267 lines
5.6 KiB
Lua
267 lines
5.6 KiB
Lua
local PATH_FIND_ALGORITHM
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PATH_FIND_ALGORITHM = "Dijkstra"
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PyuTest.ENTITY_BLOOD_AMOUNT = 6
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PyuTest.HUMAN_LIKE_CBOX = { -0.25, -1, -0.25, 0.25, 1, 0.25 }
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PyuTest.SMALL_ANIMAL_CBOX = {-0.25, -0.5, -0.25, 0.25, 0.15, 0.25}
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PyuTest.get_nearest_entity = function(entity, pos, range, only_player, dont_ignore_allies)
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local closet_distance = math.huge
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local nearest
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local function set_nearest_and_distance(n, d)
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nearest = n
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closet_distance = d
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end
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for obj in core.objects_inside_radius(pos, range) do
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local dist = vector.distance(pos, obj:get_pos())
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if dist < closet_distance and obj ~= entity then
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if only_player then
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if obj:is_player() then
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set_nearest_and_distance(obj, dist)
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end
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else
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local e = obj:get_luaentity()
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-- Ignore items
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if e then
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if e.name ~= "__builtin:item" then
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if not dont_ignore_allies then
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local self = entity:get_luaentity()
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if self then
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if self.name ~= e.name then
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set_nearest_and_distance(obj, dist)
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end
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end
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end
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end
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else
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set_nearest_and_distance(obj, dist)
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end
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end
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end
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end
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return nearest
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end
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local class = {
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_name = "Entity",
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_last_hp = 0,
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_heal_timer = 0,
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_attack_timer = 0,
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_velocity = vector.new(0, 0, 0),
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_state = {
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target = {
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object = nil,
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position = nil,
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path = nil,
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pathindex = nil
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}
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},
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}
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function class:_do_physics()
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-- TODO
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end
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function class:_path_find_entity(target)
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-- TODO
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end
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function class:_path_find_nearest_entity(follow_only_player)
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local obj = self.object
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local state = self._state
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local cfg = self._options
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local pos = obj:get_pos()
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self:_path_find_entity(PyuTest.get_nearest_entity(obj, pos, cfg.view_range, follow_only_player, false))
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end
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function class:_visualize_damage()
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local pos = self.object:get_pos()
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core.sound_play({
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name = self._options.sounds.hurt,
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pos = pos
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})
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core.add_particlespawner({
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amount = 8,
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time = 0.4,
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minexptime = 0.4,
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maxexptime = 0.8,
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minsize = 1.5,
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maxsize = 1.62,
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vertical = false,
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glow = core.LIGHT_MAX,
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collisiondetection = false,
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texture = "pyutest-blood.png",
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minpos = pos,
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maxpos = pos,
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minvel = vector.new(-1, -1, 1),
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maxvel = vector.new(1, 1, 1),
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})
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end
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function class:_attack()
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local obj = self.object
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local cfg = self._options
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local function attack(o)
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if cfg.attack_type == "melee" then
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PyuTest.deal_damage(o, cfg.hit_damage, {
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type = "punch",
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object = obj
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})
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elseif cfg.attack_type == "ranged" then
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PyuTest.shoot_projectile_from_object(
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cfg.attack_projectile,
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obj,
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cfg.attack_projectile_velocity
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)
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else
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error(string.format("Expected attack_type to be melee or ranged"))
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end
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end
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for o in core.objects_inside_radius(obj:get_pos(), cfg.hit_range) do
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if o ~= obj then
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for _, v in pairs(cfg.attack_entities) do
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local lua_entity = o:get_luaentity()
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local b =
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(v == "player" and o:is_player()) or (lua_entity and v == lua_entity.name)
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if b then
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attack(o)
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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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function class:on_death()
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self:_visualize_damage()
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local pos = self.object:get_pos()
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for _, v in pairs(self._options.drops) do
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PyuTest.drop_item(pos, v)
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end
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end
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function class:on_step(dtime, moveresult)
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self._dtime = dtime
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self._moveresult = moveresult
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self._attack_timer = self._attack_timer + (2 * dtime)
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self._heal_timer = self._heal_timer + (2 * dtime)
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local obj = self.object
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local cfg = self._options
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local p = obj:get_properties()
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local hp_for_healing = obj:get_hp()
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if self._options.health_regen and hp_for_healing < p.hp_max and self._heal_timer >= 5 then
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self._heal_timer = 0
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obj:set_hp(hp_for_healing + 1)
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end
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if obj:get_hp() > p.hp_max then
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obj:set_hp(p.hp_max)
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end
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if obj:get_hp() < self._last_hp then
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self:_visualize_damage()
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end
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p.infotext = string.format("Mob Health: %d/%d", obj:get_hp(), p.hp_max)
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obj:set_properties(p)
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self:_do_physics()
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-- follow_player
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if self._options.follow_player then
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self:_path_find_nearest_entity(false)
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end
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-- follow_items
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for o in core.objects_inside_radius(obj:get_pos(), cfg.view_range) do
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if o ~= obj then
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for _, v in pairs(self._options.follow_items) do
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local i = o:get_wielded_item()
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if i:get_name() == v then
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self:_path_find_entity(o)
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end
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end
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end
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end
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-- attack_entities
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if self._attack_timer >= 3 then
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self._attack_timer = 0
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self:_attack()
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end
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self.object:set_velocity(self._velocity)
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self._last_hp = self.object:get_hp()
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end
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PyuTest.make_mob = function(id, name, properties, options)
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local default_options = {
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max_jump = 1,
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max_drop = 8,
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speed = 3,
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hit_range = 3,
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hit_damage = 3,
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view_range = 10,
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gravity = true,
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gravity_multiplier = 1,
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health_regen = true,
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follow_player = false,
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follow_items = {},
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attack_type = "melee", -- Can be melee or ranged
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attack_projectile = "pyutest_projectiles:arrow",
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attack_projectile_velocity = 20,
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attack_entities = {},
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sounds = {
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hurt = "pyutest_entity_hurt"
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},
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drops = {}
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}
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local cfg = {}
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for k, v in pairs(options) do
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cfg[k] = v
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end
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for k, v in pairs(default_options) do
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if cfg[k] == nil then
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cfg[k] = v
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end
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end
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local collisionbox = properties.collisionbox or PyuTest.HUMAN_LIKE_CBOX
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core.register_entity(id, setmetatable({
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initial_properties = PyuTest.util.tableconcat(properties, {
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hp_max = properties.hp_max or 20,
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physical = true,
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collide_with_objects = true,
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stepheight = properties.stepheight or 1.1,
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collisionbox = collisionbox,
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selectionbox = properties.selectionbox or collisionbox,
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infotext = "",
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}),
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_options = cfg,
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_name = name,
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}, { __index = class }))
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end
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