mirror of
https://github.com/Poikilos/mobs.git
synced 2023-10-03 07:28:50 -07:00
Mob definition switched to a setmetatable way of doing it. Gives modders so much customization that they can shoot themselves in the foot with it.
This commit is contained in:
parent
5865c59969
commit
eacb49ac70
831
api.lua
831
api.lua
@ -1,481 +1,460 @@
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mobs = {}
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mobs = {}
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function mobs:jump()
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local v = self.object:getvelocity()
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v.y = 5
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self.object:setvelocity(v)
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end
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function mobs:register_mob(name, def)
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mobs.default_definition = {
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minetest.register_entity(name, {
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physical = true,
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hp_max = def.hp_max,
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jump = function (self)
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physical = true,
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local v = self.object:getvelocity()
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collisionbox = def.collisionbox,
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v.y = 5
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visual = def.visual,
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self.object:setvelocity(v)
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visual_size = def.visual_size,
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end,
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mesh = def.mesh,
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textures = def.textures,
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makes_footstep_sound = def.makes_footstep_sound,
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timer = 0,
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view_range = def.view_range,
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env_damage_timer = 0, -- only if state = "attack"
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walk_velocity = def.walk_velocity,
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attack = {player=nil, dist=nil},
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run_velocity = def.run_velocity,
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state = "stand",
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damage = def.damage,
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v_start = false,
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light_damage = def.light_damage,
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old_y = nil,
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water_damage = def.water_damage,
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lifetimer = 600,
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lava_damage = def.lava_damage,
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tamed = false,
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disable_fall_damage = def.disable_fall_damage,
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drops = def.drops,
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set_velocity = function(self, v)
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armor = def.armor,
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local yaw = self.object:getyaw()
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drawtype = def.drawtype,
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if self.drawtype == "side" then
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on_rightclick = def.on_rightclick,
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yaw = yaw+(math.pi/2)
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type = def.type,
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end
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attack_type = def.attack_type,
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local x = math.sin(yaw) * -v
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arrow = def.arrow,
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local z = math.cos(yaw) * v
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shoot_interval = def.shoot_interval,
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self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
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sounds = def.sounds,
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end,
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animation = def.animation,
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follow = def.follow,
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get_velocity = function(self)
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jump = def.jump or mobs.jump,
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local v = self.object:getvelocity()
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return (v.x^2 + v.z^2)^(0.5)
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end,
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set_animation = function(self, type)
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if not self.animation then
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return
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end
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if not self.animation.current then
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self.animation.current = ""
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end
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if type == "stand" and self.animation.current ~= "stand" then
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if
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self.animation.stand_start
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and self.animation.stand_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.stand_start,y=self.animation.stand_end},
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self.animation.speed_normal, 0
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)
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self.animation.current = "stand"
