Compare commits

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73 Commits
mobs ... master

Author SHA1 Message Date
Jordan Irwin
0536311f0e Call sound groups directly 2021-08-06 23:27:02 -07:00
Jordan Irwin
b6561dc8f4 Use sounds mod for "hiss" & delete sounds from unknown source 2021-08-06 15:33:23 -07:00
Jordan Irwin
0adc6635c4 Add to TODO list 2021-08-06 14:59:46 -07:00
Jordan Irwin
4143bc9543 Use sounds mod for explosion 2021-08-06 14:59:30 -07:00
Jordan Irwin
5f9e529caf Add to TODO list 2021-08-03 03:06:27 -07:00
Jordan Irwin
02d797fce2 Add minimum required Minetest version to mod.conf 2021-07-20 18:00:24 -07:00
Jordan Irwin
6d9cc8f80b Add to TODO list 2021-07-20 17:56:28 -07:00
Jordan Irwin
fbf7df4cfa Delete unused spawn.lua 2021-07-20 17:56:28 -07:00
Jordan Irwin
0e5ef436d0 Add to TODO list 2021-07-20 17:56:28 -07:00
Jordan Irwin
150190c2cd Update README 2021-07-20 17:56:28 -07:00
Jordan Irwin
9b80373efc Add to TODO list 2021-07-20 17:56:27 -07:00
Jordan Irwin
e59081ea02 Fix chasing player when close 2021-07-20 17:56:27 -07:00
Jordan Irwin
af218cc5ec Add to TODO list 2021-07-20 17:56:27 -07:00
Jordan Irwin
00a7f5a550 Fix tnt drop 2021-07-20 17:56:27 -07:00
Jordan Irwin
2b275380df Fix entity vertical positioning 2021-07-20 17:56:27 -07:00
Jordan Irwin
86392efe85 Begin converting to cmer API 2021-07-20 17:56:27 -07:00
Jordan Irwin
1a4166560c Update for simple_protection API from Git commit 3f34eda...
https://github.com/SmallJoker/simple_protection/tree/3f34eda
2021-07-20 17:54:11 -07:00
Jordan Irwin
22e81d5d27 Use "player_damage" sound from default if available 2021-07-20 14:43:27 -07:00
Jordan Irwin
8e32772287 Increment version to 1.1 2021-07-20 14:35:00 -07:00
Jordan Irwin
c599620e9d Add to TODO list 2021-07-20 14:33:27 -07:00
Jordan Irwin
8ab2107d37 Add simple_protection support 2021-07-20 14:31:30 -07:00
Jordan Irwin
c8757c94a0 Fix collision detection for jumping 2021-07-20 13:52:30 -07:00
Jordan Irwin
e6ff7a1b70 Re-generate HTML docs 2021-07-20 11:23:44 -07:00
Jordan Irwin
12e6bd79db Add setting to customize spawning nodes 2021-07-20 11:22:36 -07:00
Jordan Irwin
4b8452538e Remove tnt:boom node after explosion 2021-07-20 11:18:49 -07:00
Jordan Irwin
031664d275 Fix entity vertical positioning 2021-07-20 11:15:57 -07:00
Jordan Irwin
1321b3092f Add to TODO list 2021-07-19 19:18:33 -07:00
Jordan Irwin
ef962fcc12 Minor cleanup 2021-07-19 18:24:03 -07:00
Jordan Irwin
7bf5b9a927 Move some code into "expand" & "explode" local functions 2021-07-19 18:23:47 -07:00
Jordan Irwin
be4da85462 Add nil check to sneeker.boom method 2021-07-19 18:22:57 -07:00
Jordan Irwin
776bd77a61 Play sound when hit if "sounds" mod available 2021-07-19 18:05:01 -07:00
Jordan Irwin
ab748fdecb Minor cleanup to changelog 2021-07-19 18:01:40 -07:00
Jordan Irwin
ad2786131c Move entity code into entity.lua 2021-07-19 17:49:39 -07:00
Jordan Irwin
8e2bef6127 Add link to Rui's original mod in README 2021-07-19 17:45:52 -07:00
Jordan Irwin
dc2f803cff Clean up README 2021-07-19 17:42:48 -07:00
Jordan Irwin
40d0ba9301 Link to ContentDB in README 2021-07-19 17:40:11 -07:00
Jordan Irwin
f51fa72f59 Fix reference link in README 2021-07-19 17:36:18 -07:00
Jordan Irwin
