forked from mtcontrib/mobs_redo
use tnt.boom() function instead of mobs:explosion
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7dc2d22ef6
commit
7e09281760
121
api.lua
121
api.lua
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@ -1683,33 +1683,21 @@ local do_states = function(self, dtime)
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local pos = self.object:getpos()
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local radius = self.explosion_radius or 1
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local fire = self.explosion_fire or 1
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local smoke = self.explosion_smoke or 1
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local damage_radius = radius
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-- dont damage anything if area protected or next to water
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if minetest.find_node_near(pos, 1, {"group:water"})
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or minetest.is_protected(pos, "") then
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mob_sound(self, self.sounds.explode)
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self.object:remove()
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-- effect(pos, 15, "tnt_smoke.png")
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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-- hurt player/mobs caught in blast area
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entity_physics(pos, radius)
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return
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damage_radius = 0
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end
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pos.y = pos.y - 1
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mobs:explosion(pos, radius, fire, smoke, self.sounds.explode)
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self.object:remove()
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entity_physics(pos, radius)
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tnt.boom(pos, {
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radius = radius,
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damage_radius = damage_radius,
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})
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return
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end
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@ -2632,8 +2620,6 @@ minetest.register_entity(name, {
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pathfinding = def.pathfinding,
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immune_to = def.immune_to or {},
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explosion_radius = def.explosion_radius,
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explosion_fire = def.explosion_fire,
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explosion_smoke = def.explosion_smoke,
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custom_attack = def.custom_attack,
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double_melee_attack = def.double_melee_attack,
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dogshoot_switch = def.dogshoot_switch,
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@ -2863,101 +2849,6 @@ function mobs:spawn(def)
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end
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-- set content id's
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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-- explosion (cannot break protected or unbreakable nodes)
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function mobs:explosion(pos, radius, fire, smoke, sound)
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radius = radius or 0
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fire = fire or 0
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smoke = smoke or 0
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-- if area protected or near map limits then no blast damage
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if minetest.is_protected(pos, "")
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or not within_limits(pos, radius) then
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return
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end
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-- explosion sound
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if sound
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and sound ~= "" then
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minetest.sound_play(sound, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 16
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})
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end
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pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?!
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local vm = VoxelManip()
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local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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local p = {}
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local pr = PseudoRandom(os.time())
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if smoke > 0 then
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--(pos, amount, texture, min_size, max_size, radius, gravity, glow)
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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for z = -radius, radius do
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for y = -radius, radius do
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local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
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for x = -radius, radius do
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p.x = pos.x + x
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p.y = pos.y + y
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p.z = pos.z + z
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if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius)
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and data[vi] ~= c_air
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and data[vi] ~= c_ignore then
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local n = node_ok(p).name
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local on_blast = minetest.registered_nodes[n].on_blast
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if on_blast then
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on_blast(p)
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elseif minetest.registered_nodes[n].groups.unbreakable == 1 then
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-- do nothing
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else
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-- after effects
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if fire > 0
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and (minetest.registered_nodes[n].groups.flammable
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or random(1, 100) < 60) then
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-- Set fire (if node is present)
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if minetest.registered_nodes[node_fire] then
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minetest.set_node(p, {name = node_fire})
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end
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else
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minetest.set_node(p, {name = "air"})
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-- if smoke > 0 then
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-- effect(p, 2, "tnt_smoke.png")
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-- end
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end
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end
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end
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vi = vi + 1
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end
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end
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end
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end
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-- register arrow for shoot attack
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function mobs:register_arrow(name, def)
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2
api.txt
2
api.txt
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@ -90,8 +90,6 @@ This functions registers a new mob as a Minetest entity.
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'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
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'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
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'explosion_radius' radius of explosion attack (defaults to 1)
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'explosion_fire' if true, explosion will create lots of fire (default: true)
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'explosion_smoke' if true, explosion creates smoke particles (default: true)
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'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
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'shoot_interval' the minimum shoot interval
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'shoot_offset' +/- value to position arrow/fireball when fired
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@ -1,7 +1,8 @@
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default
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tnt
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dye?
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farming?
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invisibility?
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intllib?
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lucky_block?
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cmi?
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cmi?
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