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5 Commits

Author SHA1 Message Date
AntumDeluge 433eadf00a Make more variables local 2017-05-28 22:36:45 -07:00
AntumDeluge 30e8cf4a12 Remove unneeded 'visual' variable 2017-05-28 22:34:10 -07:00
AntumDeluge 3ae9c9e963 Change line file line endings 2017-05-28 22:27:40 -07:00
AntumDeluge a2ae1e59b6 Make some variables local 2017-05-28 22:26:00 -07:00
AntumDeluge 1f8c30820d Change registered entity name to 'herobrine:npc' 2017-05-28 22:12:20 -07:00
1 changed files with 486 additions and 488 deletions

974
init.lua
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@ -1,488 +1,486 @@
-- NPC max walk speed -- NPC max walk speed
walk_limit = 2 local walk_limit = 2
-- Player animation speed -- Player animation speed
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
animation_blend = 0 local animation_blend = 0
-- Default player appearance -- Default player appearance
default_model = "character.x" local default_model = "character.x"
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
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()
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 local prop = {
prop = { mesh = default_model,
mesh = default_model, textures = available_npc_textures["texture_"..math.random(1,4)],
textures = default_textures, visual_size = {x=1, y=1},
textures = available_npc_textures["texture_"..math.random(1,4)], }
visual_size = {x=1, y=1}, self.object:set_properties(prop)
} end
self.object:set_properties(prop)
end local NPC_ENTITY = {
physical = true,
NPC_ENTITY = { collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
physical = true, visual = "mesh",
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3}, mesh = "character.x",
visual = "mesh", textures = {"character.png"},
mesh = "character.x", player_anim = 0,
textures = {"character.png"}, timer = 0,
player_anim = 0, turn_timer = 0,
timer = 0, vec = 0,
turn_timer = 0, yaw = 0,
vec = 0, yawwer = 0,
yaw = 0, state = 1,
yawwer = 0, jump_timer = 0,
state = 1, door_timer = 0,
jump_timer = 0, attacker = "",
door_timer = 0, attacking_timer = 0,
attacker = "", }
attacking_timer = 0,
} NPC_ENTITY.on_activate = function(self)
player_update_visuals(self)
NPC_ENTITY.on_activate = function(self) self.anim = player_get_animations(default_model)
player_update_visuals(self) self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.anim = player_get_animations(visual) self.player_anim = ANIM_STAND
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend) self.object:setacceleration({x=0,y=-10,z=0})
self.player_anim = ANIM_STAND self.state = 1
self.object:setacceleration({x=0,y=-10,z=0}) end
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
NPC_ENTITY.on_punch = function(self, puncher) if not object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do if object:get_luaentity().name == "herobrine:npc" then
if not object:is_player() then object:get_luaentity().state = 3
if object:get_luaentity().name == "npc:npc" then object:get_luaentity().attacker = puncher:get_player_name()
object:get_luaentity().state = 3 end
object:get_luaentity().attacker = puncher:get_player_name() end
end end
end if self.state ~= 3 then
end self.state = 3
if self.state ~= 3 then self.attacker = puncher:get_player_name()
self.state = 3 end
self.attacker = puncher:get_player_name() end
end
end NPC_ENTITY.on_step = function(self, dtime)
self.timer = self.timer + 0.01
NPC_ENTITY.on_step = function(self, dtime) self.turn_timer = self.turn_timer + 0.01
self.timer = self.timer + 0.01 self.jump_timer = self.jump_timer + 0.01
self.turn_timer = self.turn_timer + 0.01 self.door_timer = self.door_timer + 0.01
self.jump_timer = self.jump_timer + 0.01 self.attacking_timer = self.attacking_timer + 0.01
self.door_timer = self.door_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
--[[ if object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do compare1 = object:getpos()
if object:is_player() then compare2 = self.object:getpos()
compare1 = object:getpos() newx = compare2.x - compare1.x
compare2 = self.object:getpos() newz = compare2.z - compare1.z
newx = compare2.x - compare1.x print(newx)
newz = compare2.z - compare1.z print(newz)
print(newx) self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
print(newz) elseif not object:is_player() then
self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz}) if object:get_luaentity().name == "herobrine:npc" then
elseif not object:is_player() then print("moo")
if object:get_luaentity().name == "npc:npc" then end
