beginning to sort out a huge mess
parent
d7d6b01049
commit
7e50b30d80
30
api.lua
30
api.lua
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@ -177,20 +177,25 @@ function update_tag(self)
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end
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-- check if mob is dead or only hurt
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function check_for_death(self)
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function check_for_death(self, pos2)
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-- return if no change
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local hp = self.object:get_hp()
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if hp == self.health then
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return false
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hp.foo.bar(x)
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if pos2 == nil then
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print("pos2 is nil. api.lua:185")
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return
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end
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if hp == self.health then
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--print("no damage")
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return false
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end
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print("got damage")
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local pos = self.object:getpos()
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-- still got some health? play hurt sound
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if hp > 0 then
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print("not dead: " .. hp)
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self.health = hp
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if self.sounds.damage then
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@ -209,22 +214,25 @@ function check_for_death(self)
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-- drop items when dead
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local obj
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print("mob died")
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for _,drop in pairs(self.drops) do
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print("dropping: " .. drop.name)
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if math.random(1, drop.chance) == 1 then
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obj = minetest.add_item(pos,
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print("doing drop at "..pos.x..", "..pos.y..", "..pos.z)
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print("doing drop2 at "..pos2.x..", "..pos2.y..", "..pos2.z)
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obj = minetest.add_item(pos2,
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ItemStack(drop.name .. " "
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.. math.random(drop.min, drop.max)))
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if obj then
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print("drop successful")
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obj:setvelocity({
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x = math.random(-1, 1),
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y = 6,
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z = math.random(-1, 1)
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})
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else
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print("failed to add item")
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end
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end
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end
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@ -0,0 +1,340 @@
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function mobehavior:register_mob_fast(name, def)
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local mdef = {
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hp_max = 1,
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health = 1,
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rotate = 0,
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physical = true,
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weight = 5,
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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visual = "mesh",
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visual_size = {x=1, y=1},
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mesh = "model",
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fall_speed = -9.81,
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textures = {}, -- number of required textures depends on visual
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colors = {}, -- number of required colors depends on visual
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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is_visible = true,
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makes_footstep_sound = false,
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automatic_rotate = false,
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bt_timer = 0,
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bt = nil,
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btData = nil,
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on_step = function(self, dtime)
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local btdata = self.btData
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-- print('newstep')
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local pos = self.object:getpos()
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local yaw = self.object:getyaw() or 0
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self.bt_timer = self.bt_timer + dtime
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-- run the behavior tree every two seconds
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if self.bt_timer > 2 then
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btdata.pos = pos
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btdata.yaw = yaw
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btdata.mob = self
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print("\n<<< start >>>")
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-- inventories cannot be serialized and cause the game to crash if
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-- placed in the entity's table
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local inv = minetest.get_inventory({type="detached", name=self.inv_id})
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btdata.inv = inv
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bt.tick(self.bt, btdata)
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print("<<< end >>>\n")
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-- so clear it out after running the behavior trees
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btdata.inv = nil
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-- the inventory exists on its own
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self.bt_timer = 0
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end
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btdata.lastpos = pos
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-- handle movement
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local v = self.object:getvelocity()
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-- TODO: floating
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-- going up then apply gravity
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-- if v.y > 0.1 then
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self.object:setacceleration({
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x = 0,
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y = self.fall_speed,
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z = 0
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})
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-- end
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-- TODO: fall damage
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if self.destination ~= nil then
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--print("destination ")
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local dist = distance(pos, self.destination)
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-- print("walk dist ".. dist)
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local s = self.destination
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local vec = {
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x = pos.x - s.x,
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y = pos.y - s.y,
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z = pos.z - s.z
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}
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if vec.x ~= 0 or vec.z ~= 0 then
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yaw = (math.atan(vec.z / vec.x) + math.pi / 2) - self.rotate
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if s.x > pos.x then
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yaw = yaw + math.pi
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end
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-- print("yaw " .. yaw)
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self.object:setyaw(yaw)
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end
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if dist > (self.approachDistance or .1) then
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--[[
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if (self.jump
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and get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0)
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or (self.object:getvelocity().y == 0
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and self.jump_chance > 0) then
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do_jump(self)
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end]]
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set_velocity(self, self.walk_velocity)
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set_animation(self, "walk")
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else
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-- we have arrived
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self.destination = nil
