carbone_mobs/api.lua

633 lines
18 KiB
Lua

local monster_damage = minetest.setting_get("monster_damage_factor") or 1.0
carbone_mobs = {}
function carbone_mobs:register_mob(name, def)
-- jump = true as default
local is_jumping = true
if def.jump ~= nil then is_jumping = def.jump end
-- see http://dev.minetest.net/register_entity
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
collide_with_objects = def.collide_with_objects,
visual = def.visual,
visual_size = def.visual_size,
mesh = def.mesh,
textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
disable_fall_damage = def.disable_fall_damage,
drops = def.drops,
armor = def.armor,
drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
animation = def.animation,
follow = def.follow,
jump = is_jumping,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
attack = {player = nil, dist = nil},
state = "stand",
v_start = false,
old_y = nil,
lifetimer = 600,
tamed = false,
set_velocity = function(self, v)
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x =x, y = self.object:getvelocity().y, z =z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^ 2 + v.z^ 2) ^ (0.5)
end,
set_animation = function(self, type)
if not self.animation then
return
end
if not self.animation.current then
self.animation.current = ""
end
if type == "stand" and self.animation.current ~= "stand" then
if
self.animation.stand_start
and self.animation.stand_end
and self.animation.speed_normal
then
self.object:set_animation(
{x = self.animation.stand_start,y = self.animation.stand_end},
self.animation.speed_normal, 0
)
self.animation.current = "stand"
end
elseif type == "walk" and self.animation.current ~= "walk" then
if
self.animation.walk_start
and self.animation.walk_end
and self.animation.speed_normal
then
self.object:set_animation(
{x = self.animation.walk_start,y = self.animation.walk_end},
self.animation.speed_normal, 0
)
self.animation.current = "walk"
end
elseif type == "run" and self.animation.current ~= "run" then
if
self.animation.run_start
and self.animation.run_end
and self.animation.speed_run
then
self.object:set_animation(
{x = self.animation.run_start,y = self.animation.run_end},
self.animation.speed_run, 0
)
self.animation.current = "run"
end
elseif type == "punch" and self.animation.current ~= "punch" then
if
self.animation.punch_start
and self.animation.punch_end
and self.animation.speed_normal
then
self.object:set_animation(
{x = self.animation.punch_start,y = self.animation.punch_end},
self.animation.speed_normal, 0
)
self.animation.current = "punch"
end
end
end,
-- see http://dev.minetest.net/LuaEntitySAO
-- Callback method called every server tick.
on_step = function(self, dtime)
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 and not self.tamed then
local player_count = 0
for _, obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 12)) do
if obj:is_player() then
player_count = player_count + 1
end
end
if player_count == 0 and self.state ~= "attack" then
local pos = self.object:getpos()
local hp = self.object:get_hp()
minetest.log(
"action",
"A mob with " ..
tostring(hp) ..
" HP despawned at " ..
minetest.pos_to_string(pos) ..
"."
)
self.object:remove()
return
end
end
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
if minetest.get_item_group(
minetest.get_node(self.object:getpos()).name,
"water"
) ~= 0 then
self.object:setacceleration({x = x, y = 1.5, z = z})
else
self.object:setacceleration({x = x, y = -14.5, z = z})
end
else
if minetest.get_item_group(
minetest.get_node(self.object:getpos()).name,
"water"
) ~= 0 then
self.object:setacceleration({x = 0, y = 1.5, z = 0})
else
self.object:setacceleration({x = 0, y = -14.5, z = 0})
end
end
--[[
if self.disable_fall_damage and self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:set_hp(self.object:get_hp()-damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() == 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
self.old_y = self.object:getpos().y
end
end
--]]
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 0.9 then return end
self.timer = 0
end
-- if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
-- minetest.sound_play(self.sounds.random, {object = self.object})
-- end
local do_env_damage = function(self)
local pos = self.object:getpos()
local n = minetest.get_node(pos)
if self.light_damage and self.light_damage ~= 0
and pos.y > 0
and minetest.get_node_light(pos)
and minetest.get_node_light(pos) > 4
and minetest.get_timeofday() > 0.2
and minetest.get_timeofday() < 0.8
then
self.object:set_hp(self.object:get_hp()-self.light_damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() <= 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
if self.water_damage and self.water_damage ~= 0 and
minetest.get_item_group(n.name, "water") ~= 0
then
self.object:set_hp(self.object:get_hp()-self.water_damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() <= 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
if self.lava_damage and self.lava_damage ~= 0 and
minetest.get_item_group(n.name, "lava") ~= 0
then
self.object:set_hp(self.object:get_hp()-self.lava_damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() <= 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
end
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack" and self.env_damage_timer > 0.9 then
self.env_damage_timer = 0
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
if self.type == "monster" then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
if dist <= self.view_range then
self.state = "attack"
self.attack.player = player
end
end
end
if self.follow ~= "" and not self.following then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x -s.x) ^ 2 + (p.y -s.y) ^ 2 + (p.z -s.z) ^ 2) ^ 0.5
if self.view_range and dist < self.view_range then
self.following = player
end
end
end
if self.following and self.following:is_player() then
if self.following:get_wielded_item():get_name() ~= self.follow then
self.following = nil
else
local s = self.object:getpos()
local p = self.following:getpos()
local dist = ((p.x -s.x) ^ 2 + (p.y -s.y) ^ 2 + (p.z -s.z) ^ 2) ^ 0.5
if dist > self.view_range then
self.following = nil
self.v_start = false
else
local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.walk_velocity)
else
if self.get_velocity(self) <= 0.38 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 8
self.object:setvelocity(v)