print("moo") end
end 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
--set npc to hostile in night, and revert npc back to peaceful in daylight self.state = 4
if minetest.env:get_timeofday() >= 0 and 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 = 4 self.state = 1
elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then end
self.state = 1 --if mob is not in attack or hostile mode, set mob to walking or standing
end if self.state < 3 then
--if mob is not in attack or hostile mode, set mob to walking or standing if self.timer > math.random(1,20) then
if self.state < 3 then self.state = math.random(1,2)
if self.timer > math.random(1,20) then self.timer = 0
self.state = math.random(1,2) end
self.timer = 0 end
end --STANDING
end if self.state == 1 then
--STANDING self.yawwer = true
if self.state == 1 then for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
self.yawwer = true if object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do self.yawwer = false
if object:is_player() then local NPC = self.object:getpos()
self.yawwer = false local PLAYER = object:getpos()
NPC = self.object:getpos() self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
PLAYER = object:getpos() self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z} if PLAYER.x > NPC.x then
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2 self.yaw = self.yaw + math.pi
if PLAYER.x > NPC.x then end
self.yaw = self.yaw + math.pi self.yaw = self.yaw - 2
end self.object:setyaw(self.yaw)
self.yaw = self.yaw - 2 end
self.object:setyaw(self.yaw) end
end
end if self.turn_timer > math.random(1,4) and yawwer == true then
self.yaw = 360 * math.random()
if self.turn_timer > math.random(1,4) and yawwer == true then self.object:setyaw(self.yaw)
self.yaw = 360 * math.random() self.turn_timer = 0
self.object:setyaw(self.yaw) end
self.turn_timer = 0 self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
end if self.player_anim ~= ANIM_STAND then
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0}) self.anim = player_get_animations(default_model)
if self.player_anim ~= ANIM_STAND then self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.anim = player_get_animations(visual) self.player_anim = ANIM_STAND
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend) end
self.player_anim = ANIM_STAND end
end --WALKING
end if self.state == 2 then
--WALKING if self.direction ~= nil then
if self.state == 2 then self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
if self.direction ~= nil then end
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z}) if self.turn_timer > math.random(1,4) then
end self.yaw = 360 * math.random()
if self.turn_timer > math.random(1,4) then self.object:setyaw(self.yaw)
self.yaw = 360 * math.random() self.turn_timer = 0
self.object:setyaw(self.yaw) self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
self.turn_timer = 0 --self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)} --self.object:setacceleration(self.direction)
--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z}) end
--self.object:setacceleration(self.direction) if self.player_anim ~= ANIM_WALK then
end self.anim = player_get_animations(default_model)
if self.player_anim ~= ANIM_WALK then self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.anim = player_get_animations(visual) self.player_anim = ANIM_WALK
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) end
self.player_anim = ANIM_WALK --open a door [alpha]
end if self.direction ~= nil then
--open a door [alpha] if self.door_timer > 2 then
if self.direction ~= nil 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 self.door_timer > 2 then if is_a_door == "doors:door_wood_t_1" 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 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})
if is_a_door == "doors:door_wood_t_1" then self.door_timer = 0
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}) end
self.door_timer = 0 local is_in_door = minetest.env:get_node(self.object:getpos()).name
end if is_in_door == "doors:door_wood_t_1" then
local is_in_door = minetest.env:get_node(self.object:getpos()).name minetest.env:punch_node(self.object:getpos())
if is_in_door == "doors:door_wood_t_1" then end
minetest.env:punch_node(self.object:getpos()) end
end end
end --jump
end if self.direction ~= nil then
--jump if self.jump_timer > 0.3 then
if self.direction ~= nil 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 self.jump_timer > 0.3 then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().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.jump_timer = 0
