Merge branch 'master' into pumpkin_hud

This commit is contained in:
NO11 2021-05-25 09:05:31 +00:00
commit 0ea72ed1f1
51 changed files with 688 additions and 890 deletions

@ -47,6 +47,9 @@ read_globals = {
--GENERAL
"default",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

@ -121,7 +121,7 @@ local hardness_values = get_hardness_values_for_groups()
-- hardness_value. Used for quick lookup.
local hardness_lookup = get_hardness_lookup_for_groups(hardness_values)
local function compute_creativetimes(group)
--[[local function compute_creativetimes(group)
local creativetimes = {}
for index, hardness in pairs(hardness_values[group]) do
@ -129,7 +129,7 @@ local function compute_creativetimes(group)
end
return creativetimes
end
end]]
-- Get the list of digging times for using a specific tool on a specific
-- diggroup.
@ -239,13 +239,13 @@ function mcl_autogroup.can_harvest(nodename, toolname)
end
-- Get one groupcap field for using a specific tool on a specific group.
local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
--[[local function get_groupcap(group, can_harvest, multiplier, efficiency, uses)
return {
times = get_digtimes(group, can_harvest, multiplier, efficiency),
uses = uses,
maxlevel = 0,
}
end
end]]
-- Returns the tool_capabilities from a tool definition or a default set of
-- tool_capabilities
@ -315,12 +315,12 @@ local overwrite = function()
newgroups.opaque = 1
end
local creative_breakable = false
--local creative_breakable = false
-- Assign groups used for digging this node depending on
-- the registered digging groups
for g, gdef in pairs(mcl_autogroup.registered_diggroups) do
creative_breakable = true
--creative_breakable = true
local index = hardness_lookup[g][ndef._mcl_hardness or 0]
if ndef.groups[g] then
if gdef.levels then

@ -81,11 +81,11 @@ if v6_use_snow_biomes then
end
local v6_freq_desert = tonumber(minetest.get_mapgen_setting("mgv6_freq_desert") or 0.45)
local NOISE_MAGIC_X = 1619
local NOISE_MAGIC_Y = 31337
local NOISE_MAGIC_Z = 52591
local NOISE_MAGIC_SEED = 1013
local noise2d = function(x, y, seed)
--local NOISE_MAGIC_X = 1619
--local NOISE_MAGIC_Y = 31337
--local NOISE_MAGIC_Z = 52591
--local NOISE_MAGIC_SEED = 1013
local function noise2d(x, y, seed)
-- TODO: implement noise2d function for biome blend
return 0
--[[

@ -1,62 +1,71 @@
local math = math
local get_node = minetest.get_node
local get_item_group = minetest.get_item_group
local registered_nodes = minetest.registered_nodes
flowlib = {}
--sum of direction vectors must match an array index
local function to_unit_vector(dir_vector)
--(sum,root)
--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
local inv_roots = {[0] = 1, [1] = 1, [2] = 0.70710678118655, [4] = 0.5
, [5] = 0.44721359549996, [8] = 0.35355339059327}
local inv_roots = {
[0] = 1,
[1] = 1,
[2] = 0.70710678118655,
[4] = 0.5,
[5] = 0.44721359549996,
[8] = 0.35355339059327,
}
local function to_unit_vector(dir_vector)
local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
return {x=dir_vector.x*inv_roots[sum],y=dir_vector.y
,z=dir_vector.z*inv_roots[sum]}
return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
end
local is_touching = function(realpos,nodepos,radius)
local function is_touching(realpos,nodepos,radius)
local boarder = 0.5 - radius
return (math.abs(realpos - nodepos) > (boarder))
return math.abs(realpos - nodepos) > (boarder)
end
flowlib.is_touching = is_touching
local is_water = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "water") ~= 0)
local function is_water(pos)
return get_item_group(get_node(pos).name, "water") ~= 0
end
flowlib.is_water = is_water
local node_is_water = function(node)
return (minetest.get_item_group(node.name, "water") ~= 0)
local function node_is_water(node)
return get_item_group(node.name, "water") ~= 0
end
flowlib.node_is_water = node_is_water
local is_lava = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "lava") ~= 0)
local function is_lava(pos)
return get_item_group(get_node(pos).name, "lava") ~= 0
end
flowlib.is_lava = is_lava
local node_is_lava = function(node)
return (minetest.get_item_group(node.name, "lava") ~= 0)
local function node_is_lava(node)
return get_item_group(node.name, "lava") ~= 0
end
flowlib.node_is_lava = node_is_lava
local is_liquid = function(pos)
return (minetest.get_item_group(minetest.get_node(
{x=pos.x,y=pos.y,z=pos.z}).name
, "liquid") ~= 0)
local function is_liquid(pos)
return get_item_group(get_node(pos).name, "liquid") ~= 0
end
flowlib.is_liquid = is_liquid
local node_is_liquid = function(node)
return (minetest.get_item_group(node.name, "liquid") ~= 0)
local function node_is_liquid(node)
return minetest.get_item_group(node.name, "liquid") ~= 0
end
flowlib.node_is_liquid = node_is_liquid
@ -64,32 +73,28 @@ flowlib.node_is_liquid = node_is_liquid
--This code is more efficient
local function quick_flow_logic(node, pos_testing, direction)
local name = node.name
if not minetest.registered_nodes[name] then
if not registered_nodes[name] then
return 0
end
if minetest.registered_nodes[name].liquidtype == "source" then
local node_testing = minetest.get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
if registered_nodes[name].liquidtype == "source" then
local node_testing = get_node(pos_testing)
if not registered_nodes[node_testing.name] then
return 0
end
if minetest.registered_nodes[node_testing.name].liquidtype
~= "flowing" then
if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
return 0
else
return direction
end
elseif minetest.registered_nodes[name].liquidtype == "flowing" then
local node_testing = minetest.get_node(pos_testing)
elseif registered_nodes[name].liquidtype == "flowing" then
local node_testing = get_node(pos_testing)
local param2_testing = node_testing.param2
if not minetest.registered_nodes[node_testing.name] then
if not registered_nodes[node_testing.name] then
return 0
end
if minetest.registered_nodes[node_testing.name].liquidtype
== "source" then
if registered_nodes[node_testing.name].liquidtype == "source" then
return -direction
elseif minetest.registered_nodes[node_testing.name].liquidtype
== "flowing" then
elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
if param2_testing < node.param2 then
if (node.param2 - param2_testing) > 6 then
return -direction
@ -108,44 +113,37 @@ local function quick_flow_logic(node,pos_testing,direction)
return 0
end
local quick_flow = function(pos,node)
local x = 0
local z = 0
local function quick_flow(pos, node)
if not node_is_liquid(node) then
return {x = 0, y = 0, z = 0}
end
x = x + quick_flow_logic(node,{x=pos.x-1,y=pos.y,z=pos.z},-1)
x = x + quick_flow_logic(node,{x=pos.x+1,y=pos.y,z=pos.z}, 1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z-1},-1)
z = z + quick_flow_logic(node,{x=pos.x,y=pos.y,z=pos.z+1}, 1)
local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
return to_unit_vector({x = x, y = 0, z = z})
end
flowlib.quick_flow = quick_flow
--if not in water but touching, move centre to touching block
--x has higher precedence than z
--if pos changes with x, it affects z
local move_centre = function(pos,realpos,node,radius)
local function move_centre(pos, realpos, node, radius)
if is_touching(realpos.x, pos.x, radius) then
if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
node = minetest.get_node({x=pos.x-1,y=pos.y,z=pos.z})
node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
pos = {x = pos.x-1, y = pos.y, z = pos.z}
elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
node = minetest.get_node({x=pos.x+1,y=pos.y,z=pos.z})
node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
pos = {x = pos.x+1, y = pos.y, z = pos.z}
end
end
if is_touching(realpos.z, pos.z, radius) then
if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z-1})
node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
pos = {x = pos.x, y = pos.y, z = pos.z - 1}
elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
node = minetest.get_node({x=pos.x,y=pos.y,z=pos.z+1})
node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
pos = {x = pos.x, y = pos.y, z = pos.z + 1}
end
end

