101 lines
3.0 KiB
Lua
101 lines
3.0 KiB
Lua
--this is where all the movement code is stored for the pig mob
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--This makes the mob walk at a certain speed and jump
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pig.move = function(self,dtime)
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self.manage_jump_timer(self,dtime)
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self.timer = self.timer - dtime
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--jump
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self.jump(self)
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--swim
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self.swim(self,dtime)
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--print(self.timer)
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--direction state change
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if self.timer <= 0 and not self.following == true then
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--print("changing direction")
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self.timer = math.random(2,7)
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self.direction = vector.new(math.random()*math.random(-1,1),0,math.random()*math.random(-1,1))
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--local yaw = self.object:get_yaw() + dtime
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self.speed = math.random(0,6)
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--self.object:set_yaw(yaw)
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end
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self.hurt_inside(self,dtime)
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local currentvel = self.object:getvelocity()
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local goal = vector.multiply(self.direction,self.speed)
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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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end
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local get_group = minetest.get_node_group
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local get_node = minetest.get_node
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pig.hurt_inside = function(self,dtime)
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if self.hp > 0 and self.hurt_inside_timer <= 0 then
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local pos = self.object:getpos()
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local hurty = get_group(get_node(pos).name, "hurt_inside")
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if hurty > 0 then
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self.object:punch(self.object, 2,
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{
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full_punch_interval=1.5,
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damage_groups = {damage=hurty},
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})
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end
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else
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self.hurt_inside_timer = self.hurt_inside_timer - dtime
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end
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end
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--use raycasting to jump
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pig.jump = function(self)
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if self.jump_timer <= 0 then
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local vel = self.object:get_velocity()
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if (self.direction.x ~= 0 and vel.x == 0) or (self.direction.z ~= 0 and vel.z == 0) then
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local pos = self.object:get_pos()
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local ground_distance = self.object:get_properties().collisionbox[2]
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local ray = minetest.raycast(pos, vector.add(pos, vector.new(0,ground_distance*1.1,0)), false, false)
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if ray then
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for pointed_thing in ray do
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local collision_point = pointed_thing.under
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if collision_point then
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local walkable = minetest.registered_nodes[minetest.get_node(collision_point).name].walkable
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if walkable then
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local distance = vector.subtract(collision_point,pos).y-self.object:get_properties().collisionbox[2]+0.4
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if distance >= -0.11 then
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local vel = self.object:get_velocity()
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self.jump_timer = 0.5
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self.object:add_velocity(vector.new(vel.x,5,vel.z))
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end
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end
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end
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end
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end
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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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pig.swim = function(self,dtime)
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local pos = self.object:getpos()
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pos.y = pos.y + 0.3
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local node = minetest.get_node(pos).name
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self.swimming = false
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if node == "main:water" or node =="main:waterflow" then
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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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--jump out of the water
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if (vel.x == 0 and self.direction.x ~= 0) or (vel.z == 0 and self.direction.z ~= 0) then
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self.object:set_velocity(vector.new(vel.x,5,vel.z))
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--else swim
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else
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self.object:add_velocity(acceleration)
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end
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self.swimming = true
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end
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end
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