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21 Commits

Author SHA1 Message Date
8837f4d707 Merge remote-tracking branch 'upstream/master' 2023-06-07 22:55:41 +02:00
84bea1052e Version 1.0.4 2022-10-16 17:06:50 +02:00
303d3cf45c Respawn spawner entity on punch/load 2022-10-16 17:06:03 +02:00
ac9a442a07 Add min_minetest_version 2022-10-16 16:26:55 +02:00
a17725133e Rename one of the engraving stones (Man→Human) 2022-10-16 16:24:16 +02:00
041a4c5dcc Add .mailmap for Wuzzy 2022-10-16 16:20:37 +02:00
36fc4d2639 Remove giant useless .gitignore 2022-10-16 16:18:45 +02:00
111639b778 Remove useless .gitattributes 2022-10-16 16:18:23 +02:00
3fc59c9010 Fix crash if mummy dies in fire 2022-10-16 16:17:14 +02:00
d4d89c5cc4 Fix crash caused by lack of luaentity nil check and minetest 5.6 2022-09-04 19:00:44 +02:00
c8ecf77255 Merge remote-tracking branch 'upstream/master' 2022-03-05 11:28:23 +01:00
61ebaab55e Version 1.0.3 2022-02-19 23:27:55 +01:00
8a449ea8a8 Fix crash if on_punch was called w/ nil damage 2022-02-19 23:27:23 +01:00
d8ece75bee Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev 2020-06-12 21:51:55 +02:00
0abcd7960a Version 1.0.2 2020-04-06 14:59:36 +02:00
f5fef5118d Fix broken mummy hit texture 2020-04-06 14:59:11 +02:00
0974de93e4 Fix occassional crash when mummy dies 2020-04-06 14:41:48 +02:00
0629d3b6ed Version 1.0.1 2020-04-06 00:47:39 +02:00
5e9cd77fdc Use TRUE ephemeral sounds 2020-04-06 00:47:00 +02:00
1b3f948daa Use ephemeral sounds 2020-04-06 00:19:56 +02:00
1eb0bc363e Ajoute remplissage des coffres 30 minutes après ouverture
et modifie les items générés par ceux de nalc_trm
2019-12-27 01:22:46 +01:00
11 changed files with 165 additions and 290 deletions

22
.gitattributes vendored
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@ -1,22 +0,0 @@
# Auto detect text files and perform LF normalization
* text=auto
# Custom for Visual Studio
*.cs diff=csharp
*.sln merge=union
*.csproj merge=union
*.vbproj merge=union
*.fsproj merge=union
*.dbproj merge=union
# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain

215
.gitignore vendored
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@ -1,215 +0,0 @@
#################
## Eclipse
#################
*.pydevproject
.project
.metadata
bin/
tmp/
*.tmp
*.bak
*.swp
*~.nib
local.properties
.classpath
.settings/
.loadpath
# External tool builders
.externalToolBuilders/
# Locally stored "Eclipse launch configurations"
*.launch
# CDT-specific
.cproject
# PDT-specific
.buildpath
#################
## Visual Studio
#################
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
x64/
build/
[Bb]in/
[Oo]bj/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.log
*.scc
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
*.ncrunch*
.*crunch*.local.xml
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.Publish.xml
*.pubxml
# NuGet Packages Directory
## TODO: If you have NuGet Package Restore enabled, uncomment the next line
#packages/
# Windows Azure Build Output
csx
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
sql/
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.pfx
*.publishsettings
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
App_Data/*.mdf
App_Data/*.ldf
#############
## Windows detritus
#############
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Mac crap
.DS_Store
#############
## Python
#############
*.py[co]
# Packages
*.egg
*.egg-info
dist/
build/
eggs/
parts/
var/
sdist/
develop-eggs/
.installed.cfg
# Installer logs
pip-log.txt
# Unit test / coverage reports
.coverage
.tox
#Translations
*.mo
#Mr Developer
.mr.developer.cfg

2
.mailmap Normal file
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@ -0,0 +1,2 @@
Wuzzy <Wuzzy@disroot.org> <Wuzzy2@mail.ru>
Wuzzy <Wuzzy@disroot.org> <almikes@aol.com>

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@ -1,6 +1,6 @@
# Pyramids (with Treasurer support) [`tsm_pyramids`]
* Version: 1.0.0
* Version: 1.0.4
## Description
This is a mod for Minetest Game which adds randomly spawned pyramids in deserts and

