Merge branch 'master' into simplified_palette_index

This commit is contained in:
FossFanatic 2023-01-12 15:32:46 +00:00
commit 8849b2e98f
43 changed files with 1877 additions and 918 deletions

@ -2,8 +2,6 @@ local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: MineClone 2 Edition (MRM)
local MAX_MOB_NAME_LENGTH = 30
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
@ -17,21 +15,9 @@ local function mcl_log (message)
end
end
-- Invisibility mod check
mcl_mobs.invis = {}
-- localize math functions
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
@ -297,51 +283,65 @@ function mob_class:mob_activate(staticdata, def, dtime)
end
end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
if self.state == "stand" then
self:do_states_stand()
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
-- runaway when punched
self:do_states_runaway()
elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then
return true
end
end
end
local function update_timers (self, dtime)
-- knockback timer. set in on_punch
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return true
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return true
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
end
-- main mob function
function mob_class:on_step(dtime)
self.lifetimer = self.lifetimer - dtime
local pos = self.object:get_pos()
if not pos then return end
if self:check_despawn(pos) then return true end
local d = 0.85
if self:check_dying() then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
if self:check_despawn(pos, dtime) then return true end
self:slow_mob()
if self:falling(pos) then return end
self:check_suspend()
self:check_water_flow()
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
self:env_danger_movement_checks (dtime)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
@ -353,21 +353,17 @@ function mob_class:on_step(dtime)
if self.state == "die" then return end
if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
self:follow_flop() -- Mob following code.
--Mob following code.
self:follow_flop()
--set animation speed relitive to velocity
self:set_animation_speed()
self:set_animation_speed() -- set animation speed relitive to velocity
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end
self:do_jump()
self:set_armor_texture()
self:check_runaway_from()
@ -378,63 +374,26 @@ function mob_class:on_step(dtime)
-- run custom function (defined in mob lua file)
if self.do_custom then
-- when false skip going any further
if self.do_custom(self, dtime) == false then
return
end
end
-- knockback timer
if self.pause_timer > 0 then
if update_timers(self, dtime) then return end
self.pause_timer = self.pause_timer - dtime
return
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return
end
self.timer = 0
end
self:check_particlespawners(dtime)
self:check_item_pickup()
-- never go over 100
if self.timer > 100 then
self.timer = 1
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
if self:do_states(dtime) then
return
end
if self:env_damage (dtime, pos) then return end
if self:do_states(dtime) then return end
if not self.object:get_luaentity() then
return false

@ -1,7 +1,6 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local MAX_MOB_NAME_LENGTH = 30
local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 300
local CHILD_GROW_TIME = 60*20

@ -8,6 +8,18 @@ local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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 atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
if self.docile_by_day == false then
@ -794,3 +806,397 @@ function mob_class:check_aggro(dtime)
end
self._check_aggro_timer = self._check_aggro_timer + dtime
end
function mob_class:do_states_attack (dtime)
local yaw = self.object:get_yaw() or 0
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[brighten")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity( 0)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
}, true)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( s) then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation( "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
else
end
end

@ -116,6 +116,7 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
-- randomize the pitch a bit
pitch = pitch + math.random(-10, 10) * 0.005
end
-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
@ -279,30 +280,55 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz)
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
local function who_are_you_looking_at (self)
local pos = self.object:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
if not self._locked_object then
if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
self._locked_object = obj
end
else
if math.random(10000/self.curiosity) == 1 then
self._locked_object = nil
end
end
end
end
local stop_look_at_player_chance = math.random(833/self.curiosity)
-- was 10000 - div by 12 for avg entities as outside loop
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then
self._locked_object = self.attack or self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end
elseif not self._locked_object then
if math.random(1, 30) then
--minetest.log("Change look check: ".. self.name)
local look_at_player_chance = math.random(20/self.curiosity)
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
local look_at_player = look_at_player_chance == 1
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos,obj:get_pos()) < 4 then
--minetest.log("Change look to player: ".. self.name)
self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity()) then
if look_at_player then
--minetest.log("Change look to mob: ".. self.name)
self._locked_object = obj
break
end
end
end
end
end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
local _locked_object_eye_height = 1.5
@ -317,6 +343,7 @@ function mob_class:check_head_swivel(dtime)
if self.object:get_attach() then
self_rot = self.object:get_attach():get_rotation()
end
if self.rot then
local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
@ -345,7 +372,7 @@ function mob_class:check_head_swivel(dtime)
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
final_rotation = vector.multiply(oldr, 0.9)
else
final_rotation = vector.new(0,0,0)
--final_rotation = vector.new(0,0,0)
end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)

@ -4,7 +4,6 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local enable_pathfinding = true
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
@ -269,6 +268,31 @@ function mob_class:is_at_water_danger()
return false
end
function mob_class:env_danger_movement_checks(dtime)
local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
end
-- jump if facing a solid node (not fences or gates)
function mob_class:do_jump()
if not self.jump
@ -769,591 +793,190 @@ function mob_class:teleport(target)
end
end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
function mob_class:do_states_walk()
local yaw = self.object:get_yaw() or 0
if self.state == "stand" then
if math.random(1, 4) == 1 then
local s = self.object:get_pos()
local lp = nil
-- is there something I need to avoid?
if (self.water_damage > 0
and self.lava_damage > 0)
or self.breath_max ~= -1 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:fire"})
end
local is_in_danger = false
if lp then
-- If mob in or on dangerous block, look for land
if (self:is_node_dangerous(self.standing_in) or
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
is_in_danger = true
-- If mob in or on dangerous block, look for land
if is_in_danger then
-- Better way to find shore - copied from upstream
lp = minetest.find_nodes_in_area_under_air(
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
-- look towards land and move in that direction
yaw = self:set_yaw( yaw, 6)
self:set_velocity(self.walk_velocity)
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
-- look at any players nearby, otherwise turn randomly
if lp and self.look_at_players then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
else
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
self:set_velocity(0)
else
self:set_animation( "stand")
self:set_velocity(0)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
local s = self.object:get_pos()
local lp = nil
-- is there something I need to avoid?
if (self.water_damage > 0
and self.lava_damage > 0)
or self.breath_max ~= -1 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:lava"})
elseif self.fire_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:fire"})
end
local is_in_danger = false
if lp then
-- If mob in or on dangerous block, look for land
if (self:is_node_dangerous(self.standing_in) or
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
is_in_danger = true
-- If mob in or on dangerous block, look for land
if is_in_danger then
-- Better way to find shore - copied from upstream
lp = minetest.find_nodes_in_area_under_air(
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
{"group:solid"})
lp = #lp > 0 and lp[math.random(#lp)]
-- did we find land?
if lp then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
-- look towards land and move in that direction
yaw = self:set_yaw( yaw, 6)
self:set_velocity(self.walk_velocity)
end
end
-- A danger is near but mob is not inside
else
else
-- Randomly turn
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
-- Randomly turn
if math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
end
yaw = self:set_yaw( yaw, 8)
yaw = self:set_yaw( yaw, 8)
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
elseif math.random(1, 100) <= 30 then
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
-- stand for great fall or danger or fence in front
local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = self:is_at_cliff_or_danger()
end
if self.facing_fence == true
or cliff_or_danger
or math.random(1, 100) <= 30 then
-- stand for great fall or danger or fence in front
local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = self:is_at_cliff_or_danger()
end
if self.facing_fence == true
or cliff_or_danger
or math.random(1, 100) <= 30 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
self:set_velocity(self.walk_velocity)
if self:flight_check()
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
self:set_animation( "fly")
else
self:set_velocity(self.walk_velocity)
if self:flight_check()
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
self:set_animation( "fly")
else
self:set_animation( "walk")
end
end
-- runaway when punched
elseif self.state == "runaway" then
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or self:is_at_cliff_or_danger() then
self.runaway_timer = 0
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then
local s = self.object:get_pos()
local p = self.attack:get_pos() or s
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
or not self:object_in_range(self.attack)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self:remove_texture_mod("^[brighten")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity( 0)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
}, true)
self:entity_physics(pos,entity_damage_radius)
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = math.floor(p1.y)
local p2 = p
local p_y = math.floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check( s) then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
if p.x > s.x then yaw = yaw + math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
else
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
else
self:set_animation( "walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation( "punch")
end
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if self.shoot_interval
and self.timer > self.shoot_interval
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation( "shoot")
-- play shoot attack sound
self:mob_sound("shoot_attack")
-- Shoot arrow
if minetest.registered_entities[self.arrow] then
local arrow, ent
local v = 1
if not self.shoot_arrow then
self.firing = true
minetest.after(1, function()
self.firing = false
end)
arrow = minetest.add_entity(p, self.arrow)
ent = arrow:get_luaentity()
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
if self.shoot_arrow then
vec = vector.normalize(vec)
self:shoot_arrow(p, vec)
else
arrow:set_velocity(vec)
end
end
end
else
self:set_animation( "walk")
end
end
end
function mob_class:do_states_stand()
local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
local lp
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
-- look at any players nearby, otherwise turn randomly
if lp and self.look_at_players then
local vec = {
x = lp.x - s.x,
z = lp.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if lp.x > s.x then yaw = yaw +math.pi end
else
yaw = yaw + math.random(-0.5, 0.5)
end
yaw = self:set_yaw( yaw, 8)
end
if self.order == "sit" then
self:set_animation( "sit")
self:set_velocity(0)
else
self:set_animation( "stand")
self:set_velocity(0)
end
-- npc's ordered to stand stay standing
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end
function mob_class:do_states_runaway()
local yaw = self.object:get_yaw() or 0
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or self:is_at_cliff_or_danger() then
self.runaway_timer = 0
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
self:set_velocity( self.run_velocity)
self:set_animation( "run")
end
end
function mob_class:check_smooth_rotation(dtime)
-- smooth rotation by ThomasMonroe314
if self._turn_to then

