Add killer bees. Correct light in trees.
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4 changed files with 228 additions and 101 deletions
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@ -1,101 +1,6 @@
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-- goblins_digger.lua
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--
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-- He destroys everything diggable in his path. It's too much trouble
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-- to fudge around with particulars. Besides, I don't want them to
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-- mine for me.
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--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"}
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local diggable_nodes = {"group:cracky", "group:snappy", "group:crumbly"}
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-- This translates yaw into vectors.
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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}}
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local goblin_tunneling = function(self, type)
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-- Types are available for fine-tuning.
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if type == nil then
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type = "digger"
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end
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local pos = self.object:getpos()
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if self.state == "tunnel" then
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-- Yaw is stored as one of the four cardinal directions.
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if not self.digging_dir then
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self.digging_dir = math.random(0,3)
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end
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-- Turn him roughly in the right direction.
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-- self.object:setyaw(self.digging_dir * math.pi * 0.5 + math.random() * 0.5 - 0.25)
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self.object:setyaw(self.digging_dir * math.pi * 0.5)
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-- Get a pair of coordinates that should cover what's in front of him.
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local p = vector.add(pos, cardinals[self.digging_dir+1])
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p.y = p.y - 0.5 -- What's this about?
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local p1 = vector.add(p, -0.3)
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local p2 = vector.add(p, 0.3)
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-- Get any diggable nodes in that area.
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local np_list = minetest.find_nodes_in_area(p1, p2, diggable_nodes)
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if #np_list > 0 then
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-- Dig it.
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for _, np in pairs(np_list) do
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if np.name ~= "default:cobble" then
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minetest.remove_node(np)
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end
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end
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end
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if math.random() < 0.2 then
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local d = {-1,1}
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self.digging_dir = (self.digging_dir + d[math.random(2)]) % 4
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end
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set_animation(self, "walk")
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set_velocity(self, self.walk_velocity)
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elseif self.state == "room" then -- Dig a room.
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if not self.room_radius then
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self.room_radius = 1
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end
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set_animation(self, "stand")
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set_velocity(self, 0)
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-- Work from the inside, out.
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for r = 1,self.room_radius do
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-- Get a pair of coordinates that form a room.
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local p1 = vector.add(pos, -r)
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local p2 = vector.add(pos, r)
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-- But not below him.
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p1.y = pos.y
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local np_list = minetest.find_nodes_in_area(p1, p2, diggable_nodes)
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-- I wanted to leave the outer layer incomplete, but this
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-- actually tends to make it look worse.
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if r >= self.room_radius and #np_list == 0 then
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self.room_radius = math.random(1,2) + math.random(0,1)
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self.state = "stand"
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break
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end
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if #np_list > 0 then
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-- Dig it.
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minetest.remove_node(np_list[math.random(#np_list)])
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break
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end
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end
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end
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if self.state == "stand" and math.random() < 0.5 then
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self.state = "tunnel"
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elseif self.state == "tunnel" and math.random() < 0.05 then
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self.state = "room"
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elseif self.state == "tunnel" and math.random() < 0.1 then
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self.state = "stand"
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end
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end
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mobs:register_mob("fun_caves:goblin_digger", {
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description = "Digger Goblin",
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type = "monster",
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@ -209,7 +114,7 @@ mobs:register_mob("fun_caves:goblin_digger", {
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return
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end
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goblin_tunneling(self, "digger")
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fun_caves.tunneling(self, "digger")
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fun_caves.search_replace(self.object:getpos(), fun_caves.goblin_torch_freq, {"default:torch"}, "air")
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fun_caves.search_replace(self.object:getpos(), fun_caves.goblin_trap_freq, {"group:stone", "default:sandstone"}, "default:mossycobble")
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