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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-12-24 01:30:38 +01:00

Temp files removed

- Removing the temp files

TODO : Make git ignore them
This commit is contained in:
LeMagnesium 2014-11-08 11:07:02 +01:00
parent 8b9670a24b
commit 6a8e1c9bac
3 changed files with 0 additions and 432 deletions

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--
-- Falling stuff custom for protected area
--
core.register_entity(":__builtin:falling_node", {
initial_properties = {
physical = true,
collide_with_objects = false,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
textures = {},
visual_size = {x=0.667, y=0.667},
owner = "falling",
},
node = {},
set_node = function(self, node)
self.node = node
local stack = ItemStack(node.name)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
end
prop = {
is_visible = true,
textures = {node.name},
}
self.object:set_properties(prop)
end,
set_owner = function(self, owner)
self.owner = owner
end,
get_staticdata = function(self)
return self.node.name
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
self:set_node({name=staticdata})
end,
on_step = function(self, dtime)
-- Set gravity
self.object:setacceleration({x=0, y=-10, z=0})
-- Turn to actual sand when collides to ground or just move
local pos = self.object:getpos()
local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
local bcn = core.get_node(bcp)
local bcd = core.registered_nodes[bcn.name]
-- Note: walkable is in the node definition, not in item groups
if not bcd or
(bcd.walkable or
(core.get_item_group(self.node.name, "float") ~= 0 and
bcd.liquidtype ~= "none")) then
if bcd and bcd.leveled and
bcn.name == self.node.name then
local addlevel = self.node.level
if addlevel == nil or addlevel <= 0 then
addlevel = bcd.leveled
end
if core.add_node_level(bcp, addlevel) == 0 then
self.object:remove()
return
end
elseif bcd and bcd.buildable_to and
(core.get_item_group(self.node.name, "float") == 0 or
bcd.liquidtype == "none") then
core.remove_node(bcp)
return
end
local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
-- Check what's here
local n2 = core.get_node(np)
-- If it's not air or liquid, remove node and replace it with
-- it's drops
if n2.name ~= "air" and (not core.registered_nodes[n2.name] or
core.registered_nodes[n2.name].liquidtype == "none") then
core.remove_node(np)
if core.registered_nodes[n2.name].buildable_to == false then
-- Add dropped items
local drops = core.get_node_drops(n2.name, "")
local _, dropped_item
for _, dropped_item in ipairs(drops) do
core.add_item(np, dropped_item)
end
end
-- Run script hook
local _, callback
for _, callback in ipairs(core.registered_on_dignodes) do
callback(np, n2, nil)
end
end
-- Create node and remove entity
if not minetest.is_protected(pos,self.owner) then
core.add_node(np, self.node)
else
core.add_item(np, self.node)
end
self.object:remove()
nodeupdate(np)
return
end
local vel = self.object:getvelocity()
if vector.equals(vel, {x=0,y=0,z=0}) then
local npos = self.object:getpos()
self.object:setpos(vector.round(npos))
end
end
})
function spawn_falling_node(p, node, owners)
obj = core.add_entity(p, "__builtin:falling_node")
obj:get_luaentity():set_node(node)
obj:get_luaentity():set_owner(owners)
end
function drop_attached_node(p)
local nn = core.get_node(p).name
core.remove_node(p)
for _,item in ipairs(core.get_node_drops(nn, "")) do
local pos = {
x = p.x + math.random()/2 - 0.25,
y = p.y + math.random()/2 - 0.25,
z = p.z + math.random()/2 - 0.25,
}
core.add_item(pos, item)
end
end
function check_attached_node(p, n)
local def = core.registered_nodes[n.name]
local d = {x=0, y=0, z=0}
if def.paramtype2 == "wallmounted" then
if n.param2 == 0 then
d.y = 1
elseif n.param2 == 1 then
d.y = -1
elseif n.param2 == 2 then
d.x = 1
elseif n.param2 == 3 then
d.x = -1
elseif n.param2 == 4 then
d.z = 1
elseif n.param2 == 5 then
d.z = -1
end
else
d.y = -1
end
local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z}
local nn = core.get_node(p2).name
local def2 = core.registered_nodes[nn]
if def2 and not def2.walkable then
return false
end
return true
end
--
-- Some common functions
--
function nodeupdate_single(p, delay)
n = core.get_node(p)
if core.get_item_group(n.name, "falling_node") ~= 0 then
p_bottom = {x=p.x, y=p.y-1, z=p.z}
n_bottom = core.get_node(p_bottom)
-- Note: walkable is in the node definition, not in item groups
if core.registered_nodes[n_bottom.name] and
(core.get_item_group(n.name, "float") == 0 or
core.registered_nodes[n_bottom.name].liquidtype == "none") and
(n.name ~= n_bottom.name or (core.registered_nodes[n_bottom.name].leveled and
core.get_node_level(p_bottom) < core.get_node_max_level(p_bottom))) and
(not core.registered_nodes[n_bottom.name].walkable or
core.registered_nodes[n_bottom.name].buildable_to) then
if delay then
core.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false)
else
n.level = core.get_node_level(p)
local meta = minetest.env:get_meta(p)
--print('get owner '.. meta:get_string("owner"))
spawn_falling_node(p, n, meta:get_string("owner"))
core.remove_node(p)
nodeupdate(p)
end
end
end
if core.get_item_group(n.name, "attached_node") ~= 0 then
if not check_attached_node(p, n) then
drop_attached_node(p)
nodeupdate(p)
end
end
end
function nodeupdate(p, delay)
-- Round p to prevent falling entities to get stuck
p.x = math.floor(p.x+0.5)
p.y = math.floor(p.y+0.5)
p.z = math.floor(p.z+0.5)
for x = -1,1 do
for y = -1,1 do
for z = -1,1 do
nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0))
end
end
end
end
--
-- Global callbacks
--
function on_placenode(p, node)
nodeupdate(p)
end
core.register_on_placenode(on_placenode)
function on_dignode(p, node)
nodeupdate(p)
end
core.register_on_dignode(on_dignode)