@ -1,11 +1,24 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local PATHFINDING = "gowp"
local enable_pathfinding = true
local PATHFINDING_FAIL_THRESHOLD = 100 -- no. of ticks to fail before giving up. 20p/s. 5s helps them get through door
local PATHFINDING_FAIL_WAIT = 30 -- how long to wait before trying to path again
local LOG_MODULE = "[Mobs]"
local PATHFINDING = "gowp"
local one_down = vector.new(0,-1,0)
local one_up = vector.new(0,1,0)
local plane_adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,0,1),
vector.new(0,0,-1),
}
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_pathfinding",false)
local LOG_MODULE = "[Mobs Pathfinding]"
local function mcl_log (message)
if LOGGING_ON and message then
minetest.log(LOG_MODULE .. " " .. message)
@ -21,7 +34,7 @@ function output_table (wp)
end
function append_paths (wp1, wp2)
mcl_log("Start append")
--mcl_log("Start append")
if not wp1 or not wp2 then
mcl_log("Cannot append wp's")
return
@ -31,7 +44,7 @@ function append_paths (wp1, wp2)
for _,a in pairs (wp2) do
table.insert(wp1, a)
end
mcl_log("End append")
--mcl_log("End append")
end
local function output_enriched (wp_out)
@ -43,11 +56,12 @@ local function output_enriched (wp_out)
local action = outy["action"]
if action then
--mcl_log("Pos ".. i ..":" .. minetest.pos_to_string(outy["pos"]))
mcl_log("type: " .. action["type"])
mcl_log("action: " .. action["action"])
mcl_log("target: " .. minetest.pos_to_string(action["target"]))
end
mcl_log("failed attempts: " .. outy["failed_attempts"])
--mcl_log("failed attempts: " .. outy["failed_attempts"])
end
end
@ -56,34 +70,26 @@ end
-- an action, such as to open or close a door where we know that pos requires that action
local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_door_pos)
local wp_out = {}
-- TODO Just pass in door position and the index before is open, the index after is close
local current_door_index = -1
for i, cur_pos in pairs(wp_in) do
local action = nil
local one_down = vector.new(0,-1,0)
local cur_pos_to_add = vector.add(cur_pos, one_down)
if door_open_pos and vector.equals (cur_pos, door_open_pos) then
mcl_log ("Door open match")
--action = {type = "door", action = "open"}
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
action = {type = "door", action = "open", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif door_close_pos and vector.equals(cur_pos, door_close_pos) then
mcl_log ("Door close match")
--action = {type = "door", action = "closed"}
action = {}
action["type"] = "door"
action["action"] = "close"
action["target"] = cur_door_pos
action = {type = "door", action = "close", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
elseif cur_door_pos and vector.equals(cur_pos, cur_door_pos) then
mcl_log("Current door pos")
action = {type = "door", action = "open", target = cur_door_pos}
cur_pos_to_add = vector.add(cur_pos, one_down)
action = {}
action["type"] = "door"
action["action"] = "open"
action["target"] = cur_door_pos
else
cur_pos_to_add = cur_pos
--mcl_log ("Pos doesn't match")
@ -101,106 +107,156 @@ local function generate_enriched_path(wp_in, door_open_pos, door_close_pos, cur_
return wp_out
end
local plane_adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,0,1),
vector.new(0,0,-1),
}
function mob_class:ready_to_path()
mcl_log("Check ready to path")
if self._pf_last_failed and (os.time() - self._pf_last_failed) < PATHFINDING_FAIL_WAIT then
mcl_log("Not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return false
else
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
return true
end
end
-- This function is used to see if we can path. We could use to check a route, rather than making people move.
local function calculate_path_through_door (p, t, target)
-- target is the same as t, just 1 square difference. Maybe we don't need target
mcl_log("Plot route from mob: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
local function calculate_path_through_door (p, cur_door_pos, t)
if t then
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p) .. ", to target: " .. minetest.pos_to_string(t))
else
mcl_log("Plot route through door from pos: " .. minetest.pos_to_string(p))
end
local enriched_path = nil
local wp, prospective_wp
local cur_door_pos = nil
local pos_closest_to_door = nil
local other_side_of_door = nil
--Path to door first
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("No direct path. Path through door")
if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
-- This could improve. There could be multiple doors. Check you can path from door to target first.
local cur_door_pos = minetest.find_node_near(target,16,{"group:door"})
if cur_door_pos then
mcl_log("Found a door near: " .. minetest.pos_to_string(cur_door_pos))
for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v)
for _,v in pairs(plane_adjacents) do
pos_closest_to_door = vector.add(cur_door_pos,v)
other_side_of_door = vector.add(cur_door_pos,-v)
local n = minetest.get_node(pos_closest_to_door)
if n.name == "air" then
wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
other_side_of_door = vector.add(cur_door_pos,-v)
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
local n = minetest.get_node(pos_closest_to_door)
if n.name == "air" then
mcl_log("We have air space next to door at: " .. minetest.pos_to_string(pos_closest_to_door))
prospective_wp = minetest.find_path(p,pos_closest_to_door,150,1,4)
if prospective_wp then
mcl_log("Found a path to next to door".. minetest.pos_to_string(pos_closest_to_door))
mcl_log("Opposite is: ".. minetest.pos_to_string(other_side_of_door))
table.insert(prospective_wp, cur_door_pos)
if t then
mcl_log("We have t, lets go from door to target")
local wp_otherside_door_to_target = minetest.find_path(other_side_of_door,t,150,1,4)
if wp_otherside_door_to_target and #wp_otherside_door_to_target > 0 then
table.insert(wp, cur_door_pos)
append_paths (wp, wp_otherside_door_to_target)
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
append_paths (prospective_wp, wp_otherside_door_to_target)
wp = prospective_wp
mcl_log("We have a path from outside door to target")
else
mcl_log("We cannot path from outside door to target")
end
break
else
mcl_log("This block next to door doesn't work.")
mcl_log("No t, just add other side of door")
table.insert(prospective_wp, other_side_of_door)
wp = prospective_wp
end
if wp then
enriched_path = generate_enriched_path(wp, pos_closest_to_door, other_side_of_door, cur_door_pos)
break
end
else
mcl_log("Block is not air, it is: ".. n.name)
mcl_log("Cannot path to this air block next to door.")
end
end
else
mcl_log("No door found")
end
else
mcl_log("We have a direct route")
mcl_log("No door found")
