawn.
sneeker.despawn_player_far (Despawn sneekers not near players) bool true
# Distance determining if a player is near enough to prevent despawn.
#
# Only used if `sneeker.despawn_player_far` enabled.
sneeker.despawn_player_radius (Player despawn detect radius) int 500
# Sets maximum number of spawns that can exist in world.
sneeker.spawn_cap (Maximum spawns) int 10
# Sets possibility for spawn.
#
# Rate is the inverted value (e.g. 1/value).
sneeker.spawn_chance (Sneeker spawn chance) int 10000
sneeker.spawn_chance (Spawn chance) int 1000
# Sets frequency of spawn chance. Default 240 is equivalent to 4 minutes (60 * 4).
sneeker.spawn_interval (Sneeker spawn interval) int 240
# Sets the minimum light that a node must have for spawn to occur.
sneeker.spawn_minlight (Sneeker min light for spawn) int 0 0 15
sneeker.spawn_interval (Spawn interval) int 240
# Sets the maximum light that a node can have for spawn to occur.
sneeker.spawn_maxlight (Sneeker max light for spawn) int 4 0 15
# Sets the lowest position at which sneeker can spawn.
sneeker.spawn_minheight (Sneeker min spawn height) int -31000
# Sets the highest position at which sneeker can spawn.
sneeker.spawn_maxheight (Sneeker max spawn height) int 31000
# Limits the number of entities that can spawn per mapblock (16x16x16).
sneeker.spawn_mapblock_limit (Sneeker spawn limit) int 1
# Comma-separated list of nodes on which sneeker can spawn.
sneeker.spawn_nodes (Sneeker spawn nodes) string default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack
sneeker.spawn_maxlight (Max light for spawn) int 5

BIN
sounds/sneeker_explode.ogg Normal file

Binary file not shown.

BIN
sounds/sneeker_hiss.ogg Normal file

Binary file not shown.

123
spawn.lua Normal file

@ -0,0 +1,123 @@
-- Original code by Rui: WTFPL
local time_min = 60
local time_hr = time_min * 60
local time_day = time_hr * 24
local spawn_cap = tonumber(core.settings:get('sneeker.spawn_cap')) or 10 -- Maximum number of spawns active at one time
local spawn_chance = tonumber(core.settings:get('sneeker.spawn_chance')) or 1000 -- 1/1000 chance of spawn
local spawn_interval = tonumber(core.settings:get('sneeker.spawn_interval')) or time_min * 4 -- Default interval is 4 minutes
local spawn_maxlight = tonumber(core.settings:get('sneeker.spawn_maxlight')) or 5 -- Maximum light of node for spawn
-- Display spawn chance as percentage in log
local spawn_chance_percent = math.floor(1 / spawn_chance * 100)
if spawn_chance_percent < 1 then
spawn_chance_percent = 'Less than 1%'
else
spawn_chance_percent = tostring(spawn_chance_percent) .. '%'
end
sneeker.log('Spawn cap: ' .. tostring(spawn_cap))
sneeker.log('Spawn chance: ' .. spawn_chance_percent)
sneeker.log('Spawn interval: ' .. tostring(spawn_interval) .. ' (' .. tostring(spawn_interval/60) .. ' minute(s))')
sneeker.log('Maximum light value for spawn: ' .. tostring(spawn_maxlight))
if core.global_exists('mobs') then
mobs:spawn({
name = sneeker.mob_name,
nodes = {'default:dirt_with_grass', 'default:stone'},
neighbors = {'air'},
min_light = -1,
max_light = spawn_maxlight,
interval = spawn_interval,
chance = spawn_chance,
})
mobs:register_egg(sneeker.mob_name, 'Sneeker Spawn Egg', 'sneeker_spawnegg.png', 0, false)
else
core.register_abm({
nodenames = {'default:dirt_with_grass', 'default:stone'},
neighbors = {'air'},
interval = spawn_interval,
chance = spawn_chance,
action = function(pos, node, _, active_object_count_wider)
if active_object_count_wider > 5 then
return
end
-- Check light value of node
pos.y = pos.y+1
local node_light = core.get_node_light(pos)
-- Debugging spawning
sneeker.log_debug('Node light level at ' .. sneeker.get_pos_string(pos) .. ': ' .. tostring(node_light))
if not node_light or node_light > spawn_maxlight or node_light < -1 then
sneeker.log_debug('Node not dark enough for spawn')
return
end
-- Spawn range
if pos.y > 31000 then
return
end
-- Node must be touching air
if core.get_node(pos).name ~= 'air' then
return
end
pos.y = pos.y+1
if core.get_node(pos).name ~= 'air' then
return
end
-- Get total count of sneekers in world
local count = 0
for I in pairs(core.luaentities) do
if core.luaentities[I].name == sneeker.mob_name then
count = count + 1
end
end
sneeker.log_debug('Current active spawns: ' .. tostring(count) .. '/' .. tostring(spawn_cap))
if count >= spawn_cap then
sneeker.log_debug('Max spawns reached')
return
end
sneeker.spawn(pos)
end
})
if core.get_modpath('spawneggs') and core.get_modpath('tnt') then
core.register_craftitem(sneeker.spawnegg_name, {
description = 'Sneeker Spawn Egg',
inventory_image = 'sneeker_spawnegg.png',
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == 'node' then
local pos = pointed_thing.above
pos.y = pos.y+1
core.add_entity(pos, sneeker.mob_name)
if not core.settings:get_bool('creative_mode') then
itemstack:take_item()
end
return itemstack
end
end
})
core.register_craft({
output = sneeker.spawnegg_name,
type = 'shapeless',
recipe = {
'spawneggs:egg', 'tnt:tnt',
},
})
core.register_alias('spawneggs:sneeker', sneeker.spawnegg_name)
end
end

