Merge branch 'master' of https://git.minetest.land/Wuzzy/MineClone2
This commit is contained in:
commit
88ed1aaa87
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@ -789,15 +789,15 @@ local check_for_death = function(self, cause, cmi_cause)
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local puncher = cmi_cause.puncher
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if puncher then
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wielditem = puncher:get_wielded_item()
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if mod_experience and ((not self.child) or self.type ~= "animal") then
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mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
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end
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end
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end
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local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect")
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local looting = mcl_enchanting.get_enchantment(wielditem, "looting")
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item_drop(self, cooked, looting)
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if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then
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mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
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end
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end
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end
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@ -2921,19 +2921,25 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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return
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end
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local is_player = hitter:is_player()
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if is_player then
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-- is mob protected?
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if self.protected and hitter:is_player()
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and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
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if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
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return
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end
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-- set/update 'drop xp' timestamp if hitted by player
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self.xp_timestamp = minetest.get_us_time()
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end
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-- punch interval
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local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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-- exhaust attacker
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if mod_hunger and hitter:is_player() then
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if mod_hunger and is_player then
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mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
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end
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@ -3082,7 +3088,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if hitter then
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luaentity = hitter:get_luaentity()
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end
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if hitter and hitter:is_player() then
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if hitter and is_player then
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local wielditem = hitter:get_wielded_item()
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kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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elseif luaentity and luaentity._knockback then
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@ -3091,7 +3097,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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self.object:set_velocity({
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x = dir.x * kb,
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y = dir.y * kb + up,
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y = dir.y * kb + up * 2,
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z = dir.z * kb
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})
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@ -3719,6 +3725,7 @@ minetest.register_entity(name, {
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hp_max = scale_difficulty(def.hp_max, 10, 1),
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xp_min = def.xp_min or 0,
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xp_max = def.xp_max or 0,
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xp_timestamp = 0,
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breath_max = def.breath_max or 15,
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breathes_in_water = def.breathes_in_water or false,
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physical = true,
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@ -43,10 +43,10 @@ end
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local pr = PseudoRandom(os.time()*(-334))
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-- How freqeuntly to take and place blocks, in seconds
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local take_frequency_min = 25
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local take_frequency_max = 90
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local place_frequency_min = 10
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local place_frequency_max = 30
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local take_frequency_min = 235
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local take_frequency_max = 245
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local place_frequency_min = 235
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local place_frequency_max = 245
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-- Create the textures table for the enderman, depending on which kind of block
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-- the enderman holds (if any).
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@ -334,6 +334,10 @@ ARROW_ENTITY.on_step = function(self, dtime)
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minetest.sound_play({name="mcl_bows_hit_other", gain=0.3}, {pos=self.object:get_pos(), max_hear_distance=16}, true)
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if mcl_burning.is_burning(self.object) and snode.name == "mcl_tnt:tnt" then
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tnt.ignite(self._stuckin)
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end
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-- Push the button! Push, push, push the button!
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if mod_button and minetest.get_item_group(node.name, "button") > 0 and minetest.get_item_group(node.name, "button_push_by_arrow") == 1 then
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local bdir = minetest.wallmounted_to_dir(node.param2)
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@ -49,7 +49,7 @@ schem_path = settlements.modpath.."/schematics/"
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--
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-- list of schematics
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--
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local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", false)
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local basic_pseudobiome_villages = minetest.settings:get_bool("basic_pseudobiome_villages", true)
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settlements.schematic_table = {
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{name = "large_house", mts = schem_path.."large_house.mts", hwidth = 11, hdepth = 12, hheight = 9, hsize = 14, max_num = 0.08 , rplc = basic_pseudobiome_villages },
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@ -1,29 +0,0 @@
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--
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function settlements.convert_mts_to_lua()
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local building = schem_path.."townhall.mts"
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local str = minetest.serialize_schematic(building, "lua", {lua_use_comments = true, lua_num_indent_spaces = 0}).." return(schematic)"
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local schematic = loadstring(str)()
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local file = io.open(schem_path.."church"..".lua", "w")
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file:write(dump(schematic))
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file:close()
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print(dump(schematic))
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end
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function settlements.mts_save()
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local f = assert(io.open(schem_path.."hut.lua", "r"))
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local content = f:read("*all").." return(schematic2)"
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f:close()
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local schematic2 = loadstring("schematic2 = "..content)()
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local seb = minetest.serialize_schematic(schematic2, "mts", {})
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local filename = schem_path .. "hut2" .. ".mts"
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filename = filename:gsub("\"", "\\\""):gsub("\\", "\\\\")
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local file, err = io.open(filename, "wb")
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if err == nil and seb then
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file:write(seb)
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file:flush()
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file:close()
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end
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print("Wrote: " .. filename)
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end
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@ -72,7 +72,10 @@ local function ecb_build_a_settlement(blockpos, action, calls_remaining, param)
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end
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end
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minetest.register_on_generated(function(minp, maxp, blockseed)
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-- Disable natural generation in singlenode.