end
if wp and not enriched_path then
mcl_log("Wp but not enriched")
enriched_path = generate_enriched_path(wp)
end
return enriched_path
end
local gopath_last = os.time()
function mob_class:gopath(target,callback_arrived)
if self.state == PATHFINDING then mcl_log("Already pathfinding, don't set another until done.") return end
if self._pf_last_failed and (os.time() - self._pf_last_failed) < 30 then
mcl_log("We are not ready to path as last fail is less than threshold: " .. (os.time() - self._pf_last_failed))
return
else
mcl_log("We are ready to pathfind, no previous fail or we are past threshold")
end
--if os.time() - gopath_last < 5 then
-- mcl_log("Not ready to path yet")
-- return
--end
--gopath_last = os.time()
if not self:ready_to_path() then return end
self.order = nil
local p = self.object:get_pos()
local t = vector.offset(target,0,1,0)
local wp = calculate_path_through_door(p, t, target)
--Check direct route
local wp = minetest.find_path(p,t,150,1,4)
if not wp then
mcl_log("### No direct path. Path through door closest to target.")
local door_near_target = minetest.find_node_near(target, 16, {"group:door"})
wp = calculate_path_through_door(p, door_near_target, t)
if not wp then
mcl_log("### No path though door closest to target. Try door closest to origin.")
local door_closest = minetest.find_node_near(p, 16, {"group:door"})
wp = calculate_path_through_door(p, door_closest, t)
-- Path through 2 doors
if not wp then
mcl_log("### Still not wp. Need to path through 2 doors.")
local path_through_closest_door = calculate_path_through_door(p, door_closest)
if path_through_closest_door and #path_through_closest_door > 0 then
mcl_log("We have path through first door")
mcl_log("Number of pos in path through door: " .. tostring(#path_through_closest_door))
local pos_after_door_entry = path_through_closest_door[#path_through_closest_door]
if pos_after_door_entry then
local pos_after_door = vector.add(pos_after_door_entry["pos"], one_up)
mcl_log("pos_after_door: " .. minetest.pos_to_string(pos_after_door))
local path_after_door = calculate_path_through_door(pos_after_door, door_near_target, t)
if path_after_door and #path_after_door > 1 then
mcl_log("We have path after first door")
table.remove(path_after_door, 1) -- Remove duplicate
wp = path_through_closest_door
append_paths (wp, path_after_door)
else
mcl_log("Path after door is not good")
end
else
mcl_log("No pos after door")
end
else
mcl_log("Path through closest door empty or null")
end
else
mcl_log("ok, we have a path through 1 door")
end
end
else
wp = generate_enriched_path(wp)
mcl_log("We have a direct route")
end
if not wp then
mcl_log("Could not calculate path")
self._pf_last_failed = os.time()
-- Cover for a flaw in pathfind where it chooses the wrong door and gets stuck. Take a break, allow others.
-- If cannot path, don't immediately try again
end
--output_table(wp)
if wp and #wp > 0 then
--output_table(wp)
self._target = t
self.callback_arrived = callback_arrived
local current_location = table.remove(wp,1)
@ -269,17 +325,7 @@ function mob_class:do_pathfind_action(action)
end
end
local gowp_etime = 0
function mob_class:check_gowp(dtime)
gowp_etime = gowp_etime + dtime
-- 0.1 is optimal.
--less frequently = villager will get sent back after passing a point.
--more frequently = villager will fail points they shouldn't they just didn't get there yet
--if gowp_etime < 0.05 then return end
--gowp_etime = 0
local p = self.object:get_pos()
-- no destination
@ -292,7 +338,7 @@ function mob_class:check_gowp(dtime)
-- arrived at location, finish gowp
local distance_to_targ = vector.distance(p,self._target)
--mcl_log("Distance to targ: ".. tostring(distance_to_targ))
if distance_to_targ < 2 then
if distance_to_targ < 1.8 then
mcl_log("Arrived at _target")
self.waypoints = nil
self._target = nil
@ -303,6 +349,8 @@ function mob_class:check_gowp(dtime)
self.object:set_acceleration({x = 0, y = 0, z = 0})
if self.callback_arrived then return self.callback_arrived(self) end
return true
elseif not self.current_target then
mcl_log("Not close enough to targ: ".. tostring(distance_to_targ))
end
-- More pathing to be done
@ -315,7 +363,7 @@ function mob_class:check_gowp(dtime)
-- 0.8 is optimal for 0.025 frequency checks and also 1... Actually. 0.8 is winning
-- 0.9 and 1.0 is also good. Stick with unless door open or closing issues
if self.waypoints and #self.waypoints > 0 and ( not self.current_target or not self.current_target["pos"] or distance_to_current_target < 0.9 ) then
-- We have waypoints, and no current target, or we're at it. We need a new current_target.
-- We have waypoints, and are at current_target or have no current target. We need a new current_target.
self:do_pathfind_action (self.current_target["action"])
local failed_attempts = self.current_target["failed_attempts"]
@ -325,10 +373,11 @@ function mob_class:check_gowp(dtime)
self:go_to_pos(self.current_target["pos"])
return
elseif self.current_target and self.current_target["pos"] then
-- No waypoints left, but have current target. Potentially last waypoint to go to.
-- No waypoints left, but have current target and not close enough. Potentially last waypoint to go to.
self.current_target["failed_attempts"] = self.current_target["failed_attempts"] + 1
local failed_attempts = self.current_target["failed_attempts"]
if failed_attempts >= 50 then
if failed_attempts >= PATHFINDING_FAIL_THRESHOLD then
mcl_log("Failed to reach position (" .. minetest.pos_to_string(self.current_target["pos"]) .. ") too many times. Abandon route. Times tried: " .. failed_attempts)
self.state = "stand"
self.current_target = nil
@ -348,9 +397,22 @@ function mob_class:check_gowp(dtime)
-- Is a little sensitive and could take 1 - 7 times. A 10 fail count might be a good exit condition.
mcl_log("We don't have waypoints or a current target. Let's try to path to target")
if self.waypoints then
mcl_log("WP: " .. tostring(self.waypoints))
mcl_log("WP num: " .. tostring(#self.waypoints))
else
mcl_log("No wp set")
end
if self.current_target then
mcl_log("Current target: " .. tostring(self.current_target))
else
mcl_log("No current target")
end
local final_wp = minetest.find_path(p,self._target,150,1,4)
if final_wp then
mcl_log("We might be able to get to target here.")
mcl_log("We can get to target here.")
-- self.waypoints = final_wp
self:go_to_pos(self._target)
else
@ -374,9 +436,9 @@ function mob_class:check_gowp(dtime)
self:go_to_pos(self._current_target)
else
mcl_log("close to current target: ".. minetest.pos_to_string(self.current_target["pos"]))
mcl_log("target is: ".. minetest.pos_to_string(self._target))
self.current_target = nil
end
return
end
end