View File

@ -67,13 +67,16 @@ end
function tsm_pyramids.fill_chest(pos, stype, flood_sand, treasure_chance)
local sand = "default:sand"
local n = minetest.get_node(pos)
local meta = minetest.get_meta(pos)
if not treasure_chance then
treasure_chance = 100
end
if stype == "desert_sandstone" or stype == "desert_stone" then
if meta:get_string("tsm_pyramids:stype") == "desert_sandstone" or
meta:get_string("tsm_pyramids:stype") == "desert_stone" or
stype == "desert_sandstone" or stype == "desert_stone" then
sand = "default:desert_sand"
end
local n = minetest.get_node(pos)
local treasure_added = false
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos)
@ -81,13 +84,13 @@ function tsm_pyramids.fill_chest(pos, stype, flood_sand, treasure_chance)
inv:set_size("main", 8*4)
local stacks = {}
-- Fill with sand in sand-flooded pyramids
if flood_sand then
if meta:get_int("tsm_pyramids:sanded") == 1 or flood_sand then
table.insert(stacks, {name=sand, count = math.random(1,32)})
end
-- Add treasures
if math.random(1,100) <= treasure_chance then
if minetest.get_modpath("treasurer") ~= nil then
stacks = treasurer.select_random_treasures(3,7,9,{"minetool", "food", "crafting_component"})
stacks = treasurer.select_random_treasures(3,1,5,{"armes", "armures", "precieux", "nourriture"})
else
for i=0,2,1 do
local stuff = chest_stuff.normal[math.random(1,#chest_stuff.normal)]

View File

@ -10,7 +10,7 @@ Mummy=
Mummy Spawn Egg=
Mummy Spawner=
Sandstone with Eye Engraving=
Sandstone with Man Engraving=
Sandstone with Human Engraving=
Sandstone with Sun Engraving=
A mummy spawner causes hostile mummies to appear in its vicinity as long it exists.=
Can be used to create a hostile mummy.=

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@ -10,7 +10,7 @@ Mummy=Mumie
Mummy Spawn Egg=Mumien-Spawn-Ei
Mummy Spawner=Mumien-Spawner
Sandstone with Eye Engraving=Sandstein mit Augengravur
Sandstone with Man Engraving=Sandstein mit Manngravur
Sandstone with Human Engraving=Sandstein mit Menschengravur
Sandstone with Sun Engraving=Sandstein mit Sonnengravur
A mummy spawner causes hostile mummies to appear in its vicinity as long it exists.=Ein Mumien-Spawner lässt feindliche Mumien in seiner näheren Umgebung auftauchen, solange er existiert.
Can be used to create a hostile mummy.=Kann benutzt werden, um eine feindliche Mumie zu erzeugen (auch »spawnen« genannt).

View File

@ -2,3 +2,4 @@ name = tsm_pyramids
description = Pyramids with treasures! You can find them in deserts and sandstone deserts.
depends = default
optional_depends = farming, tnt, treasurer, doc_items, awards, cmi
min_minetest_version = 5.0

