local z_chillaxin_speed = 1.5 local z_animation_speed = 15 local z_mesh = "creatures_mob.x" local z_texture = {"creatures_zombie.png"} local z_hp = 20 local z_drop = "creatures:rotten_flesh" local z_life_max = 80 --~5min local z_player_radius = 14 local z_hit_radius = 1.4 creatures.z_ll = 7 local z_sound_normal = "creatures_zombie" local z_sound_hit = "creatures_zombie_hit" local z_sound_dead = "creatures_zombie_death" creatures.z_spawn_nodes = {"default:dirt_with_grass","default:stone","default:dirt","default:desert_sand"} creatures.z_spawner_range = 17 creatures.z_spawner_max_mobs = 6 local function z_get_animations() return { stand_START = 0, stand_END = 79, lay_START = 162, lay_END = 166, walk_START = 168, walk_END = 188, -- not used sit_START = 81, sit_END = 160 } end function z_hit(self) local sound = z_sound_hit if self.object:get_hp() < 1 then sound = z_sound_dead end minetest.sound_play(sound, {pos = self.object:getpos(), max_hear_distance = 10, loop = false, gain = 0.4}) prop = { mesh = z_mesh, textures = {"creatures_zombie.png^creatures_zombie_hit.png"}, } self.object:set_properties(prop) self.can_punch = false minetest.after(0.4, function() z_update_visuals_def(self) end) end function z_update_visuals_def(self) self.can_punch = true prop = { mesh = z_mesh, textures = z_texture, } self.object:set_properties(prop) end ZOMBIE_DEF = { physical = true, collisionbox = {-0.25, -1, -0.3, 0.25, 0.75, 0.3}, visual = "mesh", visual_size = {x=1, y=1}, mesh = z_mesh, textures = z_texture, makes_footstep_sound = true, npc_anim = 0, lifetime = 0, timer = 0, turn_timer = 0, vec = 0, yaw = 0, yawwer = 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 = "zombie" } ZOMBIE_DEF.get_staticdata = function(self) return minetest.serialize({ itemstring = self.itemstring, timer = self.timer, lifetime = self.lifetime, }) end ZOMBIE_DEF.on_activate = function(self, staticdata, dtime_s) z_update_visuals_def(self) self.anim = z_get_animations() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, z_animation_speed, 0) self.npc_anim = ANIM_STAND self.object:setacceleration({x=0,y=-20,z=0}) self.state = 1 self.object:set_hp(z_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.lifetime = 0 if staticdata then local tmp = minetest.deserialize(staticdata) if tmp and tmp.timer then self.timer = tmp.timer end if tmp and tmp.lifetime ~= nil then self.lifetime = tmp.lifetime end end end ZOMBIE_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 z_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*z_chillaxin_speed,y=5,z=dir.z*z_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 creatures.drop(my_pos, {{name=z_drop, count=math.random(0,2)}}, dir) end end ZOMBIE_DEF.on_step = function(self, dtime) if self.dead then return end self.timer = self.timer + 0.01 self.lifetime = self.lifetime + 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_or_nil(current_pos) if self.time_passed == nil then self.time_passed = 0 end -- death if self.object:get_hp() < 1 then self.object:setvelocity({x=0,y=-20,z=0}) self.object:set_hp(0) self.attacker = "" self.state = 0 self.dead = true minetest.sound_play(z_sound_dead, {pos = current_pos, max_hear_distance = 10, gain = 0.9}) self.object:set_animation({x=self.anim.lay_START,y=self.anim.lay_END}, z_animation_speed, 0) minetest.after(1, function() self.object:remove() if self.object:get_hp() < 1 and creatures.drop_on_death then creatures.drop(current_pos, {{name=z_drop, count=math.random(0,2)}}) end end) end -- die if old if self.lifetime > z_life_max then self.object:set_hp(0) self.state = 0 self.dead = true self.object:remove() return 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) z_hit(self) end else self.time_passed = 0 end -- update moving state every 0.5 or 1 second if self.state < 3 then if self.timer > 0.2 then if self.attacker == "" then self.state = math.random(1,2) else self.state = 5 end self.timer = 0 end end -- play random sound if self.sound_timer > math.random(5,35) then minetest.sound_play(z_sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.7}) 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*z_chillaxin_speed,y=-20,z=self.direction.z*z_chillaxin_speed}) self.state = 2 elseif self.state == 8 then self.object:setvelocity({x=0,y=-20,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, z_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 = -20, 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 = z_get_animations() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, z_animation_speed, 0) self.npc_anim = creatures.ANIM_STAND end if self.attacker ~= "" then self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)} self.state = 2 end end --UPDATE DIR if self.state == 5 then self.yawwer = true self.attacker = "" -- seach for players for _,object in ipairs(minetest.env:get_objects_inside_radius(current_pos, z_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 ~= "" then self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)} self.state = 2 else self.state =1 end end -- WALKING if self.state == 2 then if self.attacker ~= "" then self.direction = {x=math.sin(self.yaw)*-1, y=-20, z=math.cos(self.yaw)} end if self.direction ~= nil then self.object:setvelocity({x=self.direction.x*z_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*z_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=-20, z=math.cos(self.yaw)} end if self.npc_anim ~= creatures.ANIM_WALK then self.npc_anim = creatures.ANIM_WALK self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, z_animation_speed, 0) end --jump local p = current_pos p.y = p.y-0.5 creatures.jump(self, p, 7.3, 0.25) 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 if (s ~= nil and p ~= nil) then local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 creatures.attack(self, current_pos, attacker_pos, dist, z_hit_radius) end end end end minetest.register_entity("creatures:zombie", ZOMBIE_DEF)