@ -5,8 +5,7 @@ local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
@ -183,6 +182,17 @@ function mob_class:collision()
return({x,z})
end
function mob_class:slow_mob()
local d = 0.85
if self:check_dying() then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
end
-- move mob in facing direction
function mob_class:set_velocity(v)
local c_x, c_y = 0, 0
@ -778,6 +788,25 @@ function mob_class:do_env_damage()
return self:check_for_death("", {type = "unknown"})
end
function mob_class:env_damage (dtime, pos)
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self:check_entity_cramming()
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return true
end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
end
function mob_class:damage_mob(reason,damage)
if not self.health then return end
damage = math.floor(damage)

@ -244,6 +244,24 @@ local function count_mobs_total(mob_type)
return num
end
local function count_mobs_all()
local mobs_found = {}
local num = 0
for _,entity in pairs(minetest.luaentities) do
if entity.is_mob then
local mob_type = entity.type -- animal / monster / npc
local mob_name = entity.name
if mobs_found[mob_name] then
mobs_found[mob_name] = mobs_found[mob_name] + 1
else
mobs_found[mob_name] = 1
end
num = num + 1
end
end
return mobs_found, num
end
local function count_mobs_total_cap(mob_type)
local num = 0
for _,l in pairs(minetest.luaentities) do
@ -628,6 +646,9 @@ if mobs_spawn then
local perlin_noise
-- Get pos to spawn, x and z are randomised, y is range
local function spawn_a_mob(pos, dimension, y_min, y_max)
--create a disconnected clone of the spawn dictionary
--prevents memory leak
@ -722,7 +743,9 @@ if mobs_spawn then
end)
end
function mob_class:check_despawn(pos)
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
@ -755,5 +778,18 @@ minetest.register_chatcommand("mobstats",{
minetest.chat_send_player(n,"total mobs:"..count_mobs_total())
minetest.chat_send_player(n,"spawning attempts since server start:"..dbg_spawn_attempts)
minetest.chat_send_player(n,"successful spawns since server start:"..dbg_spawn_succ)
local mob_counts, total_mobs = count_mobs_all()
if (total_mobs) then
minetest.log("action", "Total mobs found: " .. total_mobs)
end
if mob_counts then
for k, v1 in pairs(mob_counts) do
minetest.log("action", "k: " .. tostring(k))
minetest.log("action", "v1: " .. tostring(v1))
end
end
end
})

@ -12,13 +12,13 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
description = S("Chicken"),
type = "animal",
spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 4,
hp_max = 4,
xp_min = 1,
xp_max = 3,
collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
runaway = true,
floats = 1,
head_swivel = "head.control",
bone_eye_height = 4,

@ -7,6 +7,7 @@ local cow_def = {
type = "animal",
spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 10,
hp_max = 10,
xp_min = 1,
@ -40,7 +41,6 @@ local cow_def = {
max = 2,
looting = "common",},
},
runaway = true,
sounds = {
random = "mobs_mc_cow",
damage = "mobs_mc_cow_hurt",

@ -259,6 +259,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Enderman"),
type = "monster",
spawn_class = "passive",
can_despawn = true,
passive = true,
pathfinding = 1,
hp_min = 40,
@ -442,6 +443,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end
end
end
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
if not mobs_griefing then
return
@ -469,6 +471,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then
self._taken_node = node.name
self.can_despawn = false
local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block)
local block_type
@ -519,6 +522,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then
local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block)
self.can_despawn = true
self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then

@ -6,6 +6,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
description = S("Pig"),
type = "animal",
spawn_class = "passive",
passive = true,
runaway = true,
hp_min = 10,
hp_max = 10,

@ -56,6 +56,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
description = S("Sheep"),
type = "animal",
spawn_class = "passive",
passive = true,
hp_min = 8,
hp_max = 8,
xp_min = 1,

