From ace158282114efdf7ad9e703e13e6efce9fd01aa Mon Sep 17 00:00:00 2001 From: tenplus1 Date: Thu, 9 Apr 2015 14:29:04 +0100 Subject: [PATCH] Added rotate to mob definition --- api.lua | 34 +- api.lua_bak | 1036 --------------------------------------------------- chicken.lua | 1 - 3 files changed, 9 insertions(+), 1062 deletions(-) delete mode 100644 api.lua_bak diff --git a/api.lua b/api.lua index 82f6cf4..c0180b2 100644 --- a/api.lua +++ b/api.lua @@ -19,6 +19,7 @@ on_die = def.on_die, jump_height = def.jump_height or 6, jump_chance = def.jump_chance or 0, footstep = def.footstep, +rotate = def.rotate or 0, hp_min = def.hp_min or 5, hp_max = def.hp_max or 10, physical = true, @@ -38,7 +39,7 @@ footstep = def.footstep, fall_speed = def.fall_speed or -10, -- must be lower than -2 drops = def.drops or {}, armor = def.armor, - drawtype = def.drawtype, + --drawtype = def.drawtype, on_rightclick = def.on_rightclick, type = def.type, attack_type = def.attack_type, @@ -89,10 +90,8 @@ footstep = def.footstep, set_velocity = function(self, v) if not v then v = 0 end -- added - local yaw = self.object:getyaw() - if self.drawtype == "side" then - yaw = yaw+(math.pi/2) - end + if def.drawtype and def.drawtype == "side" then self.rotate = 1.5 end + local yaw = self.object:getyaw() + self.rotate local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z}) @@ -105,10 +104,7 @@ footstep = def.footstep, --[[ in_fov = function(self,pos) -- checks if POS is in self's FOV - local yaw = self.object:getyaw() - if self.drawtype == "side" then - yaw = yaw+(math.pi/2) - end + local yaw = self.object:getyaw() + self.rotate local vx = math.sin(yaw) local vz = math.cos(yaw) local ds = math.sqrt(vx^2 + vz^2) @@ -458,10 +454,7 @@ footstep = def.footstep, self.following = nil 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 + local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if p.x > s.x then yaw = yaw+math.pi end @@ -507,10 +500,7 @@ footstep = def.footstep, if lp ~= nil then local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z} - yaw = math.atan(vec.z/vec.x)+math.pi/2 - if self.drawtype == "side" then - yaw = yaw+(math.pi/2) - end + yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if lp.x > s.x then yaw = yaw+math.pi end @@ -581,10 +571,7 @@ footstep = def.footstep, 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 + local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if p.x > s.x then yaw = yaw+math.pi end @@ -647,10 +634,7 @@ footstep = def.footstep, 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 + local yaw = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate if p.x > s.x then yaw = yaw+math.pi end diff --git a/api.lua_bak b/api.lua_bak deleted file mode 100644 index d363c0b..0000000 --- a/api.lua_bak +++ /dev/null @@ -1,1036 +0,0 @@ --- Mobs Api (7th April 2015) -mobs = {} -mobs.mod = "redo" - --- Do mobs spawn in protected areas (0=yes, 1=no) -mobs.protected = 0 - --- Initial check to see if damage is enabled and peaceful mode active -local damage_enabled = minetest.setting_getbool("enable_damage") -local peaceful_only = minetest.setting_getbool("only_peaceful_mobs") - -function mobs:register_mob(name, def) - minetest.register_entity(name, { - name = name, - - owner = def.owner, - order = def.order or "", -on_die = def.on_die, -jump_height = def.jump_height or 6, -jump_chance = def.jump_chance or 0, - hp_min = def.hp_min or 5, - hp_max = def.hp_max or 10, - physical = true, - collisionbox = def.collisionbox, - visual = def.visual, - visual_size = def.visual_size or {x=1, y=1}, - mesh = def.mesh, - makes_footstep_sound = def.makes_footstep_sound, - view_range = def.view_range or 5, - 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, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or -10, -- must be lower than -2 - 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 or {}, - animation = def.animation, - follow = def.follow or "", - jump = def.jump or true, - walk_chance = def.walk_chance or 50, - attacks_monsters = def.attacks_monsters or false, - group_attack = def.group_attack or false, - --fov = def.fov or 120, - passive = def.passive or false, - recovery_time = def.recovery_time or 0.5, - knock_back = def.knock_back or 3, - blood_amount = def.blood_amount or 5, - blood_texture = def.blood_texture or "mobs_blood.png", - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default - replace_rate = def.replace_rate, - replace_what = def.replace_what, - replace_with = def.replace_with, - replace_offset = def.replace_offset or 0, - - stimer = 0, - timer = 0, - env_damage_timer = 0, -- only if state = "attack" - attack = {player=nil, dist=nil}, - state = "stand", - v_start = false, - old_y = nil, - lifetimer = 600, - tamed = false, - last_state = nil, - pause_timer = 0, - horny = false, - hornytimer = 0, - child = false, - gotten = false, - - do_attack = function(self, player, dist) - if self.state ~= "attack" then - if math.random(0,100) < 90 and self.sounds.war_cry then - minetest.sound_play(self.sounds.war_cry,{ object = self.object }) - end - self.state = "attack" - self.attack.player = player - self.attack.dist = dist - end - end, - - set_velocity = function(self, v) - if not v then v = 0 end -- added - 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, ---[[ - in_fov = function(self,pos) - -- checks if POS is in self's FOV - local yaw = self.object:getyaw() - if self.drawtype == "side" then - yaw = yaw+(math.pi/2) - end - local vx = math.sin(yaw) - local vz = math.cos(yaw) - local ds = math.sqrt(vx^2 + vz^2) - local ps = math.sqrt(pos.x^2 + pos.z^2) - local d = { x = vx / ds, z = vz / ds } - local p = { x = pos.x / ps, z = pos.z / ps } - - local an = ( d.x * p.x ) + ( d.z * p.z ) - - a = math.deg( math.acos( an ) ) - - if a > ( self.fov / 2 ) then - return false - else - return true - end - end, -]] - set_animation = function(self, type) - if not self.animation then - return - end - if not self.animation.current then - self.animation.current = "" - end - 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 - 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 - 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 - 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) - - local yaw = 0 - - if self.type == "monster" and peaceful_only then - self.object:remove() - end - - self.lifetimer = self.lifetimer - dtime - if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then - local player_count = 0 - for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do - if obj:is_player() then - player_count = player_count + 1 - break -- only really need 1 player to be found - end - end - if player_count == 0 and self.state ~= "attack" then - minetest.log("action","lifetimer expired, removed mob "..self.name) - self.object:remove() - return - end - end - - -- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat) - if self.replace_rate and math.random(1,self.replace_rate) == 1 and self.child == false then - local pos = self.object:getpos() ; pos.y = pos.y + self.replace_offset - if #minetest.find_nodes_in_area(pos,pos,self.replace_what) > 0 - and self.object:getvelocity().y == 0 and self.state == "stand" then - minetest.set_node(pos, {name = self.replace_with}) - end - end - - -- gravity, falling or floating in water - if self.floats == 1 then - 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 = self.fall_speed, z = 0}) - end - else - self.object:setacceleration({x = 0, y = self.fall_speed, z = 0}) - end - - -- fall damage - if self.fall_damage == 1 and self.object:getvelocity().y == 0 then - local d = self.old_y - self.object:getpos().y - if d > 5 then - self.object:set_hp(self.object:get_hp() - math.floor(d - 5)) - check_for_death(self) - end - self.old_y = self.object:getpos().y - end - - -- if pause state then this is where the loop ends - -- pause is only set after a monster is hit - if self.pause_timer > 0 then - self.pause_timer = self.pause_timer - dtime - if self.pause_timer < 1 then - self.pause_timer = 0 - end - return - end - - self.timer = self.timer + dtime - if self.state ~= "attack" then - if self.timer < 1 then - return - end - self.timer = 0 - end - - if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then - minetest.sound_play(self.sounds.random, {object = self.object}) - end - - local do_env_damage = function(self) - - local pos = self.object:getpos() - local n = minetest.get_node(pos) - local tod = minetest.get_timeofday() - pos.y = pos.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 - - if self.light_damage and self.light_damage ~= 0 - and pos.y > 0 - and (minetest.get_node_light(pos) or 0) > 10 -- direct sunlight (was 4) - and tod > 0.2 and tod < 0.8 then - self.object:set_hp(self.object:get_hp()-self.light_damage) - effect(pos, 5, "tnt_smoke.png") - 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) - effect(pos, 5, "bubble.png") - 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) - effect(pos, 5, "fire_basic_flame.png") - end - - check_for_death(self) - end - - self.env_damage_timer = self.env_damage_timer + dtime - if self.state == "attack" and self.env_damage_timer > 1 then - self.env_damage_timer = 0 - do_env_damage(self) - elseif self.state ~= "attack" then - do_env_damage(self) - end - - -- FIND SOMEONE TO ATTACK - if self.type == "monster" and