Remove debugging. Fix meteor probability.
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parent
9ef29d3feb
commit
50ce118087
2 changed files with 8 additions and 20 deletions
27
abms.lua
27
abms.lua
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@ -2,9 +2,6 @@
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-- player surface damage and hunger
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-- player surface damage and hunger
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local dps_delay = 3000000
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local dps_delay = 3000000
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if fun_caves.DEBUG then
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local dps_delay = 1000000
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end
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local last_dps_check = 0
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local last_dps_check = 0
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local cold_delay = 5
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local cold_delay = 5
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@ -64,9 +61,6 @@ minetest.register_globalstep(function(dtime)
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end
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end
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mob.hp_max = math.floor(mob.hp_max * factor)
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mob.hp_max = math.floor(mob.hp_max * factor)
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mob.damage = math.floor(mob.damage * factor)
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mob.damage = math.floor(mob.damage * factor)
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if fun_caves.DEBUG then
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print("Promoting "..mob.name..": "..mob.hp_max.." at "..pos.x..","..pos.y..","..pos.z)
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end
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mob.object:set_hp(mob.hp_max)
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mob.object:set_hp(mob.hp_max)
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mob.health = mob.hp_max
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mob.health = mob.hp_max
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mob.initial_promotion = true
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mob.initial_promotion = true
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@ -105,12 +99,7 @@ minetest.register_globalstep(function(dtime)
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-- Mobs are treated exacty the same. Spawn harder ones differently?
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-- Mobs are treated exacty the same. Spawn harder ones differently?
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--------------------------------------
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--------------------------------------
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local name = fun_caves.fortress_spawns[math.random(#fun_caves.fortress_spawns)]
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local name = fun_caves.fortress_spawns[math.random(#fun_caves.fortress_spawns)]
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local mob = minetest.add_entity(new_mob_pos, name)
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minetest.add_entity(new_mob_pos, name)
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if mob then
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print("Fun Caves: Spawned "..name.." at ("..new_mob_pos.x..","..new_mob_pos.y..","..new_mob_pos.z..")")
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else
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print("Fun Caves: failed to spawn "..name)
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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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end
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@ -136,7 +125,6 @@ minetest.register_globalstep(function(dtime)
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player:set_hp(20)
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player:set_hp(20)
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return
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return
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else
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else
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--print(dump(player:get_armor_groups()))
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if fun_caves.armor_expire and fun_caves.armor_expire[player_name] and fun_caves.armor_expire[player_name] < time then
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if fun_caves.armor_expire and fun_caves.armor_expire[player_name] and fun_caves.armor_expire[player_name] < time then
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player:set_armor_groups({fleshy=100})
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player:set_armor_groups({fleshy=100})
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minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
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minetest.chat_send_player(player_name, minetest.colorize('#FF0000', 'Your skin feels softer...'))
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@ -272,7 +260,6 @@ minetest.register_abm({
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else
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else
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minetest.set_node(new_pos, {name = "fun_caves:tree"})
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minetest.set_node(new_pos, {name = "fun_caves:tree"})
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end
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end
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print('tree +1')
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end
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end
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})
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})
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@ -482,17 +469,18 @@ minetest.register_abm({
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-- meteor strikes
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-- meteor strikes
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minetest.register_abm({
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minetest.register_abm({
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nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
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nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass", 'default:dirt_with_snow'},
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neighbors = {"air"},
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neighbors = {"air", 'default:snow'},
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interval = 10000 * fun_caves.time_factor,
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interval = 25 * fun_caves.time_factor,
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catch_up = false,
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catch_up = false,
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chance = 3000000,
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chance = 32767,
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action = function(pos, node)
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action = function(pos, node)
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local ps = {}
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local ps = {}
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local players = minetest.get_connected_players()
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local players = minetest.get_connected_players()
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for i = 1, #players do
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for i = 1, #players do
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local pp = players[i]:getpos()
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local pp = players[i]:getpos()
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if pp and pp.y > 0 then
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local pd = vector.subtract(pp, pos)
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if pp and pp.y > 0 and math.abs(pd.x) < 1000 and math.abs(pd.z) < 1000 then
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local sky = {}
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local sky = {}
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sky.bgcolor, sky.type, sky.textures = players[i]:get_sky()
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sky.bgcolor, sky.type, sky.textures = players[i]:get_sky()
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ps[#ps+1] = { p = players[i], sky = sky }
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ps[#ps+1] = { p = players[i], sky = sky }
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@ -501,7 +489,6 @@ minetest.register_abm({
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end
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end
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minetest.set_node(pos, {name="fun_caves:meteorite_crater"})
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minetest.set_node(pos, {name="fun_caves:meteorite_crater"})
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print('Fun Caves: meteorite impact '..pos.x..','..pos.y..','..pos.z)
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minetest.after(1, function()
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minetest.after(1, function()
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for i = 1, #ps do
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for i = 1, #ps do
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@ -677,6 +677,7 @@ minetest.register_node("fun_caves:rope_ladder_piece", {
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drop = {},
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drop = {},
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paramtype = "light",
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paramtype = "light",
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paramtype2 = "wallmounted",
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paramtype2 = "wallmounted",
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buildable_to = true,
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sunlight_propagates = true,
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sunlight_propagates = true,
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walkable = false,
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walkable = false,
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climbable = true,
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climbable = true,
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