213 lines
5.7 KiB
Lua
213 lines
5.7 KiB
Lua
--this is the file which houses the functions that control how mobs interact with the world
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--the sword wear mechanic
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pig.add_sword_wear = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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if puncher:is_player() then
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local itemstack = puncher:get_wielded_item()
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local wear = itemstack:get_definition().mob_hit_wear
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if wear then
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itemstack:add_wear(wear)
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if itemstack:get_name() == "" then
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minetest.sound_play("tool_break",{to_player = puncher:get_player_name(),gain=0.4})
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end
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puncher:set_wielded_item(itemstack)
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end
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end
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end
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--critical effect particles
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pig.do_critical_particles = function(pos)
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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(-2,-2,-2),
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maxvel = vector.new(2,8,2),
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minacc = {x=0, y=4, z=0},
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maxacc = {x=0, y=12, 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 = "critical.png",
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})
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end
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--this controls what happens when the mob gets punched
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pig.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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local hp = self.hp
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local vel = self.object:get_velocity()
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local hurt = tool_capabilities.damage_groups.damage
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if not hurt then
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hurt = 1
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end
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local critical = false
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--criticals
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local pos = self.object:get_pos()
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if puncher:is_player() then
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local puncher_vel = puncher:get_player_velocity().y
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if puncher_vel < 0 then
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hurt = hurt * 1.5
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critical = true
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end
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end
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local hp = hp-hurt
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if (self.punched_timer <= 0 and hp > 1) then
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self.hostile = true
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self.hostile_timer = 20
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self.punched_timer = 0.8
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--critical effect
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if critical == true then
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self.do_critical_particles(pos)
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minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
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end
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minetest.sound_play("pig", {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
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self.hp = hp
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self.direction = vector.multiply(dir,-1)
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dir = vector.multiply(dir,10)
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if vel.y <= 0 then
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dir.y = 4
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else
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dir.y = 0
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end
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self.object:add_velocity(dir)
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self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
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elseif self.punched_timer <= 0 and self.death_animation_timer == 0 then
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self.death_animation_timer = 1
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self.dead = true
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--critical effect
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if critical == true then
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self.do_critical_particles(pos)
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minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
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end
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minetest.sound_play("pig_die", {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
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self.object:set_texture_mod("^[colorize:red:130")
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if self.child then
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self.child:set_texture_mod("^[colorize:red:130")
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end
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self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
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end
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end
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--this is what happens when a mob diese
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pig.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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minetest.throw_item(pos,"mob:raw_porkchop")
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self.child:get_luaentity().parent = nil
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self.object:remove()
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end
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--this makes the mob rotate and then die
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pig.manage_death_animation = function(self,dtime)
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if self.death_animation_timer >= 0 and self.dead == true then
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self.death_animation_timer = self.death_animation_timer - dtime
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local self_rotation = self.object:get_rotation()
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if self_rotation.z < math.pi/2 then
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self_rotation.z = self_rotation.z + (dtime*2)
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self.object:set_rotation(self_rotation)
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end
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--print(self.death_animation_timer)
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local currentvel = self.object:getvelocity()
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local goal = vector.new(0,0,0)
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local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z)
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acceleration = vector.multiply(acceleration, 0.05)
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self.object:add_velocity(acceleration)
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self.object:set_animation({x=0,y=0}, 15, 0, true)
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self.return_head_to_origin(self,dtime)
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end
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end
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--the pig will look for and at players
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pig.look_around = function(self,dtime)
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local pos = self.object:get_pos()
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--STARE O_O
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--and follow!
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self.following = false
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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 and object:get_hp() > 0 then
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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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player_found = true
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self.move_head(self,pos2,dtime)
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if self.hostile == true then
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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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--punch the player
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if distance < 1 and self.punch_timer <= 0 and object:get_hp() > 0 then
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local line_of_sight = minetest.line_of_sight(pos, pos2)
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if line_of_sight == true then
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self.punch_timer = 1
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object:punch(self.object, 2,
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{
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full_punch_interval=1.5,
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damage_groups = {fleshy=2},
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},vector.direction(pos,pos2))
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end
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end
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self.speed = distance * 4
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if self.speed > 6 then
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self.speed = 6
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end
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self.following = true
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end
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--only look at one player
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break
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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,dtime)
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self.manage_hostile_timer(self,dtime)
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end
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end
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