@ -235,7 +235,7 @@ local professions = {
librarian = {
name = N("Librarian"),
texture = "mobs_mc_villager_librarian.png",
jobsite = "mcl_books:bookshelf", --FIXME: lectern
jobsite = "mcl_lectern:lectern",
trades = {
{
{ { "mcl_core:paper", 24, 36 }, E1 },
@ -641,7 +641,7 @@ function get_activity(tod)
else
activity = "chill"
end
mcl_log("Time is " .. tod ..". Activity is: ".. activity)
--mcl_log("Time is " .. tod ..". Activity is: ".. activity)
return activity
end
@ -770,7 +770,7 @@ local function check_bed (entity)
local n = minetest.get_node(b)
local is_bed_bottom = string.find(n.name,"_bottom")
mcl_log("" .. tostring(is_bed_bottom))
--mcl_log("is bed bottom: " .. tostring(is_bed_bottom))
if n and not is_bed_bottom then
mcl_log("Where did my bed go?!")
entity._bed = nil --the stormtroopers have killed uncle owen
@ -836,6 +836,7 @@ end
local function take_bed (entity)
if not entity then return end
if not entity:ready_to_path() then return end
local p = entity.object:get_pos()
@ -1059,9 +1060,9 @@ local function look_for_job(self, requested_jobsites)
end
local function get_a_job(self)
if self.order == WORK then self.order = nil end
if not self:ready_to_path() then return end
mcl_log("I'm unemployed or lost my job block and have traded. Can I get a job?")
@ -1135,68 +1136,85 @@ local function validate_jobsite(self)
end
local function do_work (self)
--debug_trades(self)
if self.child then
mcl_log("A child so don't send to work")
if not self or self.child then
mcl_log("No self, or a child so don't work")
return
end
--mcl_log("Time for work")
local jobsite_node = retrieve_my_jobsite (self)
-- Don't try if looking_for_work, or gowp possibly
if validate_jobsite(self) then
--mcl_log("My jobsite is valid. Do i need to travel?")
local jobsite2 = retrieve_my_jobsite (self)
if jobsite_node then
local jobsite = self._jobsite
if self and jobsite2 and self._jobsite then
local distance_to_jobsite = vector.distance(self.object:get_pos(),self._jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
local distance_to_jobsite = vector.distance(self.object:get_pos(), jobsite)
--mcl_log("Villager: ".. minetest.pos_to_string(self.object:get_pos()) .. ", jobsite: " .. minetest.pos_to_string(self._jobsite) .. ", distance to jobsite: ".. distance_to_jobsite)
if distance_to_jobsite < 2 then
if self.state ~= PATHFINDING and self.order ~= WORK then
mcl_log("Setting order to work.")
self.order = WORK
unlock_trades(self)
else
--mcl_log("Still pathfinding.")
end
if distance_to_jobsite < 2 then
if self.state ~= PATHFINDING and self.order ~= WORK then
mcl_log("Setting order to work.")
self.order = WORK
unlock_trades(self)
else
mcl_log("Not at job block. Need to commute.")
if self.order == WORK then
self.order = nil
return
end
self:gopath(jobsite, function(self,jobsite)
if not self then
--mcl_log("missing self. not good")
return false
end
if not self._jobsite then
--mcl_log("Jobsite not valid")
return false
end
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
--mcl_log("Made it to work ok callback!")
return true
else
--mcl_log("Need to walk to work. Not sure we can get here.")
end
end)
--mcl_log("Still pathfinding.")
end
else
mcl_log("Not at job block. Need to commute.")
if self.order == WORK then
self.order = nil
return
end
self:gopath(jobsite, function(self, jobsite)
if not self then
--mcl_log("missing self. not good")
return false
end
if not self._jobsite then
--mcl_log("Jobsite not valid")
return false
end
if vector.distance(self.object:get_pos(),self._jobsite) < 2 then
--mcl_log("Made it to work ok callback!")
return true
else
--mcl_log("Need to walk to work. Not sure we can get here.")
end
end)
end
elseif self._profession == "unemployed" or has_traded(self) then
get_a_job(self)
end
end
local below_vec = vector.new(0, -1, 0)
local function get_ground_below_floating_object (float_pos)
local pos = float_pos
repeat
mcl_log("Current pos: " .. minetest.pos_to_string(pos))
pos = vector.add(pos, below_vec)
local node = minetest.get_node(pos)
mcl_log("First non air materials: ".. tostring(node.name))
until node.name ~= "air"
-- If pos is 1 below float_pos, then just return float_pos as there is no air below it
if pos.y == float_pos.y - 1 then
--mcl_log("pos is only 1 lower than float pos so no air below")
return float_pos
else
--mcl_log("pos is more than 1 lower than float pos so air is below")
return pos
end
return pos
end
local function go_to_town_bell(self)
if self.order == GATHERING then
mcl_log("Already gathering")
return
else
mcl_log("Current order" .. self.order)
end
if self.order == GATHERING then return
else mcl_log("Current order" .. self.order) end
if not self:ready_to_path() then return end
mcl_log("Go to town bell")
local looking_for_type={}
@ -1208,8 +1226,9 @@ local function go_to_town_bell(self)
--Ideally should check for closest available. It'll make pathing easier.
for _,n in pairs(nn) do
mcl_log("Found bell")
local target_point = get_ground_below_floating_object(n)
local gp = self:gopath(n,function(self)
local gp = self:gopath(target_point,function(self)
if self then
self.order = GATHERING
mcl_log("Callback has a self")
@ -1277,22 +1296,45 @@ local function validate_bed(self)
end
local function do_activity (self)
-- Maybe just check we're pathfinding first?
if self.following then
mcl_log("Following, so do not do activity.")
return
end
if self.state == PATHFINDING then
mcl_log("Pathfinding, so do not do activity.")
return
end
if not validate_bed(self) and self.state ~= PATHFINDING then
local jobsite_valid = false
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end
mcl_log("Villager has no bed. Currently at location: "..minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
if not validate_jobsite(self) then
--debug_trades(self)
if self._profession == "unemployed" or has_traded(self) then
get_a_job(self)
return
end
else
jobsite_valid = true
--mcl_log("My jobsite is valid. Do i need to travel?")
end
else
if self.order == WORK then self.order = nil end
if not validate_bed(self) then
if self.order == SLEEP then self.order = nil end
mcl_log("Villager at this location has no bed: " .. minetest.pos_to_string(self.object:get_pos()))
take_bed (self)
end
end
-- Only check in day or during thunderstorm but wandered_too_far code won't work
local wandered_too_far = false
if check_bed (self) then
wandered_too_far = ( self.state ~= PATHFINDING ) and (vector.distance(self.object:get_pos(),self._bed) > 50 )
wandered_too_far = vector.distance(self.object:get_pos(),self._bed) > 50
end
if wandered_too_far then
@ -1300,7 +1342,7 @@ local function do_activity (self)
go_home(self, false)
elseif get_activity() == SLEEP then
go_home(self, true)
elseif get_activity() == WORK then
elseif get_activity() == WORK and jobsite_valid then
do_work(self)
elseif get_activity() == GATHERING then
go_to_town_bell(self)
@ -1309,13 +1351,6 @@ local function do_activity (self)
self.order = nil
end
-- Daytime is work and play time
if not mcl_beds.is_night() then
if self.order == SLEEP then self.order = nil end
else
if self.order == WORK then self.order = nil end
end
end
local function update_max_tradenum(self)
@ -1895,8 +1930,6 @@ end)
--[=======[ MOB REGISTRATION AND SPAWNING ]=======]
local pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" }
mcl_mobs.register_mob("mobs_mc:villager", {
description = S("Villager"),
type = "npc",
@ -1941,7 +1974,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
head_shake_start = 131, head_shake_end = 141, head_shake_loop = false,
head_nod_start = 121, head_nod_end = 131, head_nod_loop = false,
},
follow = pick_up,
follow = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" },
nofollow = true,
view_range = 16,
fear_height = 4,
@ -1951,7 +1984,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
_id = nil,
_profession = "unemployed",
look_at_player = true,
pick_up = pick_up,
pick_up = { "mcl_farming:bread", "mcl_farming:carrot_item", "mcl_farming:beetroot_item" , "mcl_farming:potato_item" },
can_open_doors = true,
on_pick_up = function(self,itementity)
local clicker
@ -1968,6 +2001,7 @@ mcl_mobs.register_mob("mobs_mc:villager", {
return it
end,
on_rightclick = function(self, clicker)
--minetest.log("In villager right click")
if self.child or self._profession == "unemployed" or self._profession == "nitwit" then
self.order = nil
return

@ -109,6 +109,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
clicker:set_wielded_item(wielditem)
self._curing = math.random(3 * 60, 5 * 60)
self.shaking = true
self.can_despawn = false
end
end
end,

@ -305,7 +305,7 @@ function awards.unlock(name, award)
local one = player:hud_add({
hud_elem_type = "image",
name = "award_bg",
scale = {x = 1, y = 1},
scale = {x = 1.25, y = 1},
text = background,
position = {x = 0.5, y = 0},
offset = {x = 0, y = 138},
@ -329,7 +329,7 @@ function awards.unlock(name, award)
scale = {x = 100, y = 20},
text = hud_announce,
position = {x = 0.5, y = 0},
offset = {x = 0, y = 40},
offset = {x = 30, y = 40},
alignment = {x = 0, y = -1},
z_index = 102,
})
@ -340,7 +340,7 @@ function awards.unlock(name, award)
scale = {x = 100, y = 20},
text = title,
position = {x = 0.5, y = 0},
offset = {x = 30, y = 100},
offset = {x = 35, y = 100},
alignment = {x = 0, y = -1},
z_index = 102,
})
@ -355,7 +355,7 @@ function awards.unlock(name, award)
number = 2,
text = icon,
position = {x = 0.5, y = 0},
offset = {x = -110, y = 62},
offset = {x = -138, y = 62},
alignment = {x = 0, y = 0},
direction = 0,
z_index = 102,

@ -337,7 +337,7 @@ awards.register_achievement("mcl:fishyBusiness", {
-- Triggered in mcl_compass
awards.register_achievement("mcl:countryLode", {
title = S("Country Lode,\nTake Me Home"),
title = S("Country Lode, Take Me Home"),
description = S("Use a compass on a Lodestone."),
icon = "lodestone_side4.png",
type = "Advancement",

@ -67,7 +67,7 @@ Withering Heights=Les Witherables
Summon the wither from the dead.=Invoquez le Wither d'entre les morts.
Fishy Business=Merci pour le poisson
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson. \nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
Country Lode,@nTake Me Home=Petit Poucet
Country Lode, Take Me Home=Petit Poucet
Use a compass on a Lodestone.=utiliser une boussole sur une magnétite.
Serious Dedication=Sérieux dévouement
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Utilisez un lingot de netherite pour améliorez une houe, puis réévaluez complètement vos choix de vie.