end
self.set_velocity(self, self.walk_velocity)
end
self:set_animation("walk")
else
self.v_start = false
self.set_velocity(self, 0)
self:set_animation("stand")
end
return
end
end
end
if self.state == "stand" then
if math.random(1, 4) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)- 14.50)/180*math.pi))
end
self.set_velocity(self, 0)
self.set_animation(self, "stand")
if math.random(1, 100) <= 50 then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
self.set_animation(self, "walk")
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)- 14.50)/180*math.pi))
end
if self.get_velocity(self) <= 0.38 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 8
self.object:setvelocity(v)
end
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
if math.random(1, 100) <= 30 then
self.set_velocity(self, 0)
self.state = "stand"
self:set_animation("stand")
end
elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
self:set_animation("stand")
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player = nil, dist = nil}
self:set_animation("stand")
return
else
self.attack.dist = dist
end
local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if self.attack.dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.run_velocity)
else
if self.get_velocity(self) <= 1.58 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 8
self.object:setvelocity(v)
end
self.set_velocity(self, self.run_velocity)
end
self:set_animation("run")
else
self.set_velocity(self, 0)
self:set_animation("punch")
self.v_start = false
if self.timer > 0.9 then
self.timer = 0
minetest.sound_play("mobs_punch", {object = self.object, gain = 1})
self.attack.player:punch(self.object, monster_damage, {
full_punch_interval = 0.9,
damage_groups = {fleshy = self.damage}
}, vec)
end
end
elseif self.state == "attack" and self.attack_type == "shoot" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
self:set_animation("stand")
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x -s.x) ^ 2 + (p.y -s.y) ^ 2 + (p.z -s.z) ^ 2) ^ 0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player = nil, dist = nil}
self:set_animation("stand")
return
else
self.attack.dist = dist
end
local vec = {x = p.x -s.x, y = p.y -s.y, z = p.z -s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
self.set_velocity(self, 0)
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation("punch")
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
local position = self.object:getpos()
position.y = position.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
local obj = minetest.add_entity(position, self.arrow)
local amount = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
local v = obj:get_luaentity().velocity
vec.y = vec.y + 0
vec.x = vec.x * v / amount
vec.y = vec.y * v / amount
vec.z = vec.z * v / amount
obj:setvelocity(vec)
end
end
end, -- on_step
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy = self.armor})
self.object:setacceleration({x = 0, y = -14.5, z = 0})
self.state = "stand"
self.object:setvelocity({x = 0, y = self.object:getvelocity().y, z = 0})
self.object:setyaw(math.random(1, 360) / 180 * math.pi)
self.lifetimer = 600 - dtime_s
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp and tmp.lifetimer then
self.lifetimer = tmp.lifetimer - dtime_s
end
if tmp and tmp.tamed then
self.tamed = tmp.tamed
end
end
if self.lifetimer <= 0 and not self.tamed then
local pos = self.object:getpos()
local hp = self.object:get_hp()
minetest.log(
"action",
"A mob with " ..
tostring(hp) ..
" HP despawned at " ..
minetest.pos_to_string(pos) ..
" on activation."
)
self.object:remove()
end
end, -- on_activate
get_staticdata = function(self)
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
}
return minetest.serialize(tmp)
end, -- get_staticdata
on_punch = function(self, hitter)
local hp = self.object:get_hp()
if hp >= 1 then
minetest.sound_play(
"player_damage",
{object = self.object, gain = 0.25}
)
minetest.sound_play(
"hit",
{pos = hitter:getpos(), gain = 0.4}
)
end
local y = self.object:getvelocity().y
if y <= 0 then
self.object:setvelocity({x = 0, y = y + 4.5, z = 0})
end
if hp <= 0 then
if
hitter and
hitter:is_player() and
hitter:get_inventory()
then
minetest.sound_play(
"player_death",
{object = self.object, gain = 0.4}
)
minetest.sound_play(
"hit_death",
{pos = hitter:getpos(), gain = 0.4}
)
for _, drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 then
hitter:get_inventory():add_item(
"main",
ItemStack(drop.name .. " " .. math.random(drop.min, drop.max))
)
end
end
end
end -- if hp <= 0
end, -- on_punch
})
end --function carbone_mobs:register_mob(name, def)
carbone_mobs.spawning_mobs = {}
function carbone_mobs:register_spawn(
name,
description,
nodes,
max_light,
min_light,
chance,
active_object_count,
max_height,
spawn_func
)
carbone_mobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = {"air"},
interval = 2,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
-- local players = #minetest.get_connected_players()
-- if players == 0 then return end
if active_object_count_wider > active_object_count then return end
if not carbone_mobs.spawning_mobs[name] then return end
pos.y = pos.y + 1
if minetest.get_node(pos).name ~= "air" then return end
if pos.y > max_height then return end
if not minetest.get_node_light(pos) then return end
if minetest.get_node_light(pos) > max_light then return end
if minetest.get_node_light(pos) < min_light then return end
if spawn_func and not spawn_func(pos, node) then return end
minetest.log(
"action",
"Spawned " ..
description ..
" at " ..
minetest.pos_to_string(pos) ..
"."
)
minetest.add_entity(pos, name)
if name == "carbone_mobs:rat" then
-- Rats spawn in pairs, so always spawn a second rat
minetest.add_entity(pos, "carbone_mobs:rat")
end
end
})
end
function carbone_mobs:register_arrow(name, def)
minetest.register_entity(name, {
physical = false,
collisionbox = {0, 0, 0, 0, 0, 0},
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
on_step = function(self, dtime)
local pos = self.object:getpos()
if minetest.registered_nodes[
minetest.get_node(self.object:getpos()).name
].walkable then
self.hit_node(self, pos)
self.object:remove()
return
end
pos.y = pos.y - 1
for _, player in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if player:is_player() then
self.hit_player(self, player)
self.object:remove()
return
end
end
end
})
end