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433eadf00a
...
867cec6571
974
init.lua
974
init.lua
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@ -1,486 +1,488 @@
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-- NPC max walk speed
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local walk_limit = 2
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-- Player animation speed
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local animation_speed = 30
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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-- Default player appearance
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local default_model = "character.x"
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local available_npc_textures = {
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texture_1 = {"jordan4ibanez.png", },
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texture_2 = {"zombie.png", },
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texture_3 = {"celeron55.png", },
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texture_4 = {"steve.png", }
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}
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-- Frame ranges for each player model
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local function player_get_animations(model)
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if model == "character.x" then
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return {
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stand_START = 0,
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stand_END = 79,
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sit_START = 81,
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sit_END = 160,
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lay_START = 162,
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lay_END = 166,
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walk_START = 168,
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walk_END = 187,
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mine_START = 189,
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mine_END = 198,
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walk_mine_START = 200,
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walk_mine_END = 219
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}
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end
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end
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local player_model = {}
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local player_anim = {}
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local player_sneak = {}
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local ANIM_STAND = 1
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local ANIM_SIT = 2
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local ANIM_LAY = 3
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local ANIM_WALK = 4
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local ANIM_WALK_MINE = 5
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local ANIM_MINE = 6
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function player_update_visuals(self)
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--local name = get_player_name()
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player_anim = 0 -- Animation will be set further below immediately
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--player_sneak[name] = false
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local prop = {
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mesh = default_model,
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textures = available_npc_textures["texture_"..math.random(1,4)],
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visual_size = {x=1, y=1},
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}
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self.object:set_properties(prop)
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end
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local NPC_ENTITY = {
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physical = true,
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collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
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visual = "mesh",
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mesh = "character.x",
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textures = {"character.png"},
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player_anim = 0,
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timer = 0,
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turn_timer = 0,
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vec = 0,
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yaw = 0,
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yawwer = 0,
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state = 1,
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jump_timer = 0,
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door_timer = 0,
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attacker = "",
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attacking_timer = 0,
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}
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NPC_ENTITY.on_activate = function(self)
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player_update_visuals(self)
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=-10,z=0})
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self.state = 1
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end
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NPC_ENTITY.on_punch = function(self, puncher)
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
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if not object:is_player() then
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if object:get_luaentity().name == "herobrine:npc" then
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object:get_luaentity().state = 3
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object:get_luaentity().attacker = puncher:get_player_name()