153
mummy.lua
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@ -14,6 +14,8 @@ local mummy_texture = {"tsm_pyramids_mummy.png"}
local mummy_hp = 20
local mummy_drop = "default:papyrus"
local spawner_entity_offset = -0.28
local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
local sound_dead = "mummy_death"
@ -49,15 +51,11 @@ local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
local function hit(self)
local prop = {
mesh = mummy_mesh,
textures = {"tsm_pyramids_mummy.png^tsm_pyramids_hit.png"},
}
self.object:set_properties(prop)
self.object:set_texture_mod("^tsm_pyramids_hit.png")
minetest.after(0.4, function(self)
local prop = {textures = mummy_texture,}
if self ~= nil and self.object ~= nil then
self.object:set_properties(prop)
self.object:set_texture_mod("")
end
end, self)
end
@ -65,7 +63,6 @@ end
local function mummy_update_visuals_def(self)
npc_anim = 0 -- Animation will be set further below immediately
local prop = {
mesh = mummy_mesh,
textures = mummy_texture,
}
self.object:set_properties(prop)
@ -101,6 +98,24 @@ local MUMMY_DEF = {
description = S("Mummy"),
}
-- Returns true if a mummy spawner entity was found at pos.
-- If self is provided, this object does not count.
local function check_if_mummy_spawner_entity_exists(pos, self)
local ents = minetest.get_objects_inside_radius(pos, 0.5)
for e=1, #ents do
if (not self) or (ents[e] ~= ents[e]) then
local lua = ents[e]:get_luaentity()
if lua then
if lua.name == "tsm_pyramids:mummy_spawner" then
-- entity found
return true
end
end
end
end
return false
end
local spawner_DEF = {
hp_max = 1,
physical = false,
@ -115,6 +130,13 @@ local spawner_DEF = {
}
spawner_DEF.on_activate = function(self)
local pos = self.object:get_pos()
local spos = vector.new(pos.x, pos.y + spawner_entity_offset, pos.z)
if check_if_mummy_spawner_entity_exists(spos, self) then
-- Remove possible duplicate entity
self.object:remove()
return
end
mummy_update_visuals_def(self)
self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
@ -122,13 +144,18 @@ spawner_DEF.on_activate = function(self)
end
-- Regularily check if entity is still inside spawner
spawner_DEF.on_step = function(self, dtime)
self.timer = self.timer + 0.01
local n = minetest.get_node_or_nil(self.object:get_pos())
if self.timer > 1 then
self.timer = self.timer + dtime
local pos = self.object:get_pos()
pos.y = pos.y - spawner_entity_offset
local n = minetest.get_node_or_nil(pos)
if self.timer > 50 then
if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
self.object:remove()
return
end
self.timer = 0
end
end
@ -155,14 +182,14 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
end
self.attacker = puncher
if damage > 0 then
if damage and damage > 0 then
self.last_damage = {
type = "punch",
puncher = puncher,
}
end
if puncher ~= nil then
minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4})
minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4}, true)
if time_from_last_punch >= 0.45 then
hit(self)
self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z}
@ -178,7 +205,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
end
MUMMY_DEF.on_death = function(self, killer)
minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3})
minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3}, true)
-- Drop item on death
local count = math.random(0,3)
if count > 0 then
@ -232,22 +259,24 @@ MUMMY_DEF.on_step = function(self, dtime)
self.envdmg_timer = self.envdmg_timer + dtime
if dmg > 0 then
if self.envdmg_timer >= 1 then
self.envdmg_timer = 0
self.object:set_hp(self.object:get_hp()-dmg)
self.last_damage = {
type = "environment",
pos = current_pos,
node = current_node,
}
if self.object:get_hp() <= 0 then
local new_hp = self.object:get_hp() - dmg
if new_hp <= 0 then
if self.on_death then
self.on_death(self)
end
self.object:remove()
return
else
self.envdmg_timer = 0
self.object:set_hp(new_hp)
self.last_damage = {
type = "environment",
pos = current_pos,
node = current_node,
}
hit(self)
self.sound_timer = 0
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4})
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4}, true)
end
end
else
@ -266,7 +295,7 @@ MUMMY_DEF.on_step = function(self, dtime)
--play sound
if self.sound_timer > math.random(5,35) then
minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2})
minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2}, true)
self.sound_timer = 0
end
@ -287,20 +316,23 @@ MUMMY_DEF.on_step = function(self, dtime)
if self.state == 1 then
self.yawwer = true
self.attacker = ""
for _,object in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 4)) do
if object:is_player() then
self.yawwer = false
local NPC = self.object:get_pos()
local PLAYER = object:get_pos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:set_yaw(self.yaw)
self.attacker = object
end
local pos_obj = self.object:get_pos()
if pos_obj then
for _,object in ipairs(minetest.get_objects_inside_radius(pos_obj, 4)) do
if object:is_player() then
self.yawwer = false
local NPC = self.object:get_pos()
local PLAYER = object:get_pos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:set_yaw(self.yaw)
self.attacker = object
end
end
end
if self.attacker == "" and self.turn_timer > math.random(1,4) then
@ -309,7 +341,8 @@ MUMMY_DEF.on_step = function(self, dtime)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
end
self.object:set_velocity({x=0,y=self.object:get_velocity().y,z=0})
local old_vel = self.object:get_velocity()
self.object:set_velocity({x=0,y=old_vel and old_vel.y or 0,z=0})
if self.npc_anim ~= ANIM_STAND then
self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
@ -324,7 +357,12 @@ MUMMY_DEF.on_step = function(self, dtime)
if self.state == 2 then
if self.direction ~= nil then
self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:get_velocity().y,z=self.direction.z*mummy_chillaxin_speed})
local old_vel = self.object:get_velocity()
self.object:set_velocity({
x=self.direction.x*mummy_chillaxin_speed,
y=old_vel and old_vel.y or 0,
z=self.direction.z*mummy_chillaxin_speed,
})
end
if self.turn_timer > math.random(1,4) and not self.attacker then
self.yaw = 360 * math.random()
@ -409,6 +447,20 @@ else
spawnersounds = default.node_sound_stone_defaults()
end
local spawn_mummy_spawner_entity = function(pos)
local spos = vector.new(pos.x, pos.y+spawner_entity_offset, pos.z)
minetest.add_entity(spos, "tsm_pyramids:mummy_spawner")
end
-- Respawn mummy spawner entity at pos if none exists
local respawn_mummy_spawner_entity = function(pos)
local spos = vector.new(pos.x, pos.y + spawner_entity_offset, pos.z)
if check_if_mummy_spawner_entity_exists(spos) then
return
end
spawn_mummy_spawner_entity(pos)
end
minetest.register_node("tsm_pyramids:spawner_mummy", {
description = S("Mummy Spawner"),
_doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."),
@ -419,13 +471,15 @@ minetest.register_node("tsm_pyramids:spawner_mummy", {
groups = {cracky=1,level=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
minetest.add_entity(pos,"tsm_pyramids:mummy_spawner")
spawn_mummy_spawner_entity(pos)
end,
on_punch = function(pos)
respawn_mummy_spawner_entity(pos)
end,
on_destruct = function(pos)
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj:is_player() then
if obj ~= nil and obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
if obj ~= nil and not obj:is_player() then
if obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then
obj:remove()
end
end
@ -434,6 +488,17 @@ minetest.register_node("tsm_pyramids:spawner_mummy", {
sounds = spawnersounds,
})
-- Neccessary in case the spawner entity got lost due to /clearobjects
minetest.register_lbm({
label = "Respawn mummy spawner entity",
name = "tsm_pyramids:respawn_mummy_spawner_entity",
nodenames = { "tsm_pyramids:spawner_mummy" },
run_at_every_load = true,
action = function(pos, node)
respawn_mummy_spawner_entity(pos)
end,
})
-- Attempt to spawn a mummy at a random appropriate position around pos.
-- Criteria:
-- * Must be close to pos

View File

@ -5,7 +5,7 @@ local img = {
"ankh", "scarab", "cactus"
}
local desc = {
S("Sandstone with Eye Engraving"), S("Sandstone with Man Engraving"), S("Sandstone with Sun Engraving"),
S("Sandstone with Eye Engraving"), S("Sandstone with Human Engraving"), S("Sandstone with Sun Engraving"),
S("Desert Sandstone with Ankh Engraving"), S("Desert Sandstone with Scarab Engraving"), S("Desert Sandstone with Cactus Engraving")
}
@ -97,3 +97,30 @@ register_trap_stone("desert_trap",
"default_desert_sandstone_brick.png",
{ items = { { items = { "default:desert_sand" }, rarity = 1 }, { items = { "default:desert_sand" }, rarity = 2 }, } })
local chest = minetest.registered_nodes["default:chest"]
local def_on_rightclick = chest.on_rightclick
local def_on_timer = chest.on_timer
minetest.override_item(
"default:chest",
{
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if minetest.get_meta(pos):get_string("tsm_pyramids:stype") ~= "" then
local timer = minetest.get_node_timer(pos)
if not timer:is_started() then
timer:start(1800) -- remplissages des coffres toutes les 30 minutes
end
end
return def_on_rightclick(pos, node, clicker, itemstack, pointed_thing)
end,
on_timer = function(pos, elapsed)
if minetest.get_meta(pos):get_string("tsm_pyramids:stype") ~= "" then
minetest.log("action", "[DEBUG] chest refilling")
tsm_pyramids.fill_chest(pos)
return false
else
if def_on_timer then return def_on_timer(pos, elapsed) else return false end
end
end,
})
minetest.register_alias("tsm_pyramids:chest", "default:chest")

View File

@ -960,6 +960,7 @@ function tsm_pyramids.make_room(pos, stype, room_id, rotations)
end
tries = tries + 1
end
local sanded = room.flood_sand ~= false and stype ~= "desert_stone" and math.random(1,8) == 1
local chests = {}
local column_style
if stype == "desert_stone" then
@ -1002,6 +1003,13 @@ function tsm_pyramids.make_room(pos, stype, room_id, rotations)
local nn = replace(n_str, iy, code_table, deco, column_style)
minetest.set_node(cpos, {name=nn, param2=p2})
if nn == "default:chest" then
local meta = minetest.get_meta(cpos)
meta:set_string("tsm_pyramids:stype", stype)
if sanded then
meta:set_int("tsm_pyramids:sanded", 1)
else
meta:set_int("tsm_pyramids:sanded", 0)
end
table.insert(chests, cpos)
end
end
@ -1045,6 +1053,13 @@ function tsm_pyramids.make_room(pos, stype, room_id, rotations)
local nn = code_table[n_str]
minetest.set_node(cpos, {name=nn, param2=p2})
if nn == "default:chest" then
local meta = minetest.get_meta(cpos)
meta:set_string("tsm_pyramids:stype", stype)
if sanded then
meta:set_int("tsm_pyramids:sanded", 1)
else
meta:set_int("tsm_pyramids:sanded", 0)
end
table.insert(chests, cpos)
end
end
@ -1053,7 +1068,6 @@ function tsm_pyramids.make_room(pos, stype, room_id, rotations)
else
minetest.log("error", "Invalid pyramid room style! room type ID="..r)
end
local sanded = room.flood_sand ~= false and stype ~= "desert_stone" and math.random(1,8) == 1
if #chests > 0 then
-- Make at least 8 attempts to fill chests
local filled = 0