Revert "Revert "Adds shooting mobs to you game""

This reverts commit a4aa519c26.
master
maikerumine 2015-01-24 13:39:47 -05:00
parent a4aa519c26
commit 35638ed02f
14 changed files with 18556 additions and 0 deletions

42
README.txt Normal file
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=== MOBS-MOD for MINETEST-C55 ===
by PilzAdam
Inroduction:
This mod adds some basic hostile and friendly mobs to the game.
How to install:
Unzip the archive an place it in minetest-base-directory/mods/minetest/
if you have a windows client or a linux run-in-place client. If you have
a linux system-wide instalation place it in ~/.minetest/mods/minetest/.
If you want to install this mod only in one world create the folder
worldmods/ in your worlddirectory.
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods
How to use the mod:
See https://github.com/PilzAdam/mobs/wiki
For developers:
The API documentation is moved to https://github.com/PilzAdam/mobs/wiki/API
License:
Sourcecode: WTFPL (see below)
Grahpics: WTFPL (see below)
Models: WTFPL (by Pavel_S, see below)
See also:
http://minetest.net/
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

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api.lua Normal file
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mmobs = {}
function mmobs:register_mob(name, def)
minetest.register_entity(name, {
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
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 = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
lifetimer = 600,
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 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)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 and not self.tamed then
local player_count = 0
for _,obj in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 20)) 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
self.object:setacceleration({x=x, y=-10, z=z})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
if self.disable_fall_damage and self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:set_hp(self.object:get_hp()-damage)
if self.object:get_hp() == 0 then
self.object:remove()
end
end
self.old_y = self.object:getpos().y
end
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.env:get_node(pos)
if self.light_damage and self.light_damage ~= 0
and pos.y>0
and minetest.env:get_node_light(pos)
and minetest.env:get_node_light(pos) > 4
and minetest.env:get_timeofday() > 0.2
and minetest.env:get_timeofday() < 0.8
then
self.object:set_hp(self.object:get_hp()-self.light_damage)
if self.object:get_hp() == 0 then
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)
if self.object:get_hp() == 0 then
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)
if self.object:get_hp() == 0 then
self.object:remove()
end
end
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
if self.type == "monster" and minetest.setting_getbool("enable_damage") then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = 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 then
if self.attack.dist then
if self.attack.dist < dist then
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
else
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end
end
end
if self.follow ~= "" and not self.following then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if self.view_range and dist < self.view_range then
self.following = player
end
end
end
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.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
local v = self.object:getvelocity()
v.y = 121
self.object:setvelocity(v)
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
if self.state == "stand" then
if math.random(1, 4) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
self.set_velocity(self, 0)
self.set_animation(self, "stand")
if math.random(1, 100) <= 50 then
self.set_velocity(self, self.walk_velocity)
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
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
if math.random(1, 100) <= 10 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:is_player() then
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
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 15
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
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")
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)
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
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
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-3, 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)
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
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)
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
mmobs.spawning_mobs = {}
function mmobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func)
mmobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = {"air"},
interval = 30,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
if active_object_count_wider > active_object_count then
return
end
if not mmobs.spawning_mobs[name] then
return
end
pos.y = pos.y+1
if not minetest.env:get_node_light(pos) then
return
end
if minetest.env:get_node_light(pos) > max_light then
return
end
if minetest.env:get_node_light(pos) < min_light then
return
end
if pos.y > max_height then
return
end
if minetest.env:get_node(pos).name ~= "air" then
return
end
pos.y = pos.y+1
if minetest.env:get_node(pos).name ~= "air" then
return
end
if spawn_func and not spawn_func(pos, node) then
return
end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[mmobs] Add "..name.." at "..minetest.pos_to_string(pos))
end
minetest.env:add_entity(pos, name)
end
})
end
function mmobs:register_arrow(name, def)
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,
on_step = function(self, dtime)
local pos = self.object:getpos()
if minetest.env:get_node(self.object:getpos()).name ~= "air" then
self.hit_node(self, pos, node)
self.object:remove()
return
end
pos.y = pos.y-1
for _,player in pairs(minetest.env:get_objects_inside_radius(pos, 1)) do
if player:is_player() then
self.hit_player(self, player)
self.object:remove()
return
end
end
end
})
end

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depends.txt Normal file
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default
fire

