mobapi/init.lua

560 lines
16 KiB
Lua

mobapi = {}
mobapi.default_definition = {
physical = true,
jump = function (self)
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end,
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,
on_step = function(self, dtime)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
-- Lifetime over and no player around -> remove
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(), 20)) do
if obj:is_player() then
player_count = player_count+1
end
end
if player_count == 0 and self.state ~= "attack" then
self.object:remove()
return
end
end
-- Moving upwards -> make it fall
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
self.object:setacceleration({x=x, y=-10, z=z})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
-- Fall damage
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
if self.sounds and self.sounds.damage_fall then
minetest.sound_play(self.sounds.damage_fall, {object = self.object})
end
self.object:set_hp(self.object:get_hp()-damage)
if self.object:get_hp() == 0 then
if self.sounds and self.sounds.die then
minetest.sound_play(self.sounds.die, {object = self.object})
end
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 < 1 then
return
end
self.timer = 0
end
-- Play a sound at random
if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
-- Environmental damage
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)
if self.sounds and self.sounds.damage_light then
minetest.sound_play(self.sounds.damage_light, {object = self.object})
end
if self.object:get_hp() == 0 then
if self.sounds and self.sounds.die then
minetest.sound_play(self.sounds.die, {object = self.object})
end
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)
if self.sounds and self.sounds.damage_water then
minetest.sound_play(self.sounds.damage_water, {object = self.object})
end
if self.object:get_hp() == 0 then
if self.sounds and self.sounds.die then
minetest.sound_play(self.sounds.die, {object = self.object})
end
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)
if self.sounds and self.sounds.damage_lava then
minetest.sound_play(self.sounds.damage_lava, {object = self.object})
end
if self.object:get_hp() == 0 then
if self.sounds and self.sounds.die then
minetest.sound_play(self.sounds.die, {object = self.object})
end
self.object:remove()
end
end
end
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack" and self.env_damage_timer > 1 then
self.env_damage_timer = 0
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
if self.type == "monster" and minetest.setting_getbool("enable_damage") then
local s = self.object:getpos()
for _,player in pairs(minetest.get_connected_players()) do
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
if self.attack.dist then
if dist < self.attack.dist then
self.attack.player = player
self.attack.dist = dist
end
else
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end
end
if self.attack.player then
local p = self.attack.player:getpos()
if not p or not s or not minetest.line_of_sight({x=s.x, y=s.y+1, z=s.z}, {x=p.x, y=p.y+1, z=p.z}) then
self.state = "stand"
self.attack = {player = nil, dist = nil}
end
end
end
if self.follow and 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
self.v_start = false
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.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self:jump()
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)-180)/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)-180)/180*math.pi))
end
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self:jump()
end
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
if math.random(1, 100) <= 10 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")
self.attack = {player=nil, dist=nil}
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.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self:jump()
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 > 1 then
self.timer = 0
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
self.attack.player:punch(self.object, 1.0, {
full_punch_interval=1.0,
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")
self.attack = {player=nil, dist=nil}
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 p = self.object:getpos()
p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
local obj = minetest.add_entity(p, 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+1
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_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-10, z=0})
self.state = "stand"
self.attack = {player = nil, dist = nil}
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
self.object:setyaw(math.random(1, 360)/180*math.pi)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
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
self.object:remove()
end
end,
get_staticdata = function(self)
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
}
return minetest.serialize(tmp)
end,
on_punch = function(self, hitter, time_from_last_punch, tool_capabilities)
-- drop items
if self.object:get_hp() > 0 then
if self.sounds and self.sounds.damage_punch then
minetest.sound_play(self.sounds.damage_punch, {object = self.object})
end
return
end
if self.sounds and self.sounds.die then
minetest.sound_play(self.sounds.die, {object = self.object})
end
if hitter and hitter:is_player() and hitter:get_inventory() then
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,
__index = function(table,key)
return mobapi.default_definition[key]
end,}
function mobapi.register_mob(name, def)
setmetatable (def, mobapi.default_definition)
minetest.register_entity(name, def)
end
mobapi.spawning_mobs = {}
function mobapi.register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func)
if minetest.setting_getbool(string.gsub(name,":","_").."_spawn") == true then return end
mobapi.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = {"air"},
interval = 30,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
if active_object_count_wider > active_object_count then return end
if not mobapi.spawning_mobs[name] then return end
pos.y = pos.y+1
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 pos.y > max_height then return end
if minetest.get_node(pos).name ~= "air" then return end
pos.y = pos.y+1
if minetest.get_node(pos).name ~= "air" then return end
if spawn_func and not spawn_func(pos, node) then return end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[mobapi] Add "..name.." at "..minetest.pos_to_string(pos))
end
minetest.add_entity(pos, name)
end
})
end
function mobapi.register_arrow(name, def)
minetest.register_entity(name, {
physical = false,
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.get_node(self.object:getpos()).name ~= "air" then
self.hit_node(self, pos, node)
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