damage_enabled and self.state ~= "attack" then - - local s = self.object:getpos() - local player = nil - local type = nil - local obj = nil - - for _,oir in ipairs(minetest.get_objects_inside_radius(s,self.view_range)) do - - if oir:is_player() then - player = oir - type = "player" - else - obj = oir:get_luaentity() - if obj then - player = obj.object - type = obj.type - end - end - - if type == "player" or type == "npc" then - local s = self.object:getpos() - local p = player:getpos() - local sp = s - p.y = p.y + 1 - sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic - 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 -- and self.in_fov(self,p) then - if minetest.line_of_sight(sp,p,2) == true then - self.do_attack(self,player,dist) - break - end - end - end - end - end - - -- NPC FIND A MONSTER TO ATTACK - if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then - local s = self.object:getpos() - local obj = nil - local p, dist - for _, oir in pairs(minetest.get_objects_inside_radius(s,self.view_range)) do - obj = oir:get_luaentity() - if obj and obj.type == "monster" then - -- attack monster - p = obj.object:getpos() - dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 - self.do_attack(self,obj.object,dist) - break - end - end - end - - -- horny animal can mate for 40 seconds, afterwards horny animal cannot mate again for 200 seconds - if self.horny == true and self.hornytimer < 240 and self.child == false then - self.hornytimer = self.hornytimer + 1 - if self.hornytimer >= 240 then - self.hornytimer = 0 - self.horny = false - end - end - - -- if animal is child take 240 seconds before growing into adult - if self.child == true then - self.hornytimer = self.hornytimer + 1 - if self.hornytimer > 240 then - self.child = false - self.hornytimer = 0 - self.object:set_properties({ - textures = self.base_texture, - mesh = self.base_mesh, - visual_size = {x=self.visual_size.x,y=self.visual_size.y}, - collisionbox = self.collisionbox, - }) - end - end - - -- if animal is horny, find another same animal who is horny and mate - if self.horny == true and self.hornytimer <= 40 then - local pos = self.object:getpos() - effect(pos, 4, "heart.png") - local ents = minetest.get_objects_inside_radius(pos, self.view_range) - local num = 0 - local ent = nil - for i,obj in ipairs(ents) do - - ent = obj:get_luaentity() - if ent and ent.name == self.name and ent.horny == true and ent.hornytimer <= 40 then num = num + 1 end - - if num > 1 then - self.following = ent - ent.following = self - self.horny = false - self.hornytimer = 0 - self.following = nil - ent.horny = false - ent.following = nil - ent.hornytimer = 0 - minetest.after(7, function(dtime) - local mob = minetest.add_entity(pos, self.name) - local ent2 = mob:get_luaentity() - local textures = self.base_texture - if def.child_texture then - textures = def.child_texture[1] - end - mob:set_properties({ - textures = textures, - visual_size = {x=self.visual_size.x/2,y=self.visual_size.y/2}, - collisionbox = {self.collisionbox[1]/2, self.collisionbox[2]/2, self.collisionbox[3]/2, - self.collisionbox[4]/2, self.collisionbox[5]/2, self.collisionbox[6]/2}, - }) - ent2.child = true - ent2.tamed = true - ent2.following = ent -- follow mother - end) - num = 0 - break - end - end - end - - if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" then - local s, p, dist - for _,player in pairs(minetest.get_connected_players()) do - 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 - if dist < self.view_range then - self.following = player - break - end - end - end - - if self.type == "npc" and self.order == "follow" and self.state ~= "attack" then - -- npc stop following player if not owner - if self.following and self.type == "npc" and self.owner and self.owner ~= self.following:get_player_name() then - self.following = nil - self.v_start = false - end - else - -- stop following player if not holding specific item - if self.following and self.following.is_player and self.following:get_wielded_item():get_name() ~= self.follow then - self.following = nil - self.v_start = false - end - end - - if self.following then - - local s = self.object:getpos() - local p - - if self.following.is_player and self.following:is_player() then - p = self.following:getpos() - elseif self.following.object then - p = self.following.object:getpos() - end - - if p then - 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.