b4e1acc75e Re-generate HTML docs 2021-07-19 17:35:18 -07:00
Jordan Irwin
a12b8eb0dd Change API reference URL 2021-07-19 17:34:36 -07:00
Jordan Irwin
b133b86d34 Add to TODO list 2021-07-19 17:32:46 -07:00
Jordan Irwin
b020b803b2 Minor cleanup to changelog file 2021-07-19 17:31:48 -07:00
Jordan Irwin
56fdaac34f Rename changelog file 2021-07-19 17:31:02 -07:00
Jordan Irwin
3a3acc8dae Add to TODO list 2021-05-18 11:56:40 -07:00
Jordan Irwin
eaab253726 Add to changelog 2021-05-08 21:41:57 -07:00
Jordan Irwin
5be4c40e97 Link to doc reference, changelog, & todo list in README 2021-05-08 21:28:41 -07:00
Jordan Irwin
5c75481d8a Add changelog & set version to 1.0 2021-05-08 21:25:02 -07:00
Jordan Irwin
d992f38268 Generate HTML documentation with LDoc 2021-05-08 21:18:58 -07:00
Jordan Irwin
2210eff6bc Add LuaDoc 2021-05-08 21:18:33 -07:00
Jordan Irwin
62175d6a75 Add config & script for generating HTML documentation with LDoc 2021-05-08 21:17:55 -07:00
Jordan Irwin
6205ae4031 Update README 2021-05-08 18:26:39 -07:00
Jordan Irwin
cc73168dd4 Implement method to despawn sneekers that aren't near any players 2021-05-08 18:15:22 -07:00
Jordan Irwin
d741261156 Add lifetime limit 2021-05-08 18:12:19 -07:00
Jordan Irwin
969cac3860 Add setting to adjust loudness of explostion 2021-05-08 16:58:10 -07:00
Jordan Irwin
1aff8fee5b Add option to require nearby players for spawn 2021-05-08 16:01:21 -07:00
Jordan Irwin
b0f464e7ac Add TODO list 2021-05-08 15:26:18 -07:00
Jordan Irwin
e733689692 Add debug message when spawned 2021-05-08 15:19:44 -07:00
Jordan Irwin
0cb069edeb Add setting to chance spawn mapblock limit 2021-05-08 15:19:44 -07:00
Jordan Irwin
94c22a5406 Add some logging 2021-05-08 15:19:41 -07:00
Jordan Irwin
aa6c19dd82 Change spawn nodes...
- Remove: default:dirt_with_grass, default:stone
- Add: default:dirt_with_dry_grass, defaut:dry_dirt, default:dtry_dirt_with_dry_grass, default:desert_sand
2021-05-08 15:06:51 -07:00
Jordan Irwin
7edfb6cb9b Use settings to determine spawn chance, frequency, level, & light requirements 2021-05-08 15:06:48 -07:00
Jordan Irwin
7ca26b4105 Spawn on node nether:rack of nether mod available 2021-05-08 11:53:32 -07:00
Jordan Irwin
b64b6a67db Copy license text from tnt mod for tnt_function.lua module 2021-05-08 11:51:20 -07:00
Jordan Irwin
b9609a5b16 Replace deprecated setting_get methods 2021-05-08 11:44:42 -07:00
Jordan Irwin
be4c3617af Cleanup 2021-05-08 11:42:35 -07:00
Jordan Irwin
b082a746fa Relable to "sneeker" 2021-05-08 11:18:50 -07:00
Jordan Irwin
c29a930352 Change license to MIT 2021-05-08 11:10:20 -07:00
Jordan Irwin
84f6c2f3c9 Hack: check that coordinates are numbers before setting new velocity 2021-05-06 18:01:33 -07:00
Jordan Irwin
6c46f8bf7e Check that tnt is enabled 2021-05-06 18:00:40 -07:00
Jordan Irwin
45b0bf5f08 Update for Minetest 5.x API 2021-05-06 17:58:47 -07:00
Jordan Irwin
6efa22caf4 Fix line endings 2021-05-06 17:32:24 -07:00
Jordan Irwin
b88e4357f9 Add tnt as dependency 2021-05-06 17:14:03 -07:00
Jordan Irwin
cc9cb71090 Whitespace cleanup 2021-05-06 17:13:44 -07:00
Jordan Irwin
a89eb699c9 Move description & dependencies into mod.conf 2021-05-06 17:10:14 -07:00
22 changed files with 1971 additions and 714 deletions