@ -13,9 +13,7 @@ under the LGPLv2.1 license.
mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire") ~= nil
local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local S = minetest.get_translator("mcl_explosions")
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local hash_node_position = minetest.hash_node_position
local get_objects_inside_radius = minetest.get_objects_inside_radius
@ -174,14 +172,11 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local ystride = (emax.x - emin_x + 1)
local zstride = ystride * (emax.y - emin_y + 1)
local pos_x = pos.x
local pos_y = pos.y
local pos_z = pos.z
local area = VoxelArea:new {
--[[local area = VoxelArea:new {
MinEdge = emin,
MaxEdge = emax
}
}]]
local data = vm:get_data()
local destroy = {}

@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 wurde Opfer einer Explosion.

@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 a été pris dans une explosion.

@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 не удалось пережить взрыва.

@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=

@ -40,10 +40,9 @@ function mcl_loot.get_loot(loot_definitions, pr)
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
end
local stacks_min = loot_definitions.stacks_min
local stacks_max = loot_definitions.stacks_max
if not stacks_min then stacks_min = 1 end
if not stacks_max then stacks_max = 1 end
--local stacks_min = loot_definitions.stacks_min or 1
--local stacks_max = loot_definitions.stacks_max or 1
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
for s=1, stacks do
local r = pr:next(1, total_weight)

@ -1,3 +1,12 @@
local vector = vector
local table = table
local hash_node_position = minetest.hash_node_position
local add_particlespawner = minetest.add_particlespawner
local delete_particlespawner = minetest.delete_particlespawner
local ipairs = ipairs
mcl_particles = {}
-- Table of particlespawner IDs on a per-node hash basis
@ -32,11 +41,11 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
if allowed_level == 0 or levels[level] > allowed_level then
return
end
local poshash = minetest.hash_node_position(pos)
local poshash = hash_node_position(pos)
if not poshash then
return
end
local id = minetest.add_particlespawner(particlespawner_definition)
local id = add_particlespawner(particlespawner_definition)
if id == -1 then
return
end
@ -47,6 +56,8 @@ function mcl_particles.add_node_particlespawner(pos, particlespawner_definition,
return id
end
local add_node_particlespawner = mcl_particles.add_node_particlespawner
-- Deletes all particlespawners that are assigned to a node position.
-- If no particlespawners exist for this position, nothing happens.
-- pos: Node positon. MUST use integer values!
@ -55,11 +66,11 @@ function mcl_particles.delete_node_particlespawners(pos)
if allowed_level == 0 then
return false
end
local poshash = minetest.hash_node_position(pos)
local poshash = hash_node_position(pos)
local ids = particle_nodes[poshash]
if ids then
for i=1, #ids do
minetest.delete_particlespawner(ids[i])
delete_particlespawner(ids[i])
end
particle_nodes[poshash] = nil
return true
@ -72,7 +83,6 @@ end
local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local min = math.min
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
@ -81,7 +91,7 @@ function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
add_node_particlespawner(pos, smoke_pdef, "high")
end
-- cache already populated
else
@ -111,11 +121,9 @@ function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
smoke_pdef.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.minexptime = math.min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end
end

@ -457,9 +457,7 @@ function mcl_util.calculate_durability(itemstack)
end
end
if not uses then
local toolcaps = itemstack:get_tool_capabilities()
local groupcaps = toolcaps.groupcaps
for _, v in pairs(groupcaps) do
for _, v in pairs(itemstack:get_tool_capabilities().groupcaps) do
uses = v.uses
break
end

@ -35,9 +35,7 @@ minetest.register_globalstep(function(dtime)
pp.y = ceil(pp.y)
local loc = vector_add(pp, {x=0,y=-1,z=0})
if loc ~= nil then
local nodeiamon = get_node(loc)
if nodeiamon ~= nil then
if on_walk[nodeiamon.name] then
on_walk[nodeiamon.name](loc, nodeiamon, player)
@ -48,7 +46,6 @@ minetest.register_globalstep(function(dtime)
end
end
end
timer = 0
end
end)

@ -1,6 +1,8 @@
--Dripping Water Mod
--by kddekadenz
local math = math
-- License of code, textures & sounds: CC0
--Drop entities
@ -20,23 +22,18 @@ minetest.register_entity("drippingwater:drop_water", {
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 1, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k==1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_drip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
@ -61,24 +58,18 @@ minetest.register_entity("drippingwater:drop_lava", {
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
static_save = false,
on_activate = function(self, staticdata)
self.object:set_sprite({x=0,y=0}, 1, 0, true)
end,
on_step = function(self, dtime)
local k = math.random(1,222)
local ownpos = self.object:get_pos()
if k == 1 then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y +0.5, z=ownpos.z}).name == "air" then
self.object:set_acceleration({x=0, y=-5, z=0})
end
if minetest.get_node({x=ownpos.x, y=ownpos.y -0.5, z=ownpos.z}).name ~= "air" then
self.object:remove()
minetest.sound_play({name="drippingwater_lavadrip"}, {pos = ownpos, gain = 0.5, max_hear_distance = 8}, true)
@ -90,16 +81,15 @@ minetest.register_entity("drippingwater:drop_lava", {
--Create drop
minetest.register_abm(
{
minetest.register_abm({
label = "Create water drops",
nodenames = {"group:opaque", "group:leaves"},
neighbors = {"group:water"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "water") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_water")
end
@ -108,16 +98,15 @@ minetest.register_abm(
--Create lava drop
minetest.register_abm(
{
minetest.register_abm({
label = "Create lava drops",
nodenames = {"group:opaque"},
neighbors = {"group:lava"},
interval = 2,
chance = 22,
action = function(pos)
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0 and
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name, "lava") ~= 0
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" then
local i = math.random(-45,45) / 100
minetest.add_entity({x=pos.x + i, y=pos.y - 0.501, z=pos.z + i}, "drippingwater:drop_lava")
end

@ -328,10 +328,10 @@ function boat.on_step(self, dtime, moveresult)
p.y = p.y - boat_y_offset
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
local new_acce
if not is_water(p) and not on_ice then
-- Not on water or inside water: Free fall
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
--local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
new_acce = {x = 0, y = -9.8, z = 0}
new_velo = get_velocity(self._v, self.object:get_yaw(),
self.object:get_velocity().y)

@ -1,5 +1,3 @@
local S = minetest.get_translator("mcl_burning")
function mcl_burning.get_storage(obj)
return obj:is_player() and mcl_burning.storage[obj] or obj:get_luaentity()
end

@ -1,5 +1,4 @@
local S = minetest.get_translator("mcl_burning")
local modpath = minetest.get_modpath("mcl_burning")
local modpath = minetest.get_modpath(minetest.get_current_modname())
mcl_burning = {
storage = {},
@ -56,7 +55,6 @@ minetest.register_on_leaveplayer(function(player)
local storage = mcl_burning.storage[player]
storage.fire_hud_id = nil
player:get_meta():set_string("mcl_burning:data", minetest.serialize(storage))
mcl_burning.storage[player] = nil
end)
@ -70,10 +68,8 @@ minetest.register_entity("mcl_burning:fire", {
glow = -1,
backface_culling = false,
},
animation_frame = 0,
animation_timer = 0,
on_step = function(self, dtime)
local parent, storage = self:sanity_check()