@ -69,7 +69,7 @@ The Cutest Predator=いちばんカワイイ捕食者
Catch an Axolotl with a bucket!=バケツでウーパールーパーを捕まえよう!
Fishy Business=フィッシー・ビジネス
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=魚を獲ろう。@nヒントタラ、サケ、クマミ、フグ等を釣ります。
Country Lode,@nTake Me Home=この道ずっとゆけば@n鉱脈につづいてる
Country Lode, Take Me Home=この道ずっとゆけば 鉱脈につづいてる
Use a compass on a Lodestone.=ロードストーンにコンパスを使おう。
Serious Dedication=真摯な取り組み
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=ネザライトインゴットでクワをアップグレードしたら、人生設計の完全な見直しを図ろう。

@ -69,7 +69,7 @@ The Cutest Predator=
Catch an Axolotl with a bucket!
Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode,@nTake Me Home=
Country Lode, Take Me Home=
Use a compass on a Lodestone.=
Serious Dedication=
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=

@ -149,6 +149,11 @@ mcl_death_messages = {
plain = "@1 went off with a bang",
item = "@1 went off with a bang due to a firework fired from @3 by @2", -- order is intentional
},
sweet_berry = {
_translator = S,
plain = "@1 died a sweet death",
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
},
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
},
}

@ -76,10 +76,10 @@ minetest.register_node("mcl_crimson:warped_fungus", {
walkable = false,
groups = {dig_immediate=3,mushroom=1,attached_node=1,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,enderman_takable=1,deco_block=1},
light_source = 1,
selection_box = {
--[[ selection_box = {
type = "fixed",
fixed = { -3/16, -0.5, -3/16, 3/16, -2/16, 3/16 },
},
},]]
node_placement_prediction = "",
on_rightclick = function(pos, node, pointed_thing, player, itemstack)
if pointed_thing:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then

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@ -275,7 +275,7 @@ local function apply_bone_meal(pointed_thing,user)
if n.name == "mcl_farming:sweet_berry_bush_3" then
return minetest.add_item(vector.offset(pos,math.random()-0.5,math.random()-0.5,math.random()-0.5),"mcl_farming:sweet_berry")
else
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 1, true)
return mcl_farming:grow_plant("plant_sweet_berry_bush", pos, n, 0, true)
end
elseif n.name == "mcl_cocoas:cocoa_1" or n.name == "mcl_cocoas:cocoa_2" then
mcl_dye.add_bone_meal_particle(pos)

@ -102,22 +102,34 @@ minetest.register_node("mcl_farming:beetroot", {
0 seeds: 42.18%
1 seed: 14.06%
2 seeds: 18.75%
3 seeds: 25% ]]
3 seeds: 25%
correction: should always drop at least 1 seed. (1-4 seeds, per the minecraft wiki)
--]]
max_items = 2,
items = {
{ items = {"mcl_farming:beetroot_item"}, rarity = 1 },
{ items = {"mcl_farming:beetroot_seeds 3"}, rarity = 4 },
{ items = {"mcl_farming:beetroot_seeds 2"}, rarity = 4 },
{ items = {"mcl_farming:beetroot_seeds 1"}, rarity = 4 },
{items = {"mcl_farming:beetroot_item"}},
{items = {"mcl_farming:beetroot_seeds 4"}, rarity = 6},
{items = {"mcl_farming:beetroot_seeds 3"}, rarity = 4},
{items = {"mcl_farming:beetroot_seeds 2"}, rarity = 3},
{items = {"mcl_farming:beetroot_seeds"}, rarity = 1},
},
},
_mcl_fortune_drop = {
discrete_uniform_distribution = true,
items = {"mcl_farming:beetroot_item", "mcl_farming:beetroot_seeds"},
min_count = 1,
max_count = 3,
cap = 5,
},
tiles = {"mcl_farming_beetroot_3.png"},
inventory_image = "mcl_farming_beetroot_3.png",
wield_image = "mcl_farming_beetroot_3.png",
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 3/16, 0.5}
{-0.5, -0.5, -0.5, 0.5, 3 / 16, 0.5}
},
},
groups = {dig_immediate=3, not_in_creative_inventory=1,plant=1,attached_node=1,dig_by_water=1,destroy_by_lava_flow=1,dig_by_piston=1,beetroot=4},
@ -161,7 +173,10 @@ minetest.register_craft({
mcl_farming:add_plant("plant_beetroot", "mcl_farming:beetroot", {"mcl_farming:beetroot_0", "mcl_farming:beetroot_1", "mcl_farming:beetroot_2"}, 68, 3)
if minetest.get_modpath("doc") then
for i=1,2 do
doc.add_entry_alias("nodes", "mcl_farming:beetroot_0", "nodes", "mcl_farming:beetroot_"..i)
for i = 1, 2 do
doc.add_entry_alias("nodes", "mcl_farming:beetroot_0", "nodes", "mcl_farming:beetroot_" .. i)
end
end
minetest.register_alias("beetroot_seeds", "mcl_farming:beetroot_seeds")
minetest.register_alias("beetroot", "mcl_farming:beetroot_item")

@ -89,14 +89,7 @@ minetest.register_craftitem("mcl_farming:carrot_item", {
groups = {food = 2, eatable = 3, compostability = 65},
_mcl_saturation = 3.6,
on_secondary_use = minetest.item_eat(3),
on_place = function(itemstack, placer, pointed_thing)
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_farming:carrot_1")
if new then
return new
else
return minetest.do_item_eat(3, nil, itemstack, placer, pointed_thing)
end
end,
on_place = mcl_farming:get_seed_or_eat_callback("mcl_farming:carrot_1", 3),
})
minetest.register_craftitem("mcl_farming:carrot_item_gold", {

@ -95,14 +95,7 @@ minetest.register_craftitem("mcl_farming:potato_item", {
_mcl_saturation = 0.6,
stack_max = 64,
on_secondary_use = minetest.item_eat(1),
on_place = function(itemstack, placer, pointed_thing)
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, "mcl_farming:potato_1")
if new then
return new
else
return minetest.do_item_eat(1, nil, itemstack, placer, pointed_thing)
end
end,
on_place = mcl_farming:get_seed_or_eat_callback("mcl_farming:potato_1", 1),
})
minetest.register_craftitem("mcl_farming:potato_item_baked", {

@ -469,6 +469,21 @@ function mcl_farming:stem_color(startcolor, endcolor, step, step_count)
return colorstring
end
--[[Get a callback that either eats the item or plants it.
Used for on_place callbacks for craft items which are seeds that can also be consumed.
]]
function mcl_farming:get_seed_or_eat_callback(plantname, hp_change)
return function(itemstack, placer, pointed_thing)
local new = mcl_farming:place_seed(itemstack, placer, pointed_thing, plantname)
if new then
return new
else
return minetest.do_item_eat(hp_change, nil, itemstack, placer, pointed_thing)
end
end
end
minetest.register_lbm({
label = "Add growth for unloaded farming plants",
name = "mcl_farming:growth",