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end
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elseif type == "walk" and self.animation.current ~= "walk" then
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if
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self.animation.walk_start
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and self.animation.walk_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.walk_start,y=self.animation.walk_end},
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self.animation.speed_normal, 0
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)
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self.animation.current = "walk"
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end
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elseif type == "run" and self.animation.current ~= "run" then
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if
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self.animation.run_start
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and self.animation.run_end
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and self.animation.speed_run
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then
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self.object:set_animation(
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{x=self.animation.run_start,y=self.animation.run_end},
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self.animation.speed_run, 0
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)
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self.animation.current = "run"
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end
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elseif type == "punch" and self.animation.current ~= "punch" then
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if
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self.animation.punch_start
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and self.animation.punch_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.punch_start,y=self.animation.punch_end},
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self.animation.speed_normal, 0
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)
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self.animation.current = "punch"
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end
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end
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end,
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on_step = function(self, dtime)
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if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
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self.object:remove()
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end
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timer = 0,
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self.lifetimer = self.lifetimer - dtime
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env_damage_timer = 0, -- only if state = "attack"
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if self.lifetimer <= 0 and not self.tamed then
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attack = {player=nil, dist=nil},
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local player_count = 0
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state = "stand",
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for _,obj in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 20)) do
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v_start = false,
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if obj:is_player() then
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old_y = nil,
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player_count = player_count+1
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lifetimer = 600,
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end
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tamed = false,
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end
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if player_count == 0 and self.state ~= "attack" then
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self.object:remove()
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return
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end
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end
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set_velocity = function(self, v)
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if self.object:getvelocity().y > 0.1 then
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local yaw = self.object:getyaw()
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local yaw = self.object:getyaw()
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if self.drawtype == "side" then
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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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yaw = yaw+(math.pi/2)
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end
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end
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local x = math.sin(yaw) * -v
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local x = math.sin(yaw) * -2
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local z = math.cos(yaw) * v
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local z = math.cos(yaw) * 2
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self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
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self.object:setacceleration({x=x, y=-10, z=z})
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end,
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else
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self.object:setacceleration({x=0, y=-10, z=0})
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end
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get_velocity = function(self)
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if self.disable_fall_damage and self.object:getvelocity().y == 0 then
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local v = self.object:getvelocity()
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if not self.old_y then
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return (v.x^2 + v.z^2)^(0.5)
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self.old_y = self.object:getpos().y
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end,