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-- Dungeon Master (This one spits out fireballs at you)
mobs:register_mob("mobs:dungeon_master", {
type = "monster",
hp_min = 45,
hp_max = 55,
collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.6, 0.7},
visual = "mesh",
mesh = "mobs_dungeon_master.x",
textures = {"mobs_dungeon_master.png"},
visual_size = {x=8, y=8},
makes_footstep_sound = true,
view_range = 16,
walk_velocity = 1,
run_velocity = 3,
damage = 12,
drops = {
{name = "default:mese_crystal_fragment",
chance = 1,
min = 1,
max = 3,},
{name = "default:diamond",
chance = 5,
min = 1,
max = 3,},
{name = "default:mese_crystal",
chance = 2,
min = 1,
max = 3,},
{name = "default:diamond_block",
chance = 30,
min = 1,
max = 1,},
{name = "maptools:silver_coin",
chance = 1,
min = 1,
max = 5,},
},
armor = 60,
drawtype = "front",
water_damage = 1,
lava_damage = 1,
light_damage = 0,
on_rightclick = nil,
attack_type = "shoot",
arrow = "mobs:fireball",
shoot_interval = 2.5,
sounds = {
attack = "mobs_fireball",
},
animation = {
stand_start = 0,
stand_end = 19,
walk_start = 20,
walk_end = 35,
punch_start = 36,
punch_end = 48,
speed_normal = 15,
speed_run = 15,
},
jump = true,
step = 0.5,
blood_texture = "mobs_blood.png",
})
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 6000, 1, -70)
-- Fireball (weapon)
mobs:register_arrow("mobs:fireball", {
visual = "sprite",
visual_size = {x=1, y=1},
textures = {"mobs_fireball.png"},
velocity = 5,
-- direct hit, no fire... just plenty of pain
hit_player = function(self, player)
local s = self.object:getpos()
local p = player:getpos()
player:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=8},
}, 0) -- {x=s.x-p.x, y=s.y-p.y, z=s.z-p.z})
end,
-- node hit, bursts into flame (cannot blast through obsidian)
hit_node = function(self, pos, node)
for dx=-1,1 do
for dy=-1,1 do
for dz=-1,1 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(p).name
if n ~= "default:obsidian" and n ~= "ethereal:obsidian_brick" then
if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 30 then
minetest.env:set_node(p, {name="fire:basic_flame"})
else
minetest.env:set_node(p, {name="air"})
end
end
end
end
end
end
})

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--= Mese Monster by Zeg9
-- 9 mese crystal fragments = 1 mese crystal
minetest.register_craft({
output = "default:mese_crystal",
recipe = {
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
{"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment"},
}
})
-- Mese Monster
mobs:register_mob("mobs:mese_monster", {
type = "monster",
hp_min = 15,
hp_max = 30,
collisionbox = {-0.5, -1.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "zmobs_mese_monster.x",
textures = {"zmobs_mese_monster.png"},
visual_size = {x=1, y=1},
makes_footstep_sound = true,
view_range = 16,
walk_velocity = 1,
run_velocity = 3,
damage = 7,
drops = {
{name = "default:mese_crystal",
chance = 9,
min = 1,
max = 3,},
{name = "default:mese_crystal_fragment",
chance = 1,
min = 1,
max = 9,},
{name = "maptools:silver_coin",
chance = 2,
min = 1,
max = 2,},
},
light_resistant = true,
armor = 80,
drawtype = "front",
water_damage = 0,
lava_damage = 0,
light_damage = 0,
attack_type = "shoot",
arrow = "mobs:mese_arrow",
shoot_interval = .5,
animation = {
speed_normal = 15,
speed_run = 15,
stand_start = 0,
stand_end = 14,
walk_start = 15,
walk_end = 38,
run_start = 40,
run_end = 63,
punch_start = 15, -- 40
punch_end = 38, -- 63
},
jump = true,
step = 1,
blood_texture = "default_mese_crystal_fragment.png",
})
mobs:register_spawn("mobs:mese_monster", {"default:stone", "nether:netherrack"}, 3, -1, 4000, 1, -20)
-- Mese Monster Crystal Shards (weapon)
mobs:register_arrow("mobs:mese_arrow", {
visual = "sprite",
visual_size = {x=.5, y=.5},
textures = {"default_mese_crystal_fragment.png"},
velocity = 5,
hit_player = function(self, player)
local s = self.object:getpos()
local p = player:getpos()
player:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=1},
}, 0) -- {x=s.x-p.x, y=s.y-p.y, z=s.z-p.z})
end,
hit_node = function(self, pos, node)
end
})