@ -9,6 +9,9 @@ for i=0, 3 do
if i > 0 then
groups.sweet_berry_thorny = 1
end
local drop_berries = (i >= 2)
local berries_to_drop = drop_berries and {i - 1, i} or nil
minetest.register_node(node_name, {
drawtype = "plantlike",
tiles = {texture},
@ -24,7 +27,14 @@ for i=0, 3 do
liquid_renewable = false,
liquid_range = 0,
walkable = false,
drop = (i>=2) and ("mcl_farming:sweet_berry" .. (i==3 and " 3" or "")) or "",
-- Dont even create a table if no berries are dropped.
drop = not drop_berries and "" or {
max_items = 1,
items = {
{ items = {"mcl_farming:sweet_berry " .. berries_to_drop[1] }, rarity = 2 },
{ items = {"mcl_farming:sweet_berry " .. berries_to_drop[2] } }
}
},
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, (-0.30 + (i*0.25)), 6 / 16},
@ -41,22 +51,20 @@ for i=0, 3 do
minetest.record_protection_violation(pos, pn)
return itemstack
end
if mcl_dye and clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
if 3 ~= i and mcl_dye and
clicker:get_wielded_item():get_name() == "mcl_bone_meal:bone_meal" then
mcl_dye.apply_bone_meal({under=pos},clicker)
itemstack:take_item()
if not minetest.is_creative_enabled(pn) then
itemstack:take_item()
end
return
end
local stage
if node.name:find("_2") then
stage = 2
elseif node.name:find("_3") then
stage = 3
end
if stage then
for i=1,math.random(stage) do
minetest.add_item(pos,"mcl_farming:sweet_berry")
if drop_berries then
for j=1, berries_to_drop[math.random(2)] do
minetest.add_item(pos, "mcl_farming:sweet_berry")
end
minetest.swap_node(pos,{name = "mcl_farming:sweet_berry_bush_" .. stage - 1 })
minetest.swap_node(pos, {name = "mcl_farming:sweet_berry_bush_1"})
end
return itemstack
end,
@ -76,8 +84,11 @@ minetest.register_craftitem("mcl_farming:sweet_berry", {
minetest.record_protection_violation(pointed_thing.above, pn)
return itemstack
end
if pointed_thing.type == "node" and table.indexof(planton,minetest.get_node(pointed_thing.under).name) ~= -1 and minetest.get_node(pointed_thing.above).name == "air" then
minetest.set_node(pointed_thing.above,{name="mcl_farming:sweet_berry_bush_0"})
if pointed_thing.type == "node" and
table.indexof(planton, minetest.get_node(pointed_thing.under).name) ~= -1 and
pointed_thing.above.y > pointed_thing.under.y and
minetest.get_node(pointed_thing.above).name == "air" then
minetest.set_node(pointed_thing.above, {name="mcl_farming:sweet_berry_bush_0"})
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end

@ -22,6 +22,8 @@ local DEBUG = false
local enable_burger = minetest.settings:get_bool("mcl_enable_hamburger",true)
local use_alt = minetest.settings:get_bool("mcl_hamburger_alt_texture",false)
local HAMBURGER_NAME = "mcl_hamburger:hamburger"
mcl_hamburger = {}
if DEBUG then
@ -32,12 +34,12 @@ end
function mcl_hamburger.register_burger_craft(cooked_meat)
minetest.register_craft({
type = "fuel",
recipe = "mcl_hamburger:hamburger",
recipe = HAMBURGER_NAME,
burntime = 2,
})
minetest.register_craft({
output = "mcl_hamburger:hamburger",
output = HAMBURGER_NAME,
recipe = {
{ "mcl_farming:bread"},
{ cooked_meat }, -- "mcl_mobitems:cooked_beef" for a reg hamburger. Grind up clowns for a Big Mac.
@ -45,7 +47,7 @@ function mcl_hamburger.register_burger_craft(cooked_meat)
},
})
minetest.register_craft({
output = "mcl_hamburger:hamburger",
output = HAMBURGER_NAME,
recipe = {
-- "mcl_mobitems:cooked_beef" for a reg hamburger. Grind up clowns for a Big Mac.
{ "mcl_farming:bread", cooked_meat, "mcl_farming:bread"},
@ -72,23 +74,23 @@ if not enable_burger then
end
if use_alt == false then
minetest.register_craftitem("mcl_hamburger:hamburger", hamburger_def)
minetest.register_craftitem(HAMBURGER_NAME, hamburger_def)
else
local hamburger_alt = table.copy(hamburger_def)
hamburger_alt.inventory_image = "mcl_hamburger_alt.png"
hamburger_alt.wield_image = "mcl_hamburger_alt.png"
minetest.register_craftitem("mcl_hamburger:hamburger", hamburger_alt)
minetest.register_craftitem(HAMBURGER_NAME, hamburger_alt)
end
local function register_achievements()
awards.register_achievement("mcl_hamburger:hamburger", {
awards.register_achievement(HAMBURGER_NAME, {
title = S("Burger Time!"),
description = S("Craft a Hamburger."),
icon = "mcl_hamburger_alt.png",
trigger = {
type = "craft",
item = "mcl_hamburger:hamburger",
item = HAMBURGER_NAME,
target = 1
},
type = "Advancement",
@ -101,19 +103,47 @@ local function register_doc_entry()
-- register Doc entry
if minetest.get_modpath("doc") then
doc.add_entry_alias("craftitems", "mcl_hamburger:hamburger", "craftitems", "mcl_hamburger:hamburger")
doc.add_entry_alias("craftitems", HAMBURGER_NAME, "craftitems", HAMBURGER_NAME)
end
end
if enable_burger then
-- make the villagers follow the item
minetest.registered_entities["mobs_mc:villager"].nofollow = false
-- add it to the follow items.
table.insert(minetest.registered_entities["mobs_mc:villager"].follow,"mcl_hamburger:hamburger")
-- register the item and crafting recipe.
local villager = minetest.registered_entities["mobs_mc:villager"]
table.insert(villager.follow, HAMBURGER_NAME)
local original_rightclick = villager.on_rightclick
local new_on_rightclick = function(self, clicker)
--minetest.log("In wrapper function")
local item = clicker:get_wielded_item()
if item:get_name() == HAMBURGER_NAME then
if self.nofollow == true then
--minetest.log("Turn off nofollow")
self.nofollow = false
elseif self.nofollow == false then
--minetest.log("Turn on nofollow")
self.nofollow = true
end
else
--minetest.log("Not holding burger")
if self.nofollow == false then
--minetest.log("Turn on nofollow")
self.nofollow = true
end
original_rightclick(self, clicker)
end
--minetest.log("Finishing wrapper")
end
villager.on_rightclick = new_on_rightclick
mcl_hamburger.register_burger_craft("mcl_mobitems:cooked_beef")
-- add in the super cool achievement(s)!
minetest.register_alias("hamburger", HAMBURGER_NAME)
register_achievements()
register_doc_entry()
end

@ -0,0 +1,226 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of works.
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
TERMS AND CONDITIONS
0. Definitions.
“This License” refers to version 3 of the GNU General Public License.
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
A “covered work” means either the unmodified Program or a work based on the Program.
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>.