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else
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local d = self.old_y - self.object:getpos().y
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if d > 5 then
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local damage = d-5
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self.object:set_hp(self.object:get_hp()-damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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self.old_y = self.object:getpos().y
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end
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end
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set_animation = function(self, type)
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self.timer = self.timer+dtime
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if not self.animation then
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if self.state ~= "attack" then
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if self.timer < 1 then
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return
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return
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end
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end
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if not self.animation.current then
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self.timer = 0
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self.animation.current = ""
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end
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end
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if type == "stand" and self.animation.current ~= "stand" then
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if
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self.animation.stand_start
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and self.animation.stand_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.stand_start,y=self.animation.stand_end},
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self.animation.speed_normal, 0
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)
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self.animation.current = "stand"
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end
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elseif type == "walk" and self.animation.current ~= "walk" then
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if
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self.animation.walk_start
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and self.animation.walk_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.walk_start,y=self.animation.walk_end},
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self.animation.speed_normal, 0
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)
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self.animation.current = "walk"
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end
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elseif type == "run" and self.animation.current ~= "run" then
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if
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self.animation.run_start
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and self.animation.run_end
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and self.animation.speed_run
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then
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self.object:set_animation(
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{x=self.animation.run_start,y=self.animation.run_end},
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self.animation.speed_run, 0
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)
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self.animation.current = "run"
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end
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elseif type == "punch" and self.animation.current ~= "punch" then
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if
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self.animation.punch_start
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and self.animation.punch_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.punch_start,y=self.animation.punch_end},
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self.animation.speed_normal, 0
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)
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self.animation.current = "punch"
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end
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end
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end,
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on_step = function(self, dtime)
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if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
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if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
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minetest.sound_play(self.sounds.random, {object = self.object})
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self.object:remove()
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end
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end
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local do_env_damage = function(self)
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local pos = self.object:getpos()
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local n = minetest.env:get_node(pos)
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self.lifetimer = self.lifetimer - dtime
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if self.light_damage and self.light_damage ~= 0
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if self.lifetimer <= 0 and not self.tamed then
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and pos.y>0
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local player_count = 0
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and minetest.env:get_node_light(pos)
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for _,obj in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 20)) do
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and minetest.env:get_node_light(pos) > 4
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if obj:is_player() then
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and minetest.env:get_timeofday() > 0.2