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) end
self.jump_timer = 0 end
end end
end end
end --ATTACKING
end if self.state == 3 then
--ATTACKING if self.attacking_timer > 0.25 then
if self.state == 3 then for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if self.attacking_timer > 0.25 then if object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do if object:get_player_name() == self.attacker then
if object:is_player() then if object:get_hp() > 0 then
if object:get_player_name() == self.attacker then object:punch(object, 1.0, {
if object:get_hp() > 0 then full_punch_interval=1.0,
object:punch(object, 1.0, { groupcaps={
full_punch_interval=1.0, fleshy={times={[1]=1, [2]=1, [3]=1}},
groupcaps={ snappy={times={[1]=1, [2]=1, [3]=1}},
fleshy={times={[1]=1, [2]=1, [3]=1}}, }
snappy={times={[1]=1, [2]=1, [3]=1}}, }, nil)
} self.attacking_timer = 0
}, nil) elseif object:get_hp() <= 0 then
self.attacking_timer = 0 self.state = 1
elseif object:get_hp() <= 0 then self.attacker = ""
self.state = 1 end
self.attacker = "" end
end end
end end
end end
end for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
end if object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do if object:get_player_name() == self.attacker then
if object:is_player() then if self.player_anim ~= ANIM_WALK then
if object:get_player_name() == self.attacker then self.anim = player_get_animations(default_model)
if self.player_anim ~= ANIM_WALK then self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.anim = player_get_animations(visual) self.player_anim = ANIM_WALK
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) end
self.player_anim = ANIM_WALK NPC = self.object:getpos()
end PLAYER = object:getpos()
NPC = self.object:getpos() self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
PLAYER = object:getpos() self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z} if PLAYER.x > NPC.x then
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2 self.yaw = self.yaw + math.pi
if PLAYER.x > NPC.x then end
self.yaw = self.yaw + math.pi self.yaw = self.yaw - 2
end self.object:setyaw(self.yaw)
self.yaw = self.yaw - 2 self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
self.object:setyaw(self.yaw) if self.direction ~= nil then
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
if self.direction ~= nil then end
self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5}) --jump over obstacles
end if self.jump_timer > 0.3 then
--jump over obstacles 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 self.jump_timer > 0.3 then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().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.jump_timer = 0
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) end
self.jump_timer = 0 end
end if self.direction ~= nil then
end if self.door_timer > 2 then
if self.direction ~= nil 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 self.door_timer > 2 then if is_a_door == "doors:door_wood_t_1" 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 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})
if is_a_door == "doors:door_wood_t_1" then self.door_timer = 0
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}) end
self.door_timer = 0 local is_in_door = minetest.env:get_node(self.object:getpos()).name
end if is_in_door == "doors:door_wood_t_1" then
local is_in_door = minetest.env:get_node(self.object:getpos()).name minetest.env:punch_node(self.object:getpos())
if is_in_door == "doors:door_wood_t_1" then end
minetest.env:punch_node(self.object:getpos()) end
end end
end return
end elseif object:get_player_name() ~= self.attacker then
return self.state = 1
elseif object:get_player_name() ~= self.attacker then self.attacker = ""
self.state = 1 return
self.attacker = "" end
return elseif not object:is_player() then
end self.state = 1
elseif not object:is_player() then self.attacker = ""
self.state = 1 end
self.attacker = "" end
end end
end --WANDERING CONSTANTLY AT NIGHT
end if self.state == 4 then
--WANDERING CONSTANTLY AT NIGHT if self.player_anim ~= ANIM_WALK then
if self.state == 4 then self.anim = player_get_animations(default_model)
if self.player_anim ~= ANIM_WALK then self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.anim = player_get_animations(visual) self.player_anim = ANIM_WALK
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) end