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---
# Mineclone2-Lectern
---
A ground up creation of a lectern to be used in MineClone 2. Requires Minetest and Mineclone2.
---
Created by Michieal (FaerRaven) @ DateTime: 01/07/2023 (07JAN2023)
* Made for MineClone 2 by Michieal.
* Texture made by Michieal; The model borrows the top from NathanS21's (Nathan Salapat) Lectern model; The rest of the
lectern model was created by Michieal.
* Creation date: 01/07/2023 (07JAN2023)
* License for Code: GPL3
* License for Media: CC-BY-SA 4

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-- Made for MineClone 2 by Michieal.
-- Texture made by Michieal; The model borrows the top from NathanS21's (Nathan Salapat) Lectern model; The rest of the
-- lectern model was created by Michieal.
-- Creation date: 01/07/2023 (07JAN2023)
-- License for Code: GPL3
-- License for Media: CC-BY-SA 4
-- Copyright (C) 2023, Michieal. See: License.txt.
-- LOCALS
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
local node_sound = mcl_sounds.node_sound_wood_defaults()
local pi = 3.1415926
local lectern_def = {
description = S("Lectern"),
_tt_help = S("Lecterns not only look good, but are job site blocks for Librarians."),
_doc_items_longdesc = S("Lecterns not only look good, but are job site blocks for Librarians."),
_doc_items_usagehelp = S("Place the Lectern on a solid node for best results. May attract villagers, so it's best to place outside of where you call 'home'."),
sounds = node_sound,
paramtype = "light",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype2 = "facedir",
drawtype = "mesh",
-- visual_scale = 1.0, -- Default is 1.0.
mesh = "mcl_lectern_lectern.obj",
tiles = {"mcl_lectern_lectern.png", },
groups = {handy = 1, axey = 1, flammable = 2, fire_encouragement = 5, fire_flammability = 5, solid = 1},
drops = "mcl_lectern:lectern",
sunlight_propagates = true,
walkable = true,
is_ground_content = false,
node_placement_prediction = "",
_mcl_blast_resistance = 3,
_mcl_hardness = 2,
selection_box = {
type = "fixed",
fixed = {
-- L, T, Ba, R, Bo, F.
{-0.32, 0.46, -0.32, 0.32, 0.175, 0.32},
{-0.18, 0.175, -0.055, 0.18, -0.37, 0.21},
{-0.32, -0.37, -0.32, 0.32, -0.5, 0.32},
}
},
collision_box = {
type = "fixed",
fixed = {
-- L, T, Ba, R, Bo, F.
{-0.32, 0.46, -0.32, 0.32, 0.175, 0.32},
{-0.18, 0.175, -0.055, 0.18, -0.37, 0.21},
{-0.32, -0.37, -0.32, 0.32, -0.5, 0.32},
}
},
on_place = function(itemstack, placer, pointed_thing)
local above = pointed_thing.above
local under = pointed_thing.under
local pos = under
local pname = placer:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
local dir = vector.subtract(under, above)
local wdir = minetest.dir_to_wallmounted(dir)
local fdir = minetest.dir_to_facedir(dir)
if wdir == 0 then
return itemstack
-- IE., no Hanging Lecterns for you!
end
if wdir == 1 then
-- (only make standing nodes...)
-- Determine the rotation based on player's yaw
local yaw = pi * 2 - placer:get_look_horizontal()
-- Convert to 16 dir.
local rotation_level = math.round((yaw / (pi * 2)) * 16)
-- put the rotation level within bounds.
if rotation_level > 15 then
rotation_level = 0
elseif rotation_level < 0 then
rotation_level = 15
end
fdir = math.floor(rotation_level / 4) -- collapse that to 4 dir.
local lectern_node = ItemStack(itemstack)
-- Place the node!
local _, success = minetest.item_place_node(lectern_node, placer, pointed_thing, fdir)
if not success then
return itemstack
end
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
}
minetest.register_node("mcl_lectern:lectern", lectern_def)
mcl_wip.register_wip_item("mcl_lectern:lectern")
-- April Fools setup
local date = os.date("*t")
if (date.month == 4 and date.day == 1) then
minetest.override_item("mcl_lectern:lectern", {waving = 2})
else
minetest.override_item("mcl_lectern:lectern", {waving = 0})
end
minetest.register_craft({
output = "mcl_lectern:lectern",
recipe = {
{"group:slab", "group:slab", "group:slab"},
{"", "mcl_books:bookshelf", ""},
{"", "group:slab", ""},
}
})
-- Base Aliases.
minetest.register_alias("lectern", "mcl_lectern:lectern")

@ -0,0 +1,3 @@
name = mcl_lectern
depends = mcl_core, mcl_sounds, mcl_tools
author = Michieal

@ -0,0 +1,223 @@
# Blender 3.5.0 Alpha
# www.blender.org
mtllib mcl_lectern_lectern.mtl
o Lectern_Cube.012
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s 0
usemtl Material
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@ -0,0 +1,113 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local pianowtune = "diminixed-pianowtune01"
local end_tune = "diminixed-ambientwip"
local nether_tune = "horizonchris96-traitor"
local dimension_to_base_track = {
["overworld"] = pianowtune,
["nether"] = nether_tune,
["end"] = end_tune,
}
local listeners = {}
local weather_state
local function stop_music_for_listener_name(listener_name)
if not listener_name then return end
local listener = listeners[listener_name]
if not listener then return end
local handle = listener.handle
if not handle then return end
minetest.sound_stop(handle)
listeners[listener_name].handle = nil
end
local function stop()
for _, player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
stop_music_for_listener_name(player_name)
end
end
local function play()
local new_weather_state = mcl_weather.get_weather()
local was_good_weather = weather_state == "none" or weather_state == "clear"
weather_state = new_weather_state
local is_good_weather = weather_state == "none" or weather_state == "clear"
local is_weather_changed = weather_state ~= new_weather_state
local time = minetest.get_timeofday()
if time < 0.25 or time >= 0.75 then
stop()
minetest.after(10, play)
return
end
local day_count = minetest.get_day_count()
for _, player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local hp = player:get_hp()
local pos = player:get_pos()
local dimension = mcl_worlds.pos_to_dimension(pos)
local listener = listeners[player_name]
local old_hp = listener and listener.hp
local old_dimension = listener and listener.dimension
local is_dimension_changed = old_dimension and (old_dimension ~= dimension) or false
local is_hp_changed = old_hp and (math.abs(old_hp - hp) > 0.00001) or false
local handle = listener and listener.handle
local track = dimension_to_base_track[dimension]
if is_hp_changed
or is_dimension_changed
or (dimension == "overworld" and (is_weather_changed or not is_good_weather))
or not track
then
stop_music_for_listener_name(player_name)
if not listeners[player_name] then
listeners[player_name] = {}
end
listeners[player_name].hp = hp
listeners[player_name].dimension = dimension
elseif not handle and (not listener or (listener.day_count ~= day_count)) then
local spec = {
name = track,
gain = 0.3,
pitch = 1.0,
}
local parameters = {
to_player = player_name,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}
handle = minetest.sound_play(spec, parameters, false)
listeners[player_name] = {
spec = spec,
parameters = parameters,
handle = handle,
hp = hp,
dimension = dimension,
day_count = day_count,
}
end
end
minetest.after(7, play)
end
minetest.after(15, play)
minetest.register_on_joinplayer(function(player, last_login)
local player_name = player:get_player_name()
stop_music_for_listener_name(player_name)
end)
minetest.register_on_respawnplayer(function(player)
local player_name = player:get_player_name()
stop_music_for_listener_name(player_name)
end)

@ -0,0 +1,4 @@
name = mcl_music
author = diminixed, horizonchris96, kay27
description = Mod check some conditions and plays music
depends = mcl_player, mcl_weather, mcl_worlds

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