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player_count = player_count+1
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and minetest.env:get_timeofday() < 0.8
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end
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then
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end
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self.object:set_hp(self.object:get_hp()-self.light_damage)
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if player_count == 0 and self.state ~= "attack" then
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if self.object:get_hp() == 0 then
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self.object:remove()
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self.object:remove()
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return
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end
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end
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end
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end
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if self.object:getvelocity().y > 0.1 then
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if self.water_damage and self.water_damage ~= 0 and
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local yaw = self.object:getyaw()
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minetest.get_item_group(n.name, "water") ~= 0
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if self.drawtype == "side" then
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then
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yaw = yaw+(math.pi/2)
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self.object:set_hp(self.object:get_hp()-self.water_damage)
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end
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if self.object:get_hp() == 0 then
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local x = math.sin(yaw) * -2
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self.object:remove()
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local z = math.cos(yaw) * 2
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self.object:setacceleration({x=x, y=-10, z=z})
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else
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self.object:setacceleration({x=0, y=-10, z=0})
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end
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if self.disable_fall_damage and self.object:getvelocity().y == 0 then
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if not self.old_y then
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self.old_y = self.object:getpos().y
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else
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local d = self.old_y - self.object:getpos().y
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if d > 5 then
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local damage = d-5
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self.object:set_hp(self.object:get_hp()-damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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self.old_y = self.object:getpos().y
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end
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end
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end
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end
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self.timer = self.timer+dtime
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if self.lava_damage and self.lava_damage ~= 0 and
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if self.state ~= "attack" then
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minetest.get_item_group(n.name, "lava") ~= 0
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if self.timer < 1 then
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then
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return
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self.object:set_hp(self.object:get_hp()-self.lava_damage)
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end
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if self.object:get_hp() == 0 then
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self.timer = 0
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self.object:remove()
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end
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if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
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minetest.sound_play(self.sounds.random, {object = self.object})
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end
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local do_env_damage = function(self)
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local pos = self.object:getpos()
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local n = minetest.env:get_node(pos)
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if self.light_damage and self.light_damage ~= 0
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and pos.y>0
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and minetest.env:get_node_light(pos)
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and minetest.env:get_node_light(pos) > 4
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and minetest.env:get_timeofday() > 0.2
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and minetest.env:get_timeofday() < 0.8
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then
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self.object:set_hp(self.object:get_hp()-self.light_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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if self.water_damage and self.water_damage ~= 0 and
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minetest.get_item_group(n.name, "water") ~= 0
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then
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self.object:set_hp(self.object:get_hp()-self.water_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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if self.lava_damage and self.lava_damage ~= 0 and
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minetest.get_item_group(n.name, "lava") ~= 0
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then
