Change line file line endings

master
AntumDeluge 2017-05-28 22:27:40 -07:00
parent a2ae1e59b6
commit 3ae9c9e963
1 changed files with 487 additions and 488 deletions

975
init.lua
View File

@ -1,488 +1,487 @@
-- NPC max walk speed -- NPC max walk speed
local walk_limit = 2 local walk_limit = 2
-- Player animation speed -- Player animation speed
local animation_speed = 30 local animation_speed = 30
-- Player animation blending -- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0 local animation_blend = 0
-- Default player appearance -- Default player appearance
local default_model = "character.x" local default_model = "character.x"
local available_npc_textures = { local available_npc_textures = {
texture_1 = {"jordan4ibanez.png", }, texture_1 = {"jordan4ibanez.png", },
texture_2 = {"zombie.png", }, texture_2 = {"zombie.png", },
texture_3 = {"celeron55.png", }, texture_3 = {"celeron55.png", },
texture_4 = {"steve.png", } texture_4 = {"steve.png", }
} }
-- Frame ranges for each player model -- Frame ranges for each player model
local function player_get_animations(model) local function player_get_animations(model)
if model == "character.x" then if model == "character.x" then
return { return {
stand_START = 0, stand_START = 0,
stand_END = 79, stand_END = 79,
sit_START = 81, sit_START = 81,
sit_END = 160, sit_END = 160,
lay_START = 162, lay_START = 162,
lay_END = 166, lay_END = 166,
walk_START = 168, walk_START = 168,
walk_END = 187, walk_END = 187,
mine_START = 189, mine_START = 189,
mine_END = 198, mine_END = 198,
walk_mine_START = 200, walk_mine_START = 200,
walk_mine_END = 219 walk_mine_END = 219
} }
end end
end end
local player_model = {} local player_model = {}
local player_anim = {} local player_anim = {}
local player_sneak = {} local player_sneak = {}
local ANIM_STAND = 1 local ANIM_STAND = 1
local ANIM_SIT = 2 local ANIM_SIT = 2
local ANIM_LAY = 3 local ANIM_LAY = 3
local ANIM_WALK = 4 local ANIM_WALK = 4
local ANIM_WALK_MINE = 5 local ANIM_WALK_MINE = 5
local ANIM_MINE = 6 local ANIM_MINE = 6
function player_update_visuals(self) function player_update_visuals(self)
--local name = get_player_name() --local name = get_player_name()
local visual = default_model local visual = default_model
player_anim = 0 -- Animation will be set further below immediately player_anim = 0 -- Animation will be set further below immediately
--player_sneak[name] = false --player_sneak[name] = false
prop = { prop = {
mesh = default_model, mesh = default_model,
textures = default_textures, textures = available_npc_textures["texture_"..math.random(1,4)],
textures = available_npc_textures["texture_"..math.random(1,4)], visual_size = {x=1, y=1},
visual_size = {x=1, y=1}, }
} self.object:set_properties(prop)
self.object:set_properties(prop) end
end
NPC_ENTITY = {
NPC_ENTITY = { physical = true,
physical = true, collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3}, visual = "mesh",
visual = "mesh", mesh = "character.x",
mesh = "character.x", textures = {"character.png"},
textures = {"character.png"}, player_anim = 0,
player_anim = 0, timer = 0,
timer = 0, turn_timer = 0,
turn_timer = 0, vec = 0,
vec = 0, yaw = 0,
yaw = 0, yawwer = 0,
yawwer = 0, state = 1,
state = 1, jump_timer = 0,
jump_timer = 0, door_timer = 0,
door_timer = 0, attacker = "",
attacker = "", attacking_timer = 0,
attacking_timer = 0, }
}
NPC_ENTITY.on_activate = function(self)
NPC_ENTITY.on_activate = function(self) player_update_visuals(self)
player_update_visuals(self) self.anim = player_get_animations(visual)
self.anim = player_get_animations(visual) self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend) self.player_anim = ANIM_STAND
self.player_anim = ANIM_STAND self.object:setacceleration({x=0,y=-10,z=0})
self.object:setacceleration({x=0,y=-10,z=0}) self.state = 1
self.state = 1 end
end
NPC_ENTITY.on_punch = function(self, puncher)
NPC_ENTITY.on_punch = function(self, puncher) for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do if not object:is_player() then
if not object:is_player() then if object:get_luaentity().name == "herobrine:npc" then
if object:get_luaentity().name == "herobrine:npc" then object:get_luaentity().state = 3
object:get_luaentity().state = 3 object:get_luaentity().attacker = puncher:get_player_name()