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-- TODO: bump bttimer to get new directions
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set_velocity(self, 0)
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set_animation(self, "stand")
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end
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end
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end,
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on_activate = function(self, staticdata, dtime_s)
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self.btData = {
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groupID = "default",
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waypoints= {},
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paths= {},
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counters={},
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history={},
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history_queue={},
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history_depth=20,
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posStack={},
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}
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local btdata = self.btData
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self.inv_id= name..":"..math.random(1, 2000000000)
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--print(btdata.id)
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btdata.lastpos = self.object:getpos()
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if type(def.pre_activate) == "function" then
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def.pre_activate(self, static_data, dtime_s)
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end
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-- load entity variables
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if staticdata then
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local tmp = minetest.deserialize(staticdata)
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if tmp then
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for _,stat in pairs(tmp) do
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self[_] = stat
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end
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end
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else
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self.object:remove()
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return
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end
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local inventory = minetest.create_detached_inventory(self.inv_id, {})
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inventory:set_size("main", 9)
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-- select random texture, set model and size
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if not self.base_texture then
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self.base_texture = def.textures[math.random(1, #def.textures)]
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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end
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-- set texture, model and size
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local textures = self.base_texture
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local mesh = self.base_mesh
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local vis_size = self.base_size
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local colbox = self.base_colbox
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-- specific texture if gotten
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if self.gotten == true
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and def.gotten_texture then
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textures = def.gotten_texture
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end
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-- specific mesh if gotten
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if self.gotten == true
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and def.gotten_mesh then
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mesh = def.gotten_mesh
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end
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-- set child objects to half size
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if self.child == true then
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vis_size = {
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x = self.base_size.x / 2,
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y = self.base_size.y / 2
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}
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if def.child_texture then
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textures = def.child_texture[1]
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end
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colbox = {
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self.base_colbox[1] / 2,
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self.base_colbox[2] / 2,
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self.base_colbox[3] / 2,
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self.base_colbox[4] / 2,
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self.base_colbox[5] / 2,
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self.base_colbox[6] / 2
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}
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end
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if self.health == 0 then
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self.health = math.random (self.hp_min, self.hp_max)
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end
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self.object:set_hp(self.health)
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self.object:set_armor_groups({fleshy = self.armor})
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self.old_y = self.object:getpos().y
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self.object:setyaw(math.random(1, 360) / 180 * math.pi)
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-- self.sounds.distance = (self.sounds.distance or 10)
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self.textures = textures
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self.mesh = mesh
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self.collisionbox = colbox
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self.visual_size = vis_size
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-- set anything changed above
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self.object:set_properties(self)
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update_tag(self)
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if type(def.post_activate) == "function" then
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def.post_activate(self, static_data, dtime_s)
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end
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end,
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get_staticdata = function(self)
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-- remove mob when out of range unless tamed
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if mobs.remove
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and self.remove_ok
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and not self.tamed then
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--print ("REMOVED", self.remove_ok, self.name)
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self.object:remove()
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return nil
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end
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self.remove_ok = true
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self.attack = nil
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self.following = nil
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self.state = "stand"
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if self.btData ~= nil then
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self.btData.inv = nil -- just in case
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self.btData.mob = nil -- just in case
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end
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-- used to rotate older mobs
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if self.drawtype
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and self.drawtype == "side" then
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self.rotate = math.rad(90)
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end
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local tmp = {}
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for _,stat in pairs(self) do
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local t = type(stat)
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if t ~= 'function'
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and t ~= 'nil'
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and t ~= 'userdata' then
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tmp[_] = self[_]
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end
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end
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-- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
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return minetest.serialize(tmp)
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end,
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}
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for k,v in pairs(def) do
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mdef[k] = v
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end
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minetest.register_entity(name, mdef)
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end
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16
entities.lua
16
entities.lua
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@ -26,8 +26,8 @@ function make_bunny(name, behavior_fn)
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view_range = 15,
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floats = 0,
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drops = {
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{name = "mobs:meat_raw",