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self.object:set_hp(self.object:get_hp()-self.lava_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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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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self.env_damage_timer = self.env_damage_timer + dtime
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if self.state == "attack" and self.env_damage_timer > 1 then
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self.env_damage_timer = self.env_damage_timer + dtime
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self.env_damage_timer = 0
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if self.state == "attack" and self.env_damage_timer > 1 then
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do_env_damage(self)
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self.env_damage_timer = 0
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elseif self.state ~= "attack" then
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do_env_damage(self)
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do_env_damage(self)
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elseif self.state ~= "attack" then
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end
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do_env_damage(self)
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end
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if self.type == "monster" and minetest.setting_getbool("enable_damage") then
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for _,player in pairs(minetest.get_connected_players()) do
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if self.type == "monster" and minetest.setting_getbool("enable_damage") then
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local s = self.object:getpos()
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for _,player in pairs(minetest.get_connected_players()) do
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local p = player:getpos()
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local s = self.object:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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local p = player:getpos()
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if dist < self.view_range then
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if self.attack.dist then
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if dist < self.view_range then
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if dist < self.attack.dist then
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if self.attack.dist then
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self.attack.player = player
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if dist < self.attack.dist then
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self.attack.dist = dist
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end
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else
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self.state = "attack"
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self.attack.player = player
|
self.attack.player = player
|
||||||
self.attack.dist = dist
|
self.attack.dist = dist
|
||||||
end
|
end
|
||||||
|
else
|
||||||
|
self.state = "attack"
|
||||||
|
self.attack.player = player
|
||||||
|
self.attack.dist = dist
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
if self.follow and self.follow ~= "" and not self.following then
|
|
||||||
for _,player in pairs(minetest.get_connected_players()) do
|
if self.follow and self.follow ~= "" and not self.following then
|
||||||
local s = self.object:getpos()
|
for _,player in pairs(minetest.get_connected_players()) do
|
||||||
local p = player:getpos()
|
local s = self.object:getpos()
|
||||||
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
local p = player:getpos()
|
||||||
if self.view_range and dist < self.view_range then
|
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
||||||
self.following = player
|
if self.view_range and dist < self.view_range then
|
||||||
end
|
self.following = player
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
if self.following and self.following:is_player() then
|
|
||||||
if self.following:get_wielded_item():get_name() ~= self.follow then
|
if self.following and self.following:is_player() then
|
||||||
|
if self.following:get_wielded_item():get_name() ~= self.follow then
|
||||||
|
self.following = nil
|
||||||
|
self.v_start = false
|
||||||
|
else
|
||||||
|
local s = self.object:getpos()
|
||||||
|
local p = self.following:getpos()
|
||||||
|
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
||||||
|
if dist > self.view_range then
|
||||||
self.following = nil
|
self.following = nil
|
||||||
self.v_start = false
|
self.v_start = false
|
||||||
else
|
else
|
||||||
local s = self.object:getpos()
|
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
|
||||||
local p = self.following:getpos()
|
local yaw = math.atan(vec.z/vec.x)+math.pi/2
|
||||||
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
if self.drawtype == "side" then
|
||||||
if dist > self.view_range then
|
yaw = yaw+(math.pi/2)
|
||||||
self.following = nil
|
|
||||||
self.v_start = false
|
|
||||||
else
|
|
||||||
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
|
|
||||||
local yaw = math.atan(vec.z/vec.x)+math.pi/2
|
|
||||||
if self.drawtype == "side" then
|
|
||||||
yaw = yaw+(math.pi/2)
|
|
||||||
end
|
|
||||||
if p.x > s.x then
|
|
||||||
yaw = yaw+math.pi
|
|
||||||
end
|
|
||||||
self.object:setyaw(yaw)
|
|
||||||
if dist > 2 then
|
|
||||||
if not self.v_start then
|
|
||||||
self.v_start = true
|
|
||||||
self.set_velocity(self, self.walk_velocity)
|
|
||||||
else
|
|
||||||
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
|
||||||
self:jump()
|
|
||||||
end
|
|
||||||
self.set_velocity(self, self.walk_velocity)
|
|
||||||
end
|
|
||||||
self:set_animation("walk")
|
|
||||||
else
|
|
||||||
self.v_start = false
|
|
||||||
self.set_velocity(self, 0)
|
|
||||||
self:set_animation("stand")
|
|
||||||
end
|
|
||||||
return
|
|
||||||
end
|
end
|
||||||
|
if p.x > s.x then
|
||||||
|
yaw = yaw+math.pi
|
||||||
|
end
|
||||||
|
self.object:setyaw(yaw)
|
||||||
|
if dist > 2 then
|
||||||
|
if not self.v_start then
|
||||||
|
self.v_start = true
|
||||||
|
self.set_velocity(self, self.walk_velocity)
|
||||||
|
else
|
||||||
|
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
||||||
|
self:jump()
|
||||||