object:get_luaentity().attacker = puncher:get_player_name() end
end end
end end
end if self.state ~= 3 then
if self.state ~= 3 then self.state = 3
self.state = 3 self.attacker = puncher:get_player_name()
self.attacker = puncher:get_player_name() end
end end
end
NPC_ENTITY.on_step = function(self, dtime)
NPC_ENTITY.on_step = function(self, dtime) self.timer = self.timer + 0.01
self.timer = self.timer + 0.01 self.turn_timer = self.turn_timer + 0.01
self.turn_timer = self.turn_timer + 0.01 self.jump_timer = self.jump_timer + 0.01
self.jump_timer = self.jump_timer + 0.01 self.door_timer = self.door_timer + 0.01
self.door_timer = self.door_timer + 0.01 self.attacking_timer = self.attacking_timer + 0.01
self.attacking_timer = self.attacking_timer + 0.01
--collision detection prealpha
--collision detection prealpha --[[
--[[ for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do if object:is_player() then
if object:is_player() then compare1 = object:getpos()
compare1 = object:getpos() compare2 = self.object:getpos()
compare2 = self.object:getpos() newx = compare2.x - compare1.x
newx = compare2.x - compare1.x newz = compare2.z - compare1.z
newz = compare2.z - compare1.z print(newx)
print(newx) print(newz)
print(newz) self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz}) elseif not object:is_player() then
elseif not object:is_player() then if object:get_luaentity().name == "herobrine:npc" then
if object:get_luaentity().name == "herobrine:npc" then print("moo")
print("moo") end
end end
end end
end ]]--
]]-- --set npc to hostile in night, and revert npc back to peaceful in daylight
--set npc to hostile in night, and revert npc back to peaceful in daylight if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then
if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then self.state = 4
self.state = 4 elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then
elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then self.state = 1
self.state = 1 end
end --if mob is not in attack or hostile mode, set mob to walking or standing
--if mob is not in attack or hostile mode, set mob to walking or standing if self.state < 3 then
if self.state < 3 then if self.timer > math.random(1,20) then
if self.timer > math.random(1,20) then self.state = math.random(1,2)
self.state = math.random(1,2) self.timer = 0
self.timer = 0 end
end end
end --STANDING
--STANDING if self.state == 1 then
if self.state == 1 then self.yawwer = true
self.yawwer = true for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do if object:is_player() then
if object:is_player() then self.yawwer = false
self.yawwer = false NPC = self.object:getpos()
NPC = self.object:getpos() PLAYER = object:getpos()
PLAYER = object:getpos() self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z} self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2 if PLAYER.x > NPC.x then
if PLAYER.x > NPC.x then self.yaw = self.yaw + math.pi
self.yaw = self.yaw + math.pi end
end self.yaw = self.yaw - 2
self.yaw = self.yaw - 2 self.object:setyaw(self.yaw)
self.object:setyaw(self.yaw) end
end end
end
if self.turn_timer > math.random(1,4) and yawwer == true then
if self.turn_timer > math.random(1,4) and yawwer == true then self.yaw = 360 * math.random()
self.yaw = 360 * math.random() self.object:setyaw(self.yaw)
self.object:setyaw(self.yaw) self.turn_timer = 0
self.turn_timer = 0 end
end self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0}) if self.player_anim ~= ANIM_STAND then
if self.player_anim ~= ANIM_STAND then self.anim = player_get_animations(visual)
self.anim = player_get_animations(visual) self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend) self.player_anim = ANIM_STAND
self.player_anim = ANIM_STAND end
end end
end --WALKING
--WALKING if self.state == 2 then
if self.state == 2 then if self.direction ~= nil then
if self.direction ~= nil then self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z}) end
end if self.turn_timer > math.random(1,4) then
if self.turn_timer > math.random(1,4) then self.yaw = 360 * math.random()
self.yaw = 360 * math.random() self.object:setyaw(self.yaw)
self.object:setyaw(self.yaw) self.turn_timer = 0
self.turn_timer = 0 self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)} --self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z}) --self.object:setacceleration(self.direction)
