* Fix for runtime error in callback `item_OnPlace()` due nill player/placer * This is for forward preparation on minetest 5.X with backguard compatibility * related to #39 * related to https://codeberg.org/minenux/minetest-game-adventuretest/issues/39 * related to https://github.com/Bremaweb/adventuretest/issues/39 * update NOTES.md with related fixed about MT 5.X migration
6.5 KiB
migration to mt 5.0/5.2
There are the issues Tignasse Verte mentionned: Adding placer
in register_functions.lua
(related commit for minenux are commit a996d5ac709446322d6c6261c21e5f0752a6aeeb )
and replacing the two occourances of nodeupdate
with minetest.check_for_falling
.
Other changes are necessary because I changed (and had to change) quite a lot
in mg_villages
internally recently. If you want to get further with running
the game under newer versions of MT, replace the versions of cottages
, handle_schematics
and mg_villages
AdventureTest comes with with the newest versions.
Then, remove the line mg_villages.on_generated(minp,maxp,seed)
in
adventuretest/register_functions.lua
. This may have an impact on quests the
old explorer is handling out, but if you ignore these for now, the world ought to be usable.
Comment out the file/content of mg/fill_chests.lua
for now as that requires
a few adjustments for filling the chests with the right content, and that's a bit
too much to write here in an inconvenient forum post.
You won't see any villagers spawning because their spawn blocks are not placed. My first attempts there ended in a severe overcrowding of villagers. Needs finetuning/understanding what BrandonReese did to keep it balanced. But then, this seems to be an open issue on Github as well...
Mobs will likely not work very well. A lot changed regarding them. They certainly could use an update as well - as could the goblins. I'm sure the witches from the same modder would feel welcome in the AdventureTest universe, too.
now the changes in fact:
DFeniks wrote: 2020-01-07 10:02:08: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'default' in callback item_OnPlace(): ...enturetest/mods/adventuretest/register_functions.lua:101: attempt to index local 'placer' (a nil value)
Reason on server-side :
Here are the changes made on server-side, concerning item_OnPlace, for the 5.X.X : https://dev.minetest.net/Changelog, 0.4.16 → 5.0.0 , Released March 4th 2019 / Server-side / User interface / Items
Set placer to nil instead of a non-functional one in item_OnPlace (DTA7) Here is why, you may have a nil placer. One issue had been logged : https://github.com/minetest/minetest/issues/6487 place_node crashes the game because of nil player #6487
Here is the commit corresponding :
73c5339adb
Add nil checks for placer #1907
Reason in the mod :
For Adventure Test, in dungeons.lua
, you have line 33 a minetest.register_on_generated()
,
in it, you have, line 161, a call of minetest.place_node()
.
In register_functions.lua
, you have a minetest.register_on_placenode(adventuretest_placenode)
,
so the call of place_node()
redirect to adventuretest_placenode()
.
In the commit, I have found an example of change (a nil check) that can be done
in adventuretest_placenode()
.
What to do :
Go to :
games\adventuretest\mods\adventuretest
There, change the file :
register_functions.lua
replace the line 101 (if placer:is_player() then
) with :
if placer and placer:is_player() then
0.4.16 → 5.0.0 :
nodeupdate()
was removed. Fix: replace with minetest.check_for_falling
.
In Adventuretest I have found 2 calls of nodeupdate()
(may be there is more).
When it have been called, I got a crash :
AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback LuaABM::trigger(): ...32\bin\..\games\adventuretest\mods\default/functions.lua:385: attempt to call global 'nodeupdate' (a nil value)
What to do :
Change the file
games\adventuretest\mods\default\functions.lua
replace the line 385 (nodeupdate(p0)) with :
minetest.check_for_falling(p0)
Then, change the file games\adventuretest\mods\doors\init.lua
replace the line 374 with :
minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z})
Fiel of view for monsters vs characters
From https://forum.minetest.net/viewtopic.php?p=182737#p182737
If it helps any, here is the in_fov code from mobs redo mod that works (self is mob, pos is player position and self.fov is set to 90, self.rotate is usually 0 for front facing mobs): CODE: SELECT ALL
in_fov = function(self,pos)
-- checks if POS is in self's FOV
local yaw = self.object:getyaw() + self.rotate
local vx = math.sin(yaw)
local vz = math.cos(yaw)
local ds = math.sqrt(vx^2 + vz^2)
local ps = math.sqrt(pos.x^2 + pos.z^2)
local d = { x = vx / ds, z = vz / ds }
local p = { x = pos.x / ps, z = pos.z / ps }
local an = ( d.x * p.x ) + ( d.z * p.z )
a = math.deg( math.acos( an ) )
Thank you everyone, especially TeTpaAka and Nore. All problems were at last solved, and the code now reports the angle difference between entities like it should! You get 0* when standing right in front of the mob, 90* when standing parallel to either side, 180* when standing behind... whereas flying up or down now accounts pitch correctly on top of that.
Here is the final and fully functional version. I hope it will be helpful to more people than just me, if anyone ever needs a simple and efficient FOV scanner for Minetest.
local function in_fov (pos1, pos2, yaw, pitch, fov)
local function yaw2vec (yaw, pitch)
-- we must invert the yaw for x to keep the result from inverting when facing opposite directions (0* becoming 180*)
return {x = math.sin(-yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)}
end
local function dotproduct (v1, v2)
return ((v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z))
end
local function angle (v1, v2)
return math.deg(math.acos(dotproduct(v1, v2) / (vector.length(v1) * vector.length(v2))))
end
local v = vector.subtract(pos2, pos1)
print(angle(yaw2vec(yaw, pitch), v))
end
here is the final version of the function which I'll be including in my mod, simplified to only 5 lines of code but with the same result: CODE: SELECT ALL
-- returns the angle difference between pos1 and pos2, as seen from pos1 at the specified yaw and pitch
function pos_to_angle (pos1, pos2, yaw, pitch)
-- note: we must invert the yaw for x in yaw_vec, to keep the result from inverting when facing opposite directions (0* becoming 180*)
local yaw_vec = {x = -math.sin(yaw) * math.cos(pitch), y = math.sin(pitch), z = math.cos(yaw) * math.cos(pitch)}
local pos_subtract = vector.subtract(pos2, pos1)
local pos_dotproduct = (yaw_vec.x * pos_subtract.x) + (yaw_vec.y * pos_subtract.y) + (yaw_vec.z * pos_subtract.z)
local angle = math.deg(math.acos(pos_dotproduct / (vector.length(yaw_vec) * vector.length(pos_subtract))))
return angle
end