base_game/mods/mobs/api.lua
2014-10-29 21:30:18 +01:00

451 lines
13 KiB
Lua

mobs = {}
function mobs:register_mob(name, def)
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
collide_with_objects = def.collide_with_objects,
visual = def.visual,
visual_size = def.visual_size,
mesh = def.mesh,
textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
disable_fall_damage = def.disable_fall_damage,
drops = def.drops,
armor = def.armor,
drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
animation = def.animation,
follow = def.follow,
jump = def.jump or true,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
attack = nil,
state = "stand",
v_start = false,
old_y = nil,
lifetimer = 600, --10 min
tamed = false,
set_velocity = function(self, v)
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x =x, y = self.object:getvelocity().y, z =z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^ 2 + v.z^ 2) ^(0.5)
end,
set_animation = function(self, type)
if not self.animation then
return
end
if not self.animation.current then
self.animation.current = ""
end
if self.animation.current == type then
return
end
if type == "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" 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" 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" 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
end,
on_step = function(self, dtime)
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 and not self.tamed then
local player_count = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 12)) do
if obj:is_player() then
player_count = player_count + 1
end
end
if player_count == 0 and self.state ~= "attack" then
self.object:remove()
return
end
end
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
self.object:setacceleration({x = x, y = 1.5, z = z})
else
self.object:setacceleration({x = x, y = -14.5, z = z})
end
else
if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
self.object:setacceleration({x = 0, y = 1.5, z = 0})
else
self.object:setacceleration({x = 0, y = -14.5, z = 0})
end
end
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 1.0 then return end
self.timer = 0
end
local do_env_damage = function(self)
local pos = self.object:getpos()
local n = minetest.get_node(pos)
if self.light_damage and self.light_damage ~= 0
and pos.y > 0
and minetest.get_node_light(pos)
and minetest.get_node_light(pos) > 4
and minetest.get_timeofday() > 0.2
and minetest.get_timeofday() < 0.8
then
self.object:set_hp(self.object:get_hp()-self.light_damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() <= 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
if self.water_damage and self.water_damage ~= 0 and
minetest.get_item_group(n.name, "water") ~= 0
then
self.object:set_hp(self.object:get_hp()-self.water_damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() <= 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
if self.lava_damage and self.lava_damage ~= 0 and
minetest.get_item_group(n.name, "lava") ~= 0
then
self.object:set_hp(self.object:get_hp()-self.lava_damage)
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
if self.object:get_hp() <= 0 then
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
self.object:remove()
end
end
end
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack" and self.env_damage_timer > 0.9 then
self.env_damage_timer = 0
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
local s = self.object:getpos()
local p, vec, dist = false, false, false
if self.type == "monster" and not self.attack then
for _,player in ipairs(minetest.get_connected_players()) do
if not dist then
p = player:getpos()
vec = vector.subtract(p, s)
dist = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
end
if dist < self.view_range then
self.state = "attack"
self.attack = player
break
else
dist = false
end
end
end
if self.follow ~= "" and not self.following then
for _,player in ipairs(minetest.get_connected_players()) do
if not dist then
p = player:getpos()
vec = vector.subtract(p, s)
dist = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
end
if dist < self.view_range then
self.following = player
break
else
dist = false
end
end
end
if self.following then
if self.following:get_wielded_item():get_name() ~= self.follow then
self.following = nil
else
if not dist then
p = self.following:getpos()
if not p then
self.following = nil
return
end
vec = vector.subtract(p, s)
dist = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
end
if dist > self.view_range then
self.following = nil
self.v_start = false
else
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 > 2.2 then
if not self.v_start then
self.v_start = true
self:set_velocity(self.walk_velocity)
else
if self:get_velocity() <= 0.38 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 8
self.object:setvelocity(v)
end
self:set_velocity(self.walk_velocity)
end
self:set_animation("walk")
else
self.v_start = false
self:set_velocity(0)
self:set_animation("stand")
end
return
end
end
end
if self.state == "stand" then
if math.random(1, 4) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)- 14.50)/180*math.pi))
end
self:set_velocity(0)
self:set_animation("stand")
if math.random(1, 100) <= 50 then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)- 14.50)/180*math.pi))
end
if self:get_velocity() < 0.2 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 8
self.object:setvelocity(v)
end
self:set_animation("walk")
self:set_velocity(self.walk_velocity)
if math.random(1, 100) <= 30 then
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
end
elseif self.state == "attack" then
if not self.attack then
self.state = "stand"
self:set_animation("stand")
return
end
if not dist then
p = self.attack:getpos()
if not p then
self.attack = nil
return
end
vec = vector.subtract(p, s)
dist = (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
end
if dist > self.view_range or self.attack:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self:set_velocity(0)
self.attack = nil
self:set_animation("stand")
return
end
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 > 2.2 then
if not self.v_start then
self.v_start = true
self:set_velocity(self.run_velocity)
else
if self:get_velocity() < 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 8
self.object:setvelocity(v)
end
self:set_velocity(self.run_velocity)
end
self:set_animation("run")
else
self:set_velocity(0)
self:set_animation("punch")
self.v_start = false
if self.timer > 1.0 then
self.timer = 0
minetest.sound_play("mobs_punch", {object = self.object, gain = 1})
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, vec)
end
end
end
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy = self.armor})
self.object:setacceleration({x = 0, y = -14.5, z = 0})
self.state = "stand"
self.object:setvelocity({x = 0, y = self.object:getvelocity().y, z = 0})
self.object:setyaw(math.random(1, 360) / 180 * math.pi)
self.lifetimer = self.lifetimer - dtime_s
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp and tmp.lifetimer then
self.lifetimer = tmp.lifetimer - dtime_s
end
if tmp and tmp.tamed then
self.tamed = tmp.tamed
end
end
if self.lifetimer <= 0 and not self.tamed then
self.object:remove()
end
end,
get_staticdata = function(self)
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
}
return minetest.serialize(tmp)
end,
on_punch = function(self, hitter)
local hp = self.object:get_hp()
if hp >= 1 then
minetest.sound_play("player_damage", {object = self.object, gain = 0.25})
minetest.sound_play("hit", {pos = hitter:getpos(), gain = 0.4})
end
local y = self.object:getvelocity().y
if y <= 0 then
self.object:setvelocity({x = 0, y = y + 4.5, z = 0})
end
if hp <= 0 then
if hitter and hitter:is_player() and hitter:get_inventory() then
local pos = self.object:getpos()
minetest.sound_play("player_death", {object = self.object, gain = 0.4})
minetest.sound_play("hit_death", {pos = hitter:getpos(), gain = 0.4})
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
mobs.spawning_mobs = {}
function mobs:register_spawn(name, description, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func)
mobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = {"air"},
interval = 20,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
if active_object_count_wider > active_object_count then return end
if not mobs.spawning_mobs[name] then return end
pos.y = pos.y + 1
if minetest.get_node(pos).name ~= "air" then return end
if pos.y > max_height then return end
if not minetest.get_node_light(pos) then return end
if minetest.get_node_light(pos) > max_light then return end
if minetest.get_node_light(pos) < min_light then return end
if spawn_func and not spawn_func(pos, node) then return end
minetest.add_entity(pos, name)
end
})
end