mobs_mc/horse.lua

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--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
--dofile(minetest.get_modpath("mobs").."/api.lua")
--###################
--################### HORSE
--###################
-- Return overlay texture for horse/donkey/mule, e.g. chest, saddle or horse armor
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local horse_extra_texture = function(horse)
local base = horse._naked_texture
local saddle = horse._saddle
local chest = horse._chest
local armor = horse._horse_armor
if armor then
if minetest.get_item_group(armor, "horse_armor") > 0 then
base = base .. "^" .. minetest.registered_items[armor]._horse_overlay_image
end
end
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if saddle then
base = base .. "^mobs_mc_horse_saddle.png"
end
if chest then
base = base .. "^mobs_mc_horse_chest.png"
end
return base
end
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-- Helper functions to determine equipment rules
local can_equip_horse_armor = function(entity_id)
return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse"
end
local can_equip_chest = function(entity_id)
return entity_id == "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
end
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-- Horse
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local horse = {
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type = "animal",
visual = "mesh",
mesh = "mobs_mc_horse.b3d",
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visual_size = {x=3.0, y=3.0},
collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825},
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animation = {
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stand_speed = 25, walk_speed = 25, run_speed = 50,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
run_start = 0, run_end = 40,
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},
textures = {
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{"mobs_mc_horse_brown.png"},
{"mobs_mc_horse_darkbrown.png"},
{"mobs_mc_horse_white.png"},
{"mobs_mc_horse_gray.png"},
{"mobs_mc_horse_black.png"},
{"mobs_mc_horse_chestnut.png"},
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},
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fear_height = 4,
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fly = false,
walk_chance = 60,
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view_range = 16,
follow = mobs_mc.follow.horse,
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passive = true,
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hp_min = 15,
hp_max = 30,
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floats = 1,
lava_damage = 4,
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water_damage = 1,
makes_footstep_sound = true,
drops = {
{name = mobs_mc.items.leather,
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chance = 1,
min = 0,
max = 2,},
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},
do_custom = function(self, dtime)
-- set needed values if not already present
if not self.v2 then
self.v2 = 0
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self.max_speed_forward = 7
self.max_speed_reverse = 2
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self.accel = 6
self.terrain_type = 3
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self.driver_attach_at = {x = 0, y = 7.5, z = -1.75}
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self.driver_eye_offset = {x = 0, y = 3, z = 0}
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self.driver_scale = {x = 1/self.visual_size.x, y = 1/self.visual_size.y}
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end
-- if driver present allow control of horse
if self.driver then
mobs.drive(self, "walk", "stand", false, dtime)
return false -- skip rest of mob functions
end
return true
end,
on_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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if self._saddle then
minetest.add_item(pos, mobs_mc.items.saddle)
end
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-- also detach from horse properly
if self.driver then
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
end
end,
on_rightclick = function(self, clicker)
-- make sure player is clicking
if not clicker or not clicker:is_player() then
return
end
-- feed, tame or heal horse
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if mobs:feed_tame(self, clicker, 1, true, true) then
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return
end
-- make sure tamed horse is being clicked by owner only
if self.tamed and self.owner == clicker:get_player_name() then
local inv = clicker:get_inventory()
-- detatch player already riding horse
if self.driver and clicker == self.driver then
mobs.detach(clicker, {x = 1, y = 0, z = 1})
-- Put on saddle if tamed
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elseif not self.driver and not self._saddle
and clicker:get_wielded_item():get_name() == mobs_mc.items.saddle then
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-- Put on saddle and take saddle from player's inventory
local w = clicker:get_wielded_item()
self._saddle = true
if not minetest.settings:get_bool("creative_mode") then
w:take_item()
clicker:set_wielded_item(w)
end
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-- Update texture
if not self._naked_texture then
-- Base horse texture without chest or saddle
self._naked_texture = self.base_texture[1]
end
local tex = horse_extra_texture(self)
self.base_texture = { tex }
self.object:set_properties({textures = self.base_texture})
-- Put on horse armor if tamed
elseif can_equip_horse_armor(self.name) and not self.driver and not self._horse_armor
