155 lines
3.6 KiB
Lua
155 lines
3.6 KiB
Lua
--these are helpers to create entities
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pig = {}
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pig.initial_properties = {
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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 = -90.0,
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automatic_face_movement_max_rotation_per_sec = 300,
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--makes_footstep_sound = true,
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}
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pig.hp = 10
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pig.speed = 5
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pig.jump_timer = 0
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pig.hurt_inside_timer = 0
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pig.death_animation_timer = 0
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pig.dead = false
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pig.mob = true
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pig.hostile = false
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pig.hostile_timer = 0
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pig.timer = 0
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pig.state = 0
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pig.hunger = 200
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pig.view_distance = 20
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pig.punch_timer = 0
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pig.punched_timer = 0
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--head stuff
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pig.head_mount = vector.new(0,1.2,1.9)
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local path = minetest.get_modpath(minetest.get_current_modname()).."/pig"
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dofile(path.."/timers.lua")
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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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dofile(path.."/interaction_code.lua")
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----------------------------------
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--repel from players
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pig.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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--sets the mob animation and speed
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pig.set_animation = function(self)
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if self.speed == 0 or vector.equals(self.direction,vector.new(0,0,0)) then
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self.object:set_animation({x=0,y=0}, 1, 0, true)
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else
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self.object:set_animation({x=5,y=15}, 1, 0, true)
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local speed = self.object:get_velocity()
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speed.y = 0
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self.object:set_animation_frame_speed(vector.distance(vector.new(0,0,0),speed)*5)
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end
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end
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--this depletes the mobs hunger
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pig.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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pig.set_state = function(self,dtime)
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self.do_hunger(self,dtime)
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end
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pig.on_step = function(self, dtime)
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if self.dead == false and self.death_animation_timer == 0 then
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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,dtime)
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self.manage_punch_timer(self,dtime)
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--self.debug_nametag(self,dtime)
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else
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self.manage_death_animation(self,dtime)
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end
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--fix zombie state again
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if self.dead == true and self.death_animation_timer <= 0 then
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self.on_death(self)
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end
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end
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minetest.register_entity("mob:pig", pig)
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------------------------------------------------------------------------the head
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pig.head = {}
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pig.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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pig.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", pig.head)
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