From 68e8671235897caa53df93374b3fea826b483257 Mon Sep 17 00:00:00 2001 From: Duane Date: Mon, 13 Jun 2016 13:10:14 -0500 Subject: [PATCH] Add killer bees. Correct light in trees. --- goblin_digger.lua | 97 +------------------- mapgen.lua | 9 +- mobs.lua | 221 +++++++++++++++++++++++++++++++++++++++++++++- treegen.lua | 2 +- 4 files changed, 228 insertions(+), 101 deletions(-) diff --git a/goblin_digger.lua b/goblin_digger.lua index 3465bb2..7898734 100644 --- a/goblin_digger.lua +++ b/goblin_digger.lua @@ -1,101 +1,6 @@ -- goblins_digger.lua -- --- 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:plant", "default:stone_with_coal", "default:stone_with_iron", "default:stone_with_copper", "default:stone_with_gold", "default:stone_with_mese", "default:stone_with_diamond", "default:mese", "default:coalblock"} -local diggable_nodes = {"group:cracky", "group:snappy", "group:crumbly"} - --- 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 goblin_tunneling = function(self, type) - -- Types are available for fine-tuning. - if type == nil then - type = "digger" - end - - 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 - if np.name ~= "default:cobble" then - minetest.remove_node(np) - end - end - end - - if math.random() < 0.2 then - local d = {-1,1} - self.digging_dir = (self.digging_dir + d[math.random(2)]) % 4 - end - - set_animation(self, "walk") - 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 - - set_animation(self, "stand") - 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() < 0.5 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:register_mob("fun_caves:goblin_digger", { description = "Digger Goblin", type = "monster", @@ -209,7 +114,7 @@ mobs:register_mob("fun_caves:goblin_digger", { return end - goblin_tunneling(self, "digger") + fun_caves.tunneling(self, "digger") fun_caves.search_replace(self.object:getpos(), fun_caves.goblin_torch_freq, {"default:torch"}, "air") fun_caves.search_replace(self.object:getpos(), fun_caves.goblin_trap_freq, {"group:stone", "default:sandstone"}, "default:mossycobble") diff --git a/mapgen.lua b/mapgen.lua index 90c3f52..95121eb 100644 --- a/mapgen.lua +++ b/mapgen.lua @@ -402,9 +402,12 @@ local function generate(p_minp, p_maxp, seed) if fun_caves.DEBUG then vm:set_lighting({day = 15, night = 15}) else - -- set_lighting causes shadows - --vm:set_lighting({day = 0, night = 0}) - vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z}, maxp) + -- set_lighting causes lighting artifacts, + -- but corrects the light inside trees. + vm:set_lighting({day = 0, night = 0}) + vm:calc_lighting() + -- Does not work: + --vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z}, maxp) end vm:update_liquids() vm:write_to_map() diff --git a/mobs.lua b/mobs.lua index 808ac95..7d2b544 100644 --- a/mobs.lua +++ b/mobs.lua @@ -61,9 +61,109 @@ fun_caves.surface_damage = function(self, cold_natured) --end end +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 diggable_nodes = {"group:stone", "group:sand", "group:soil", "group:plant", "default:stone_with_coal", "default:stone_with_iron", "default:stone_with_copper", "default:stone_with_gold", "default:stone_with_mese", "default:stone_with_diamond", "default:mese", "default:coalblock"} +local diggable_nodes = { + digger = {"group:cracky", "group:snappy", "group:crumbly"}, + bee = {"fun_caves:tree", "fun_caves:glowing_fungal_wood", "fun_caves:sap"}, +} +fun_caves.tunneling = function(self, type) + -- Types are available for fine-tuning. + if type == nil then + type = "digger" + end + + -- This translates yaw into vectors. + 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) + + -- Get a pair of coordinates that should cover what's in front of him. + local p = vector.add(pos, cardinals[self.digging_dir+1]) + + -- What's this about? + if type == "digger" then + p.y = p.y - 0.5 + else + p.y = p.y + 0.25 + end + 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[type]) + + if #np_list > 0 then + -- Dig it. + for _, np in pairs(np_list) do + if type ~= 'digger' or np.name ~= "default:cobble" then + minetest.remove_node(np) + end + end + end + + if math.random() < 0.2 then + local d = {-1,1} + self.digging_dir = (self.digging_dir + d[math.random(2)]) % 4 + end + + set_animation(self, "walk") + set_velocity(self, self.walk_velocity) + elseif self.state == "room" then -- Dig a room. + if not self.room_radius or not self.room_count then + self.room_radius = 1 + self.room_count = 0 + end + + set_animation(self, "stand") + 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[type]) + + -- I wanted to leave the outer layer incomplete, but this + -- actually tends to make it look worse. + if r >= self.room_radius and self.room_count > (self.room_radius * 2 + 1) ^ 3 or #np_list == 0 then + self.room_radius = math.random(1,2) + math.random(0,1) + self.state = "stand" + break + end + + self.room_count = self.room_count + 1 + if #np_list > 0 then + -- Dig it. + minetest.remove_node(np_list[math.random(#np_list)]) + break + end + end + end + + if self.state ~= "room" and math.random() < (type == 'digger' and 0.5 or 0.2) then + self.state = "tunnel" + elseif self.state == "tunnel" and math.random() < 0.01 then + self.state = "room" + elseif self.state == "tunnel" and math.random() < 0.1 then + self.state = "stand" + end +end + -- executed in a mob's do_custom() to regulate their actions -- if false, do nothing -local custom_delay = 1000000 +local custom_delay = 5000000 fun_caves.custom_ready = function(self) local time = minetest.get_us_time() if not self.custom_time or time - self.custom_time > custom_delay then @@ -75,6 +175,125 @@ fun_caves.custom_ready = function(self) end +if minetest.registered_entities["mobs:bee"] then + local function bee_summon(self) + if self.health < (self.hp_max / 2) and self.state == "attack" and math.random(4) == 1 then + local pos = self.object:getpos() + local p1 = vector.subtract(pos, 1) + local p2 = vector.add(pos, 1) + + --look for nodes + local nodelist = minetest.find_nodes_in_area(p1, p2, "air") + + if #nodelist > 0 then + for key,value in pairs(nodelist) do + minetest.add_entity(value, "fun_caves:killer_bee_drone") + print("Queen bee summons reinforcement.") + return -- only one at a time + end + end + end + end + + local function bee_do(self) + if not fun_caves.custom_ready(self) then + return + end + + if self.name == 'fun_caves:killer_bee' then + fun_caves.tunneling(self, "bee") + end + if self.name == 'fun_caves:killer_bee_queen' then + bee_summon(self) + end + + fun_caves.climb(self) + --fun_caves.search_replace(self.object:getpos(), 50, {"fun_caves:wood"}, "fun_caves:glowing_fungal_wood") + fun_caves.surface_damage(self) + end + mobs:register_mob("fun_caves:killer_bee", { + description = "Killer Bee", + type = "monster", + passive = false, + attack_type = "dogfight", + attacks_monsters = true, + reach = 2, + damage = 1, + hp_min = 5, + hp_max = 10, + armor = 200, + collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.2, 0.2}, + visual = "mesh", + mesh = "mobs_bee.x", + drawtype = "front", + textures = { + {"mobs_bee.png"}, + }, + --textures = { {"fun_caves_killer_bee.png"}, } + --visual_size = {x = 1.5, y = 1.5}, + makes_footstep_sound = false, + sounds = { + random = "mobs_bee", + }, + walk_velocity = 1, + run_velocity = 3, + jump = true, + view_range = 15, + floats = 0, + drops = { + {name = "mobs:honey", chance = 2, min = 1, max = 2}, + }, + water_damage = 1, + lava_damage = 5, + light_damage = 0, + fall_damage = 0, + --fall_speed = -3, + lifetimer = 360, + follow = nil, + animation = { + speed_normal = 15, + stand_start = 0, + stand_end = 30, + walk_start = 35, + walk_end = 65, + }, + replace_rate = 50, + replace_what = {"fun_caves:glowing_fungal_wood", "fun_caves:sap",}, + replace_with = "air", + replace_offset = -1, + do_custom = bee_do + }) + + + mobs:register_spawn("fun_caves:killer_bee", {"fun_caves:tree", "fun_caves:ironwood", "fun_caves:diamondwood"}, 20, -1, 500, 5, 31000) + mobs:register_egg("fun_caves:killer_bee", "Killer Bee", "mobs_bee_inv.png", 1) + + + local m = table.copy(minetest.registered_entities["fun_caves:killer_bee"]) + m.name = 'fun_caves:killer_bee_drone' + m.damage = 3 + m.hp_min = 10 + m.hp_max = 20 + m.visual_size = {x = 1.25, y = 1.25} + + minetest.registered_entities["fun_caves:killer_bee_drone"] = m + mobs.spawning_mobs["fun_caves:killer_bee_drone"] = true + + mobs:register_spawn("fun_caves:killer_bee_drone", {"fun_caves:tree", "fun_caves:ironwood", "fun_caves:diamondwood"}, 20, -1, 1000, 5, 31000) + + m = table.copy(minetest.registered_entities["fun_caves:killer_bee"]) + m.damage = 2 + m.hp_min = 15 + m.hp_max = 30 + m.name = 'fun_caves:killer_bee_queen' + m.visual_size = {x = 1.5, y = 1.25} + + minetest.registered_entities["fun_caves:killer_bee_queen"] = m + mobs.spawning_mobs["fun_caves:killer_bee_queen"] = true + + mobs:register_spawn("fun_caves:killer_bee_queen", {"fun_caves:tree", "fun_caves:ironwood", "fun_caves:diamondwood"}, 20, -1, 4000, 5, 31000) +end + if minetest.registered_entities["kpgmobs:wolf"] then local m = table.copy(minetest.registered_entities["kpgmobs:wolf"]) m.textures = { {"fun_caves_white_wolf.png"}, } diff --git a/treegen.lua b/treegen.lua index 62dd245..d7f289e 100644 --- a/treegen.lua +++ b/treegen.lua @@ -241,7 +241,7 @@ fun_caves.treegen = function(minp, maxp, data, p2data, area, node) -- foliage elseif y < 272 and y > 112 and floor(dx ^ 2 + dz ^ 2 + (y - 192) ^ 2) < r2 ^ 2 and y % 10 == 0 and (floor(dx / 4) % 3 == 0 or floor(dz / 4) % 3 == 0) then if data[ivm] == node['air'] then - data[ivm] = node['fun_caves:tree'] + data[ivm] = node['fun_caves:bark'] write = true end elseif y < 275 and y > 115 and floor(dx ^ 2 + dz ^ 2 + (y - 192) ^ 2) < r2 ^ 2 and (y + 3) % 10 < 7 and (floor((dx + 3) / 4) % 3 < 2 or floor((dz + 3) / 4) % 3 < 2) then