|
end
|
||||||
|
self.set_velocity(self, self.walk_velocity)
|
||||||
|
end
|
||||||
|
self:set_animation("walk")
|
||||||
|
else
|
||||||
|
self.v_start = false
|
||||||
|
self.set_velocity(self, 0)
|
||||||
|
self:set_animation("stand")
|
||||||
|
end
|
||||||
|
return
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
end
|
||||||
if self.state == "stand" then
|
|
||||||
if math.random(1, 4) == 1 then
|
if self.state == "stand" then
|
||||||
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
|
if math.random(1, 4) == 1 then
|
||||||
end
|
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
|
||||||
self.set_velocity(self, 0)
|
end
|
||||||
self.set_animation(self, "stand")
|
self.set_velocity(self, 0)
|
||||||
if math.random(1, 100) <= 50 then
|
self.set_animation(self, "stand")
|
||||||
self.set_velocity(self, self.walk_velocity)
|
if math.random(1, 100) <= 50 then
|
||||||
self.state = "walk"
|
|
||||||
self.set_animation(self, "walk")
|
|
||||||
end
|
|
||||||
elseif self.state == "walk" then
|
|
||||||
if math.random(1, 100) <= 30 then
|
|
||||||
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
|
|
||||||
end
|
|
||||||
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
|
||||||
self:jump()
|
|
||||||
end
|
|
||||||
self:set_animation("walk")
|
|
||||||
self.set_velocity(self, self.walk_velocity)
|
self.set_velocity(self, self.walk_velocity)
|
||||||
if math.random(1, 100) <= 10 then
|
self.state = "walk"
|
||||||
self.set_velocity(self, 0)
|
self.set_animation(self, "walk")
|
||||||
self.state = "stand"
|
end
|
||||||
self:set_animation("stand")
|
elseif self.state == "walk" then
|
||||||
end
|
if math.random(1, 100) <= 30 then
|
||||||
elseif self.state == "attack" and self.attack_type == "dogfight" then
|
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
|
||||||
if not self.attack.player or not self.attack.player:is_player() then
|
end
|
||||||
self.state = "stand"
|
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
||||||
self:set_animation("stand")
|
self:jump()
|
||||||
self.attack = {player=nil, dist=nil}
|
end
|
||||||
return
|
self:set_animation("walk")
|
||||||
end
|
self.set_velocity(self, self.walk_velocity)
|
||||||
local s = self.object:getpos()
|
if math.random(1, 100) <= 10 then
|
||||||
local p = self.attack.player:getpos()
|
|
||||||
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
|
||||||
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
|
|
||||||
self.state = "stand"
|
|
||||||
self.v_start = false
|
|
||||||
self.set_velocity(self, 0)
|
|
||||||
self.attack = {player=nil, dist=nil}
|
|
||||||
self:set_animation("stand")
|
|
||||||
return
|
|
||||||
else
|
|
||||||
self.attack.dist = dist
|
|
||||||
end
|
|
||||||
|
|
||||||
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
|
|
||||||
local yaw = math.atan(vec.z/vec.x)+math.pi/2
|
|
||||||
if self.drawtype == "side" then
|
|
||||||
yaw = yaw+(math.pi/2)
|
|
||||||
end
|
|
||||||
if p.x > s.x then
|
|
||||||
yaw = yaw+math.pi
|
|
||||||
end
|
|
||||||
self.object:setyaw(yaw)
|
|
||||||
if self.attack.dist > 2 then
|
|
||||||
if not self.v_start then
|
|
||||||
self.v_start = true
|
|
||||||
self.set_velocity(self, self.run_velocity)
|
|
||||||
else
|
|
||||||
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
|
||||||
self:jump()
|
|
||||||
end
|
|
||||||
self.set_velocity(self, self.run_velocity)
|
|
||||||
end
|
|
||||||
self:set_animation("run")
|
|
||||||
else
|
|
||||||
self.set_velocity(self, 0)
|
|
||||||
self:set_animation("punch")
|
|
||||||
self.v_start = false
|
|
||||||
if self.timer > 1 then
|
|
||||||
self.timer = 0
|
|
||||||
if self.sounds and self.sounds.attack then
|
|
||||||
minetest.sound_play(self.sounds.attack, {object = self.object})
|
|
||||||
end
|
|
||||||
self.attack.player:punch(self.object, 1.0, {
|
|
||||||
full_punch_interval=1.0,
|
|
||||||
damage_groups = {fleshy=self.damage}
|
|
||||||
}, vec)
|
|
||||||
end
|
|
||||||
end
|
|
||||||
elseif self.state == "attack" and self.attack_type == "shoot" then
|
|
||||||
if not self.attack.player or not self.attack.player:is_player() then
|
|
||||||
self.state = "stand"
|
|
||||||
self:set_animation("stand")
|
|
||||||
self.attack = {player=nil, dist=nil}
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local s = self.object:getpos()
|
|
||||||
local p = self.attack.player:getpos()
|
|
||||||
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
|
||||||
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
|
|
||||||
self.state = "stand"
|
|
||||||
self.v_start = false
|
|
||||||
self.set_velocity(self, 0)
|
|
||||||
self.attack = {player=nil, dist=nil}
|
|
||||||
self:set_animation("stand")
|
|
||||||
return
|
|
||||||
else
|
|
||||||
self.attack.dist = dist
|
|
||||||
end
|
|
||||||
|
|
||||||
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
|
|
||||||
local yaw = math.atan(vec.z/vec.x)+math.pi/2
|
|
||||||
if self.drawtype == "side" then
|
|
||||||
yaw = yaw+(math.pi/2)
|
|
||||||
end
|
|
||||||
if p.x > s.x then
|
|
||||||
yaw = yaw+math.pi
|
|
||||||
end
|
|
||||||
self.object:setyaw(yaw)
|
|
||||||
self.set_velocity(self, 0)
|
self.set_velocity(self, 0)
|
||||||
|
self.state = "stand"
|
||||||
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
|
self:set_animation("stand")
|
||||||
|
end
|
||||||
|
elseif self.state == "attack" and self.attack_type == "dogfight" then
|
||||||
|
if not self.attack.player or not self.attack.player:is_player() then
|
||||||
|
self.state = "stand"
|
||||||
|
self:set_animation("stand")
|
||||||
|
self.attack = {player=nil, dist=nil}
|
||||||
|
return
|
||||||
|
end
|
||||||
|
local s = self.object:getpos()
|
||||||
|
local p = self.attack.player:getpos()
|
||||||
|
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
||||||
|
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
|
||||||
|
self.state = "stand"
|
||||||
|
self.v_start = false
|
||||||
|
self.set_velocity(self, 0)
|
||||||
|
self.attack = {player=nil, dist=nil}
|
||||||
|
self:set_animation("stand")
|
||||||
|
return
|
||||||
|
else
|
||||||
|
self.attack.dist = dist
|
||||||
|
end
|
||||||
|
|
||||||
|
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
|
||||||
|
local yaw = math.atan(vec.z/vec.x)+math.pi/2
|
||||||
|
if self.drawtype == "side" then
|
||||||
|
yaw = yaw+(math.pi/2)
|
||||||
|
end
|
||||||
|
if p.x > s.x then
|
||||||
|
yaw = yaw+math.pi
|
||||||
|
end
|
||||||
|
self.object:setyaw(yaw)
|
||||||
|
if self.attack.dist > 2 then
|
||||||
|
if not self.v_start then
|
||||||
|
self.v_start = true
|
||||||
|
self.set_velocity(self, self.run_velocity)
