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1
depends.txt Normal file
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mobkit

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init.lua Normal file
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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()<dtime*0.2 then -- each player gets a spawn chance every 5s on average
local vel = plyr:get_player_velocity()
local spd = vector.length(vel)
local chance = spawn_rate * 1/(spd*0.75+1) -- chance is quadrupled for speed=4
local yaw
if spd > 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
})

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settingtypes.txt Normal file
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# This file contains settings of zombiestrd that can be changed in
# minetest.conf
# Chance of spawning a mob when there are no other
# mobs in active_block_range around player
# must be float from 0 to 1
# 1 is always, 0 is never
zombiestrd_spawn_chance (Spawn chance) float 0.6
# Base spawn chance is reduced by this factor
# for each mob within active_block_range
# must be float from 0 to 1
# greater number is greater reduction
zombiestrd_spawn_reduction (Spawn chance reduction) float 0.4

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