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) - - -- anyone but standing npc's can move along - if dist > 2 and self.order ~= "stand" then - if not self.v_start then - self.v_start = true - self.set_velocity(self, self.walk_velocity) ; print ("v_start") - end -- else - if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) - or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then - local v = self.object:getvelocity() - v.y = self.jump_height + 1 - self.object:setvelocity(v) - end - self.set_velocity(self, self.walk_velocity) - --end - if self.walk_chance ~= 0 then -- just added the if statement, set_anim was there - self:set_animation("walk") ; print ("walky") - end - - else - self.v_start = false - self.set_velocity(self, 0) - self:set_animation("stand") - end - return - end - end - end - - if self.state == "stand" then - -- randomly turn - if math.random(1, 4) == 1 then - -- if there is a player nearby look at them - local lp = nil - local s = self.object:getpos() - - if self.type == "npc" then - local o = minetest.get_objects_inside_radius(self.object:getpos(), 3) - - local yaw = 0 - for _,o in ipairs(o) do - if o:is_player() then - lp = o:getpos() - break - end - end - end - - if lp ~= nil then - local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z} - yaw = math.atan(vec.z/vec.x)+math.pi/2 - if self.drawtype == "side" then - yaw = yaw+(math.pi/2) - end - if lp.x > s.x then - yaw = yaw+math.pi - end - else - yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi) - end - self.object:setyaw(yaw) - end - - self.set_velocity(self, 0) - self.set_animation(self, "stand") - - -- npc's ordered to stand stay standing - if self.type == "npc" and self.order == "stand" then - self.set_velocity(self, 0) - self.state = "stand" - self:set_animation("stand") - else - if self.walk_chance ~= 0 and math.random(1, 100) <= self.walk_chance then - self.set_velocity(self, self.walk_velocity) - self.state = "walk" - self.set_animation(self, "walk") - end - - -- ADDED jumping mobs only - if self.jump_chance ~= 0 and math.random(1, 100) <= self.jump_chance then - local v = self.object:getvelocity() - v.y = self.jump_height - self.object:setvelocity(v) - self.set_velocity(self, self.walk_velocity) - end - 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 - local v = self.object:getvelocity() - v.y = self.jump_height - self.object:setvelocity(v) - end - - self:set_animation("walk") - self.set_velocity(self, self.walk_velocity) - if math.random(1, 100) <= 30 then - self.set_velocity(self, 0) - self.state = "stand" - 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:getpos() then - print("stop attacking") - self.state = "stand" - self:set_animation("stand") - 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 - - -- ADDED if not in air and jump_chance isnt 0 them jump attack - if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) - or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then - - local v = self.object:getvelocity() - v.y = self.jump_height - self.object:setvelocity(v) - 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 - local p2 = p - local s2 = s - p2.y = p2.y + 1.5 - s2.y = s2.y + 1.5 - if minetest.line_of_sight(p2,s2) == true then - 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) - if self.attack.player:get_hp() <= 0 then - self.state = "stand" - self:set_animation("stand") - 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 - self.state = "stand" - self:set_animation("stand") - return - end - local s = self.object:getpos() - local p = self.attack.player:getpos() - 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 - 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) - if self.type ~= "npc" then - self.attack = {player=nil, dist=nil} - end - 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.shoot_interval and 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 - - local p = self.object:getpos() - p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2 - local obj = minetest.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 + self.shoot_offset -- this makes shoot aim accurate - vec.x = vec.x*v/amount - vec.y = vec.y*v/amount - vec.z = vec.z*v/amount - obj:setvelocity(vec) - end - end - end, - - on_activate = function(self, staticdata, dtime_s) - local pos = self.object:getpos() - self.object:set_hp( math.random(self.hp_min, self.hp_max) ) -- set HP - self.object:set_armor_groups({fleshy=self.armor}) - self.object:setacceleration({x=0, y= self.fall_speed, z=0}) - self.state = "stand" - self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) ; self.old_y = self.object:getpos().y - self.object:setyaw(math.random(1, 360)/180*math.pi) - if self.type == "monster" and peaceful_only then - self.object:remove() - end - if self.type ~= "npc" then - self.lifetimer = 600 - dtime_s - end - if staticdata then - local tmp = minetest.deserialize(staticdata) - if tmp then - if tmp.lifetimer then - self.lifetimer = tmp.lifetimer - dtime_s - end - if tmp.tamed then - self.tamed = tmp.tamed - end - if tmp.gotten then - self.gotten = tmp.gotten - end - if tmp.child then - self.child = tmp.child - end - if tmp.horny then - self.horny = tmp.horny - end - if tmp.hornytimer then - self.hornytimer = tmp.hornytimer - end - if tmp.textures then - self.textures = tmp.textures - end - if tmp.mesh then - self.mesh = tmp.mesh - end - if tmp.base_texture then - self.base_texture = tmp.base_texture - end - if tmp.base_mesh then - self.base_mesh = tmp.base_mesh - end - end - end - -- quick fix for dog so it doesn't revert back to wolf - if self.type == "monster" and self.tamed == true then - self.type = "npc" - end - if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then - self.object:remove() - end - end, - - get_staticdata = function(self) - -- select random texture, set model - if not self.base_texture then - self.base_texture = def.textures[math.random(1,#def.textures)] - self.base_mesh = def.mesh - end - -- set texture, model and size - local textures = self.base_texture - local mesh = self.base_mesh - local vis_size = self.visual_size - local colbox = self.collisionbox - -- specific texture if gotten - if self.gotten == true and def.gotten_texture then - textures = def.gotten_texture - end - -- specific mesh if gotten - if self.gotten == true and def.gotten_mesh then - mesh = def.gotten_mesh - end - -- if object is child then set half size - if self.child == true then - vis_size = {x=self.visual_size.x/2,y=self.visual_size.y/2} - if def.child_texture then - textures = def.child_texture[1] - end - colbox = {self.collisionbox[1]/2, self.collisionbox[2]/2, self.collisionbox[3]/2, - self.collisionbox[4]/2, self.collisionbox[5]/2, self.collisionbox[6]/2} - end - -- remember settings - local tmp = { - lifetimer = self.lifetimer, - tamed = self.tamed, - gotten = self.gotten, - child = self.child, - horny = self.horny, - hornytimer = self.hornytimer, - mesh = mesh, - textures = textures, - visual_size = vis_size, - base_texture = self.base_texture, - collisionbox = colbox, - } - self.object:set_properties(tmp) - return minetest.serialize(tmp) - end, - - on_punch = function(self, hitter, tflp, tool_capabilities, dir) - - process_weapon(hitter,tflp,tool_capabilities) - check_for_death(self) - - --blood_particles - local pos = self.object:getpos() - pos.y = pos.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 - if self.blood_amount > 0 and pos then - effect(pos, self.blood_amount, self.blood_texture) - end - - -- knock back effect, adapted from blockmen's pyramids mod - -- https://github.com/BlockMen/pyramids - local kb = self.knock_back - local r = self.recovery_time - - if tflp < tool_capabilities.full_punch_interval then - kb = kb * ( tflp / tool_capabilities.full_punch_interval ) - r = r * ( tflp / tool_capabilities.full_punch_interval ) - end - - local ykb=2 - local v = self.object:getvelocity() - if v.y ~= 0 then - ykb = 0 - end - - self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb}) - self.pause_timer = r - - -- attack puncher and call other mobs for help - if self.passive == false and not self.tamed then - if self.state ~= "attack" then - self.do_attack(self,hitter,1) - end - -- alert others to the attack - local obj = nil - for _, oir in pairs(minetest.get_objects_inside_radius(hitter:getpos(),5)) do - obj = oir:get_luaentity() - if obj then - if obj.group_attack == true and obj.state ~= "attack" then - obj.do_attack(obj,hitter,1) - end - end - end - end - - end, - - }) -end - -mobs.spawning_mobs = {} - -function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, chance, active_object_count, min_height, max_height) - mobs.spawning_mobs[name] = true - minetest.register_abm({ - nodenames = nodes, - neighbors = neighbors, - interval = 30, - chance = chance, - action = function(pos, node, _, active_object_count_wider) - - -- do not spawn if too many active in area - if active_object_count_wider > active_object_count - or not mobs.spawning_mobs[name] - or not pos then - return - end - - -- spawn above node - pos.y = pos.y + 1 - - -- mobs cannot spawn inside protected areas if enabled - if mobs.protected == 1 and minetest.is_protected(pos, "") then - return - end - - -- check if light and height levels are ok to spawn - local light = minetest.get_node_light(pos) - if not light or light > max_light or light < min_light - or pos.y > max_height or pos.y < min_height then - return - end - - -- are we spawning inside a solid node? - local nod = minetest.get_node_or_nil(pos) - if not nod or not