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init.lua Normal file
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dofile(minetest.get_modpath("aggressormob").."/api.lua")
--
mmobs:register_mob("aggressormob:aggressormob", {
type = "monster",
hp_max = 40,
collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
visual = "mesh",
mesh = "aggressormob.x",
textures = {"aggressormob.png"},
visual_size = {x=1, y=1},
makes_footstep_sound = true,
view_range = 6,
walk_velocity = 3.8,
run_velocity = 9,
damage = 0.5,
drops = {
{name = "default:mese",
chance = 1,
min = 3,
max = 5,},
},
light_resistant = true,
armor = 50,
drawtype = "front",
water_damage = 10,
lava_damage = 10,
light_damage = 0,sounds = {
attack = "mmobs_bullet",
},
attack_type = "shoot",
arrow = "aggressormob:bullet",
shoot_interval = 0.25,
sounds = {
attack = "mmobs_bullet",
},
animation = {
speed_normal = 17,
speed_run = 25,
stand_start = 0,
stand_end = 40,
walk_start = 168,
walk_end = 187,
run_start = 168,
run_end = 187,
punch_start = 189,
punch_end = 191,
}
})
mmobs:register_spawn("aggressormob:aggressormob", {"default:dirt_with_grass","default:desert_stone", "default:mossycobble"}, 6, -1, 7000, 7, 30000)
mmobs:register_arrow("aggressormob:bullet", {
visual = "sprite",
visual_size = {x = 0.275, y = 0.275},
textures = {"aggressormob_bullet.png"},
velocity = 18,
hit_player = function(self, player)
local s = self.object:getpos()
local p = player:getpos()
local vec = {x =s.x-p.x, y =s.y-p.y, z =s.z-p.z}
player:punch(self.object, 1.0, {
full_punch_interval= 1.0,
damage_groups = {fleshy = 0.55},
}, vec)
local pos = self.object:getpos()
for dx = -1, 1 do
for dy = -1, 1 do
for dz = -1, 1 do
local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local n = minetest.get_node(pos).name
end
end
end
end,
hit_node = function(self, pos, node)
for dx = -1, 1 do
for dy = -2, 1 do
for dz = -1, 1 do
local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local n = minetest.get_node(pos).name
end
end
end
end
})
mmobs:register_mob("aggressormob:aggressormob2", {
type = "monster",
hp_max = 50,
collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
visual = "mesh",
mesh = "aggressormob2.x",
textures = {"aggressormob2.png"},
visual_size = {x=1.42, y=1},
makes_footstep_sound = true,
view_range = 13,
walk_velocity = 1.8,
run_velocity = 5,
damage = 2,
drops = {
{name = "default:mese",
chance = 1,
min = 0,
max = 2,},
},
light_resistant = true,
armor = 100,
drawtype = "front",
water_damage = 1,
lava_damage = 5,
light_damage = 0,sounds = {
attack = "mmobs_bullet2",
},
attack_type = "shoot",
arrow = "aggressormob:bullet2",
shoot_interval = 3,
sounds = {
attack = "mmobs_fireball_explode",
},
animation = {
speed_normal = 17,
speed_run = 25,
stand_start = 0,
stand_end = 40,
walk_start = 168,
walk_end = 187,
run_start = 168,
run_end = 187,
punch_start = 150,
punch_end = 160,
}
})
mmobs:register_spawn("aggressormob:aggressormob2", {"default:dirt_with_grass","default:sand", "default:desert_stone", "default:mossycobble"}, 8, -1, 7000, 10, 30000)
mmobs:register_arrow("aggressormob:bullet2", {
visual = "sprite",
visual_size = {x = 0.75, y = 0.75},
textures = {"aggressormob_bullet2.png"},
velocity = 15,
hit_player = function(self, player)
local s = self.object:getpos()
local p = player:getpos()
local vec = {x =s.x-p.x, y =s.y-p.y, z =s.z-p.z}
player:punch(self.object, 3.0, {
full_punch_interval= 3.0,
damage_groups = {fleshy = 3},
}, vec)
local pos = self.object:getpos()
for dx = -1, 1 do
for dy = -1, 1 do
for dz = -1, 1 do
local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local n = minetest.get_node(pos).name
end
end
end
end,
hit_node = function(self, pos, node)
for dx = -1, 1 do
for dy = -2, 1 do
for dz = -1, 1 do
local p = {x = pos.x + dx, y = pos.y + dy, z = pos.z + dz}
local n = minetest.get_node(pos).name
end
end
end
end
})
mmobs:register_mob("aggressormob:applmons", {
type = "monster",
hp_max = 35,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.0, 0.4},
visual = "mesh",
mesh = "applmons.x",
textures = {"applmons.png"},
visual_size = {x=3.6, y=2.6},
makes_footstep_sound = true,
view_range = 15,
walk_velocity = 1,
run_velocity = 5,
damage = 2,
drops = {
{name = "default:apple",
chance = 1,
min = 3,
max = 50,},
},
armor = 100,
drawtype = "front",
water_damage = 1,
lava_damage = 5,
light_damage = 2,
on_rightclick = nil,
attack_type = "dogfight",
animation = {
speed_normal = 15,
speed_run = 35,
stand_start = 0,
stand_end = 14,
walk_start = 15,
walk_end = 38,
run_start = 40,
run_end = 63,
punch_start = 40,
punch_end = 63,
}
})
mmobs:register_spawn("aggressormob:applmons", { "default:stone", "default:desert_stone", "default:cobble", "default:mossycobble"}, 10, -1, 7000, 5, 30000)
if minetest.setting_get("log_mods") then
minetest.log("action", "aggressormob loaded")
end

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