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https://codeberg.org/tenplus1/mobs_redo.git
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code tweaks and new settings
This commit is contained in:
43
api.lua
43
api.lua
@ -1,9 +1,9 @@
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-- Mobs Api (7th July 2017)
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-- Mobs Api (8th July 2017)
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20170707"
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mobs.version = "20170708"
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-- Intllib
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@ -64,6 +64,13 @@ local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- default nodes
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local node_fire = "fire:basic_flame"
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local node_permanent_flame = "fire:permanent_flame"
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local node_ice = "default:ice"
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local node_snowblock = "default:snowblock"
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local node_snow = "default:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt"
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-- play sound
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local mob_sound = function(self, sound)
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@ -242,9 +249,10 @@ end
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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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if type(self.fly_in) == "string"
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and (nod == self.fly_in or nod == self.fly_in:gsub("_source", "_flowing")) then
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and (nod == self.fly_in or def.liquid_alternative_flowing ~= "") then
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return true
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@ -252,7 +260,7 @@ 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 or nod == fly_in:gsub("_source", "_flowing") then
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if nod == fly_in or def.liquid_alternative_flowing ~= "" then
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return true
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end
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@ -507,7 +515,7 @@ end
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or "default:dirt"
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fallback = fallback or mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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@ -598,8 +606,8 @@ local do_env_damage = function(self)
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-- lava or fire
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elseif self.lava_damage
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and (nodef.groups.lava
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or self.standing_in == "fire:basic_flame"
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or self.standing_in == "fire:permanent_flame") then
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or self.standing_in == node_fire
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or self.standing_in == node_permanent_flame) then
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if self.lava_damage ~= 0 then
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@ -681,7 +689,7 @@ local do_jump = function(self)
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})
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-- thin blocks that do not need to be jumped
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if nod.name == "default:snow" then
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if nod.name == node_snow then
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return false
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end
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@ -1049,7 +1057,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
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minetest.set_node(s, {name = "default:dirt"})
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minetest.set_node(s, {name = mobs.fallback_node})
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end
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end
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@ -1511,7 +1519,7 @@ local do_states = function(self, dtime)
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and minetest.registered_nodes[self.standing_in].groups.water) then
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lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
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"group:sand", "default:ice", "default:snowblock"})
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"group:sand", node_ice, node_snowblock})
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-- did we find land?
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if lp then
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@ -1675,6 +1683,8 @@ 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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-- 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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@ -1695,7 +1705,7 @@ local do_states = function(self, dtime)
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pos.y = pos.y - 1
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mobs:explosion(pos, radius, 1, 1, self.sounds.explode)
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mobs:explosion(pos, radius, fire, smoke, self.sounds.explode)
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self.object:remove()
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@ -2622,6 +2632,8 @@ 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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@ -2920,7 +2932,7 @@ function mobs:explosion(pos, radius, fire, smoke, sound)
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if on_blast then
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return on_blast(p)
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on_blast(p)
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elseif minetest.registered_nodes[n].groups.unbreakable == 1 then
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@ -2930,9 +2942,12 @@ function mobs:explosion(pos, radius, fire, smoke, sound)
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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) <= 30) then
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or random(1, 100) < 60) then
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minetest.set_node(p, {name = "fire:basic_flame"})
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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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