Code tidy, upped mese monster step height

This commit is contained in:
TenPlus1 2015-12-09 10:58:06 +00:00
parent 04f91248fa
commit 57125c243c
2 changed files with 40 additions and 13 deletions

52
api.lua
View File

@ -38,7 +38,9 @@ set_velocity = function(self, v)
local z = 0
if v and v ~= 0 then
local yaw = (self.object:getyaw() + self.rotate) or 0
x = math.sin(yaw) * -v
z = math.cos(yaw) * v
end
@ -53,6 +55,7 @@ end
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x ^ 2 + v.z ^ 2) ^ (0.5)
end
@ -66,49 +69,61 @@ set_animation = function(self, type)
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
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
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
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
@ -245,6 +260,7 @@ do_env_damage = function(self)
and (minetest.get_node_light(pos) or 0) > 12 then
self.object:set_hp(self.object:get_hp() - self.light_damage)
effect(pos, 5, "tnt_smoke.png")
end
@ -526,7 +542,9 @@ local function breed(self)
ent2.tamed = true
ent2.owner = self.owner
end)
num = 0
break
end
end
@ -540,6 +558,7 @@ function replace(self, pos)
and math.random(1, self.replace_rate) == 1 then
local pos = self.object:getpos()
pos.y = pos.y + self.replace_offset
-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
@ -563,10 +582,13 @@ end
function day_docile(self)
if self.docile_by_day == false then
return false
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
return true
end
end
@ -819,6 +841,7 @@ minetest.register_entity(name, {
type = "player"
else
obj = oir:get_luaentity()
if obj then
player = obj.object
type = obj.type
@ -831,9 +854,10 @@ minetest.register_entity(name, {
s = self.object:getpos()
p = player:getpos()
sp = s
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic
dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
sp.y = sp.y + 1
dist = vector.distance(p, s)
if dist < self.view_range then
-- field of view check goes here
@ -874,7 +898,7 @@ minetest.register_entity(name, {
-- attack monster
p = obj.object:getpos()
dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
dist = vector.distance(p, s)
if dist < min_dist then
min_dist = dist
@ -903,7 +927,7 @@ minetest.register_entity(name, {
s = self.object:getpos()
p = player:getpos()
dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
dist = vector.distance(p, s)
if dist < self.view_range then
self.following = player
@ -949,7 +973,7 @@ minetest.register_entity(name, {
if p then
local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
local dist = vector.distance(p, s)
-- dont follow if out of range
if dist > self.view_range then
@ -1126,7 +1150,7 @@ minetest.register_entity(name, {
-- calculate distance from mob and enemy
local s = self.object:getpos()
local p = self.attack:getpos() or s
local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
local dist = vector.distance(p, s)
-- stop attacking if no player or out of range
if dist > self.view_range
@ -1363,7 +1387,7 @@ minetest.register_entity(name, {
p.y = p.y - .5
s.y = s.y + .5
local dist = ((p.x - s.x) ^ 2 + (p.y - s.y) ^ 2 + (p.z - s.z) ^ 2) ^ 0.5
local dist = vector.distance(p, s)
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
@ -1396,9 +1420,11 @@ minetest.register_entity(name, {
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
local obj = minetest.add_entity(p, self.arrow)
local ent = obj:get_luaentity()
local amount = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
local v = obj:get_luaentity().velocity
obj:get_luaentity().switch = 1
local v = ent.velocity
ent.switch = 1
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
@ -1866,7 +1892,7 @@ function mobs:register_arrow(name, def)
local pos = self.object:getpos()
if switch == 0
if self.switch == 0
or self.timer > 150
or not within_limits(pos, 0) then

View File

@ -30,6 +30,7 @@ mobs:register_mob("mobs:mese_monster", {
jump_height = 8,
fall_damage = 0,
fall_speed = -6,
stepheight = 3,
drops = {
{name = "default:mese_crystal",
chance = 9, min = 1, max = 3},