More "rational" tunneling behavior

This adds a tunneling function that can be used for any dungeon-building
mob. It's tweaked to slow the tunneling down to a reasonable level, but
that can be changed by adjusting the chances of state change at the end
of the function. I also temporarily corrected a default setting for
def.replace_rate_secondary that causes the current master to crash. This
isn't a complete fix. Checking for a bad value at the math.random call
would be better. My change may result in crashes at long intervals, but
it's better than the current state.
master
Duane Robertson 2015-09-11 02:07:17 -05:00
parent e49af38710
commit 32252fbd81
2 changed files with 107 additions and 3 deletions

11
api.lua
View File

@ -78,7 +78,14 @@ function mobs_goblins:register_mob(name, def)
replace_what = def.replace_what,
replace_with = def.replace_with,
-- or maybe something different?
replace_rate_secondary = def.replace_rate_secondary or 0,
--
-- Zero is a BAD default, as random will not take a 1,0 range.
-- The mod fails with an error in the current master.
-- I recommend replacing with an unreasonably large number, or
-- nil (and changing the random call to check for nil).
-- replace_rate_secondary = def.replace_rate_secondary or 0,
replace_rate_secondary = def.replace_rate_secondary or 1000000,
--
replace_with_secondary = def.replace_with_secondary or def.replace_with,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
@ -1731,4 +1738,4 @@ function mobs_goblins:feed_tame(self, clicker, feed_count, breed)
else
return false
end
end
end

View File

@ -1,6 +1,96 @@
-- Npc by TenPlus1 converted for FLG Goblins :D
mobs_goblins.goblin_tunneling = function(self, type)
-- Types are available for fine-tuning.
if type == nil then
type = "digger"
end
-- He destroys everything diggable in his path. It's too much trouble
-- to fudge around with particulars. Besides, I don't want them to
-- mine for me.
local diggable_nodes = {"group:stone", "group:sand", "group:soil", "group:cracky", "group:crumbly", "group:choppy", "group:plant"}
-- This translates yaw into vectors.
local cardinals = {{x=0,y=0,z=0.75}, {x=-0.75,y=0,z=0}, {x=0,y=0,z=-0.75}, {x=0.75,y=0,z=0}}
local pos = self.object:getpos()
if self.state == "tunnel" then
-- Yaw is stored as one of the four cardinal directions.
if not self.digging_dir then
self.digging_dir = math.random(0,3)
end
-- Turn him roughly in the right direction.
-- self.object:setyaw(self.digging_dir * math.pi * 0.5 + math.random() * 0.5 - 0.25)
self.object:setyaw(self.digging_dir * math.pi * 0.5)
-- Get a pair of coordinates that should cover what's in front of him.
local p = vector.add(pos, cardinals[self.digging_dir+1])
p.y = p.y - 0.5 -- What's this about?
local p1 = vector.add(p, -0.3)
local p2 = vector.add(p, 0.3)
-- Get any diggable nodes in that area.
local np_list = minetest.find_nodes_in_area(p1, p2, diggable_nodes)
if #np_list > 0 then
-- Dig it.
for _, np in pairs(np_list) do
minetest.remove_node(np)
end
end
if math.random() < 0.2 then
local d = {-1,1}
self.digging_dir = (self.digging_dir + d[math.random(2)]) % 4
end
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
elseif self.state == "room" then -- Dig a room.
if not self.room_radius then
self.room_radius = 1
end
self:set_animation("stand")
self.set_velocity(self, 0)
-- Work from the inside, out.
for r = 1,self.room_radius do
-- Get a pair of coordinates that form a room.
local p1 = vector.add(pos, -r)
local p2 = vector.add(pos, r)
-- But not below him.
p1.y = pos.y
local np_list = minetest.find_nodes_in_area(p1, p2, diggable_nodes)
-- I wanted to leave the outer layer incomplete, but this
-- actually tends to make it look worse.
if r >= self.room_radius and #np_list == 0 then
self.room_radius = math.random(1,2) + math.random(0,1)
self.state = "stand"
break
end
if #np_list > 0 then
-- Dig it.
minetest.remove_node(np_list[math.random(#np_list)])
break
end
end
end
if self.state == "stand" and math.random() < 0.05 then
self.state = "tunnel"
elseif self.state == "tunnel" and math.random() < 0.05 then
self.state = "room"
elseif self.state == "tunnel" and math.random() < 0.1 then
self.state = "stand"
end
end
mobs_goblins.goblin_drops = {
"default:pick_steel", "default:sword_steel",
"default:shovel_steel", "farming:bread", "bucket:bucket_water"
@ -179,7 +269,7 @@ mobs_goblins:register_mob("mobs_goblins:goblin_digger", {
search_offset_below = 1.1,
search_offset_above = 1,
replace_rate = 4,
replace_what = {"group:soil","group:sand","default:gravel","default:stone","default:desert_stone","default:torch"},
replace_what = {"default:torch"},
replace_with = "air",
view_range = 15,
@ -246,6 +336,13 @@ mobs_goblins:register_mob("mobs_goblins:goblin_digger", {
mobs_goblins:capture_mob(self, clicker, 0, 5, 80, false, nil)
end,
do_custom = function(self)
mobs_goblins.goblin_tunneling(self, "digger")
-- mobs_goblins.search_replace(self.object:getpos(), 5, {"default:torch"}, "air")
-- mobs_goblins.search_replace(self.object:getpos(), 10, {"group:stone"}, "default:mossycobble")
-- mobs_goblins.search_replace(self.object:getpos(), 50, {"group:stone"}, "mobs_goblins:mossycobble_trap")
end,
})
mobs_goblins:register_mob("mobs_goblins:goblin_coal", {