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end
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end
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end
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if self.state ~= 3 then
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self.state = 3
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self.attacker = puncher:get_player_name()
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end
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end
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NPC_ENTITY.on_step = function(self, dtime)
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self.timer = self.timer + 0.01
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self.turn_timer = self.turn_timer + 0.01
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self.jump_timer = self.jump_timer + 0.01
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self.door_timer = self.door_timer + 0.01
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self.attacking_timer = self.attacking_timer + 0.01
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--collision detection prealpha
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--[[
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
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if object:is_player() then
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compare1 = object:getpos()
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compare2 = self.object:getpos()
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newx = compare2.x - compare1.x
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newz = compare2.z - compare1.z
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print(newx)
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print(newz)
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self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
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elseif not object:is_player() then
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if object:get_luaentity().name == "herobrine:npc" then
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print("moo")
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end
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end
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end
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]]--
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--set npc to hostile in night, and revert npc back to peaceful in daylight
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if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then
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self.state = 4
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elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then
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self.state = 1
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end
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--if mob is not in attack or hostile mode, set mob to walking or standing
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if self.state < 3 then
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if self.timer > math.random(1,20) then
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self.state = math.random(1,2)
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self.timer = 0
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end
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end
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--STANDING
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if self.state == 1 then
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self.yawwer = true
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
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if object:is_player() then
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self.yawwer = false
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local NPC = self.object:getpos()
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local PLAYER = object:getpos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
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if PLAYER.x > NPC.x then
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self.yaw = self.yaw + math.pi
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end
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self.yaw = self.yaw - 2
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self.object:setyaw(self.yaw)
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end
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end
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if self.turn_timer > math.random(1,4) and yawwer == true then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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end
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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if self.player_anim ~= ANIM_STAND then
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_STAND
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end
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end
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--WALKING
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if self.state == 2 then
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if self.direction ~= nil then
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self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
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end
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if self.turn_timer > math.random(1,4) then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
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--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
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--self.object:setacceleration(self.direction)
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end
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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end
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--open a door [alpha]
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if self.direction ~= nil then