self.player_anim = ANIM_WALK if self.attacking_timer > 0.25 then
end for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if self.attacking_timer > 0.25 then if object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do if object:get_hp() > 0 then
if object:is_player() then object:punch(object, 1.0, {
if object:get_hp() > 0 then full_punch_interval=1.0,
object:punch(object, 1.0, { groupcaps={
full_punch_interval=1.0, fleshy={times={[1]=1, [2]=1, [3]=1}},
groupcaps={ snappy={times={[1]=1, [2]=1, [3]=1}},
fleshy={times={[1]=1, [2]=1, [3]=1}}, }
snappy={times={[1]=1, [2]=1, [3]=1}}, }, nil)
} self.attacking_timer = 0
}, nil) elseif object:get_hp() <= 0 then
self.attacking_timer = 0 self.state = 1
elseif object:get_hp() <= 0 then self.attacker = ""
self.state = 1 end
self.attacker = "" end
end end
end end
end for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
end if object:is_player() then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do if object:get_hp() > 0 then
if object:is_player() then NPC = self.object:getpos()
if object:get_hp() > 0 then PLAYER = object:getpos()
NPC = self.object:getpos() self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
PLAYER = object:getpos() self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z} if PLAYER.x > NPC.x then
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2 self.yaw = self.yaw + math.pi
if PLAYER.x > NPC.x then end
self.yaw = self.yaw + math.pi self.yaw = self.yaw - 2
end self.object:setyaw(self.yaw)
self.yaw = self.yaw - 2 self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
self.object:setyaw(self.yaw) if self.direction ~= nil then
self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
if self.direction ~= nil then end
self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5}) --jump over obstacles
end if self.jump_timer > 0.3 then
--jump over obstacles 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 self.jump_timer > 0.3 then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().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.jump_timer = 0
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) end
self.jump_timer = 0 end
end if self.direction ~= nil then
end if self.door_timer > 2 then
if self.direction ~= nil 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 self.door_timer > 2 then if is_a_door == "doors:door_wood_t_1" 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 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})
if is_a_door == "doors:door_wood_t_1" then self.door_timer = 0
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}) end
self.door_timer = 0 local is_in_door = minetest.env:get_node(self.object:getpos()).name
end if is_in_door == "doors:door_wood_t_1" then
local is_in_door = minetest.env:get_node(self.object:getpos()).name minetest.env:punch_node(self.object:getpos())
if is_in_door == "doors:door_wood_t_1" then end
minetest.env:punch_node(self.object:getpos()) end
end end
end --return
end end
--return elseif not object:is_player() then
end self.state = 1
elseif not object:is_player() then self.attacker = ""
self.state = 1 end
self.attacker = "" end
end if self.direction ~= nil then
end self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
if self.direction ~= nil then end
self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z}) if self.turn_timer > math.random(1,4) then
end self.yaw = 360 * math.random()
if self.turn_timer > math.random(1,4) then self.object:setyaw(self.yaw)
self.yaw = 360 * math.random() self.turn_timer = 0
self.object:setyaw(self.yaw) self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
self.turn_timer = 0 end
self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)} if self.player_anim ~= ANIM_WALK then
end self.anim = player_get_animations(default_model)
if self.player_anim ~= ANIM_WALK then self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.anim = player_get_animations(visual) self.player_anim = ANIM_WALK
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) end
self.player_anim = ANIM_WALK --open a door [alpha]
end if self.direction ~= nil then
--open a door [alpha] if self.door_timer > 2 then
if self.direction ~= nil 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 self.door_timer > 2 then if is_a_door == "doors:door_wood_t_1" 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 --print("door")
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})
--print("door") self.door_timer = 0
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}) end