@ -1,7 +1,4 @@
local S = minetest.get_translator("mcl_falling_nodes")
local has_mcl_armor = minetest.get_modpath("mcl_armor")
local get_falling_depth = function(self)
local function get_falling_depth(self)
if not self._startpos then
-- Fallback
self._startpos = self.object:get_pos()
@ -9,7 +6,7 @@ local get_falling_depth = function(self)
return self._startpos.y - vector.round(self.object:get_pos()).y
end
local deal_falling_damage = function(self, dtime)
local function deal_falling_damage(self, dtime)
if minetest.get_item_group(self.node.name, "falling_node_damage") == 0 then
return
end
@ -38,7 +35,7 @@ local deal_falling_damage = function(self, dtime)
inv:set_stack("armor", 2, helmet)
end
end
local deathmsg, dmg_type
local dmg_type
if minetest.get_item_group(self.node.name, "anvil") ~= 0 then
dmg_type = "anvil"
else
@ -60,10 +57,8 @@ minetest.register_entity(":__builtin:falling_node", {
collide_with_objects = false,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
node = {},
meta = {},
set_node = function(self, node, meta)
local def = minetest.registered_nodes[node.name]
-- Change falling node if definition tells us to
@ -90,7 +85,6 @@ minetest.register_entity(":__builtin:falling_node", {
glow = glow,
})
end,
get_staticdata = function(self)
local meta = self.meta
-- Workaround: Save inventory seperately from metadata.
@ -111,7 +105,6 @@ minetest.register_entity(":__builtin:falling_node", {
}
return minetest.serialize(ds)
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal = 1})
@ -134,7 +127,6 @@ minetest.register_entity(":__builtin:falling_node", {
end
self._startpos = vector.round(self._startpos)
end,
on_step = function(self, dtime)
-- Set gravity
local acceleration = self.object:get_acceleration()
@ -186,10 +178,9 @@ minetest.register_entity(":__builtin:falling_node", {
return
end
local nd = minetest.registered_nodes[n2.name]
if n2.name == "mcl_portals:portal_end" then
--if n2.name == "mcl_portals:portal_end" then
-- TODO: Teleport falling node.
elseif (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
if (nd and nd.buildable_to == true) or minetest.get_item_group(self.node.name, "crush_after_fall") ~= 0 then
-- Replace destination node if it's buildable to
minetest.remove_node(np)
-- Run script hook
@ -256,7 +247,6 @@ minetest.register_entity(":__builtin:falling_node", {
self.object:set_pos(npos)
end
end
deal_falling_damage(self, dtime)
end
})

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 wurde von einem fallenden Amboss zerschmettert.
@1 was smashed by a falling block.=@1 wurde von einem fallenden Block zerschmettert.

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por la caída de un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por la caída de un bloque.

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume qui tombait.
@1 was smashed by a falling block.=@1 a été écrasé par un bloc qui tombait.

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 придавило падающей наковальней.
@1 was smashed by a falling block.=@1 раздавило падающим блоком.

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

@ -426,13 +426,9 @@ minetest.register_entity(":__builtin:item", {
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
local glow
local def = minetest.registered_items[itemname]
if def then
item_texture = def.inventory_image
item_type = def.type
description = def.description
glow = def.light_source
end

@ -1,3 +1,5 @@
local vector = vector
function mcl_minecarts:get_sign(z)
if z == 0 then
return 0
@ -38,11 +40,9 @@ end
function mcl_minecarts:check_front_up_down(pos, dir_, check_down, railtype)
local dir = vector.new(dir_)
local cur = nil
-- Front
dir.y = 0
cur = vector.add(pos, dir)
local cur = vector.add(pos, dir)
if mcl_minecarts:is_rail(cur, railtype) then
return dir
end
@ -65,7 +65,7 @@ end
function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
local pos = vector.round(pos_)
local cur = nil
local cur
local left_check, right_check = true, true
-- Check left and right
@ -122,7 +122,6 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
-- Backwards
if not old_switch then
cur = mcl_minecarts:check_front_up_down(pos, {
@ -134,7 +133,5 @@ function mcl_minecarts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return cur
end
end
return {x=0, y=0, z=0}
end

@ -486,7 +486,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
if update.pos then
self.object:set_pos(pos)
end
update = nil
end
function cart:get_staticdata()
@ -817,8 +816,7 @@ minetest.register_craft({
})
-- TODO: Re-enable crafting of special minecarts when they have been implemented
if false then
minetest.register_craft({
--[[minetest.register_craft({
output = "mcl_minecarts:furnace_minecart",
recipe = {
{"mcl_furnaces:furnace"},
@ -840,8 +838,8 @@ if false then
{"mcl_chests:chest"},
{"mcl_minecarts:minecart"},
},
})
end
})]]
if has_mcl_wip then
mcl_wip.register_wip_item("mcl_minecarts:chest_minecart")

@ -11,133 +11,111 @@ local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
--local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities
local minetest_line_of_sight = minetest.line_of_sight
local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_add_particlespawner = minetest.add_particlespawner
local minetest_registered_items = minetest.registered_items
local minetest_set_node = minetest.set_node
--local minetest_line_of_sight = minetest.line_of_sight
--local minetest_after = minetest.after
--local minetest_sound_play = minetest.sound_play
--local minetest_add_particlespawner = minetest.add_particlespawner
--local minetest_registered_items = minetest.registered_items
--local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item
local minetest_get_craft_result = minetest.get_craft_result
local minetest_find_path = minetest.find_path
local minetest_is_protected = minetest.is_protected
--local minetest_get_craft_result = minetest.get_craft_result
--local minetest_find_path = minetest.find_path
local minetest_is_creative_enabled = minetest.is_creative_enabled
local minetest_find_node_near = minetest.find_node_near
local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local minetest_raycast = minetest.raycast
local minetest_get_us_time = minetest.get_us_time
--local minetest_find_node_near = minetest.find_node_near
--local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
--local minetest_raycast = minetest.raycast
--local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity
local minetest_get_natural_light = minetest.get_natural_light
local minetest_get_node_or_nil = minetest.get_node_or_nil
--local minetest_get_natural_light = minetest.get_natural_light
--local minetest_get_node_or_nil = minetest.get_node_or_nil
-- localize math functions
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_abs = math.abs
local math_min = math.min
local math_max = math.max
local math_atan = math.atan
local math_random = math.random
local math_floor = math.floor
local math = math
-- localize vector functions
local vector_new = vector.new
local vector_add = vector.add
local vector_length = vector.length
local vector_direction = vector.direction
local vector_normalize = vector.normalize
local vector_multiply = vector.multiply
local vector_divide = vector.divide
local vector = vector
local string = string
-- mob constants
local BREED_TIME = 30
local BREED_TIME_AGAIN = 300
local CHILD_GROW_TIME = 60*20
local DEATH_DELAY = 0.5
--local BREED_TIME = 30
--local BREED_TIME_AGAIN = 300
--local CHILD_GROW_TIME = 60*20
--local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -10
local FLOP_HEIGHT = 5.0
local FLOP_HOR_SPEED = 1.5
--local FLOP_HEIGHT = 5.0
--local FLOP_HOR_SPEED = 1.5
local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81
local MAX_MOB_NAME_LENGTH = 30
local MOB_CAP = {}
--[[local MOB_CAP = {}
MOB_CAP.hostile = 70
MOB_CAP.passive = 10
MOB_CAP.ambient = 15
MOB_CAP.water = 15
]]
-- Load main settings
local damage_enabled = minetest_settings:get_bool("enable_damage")
local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = true
--local damage_enabled = minetest_settings:get_bool("enable_damage")
--local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
--local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
--local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
--local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
--local remove_far = true
local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0
local show_health = false
local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
--local show_health = false
--local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
---local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
--local enable_pathfinding = true
--local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
--local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- default nodes
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
--local node_ice = "mcl_core:ice"
--local node_snowblock = "mcl_core:snowblock"
--local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
local mod_weather = minetest_get_modpath("mcl_weather") ~= nil
local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil
local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil
local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil
local mod_armor = minetest_get_modpath("mcl_armor") ~= nil
local mod_experience = minetest_get_modpath("mcl_experience") ~= nil
--local mod_weather = minetest_get_modpath("mcl_weather")
--local mod_explosions = minetest_get_modpath("mcl_explosions")
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners")
--local mod_hunger = minetest_get_modpath("mcl_hunger")
--local mod_worlds = minetest_get_modpath("mcl_worlds")
--local mod_armor = minetest_get_modpath("mcl_armor")
--local mod_experience = minetest_get_modpath("mcl_experience")
-- random locals I found
local los_switcher = false
local height_switcher = false
--local los_switcher = false
--local height_switcher = false
-- Get translator
local S = minetest.get_translator("mcl_mobs")
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- Invisibility mod check
mobs.invis = {}
if minetest.global_exists("invisibility") then
mobs.invis = invisibility
end
--local use_cmi = minetest.global_exists("cmi")
-- creative check
function mobs.is_creative(name)
return minetest_is_creative_enabled(name)
end
local atan = function(x)
--[[local function atan(x)
if not x or x ~= x then
return 0
else
return math_atan(x)
return math.atan(x)
end
end
end]]
-- Shows helpful debug info above each mob
local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
--local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
-- Peaceful mode message so players will know there are no monsters
if minetest_settings:get_bool("only_peaceful_mobs", false) then
@ -191,7 +169,7 @@ function mobs:register_mob(name, def)
if (not value) or (value == default) or (value == special) then
return default
else
return math_max(min, value * difficulty)
return math.max(min, value * difficulty)
end
end
@ -366,15 +344,11 @@ function mobs:register_mob(name, def)
random_sound_timer_min = 3,
random_sound_timer_max = 10,
--head code variables
--defaults are for the cow's default
--because I don't know what else to set them
--to :P
has_head = def.has_head or false,
head_bone = def.head_bone,
--you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check)
@ -444,7 +418,7 @@ function mobs:register_mob(name, def)
--on_detach_child = mob_detach_child,
on_activate = function(self, staticdata, dtime)
self.object:set_acceleration(vector_new(0,-GRAVITY, 0))
self.object:set_acceleration(vector.new(0,-GRAVITY, 0))
return mobs.mob_activate(self, staticdata, def, dtime)
end,
@ -556,10 +530,10 @@ function mobs:register_arrow(name, def)
and def.tail_texture then
--do this to prevent clipping through main entity sprite
local pos_adjustment = vector_multiply(vector_normalize(vel), -1)
local pos_adjustment = vector.multiply(vector.normalize(vel), -1)
local divider = def.tail_distance_divider or 1
pos_adjustment = vector_divide(pos_adjustment, divider)
local new_pos = vector_add(pos, pos_adjustment)
pos_adjustment = vector.divide(pos_adjustment, divider)
local new_pos = vector.add(pos, pos_adjustment)
minetest.add_particle({
pos = new_pos,
velocity = {x = 0, y = 0, z = 0},
@ -693,12 +667,12 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
if pos
--and within_limits(pos, 0)
and not minetest_is_protected(pos, placer:get_player_name()) then
and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
if minetest_is_protected(pointed_thing.under, name) then
if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
return itemstack
end
@ -743,7 +717,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
update_tag(ent)
--update_tag(ent)
end
-- if not in creative then take item

@ -1,12 +1,8 @@
local math_random = math.random
local math_pi = math.pi
local math_floor = math.floor
local math_round = math.round
local math = math
local vector = vector
local string = string
local vector_multiply = vector.multiply
local vector_add = vector.add
local vector_new = vector.new
local vector_distance = vector.distance
local tonumber = tonumber
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_item_group = minetest.get_item_group
@ -28,7 +24,7 @@ end
--a simple helper function for rounding
--http://lua-users.org/wiki/SimpleRound
function round2(num, numDecimalPlaces)
local function round2(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
@ -54,20 +50,19 @@ local cliff_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
dir = vector_multiply(dir,radius)
dir = vector.multiply(dir,radius)
local free_fall, blocker = minetest_line_of_sight(
local free_fall = minetest_line_of_sight(
{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
return free_fall
end
-- state switching logic (stand, walk, run, attacks)
local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime)
local function land_state_switch(self, dtime)
--do math before sure not attacking, following, or running away so continue
--doing random walking for mobs if all states are not met
@ -137,7 +132,6 @@ local land_state_execution = function(self,dtime)
return
end
--timer to time out looking for mate
if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
self.breed_lookout_timer = self.breed_lookout_timer - dtime
@ -176,12 +170,12 @@ local land_state_execution = function(self,dtime)
if velocity.y < 0 then
--lua is acting really weird so we have to help it
if round2(self.object:get_acceleration().y, 1) == -self.gravity then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
mobs.mob_fall_slow(self)
end
else
if round2(self.object:get_acceleration().y, 1) == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end
@ -207,14 +201,12 @@ local land_state_execution = function(self,dtime)
mobs.lock_yaw(self)
elseif self.state == "follow" then
--always look at players
mobs.set_yaw_while_following(self)
--check distance
local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos())
local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
--don't push the player if too close
--don't spin around randomly
if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
@ -240,7 +232,7 @@ local land_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
end
--do animation
@ -253,9 +245,7 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
@ -292,9 +282,7 @@ local land_state_execution = function(self,dtime)
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
--turn if on the edge of cliff
--(this is written like this because unlike
--jump_check which simply tells the mob to jump
@ -342,7 +330,7 @@ local land_state_execution = function(self,dtime)
mobs.set_velocity(self, self.walk_velocity)
--smoosh together basically
if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
mobs.set_mob_animation(self, "stand")
if self.special_breed_timer == 0 then
self.special_breed_timer = 2 --breeding takes 2 seconds
@ -353,7 +341,7 @@ local land_state_execution = function(self,dtime)
--pop a baby out, it's a miracle!
local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
mobs.play_sound_specific(self,"item_drop_pickup")
@ -376,13 +364,12 @@ local land_state_execution = function(self,dtime)
end
end
if float_now then
mobs.float(self)
else
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y == 0 then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end
@ -423,7 +410,7 @@ local swim_turn_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
@ -437,11 +424,11 @@ local swim_physics_swapper = function(self,inside_swim_node)
--should be swimming, gravity is applied, switch to floating
if inside_swim_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
--not be swim, gravity isn't applied, switch to falling
elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
@ -482,22 +469,17 @@ local swim_state_execution = function(self,dtime)
end
mobs.lock_yaw(self)
elseif self.state == "swim" then
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
@ -573,7 +555,7 @@ local fly_turn_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
@ -587,11 +569,11 @@ local fly_physics_swapper = function(self,inside_fly_node)
--should be flyming, gravity is applied, switch to floating
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
--not be fly, gravity isn't applied, switch to falling
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
self.pitch = 0
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
@ -635,15 +617,13 @@ local fly_state_execution = function(self,dtime)
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
end
--do animation
@ -663,9 +643,7 @@ local fly_state_execution = function(self,dtime)
--enable rotation locking
mobs.movement_rotation_lock(self)
elseif self.state == "attack" then
--execute mob attack type
--if self.attack_type == "explode" then
@ -709,8 +687,7 @@ end
--check if a mob needs to turn while jumping
local jump_turn_check = function(self,dtime)
--[[local function jump_turn_check(self, dtime)
local pos = self.object:get_pos()
pos.y = pos.y + 0.1
local dir = minetest_yaw_to_dir(self.yaw)
@ -718,19 +695,19 @@ local jump_turn_check = function(self,dtime)
local collisionbox = self.object:get_properties().collisionbox
local radius = collisionbox[4] + 0.5
vector_multiply(dir, radius)
vector.multiply(dir, radius)
local test_dir = vector.add(pos,dir)
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
return(green_flag_1)
end
return green_flag_1
end]]
-- state switching logic (stand, jump, run, attacks)
local jump_state_list_wandering = {"stand", "jump"}
local jump_state_switch = function(self, dtime)
local function jump_state_switch(self, dtime)
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
@ -739,8 +716,8 @@ local jump_state_switch = function(self, dtime)
end
-- states are executed here
local jump_state_execution = function(self,dtime)
local function jump_state_execution(self, dtime)
local node_in_front_of = mobs.jump_check(self)
local pos = self.object:get_pos()
local collisionbox = self.object:get_properties().collisionbox
--get the center of the mob
@ -775,7 +752,7 @@ local jump_state_execution = function(self,dtime)
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
self.yaw = (math.random() * (math.pi * 2))
end
--do animation
@ -793,15 +770,10 @@ local jump_state_execution = function(self,dtime)
mobs.jump_move(self,self.walk_velocity)
elseif self.state == "run" then
print("run")
elseif self.state == "attack" then
print("attack")
end
if float_now then
mobs.float(self)
end
@ -916,7 +888,6 @@ mobs.mob_step = function(self, dtime)
elseif self.breath < self.breath_max then
self.breath = self.breath + dtime
--clean timer reset
if self.breath > self.breath_max then
self.breath = self.breath_max
@ -948,10 +919,6 @@ mobs.mob_step = function(self, dtime)
end
end
--baby grows up
if self.baby then
--print(self.grow_up_timer)
@ -969,8 +936,6 @@ mobs.mob_step = function(self, dtime)
end
end
--do custom mob instructions
if self.do_custom then
-- when false skip going any further
@ -1015,7 +980,7 @@ mobs.mob_step = function(self, dtime)
self.memory = self.memory - dtime
--get if memory player is within viewing range
if self.attacking and self.attacking:is_player() then
local distance = vector_distance(self.object:get_pos(), self.attacking:get_pos())
local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos())
if distance > self.view_range then
self.memory = 0
end
@ -1124,28 +1089,22 @@ mobs.mob_step = function(self, dtime)
--overrides absolutely everything
--mobs get stuck in cobwebs like players
if not self.ignores_cobwebs then
local pos = self.object:get_pos()
local node = pos and minetest_get_node(pos).name
if node == "mcl_core:cobweb" then
--fight the rest of the api
if self.object:get_acceleration().y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
end
mobs.stick_in_cobweb(self)
self.was_stuck_in_cobweb = true
else
--do not override other functions
if self.was_stuck_in_cobweb == true then
--return the mob back to normal
self.was_stuck_in_cobweb = nil
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
self.object:set_acceleration(vector_new(0,-self.gravity,0))
self.object:set_acceleration(vector.new(0,-self.gravity,0))
end
end
end

@ -1,7 +1,7 @@
local math_pi = math.pi
local math_floor = math.floor
local math_random = math.random
local HALF_PI = math_pi/2
local math = math
local vector = vector
local HALF_PI = math.pi/2
local vector_direction = vector.direction
@ -48,7 +48,6 @@ mobs.set_mob_animation = function(self, anim, fixed_frame)
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
self.current_animation = anim
end
@ -65,14 +64,14 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest_add_particlespawner({
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
@ -88,7 +87,7 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate)
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest_sound_play("mcl_mobs_mob_poof", {
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
@ -99,7 +98,6 @@ end
--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
mobs.movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw

@ -1,5 +1,5 @@
local vector_direction = vector.direction
local minetest_dir_to_yaw = minetest.dir_to_yaw
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
@ -75,7 +75,6 @@ mobs.explode_attack_walk = function(self,dtime)
mobs.jump(self)
end
--do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 })
@ -113,7 +112,6 @@ ______ _
mobs.punch_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
@ -282,7 +280,6 @@ ______ _ _ _ _
local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil

@ -1,4 +1,7 @@
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
local math = math
local vector = vector
local function disable_physics(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
@ -12,7 +15,7 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement
end
----For Water Flowing:
local enable_physics = function(object, luaentity, ignore_check)
local function enable_physics(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
@ -272,7 +275,7 @@ local falling = function(self, pos)
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math_max(1, v.y) ^ 2),
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
@ -503,9 +506,9 @@ local follow_flop = function(self)
if sdef and sdef.walkable then
mob_sound(self, "flop")
self.object:set_velocity({
x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,
z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
})
end
@ -987,7 +990,7 @@ local check_for_death = function(self, cause, cmi_cause)
item_drop(self, cooked, looting)
if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
end
end
end
@ -1361,7 +1364,7 @@ local do_attack = function(self, player)
self.state = "attack"
-- TODO: Implement war_cry sound without being annoying
--if math_random(0, 100) < 90 then
--if math.random(0, 100) < 90 then
--mob_sound(self, "war_cry", true)
--end
end
@ -1396,7 +1399,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
pitch = base_pitch
end
-- randomize the pitch a bit
pitch = pitch + math_random(-10, 10) * 0.005
pitch = pitch + math.random(-10, 10) * 0.005
end
minetest_sound_play(sound, {
object = self.object,
@ -1699,7 +1702,7 @@ local do_env_damage = function(self)
end
if drowning then
self.breath = math_max(0, self.breath - 1)
self.breath = math.max(0, self.breath - 1)
effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then
@ -2044,7 +2047,7 @@ local breed = function(self)
-- Give XP
if mod_experience then
mcl_experience.throw_experience(pos, math_random(1, 7))
mcl_experience.throw_experience(pos, math.random(1, 7))
end
-- custom breed function
@ -2061,7 +2064,7 @@ local breed = function(self)
-- Use texture of one of the parents
local p = math_random(1, 2)
local p = math.random(1, 2)
if p == 1 then
ent_c.base_texture = parent1.base_texture
else
@ -2091,7 +2094,7 @@ local replace = function(self, pos)
or not self.replace_what
or self.child == true
or self.object:get_velocity().y ~= 0
or math_random(1, self.replace_rate) > 1 then
or math.random(1, self.replace_rate) > 1 then
return
end
@ -2099,7 +2102,7 @@ local replace = function(self, pos)
if type(self.replace_what[1]) == "table" then
local num = math_random(#self.replace_what)
local num = math.random(#self.replace_what)
what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or ""
@ -2163,7 +2166,7 @@ function do_states(self)
if self.state == "stand" then
if math_random(1, 4) == 1 then
if math.random(1, 4) == 1 then
local lp = nil
local s = self.object:get_pos()
@ -2189,7 +2192,7 @@ function do_states(self)
if lp.x > s.x then yaw = yaw + math_pi end
else
yaw = yaw + math_random(-0.5, 0.5)
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = set_yaw(self, yaw, 8)
@ -2204,7 +2207,7 @@ function do_states(self)
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math_random(1, 100) <= self.walk_chance
and math.random(1, 100) <= self.walk_chance
and is_at_cliff_or_danger(self) == false then
set_velocity(self, self.walk_velocity)
@ -2254,7 +2257,7 @@ function do_states(self)
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math_random(#lp)]
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
@ -2280,8 +2283,8 @@ function do_states(self)
else
-- Randomly turn
if math_random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5)
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
end
@ -2289,9 +2292,9 @@ function do_states(self)
yaw = set_yaw(self, yaw, 8)
-- otherwise randomly turn
elseif math_random(1, 100) <= 30 then
elseif math.random(1, 100) <= 30 then
yaw = yaw + math_random(-0.5, 0.5)
yaw = yaw + math.random(-0.5, 0.5)
yaw = set_yaw(self, yaw, 8)
end
@ -2302,7 +2305,7 @@ function do_states(self)
end
if self.facing_fence == true
or cliff_or_danger
or math_random(1, 100) <= 30 then
or math.random(1, 100) <= 30 then
set_velocity(self, 0)
self.state = "stand"
@ -2602,7 +2605,7 @@ function do_states(self)
self.timer = 0
if self.double_melee_attack
and math_random(1, 2) == 1 then
and math.random(1, 2) == 1 then
set_animation(self, "punch2")
else
set_animation(self, "punch")
@ -2669,7 +2672,7 @@ function do_states(self)
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest_raycast(p, self.attack:get_pos(), false, false):next()
and math_random(1, 100) <= 60 then
and math.random(1, 100) <= 60 then
self.timer = 0
set_animation(self, "shoot")
@ -2759,7 +2762,7 @@ end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
@ -2785,17 +2788,17 @@ local on_rightclick_prefix = function(self, clicker)
return false
end
local create_mob_on_rightclick = function(on_rightclick)
--[[local function create_mob_on_rightclick(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
end]]
-- set and return valid yaw
local set_yaw = function(self, yaw, delay, dtime)
local function set_yaw(self, yaw, delay, dtime)
if not yaw or yaw ~= yaw then
yaw = 0
@ -2805,7 +2808,7 @@ local set_yaw = function(self, yaw, delay, dtime)
if delay == 0 then
if self.shaking and dtime then
yaw = yaw + (math_random() * 2 - 1) * 5 * dtime
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end
self.yaw(yaw)
update_roll(self)
@ -2825,8 +2828,7 @@ function mobs:yaw(self, yaw, delay, dtime)
end
mob_step = function()
--mob_step = function()
--if self.state == "die" then
-- print("need custom die stop moving thing")
-- return
@ -2901,7 +2903,7 @@ mob_step = function()
--end
-- mob plays random sound at times
--if math_random(1, 70) == 1 then
--if math.random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
@ -2934,11 +2936,11 @@ mob_step = function()
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then
-- if math.random(1, 10) <= 6 then
-- set_velocity(self, 0)
-- self.state = "stand"
-- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5)
-- yaw = yaw + math.random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
@ -2982,7 +2984,7 @@ mob_step = function()
mcl_burning.extinguish(self.object)
self.object:remove()
elseif self.lifetimer <= 10 then
if math_random(10) < 4 then
if math.random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
@ -2991,4 +2993,4 @@ mob_step = function()
end
]]--
end
--end

@ -1,14 +1,13 @@
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local vector_distance = vector.distance
local vector = vector
--check to see if someone nearby has some tasty food
mobs.check_following = function(self) -- returns true or false
--ignore
if not self.follow then
self.following_person = nil
return(false)
return false
end
--hey look, this thing works for passive mobs too!
@ -20,20 +19,20 @@ mobs.check_following = function(self) -- returns true or false
--safety check
if not stack then
self.following_person = nil
return(false)
return false
end
local item_name = stack:get_name()
--all checks have passed, that guy has some good looking food
if item_name == self.follow then
self.following_person = follower
return(true)
return true
end
end
--everything failed
self.following_person = nil
return(false)
return false
end
--a function which attempts to make mobs enter
@ -42,25 +41,25 @@ mobs.enter_breed_state = function(self,clicker)
--do not breed if baby
if self.baby then
return(false)
return false
end
--do not do anything if looking for mate or
--if cooling off from breeding
if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
return(false)
return false
end
--if this is caught, that means something has gone
--seriously wrong
if not clicker or not clicker:is_player() then
return(false)
return false
end
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
return false
end
local item_name = stack:get_name()
@ -73,11 +72,11 @@ mobs.enter_breed_state = function(self,clicker)
self.breed_lookout_timer = self.breed_lookout_timer_goal
self.bred = true
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true)
return true
end
--everything failed
return(false)
return false
end
@ -104,15 +103,15 @@ mobs.look_for_mate = function(self)
local pos2 = mate:get_pos()
local distance = vector_distance(pos1,pos2)
local distance = vector.distance(pos1,pos2)
if distance <= radius then
if line_of_sight then
if minetest.line_of_sight then
--must add eye height or stuff breaks randomly because of
--seethrough nodes being a blocker (like grass)
if minetest_line_of_sight(
vector_new(pos1.x, pos1.y, pos1.z),
vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
if minetest.line_of_sight(
vector.new(pos1.x, pos1.y, pos1.z),
vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
) then
mates_detected = mates_detected + 1
mates_in_area[mate] = distance
@ -161,7 +160,7 @@ mobs.make_baby_grow_faster = function(self,clicker)
local stack = clicker:get_wielded_item()
--safety check
if not stack then
return(false)
return false
end
local item_name = stack:get_name()
@ -175,10 +174,8 @@ mobs.make_baby_grow_faster = function(self,clicker)
end
mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic")
return(true)
return true
end
end
return(false)
return false
end

@ -8,10 +8,8 @@ local vector_direction = vector.direction
local integer_test = {-1,1}
mobs.collision = function(self)
local pos = self.object:get_pos()
if not self or not self.object or not self.object:get_luaentity() then
return
end
@ -104,11 +102,9 @@ mobs.collision = function(self)
end
end
end
self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
@ -116,7 +112,6 @@ end
--this is used for arrow collisions
mobs.arrow_hit = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self._damage}

@ -1,5 +1,5 @@
local minetest_add_item = minetest.add_item
local minetest_sound_play = minetest.sound_play
--local minetest_sound_play = minetest.sound_play
local math_pi = math.pi
local math_random = math.random
@ -19,7 +19,7 @@ local item_drop = function(self, cooked, looting_level)
return
end
local obj, item, num
local obj, item
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
@ -56,8 +56,11 @@ local item_drop = function(self, cooked, looting_level)
-- cook items when true
if cooked then
local output = minetest_get_craft_result({
method = "cooking", width = 1, items = {item}})
local output = minetest.get_craft_result({
method = "cooking",
width = 1,
items = {item},
})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
@ -117,15 +120,10 @@ mobs.death_logic = function(self, dtime)
--the final POOF of a mob despawning
if self.death_animation_timer >= 1.25 then
item_drop(self,false,1)
mobs.death_effect(self)
mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max))
self.object:remove()
return
end

