add basic implementation of sheep

This commit is contained in:
wsor 2021-04-10 21:54:14 -04:00
parent 4b1960f0fd
commit 79df78e6cc
21 changed files with 126 additions and 2 deletions

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@ -13,4 +13,7 @@ hardware coloring
bricks, 2 glass blocks, 2 glass panes, wool
^[colorize:gray:90
mapgen granite, decoblocks refined granite
mapgen granite, decoblocks refined granite
submodules
git pull --recurse-submodules

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@ -0,0 +1,120 @@
function sheep_brain(self)
if mobkit.timer(self,1) then fl_wildlife.node_dps_dmg(self) end --if in nodes with damage take damage
mobkit.vitals(self)
if self.hp <= 0 then --kill self if 0 hp
local item_drops = fl_wildlife.drops(self.drops)
if item_drops ~= nil then
for _, i in pairs(item_drops) do
minetest.add_item(mobkit.get_stand_pos(self), i)
end
end
for counter, dyes in pairs(fl_dyes.dyes) do
if dyes[1] == string.sub(self.object:get_properties().textures[1], 48, -5) then
local item = ItemStack(minetest.itemstring_with_palette("fl_wool:wool", counter - 1))
item:get_meta():set_string("description", fl_dyes.dyes[counter][2] .. " wool")
item:set_count(math.random(3))
minetest.add_item(mobkit.get_stand_pos(self), item:to_string())
end
end
mobkit.clear_queue_high(self)
fl_wildlife.hq_die(self)
return
end
if mobkit.timer(self,1) then
local prty = mobkit.get_queue_priority(self)
if prty < 20 and self.isinliquid then
mobkit.hq_liquid_recovery(self,20)
return
end
if mobkit.is_queue_empty_high(self) then
--mobkit.animate(self, "walk")
mobkit.hq_roam(self,0)
--fl_wildlife.hq_npc_roam(self, 0)
end
end
end
local sheep_textures = {}
for counter, dyes in pairs(fl_dyes.dyes) do
table.insert(sheep_textures, "farlands_mob_sheep_base.png^farlands_mob_sheep_" .. fl_dyes.dyes[counter][1] .. ".png")
end
minetest.register_entity("fl_wildlife:sheep", {
--mte object properties
initial_properties = {
physical = true,
stepheight = 1.1,
collide_with_objects = true,
collisionbox = {-0.4, 0, -0.4, 0.4, 1.3, 0.4},
visual = "mesh",
mesh = "farlands_mob_sheep.b3d",
--[[
textures = {
"farlands_mob_sheep_base.png^farlands_mob_sheep_white.png",
"farlands_mob_sheep_base.png^farlands_mob_sheep_black.png",
"farlands_mob_sheep_base.png^farlands_mob_sheep_blue.png",
"farlands_mob_sheep_base.png^farlands_mob_sheep_black.png",
},
--]]
textures = sheep_textures,
--visual_size = {x=1.6, y=1.6},
static_save = true,
damage_texture_modifier = "^[colorize:#FF000040"
},
on_step = mobkit.stepfunc, --this is required
on_activate = fl_wildlife.actfunc, --this is required as well(useing custom that calls mobkits and adds nametags)
get_staticdata = mobkit.statfunc, --who knows, no documentation (probably save entity data)
--mobkit properties
buoyancy = 0, --how it works in water
max_speed = 2, --how fast it can go
jump_height = 1.1, --jumping height? not sure how this is different from mte stepheight
view_range = 24, --how far it can see
lung_capacity = 10, --seconds till drowning
max_hp = 5, --health, not sure how this measured? like player where 2hp = 1 heart?
armor_groups = {fleshy = 100},
timeout = 0, --how long inactive till there killed, 0 is never CHANGE THIS
attack={range=0.5,damage_groups={fleshy=3}}, --how close youhave to be to attack?
--no sounds atm
animation = { --animations, no idea what these are
--speed = {range = {x=1,y=16}, speed = 1.5, loop = true},
stand = {range = {x=1,y=25}, speed = 7, loop = true}, --aka eating
walk = {range = {x=25,y=45}, speed = 16, loop = true},
run = {range = {x=27,y=46}, speed = 50, loop = true},
--punch = {range = {x=45,y=65}, speed = 10, loop = true},
},
--custom to this mod
drops = "fl_wildlife.villager.drops",
brainfunc = sheep_brain,--villager_brain, --function for the brain
--more mte properties
on_punch=function(self, puncher, time_from_last_punch, tool_capabilities, dir)
local hvel = vector.multiply(vector.normalize({x=dir.x,y=0,z=dir.z}),4)
fl_wildlife.flash_color(self)
self.object:set_velocity({x=hvel.x,y=2,z=hvel.z})
mobkit.make_sound(self,'hurt')
mobkit.hurt(self,tool_capabilities.damage_groups.fleshy or 1)
--minetest.chat_send_all(string.sub(self.object:get_properties().textures[1], 48, -5))
if mobkit.is_alive(self) then
mobkit.hq_runfrom(self,10,puncher)
end
end,
on_rightclick = function(self, clicker)
fl_wildlife.rclick_name(self, clicker)
end,
})
fl_wildlife.egg_it("fl_wildlife:sheep", "sheep", "#654921")

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@ -25,6 +25,7 @@ local mob_list = {
"trader",
"riverfish",
--"mimic",
"sheep",
}
for _, brain in pairs(mob_brains) do

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@ -1,2 +1,2 @@
depends = mobkit
depends = mobkit, fl_dyes, fl_wool
optional_depends = default

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