|
||||||
|
else
|
||||||
|
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
||||||
|
self:jump()
|
||||||
|
end
|
||||||
|
self.set_velocity(self, self.run_velocity)
|
||||||
|
end
|
||||||
|
self:set_animation("run")
|
||||||
|
else
|
||||||
|
self.set_velocity(self, 0)
|
||||||
|
self:set_animation("punch")
|
||||||
|
self.v_start = false
|
||||||
|
if self.timer > 1 then
|
||||||
self.timer = 0
|
self.timer = 0
|
||||||
|
|
||||||
self:set_animation("punch")
|
|
||||||
|
|
||||||
if self.sounds and self.sounds.attack then
|
if self.sounds and self.sounds.attack then
|
||||||
minetest.sound_play(self.sounds.attack, {object = self.object})
|
minetest.sound_play(self.sounds.attack, {object = self.object})
|
||||||
end
|
end
|
||||||
|
self.attack.player:punch(self.object, 1.0, {
|
||||||
local p = self.object:getpos()
|
full_punch_interval=1.0,
|
||||||
p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
|
damage_groups = {fleshy=self.damage}
|
||||||
local obj = minetest.env:add_entity(p, self.arrow)
|
}, vec)
|
||||||
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
|
|
||||||
local v = obj:get_luaentity().velocity
|
|
||||||
vec.y = vec.y+1
|
|
||||||
vec.x = vec.x*v/amount
|
|
||||||
vec.y = vec.y*v/amount
|
|
||||||
vec.z = vec.z*v/amount
|
|
||||||
obj:setvelocity(vec)
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end,
|
elseif self.state == "attack" and self.attack_type == "shoot" then
|
||||||
|
if not self.attack.player or not self.attack.player:is_player() then
|
||||||
on_activate = function(self, staticdata, dtime_s)
|
self.state = "stand"
|
||||||
self.object:set_armor_groups({fleshy=self.armor})
|
self:set_animation("stand")
|
||||||
self.object:setacceleration({x=0, y=-10, z=0})
|
self.attack = {player=nil, dist=nil}
|
||||||
self.state = "stand"
|
return
|
||||||
self.attack = {player = nil, dist = nil}
|
|
||||||
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
|
|
||||||
self.object:setyaw(math.random(1, 360)/180*math.pi)
|
|
||||||
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
|
|
||||||
self.object:remove()
|
|
||||||
end
|
end
|
||||||
self.lifetimer = 600 - dtime_s
|
local s = self.object:getpos()
|
||||||
if staticdata then
|
local p = self.attack.player:getpos()
|
||||||
local tmp = minetest.deserialize(staticdata)
|
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
||||||
if tmp and tmp.lifetimer then
|
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
|
||||||
self.lifetimer = tmp.lifetimer - dtime_s
|
self.state = "stand"
|
||||||
end
|
self.v_start = false
|
||||||
if tmp and tmp.tamed then
|
self.set_velocity(self, 0)
|
||||||
self.tamed = tmp.tamed
|
self.attack = {player=nil, dist=nil}
|
||||||
|
self:set_animation("stand")
|
||||||
|
return
|
||||||
|
else
|
||||||
|
self.attack.dist = dist
|
||||||
|
end
|
||||||
|
|
||||||
|
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
|
||||||
|
local yaw = math.atan(vec.z/vec.x)+math.pi/2
|
||||||
|
if self.drawtype == "side" then
|
||||||
|
yaw = yaw+(math.pi/2)
|
||||||
|
end
|
||||||
|
if p.x > s.x then
|
||||||
|
yaw = yaw+math.pi
|
||||||
|
end
|
||||||
|
self.object:setyaw(yaw)
|
||||||
|
self.set_velocity(self, 0)
|
||||||
|
|
||||||
|
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
|
||||||
|
self.timer = 0
|
||||||
|
|
||||||
|
self:set_animation("punch")
|
||||||
|
|
||||||
|
if self.sounds and self.sounds.attack then
|
||||||
|
minetest.sound_play(self.sounds.attack, {object = self.object})
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local p = self.object:getpos()
|
||||||
|
p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
|
||||||
|
local obj = minetest.env:add_entity(p, self.arrow)
|
||||||
|
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
|
||||||
|
local v = obj:get_luaentity().velocity
|
||||||
|
vec.y = vec.y+1
|
||||||
|
vec.x = vec.x*v/amount
|
||||||
|
vec.y = vec.y*v/amount
|
||||||
|
vec.z = vec.z*v/amount
|
||||||
|
obj:setvelocity(vec)
|
||||||
end
|
end
|
||||||
if self.lifetimer <= 0 and not self.tamed then
|
end
|
||||||
self.object:remove()
|
end,
|
||||||
|
|
||||||
|
on_activate = function(self, staticdata, dtime_s)
|
||||||
|
self.object:set_armor_groups({fleshy=self.armor})
|
||||||
|
self.object:setacceleration({x=0, y=-10, z=0})
|
||||||
|
self.state = "stand"
|
||||||
|
self.attack = {player = nil, dist = nil}
|
||||||
|
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
|
||||||
|
self.object:setyaw(math.random(1, 360)/180*math.pi)
|
||||||
|
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
|
||||||
|
self.object:remove()
|
||||||
|
end
|
||||||
|
self.lifetimer = 600 - dtime_s
|
||||||
|
if staticdata then
|
||||||
|
local tmp = minetest.deserialize(staticdata)
|
||||||
|
if tmp and tmp.lifetimer then
|
||||||
|
self.lifetimer = tmp.lifetimer - dtime_s
|
||||||
end
|
end
|
||||||
end,
|
if tmp and tmp.tamed then
|
||||||
|
self.tamed = tmp.tamed
|
||||||
get_staticdata = function(self)
|
end
|
||||||
local tmp = {
|
end
|
||||||
lifetimer = self.lifetimer,
|
if self.lifetimer <= 0 and not self.tamed then
|
||||||
tamed = self.tamed,
|
self.object:remove()
|
||||||
}
|
end
|
||||||
return minetest.serialize(tmp)
|
end,
|
||||||
end,
|
|
||||||
|
get_staticdata = function(self)
|
||||||
on_punch = function(self, hitter)
|
local tmp = {
|
||||||
if self.object:get_hp() <= 0 then
|
lifetimer = self.lifetimer,
|
||||||
if hitter and hitter:is_player() and hitter:get_inventory() then
|
tamed = self.tamed,
|
||||||
for _,drop in ipairs(self.drops) do
|
}
|
||||||
if math.random(1, drop.chance) == 1 then
|
return minetest.serialize(tmp)
|
||||||
hitter:get_inventory():add_item("main", ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
|
end,
|
||||||
end
|
|
||||||
|
on_punch = function(self, hitter)
|
||||||
|
if self.object:get_hp() <= 0 then
|
||||||
|
if hitter and hitter:is_player() and hitter:get_inventory() then
|
||||||
|
for _,drop in ipairs(self.drops) do
|
||||||
|
if math.random(1, drop.chance) == 1 then
|
||||||
|
hitter:get_inventory():add_item("main", ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end,
|
end
|
||||||
|
end,
|
||||||
})
|
|
||||||
|
__index = function(table,key)
|
||||||
|
return mobs.default_definition[key]
|
||||||
|
end,}
|
||||||
|
|
||||||
|
function mobs:register_mob(name, def)
|
||||||
|
setmetatable (def,mobs.default_definition)
|
||||||
|
minetest.register_entity(name, def)
|
||||||
end
|
end
|
||||||
|
|
||||||
mobs.spawning_mobs = {}
|
mobs.spawning_mobs = {}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user