--self.object:setacceleration(self.direction) end
end if self.player_anim ~= ANIM_WALK then
if self.player_anim ~= ANIM_WALK then self.anim = player_get_animations(visual)
self.anim = player_get_animations(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.player_anim = ANIM_WALK
self.player_anim = ANIM_WALK end
end --open a door [alpha]
--open a door [alpha] if self.direction ~= nil then
if self.direction ~= nil then if self.door_timer > 2 then
if self.door_timer > 2 then local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then
if is_a_door == "doors:door_wood_t_1" then minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0
self.door_timer = 0 end
end local is_in_door = minetest.env:get_node(self.object:getpos()).name
local is_in_door = minetest.env:get_node(self.object:getpos()).name if is_in_door == "doors:door_wood_t_1" then
if is_in_door == "doors:door_wood_t_1" then minetest.env:punch_node(self.object:getpos())
minetest.env:punch_node(self.object:getpos()) end
end end
end end
end --jump
--jump if self.direction ~= nil then
if self.direction ~= nil then if self.jump_timer > 0.3 then
if self.jump_timer > 0.3 then if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0
self.jump_timer = 0 end
end end
end end
end end
end --ATTACKING
--ATTACKING if self.state == 3 then
if self.state == 3 then if self.attacking_timer > 0.25 then
if self.attacking_timer > 0.25 then for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do if object:is_player() then
if object:is_player() then if object:get_player_name() == self.attacker then
if object:get_player_name() == self.attacker then if object:get_hp() > 0 then
if object:get_hp() > 0 then object:punch(object, 1.0, {
object:punch(object, 1.0, { full_punch_interval=1.0,
full_punch_interval=1.0, groupcaps={
groupcaps={ fleshy={times={[1]=1, [2]=1, [3]=1}},
fleshy={times={[1]=1, [2]=1, [3]=1}}, snappy={times={[1]=1, [2]=1, [3]=1}},
snappy={times={[1]=1, [2]=1, [3]=1}}, }
} }, nil)
}, nil) self.attacking_timer = 0
self.attacking_timer = 0 elseif object:get_hp() <= 0 then
elseif object:get_hp() <= 0 then self.state = 1
self.state = 1 self.attacker = ""
self.attacker = "" end
end end
end end
end end
end end
end for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do if object:is_player() then
if object:is_player() then if object:get_player_name() == self.attacker then
if object:get_player_name() == self.attacker then if self.player_anim ~= ANIM_WALK then
if self.player_anim ~= ANIM_WALK then self.anim = player_get_animations(visual)
self.anim = player_get_animations(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.player_anim = ANIM_WALK
self.player_anim = ANIM_WALK end
end NPC = self.object:getpos()
NPC = self.object:getpos() PLAYER = object:getpos()
PLAYER = object:getpos() self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z} self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2 if PLAYER.x > NPC.x then
if PLAYER.x > NPC.x then self.yaw = self.yaw + math.pi
self.yaw = self.yaw + math.pi end
end self.yaw = self.yaw - 2
self.yaw = self.yaw - 2 self.object:setyaw(self.yaw)
self.object:setyaw(self.yaw) self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} if self.direction ~= nil then
if self.direction ~= nil then self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5}) end
end --jump over obstacles
--jump over obstacles if self.jump_timer > 0.3 then
if self.jump_timer > 0.3 then if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0
self.jump_timer = 0 end
end end
end if self.direction ~= nil then
if self.direction ~= nil then if self.door_timer > 2 then
if self.door_timer > 2 then local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then
if is_a_door == "doors:door_wood_t_1" then minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0
self.door_timer = 0 end
end local is_in_door = minetest.env:get_node(self.object:getpos()).name
local is_in_door = minetest.env:get_node(self.object:getpos()).name if is_in_door == "doors:door_wood_t_1" then
if is_in_door == "doors:door_wood_t_1" then minetest.env:punch_node(self.object:getpos())
minetest.env:punch_node(self.object:getpos()) end
end end
end end
end return
return elseif object:get_player_name() ~= self.attacker then
elseif object:get_player_name() ~= self.attacker then self.state = 1
