Remove backup files
parent
d592cf18ce
commit
372571a9a1
269
init.lua~
269
init.lua~
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@ -1,269 +0,0 @@
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-- NPC max walk speed
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walk_limit = 2
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-- Player animation speed
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animation_speed = 30
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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animation_blend = 0
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-- Default player appearance
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default_model = "character.x"
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available_npc_textures = {
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texture_1 = {"jordan4ibanez.png", },
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texture_2 = {"zombie.png", },
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texture_3 = {"celeron55.png", },
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texture_4 = {"steve.png", }
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}
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-- Frame ranges for each player model
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function player_get_animations(model)
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if model == "character.x" then
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return {
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stand_START = 0,
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stand_END = 79,
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sit_START = 81,
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sit_END = 160,
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lay_START = 162,
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lay_END = 166,
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walk_START = 168,
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walk_END = 187,
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mine_START = 189,
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mine_END = 198,
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walk_mine_START = 200,
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walk_mine_END = 219
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}
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end
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end
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local player_model = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 1
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local ANIM_SIT = 2
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local ANIM_LAY = 3
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local ANIM_WALK = 4
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local ANIM_WALK_MINE = 5
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local ANIM_MINE = 6
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function player_update_visuals(self)
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--local name = get_player_name()
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visual = default_model
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player_anim = 0 -- Animation will be set further below immediately
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--player_sneak[name] = false
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prop = {
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mesh = default_model,
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textures = default_textures,
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textures = available_npc_textures["texture_"..math.random(1,4)],
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visual_size = {x=1, y=1},
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}
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self.object:set_properties(prop)
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end
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BOAT_ENTITY = {
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physical = true,
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collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
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visual = "mesh",
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mesh = "character.x",
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textures = {"character.png"},
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player_anim = 0,
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timer = 0,
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turn_timer = 0,
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vec = 0,
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yaw = 0,
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yawwer = 0,
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state = 1,
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jump_timer = 0,
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door_timer = 0,
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}
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BOAT_ENTITY.on_activate = function(self)
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player_update_visuals(self)
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self.anim = player_get_animations(visual)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=-10,z=0})
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self.state = 1
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end
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BOAT_ENTITY.on_step = function(self, dtime)
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self.timer = self.timer + 0.01
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self.turn_timer = self.turn_timer + 0.01
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self.jump_timer = self.jump_timer + 0.01
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self.door_timer = self.door_timer + 0.01
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if self.timer > math.random(1,20) then
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self.state = math.random(1,2)
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self.timer = 0
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end
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--STANDING
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if self.state == 1 then
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self.yawwer = true
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
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if object:is_player() then
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self.yawwer = false
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NPC = self.object:getpos()
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PLAYER = object:getpos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
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if PLAYER.x > NPC.x then
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self.yaw = self.yaw + math.pi
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end
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self.yaw = self.yaw - 2
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self.object:setyaw(self.yaw)
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end
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end
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if self.turn_timer > math.random(1,4) and yawwer == true then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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end
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self.object:setacceleration({x=0,y=-10,z=0})
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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if self.player_anim ~= ANIM_STAND then
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self.anim = player_get_animations(visual)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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end
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end
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--WALKING
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if self.state == 2 then
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--stop NPC from walking way toooooo fast!
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if self.object:getvelocity().x > walk_limit then
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self.object:setvelocity({x=walk_limit,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
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end
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if self.object:getvelocity().x < walk_limit*-1 then
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self.object:setvelocity({x=walk_limit*-1,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
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end
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if self.object:getvelocity().z > walk_limit then
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self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit})
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end
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if self.object:getvelocity().z < walk_limit*-1 then
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self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit*-1})
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end
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if self.turn_timer > math.random(1,4) then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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self.object:setacceleration(self.direction)
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end
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(visual)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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end
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--open a door [alpha]
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if self.direction ~= nil then
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--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name))
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if self.door_timer > 2 then
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local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
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if is_a_door == "doors:door_wood_t_1" then
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--print("door")
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minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
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self.door_timer = 0
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end
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local is_in_door = minetest.env:get_node(self.object:getpos()).name
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--print(dump(is_in_door))
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if is_in_door == "doors:door_wood_t_1" then
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minetest.env:punch_node(self.object:getpos())
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end
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end
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end
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--jump
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if self.direction ~= nil then
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if self.jump_timer > 0.3 then
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--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})))
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if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
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self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
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self.jump_timer = 0
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end
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end
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end
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end
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end
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minetest.register_entity("npc:npc", BOAT_ENTITY)
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minetest.register_node("npc:spawnegg", {
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description = "spawnegg",
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image = "mobspawnegg.png",
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inventory_image = "mobspawnegg.png",
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wield_image = "mobspawnegg.png",
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paramtype = "light",
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tiles = {"spawnegg.png"},
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is_ground_content = true,
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drawtype = "glasslike",
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groups = {crumbly=3},
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selection_box = {
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type = "fixed",
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fixed = {0,0,0,0,0,0}
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},
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sounds = default.node_sound_dirt_defaults(),
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on_place = function(itemstack, placer, pointed)
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pos = pointed.above
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pos.y = pos.y + 1
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minetest.env:add_entity(pointed.above,"npc:npc")
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end
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})
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--use pilzadam's spawning algo