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name ~= "singlenode" then
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minetest.register_on_generated(function(minp, maxp, blockseed)
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-- needed for manual and automated settlement building
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local heightmap = minetest.get_mapgen_object("heightmap")
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@ -90,8 +93,8 @@ minetest.register_on_generated(function(minp, maxp, blockseed)
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minetest.emerge_area(vector.subtract(minp,24), vector.add(maxp,24), ecb_build_a_settlement, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
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-- old way - wait 3 seconds:
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-- minetest.after(3, ecb_build_a_settlement, nil, 1, 0, {minp = vector.new(minp), maxp=vector.new(maxp), blockseed=blockseed})
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end)
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end)
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end
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-- manually place villages
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if minetest.is_creative_enabled("") then
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minetest.register_craftitem("mcl_villages:tool", {
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@ -45,6 +45,8 @@ local start_pos = minetest.setting_get_pos("static_spawnpoint") or {x = 0, y = 8
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-- Table of suitable biomes
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local biome_ids = {}
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local no_trees_area_counter = 0
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-- Bed spawning offsets
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local node_search_list =
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{
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@ -225,6 +227,33 @@ end
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-- Spawn position search
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local function next_biome()
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if #biome_ids < 1 then
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for _, biome_name in pairs(biomes_white_list) do
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local biome_id = minetest.get_biome_id(biome_name)
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if biome_id then
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table.insert(biome_ids, biome_id)
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end
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end
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if #biome_ids < 1 then
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next_pos()
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if math.abs(cp.x) > spawn_limit or math.abs(cp.z) > spawn_limit then
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check = checks + 1
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minetest.log("warning", "[mcl_spawn] No white-listed biomes found - search stopped by overlimit")
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return false
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end
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check = check + 1
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cp.y = minetest.get_spawn_level(cp.x, cp.z) or start_pos.y
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if cp.y then
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wsp = {x = cp.x, y = cp.y, z = cp.z}
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minetest.log("warning", "[mcl_spawn] No white-listed biomes found - using current")
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return true
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else
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minetest.log("warning", "[mcl_spawn] No white-listed biomes found and spawn level is nil - please define start_pos to continue")
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return false
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end
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end
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minetest.log("action", "[mcl_spawn] Suitable biomes found: "..tostring(#biome_ids))
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end
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while check <= checks do
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local biome_data = minetest.get_biome_data(cp)
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-- Sometimes biome_data is nil
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@ -264,8 +293,10 @@ local function ecb_search_continue(blockpos, action, calls_remaining, param)
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local nodes = minetest.find_nodes_in_area_under_air(emerge_pos1, emerge_pos2, node_groups_white_list)
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minetest.log("verbose", "[mcl_spawn] Data emerge callback: "..minetest.pos_to_string(wsp).." - "..tostring(nodes and #nodes) .. " node(s) found under air")
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if nodes then
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if no_trees_area_counter >= 0 then
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local trees = get_trees(emerge_pos1, emerge_pos2)
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if trees then
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if trees and #trees > 0 then
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no_trees_area_counter = 0
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if attempts_to_find_pos * 3 < #nodes then
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-- random
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for i=1, attempts_to_find_pos do
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@ -273,7 +304,7 @@ local function ecb_search_continue(blockpos, action, calls_remaining, param)
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if wsp then
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wsp.y = wsp.y + 1
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if good_for_respawn(wsp) and can_find_tree(wsp, trees) then
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minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(wsp))
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minetest.log("action", "[mcl_spawn] Dynamic world spawn randomly determined to be "..minetest.pos_to_string(wsp))
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searched = true
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success = true
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return
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@ -295,6 +326,44 @@ local function ecb_search_continue(blockpos, action, calls_remaining, param)
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end
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end
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end
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else
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no_trees_area_counter = no_trees_area_counter + 1
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if no_trees_area_counter > 10 then
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minetest.log("verbose", "[mcl_spawn] More than 10 times no trees at all! Won't search trees next 200 calls")
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no_trees_area_counter = -200
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end
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end
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else -- seems there are no trees but we'll check it later, after next 200 calls
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no_trees_area_counter = no_trees_area_counter + 1
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if attempts_to_find_pos * 3 < #nodes then
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-- random
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for i=1, attempts_to_find_pos do
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wsp = nodes[math.random(1,#nodes)]
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if wsp then
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wsp.y = wsp.y + 1
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if good_for_respawn(wsp) then
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minetest.log("action", "[mcl_spawn] Dynamic world spawn randomly determined to be "..minetest.pos_to_string(wsp) .. " (no trees)")
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searched = true
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success = true
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return
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end
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end
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end
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else
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-- in a sequence
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for i=1, math.min(#nodes, attempts_to_find_pos) do
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wsp = nodes[i]
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if wsp then
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wsp.y = wsp.y + 1
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if good_for_respawn(wsp) then
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minetest.log("action", "[mcl_spawn] Dynamic world spawn determined to be "..minetest.pos_to_string(wsp) .. " (no trees)")
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searched = true
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success = true
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return
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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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end
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next_pos()
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@ -425,11 +494,6 @@ end
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minetest.register_on_respawnplayer(mcl_spawn.spawn)
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function mcl_spawn.shadow_worker()
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if #biome_ids > 1 then
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for _, biome_name in pairs(biomes_white_list) do
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table.insert(biome_ids, minetest.get_biome_id(biome_name))
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end
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end
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if not searched then
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searched = true
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mcl_spawn.search()
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@ -130,8 +130,8 @@ mcl_superflat_classic (Classic superflat map generation) bool false
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# game by a lot.
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mcl_node_particles (Block particles detail level) enum none high,medium,low,none
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# If enabled, this will substitute a few blocks in village schematics so they blend into normal, snowy, and sandy areas. Defaults to false.
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basic_pseudobiome_villages (Enables very basic, and experimental "pseudobiome-based" villages) bool false
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# If enabled, this will substitute a few blocks in village schematics so they blend into normal, snowy, and sandy areas. Defaults to true.
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basic_pseudobiome_villages (Enables very basic, and experimental "pseudobiome-based" villages) bool true
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# If enabled, will run an LBM to fix the top 1/2 of double plants in mcimported worlds; defaults to true.
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fix_doubleplants (Mcimport double plant fixes) bool true
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