@ -1,5 +1,5 @@
local minetest_line_of_sight = minetest.line_of_sight
local minetest_dir_to_yaw = minetest.dir_to_yaw
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
@ -18,19 +18,16 @@ local table_copy = table.copy
local math_abs = math.abs
-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
--[[local function do_tnt(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
end]]
--a fast function to be able to detect only players without using objects_in_radius
mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
local pos1 = self.object:get_pos()
local players_in_area = {}
local winner_player = nil
@ -180,15 +177,10 @@ end
-- check if within physical map limits (-30911 to 30927)
-- within_limits, wmin, wmax = nil, -30913, 30928
mobs.within_limits = function(pos, radius)
local wmin, wmax
if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
within_limits = function(pos, radius)
return pos
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
end
end
end
return pos

@ -1,12 +1,11 @@
local vector_new = vector.new
local math = math
local vector = vector
--converts yaw to degrees
local degrees = function(yaw)
return(yaw*180.0/math.pi)
end
mobs.do_head_logic = function(self,dtime)
local player = minetest.get_player_by_name("singleplayer")
@ -14,25 +13,18 @@ mobs.do_head_logic = function(self,dtime)
local look_at = player:get_pos()
look_at.y = look_at.y + player:get_properties().eye_height
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw()
local body_dir = minetest.yaw_to_dir(body_yaw)
pos.y = pos.y + self.head_height_offset
local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset)
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
@ -42,9 +34,7 @@ mobs.do_head_logic = function(self,dtime)
texture = "default_dirt.png",
})
local bone_pos = vector_new(0,0,0)
local bone_pos = vector.new(0,0,0)
--(horizontal)
bone_pos.y = self.head_bone_pos_y
@ -59,9 +49,7 @@ mobs.do_head_logic = function(self,dtime)
--bone_rot.x = bone_rot.x + (dtime * 10)
--bone_rot.z = bone_rot.z + (dtime * 10)
local head_yaw
head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
local head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
if self.reverse_head_yaw then
head_yaw = head_yaw * -1
@ -102,11 +90,9 @@ mobs.do_head_logic = function(self,dtime)
end
if self.swap_y_with_x then
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0))
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0))
else
self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw)))
self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw)))
end
--set_bone_position([bone, position, rotation])
end

@ -2,22 +2,19 @@ local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_dir_to_yaw = minetest.dir_to_yaw
local math_floor = math.floor
local math_min = math.min
local math_random = math.random
local vector_direction = vector.direction
local vector_multiply = vector.multiply
local math = math
local vector = vector
local MAX_MOB_NAME_LENGTH = 30
local mod_hunger = minetest.get_modpath("mcl_hunger")
mobs.feed_tame = function(self)
return nil
end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local function on_rightclick_prefix(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
@ -60,7 +57,6 @@ end
-- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--don't do anything if the mob is already dead
if self.health <= 0 then
return
@ -94,14 +90,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos2.y = 0
local dir = vector_direction(pos2,pos1)
local dir = vector.direction(pos2,pos1)
local yaw = minetest_dir_to_yaw(dir)
self.yaw = yaw
end
-- custom punch function
if self.do_punch then
-- when false skip going any further
@ -115,21 +110,18 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
--local punch_interval = 1.4
-- exhaust attacker
if mod_hunger and is_player then
@ -139,7 +131,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
@ -163,13 +154,13 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- healing
if damage <= -1 then
self.health = self.health - math_floor(damage)
self.health = self.health - math.floor(damage)
return
end
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
--if tool_capabilities then
-- punch_interval = tool_capabilities.full_punch_interval or 1.4
--end
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
@ -183,7 +174,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
hitter:set_wielded_item(weapon)
end
@ -240,7 +231,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
@ -255,20 +245,15 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
if self.hostile then
multiplier = multiplier + 2
end
dir = vector_multiply(dir,multiplier)
dir = vector.multiply(dir,multiplier)
dir.y = up
--add the velocity
self.object:add_velocity(dir)
end
end
--do internal per mob projectile calculations
mobs.shoot_projectile = function(self)
local pos1 = self.object:get_pos()
--add mob eye height
pos1.y = pos1.y + self.eye_height
@ -278,7 +263,7 @@ mobs.shoot_projectile = function(self)
pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction
local dir = vector_direction(pos1,pos2)
local dir = vector.direction(pos1,pos2)
--call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir)

@ -1,9 +1,8 @@
local minetest_add_particlespawner = minetest.add_particlespawner
mobs.death_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -33,7 +32,7 @@ end
mobs.critical_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -62,9 +61,8 @@ end
--when feeding a mob
mobs.feed_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -94,7 +92,7 @@ end
--hearts when tamed
mobs.tamed_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max
@ -124,7 +122,7 @@ end
--hearts when breeding
mobs.breeding_effect = function(self)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
--local yaw = self.object:get_yaw()
local collisionbox = self.object:get_properties().collisionbox
local min, max

@ -1,16 +1,10 @@
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_random = math.random
local HALF_PI = math_pi / 2
local DOUBLE_PI = math_pi * 2
-- localize math functions
local math = math
local HALF_PI = math.pi / 2
local DOUBLE_PI = math.pi * 2
-- localize vector functions
local vector_new = vector.new
local vector_length = vector.length
local vector_multiply = vector.multiply
local vector_distance = vector.distance
local vector_normalize = vector.normalize
local vector = vector
local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw
@ -19,18 +13,17 @@ local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3
mobs.stick_in_cobweb = function(self)
local current_velocity = self.object:get_velocity()
local goal_velocity = vector_multiply(vector_normalize(current_velocity), 0.4)
local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4)
goal_velocity.y = -0.5
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -40,7 +33,7 @@ mobs.float = function(self)
local acceleration = self.object:get_acceleration()
if acceleration and acceleration.y ~= 0 then
self.object:set_acceleration(vector_new(0,0,0))
self.object:set_acceleration(vector.new(0,0,0))
else
return
end
@ -59,7 +52,7 @@ mobs.float = function(self)
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -81,7 +74,7 @@ mobs.climb = function(self)
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -109,22 +102,22 @@ mobs.set_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = 0,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -139,7 +132,7 @@ mobs.get_velocity = function(self)
v.y = 0
if v then
return vector_length(v)
return vector.length(v)
end
return 0
@ -155,7 +148,7 @@ mobs.jump = function(self, velocity)
--fallback velocity to allow modularity
velocity = velocity or DEFAULT_JUMP_HEIGHT
self.object:add_velocity(vector_new(0,velocity,0))
self.object:add_velocity(vector.new(0,velocity,0))
end
--make mobs fall slowly
@ -175,15 +168,15 @@ mobs.mob_fall_slow = function(self)
new_velocity_addition.x = 0
new_velocity_addition.z = 0
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
new_velocity_addition.x = 0
new_velocity_addition.z = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
@ -215,13 +208,13 @@ mobs.flop = function(self, velocity)
velocity = velocity or DEFAULT_JUMP_HEIGHT
--create a random direction (2d yaw)
local dir = DOUBLE_PI * math_random()
local dir = DOUBLE_PI * math.random()
--create a random force value
local force = math_random(0,3) + math_random()
local force = math.random(0,3) + math.random()
--convert the yaw to a direction vector then multiply it times the force
local final_additional_force = vector_multiply(minetest_yaw_to_dir(dir), force)
local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force)
--place in the "flop" velocity to make the mob flop
final_additional_force.y = velocity
@ -249,20 +242,20 @@ mobs.set_swim_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -294,20 +287,20 @@ mobs.set_fly_velocity = function(self, v)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
x = (math.sin(yaw) * -v),
y = pitch,
z = (math_cos(yaw) * v),
z = (math.cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
@ -319,7 +312,7 @@ mobs.calculate_pitch = function(pos1, pos2)
return false
end
return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
return(minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI)
end
--make mobs fly up or down based on their y difference
@ -356,27 +349,27 @@ mobs.jump_move = function(self, velocity)
mobs.set_velocity(self,0)
--fallback velocity to allow modularity
jump_height = DEFAULT_JUMP_HEIGHT
local jump_height = DEFAULT_JUMP_HEIGHT
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -velocity),
x = (math.sin(yaw) * -velocity),
y = jump_height,
z = (math_cos(yaw) * velocity),
z = (math.cos(yaw) * velocity),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
end
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
if vector.length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end