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and minetest.get_item_group(clicker:get_wielded_item():get_name(), "horse_armor") > 0 then
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-- Put on armor and take armor from player's inventory
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local w = clicker:get_wielded_item()
local armor = minetest.get_item_group(w:get_name(), "horse_armor")
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self._horse_armor = w:get_name()
if not minetest.settings:get_bool("creative_mode") then
w:take_item()
clicker:set_wielded_item(w)
end
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-- Set horse armor strength
--[[ WARNING: This goes deep into the entity data structure and depends on
how Mobs Redo works internally. This code assumes that Mobs Redo uses
the fleshy group for armor. ]]
-- TODO: Change this code as soon Mobs Redo officially allows to change armor afterwards
self.armor = armor
local agroups = self.object:get_armor_groups()
agroups.fleshy = self.armor
self.object:set_armor_groups(agroups)
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-- Update texture
if not self._naked_texture then
-- Base horse texture without chest or saddle
self._naked_texture = self.base_texture[1]
end
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local tex = horse_extra_texture(self)
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self.base_texture = { tex }
self.object:set_properties({textures = self.base_texture})
-- Mount horse
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elseif not self.driver and self._saddle then
self.object:set_properties({stepheight = 1.1})
mobs.attach(self, clicker)
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-- Used to capture horse with magic lasso
elseif not self.driver and clicker:get_wielded_item() == "" then
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
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end
end
end
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}
mobs:register_mob("mobs_mc:horse", horse)
-- Skeleton horse
local skeleton_horse = table.copy(horse)
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skeleton_horse.textures = {{"mobs_mc_horse_skeleton.png"}}
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skeleton_horse.drops = {
{name = mobs_mc.items.bone,
chance = 1,
min = 1,
max = 1,},
}
skeleton_horse.sounds = {
random = "skeleton1",
death = "skeletondeath",
damage = "skeletonhurt1",
}
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skeleton_horse.blood_amount = 0
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mobs:register_mob("mobs_mc:skeleton_horse", skeleton_horse)
-- Zombie horse
local zombie_horse = table.copy(horse)
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zombie_horse.textures = {{"mobs_mc_horse_zombie.png"}}
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zombie_horse.drops = {
{name = mobs_mc.items.rotten_flesh,
chance = 1,
min = 1,
max = 1,},
}
zombie_horse.sounds = {
random = "zombie1",
death = "zombiedeath",
damage = "zombiehurt1",
}
mobs:register_mob("mobs_mc:zombie_horse", zombie_horse)
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-- Donkey
local d = 0.86 -- donkey scale
local donkey = table.copy(horse)
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donkey.mesh = "mobs_mc_horse.b3d"
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donkey.textures = {{"mobs_mc_horse_creamy.png"}}
donkey.animation = {
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speed_normal = 25,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
}
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donkey.visual_size = { x=horse.visual_size.x*d, y=horse.visual_size.y*d }
donkey.collisionbox = {
horse.collisionbox[1] * d,
horse.collisionbox[2] * d,
horse.collisionbox[3] * d,
horse.collisionbox[4] * d,
horse.collisionbox[5] * d,
horse.collisionbox[6] * d,
}
mobs:register_mob("mobs_mc:donkey", donkey)
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-- Mule
local m = 0.94
local mule = table.copy(donkey)
mule.textures = {{"mobs_mc_mule.png"}}
mule.visual_size = { x=horse.visual_size.x*m, y=horse.visual_size.y*m }
mule.collisionbox = {
horse.collisionbox[1] * m,
horse.collisionbox[2] * m,
horse.collisionbox[3] * m,
horse.collisionbox[4] * m,
horse.collisionbox[5] * m,
horse.collisionbox[6] * m,
}
mobs:register_mob("mobs_mc:mule", mule)
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--===========================
--Spawn Function
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mobs:register_spawn("mobs_mc:horse", mobs_mc.spawn.grassland_savanna, minetest.LIGHT_MAX+1, 0, 15000, 12, 31000)
mobs:register_spawn("mobs_mc:donkey", mobs_mc.spawn.grassland_savanna, minetest.LIGHT_MAX+1, 0, 15000, 12, 31000)
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-- compatibility
mobs:alias_mob("mobs:horse", "mobs_mc:horse")
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-- spawn eggs
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mobs:register_egg("mobs_mc:horse", "Horse", "mobs_mc_spawn_icon_horse.png", 0)
mobs:register_egg("mobs_mc:skeleton_horse", "Skeleton Horse", "mobs_mc_spawn_icon_horse_skeleton.png", 0)
mobs:register_egg("mobs_mc:zombie_horse", "Zombie Horse", "mobs_mc_spawn_icon_horse_zombie.png", 0)
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mobs:register_egg("mobs_mc:donkey", "Donkey", "mobs_mc_spawn_icon_donkey.png", 0)
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mobs:register_egg("mobs_mc:mule", "Mule", "mobs_mc_spawn_icon_mule.png", 0)
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if minetest.settings:get_bool("log_mods") then
minetest.log("action", "MC Horse loaded")
end