26 Commits
v1.0 ... v1.1

Author SHA1 Message Date
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
14 changed files with 571 additions and 494 deletions

View File

@@ -1,12 +0,0 @@
1.0
- 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.

View File

@@ -1,82 +1,40 @@
## Sneeker mod for Minetest
---
### Description:
An explosive nuisance for [Minetest](http://minetest.net/).
![screenshot](screenshot.png)
---
### Licensing:
- Code: [MIT](LICENSE.txt)
- Original by Rui: WTFPL
- tnt_function code: [MIT](tnt_function.lua)
---
### Usage:
Settings:
- ***sneeker.lifetime***
- How long (in seconds) sneeker remains in world after spawn.
- type: int
- default: 900 (15 minutes)
- ***sneeker.boom_gain***
- Loudness of explosion.
- type: float
- default: 1.5
- ***sneeker.spawn_require_player_nearby***
- Determines whether or not a player must be close for spawn to occur.
- type: bool
- default: true
- ***sneeker.spawn_player_radius***
- Distance a player must be within for spawn to occur.
- type: int
- default: 100
- ***sneeker.despawn_player_far***
- If enabled, mobs not near any players will despawn.
- type: bool
- default: true
- ***sneeker.despawn_player_radius***
- Distance determining if a player is near enough to prevent despawn.
- type: int
- default: 500
- ***sneeker.spawn_chance***
- Sets possibility for spawn.
- type: int
- default: 10000
- ***sneeker.spawn_interval***
- Sets frequency of spawn chance.
- type: int
- default: 240 (4 minutes)
- ***sneeker.spawn_minlight***
- Sets the minimum light that a node must have for spawn to occur.
- type: int
- default: 0
- ***sneeker.spawn_maxlight***
- Sets the maximum light that a node can have for spawn to occur.
- type: int
- default: 4
- ***sneeker.spawn_minheight***
- Sets the maximum light that a node can have for spawn to occur.
- type: int
- default: -31000
- ***sneeker.spawn_maxheight***
- Sets the lowest position at which sneeker can spawn.
- type: int
- default 31000
- ***sneeker.spawn_mapblock_limit***
- Limits the number of entities that can spawn per mapblock (16x16x16).
- type: int
- default: 1
Settings documented in [reference][].
### Requirements:
- Depends: 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)
- [Original forum thread](https://forum.minetest.net/viewtopic.php?t=11891)
- [Git repo](https://github.com/AntumMT/mod-sneeker)
- [Reference](https://antummt.github.io/mod-sneeker/docs/api.html)
- [Changelog](CHANGES.txt)
- [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)
[reference]: https://antummt.github.io/mod-sneeker/docs/reference/

View File

@@ -1,2 +1,5 @@
TODO:
- add version using mobs_redo API
- add version using cmer API
- add griefing option

21
changelog.txt Normal file
View File

@@ -0,0 +1,21 @@
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

View File

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

View File

@@ -104,6 +104,10 @@
<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/>
@@ -201,7 +205,7 @@
<dd>
Distance in nodes a player must be for spawn to occur. </p>
<p> Only used if <a href="api.html#sneeker.spawn_require_player_nearby">sneeker.spawn_require_player_nearby</a> enabled.
<p> Only used if <a href="index.html#sneeker.spawn_require_player_nearby">sneeker.spawn_require_player_nearby</a> enabled.
</ul>
</ul>
@@ -257,7 +261,7 @@
<dd>
Distance determining if a player is near enough to prevent despawn. </p>
<p> Only used if <a href="api.html#sneeker.despawn_player_far">sneeker.despawn_player_far</a> enabled.
<p> Only used if <a href="index.html#sneeker.despawn_player_far">sneeker.despawn_player_far</a> enabled.
</ul>
</ul>
@@ -473,6 +477,33 @@
</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>
@@ -480,8 +511,8 @@
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/AntumDeluge/LDoc">LDoc 1.4.6-antum-2</a></i>
<i style="float:right;">Last updated 2021-05-08 21:15:42 </i>
<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>

443
entity.lua Normal file
View File

@@ -0,0 +1,443 @@
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
}
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: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.chase and self.visualx < 2 then
if self.hiss == false then
core.sound_play("sneeker_hiss", {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)
core.sound_play("sneeker_explode", {object=self.object, gain=sneeker.boom_gain, max_hear_distance=2*64})
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
def.on_step = function(self, dtime, moveresult)
-- update lifetime timer
-- FIXME: this is longer than realtime
self.lifetimer = self.lifetimer + dtime
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)
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.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
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
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)
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
})

397
init.lua
View File

@@ -29,404 +29,9 @@ local scripts = {
"settings",
"tnt_function",
"spawn",
"entity",
}
for _, script in ipairs(scripts) do
dofile(sneeker.modpath .. "/" .. script .. ".lua")
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 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,
-- Original
animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187
},
walk_speed = 1.5,
jump_height = 5,
animation_speed = 30,
knockback_level = 2
}
def.on_activate = function(self, staticdata)
self.yaw = 0
self.anim = 1
self.timer = 0
self.visualx = 1
self.jump_timer = 0
self.turn_timer = 0
self.turn_speed = 0
self.powered = false
self.knockback = false
self.state = math.random(1, 2)
self.old_y = self.object: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
def.on_step = function(self, dtime)
-- update lifetime timer
-- FIXME: this is longer than realtime
self.lifetimer = self.lifetimer + dtime
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
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
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: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
-- 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=sneeker.boom_gain, max_hear_distance=2*64})
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
-- 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: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 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)
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
})

View File

@@ -1,7 +1,7 @@
name = sneeker
title = Sneeker
description = An explosive nuisance.
version = 1.0
version = 1.1
author = Rui
depends = default, tnt
optional_depends = nether
optional_depends = nether, sounds, simple_protection

View File

@@ -106,3 +106,11 @@ sneeker.spawn_maxheight = tonumber(core.settings:get("sneeker.spawn_maxheight")
-- @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()

View File

@@ -50,3 +50,6 @@ 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

View File

@@ -1,19 +1,20 @@
local spawn_nodes = {
"default:dirt_with_dry_grass",
"default:dry_dirt",
"default:dry_dirt_with_dry_grass",
"default:desert_sand",
}
if core.global_exists("nether") then
table.insert(spawn_nodes, "nether:rack")
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
for _, node_name in ipairs(spawn_nodes) do
if not core.registered_nodes[node_name] then
sneeker.log("warning", "Invalid node for spawn: " .. node_name)
end
if #spawn_nodes == 0 then
sneeker.log("warning", "no spawning nodes set, cannot spawn")
end

View File

@@ -164,8 +164,21 @@ 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("s_protect") 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 s_protect.can_access(pos, s_protect_name)
end
end
local function destroy(drops, pos, cid)
if core.is_protected(pos, "") then
if is_protected(pos, "") then
return
end
local def = cid_data[cid]
@@ -288,6 +301,8 @@ local function explode(pos, radius)
end
function sneeker.boom(pos, large)
if not pos then return end
local radius = radius
if large then
radius = large_radius
@@ -299,4 +314,5 @@ function sneeker.boom(pos, large)
entity_physics(pos, radius)
eject_drops(drops, pos, radius)
add_effects(pos, radius)
core.remove_node(pos)
end