@ -2,9 +2,11 @@ local math_random = math.random
local minetest_settings = minetest.settings
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
-- get entity staticdata
mobs.mob_staticdata = function(self)
--despawn mechanism
--don't despawned tamed or bred mobs
if not self.tamed and not self.bred then
@ -142,8 +144,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.health = math_random (self.hp_min, self.hp_max)
end
if not self.random_sound_timer then
self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max)
end
@ -186,7 +186,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.texture_mods = {}
self.v_start = false
self.timer = 0
self.blinktimer = 0
@ -200,7 +199,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
self.object:set_texture_mod("")
end
-- set anything changed above
self.object:set_properties(self)

@ -1,8 +1,11 @@
-- lib_mount by Blert2112 (edited by TenPlus1)
local enable_crash = false
local crash_threshold = 6.5 -- ignored if enable_crash=false
--local enable_crash = false
--local crash_threshold = 6.5 -- ignored if enable_crash=false
local math = math
local vector = vector
------------------------------------------------------------------------------
@ -10,7 +13,7 @@ local crash_threshold = 6.5 -- ignored if enable_crash=false
-- Helper functions
--
local node_ok = function(pos, fallback)
--[[local function node_ok(pos, fallback)
fallback = fallback or mobs.fallback_node
@ -21,10 +24,10 @@ local node_ok = function(pos, fallback)
end
return {name = fallback}
end
end]]
local function node_is(pos)
--[[local function node_is(pos)
local node = node_ok(pos)
@ -45,7 +48,7 @@ local function node_is(pos)
end
return "other"
end
end]]
local function get_sign(i)
@ -60,13 +63,11 @@ local function get_sign(i)
end
local function get_velocity(v, yaw, y)
--[[local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
end]]
local function get_v(v)
@ -187,13 +188,13 @@ end
function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
local rot_view = 0
--local rot_view = 0
if entity.player_rotation.y == 90 then
rot_view = math.pi/2
end
--if entity.player_rotation.y == 90 then
-- rot_view = math.pi/2
--end
local acce_y = 0
--local acce_y = 0
local velo = entity.object:get_velocity()
entity.v = get_v(velo) * get_sign(entity.v)
@ -388,7 +389,6 @@ end
-- directional flying routine by D00Med (edited by TenPlus1)
function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
if true then
print("succ")
return

@ -9,9 +9,9 @@ local get_objects_inside_radius = minetest.get_objects_inside_radius
local math_random = math.random
local math_floor = math.floor
local max = math.max
--local max = math.max
local vector_distance = vector.distance
--local vector_distance = vector.distance
local vector_new = vector.new
local vector_floor = vector.floor

@ -2,4 +2,4 @@ name = mcl_mobs
author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience

@ -450,6 +450,8 @@ function mcl_end.grow_chorus_plant_step(pos, node, pr)
end
--- ABM ---
local seed = minetest.get_mapgen_params().seed
local pr = PseudoRandom(seed)
minetest.register_abm({
label = "Chorus plant growth",
nodenames = { "mcl_end:chorus_flower" },

@ -1,12 +1,6 @@
-- Lava in the Nether
local S = minetest.get_translator("mcl_nether")
local N = function(s) return s end
local msg = {
N("@1 has become one with the lava."),
N("@1 has been consumed by the lava."),
}
local S = minetest.get_translator(minetest.get_current_modname())
-- TODO: Increase flow speed. This could be done by reducing viscosity,
-- but this would also allow players to swim faster in lava.
@ -20,7 +14,6 @@ lava_src_def._doc_items_usagehelp = nil
lava_src_def.liquid_range = 7
lava_src_def.liquid_alternative_source = "mcl_nether:nether_lava_source"
lava_src_def.liquid_alternative_flowing = "mcl_nether:nether_lava_flowing"
lava_src_def._mcl_node_death_message = msg,
minetest.register_node("mcl_nether:nether_lava_source", lava_src_def)
local lava_flow_def = table.copy(minetest.registered_nodes["mcl_core:lava_flowing"])
@ -29,7 +22,6 @@ lava_flow_def._doc_items_create_entry = false
lava_flow_def.liquid_range = 7
lava_flow_def.liquid_alternative_flowing = "mcl_nether:nether_lava_flowing"
lava_flow_def.liquid_alternative_source = "mcl_nether:nether_lava_source"
lava_flow_def._mcl_node_death_message = msg,
minetest.register_node("mcl_nether:nether_lava_flowing", lava_flow_def)
-- Add entry aliases for the Help

@ -38,5 +38,3 @@ Place this item on soul sand to plant it and watch it grow.=Platzieren Sie den G
Burns your feet=Verbrennt Ihre Füße
Grows on soul sand=Wächst auf Seelensand
Reduces walking speed=Reduziert das Schritttempo
@1 has become one with the lava.=@1 wurde eins mit der Lava.
@1 has been consumed by the lava.=@1 wurde von der Lava verzehrt.

@ -38,5 +38,3 @@ Place this item on soul sand to plant it and watch it grow.=Placez cet article s
Burns your feet=Vous brûle les pieds
Grows on soul sand=Pousse sur le sable de l'âme
Reduces walking speed=Réduit la vitesse de marche
@1 has become one with the lava.=@1 est devenu un avec la lave.
@1 has been consumed by the lava.=@1 a été consumé par la lave.

@ -38,5 +38,3 @@ Place this item on soul sand to plant it and watch it grow.=Поместите
Burns your feet=Обжигает ваши ноги
Grows on soul sand=Растёт на песке душ
Reduces walking speed=Уменьшает скорость ходьбы
@1 has become one with the lava.=@1 породнился(лась) с лавой.
@1 has been consumed by the lava.=@1 был(а) поглощен(а) лавой.

@ -38,5 +38,3 @@ Place this item on soul sand to plant it and watch it grow.=
Burns your feet=
Grows on soul sand=
Reduces walking speed=
@1 has become one with the lava.=
@1 has been consumed by the lava.=

@ -114,7 +114,8 @@ if not tsm_railcorridors.nodes.corridor_woods_function then
end
-- Random Perlin noise generators
local pr, pr_carts, pr_treasures, pr_deco, webperlin_major, webperlin_minor
local pr, pr_carts, pr_deco, webperlin_major, webperlin_minor
--local pr_treasures
local function InitRandomizer(seed)
-- Mostly used for corridor gen.
@ -124,7 +125,7 @@ local function InitRandomizer(seed)
-- Separate randomizer for carts because spawning carts is very timing-dependent
pr_carts = PseudoRandom(seed-654)
-- Chest contents randomizer
pr_treasures = PseudoRandom(seed+777)
--pr_treasures = PseudoRandom(seed+777)
-- Used for cobweb generation, both noises have to reach a high value for cobwebs to appear
webperlin_major = PerlinNoise(934, 3, 0.6, 500)
webperlin_minor = PerlinNoise(834, 3, 0.6, 50)