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chance = 1, min = 1, max = 1},
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{name = "mobehavior:meat_raw", chance = 1, min = 1, max = 2},
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{name = "fur:small_pelt", chance = 1, min = 1, max = 1},
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},
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water_damage = 0,
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lava_damage = 4,
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@ -88,8 +88,8 @@ function make_wolf(name, behavior_fn)
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view_range = 25,
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floats = 1,
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drops = {
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{name = "mobs:meat_raw",
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chance = 1, min = 1, max = 1},
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{name = "mobehavior:meat_raw", chance = 1, min = 1, max = 1},
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{name = "fur:medium_pelt", chance = 1, min = 1, max = 1},
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},
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water_damage = 0,
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lava_damage = 4,
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@ -151,7 +151,7 @@ function make_bear(name, behavior_fn)
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view_range = 25,
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floats = 1,
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drops = {
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{name = "mobs:meat_raw",
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{name = "mobehavior:meat_raw",
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chance = 1, min = 1, max = 1},
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},
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water_damage = 0,
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@ -213,8 +213,7 @@ function make_rat(name, behavior_fn)
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view_range = 15,
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floats = 1,
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drops = {
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{name = "mobs:meat_raw",
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chance = 1, min = 1, max = 1},
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{name = "mobehavior:meat_raw", chance = 1, min = 1, max = 1},
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},
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water_damage = 0,
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lava_damage = 4,
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@ -239,7 +238,8 @@ end
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function make_NPC(name, behavior_fn)
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mobs:register_simple_mob(mn..":"..name, {
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-- mobs:register_simple_mob(mn..":"..name, {
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mobehavior:register_mob_fast(mn..":"..name, {
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type = "monster",
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passive = false,
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attack_type = "dogfight",
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@ -483,7 +483,7 @@ end
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--[[
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make_wolf("wolf", function()
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return wander_around(6)
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end)
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@ -498,6 +498,7 @@ end)
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make_bear("bear", function()
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return wander_around(6)
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end)
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]]
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make_NPC("npc", function()
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return wander_around(6)
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6
init.lua
6
init.lua
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@ -37,9 +37,13 @@ minetest.register_on_shutdown(saveModData)
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-- Mob Api
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-- new api from scratch
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dofile(path.."/api_fast.lua")
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dofile(path.."/meat.lua")
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dofile(path.."/api.lua")
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dofile(path.."/behavior.lua")
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dofile(path.."/simple_api.lua")
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-- dofile(path.."/simple_api.lua")
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dofile(path.."/scripts/init.lua")
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@ -13,6 +13,7 @@ end
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-- register mob function
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function mobs:register_simple_mob(name, def)
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print("bad bad")
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--[[
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local btdata = {
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waypoints= {},
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@ -201,8 +202,8 @@ minetest.register_entity(name, {
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self.object:set_hp(self.object:get_hp() - math.floor(d - 5))
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effect(pos, 5, "tnt_smoke.png")
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if check_for_death(self) then
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print("death by falling")
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if check_for_death(self, pos) then
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return
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end
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end
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@ -328,7 +329,7 @@ minetest.register_entity(name, {
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end,
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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print("got punched !!!!")
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-- weapon wear
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local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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@ -359,12 +360,18 @@ minetest.register_entity(name, {
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max_hear_distance = 5
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})
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end
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local hp = self.object:get_hp()
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local pos = self.object:getpos()
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print("punched (hp: "..hp..")at "..pos.x..", "..pos.y..", "..pos.z)
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-- exit here if dead
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if check_for_death(self) then
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if check_for_death(self, pos) then
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print("died from punch")
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return
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end
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print("didn't die from punch")
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-- blood_particles
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if self.blood_amount > 0
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and not disable_blood then
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49
spawning.lua
49
spawning.lua
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@ -18,12 +18,12 @@ minetest.register_abm({
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"default:silver_sand",
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},
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neighbors = {"air"},
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interval = 20,
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chance = 100,
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interval = 30,
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chance = 400,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if active_object_count > 15 then
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if active_object_count > 10 then
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--print("too many local objs " .. active_object_count)
|
||||
return
|
||||
end
|
||||
|
@ -52,8 +52,8 @@ minetest.register_abm({
|
|||
"default:dirt_with_coniferous_litter",
|
||||
},
|
||||
neighbors = {"air"},
|
||||
interval = 2,
|
||||
chance = 10,
|
||||
interval = 20,
|
||||
chance = 200,
|
||||
catch_up = false,
|
||||
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
|
@ -75,3 +75,42 @@ minetest.register_abm({
|
|||
end
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
||||
|
||||
-- bunnies
|
||||
minetest.register_abm({
|
||||
nodenames = {
|
||||
"default:dirt_with_grass",
|
||||
"seasons:spring_default_dirt_with_grass",
|
||||
"default:dirt_with_coniferous_litter",
|
||||
"default:desert_sand",
|
||||
"default:silver_sand",
|
||||
},
|
||||
neighbors = {"air"},
|
||||
interval = 30,
|
||||
chance = 600,
|
||||
catch_up = false,
|
||||
|
||||
action = function(pos, node, active_object_count, active_object_count_wider)
|
||||
if active_object_count > 8 then
|
||||
--print("too many local objs " .. active_object_count)
|
||||
return
|
||||
end
|
||||
|
||||
local nearobjs = minetest.get_objects_inside_radius(pos, 40)
|
||||
if #nearobjs > 4 then
|
||||
--print("too many near objs")
|
||||
return
|
||||
end
|
||||
|
||||
--print("----------spawning rat")
|
||||
local p = minetest.find_node_near(pos, 3, "air")
|
||||
if p then
|
||||
local mob = minetest.add_entity(p, "mobehavior:bunny")
|
||||
end
|
||||
end
|
||||
})
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue