286 lines
6.6 KiB
Lua
286 lines
6.6 KiB
Lua
--this is where mobs are defined
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--this is going to be used to set an active mob limit
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global_mob_table = {}
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local path = minetest.get_modpath(minetest.get_current_modname())
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dofile(path.."/spawning.lua")
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dofile(path.."/items.lua")
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--these are helpers to create entities
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mob = {}
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dofile(path.."/head_code.lua")
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dofile(path.."/movement_code.lua")
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dofile(path.."/data_handling_code.lua")
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mob.initial_properties = {
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hp_max = 1,
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physical = true,
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collide_with_objects = false,
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collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37},
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visual = "mesh",
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visual_size = {x = 3, y = 3},
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mesh = "pig.x",
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textures = {
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"body.png","leg.png","leg.png","leg.png","leg.png"
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},
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is_visible = true,
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pointable = true,
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automatic_face_movement_dir = 0.0,
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automatic_face_movement_max_rotation_per_sec = 300,
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}
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mob.hp = 5
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mob.speed = 5
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mob.mob = true
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mob.hostile = false
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mob.timer = 0
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mob.state = 0
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mob.hunger = 200
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mob.view_distance = 20
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----------------------------------
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mob.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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local hurt = tool_capabilities.damage_groups.fleshy
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if not hurt then
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hurt = 1
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end
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local hp = self.object:get_hp()
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self.object:set_hp(hp-hurt)
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if hp > 1 then
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minetest.sound_play("hurt", {object=self.object, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100})
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end
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self.hp = hp-hurt
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end
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mob.on_death = function(self, killer)
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local pos = self.object:getpos()
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pos.y = pos.y + 0.4
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minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
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minetest.add_particlespawner({
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amount = 40,
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time = 0.001,
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minpos = pos,
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maxpos = pos,
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minvel = vector.new(-5,-5,-5),
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maxvel = vector.new(5,5,5),
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minacc = {x=0, y=0, z=0},
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maxacc = {x=0, y=0, z=0},
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "smoke.png",
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})
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local obj = minetest.add_item(pos,"mob:raw_porkchop")
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self.child:get_luaentity().parent = nil
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end
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--repel from players
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mob.push = function(self)
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local pos = self.object:getpos()
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local radius = 1
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
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if object:is_player() or object:get_luaentity().mob == true then
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local player_pos = object:getpos()
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pos.y = 0
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player_pos.y = 0
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local currentvel = self.object:getvelocity()
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local vel = vector.subtract(pos, player_pos)
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vel = vector.normalize(vel)
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local distance = vector.distance(pos,player_pos)
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distance = (radius-distance)*10
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vel = vector.multiply(vel,distance)
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local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
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self.object:add_velocity(acceleration)
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acceleration = vector.multiply(acceleration, 5)
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object:add_player_velocity(acceleration)
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end
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end
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end
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--makes the mob swim
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mob.swim = function(self)
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local pos = self.object:getpos()
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pos.y = pos.y + 0.7
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local node = minetest.get_node(pos).name
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local vel = self.object:getvelocity()
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local goal = 3
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local acceleration = vector.new(0,goal-vel.y,0)
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self.swimming = false
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if node == "main:water" or node =="main:waterflow" then
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self.swimming = true
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self.object:add_velocity(acceleration)
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end
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end
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--sets the mob animation and speed
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mob.set_animation = function(self)
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local distance = vector.distance(vector.new(0,0,0), self.object:getvelocity())
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self.object:set_animation_frame_speed(distance*5)
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end
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mob.look_around = function(self)
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local pos = self.object:get_pos()
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--this is where the mob is actually looking
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local eye_ray = self.raycast_look(self,dtime)
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--this is below where the mob is pointed, checks if ledge
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--[[ --work on this later
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local ledge_ray = self.look_below(self)
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local is_a_drop = true
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--check if there's a drop
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if ledge_ray then
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for pointed_thing in ledge_ray do
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if pointed_thing then
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local pos2 = pointed_thing.under
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local distance = math.floor(vector.subtract(pos2,pos).y-self.object:get_properties().collisionbox[2]+0.5+0.5)
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if distance >= -3 then
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is_a_drop = false
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end
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end
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end
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end
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--turn around
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if is_a_drop == true then
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self.direction = vector.multiply(self.direction, -1)
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print("turning around")
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end
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]]--
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--a mob will check if it needs to jump
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if eye_ray then
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for pointed_thing in eye_ray do
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local pos = self.object:get_pos()
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local pos2 = pointed_thing.under
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local walkable = minetest.registered_nodes[minetest.get_node(pos2).name].walkable
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if walkable then
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if vector.distance(pos,pos2) < 1 then
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self.jump(self)
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break
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end
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end
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end
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end
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--STARE O_O
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--and follow!
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local player_found = false
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 6)) do
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if object:is_player() and player_found == false then
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--print("test")
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player_found = true
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--look at player's camera
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local pos2 = object:get_pos()
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pos2.y = pos2.y + 1.625
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self.move_head(self,pos2)
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self.direction = vector.direction(pos,pos2)
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local distance = vector.distance(pos,pos2)-2
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if distance < 0 then
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distance = 0
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end
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self.speed = distance
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end
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end
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--stare straight if not found
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if player_found == false then
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self.move_head(self,nil)
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end
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end
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--this is the info on the mob
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mob.debug_nametag = function(self,dtime)
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--we're doing this to the child because the nametage breaks the
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--animation on the mob's body
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if self.child then
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--we add in items we want to see in this list
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local debug_items = {"hunger","timer","yaw"}
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local text = ""
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for _,item in pairs(debug_items) do
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if self[item] then
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text = text..item..": "..self[item].."\n"
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end
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end
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self.child:set_nametag_attributes({
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color = "white",
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text = text
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})
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end
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end
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--this depletes the mobs hunger
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mob.do_hunger = function(self,dtime)
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self.hunger = self.hunger - dtime
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end
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--this sets the state of the mob
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mob.set_state = function(self,dtime)
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self.do_hunger(self,dtime)
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end
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mob.on_step = function(self, dtime)
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self.set_state(self,dtime)
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self.move(self,dtime)
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self.set_animation(self)
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self.look_around(self)
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mob.debug_nametag(self,dtime)
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end
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minetest.register_entity("mob:pig", mob)
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------------------------------------------------------------------------the head
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local head = {}
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head.initial_properties = {
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hp_max = 1,
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physical = false,
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collide_with_objects = false,
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collisionbox = {0, 0, 0, 0, 0, 0},
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visual = "mesh",
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visual_size = {x = 1.1, y = 1.1},
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mesh = "pig_head.x",
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textures = {
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"head.png","nose.png"
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},
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is_visible = true,
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pointable = false,
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--automatic_face_movement_dir = 0.0,
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--automatic_face_movement_max_rotation_per_sec = 600,
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}
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--remove the head if no body
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head.on_step = function(self, dtime)
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if self.parent == nil then
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self.object:remove()
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end
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end
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minetest.register_entity("mob:head", head)
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