nodetopia/mods/mobs/init.lua

278 lines
7.5 KiB
Lua

--[[
Pilztest
Copyright (C) 2013 PilzAdam
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
]]
local debug = function(...)
--print("mobs:", ...)
end
minetest.register_entity("mobs:stone_monster", {
initial_properties = {
hp_max = 100,
physical = true,
collide_with_objects = true,
collisionbox = {-0.3, -1.0, -0.3, 0.3, 1.0, 0.3},
visual = "upright_sprite",
visual_size = {x=1, y=2},
textures = {"mobs_stone_monster.png", "mobs_stone_monster_back.png"},
is_visible = true,
makes_footstep_sound = true,
stepheight = 1.1,
automatic_face_movement_dir = 270,
},
attack = "",
state = "stand",
velocity = {x=0, y=0, z=0},
timer = 0,
attack_speed = 3.5,
walk_speed = 1.0,
damage = 1,
set_velocity = function(self, dir, velocity)
self.velocity.x = math.sin(dir) * -velocity;
self.velocity.z = math.cos(dir) * velocity;
end,
on_activate = function(self, staticdata, dtime_s)
debug("on_activate()")
if staticdata == "not_first_activation" then
local objects = minetest.get_objects_inside_radius(self.object:getpos(), 10)
local remove = true
local obj
if #objects < 40 then
for _,obj in ipairs(objects) do
if obj:is_player() then
debug("on_activate(): not removing self: player nearby")
remove = false
break
end
end
end
if remove then
debug("on_activate(): removing self")
self.object:remove()
return
end
end
self.object:set_armor_groups({cracky=100})
self.object:setacceleration({x=0, y=-9.81, z=0})
end,
on_step = function(self, dtime)
if self.attack ~= "" then
local player = minetest.get_player_by_name(self.attack)
if not player then
debug("on_step(): player not found")
self.attack = ""
return
end
if player:get_hp() <= 0 then
debug("on_step(): player is dead")
self.attack = ""
return
end
local pp = player:getpos()
pp.y = pp.y+1.5
local sp = self.object:getpos()
sp.y = sp.y+0.5
local vec = {x=pp.x-sp.x, y=pp.y-sp.y, z=pp.z-sp.z}
pp.y = pp.y-1.5
local dist2 = math.sqrt(vec.x^2 + vec.z^2)
local dist3 = math.sqrt(vec.x^2 + vec.z^2 + vec.y^2)
local yaw = math.atan2(-vec.x, vec.z)
if dist3 > 20 then
debug("on_step(): stop attacking "..self.attack)
self.attack = ""
elseif dist2 > 1.5 then
self:set_velocity(yaw, self.attack_speed)
else
self:set_velocity(yaw, 0)
self.object:setyaw(yaw)
end
if dist3 <= 2.5 then
self:set_velocity(yaw, 0)
self.object:setyaw(yaw)
local i
for i=0, 2, 0.5 do
pp.y = pp.y+i
if minetest.line_of_sight(sp, pp, 0.1) then
if self.timer < 1 then
self.timer = self.timer + dtime
end
if self.timer >= 1 then
debug("on_step(): punching "..self.attack)
player:punch(self.object, 1.0, {damage_groups={fleshy=self.damage}})
self.timer = 0
end
break
end
pp.y = pp.y-i
end
end
else
if self.state == "stand" then
self.velocity = {x=0, y=0, z=0}
if math.random(1, 100) == 1 then
debug("on_step(): changing state from stand to walk")
self.state = "walk"
self:set_velocity(self.object:getyaw(), self.walk_speed)
end
elseif self.state == "walk" then
local yaw = self.object:getyaw()
local v1 = self.object:getvelocity()
local v2 = self.velocity
if math.abs(v1.x - v2.x) > 0.5 or math.abs(v1.z - v2.z) > 0.5 then
debug("on_step(): not moving in desired direction; change yaw")
yaw = yaw + math.pi + (math.abs(-45, 45)/180*math.pi)
elseif math.random(1, 100) == 1 then
debug("on_step(): changing yaw while walking")
yaw = yaw + math.random(-90, 90) / 180 * math.pi
end
self:set_velocity(yaw, self.walk_speed)
if math.random(1, 400) == 1 then
debug("on_step(): changing state from walk to stand")
self.state = "stand"
self.velocity = {x=0, y=0, z=0}
end
end
if minetest.setting_getbool("enable_damage") then
local player, _
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 then
local pp = player:getpos()
pp.y = pp.y + 1
local sp = self.object:getpos()
sp.y = sp.y + 0.5
local vec = {x=pp.x-sp.x, y=pp.y-sp.y, z=pp.z-sp.z}
local dist = math.sqrt(vec.x^2 + vec.z^2)
if dist < 3 or (dist < 15 and minetest.line_of_sight(sp, pp, 0.5)) then
debug("on_step(): attacking "..player:get_player_name())
self.attack = player:get_player_name()
end
end
end
end
end
self.object:setvelocity({x=self.velocity.x, y=self.object:getvelocity().y, z=self.velocity.z})
end,
on_punch = function(self, hitter)
debug("on_punch()")
if not hitter then
return
end
local tool = hitter:get_wielded_item()
local def = tool:get_definition()
if def and def.tool_capabilities and def.tool_capabilities.groupcaps and def.tool_capabilities.groupcaps.cracky then
local uses = def.tool_capabilities.groupcaps.cracky.uses
if uses then
minetest.sound_play("base_dig_cracky", {
object = self.object,
gain = 0.5,
})
if not minetest.setting_getbool("creative_mode") then
debug("on_punch(): wearing out tool")
tool:add_wear(65535/(uses*3))
hitter:set_wielded_item(tool)
end
end
end
if hitter:is_player() then
debug("on_punch(): attacking "..hitter:get_player_name())
self.attack = hitter:get_player_name()
end
end,
on_rightclick = function(self, clicker)
end,
get_staticdata = function(self)
return "not_first_activation"
end,
})
minetest.register_abm({
nodenames = {"base:stone"},
neighbors = {"air"},
interval = 15,
chance = 16000,
action = function(pos, node, active_object_count, active_object_count_wider)
if active_object_count > 40 then
debug("spawn abm: too many objects")
return
end
pos.y = pos.y+2
if minetest.get_node(pos).name ~= "air" then
debug("spawn abm: not enough air")
return
end
pos.y = pos.y-1
if minetest.get_node(pos).name ~= "air" then
debug("spawn abm: not enough air")
return
end
if minetest.get_node_light(pos) > 2 then
debug("spawn abm: too bright")
return
end
local num_objects = 0
local _,obj
local players = {}
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 16)) do
if obj.get_luaentity and obj:get_luaentity() and obj:get_luaentity().name == "mobs:stone_monster" then
num_objects = num_objects+1
end
if obj:is_player() then
table.insert(players, obj)
end
end
debug("spawn abm: num_objects="..num_objects)
if num_objects > 3 then
debug("spawn abm: too many mobs")
return
end
local player
for _,player in ipairs(players) do
local pp = player:getpos()
local vec = {x=pp.x-pos.x, y=pp.y-pos.y, z=pp.z-pos.z}
local dist = math.sqrt(vec.x^2 + vec.y^2 + vec.z^2)
if dist > 8 then
debug("spawn abm: player too close")
end
end
debug("spawn abm: === spawning stone_monster at "..minetest.pos_to_string(pos))
minetest.add_entity(pos, "mobs:stone_monster")
end,
})