minetest.registered_nodes[nod.name] - or minetest.registered_nodes[nod.name].walkable == true then return end - pos.y = pos.y + 1 - nod = minetest.get_node_or_nil(pos) - if not nod or not minetest.registered_nodes[nod.name] - or minetest.registered_nodes[nod.name].walkable == true then return end - - if minetest.setting_getbool("display_mob_spawn") then - minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos)) - end - - -- spawn mob half block higher - pos.y = pos.y - 0.5 - minetest.add_entity(pos, name) - - end - }) -end - --- compatibility with older mob registration -function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) - mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, chance, active_object_count, -32000, max_height) -end - --- particle effects -function effect(pos, amount, texture) - minetest.add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x=-0, y=-2, z=-0}, - maxvel = {x=2, y=2, z=2}, - minacc = {x=-4, y=-4, z=-4}, - maxacc = {x=4, y=4, z=4}, - minexptime = 0.1, - maxexptime = 1, - minsize = 0.5, - maxsize = 1, - texture = texture, - }) -end - --- on mob death drop items -function check_for_death(self) - if self.object:get_hp() > 0 then return end - local pos = self.object:getpos() - pos.y = pos.y + 0.5 -- drop items half a block higher - self.object:remove() - local obj = nil - for _,drop in ipairs(self.drops) do - if math.random(1, drop.chance) == 1 then - obj = minetest.add_item(pos, ItemStack(drop.name.." "..math.random(drop.min, drop.max))) - if obj then - obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)}) - end - end - end - if self.sounds.death ~= nil then - minetest.sound_play(self.sounds.death,{object = self.object,}) - end - if self.on_die then - pos.y = pos.y - 0.5 - self.on_die(self, pos) - end -end - -function mobs:register_arrow(name, def) - if not name or not def then return end -- errorcheck - minetest.register_entity(name, { - physical = false, - visual = def.visual, - visual_size = def.visual_size, - textures = def.textures, - velocity = def.velocity, - hit_player = def.hit_player, - hit_node = def.hit_node, - hit_mob = def.hit_mob, - drop = def.drop or false, - collisionbox = {0,0,0,0,0,0}, -- remove box around arrows - - on_step = function(self, dtime) - self.timer = (self.timer or 0) + 1 - if self.timer > 150 then self.object:remove() return end - local engage = 10 - (self.velocity / 2) -- clear entity before arrow becomes active - local pos = self.object:getpos() - local node = minetest.get_node(self.object:getpos()).name - -- hit node you can walk on - if self.hit_node and node and minetest.registered_nodes[node] and minetest.registered_nodes[node].walkable then - self.hit_node(self, pos, node) - if self.drop == true then - pos.y = pos.y + 1 ; self.lastpos = (self.lastpos or pos) - minetest.add_item(self.lastpos, self.object:get_luaentity().name) - end - self.object:remove() - return - end - - if self.hit_player or self.hit_mob then - for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do - -- hit player - if self.hit_player and self.timer > engage and player:is_player() then - self.hit_player(self, player) - self.object:remove() - return - end - -- hit mob - if self.hit_mob and self.timer > engage and player:get_luaentity().name ~= self.object:get_luaentity().name - and player:get_luaentity().name ~= "__builtin:item" then - self.hit_mob(self, player) - self.object:remove() - return - end - end - self.lastpos = pos - end - end - }) -end - -function process_weapon(player, time_from_last_punch, tool_capabilities) -local weapon = player:get_wielded_item() - if tool_capabilities ~= nil then - local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535 - weapon:add_wear(wear) - player:set_wielded_item(weapon) - end -end - --- Spawn Egg -function mobs:register_egg(mob, desc, background, addegg) -local invimg = background -if addegg == 1 then - invimg = invimg.."^mobs_chicken_egg.png" -end -minetest.register_craftitem(mob, { - description = desc, - inventory_image = invimg, - on_place = function(itemstack, placer, pointed_thing) - local pos = pointed_thing.above - if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then - pos.y = pos.y + 0.5 - minetest.add_entity(pos, mob) - itemstack:take_item() - end - return itemstack - end, -}) -end diff --git a/chicken.lua b/chicken.lua index f05ad0e..5ee5ad4 100644 --- a/chicken.lua +++ b/chicken.lua @@ -12,7 +12,6 @@ mobs:register_mob("mobs:chicken", { collisionbox = {-0.3, -0.75, -0.3, 0.3, 0.1, 0.3}, visual = "mesh", mesh = "mobs_chicken.x", - drawtype = "front", textures = { {"mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png", "mobs_chicken.png"},