self.state = 1 self.attacker = ""
self.attacker = "" return
return end
end elseif not object:is_player() then
elseif not object:is_player() then self.state = 1
self.state = 1 self.attacker = ""
self.attacker = "" end
end end
end end
end --WANDERING CONSTANTLY AT NIGHT
--WANDERING CONSTANTLY AT NIGHT if self.state == 4 then
if self.state == 4 then if self.player_anim ~= ANIM_WALK then
if self.player_anim ~= ANIM_WALK then self.anim = player_get_animations(visual)
self.anim = player_get_animations(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.player_anim = ANIM_WALK
self.player_anim = ANIM_WALK end
end if self.attacking_timer > 0.25 then
if self.attacking_timer > 0.25 then for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do if object:is_player() then
if object:is_player() then if object:get_hp() > 0 then
if object:get_hp() > 0 then object:punch(object, 1.0, {
object:punch(object, 1.0, { full_punch_interval=1.0,
full_punch_interval=1.0, groupcaps={
groupcaps={ fleshy={times={[1]=1, [2]=1, [3]=1}},
fleshy={times={[1]=1, [2]=1, [3]=1}}, snappy={times={[1]=1, [2]=1, [3]=1}},
snappy={times={[1]=1, [2]=1, [3]=1}}, }
} }, nil)
}, nil) self.attacking_timer = 0
self.attacking_timer = 0 elseif object:get_hp() <= 0 then
elseif object:get_hp() <= 0 then self.state = 1
self.state = 1 self.attacker = ""
self.attacker = "" end
end end
end end
end end
end for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do if object:is_player() then
if object:is_player() then if object:get_hp() > 0 then
if object:get_hp() > 0 then NPC = self.object:getpos()
NPC = self.object:getpos() PLAYER = object:getpos()
PLAYER = object:getpos() self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z} self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2 if PLAYER.x > NPC.x then
if PLAYER.x > NPC.x then self.yaw = self.yaw + math.pi
self.yaw = self.yaw + math.pi end
end self.yaw = self.yaw - 2
self.yaw = self.yaw - 2 self.object:setyaw(self.yaw)
self.object:setyaw(self.yaw) self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} if self.direction ~= nil then
if self.direction ~= nil then self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5}) end
end --jump over obstacles
--jump over obstacles if self.jump_timer > 0.3 then
if self.jump_timer > 0.3 then if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0
self.jump_timer = 0 end
end end
end if self.direction ~= nil then
if self.direction ~= nil then if self.door_timer > 2 then
if self.door_timer > 2 then local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then
if is_a_door == "doors:door_wood_t_1" then minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0
self.door_timer = 0 end
end local is_in_door = minetest.env:get_node(self.object:getpos()).name
local is_in_door = minetest.env:get_node(self.object:getpos()).name if is_in_door == "doors:door_wood_t_1" then
if is_in_door == "doors:door_wood_t_1" then minetest.env:punch_node(self.object:getpos())
minetest.env:punch_node(self.object:getpos()) end
end end
end end
end --return
--return end
end elseif not object:is_player() then
elseif not object:is_player() then self.state = 1
self.state = 1 self.attacker = ""
self.attacker = "" end
end end
end if self.direction ~= nil then
if self.direction ~= nil then self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z}) end
end if self.turn_timer > math.random(1,4) then
if self.turn_timer > math.random(1,4) then self.yaw = 360 * math.random()
self.yaw = 360 * math.random() self.object:setyaw(self.yaw)
self.object:setyaw(self.yaw) self.turn_timer = 0
self.turn_timer = 0 self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)} end
end if self.player_anim ~= ANIM_WALK then
if self.player_anim ~= ANIM_WALK then self.anim = player_get_animations(visual)
self.anim = player_get_animations(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.player_anim = ANIM_WALK
self.player_anim = ANIM_WALK end
end --open a door [alpha]
--open a door [alpha] if self.direction ~= nil then
if self.direction ~= nil then if self.door_timer > 2 then
if self.door_timer > 2 then local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then
if is_a_door == "doors:door_wood_t_1" then --print("door")
--print("door") minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0