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if self.door_timer > 2 then
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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
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if is_a_door == "doors:door_wood_t_1" then
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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})
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self.door_timer = 0
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end
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local is_in_door = minetest.env:get_node(self.object:getpos()).name
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if is_in_door == "doors:door_wood_t_1" then
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minetest.env:punch_node(self.object:getpos())
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end
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end
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end
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--jump
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if self.direction ~= nil then
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if self.jump_timer > 0.3 then
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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
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self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
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self.jump_timer = 0
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end
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end
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end
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end
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--ATTACKING
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if self.state == 3 then
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if self.attacking_timer > 0.25 then
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
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if object:is_player() then
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if object:get_player_name() == self.attacker then
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if object:get_hp() > 0 then
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object:punch(object, 1.0, {
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full_punch_interval=1.0,
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groupcaps={
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fleshy={times={[1]=1, [2]=1, [3]=1}},
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snappy={times={[1]=1, [2]=1, [3]=1}},
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}
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}, nil)
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self.attacking_timer = 0
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elseif object:get_hp() <= 0 then
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self.state = 1
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self.attacker = ""
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end
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end
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end
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end
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end
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
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if object:is_player() then
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if object:get_player_name() == self.attacker then
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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end
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NPC = self.object:getpos()
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PLAYER = object:getpos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
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if PLAYER.x > NPC.x then
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self.yaw = self.yaw + math.pi
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end
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self.yaw = self.yaw - 2
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self.object:setyaw(self.yaw)
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self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
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if self.direction ~= nil then
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self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
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end
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--jump over obstacles
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if self.jump_timer > 0.3 then
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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
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self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
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self.jump_timer = 0
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end
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end
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if self.direction ~= nil then
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if self.door_timer > 2 then
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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
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if is_a_door == "doors:door_wood_t_1" then
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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})
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self.door_timer = 0
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end
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local is_in_door = minetest.env:get_node(self.object:getpos()).name
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if is_in_door == "doors:door_wood_t_1" then
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minetest.env:punch_node(self.object:getpos())
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end
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end
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end
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return
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elseif object:get_player_name() ~= self.attacker then
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self.state = 1
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self.attacker = ""
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return
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end
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elseif not object:is_player() then
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self.state = 1
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self.attacker = ""
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end
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end
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end
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--WANDERING CONSTANTLY AT NIGHT
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if self.state == 4 then
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if self.player_anim ~= ANIM_WALK then
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self.anim = player_get_animations(default_model)
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
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self.player_anim = ANIM_WALK
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end
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if self.attacking_timer > 0.25 then
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
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if object:is_player() then
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if object:get_hp() > 0 then
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object:punch(object, 1.0, {
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full_punch_interval=1.0,
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groupcaps={
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fleshy={times={[1]=1, [2]=1, [3]=1}},
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snappy={times={[1]=1, [2]=1, [3]=1}},
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}
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}, nil)
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self.attacking_timer = 0
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elseif object:get_hp() <= 0 then
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self.state = 1
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self.attacker = ""
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end
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end
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end
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end
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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
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if object:is_player() then
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if object:get_hp() > 0 then
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NPC = self.object:getpos()
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PLAYER = object:getpos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
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if PLAYER.x > NPC.x then
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self.yaw = self.yaw + math.pi
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end
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self.yaw = self.yaw - 2
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self.object:setyaw(self.yaw)
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self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
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if self.direction ~= nil then
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self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
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end
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--jump over obstacles
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if self.jump_timer > 0.3 then
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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
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self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
|
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self.jump_timer = 0
|
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end
|
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end
|
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if self.direction ~= nil then
|
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if self.door_timer > 2 then
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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
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if is_a_door == "doors:door_wood_t_1" then
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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})
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self.door_timer = 0
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end
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local is_in_door = minetest.env:get_node(self.object:getpos()).name
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if is_in_door == "doors:door_wood_t_1" then
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minetest.env:punch_node(self.object:getpos())
|
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end
|
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end
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end
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--return
|
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end
|
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elseif not object:is_player() then
|
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self.state = 1
|
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self.attacker = ""
|
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end
|
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end
|
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if self.direction ~= nil then