3
.gitignore vendored

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

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

@ -1,121 +1,21 @@
Creative Commons Legal Code The MIT License (MIT)
CC0 1.0 Universal Copyright © 2021 Jordan Irwin (AntumDeluge)
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE Permission is hereby granted, free of charge, to any person obtaining a copy of
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THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
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Statement of Purpose The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
The laws of most jurisdictions throughout the world automatically confer THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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Certain owners wish to permanently relinquish those rights to a Work for OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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@ -1,17 +1,40 @@
# Sneeker mobile mod for Minetest ## Sneeker mod for Minetest
Adds some explosive nuisance. ### Description:
## Forum Topic An explosive nuisance for [Minetest](http://minetest.net/).
- Original thread: https://forum.minetest.net/viewtopic.php?t=11891 ![screenshot](screenshot.png)
## License ### Licensing:
- **Code:** - Code: [MIT](LICENSE.txt)
- Original by Rui: [WTFPL][lic.wtfpl] - Original by Rui: WTFPL
- AntumDeluge: [CC0][lic.cc0] - 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)
[lic.cc0]: LICENSE.txt [reference]: https://antummt.github.io/mod-sneeker/docs/reference/
[lic.wtfpl]: LICENSE-wtfpl.txt

15
TODO.txt Normal file

@ -0,0 +1,15 @@
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

27
changelog.txt Normal file

@ -0,0 +1,27 @@
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

@ -1,4 +0,0 @@
default
mobs?
spawneggs?
tnt?

@ -1 +0,0 @@
Adds some explosive nuisance.

58
docs/config.ld Normal file

@ -0,0 +1,58 @@
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

13
docs/gendoc.sh Normal file

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#!/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}"

519
docs/reference/index.html Normal file

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<!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>

303
docs/reference/ldoc.css Normal file

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635
entity.lua Normal file

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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
})

@ -1,30 +0,0 @@
-- 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

@ -1,384 +1,36 @@
-- Original code by Rui: WTFPL
sneeker = {} sneeker = {}
sneeker.modname = core.get_current_modname() sneeker.modname = core.get_current_modname()
sneeker.modpath = core.get_modpath(sneeker.modname) sneeker.modpath = core.get_modpath(sneeker.modname)
if core.settings:get_bool('log_mods') then local debugging = core.settings:get_bool("enable_debug_mods", false)
core.log('action', 'Loading mod "' .. sneeker.modname .. '" ...') 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
end 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 = { local scripts = {
'tnt_function', "settings",
'spawn', "tnt_function",
} "entity",
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 end

@ -1 +1,9 @@
name = sneeker 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

@ -1,4 +1,116 @@
-- Settings for sneeker mod
--- Settings for sneeker mod.
--
-- @module settings.lua
sneeker.debug = core.settings:get_bool('enable_debug_mods') or false 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()

@ -1,11 +1,55 @@
# Sets maximum number of spawns that can exist in world.
sneeker.spawn_cap (Maximum spawns) int 10 # 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 possibility for spawn. # Sets possibility for spawn.
sneeker.spawn_chance (Spawn chance) int 1000 #
# Rate is the inverted value (e.g. 1/value).
sneeker.spawn_chance (Sneeker spawn chance) int 10000
# Sets frequency of spawn chance. Default 240 is equivalent to 4 minutes (60 * 4). # Sets frequency of spawn chance. Default 240 is equivalent to 4 minutes (60 * 4).
sneeker.spawn_interval (Spawn interval) int 240 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
# Sets the maximum light that a node can have for spawn to occur. # Sets the maximum light that a node can have for spawn to occur.
sneeker.spawn_maxlight (Max light for spawn) int 5 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

