Add killer bees. Correct light in trees.
This commit is contained in:
parent
99eb220fef
commit
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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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-- goblins_digger.lua
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--
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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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mobs:register_mob("fun_caves:goblin_digger", {
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description = "Digger Goblin",
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description = "Digger Goblin",
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type = "monster",
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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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return
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end
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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_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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fun_caves.search_replace(self.object:getpos(), fun_caves.goblin_trap_freq, {"group:stone", "default:sandstone"}, "default:mossycobble")
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@ -402,9 +402,12 @@ local function generate(p_minp, p_maxp, seed)
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if fun_caves.DEBUG then
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if fun_caves.DEBUG then
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vm:set_lighting({day = 15, night = 15})
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vm:set_lighting({day = 15, night = 15})
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else
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else
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-- set_lighting causes shadows
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-- set_lighting causes lighting artifacts,
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--vm:set_lighting({day = 0, night = 0})
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-- but corrects the light inside trees.
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vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z}, maxp)
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vm:set_lighting({day = 0, night = 0})
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vm:calc_lighting()
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-- Does not work:
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--vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z}, maxp)
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end
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end
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vm:update_liquids()
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vm:update_liquids()
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vm:write_to_map()
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vm:write_to_map()
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221
mobs.lua
221
mobs.lua
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@ -61,9 +61,109 @@ fun_caves.surface_damage = function(self, cold_natured)
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--end
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--end
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end
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end
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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 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 = {
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digger = {"group:cracky", "group:snappy", "group:crumbly"},
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bee = {"fun_caves:tree", "fun_caves:glowing_fungal_wood", "fun_caves:sap"},
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}
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fun_caves.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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-- This translates yaw into vectors.
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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)
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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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-- What's this about?
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if type == "digger" then
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p.y = p.y - 0.5
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else
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p.y = p.y + 0.25
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end
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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[type])
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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 type ~= 'digger' or 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 or not self.room_count then
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self.room_radius = 1
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self.room_count = 0
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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[type])
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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 self.room_count > (self.room_radius * 2 + 1) ^ 3 or #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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self.room_count = self.room_count + 1
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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 ~= "room" and math.random() < (type == 'digger' and 0.5 or 0.2) then
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self.state = "tunnel"
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elseif self.state == "tunnel" and math.random() < 0.01 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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-- executed in a mob's do_custom() to regulate their actions
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-- executed in a mob's do_custom() to regulate their actions
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-- if false, do nothing
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-- if false, do nothing
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local custom_delay = 1000000
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local custom_delay = 5000000
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fun_caves.custom_ready = function(self)
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fun_caves.custom_ready = function(self)
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local time = minetest.get_us_time()
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local time = minetest.get_us_time()
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if not self.custom_time or time - self.custom_time > custom_delay then
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if not self.custom_time or time - self.custom_time > custom_delay then
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@ -75,6 +175,125 @@ fun_caves.custom_ready = function(self)
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end
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end
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if minetest.registered_entities["mobs:bee"] then
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local function bee_summon(self)
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if self.health < (self.hp_max / 2) and self.state == "attack" and math.random(4) == 1 then
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local pos = self.object:getpos()
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local p1 = vector.subtract(pos, 1)
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local p2 = vector.add(pos, 1)
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--look for nodes
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local nodelist = minetest.find_nodes_in_area(p1, p2, "air")
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if #nodelist > 0 then
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for key,value in pairs(nodelist) do
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minetest.add_entity(value, "fun_caves:killer_bee_drone")
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print("Queen bee summons reinforcement.")
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return -- only one at a time
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end
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end
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end
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end
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local function bee_do(self)
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if not fun_caves.custom_ready(self) then
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return
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end
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if self.name == 'fun_caves:killer_bee' then
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fun_caves.tunneling(self, "bee")
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end
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if self.name == 'fun_caves:killer_bee_queen' then
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bee_summon(self)
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end
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fun_caves.climb(self)
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--fun_caves.search_replace(self.object:getpos(), 50, {"fun_caves:wood"}, "fun_caves:glowing_fungal_wood")
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fun_caves.surface_damage(self)
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end
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mobs:register_mob("fun_caves:killer_bee", {
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description = "Killer Bee",
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type = "monster",
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passive = false,
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attack_type = "dogfight",
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attacks_monsters = true,
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reach = 2,
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damage = 1,
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hp_min = 5,
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hp_max = 10,
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armor = 200,
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collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.2, 0.2},
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visual = "mesh",
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mesh = "mobs_bee.x",
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drawtype = "front",
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textures = {
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{"mobs_bee.png"},
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},
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--textures = { {"fun_caves_killer_bee.png"}, }
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--visual_size = {x = 1.5, y = 1.5},
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makes_footstep_sound = false,
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sounds = {
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random = "mobs_bee",
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},
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walk_velocity = 1,
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run_velocity = 3,
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jump = true,
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view_range = 15,
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floats = 0,
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drops = {
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{name = "mobs:honey", chance = 2, min = 1, max = 2},
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},
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water_damage = 1,
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lava_damage = 5,
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light_damage = 0,
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fall_damage = 0,
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--fall_speed = -3,
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lifetimer = 360,
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follow = nil,
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animation = {
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speed_normal = 15,
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stand_start = 0,
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stand_end = 30,
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walk_start = 35,
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walk_end = 65,
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},
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replace_rate = 50,
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replace_what = {"fun_caves:glowing_fungal_wood", "fun_caves:sap",},
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replace_with = "air",
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replace_offset = -1,
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do_custom = bee_do
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})
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mobs:register_spawn("fun_caves:killer_bee", {"fun_caves:tree", "fun_caves:ironwood", "fun_caves:diamondwood"}, 20, -1, 500, 5, 31000)
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mobs:register_egg("fun_caves:killer_bee", "Killer Bee", "mobs_bee_inv.png", 1)
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local m = table.copy(minetest.registered_entities["fun_caves:killer_bee"])
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m.name = 'fun_caves:killer_bee_drone'
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m.damage = 3
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m.hp_min = 10
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m.hp_max = 20
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m.visual_size = {x = 1.25, y = 1.25}
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minetest.registered_entities["fun_caves:killer_bee_drone"] = m
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mobs.spawning_mobs["fun_caves:killer_bee_drone"] = true
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||||||
|
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
|
if minetest.registered_entities["kpgmobs:wolf"] then
|
||||||
local m = table.copy(minetest.registered_entities["kpgmobs:wolf"])
|
local m = table.copy(minetest.registered_entities["kpgmobs:wolf"])
|
||||||
m.textures = { {"fun_caves_white_wolf.png"}, }
|
m.textures = { {"fun_caves_white_wolf.png"}, }
|
||||||
|
|
|
@ -241,7 +241,7 @@ fun_caves.treegen = function(minp, maxp, data, p2data, area, node)
|
||||||
-- foliage
|
-- 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
|
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
|
if data[ivm] == node['air'] then
|
||||||
data[ivm] = node['fun_caves:tree']
|
data[ivm] = node['fun_caves:bark']
|
||||||
write = true
|
write = true
|
||||||
end
|
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
|
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
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue