mcl_mobs: actually use the localized functions
not that it actually gains *a lot*light_dump
parent
51e244fe35
commit
87d4640ca1
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@ -29,6 +29,7 @@ local max = math.max
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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local ceil = math.ceil
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local atan = function(x)
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if not x or x ~= x then
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@ -38,7 +39,6 @@ local atan = function(x)
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end
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end
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-- Load settings
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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@ -147,7 +147,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
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pitch = base_pitch
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end
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-- randomize the pitch a bit
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pitch = pitch + math.random(-10, 10) * 0.005
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pitch = pitch + random(-10, 10) * 0.005
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end
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minetest.sound_play(sound, {
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object = self.object,
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@ -280,7 +280,7 @@ local function update_roll(self)
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local cbox = table.copy(self.collisionbox)
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local acbox = self.object:get_properties().collisionbox
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if math.abs(cbox[2] - acbox[2]) > 0.1 then
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if abs(cbox[2] - acbox[2]) > 0.1 then
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was_Fleckenstein = true
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end
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@ -315,7 +315,7 @@ local set_yaw = function(self, yaw, delay, dtime)
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if delay == 0 then
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if self.shaking and dtime then
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yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
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yaw = yaw + (random() * 2 - 1) * 5 * dtime
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end
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self.object:set_yaw(yaw)
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update_roll(self)
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@ -584,7 +584,7 @@ local damage_effect = function(self, damage)
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-- damage particles
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if (not disable_blood) and damage > 0 then
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local amount_large = math.floor(damage / 2)
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local amount_large = floor(damage / 2)
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local amount_small = damage % 2
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local pos = self.object:get_pos()
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@ -710,7 +710,7 @@ local item_drop = function(self, cooked, looting_level)
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end
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if do_common_looting then
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num = num + math.floor(math.random(0, looting_level) + 0.5)
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num = num + floor(random(0, looting_level) + 0.5)
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end
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if num > 0 then
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@ -819,7 +819,7 @@ local check_for_death = function(self, cause, cmi_cause)
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item_drop(self, cooked, looting)
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if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then
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mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
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mcl_experience.throw_xp(self.object:get_pos(), 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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@ -1200,7 +1200,7 @@ local do_env_damage = function(self)
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end
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if drowning then
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self.breath = math.max(0, self.breath - 1)
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self.breath = max(0, self.breath - 1)
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effect(pos, 2, "bubble.png", nil, nil, 1, nil)
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if self.breath <= 0 then
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@ -1218,7 +1218,7 @@ local do_env_damage = function(self)
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return true
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end
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else
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self.breath = math.min(self.breath_max, self.breath + 1)
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self.breath = min(self.breath_max, self.breath + 1)
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end
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end
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@ -1544,7 +1544,7 @@ local breed = function(self)
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return
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end
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mcl_experience.throw_xp(pos, math.random(1, 7))
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mcl_experience.throw_xp(pos, random(1, 7))
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-- custom breed function
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if parent1.on_breed then
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@ -1560,7 +1560,7 @@ local breed = function(self)
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-- Use texture of one of the parents
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local p = math.random(1, 2)
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local p = random(1, 2)
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if p == 1 then
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ent_c.base_texture = parent1.base_texture
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else
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@ -1722,7 +1722,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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end, self)
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end
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if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
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if abs(vector.subtract(s,target_pos).y) > self.stepheight then
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if height_switcher then
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use_pathfind = true
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@ -1763,7 +1763,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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if self.fear_height ~= 0 then dropheight = self.fear_height end
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local jumpheight = 0
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if self.jump and self.jump_height >= 4 then
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jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
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jumpheight = min(ceil(self.jump_height / 4), 4)
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elseif self.stepheight > 0.5 then
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jumpheight = 1
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end
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@ -1794,7 +1794,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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end
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end
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local sheight = math.ceil(self.collisionbox[5]) + 1
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local sheight = ceil(self.collisionbox[5]) + 1
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-- assume mob is 2 blocks high so it digs above its head
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s.y = s.y + sheight
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@ -2232,9 +2232,9 @@ local follow_flop = function(self)
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if sdef and sdef.walkable then
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mob_sound(self, "flop")
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self.object:set_velocity({
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x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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x = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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y = FLOP_HEIGHT,
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z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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z = random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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})
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end
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@ -2289,8 +2289,8 @@ local function go_to_pos(entity,b)
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return true
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end
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local v = { x = b.x - s.x, z = b.z - s.z }
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local yaw = (math.atan(v.z / v.x) + math.pi / 2) - entity.rotate
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if b.x > s.x then yaw = yaw + math.pi end
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local yaw = (atann(v.z / v.x) + pi / 2) - entity.rotate
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if b.x > s.x then yaw = yaw + pi end
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entity.object:set_yaw(yaw)
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set_velocity(entity,entity.follow_velocity)
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mcl_mobs:set_animation(entity, "walk")
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@ -3474,7 +3474,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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local c = 1
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if #def.textures > c then c = #def.textures end
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self.base_texture = def.textures[math.random(c)]
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self.base_texture = def.textures[random(c)]
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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@ -3688,7 +3688,7 @@ local mob_step = function(self, dtime)
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self.delay = self.delay - 1
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if self.shaking then
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yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
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yaw = yaw + (random() * 2 - 1) * 5 * dtime
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end
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self.object:set_yaw(yaw)
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update_roll(self)
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@ -3843,7 +3843,7 @@ local mob_step = function(self, dtime)
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self.object:remove()
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return
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elseif self.lifetimer <= 10 then
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if math.random(10) < 4 then
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if random(10) < 4 then
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self.despawn_immediately = true
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else
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self.lifetimer = 20
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@ -4516,7 +4516,7 @@ minetest.register_globalstep(function(dtime)
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
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local lua = obj:get_luaentity()
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if lua and lua.is_mob then
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lua.lifetimer = math.max(20, lua.lifetimer)
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lua.lifetimer = max(20, lua.lifetimer)
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lua.despawn_immediately = false
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end
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end
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