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npcs = {}
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npcs.spawning_mobs = {}
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function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
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npcs.spawning_mobs[name] = true
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minetest.register_abm({
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nodenames = nodes,
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neighbors = nodes,
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interval = 30,
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chance = chance,
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action = function(pos, node)
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if not npcs.spawning_mobs[name] then
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return
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end
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pos.y = pos.y+1
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if not minetest.env:get_node_light(pos) then
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return
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end
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if minetest.env:get_node_light(pos) > max_light then
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return
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end
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if minetest.env:get_node_light(pos) < min_light then
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return
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end
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if pos.y > max_height then
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return
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end
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if minetest.env:get_node(pos).name ~= "air" then
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return
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end
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pos.y = pos.y+1
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if minetest.env:get_node(pos).name ~= "air" then
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return
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end
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local count = 0
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for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
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if obj:is_player() then
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return
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elseif obj:get_luaentity() and obj:get_luaentity().name == name then
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count = count+1
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end
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end
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if count > mobs_per_30_block_radius then
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return
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end
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if minetest.setting_getbool("display_mob_spawn") then
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minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
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end
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minetest.env:add_entity(pos, name)
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end
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})
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end
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--npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
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174
peaceful.lua~
174
peaceful.lua~
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-- NPC max walk speed
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walk_limit = 2
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-- Player animation speed
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animation_speed = 30
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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animation_blend = 0
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-- Default player appearance
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default_model = "character.x"
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default_textures = {"character.png", }
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-- Frame ranges for each player model
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function player_get_animations(model)
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if model == "character.x" then
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return {
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stand_START = 0,
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stand_END = 79,
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sit_START = 81,
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sit_END = 160,
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lay_START = 162,
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lay_END = 166,
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walk_START = 168,
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walk_END = 187,
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mine_START = 189,
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mine_END = 198,
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walk_mine_START = 200,
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walk_mine_END = 219
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}
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end
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end
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local player_model = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 1
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local ANIM_SIT = 2
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local ANIM_LAY = 3
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local ANIM_WALK = 4
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local ANIM_WALK_MINE = 5
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local ANIM_MINE = 6
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function player_update_visuals(self)
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--local name = get_player_name()
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visual = default_model
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player_anim = 0 -- Animation will be set further below immediately
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--player_sneak[name] = false
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prop = {
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mesh = default_model,
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textures = default_textures,
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visual = "mesh",
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visual_size = {x=1, y=1},
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}
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self.object:set_properties(prop)
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end
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HUMAN_ENTITY = {
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physical = true,
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collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
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visual = "mesh",
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mesh = "character.x",
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textures = {"character.png"},
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player_anim = 0,
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timer = 0,
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turn_timer = 0,
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vec = 0,
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yaw = 0,
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yawwer = 0,
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state = 1,
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jump_timer = 0,
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}
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HUMAN_ENTITY.on_activate = function(self)
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player_update_visuals(self)
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self.anim = player_get_animations(visual)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=-10,z=0})
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self.state = 1
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end
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HUMAN_ENTITY.on_step = function(self, dtime)
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self.timer = self.timer + 0.01
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self.turn_timer = self.turn_timer + 0.01
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self.jump_timer = self.jump_timer + 0.01
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if self.timer > math.random(1,20) then
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self.state = math.random(1,2)
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self.timer = 0
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end
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--STANDING
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if self.state == 1 then
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self.yawwer = true
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
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if object:is_player() then
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self.yawwer = false
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NPC = self.object:getpos()
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PLAYER = object:getpos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
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if PLAYER.x > NPC.x then
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self.yaw = self.yaw + math.pi
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end
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self.yaw = self.yaw - 2
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self.object:setyaw(self.yaw)
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end
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end
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if self.turn_timer > math.random(1,4) and yawwer == true then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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end
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self.object:setacceleration({x=0,y=-10,z=0})
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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if self.player_anim ~= ANIM_STAND then
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self.anim = player_get_animations(visual)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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end
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end
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--WALKING
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if self.state == 2 then
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--stop NPC from walking way toooooo fast!
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if self.object:getvelocity().x > walk_limit then
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self.object:setvelocity({x=walk_limit,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
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end
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if self.object:getvelocity().x < walk_limit*-1 then
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self.object:setvelocity({x=walk_limit*-1,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
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end
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if self.object:getvelocity().z > walk_limit then
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self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit})
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end
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if self.object:getvelocity().z < walk_limit*-1 then
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self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit*-1})
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end
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if self.turn_timer > math.random(1,4) then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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self.object:setacceleration(self.direction)
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end
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(visual)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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end
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--jump
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--[[
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This was a test
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if self.direction ~= nil then
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if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" and minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
|
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self.turn_timer = 100
|
||||
self.jump_timer = 0
|
||||
end
|
||||
end
|
||||
]]--
|
||||
if self.direction ~= nil then
|
||||
if self.jump_timer > 0.3 then
|
||||
--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})))
|
||||
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
|
||||
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
|
||||
self.jump_timer = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity("npc:npc", HUMAN_ENTITY)
|
Loading…
Reference in New Issue