self.door_timer = 0 end
end local is_in_door = minetest.env:get_node(self.object:getpos()).name
local is_in_door = minetest.env:get_node(self.object:getpos()).name --print(dump(is_in_door))
--print(dump(is_in_door)) if is_in_door == "doors:door_wood_t_1" then
if is_in_door == "doors:door_wood_t_1" then minetest.env:punch_node(self.object:getpos())
minetest.env:punch_node(self.object:getpos()) end
end end
end end
end --jump
--jump if self.direction ~= nil then
if self.direction ~= nil then if self.jump_timer > 0.3 then
if self.jump_timer > 0.3 then --print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})))
--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}))) if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0
self.jump_timer = 0 end
end end
end end
end end
end end
end
minetest.register_entity("herobrine:npc", NPC_ENTITY)
minetest.register_entity("herobrine:npc", NPC_ENTITY)
minetest.register_node("herobrine:spawnegg", {
minetest.register_node("herobrine:spawnegg", { description = "spawnegg",
description = "spawnegg", image = "mobspawnegg.png",
image = "mobspawnegg.png", inventory_image = "mobspawnegg.png",
inventory_image = "mobspawnegg.png", wield_image = "mobspawnegg.png",
wield_image = "mobspawnegg.png", paramtype = "light",
paramtype = "light", tiles = {"spawnegg.png"},
tiles = {"spawnegg.png"}, is_ground_content = true,
is_ground_content = true, drawtype = "glasslike",
drawtype = "glasslike", groups = {crumbly=3},
groups = {crumbly=3}, selection_box = {
selection_box = { type = "fixed",
type = "fixed", fixed = {0,0,0,0,0,0}
fixed = {0,0,0,0,0,0} },
}, sounds = default.node_sound_dirt_defaults(),
sounds = default.node_sound_dirt_defaults(), on_place = function(itemstack, placer, pointed)
on_place = function(itemstack, placer, pointed) pos = pointed.above
pos = pointed.above pos.y = pos.y + 1
pos.y = pos.y + 1 minetest.env:add_entity(pointed.above,"herobrine:npc")
minetest.env:add_entity(pointed.above,"herobrine:npc") end
end })
}) --[[
--[[ This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT --use pilzadam's spawning algo
--use pilzadam's spawning algo npcs = {}
npcs = {} npcs.spawning_mobs = {}
npcs.spawning_mobs = {} function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height) npcs.spawning_mobs[name] = true
npcs.spawning_mobs[name] = true minetest.register_abm({
minetest.register_abm({ nodenames = nodes,
nodenames = nodes, neighbors = nodes,
neighbors = nodes, interval = 30,
interval = 30, chance = chance,
chance = chance, action = function(pos, node)
action = function(pos, node) if not npcs.spawning_mobs[name] then
if not npcs.spawning_mobs[name] then return
return end
end pos.y = pos.y+1
pos.y = pos.y+1 if not minetest.env:get_node_light(pos) then
if not minetest.env:get_node_light(pos) then return
return end
end if minetest.env:get_node_light(pos) > max_light then
if minetest.env:get_node_light(pos) > max_light then return
return end
end if minetest.env:get_node_light(pos) < min_light then
if minetest.env:get_node_light(pos) < min_light then return
return end
end if pos.y > max_height then
if pos.y > max_height then return
return end
end if minetest.env:get_node(pos).name ~= "air" then
if minetest.env:get_node(pos).name ~= "air" then return
return end
end pos.y = pos.y+1
pos.y = pos.y+1 if minetest.env:get_node(pos).name ~= "air" then
if minetest.env:get_node(pos).name ~= "air" then return
return end
end
local count = 0
local count = 0 for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do if obj:is_player() then
if obj:is_player() then return
return elseif obj:get_luaentity() and obj:get_luaentity().name == name then
elseif obj:get_luaentity() and obj:get_luaentity().name == name then count = count+1
count = count+1 end
end end
end if count > mobs_per_30_block_radius then
if count > mobs_per_30_block_radius then return
return end
end
if minetest.setting_getbool("display_mob_spawn") then
if minetest.setting_getbool("display_mob_spawn") then minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos)) end
end minetest.env:add_entity(pos, name)
minetest.env:add_entity(pos, name) end
end })
}) end
end
npcs:register_spawn("herobrine:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
npcs:register_spawn("herobrine:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000) ]]--
]]--