local abr = minetest.get_mapgen_setting('active_block_range') local zombiestrd = {} --zombiestrd.spawn_rate = 0.4 -- less is more local abs = math.abs local pi = math.pi local floor = math.floor local random = math.random local sqrt = math.sqrt local max = math.max local min = math.min local pow = math.pow local sign = math.sign local time = os.time local spawn_rate = 1 - max(min(minetest.settings:get('zombiestrd_spawn_chance') or 0.6,1),0) local spawn_reduction = minetest.settings:get('zombiestrd_spawn_reduction') or 0.4 local function dot(v1,v2) return v1.x*v2.x+v1.y*v2.y+v1.z*v2.z end -- find zombie's head center and radius local function get_head(luaent) local pos = luaent.object:get_pos() local off = luaent.collisionbox[6] local y=pos.y+luaent.collisionbox[5]-off pos.y = y return pos, off end -- custom behaviour -- makes them move in stimulus' general direction for limited time local function hq_attracted(self,prty,tpos) local timer = time() + random(10,20) -- zombie's attention span local func = function(self) if time() > timer then return true end if mobkit.is_queue_empty_low(self) and self.isonground then local pos = mobkit.get_stand_pos(self) if vector.distance(pos,tpos) > 3 then mobkit.goto_next_waypoint(self,tpos) else return true end end end mobkit.queue_high(self,func,prty) end -- override built in behavior to increase idling time function mobkit.lq_idle(self,duration) local init = true local duration=random(10,20) local func=function(self) if init then mobkit.animate(self,'stand') init=false end duration = duration-self.dtime if duration <= 0 then return true end end mobkit.queue_low(self,func) end local function alert(pos) objs = minetest.get_objects_inside_radius(pos,abr*16) for _,obj in ipairs(objs) do if not obj:is_player() then local luaent = obj:get_luaentity() if luaent and luaent.name == 'zombiestrd:zombie' then hq_attracted(luaent,10,pos) end end end end local function zombie_brain(self) -- vitals should be checked every step if self.hp <= 0 then mobkit.clear_queue_high(self) -- cease all activity mobkit.hq_die(self) -- kick the bucket -- workaround for models bottom y being -1. Makes them blink white sometimes, why? local props = self.object:get_properties() props.collisionbox[2] = props.collisionbox[1] self.object:set_properties({collisionbox=props.collisionbox}) return end if mobkit.timer(self,1) then -- decision making needn't happen every engine step local prty = mobkit.get_queue_priority(self) if prty < 50 and self.isinliquid then mobkit.hq_liquid_recovery(self,50) return end local pos=self.object:get_pos() if prty < 20 then local plyr=mobkit.get_nearby_player(self) if plyr then local pos2 = plyr:get_pos() if prty < 10 then -- zombie not alert if vector.distance(pos,pos2) < self.view_range/3 and (not mobkit.is_there_yet2d(pos,minetest.yaw_to_dir(self.object:get_yaw()),pos2) or vector.length(plyr:get_player_velocity()) > 3) then mobkit.make_sound(self,'misc') mobkit.hq_hunt(self,20,plyr) if random()<=0.5 then alert(pos) end end else if vector.distance(pos,pos2) < self.view_range then mobkit.make_sound(self,'misc') mobkit.hq_hunt(self,20,plyr) if random()<=0.5 then alert(pos) end end end end end if mobkit.is_queue_empty_high(self) then mobkit.hq_roam(self,0) end end end -- spawning is too specific to be included in the api, this is an example. -- a modder will want to refer to specific names according to games/mods they're using -- in order for mobs not to spawn on treetops, certain biomes etc. local function spawnstep(dtime) for _,plyr in ipairs(minetest.get_connected_players()) do if random() 1 then -- spawn in the front arc yaw = minetest.dir_to_yaw(vel) + random()*0.35 - 0.75 else -- random yaw yaw = random()*pi*2 - pi end local pos = plyr:get_pos() local dir = vector.multiply(minetest.yaw_to_dir(yaw),abr*16) local pos2 = vector.add(pos,dir) pos2.y=pos2.y-5 local height, liquidflag = mobkit.get_terrain_height(pos2,32) if height and height >= 0 and not liquidflag -- and math.abs(height-pos2.y) <= 30 testin and mobkit.nodeatpos({x=pos2.x,y=height-0.01,z=pos2.z}).is_ground_content then local objs = minetest.get_objects_inside_radius(pos,abr*16+5) local wcnt=0 local dcnt=0 for _,obj in ipairs(objs) do -- count mobs in abrange if not obj:is_player() then local entity = obj:get_luaentity() if entity and entity.name:find('zombiestrd:') then chance=chance + (1-chance)*spawn_reduction -- chance reduced for every mob in range end end end if chance < random() then pos2.y = height+1.01 objs = minetest.get_objects_inside_radius(pos2,abr*16-2) for _,obj in ipairs(objs) do -- do not spawn if another player around if obj:is_player() then return end end local obj=minetest.add_entity(pos2,'zombiestrd:zombie') -- ok spawn it already damnit --[[ local props = obj:get_properties() if #props.textures > 1 then -- local hp=obj:get_hp() --wth? props.textures[1]=props.textures[math.random(#props.textures)] obj:set_properties(props) -- obj:set_hp(hp) --wth? end --]] end end end end end minetest.register_globalstep(spawnstep) -- minetest.register_globalstep(function(dtime) -- local spos=mobkit.get_spawn_pos_abr(dtime,5,10,0.5,0.4) -- if spos then minetest.add_entity(spos,'zombiestrd:zombie') end -- end) minetest.register_on_punchnode( function(pos, node, puncher, pointed_thing) if random()<=0.1 then alert(pos) end end ) minetest.register_entity("zombiestrd:zombie",{ -- common props physical = true, stepheight = 0.1, collide_with_objects = true, collisionbox = {-0.25, -1, -0.25, 0.25, 0.75, 0.25}, visual = "mesh", mesh = "zombie_normal.b3d", textures = {"mobs_zombie.png","mobs_zombi2.png"}, visual_size = {x = 1, y = 1}, static_save = true, timeout = 600, on_step = mobkit.stepfunc, -- required on_activate = mobkit.actfunc, -- required get_staticdata = mobkit.statfunc, -- api props springiness=0, buoyancy = 0.75, -- portion of hitbox submerged max_speed = 3, jump_height = 1.26, view_range = 24, lung_capacity = 10, -- seconds max_hp = 14, attack={range=0.3,damage_groups={fleshy=7}}, animation = { walk={range={x=41,y=101},speed=40,loop=true}, stand={range={x=0,y=40},speed=1,loop=true}, }, -- animation = { -- walk={ -- {range={x=41,y=101},speed=30,loop=true}, -- {range={x=41,y=101},speed=90,loop=true}, -- }, -- stand={range={x=0,y=40},speed=1,loop=true}, -- }, sounds = { misc='zombie', attack='zombie_bite', warn = 'angrydog', headhit = 'splash_hit', bodyhit = 'body_hit', charge = 'zombie_charge', }, armor_groups={immortal=100}, brainfunc = zombie_brain, on_punch=function(self, puncher, time_from_last_punch, tool_caps, dir) if mobkit.is_alive(self) then -- head seeking if type(puncher)=='userdata' and puncher:is_player() then local pp = puncher:get_pos() pp.y = pp.y + puncher:get_properties().eye_height -- pp is now camera pos local pm, radius = get_head(self) local look_dir = puncher:get_look_dir() local head_dir = vector.subtract(pm,pp) local dot = dot(look_dir,head_dir) local p2 = {x=pp.x+look_dir.x*dot, y=pp.y+look_dir.y*dot, z=pp.z+look_dir.z*dot} if vector.distance(pp,pm) <=2 then -- a way to decrease punch range without dependences if mobkit.isnear3d(pm,p2,radius*0.8) and time_from_last_punch >= tool_caps.full_punch_interval-0.01 and tool_caps.damage_groups.fleshy > 3 then -- valid headshot mobkit.make_sound(self,'headhit') -- self.object:set_hp(99) self.hp=0 else mobkit.make_sound(self,'bodyhit') if random()<=0.3 then alert(pp) end if mobkit.get_queue_priority(self) < 10 then mobkit.make_sound(self,'misc') mobkit.hq_hunt(self,10,puncher) end end -- kickback local hvel = vector.multiply(look_dir,4) self.object:set_velocity({x=hvel.x,y=max(hvel.y,1),z=hvel.z}) end else local hvel = vector.multiply(vector.normalize({x=dir.x,y=0,z=dir.z}),4) self.object:set_velocity({x=hvel.x,y=2,z=hvel.z}) end end end })