self.door_timer = 0 local is_in_door = minetest.env:get_node(self.object:getpos()).name
end --print(dump(is_in_door))
local is_in_door = minetest.env:get_node(self.object:getpos()).name if is_in_door == "doors:door_wood_t_1" then
--print(dump(is_in_door)) minetest.env:punch_node(self.object:getpos())
if is_in_door == "doors:door_wood_t_1" then end
minetest.env:punch_node(self.object:getpos()) end
end end
end --jump
end if self.direction ~= nil then
--jump if self.jump_timer > 0.3 then
if self.direction ~= nil 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 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
--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}))) self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().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.jump_timer = 0
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) end
self.jump_timer = 0 end
end end
end end
end end
end
end minetest.register_entity("herobrine:npc", NPC_ENTITY)
minetest.register_entity("npc:npc", NPC_ENTITY) minetest.register_node("herobrine:spawnegg", {
description = "spawnegg",
minetest.register_node("npc:spawnegg", { image = "mobspawnegg.png",
description = "spawnegg", inventory_image = "mobspawnegg.png",
image = "mobspawnegg.png", wield_image = "mobspawnegg.png",
inventory_image = "mobspawnegg.png", paramtype = "light",
wield_image = "mobspawnegg.png", tiles = {"spawnegg.png"},
paramtype = "light", is_ground_content = true,
tiles = {"spawnegg.png"}, drawtype = "glasslike",
is_ground_content = true, groups = {crumbly=3},
drawtype = "glasslike", selection_box = {
groups = {crumbly=3}, type = "fixed",
selection_box = { fixed = {0,0,0,0,0,0}
type = "fixed", },
fixed = {0,0,0,0,0,0} sounds = default.node_sound_dirt_defaults(),
}, on_place = function(itemstack, placer, pointed)
sounds = default.node_sound_dirt_defaults(), pos = pointed.above
on_place = function(itemstack, placer, pointed) pos.y = pos.y + 1
pos = pointed.above minetest.env:add_entity(pointed.above,"herobrine:npc")
pos.y = pos.y + 1 end
minetest.env:add_entity(pointed.above,"npc:npc") })
end --[[
}) This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
--[[ --use pilzadam's spawning algo
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT npcs = {}
--use pilzadam's spawning algo npcs.spawning_mobs = {}
npcs = {} function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
npcs.spawning_mobs = {} npcs.spawning_mobs[name] = true
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height) minetest.register_abm({
npcs.spawning_mobs[name] = true nodenames = nodes,
minetest.register_abm({ neighbors = nodes,
nodenames = nodes, interval = 30,
neighbors = nodes, chance = chance,
interval = 30, action = function(pos, node)
chance = chance, if not npcs.spawning_mobs[name] then
action = function(pos, node) return
if not npcs.spawning_mobs[name] then end
return pos.y = pos.y+1
end if not minetest.env:get_node_light(pos) then
pos.y = pos.y+1 return
if not minetest.env:get_node_light(pos) then end
return if minetest.env:get_node_light(pos) > max_light then
end return
if minetest.env:get_node_light(pos) > max_light then end
return if minetest.env:get_node_light(pos) < min_light then
end return
if minetest.env:get_node_light(pos) < min_light then end
return if pos.y > max_height then
end return
if pos.y > max_height then end
return if minetest.env:get_node(pos).name ~= "air" then
end return
if minetest.env:get_node(pos).name ~= "air" then end
return pos.y = pos.y+1
end if minetest.env:get_node(pos).name ~= "air" then
pos.y = pos.y+1 return
if minetest.env:get_node(pos).name ~= "air" then end
return
end local count = 0
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
local count = 0 if obj:is_player() then
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do return
if obj:is_player() then elseif obj:get_luaentity() and obj:get_luaentity().name == name then
return count = count+1
elseif obj:get_luaentity() and obj:get_luaentity().name == name then end
count = count+1 end
end if count > mobs_per_30_block_radius then
end return
if count > mobs_per_30_block_radius then end
return
end if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
if minetest.setting_getbool("display_mob_spawn") then end
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos)) minetest.env:add_entity(pos, name)
end end
minetest.env:add_entity(pos, name) })
end end
})
end npcs:register_spawn("herobrine:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
]]--
npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
]]--