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self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
|
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end
|
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if self.turn_timer > math.random(1,4) then
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self.yaw = 360 * math.random()
|
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self.object:setyaw(self.yaw)
|
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self.turn_timer = 0
|
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self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
|
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end
|
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if self.player_anim ~= ANIM_WALK then
|
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self.anim = player_get_animations(default_model)
|
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
|
||||
self.player_anim = ANIM_WALK
|
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end
|
||||
--open a door [alpha]
|
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if self.direction ~= nil then
|
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if self.door_timer > 2 then
|
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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
|
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if is_a_door == "doors:door_wood_t_1" then
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--print("door")
|
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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})
|
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self.door_timer = 0
|
||||
end
|
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local is_in_door = minetest.env:get_node(self.object:getpos()).name
|
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--print(dump(is_in_door))
|
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if is_in_door == "doors:door_wood_t_1" then
|
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minetest.env:punch_node(self.object:getpos())
|
||||
end
|
||||
end
|
||||
end
|
||||
--jump
|
||||
if self.direction ~= nil 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})))
|
||||
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.jump_timer = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity("herobrine:npc", NPC_ENTITY)
|
||||
|
||||
minetest.register_node("herobrine:spawnegg", {
|
||||
description = "spawnegg",
|
||||
image = "mobspawnegg.png",
|
||||
inventory_image = "mobspawnegg.png",
|
||||
wield_image = "mobspawnegg.png",
|
||||
paramtype = "light",
|
||||
tiles = {"spawnegg.png"},
|
||||
is_ground_content = true,
|
||||
drawtype = "glasslike",
|
||||
groups = {crumbly=3},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {0,0,0,0,0,0}
|
||||
},
|
||||
sounds = default.node_sound_dirt_defaults(),
|
||||
on_place = function(itemstack, placer, pointed)
|
||||
pos = pointed.above
|
||||
pos.y = pos.y + 1
|
||||
minetest.env:add_entity(pointed.above,"herobrine:npc")
|
||||
end
|
||||
})
|
||||
--[[
|
||||
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
|
||||
--use pilzadam's spawning algo
|
||||
npcs = {}
|
||||
npcs.spawning_mobs = {}
|
||||
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
|
||||
npcs.spawning_mobs[name] = true
|
||||
minetest.register_abm({
|
||||
nodenames = nodes,
|
||||
neighbors = nodes,
|
||||
interval = 30,
|
||||
chance = chance,
|
||||
action = function(pos, node)
|
||||
if not npcs.spawning_mobs[name] then
|
||||
return
|
||||
end
|
||||
pos.y = pos.y+1
|
||||
if not minetest.env:get_node_light(pos) then
|
||||
return
|
||||
end
|
||||
if minetest.env:get_node_light(pos) > max_light then
|
||||
return
|
||||
end
|
||||
if minetest.env:get_node_light(pos) < min_light then
|
||||
return
|
||||
end
|
||||
if pos.y > max_height then
|
||||
return
|
||||
end
|
||||
if minetest.env:get_node(pos).name ~= "air" then
|
||||
return
|
||||
end
|
||||
pos.y = pos.y+1
|
||||
if minetest.env:get_node(pos).name ~= "air" then
|
||||
return
|
||||
end
|
||||
|
||||
local count = 0
|
||||
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
|
||||
if obj:is_player() then
|
||||
return
|
||||
elseif obj:get_luaentity() and obj:get_luaentity().name == name then
|
||||
count = count+1
|
||||
end
|
||||
end
|
||||
if count > mobs_per_30_block_radius then
|
||||
return
|
||||
end
|
||||
|
||||
if minetest.setting_getbool("display_mob_spawn") then
|
||||
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
|
||||
end
|
||||
minetest.env:add_entity(pos, name)
|
||||
end
|
||||
})
|
||||
end
|
||||
|
||||
npcs:register_spawn("herobrine:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
|
||||
]]--
|
||||
-- NPC max walk speed
|
||||
walk_limit = 2
|
||||
|
||||
-- Player animation speed
|
||||
animation_speed = 30
|
||||
|
||||
-- Player animation blending
|
||||
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
|
||||
animation_blend = 0
|
||||
|
||||
-- Default player appearance
|
||||
default_model = "character.x"
|
||||
available_npc_textures = {
|
||||
texture_1 = {"jordan4ibanez.png", },
|
||||
texture_2 = {"zombie.png", },
|
||||
texture_3 = {"celeron55.png", },
|
||||
texture_4 = {"steve.png", }
|
||||
}
|
||||
|
||||
|
||||
-- Frame ranges for each player model
|
||||
function player_get_animations(model)
|
||||
if model == "character.x" then
|
||||
return {
|
||||
stand_START = 0,
|
||||
stand_END = 79,
|
||||
sit_START = 81,
|
||||
sit_END = 160,
|
||||
lay_START = 162,
|
||||
lay_END = 166,
|
||||
walk_START = 168,
|
||||
walk_END = 187,
|
||||
mine_START = 189,
|
||||
mine_END = 198,
|
||||
walk_mine_START = 200,
|
||||
walk_mine_END = 219
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
local player_model = {}
|
||||
local player_anim = {}
|
||||
local player_sneak = {}
|
||||
local ANIM_STAND = 1
|
||||
local ANIM_SIT = 2
|
||||
local ANIM_LAY = 3
|
||||
local ANIM_WALK = 4
|
||||
local ANIM_WALK_MINE = 5
|
||||
local ANIM_MINE = 6
|
||||
|
||||
function player_update_visuals(self)
|
||||
--local name = get_player_name()
|
||||
|
||||
visual = default_model
|
||||
player_anim = 0 -- Animation will be set further below immediately
|
||||