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123
spawn.lua

@ -1,123 +0,0 @@
-- 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

@ -1,13 +1,113 @@
-- Original code by Rui: WTFPL --[[ 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/
]]
-- From TNT
local cid_data = {} 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 large_radius = 5
local loss_prob = { local loss_prob = {
['default:cobble'] = 3, ["default:cobble"] = 3,
['default:dirt'] = 4, ["default:dirt"] = 4,
} }
core.after(0, function() core.after(0, function()
for name, def in pairs(core.registered_nodes) do for name, def in pairs(core.registered_nodes) do
@ -40,8 +140,8 @@ local function eject_drops(drops, pos, radius)
local obj = core.add_item(drop_pos, item) local obj = core.add_item(drop_pos, item)
if obj then if obj then
obj:get_luaentity().collect = true obj:get_luaentity().collect = true
obj:setacceleration({x=0, y=-10, z=0}) obj:set_acceleration({x=0, y=-10, z=0})
obj:setvelocity({x=math.random(-3, 3), y=10, obj:set_velocity({x=math.random(-3, 3), y=10,
z=math.random(-3, 3)}) z=math.random(-3, 3)})
end end
count = count - max count = count - max
@ -64,8 +164,21 @@ local function add_drop(drops, item)
end end
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) local function destroy(drops, pos, cid)
if core.is_protected(pos, '') then if is_protected(pos, "") then
return return
end end
local def = cid_data[cid] local def = cid_data[cid]
@ -75,7 +188,7 @@ local function destroy(drops, pos, cid)
end end
core.remove_node(pos) core.remove_node(pos)
if def then 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 for _, item in ipairs(node_drops) do
add_drop(drops, item) add_drop(drops, item)
end end
@ -103,12 +216,12 @@ local function entity_physics(pos, radius)
radius = radius * 2 radius = radius * 2
local objs = core.get_objects_inside_radius(pos, radius) local objs = core.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do for _, obj in pairs(objs) do
local obj_pos = obj:getpos() local obj_pos = obj:get_pos()
local obj_vel = obj:getvelocity() local obj_vel = obj:get_velocity()
local dist = math.max(1, vector.distance(pos, obj_pos)) local dist = math.max(1, vector.distance(pos, obj_pos))
if obj_vel ~= nil then if obj_vel ~= nil then
obj:setvelocity(calc_velocity(pos, obj_pos, obj:set_velocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10)) obj_vel, radius * 10))
end end
@ -131,7 +244,7 @@ local function add_effects(pos, radius)
maxexptime = 3, maxexptime = 3,
minsize = 8, minsize = 8,
maxsize = 16, maxsize = 16,
texture = 'sneeker_smoke.png', texture = "sneeker_smoke.png",
}) })
end end
@ -149,12 +262,16 @@ local function explode(pos, radius)
local drops = {} local drops = {}
local p = {} local p = {}
local c_air = core.get_content_id('air') local c_air = core.get_content_id("air")
local c_tnt = core.get_content_id('tnt:tnt') local c_tnt = nil
local c_tnt_burning = core.get_content_id('tnt:tnt_burning') if core.settings:get_bool("enable_tnt", false) then
local c_gunpowder = core.get_content_id('tnt:gunpowder') c_tnt = core.get_content_id("tnt:tnt")
local c_gunpowder_burning = core.get_content_id('tnt:gunpowder_burning') end
local c_boom = core.get_content_id('tnt:boom')
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 z = -radius, radius do
for y = -radius, radius do for y = -radius, radius do
@ -183,16 +300,21 @@ local function explode(pos, radius)
return drops return drops
end end
function sneeker.boom(pos,large) function sneeker.boom(pos, large)
if not pos then return end
local radius = radius local radius = radius
if large then if large then
radius = large_radius radius = large_radius
end end
core.sound_play('sneeker_explode', {pos=pos, gain=1.5, max_hear_distance=2*64}) if sounds then
core.set_node(pos, {name='tnt:boom'}) sounds.explosion(1, {pos=pos, gain=sneeker.boom_gain, max_hear_distance=2*64})
end
core.set_node(pos, {name="tnt:boom"})
core.get_node_timer(pos):start(0.5) core.get_node_timer(pos):start(0.5)
local drops = explode(pos, radius) local drops = explode(pos, radius)
entity_physics(pos, radius) entity_physics(pos, radius)
eject_drops(drops, pos, radius) eject_drops(drops, pos, radius)
add_effects(pos, radius) add_effects(pos, radius)
core.remove_node(pos)
end end