mcl_mobs: actually use the localized functions

not that it actually gains *a lot*
This commit is contained in:
cora 2022-09-13 13:53:17 +02:00
parent 51e244fe35
commit 87d4640ca1

@ -29,6 +29,7 @@ local max = math.max
local atann = math.atan
local random = math.random
local floor = math.floor
local ceil = math.ceil
local atan = function(x)
if not x or x ~= x then
@ -38,7 +39,6 @@ local atan = function(x)
end
end
-- Load settings
local damage_enabled = minetest.settings:get_bool("enable_damage")
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
@ -147,7 +147,7 @@ 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 + random(-10, 10) * 0.005
end
minetest.sound_play(sound, {
object = self.object,
@ -280,7 +280,7 @@ local function update_roll(self)
local cbox = table.copy(self.collisionbox)
local acbox = self.object:get_properties().collisionbox
if math.abs(cbox[2] - acbox[2]) > 0.1 then
if abs(cbox[2] - acbox[2]) > 0.1 then
was_Fleckenstein = true
end
@ -315,7 +315,7 @@ 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 + (random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw)
update_roll(self)
@ -584,7 +584,7 @@ local damage_effect = function(self, damage)
-- damage particles
if (not disable_blood) and damage > 0 then
local amount_large = math.floor(damage / 2)
local amount_large = floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
@ -710,7 +710,7 @@ local item_drop = function(self, cooked, looting_level)
end
if do_common_looting then
num = num + math.floor(math.random(0, looting_level) + 0.5)
num = num + floor(random(0, looting_level) + 0.5)
end
if num > 0 then
@ -819,7 +819,7 @@ local check_for_death = function(self, cause, cmi_cause)
item_drop(self, cooked, looting)
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then
mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
mcl_experience.throw_xp(self.object:get_pos(), random(self.xp_min, self.xp_max))
end
end
end
@ -1200,7 +1200,7 @@ local do_env_damage = function(self)
end
if drowning then
self.breath = math.max(0, self.breath - 1)
self.breath = max(0, self.breath - 1)
effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then
@ -1218,7 +1218,7 @@ local do_env_damage = function(self)
return true
end
else
self.breath = math.min(self.breath_max, self.breath + 1)
self.breath = min(self.breath_max, self.breath + 1)
end
end
@ -1544,7 +1544,7 @@ local breed = function(self)
return
end
mcl_experience.throw_xp(pos, math.random(1, 7))
mcl_experience.throw_xp(pos, random(1, 7))
-- custom breed function
if parent1.on_breed then
@ -1560,7 +1560,7 @@ local breed = function(self)
-- Use texture of one of the parents
local p = math.random(1, 2)
local p = random(1, 2)
if p == 1 then
ent_c.base_texture = parent1.base_texture
else
@ -1722,7 +1722,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
end, self)
end
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
if abs(vector.subtract(s,target_pos).y) > self.stepheight then
if height_switcher then
use_pathfind = true
@ -1763,7 +1763,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
if self.fear_height ~= 0 then dropheight = self.fear_height end
local jumpheight = 0
if self.jump and self.jump_height >= 4 then
jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
jumpheight = min(ceil(self.jump_height / 4), 4)
elseif self.stepheight > 0.5 then
jumpheight = 1
end
@ -1794,7 +1794,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
end
end
local sheight = math.ceil(self.collisionbox[5]) + 1
local sheight = ceil(self.collisionbox[5]) + 1
-- assume mob is 2 blocks high so it digs above its head
s.y = s.y + sheight
@ -2232,9 +2232,9 @@ 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 = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
z = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
})
end
@ -2289,8 +2289,8 @@ local function go_to_pos(entity,b)
return true
end
local v = { x = b.x - s.x, z = b.z - s.z }
local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
if b.x > s.x then yaw = yaw + math.pi end
local yaw = (atann(v.z / v.x) + pi / 2) - entity.rotate
if b.x > s.x then yaw = yaw + pi end
entity.object:set_yaw(yaw)
set_velocity(entity,entity.follow_velocity)
mcl_mobs:set_animation(entity, "walk")
@ -3474,7 +3474,7 @@ local mob_activate = function(self, staticdata, def, dtime)
local c = 1
if #def.textures > c then c = #def.textures end
self.base_texture = def.textures[math.random(c)]
self.base_texture = def.textures[random(c)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
@ -3688,7 +3688,7 @@ local mob_step = function(self, dtime)
self.delay = self.delay - 1
if self.shaking then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
yaw = yaw + (random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw)
update_roll(self)
@ -3843,7 +3843,7 @@ local mob_step = function(self, dtime)
self.object:remove()
return
elseif self.lifetimer <= 10 then
if math.random(10) < 4 then
if random(10) < 4 then
self.despawn_immediately = true
else
self.lifetimer = 20
@ -4516,7 +4516,7 @@ minetest.register_globalstep(function(dtime)
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
local lua = obj:get_luaentity()
if lua and lua.is_mob then
lua.lifetimer = math.max(20, lua.lifetimer)
lua.lifetimer = max(20, lua.lifetimer)
lua.despawn_immediately = false
end
end