--player_sneak[name] = false
|
||||
prop = {
|
||||
mesh = default_model,
|
||||
textures = default_textures,
|
||||
textures = available_npc_textures["texture_"..math.random(1,4)],
|
||||
visual_size = {x=1, y=1},
|
||||
}
|
||||
self.object:set_properties(prop)
|
||||
end
|
||||
|
||||
NPC_ENTITY = {
|
||||
physical = true,
|
||||
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
|
||||
visual = "mesh",
|
||||
mesh = "character.x",
|
||||
textures = {"character.png"},
|
||||
player_anim = 0,
|
||||
timer = 0,
|
||||
turn_timer = 0,
|
||||
vec = 0,
|
||||
yaw = 0,
|
||||
yawwer = 0,
|
||||
state = 1,
|
||||
jump_timer = 0,
|
||||
door_timer = 0,
|
||||
attacker = "",
|
||||
attacking_timer = 0,
|
||||
}
|
||||
|
||||
NPC_ENTITY.on_activate = function(self)
|
||||
player_update_visuals(self)
|
||||
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.player_anim = ANIM_STAND
|
||||
self.object:setacceleration({x=0,y=-10,z=0})
|
||||
self.state = 1
|
||||
end
|
||||
|
||||
NPC_ENTITY.on_punch = function(self, puncher)
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
|
||||
if not object:is_player() then
|
||||
if object:get_luaentity().name == "npc:npc" then
|
||||
object:get_luaentity().state = 3
|
||||
object:get_luaentity().attacker = puncher:get_player_name()
|
||||
end
|
||||
end
|
||||
end
|
||||
if self.state ~= 3 then
|
||||
self.state = 3
|
||||
self.attacker = puncher:get_player_name()
|
||||
end
|
||||
end
|
||||
|
||||
NPC_ENTITY.on_step = function(self, dtime)
|
||||
self.timer = self.timer + 0.01
|
||||
self.turn_timer = self.turn_timer + 0.01
|
||||
self.jump_timer = self.jump_timer + 0.01
|
||||
self.door_timer = self.door_timer + 0.01
|
||||
self.attacking_timer = self.attacking_timer + 0.01
|
||||
|
||||
--collision detection prealpha
|
||||
--[[
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
|
||||
if object:is_player() then
|
||||
compare1 = object:getpos()
|
||||
compare2 = self.object:getpos()
|
||||
newx = compare2.x - compare1.x
|
||||
newz = compare2.z - compare1.z
|
||||
print(newx)
|
||||
print(newz)
|
||||
self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
|
||||
elseif not object:is_player() then
|
||||
if object:get_luaentity().name == "npc:npc" then
|
||||
print("moo")
|
||||
end
|
||||
end
|
||||
end
|
||||
]]--
|
||||
--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
|
||||
self.state = 4
|
||||
elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then
|
||||
self.state = 1
|
||||
end
|
||||
--if mob is not in attack or hostile mode, set mob to walking or standing
|
||||
if self.state < 3 then
|
||||
if self.timer > math.random(1,20) then
|
||||
self.state = math.random(1,2)
|
||||
self.timer = 0
|
||||
end
|
||||
end
|
||||
--STANDING
|
||||
if self.state == 1 then
|
||||
self.yawwer = true
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
|
||||
if object:is_player() then
|
||||
self.yawwer = false
|
||||
NPC = self.object:getpos()
|
||||
PLAYER = object:getpos()
|
||||
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
|
||||
if PLAYER.x > NPC.x then
|
||||
self.yaw = self.yaw + math.pi
|
||||
end
|
||||
self.yaw = self.yaw - 2
|
||||
self.object:setyaw(self.yaw)
|
||||
end
|
||||
end
|
||||
|
||||
if self.turn_timer > math.random(1,4) and yawwer == true then
|
||||
self.yaw = 360 * math.random()
|
||||
self.object:setyaw(self.yaw)
|
||||
self.turn_timer = 0
|
||||
end
|
||||
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
|
||||
if self.player_anim ~= ANIM_STAND then
|
||||
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.player_anim = ANIM_STAND
|
||||
end
|
||||
end
|
||||
--WALKING
|
||||
if self.state == 2 then
|
||||
if self.direction ~= nil then
|
||||
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
|
||||
end
|
||||
if self.turn_timer > math.random(1,4) then
|
||||
self.yaw = 360 * math.random()
|
||||
self.object:setyaw(self.yaw)
|
||||
self.turn_timer = 0
|
||||
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:setacceleration(self.direction)
|
||||
end
|
||||
if self.player_anim ~= ANIM_WALK then
|
||||
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.player_anim = ANIM_WALK
|
||||
end
|
||||
--open a door [alpha]
|
||||
if self.direction ~= nil 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
|
||||
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})
|
||||
self.door_timer = 0
|
||||
end
|
||||
local is_in_door = minetest.env:get_node(self.object:getpos()).name
|
||||
if is_in_door == "doors:door_wood_t_1" then
|
||||
minetest.env:punch_node(self.object:getpos())
|
||||
end
|
||||
end
|
||||
end
|
||||
--jump
|
||||
if self.direction ~= nil 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
|
||||
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
|
||||
self.jump_timer = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--ATTACKING
|
||||
if self.state == 3 then
|
||||
if self.attacking_timer > 0.25 then
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
|
||||
if object:is_player() then
|
||||
if object:get_player_name() == self.attacker then
|
||||
if object:get_hp() > 0 then
|
||||
object:punch(object, 1.0, {
|
||||
full_punch_interval=1.0,
|
||||
groupcaps={
|
||||
fleshy={times={[1]=1, [2]=1, [3]=1}},
|
||||
snappy={times={[1]=1, [2]=1, [3]=1}},
|
||||
}
|
||||
}, nil)
|
||||
self.attacking_timer = 0
|
||||
elseif object:get_hp() <= 0 then
|
||||
self.state = 1
|
||||
self.attacker = ""
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
|
||||
if object:is_player() then
|
||||
if object:get_player_name() == self.attacker then
|
||||
if self.player_anim ~= ANIM_WALK then
|
||||
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.player_anim = ANIM_WALK
|
||||
end
|
||||
NPC = self.object:getpos()
|
||||
PLAYER = object:getpos()
|
||||
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
|
||||
if PLAYER.x > NPC.x then
|
||||
self.yaw = self.yaw + math.pi
|
||||
end
|
||||
self.yaw = self.yaw - 2
|
||||
self.object:setyaw(self.yaw)
|
||||
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
|
||||
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})
|
||||
end
|
||||
--jump over obstacles
|
||||
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
|
||||
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
|
||||