@ -1,113 +1,13 @@
--[[ From TNT
License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2014-2016 PilzAdam
Copyright (C) 2014-2016 ShadowNinja
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2014-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
===================================
Licenses of media
-----------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2014-2016 ShadowNinja
Copyright (C) 2015-2016 Wuzzy
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2018 paramat
You are free to:
Share copy and redistribute the material in any medium or format.
Adapt remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
====================================================
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
for audio files (found in sounds folder)
TumeniNodes
steveygos93
theneedle.tv
frankelmedico
No Copyright
The person who associated a work with this deed has dedicated the work to the public domain
by waiving all of his or her rights to the work worldwide under copyright law, including all
related and neighboring rights, to the extent allowed by law.
You can copy, modify, distribute and perform the work, even for commercial purposes, all
without asking permission. See Other Information below.
In no way are the patent or trademark rights of any person affected by CC0, nor are the
rights that other persons may have in the work or in how the work is used, such as publicity
or privacy rights.
Unless expressly stated otherwise, the person who associated a work with this deed makes no
warranties about the work, and disclaims liability for all uses of the work, to the fullest
extent permitted by applicable law.
When using or citing the work, you should not imply endorsement by the author or the affirmer.
This license is acceptable for Free Cultural Works.
For more Information:
https://creativecommons.org/publicdomain/zero/1.0/
]]
-- Original code by Rui: WTFPL
-- From TNT
local cid_data = {}
local radius = tonumber(core.settings:get("tnt_radius") or 3)
local radius = tonumber(core.settings:get('tnt_radius') or 3)
local large_radius = 5
local loss_prob = {
["default:cobble"] = 3,
["default:dirt"] = 4,
['default:cobble'] = 3,
['default:dirt'] = 4,
}
core.after(0, function()
for name, def in pairs(core.registered_nodes) do
@ -140,8 +40,8 @@ local function eject_drops(drops, pos, radius)
local obj = core.add_item(drop_pos, item)
if obj then
obj:get_luaentity().collect = true
obj:set_acceleration({x=0, y=-10, z=0})
obj:set_velocity({x=math.random(-3, 3), y=10,
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
@ -164,21 +64,8 @@ local function add_drop(drops, item)
end
end
local function is_protected(pos, name) return core.is_protected(pos, name) end
if core.global_exists("simple_protection") and simple_protection.can_access then
is_protected = function(pos, name)
local s_protect_name = name
-- simple_protection ignores names with empty strings
if s_protect_name == "" then
s_protect_name = " "
end
return core.is_protected(pos, name) or not simple_protection.can_access(pos, s_protect_name)
end
end
local function destroy(drops, pos, cid)
if is_protected(pos, "") then
if core.is_protected(pos, '') then
return
end
local def = cid_data[cid]
@ -188,7 +75,7 @@ local function destroy(drops, pos, cid)
end
core.remove_node(pos)
if def then
local node_drops = core.get_node_drops(def.name, "")
local node_drops = core.get_node_drops(def.name, '')
for _, item in ipairs(node_drops) do
add_drop(drops, item)
end
@ -216,12 +103,12 @@ local function entity_physics(pos, radius)
radius = radius * 2
local objs = core.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:get_pos()
local obj_vel = obj:get_velocity()
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:set_velocity(calc_velocity(pos, obj_pos,
obj:setvelocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
@ -244,7 +131,7 @@ local function add_effects(pos, radius)
maxexptime = 3,
minsize = 8,
maxsize = 16,
texture = "sneeker_smoke.png",
texture = 'sneeker_smoke.png',
})
end
@ -262,16 +149,12 @@ local function explode(pos, radius)
local drops = {}
local p = {}
local c_air = core.get_content_id("air")
local c_tnt = nil
if core.settings:get_bool("enable_tnt", false) then
c_tnt = core.get_content_id("tnt:tnt")
end
local c_tnt_burning = core.get_content_id("tnt:tnt_burning")
local c_gunpowder = core.get_content_id("tnt:gunpowder")
local c_gunpowder_burning = core.get_content_id("tnt:gunpowder_burning")
local c_boom = core.get_content_id("tnt:boom")
local c_air = core.get_content_id('air')
local c_tnt = core.get_content_id('tnt:tnt')
local c_tnt_burning = core.get_content_id('tnt:tnt_burning')
local c_gunpowder = core.get_content_id('tnt:gunpowder')
local c_gunpowder_burning = core.get_content_id('tnt:gunpowder_burning')
local c_boom = core.get_content_id('tnt:boom')
for z = -radius, radius do
for y = -radius, radius do
@ -300,21 +183,16 @@ local function explode(pos, radius)
return drops
end
function sneeker.boom(pos, large)
if not pos then return end
function sneeker.boom(pos,large)
local radius = radius
if large then
radius = large_radius
end
if sounds then
sounds.explosion(1, {pos=pos, gain=sneeker.boom_gain, max_hear_distance=2*64})
end
core.set_node(pos, {name="tnt:boom"})
core.sound_play('sneeker_explode', {pos=pos, gain=1.5, max_hear_distance=2*64})
core.set_node(pos, {name='tnt:boom'})
core.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)
core.remove_node(pos)
end