local g_chillaxin_speed = 2 local g_animation_speed = 10 local g_mesh = "creatures_mob.x" local g_texture = {"creatures_ghost.png"} local g_hp = 12 local g_drop = "" local g_player_radius = 14 local g_hit_radius = 1 creatures.g_ll = 7 local g_sound_normal = "creatures_ghost" local g_sound_hit = "creatures_ghost_hit" local g_sound_dead = "creatures_ghost_death" creatures.g_spawn_nodes = {"default:dirt_with_grass","default:desert_sand"} local function g_get_animations() return { walk_START = 168, walk_END = 187 } end function g_hit(self) local sound = g_sound_hit if self.object:get_hp() < 1 then sound = g_sound_dead end minetest.sound_play(sound, {pos = self.object:getpos(), max_hear_distance = 10, loop = false, gain = 0.4}) self.object:settexturemod("^[colorize:#c4000099") self.can_punch = false minetest.after(0.4, function() self.can_punch = true self.object:settexturemod("") end) end function g_init_visuals(self) prop = { mesh = g_mesh, textures = g_texture, } self.object:set_properties(prop) end GHOST_DEF = { physical = true, collisionbox = {-0.3, -0.5, -0.3, 0.3, 0.75, 0.3}, visual = "mesh", visual_size = {x=1, y=1}, mesh = g_mesh, textures = g_texture, makes_footstep_sound = false, npc_anim = 0, timer = 0, turn_timer = 0, vec = 0, yaw = 0, yawwer = 0, dist = 0, state = 1, can_punch = true, dead = false, jump_timer = 0, last_pos = {x=0,y=0,z=0}, punch_timer = 0, sound_timer = 0, attacker = "", attacking_timer = 0, mob_name = "ghost" } GHOST_DEF.on_activate = function(self) g_init_visuals(self) self.anim = g_get_animations() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, g_animation_speed, 0) self.npc_anim = ANIM_STAND self.object:setacceleration({x=0,y=0,z=0}) self.state = 1 self.object:set_hp(g_hp) self.object:set_armor_groups({fleshy=130}) self.last_pos = {x=0,y=0,z=0} self.can_punch = true self.dead = false self.dist = math.random(0,1) end GHOST_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) if not self.can_punch then return end local my_pos = self.object:getpos() if puncher ~= nil then self.attacker = puncher if time_from_last_punch >= 0.45 then g_hit(self) local v = self.object:getvelocity() self.direction = {x=v.x, y=v.y, z=v.z} self.punch_timer = 0 self.object:setvelocity({x=dir.x*g_chillaxin_speed,y=0,z=dir.z*g_chillaxin_speed}) if self.state == 1 then self.state = 8 elseif self.state >= 2 then self.state = 9 end -- add wear to sword/tool creatures.add_wear(puncher, tool_capabilities) end end if self.object:get_hp() < 1 then local obj = minetest.env:add_item(my_pos, g_drop.." "..math.random(0,3)) end end GHOST_DEF.on_step = function(self, dtime) if self.dead then return end self.timer = self.timer + 0.01 self.turn_timer = self.turn_timer + 0.01 self.jump_timer = self.jump_timer + 0.01 self.punch_timer = self.punch_timer + 0.01 self.attacking_timer = self.attacking_timer + 0.01 self.sound_timer = self.sound_timer + 0.01 local current_pos = self.object:getpos() local current_node = minetest.env:get_node(current_pos) if self.time_passed == nil then self.time_passed = 0 end -- death if self.object:get_hp() < 1 then self.object:set_hp(0) self.attacker = "" self.state = 0 self.dead = true minetest.sound_play(g_sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.5}) self.object:set_animation({x=self.anim.lay_START,y=self.anim.lay_END}, g_animation_speed, 0) minetest.after(1, function() self.object:remove() local obj = minetest.env:add_item(current_pos, g_drop.." "..math.random(0,3)) end) end -- die when in water, lava or sunlight local wtime = minetest.env:get_timeofday() local ll = minetest.env:get_node_light({x=current_pos.x,y=current_pos.y+1,z=current_pos.z}) or 0 local nn = nil if current_node ~= nil then nn = current_node.name end if nn ~= nil and nn == "default:water_source" or nn == "default:water_flowing" or nn == "default:lava_source" or nn == "default:lava_flowing" or (wtime > 0.2 and wtime < 0.805 and current_pos.y > 0 and ll > 11) then self.sound_timer = self.sound_timer + dtime if self.sound_timer >= 0.8 then local damage = 5 if ll > 11 then damage = 2 end self.sound_timer = 0 self.object:set_hp(self.object:get_hp()-damage) g_hit(self) end else self.time_passed = 0 end -- update moving state every 1 or 2 seconds if self.state < 3 then if self.timer > 0.2 then if self.attacker == "" then self.state = math.random(1,2) else self.state = 1 end self.timer = 0 end end -- play random sound if self.sound_timer > math.random(5,35) then minetest.sound_play(g_sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.6}) self.sound_timer = 0 end -- after knocked back if self.state >= 8 then if self.punch_timer > 0.15 then if self.state == 9 then self.object:setvelocity({x=self.direction.x*g_chillaxin_speed,y=0,z=self.direction.z*g_chillaxin_speed}) self.state = 2 elseif self.state == 8 then self.object:setvelocity({x=0,y=0,z=0}) self.state = 1 end end end --STANDING if self.state == 1 then self.yawwer = true self.attacker = "" -- seach for players for _,object in ipairs(minetest.env:get_objects_inside_radius(current_pos, g_player_radius)) do if object:is_player() then self.yawwer = false NPC = current_pos 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.attacker = object end end if self.attacker == "" and 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 = 0, z = math.cos(self.yaw)} end self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0}) if self.npc_anim ~= creatures.ANIM_STAND then self.anim = g_get_animations() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, g_animation_speed, 0) self.npc_anim = creatures.ANIM_STAND end if self.attacker ~= "" then self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} self.state = 2 end end -- WALKING if self.state == 2 then if self.direction ~= nil then self.object:setvelocity({x=self.direction.x*g_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*g_chillaxin_speed}) end if self.turn_timer > math.random(1,4) and not self.attacker then self.yaw = 360 * math.random() self.object:setyaw(self.yaw) self.turn_timer = 0 self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} end if self.npc_anim ~= creatures.ANIM_WALK then self.anim = g_get_animations() self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, g_animation_speed, 0) self.npc_anim = creatures.ANIM_WALK end --jump if self.direction ~= nil and self.attacker ~= "" then if self.jump_timer > 0.1 then self.jump_timer = 0 local p1 = current_pos if not p1 then return end local me_y = math.floor(p1.y) local p2 = self.attacker:getpos() if not p2 then return end local p_y = math.floor(p2.y+3-self.dist) if me_y < p_y then self.object:setvelocity({x=self.object:getvelocity().x,y=1*g_chillaxin_speed,z=self.object:getvelocity().z}) elseif me_y > p_y then self.object:setvelocity({x=self.object:getvelocity().x,y=-1*g_chillaxin_speed,z=self.object:getvelocity().z}) else self.object:setvelocity({x=self.object:getvelocity().x,y=0,z=self.object:getvelocity().z}) end end end if self.attacker == "" then self.object:setvelocity({x=self.object:getvelocity().x,y=0,z=self.object:getvelocity().z}) end if self.attacker ~= "" and minetest.setting_getbool("enable_damage") then local s = current_pos local attacker_pos = self.attacker:getpos() or nil if attacker_pos == nil then return end local p = attacker_pos p.y = p.y+3-self.dist self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} if (s ~= nil and p ~= nil) then local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^0.5)^2 creatures.attack(self, current_pos, attacker_pos, dist, g_hit_radius) end end end end minetest.register_entity("creatures:ghost", GHOST_DEF)