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add "all" to immune_to table, optimized floating code
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parent
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43
api.lua
43
api.lua
@ -3,7 +3,7 @@
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20180523"
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mobs.version = "20180530"
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-- Intllib
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@ -289,13 +289,12 @@ end
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-- are we flying in what we are suppose to? (taikedz)
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local flight_check = function(self, pos_w)
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local nod = self.standing_in
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local def = minetest.registered_nodes[nod]
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local def = minetest.registered_nodes[self.standing_in]
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if not def then return false end -- nil check
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if type(self.fly_in) == "string"
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and nod == self.fly_in then
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and self.standing_in == self.fly_in then
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return true
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@ -303,7 +302,7 @@ local flight_check = function(self, pos_w)
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for _,fly_in in pairs(self.fly_in) do
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if nod == fly_in then
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if self.standing_in == fly_in then
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return true
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end
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@ -626,7 +625,7 @@ local do_env_damage = function(self)
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if check_for_death(self, "light", {type = "light"}) then return end
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end
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--[[
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local y_level = self.collisionbox[2]
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if self.child then
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@ -637,7 +636,7 @@ local do_env_damage = function(self)
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pos.y = pos.y + y_level + 0.25 -- foot level
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self.standing_in = node_ok(pos, "air").name
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-- print ("standing in " .. self.standing_in)
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]]
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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@ -2289,13 +2288,13 @@ local falling = function(self, pos)
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end
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-- in water then float up
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if minetest.registered_nodes[node_ok(pos).name].groups.water then
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if minetest.registered_nodes[self.standing_in].groups.water then
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if self.floats == 1 then
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self.object:setacceleration({
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x = 0,
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y = -self.fall_speed / (max(1, v.y) ^ 2),
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y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2
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z = 0
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})
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end
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@ -2395,6 +2394,10 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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damage = self.immune_to[n][2] or 0
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break
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-- if "all" then no tool does damage unless it's specified in list
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elseif self.immune_to[n][1] == "all" then
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damage = self.immune_to[n][2] or 0
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end
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end
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@ -2751,7 +2754,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.collisionbox = colbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.standing_in = ""
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self.standing_in = "air"
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-- check existing nametag
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if not self.nametag then
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@ -2828,6 +2831,26 @@ local mob_step = function(self, dtime)
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end
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end
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-- get node at foot level every quarter second
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self.node_timer = (self.node_timer or 0) + dtime
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if self.node_timer > 0.25 then
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self.node_timer = 0
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local y_level = self.collisionbox[2]
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if self.child then
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y_level = self.collisionbox[2] * 0.5
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end
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-- what is mob standing in?
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self.standing_in = node_ok({
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x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name
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-- print ("standing in " .. self.standing_in)
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end
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-- check if falling, flying, floating
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falling(self, pos)
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-- smooth rotation by ThomasMonroe314
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1
api.txt
1
api.txt
@ -126,6 +126,7 @@ functions needed for the mob to work properly which contains the following:
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{"default:sword_wood", 0} -- causes no damage.
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{"default:gold_lump", -10} -- heals by 10 health points.
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{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
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{"all"} -- stops all weapons causing damage apart from those on list.
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'makes_footstep_sound' when true you can hear mobs walking.
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'sounds' this is a table with sounds of the mob
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@ -176,3 +176,9 @@ minetest.register_craft({
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recipe = "mobs:saddle",
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burntime = 7,
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})
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minetest.register_craft({
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type = "fuel",
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recipe = "mobs:fence_wood",
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burntime = 7,
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})
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@ -6,10 +6,12 @@ if minetest.get_modpath("lucky_block") then
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{"dro", {"mobs:meat"}, 5},
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{"dro", {"mobs:nametag"}, 1},
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{"dro", {"mobs:leather"}, 5},
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{"dro", {"default:stick"}, 10},
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{"dro", {"mobs:net"}, 1},
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{"dro", {"mobs:lasso"}, 1},
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{"dro", {"mobs:shears"}, 1},
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{"dro", {"mobs:protector"}, 1},
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{"dro", {"mobs:fence_wood"}, 10},
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{"lig"},
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})
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end
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@ -22,6 +22,7 @@ Lucky Blocks: 9
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Changelog:
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- 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive
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- 1.41- Mob pathfinding has been updated thanks to Elkien3
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- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
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- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
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