self.jump_timer = 0
|
||||
end
|
||||
end
|
||||
if self.direction ~= nil 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
|
||||
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})
|
||||
self.door_timer = 0
|
||||
end
|
||||
local is_in_door = minetest.env:get_node(self.object:getpos()).name
|
||||
if is_in_door == "doors:door_wood_t_1" then
|
||||
minetest.env:punch_node(self.object:getpos())
|
||||
end
|
||||
end
|
||||
end
|
||||
return
|
||||
elseif object:get_player_name() ~= self.attacker then
|
||||
self.state = 1
|
||||
self.attacker = ""
|
||||
return
|
||||
end
|
||||
elseif not object:is_player() then
|
||||
self.state = 1
|
||||
self.attacker = ""
|
||||
end
|
||||
end
|
||||
end
|
||||
--WANDERING CONSTANTLY AT NIGHT
|
||||
if self.state == 4 then
|
||||
if self.player_anim ~= ANIM_WALK then
|
||||
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.player_anim = ANIM_WALK
|
||||
end
|
||||
if self.attacking_timer > 0.25 then
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
|
||||
if object:is_player() then
|
||||
if object:get_hp() > 0 then
|
||||
object:punch(object, 1.0, {
|
||||
full_punch_interval=1.0,
|
||||
groupcaps={
|
||||
fleshy={times={[1]=1, [2]=1, [3]=1}},
|
||||
snappy={times={[1]=1, [2]=1, [3]=1}},
|
||||
}
|
||||
}, nil)
|
||||
self.attacking_timer = 0
|
||||
elseif object:get_hp() <= 0 then
|
||||
self.state = 1
|
||||
self.attacker = ""
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
|
||||
if object:is_player() then
|
||||
if object:get_hp() > 0 then
|
||||
NPC = self.object:getpos()
|
||||
PLAYER = object:getpos()
|
||||
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
|
||||
if PLAYER.x > NPC.x then
|
||||
self.yaw = self.yaw + math.pi
|
||||
end
|
||||
self.yaw = self.yaw - 2
|
||||
self.object:setyaw(self.yaw)
|
||||
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
|
||||
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})
|
||||
end
|
||||
--jump over obstacles
|
||||
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
|
||||
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
|
||||
self.jump_timer = 0
|
||||
end
|
||||
end
|
||||
if self.direction ~= nil 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
|
||||
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})
|
||||
self.door_timer = 0
|
||||
end
|
||||
local is_in_door = minetest.env:get_node(self.object:getpos()).name
|
||||
if is_in_door == "doors:door_wood_t_1" then
|
||||
minetest.env:punch_node(self.object:getpos())
|
||||
end
|
||||
end
|
||||
end
|
||||
--return
|
||||
end
|
||||
elseif not object:is_player() then
|
||||
self.state = 1
|
||||
self.attacker = ""
|
||||
end
|
||||
end
|
||||
if self.direction ~= nil then
|
||||
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
|
||||
end
|
||||
if self.turn_timer > math.random(1,4) then
|
||||
self.yaw = 360 * math.random()
|
||||
self.object:setyaw(self.yaw)
|
||||
self.turn_timer = 0
|
||||
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
|
||||
end
|
||||
if self.player_anim ~= ANIM_WALK then
|
||||
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.player_anim = ANIM_WALK
|
||||
end
|
||||
--open a door [alpha]
|
||||
if self.direction ~= nil 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
|
||||
if is_a_door == "doors:door_wood_t_1" then
|
||||
--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})
|
||||
self.door_timer = 0
|
||||
end
|
||||
local is_in_door = minetest.env:get_node(self.object:getpos()).name
|
||||
--print(dump(is_in_door))
|
||||
if is_in_door == "doors:door_wood_t_1" then
|
||||
minetest.env:punch_node(self.object:getpos())
|
||||
end
|
||||
end
|
||||
end
|
||||
--jump
|
||||
if self.direction ~= nil 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})))
|
||||
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.jump_timer = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_entity("npc:npc", NPC_ENTITY)
|
||||
|
||||
minetest.register_node("npc:spawnegg", {
|
||||
description = "spawnegg",
|
||||
image = "mobspawnegg.png",
|
||||
inventory_image = "mobspawnegg.png",
|
||||
wield_image = "mobspawnegg.png",
|
||||
paramtype = "light",
|
||||
tiles = {"spawnegg.png"},
|
||||
is_ground_content = true,
|
||||
drawtype = "glasslike",
|
||||
groups = {crumbly=3},
|
||||
selection_box = {
|
||||
type = "fixed",
|
||||
fixed = {0,0,0,0,0,0}
|
||||
},
|
||||
sounds = default.node_sound_dirt_defaults(),
|
||||
on_place = function(itemstack, placer, pointed)
|
||||
pos = pointed.above
|
||||
pos.y = pos.y + 1
|
||||
minetest.env:add_entity(pointed.above,"npc:npc")
|
||||
end
|
||||
})
|
||||
--[[
|
||||
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
|
||||
--use pilzadam's spawning algo
|
||||
npcs = {}
|
||||
npcs.spawning_mobs = {}
|
||||
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
|
||||
npcs.spawning_mobs[name] = true
|
||||
minetest.register_abm({
|
||||
nodenames = nodes,
|
||||
neighbors = nodes,
|
||||
interval = 30,
|
||||
chance = chance,
|
||||
action = function(pos, node)
|
||||
if not npcs.spawning_mobs[name] then
|
||||
return
|
||||
end
|
||||
pos.y = pos.y+1
|
||||
if not minetest.env:get_node_light(pos) then
|
||||
return
|
||||
end
|
||||
if minetest.env:get_node_light(pos) > max_light then
|
||||
return
|
||||
end
|
||||
if minetest.env:get_node_light(pos) < min_light then
|
||||
return
|
||||
end
|
||||
if pos.y > max_height then
|
||||
return
|
||||
end
|
||||
if minetest.env:get_node(pos).name ~= "air" then
|
||||
return
|
||||
end
|
||||
pos.y = pos.y+1
|
||||
if minetest.env:get_node(pos).name ~= "air" then
|
||||
return
|
||||
end
|
||||
|
||||
local count = 0
|
||||
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
|
||||
if obj:is_player() then
|
||||
return
|
||||
elseif obj:get_luaentity() and obj:get_luaentity().name == name then
|
||||
count = count+1
|
||||
end
|
||||
end
|
||||
if count > mobs_per_30_block_radius then
|
||||
return
|
||||
end
|
||||
|
||||
if minetest.setting_getbool("display_mob_spawn") then
|
||||
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
|
||||
end
|
||||
minetest.env:add_entity(pos, name)
|
||||
end
|
||||
})
|
||||
end
|
||||
|
||||
npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
|
||||
]]--
|
||||
|
|
Loading…
Reference in New Issue