Move on_step code to separate file, add ABM spawn limit for optimization
This commit is contained in:
parent
e1621779ab
commit
3ee82b6995
@ -1,9 +1,15 @@
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mobs = {}
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dofile(minetest.get_modpath("mobs").."/step.lua")
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mobs.mob_list = { npc={}, barbarian={}, monster={}, animal={}}
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mobs.api_throttle = 5 -- limits the amount of intense operations that can happen per second
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mobs.api_icount = 0
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mobs.api_timer = 0
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mobs.spawn_counter = 0
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mobs.spawn_limit = 10
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mobs.spawn_timer = 0
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function mobs:register_mob(name, def)
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table.insert(mobs.mob_list[def.type],name)
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minetest.register_entity(name, {
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@ -304,6 +310,7 @@ function mobs:register_mob(name, def)
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end
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process_weapon(hitter,tflp,tool_capabilities)
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local hpos = hitter:getpos()
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local pos = self.object:getpos()
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if self.object:get_hp() <= 0 then
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if hitter and hitter:is_player() and hitter:get_inventory() then
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@ -346,7 +353,7 @@ function mobs:register_mob(name, def)
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local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z}
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local x = math.sin(yaw) * -2
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local z = math.cos(yaw) * 2
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acc = {x=x, y=-5, z=z}
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local acc = {x=x, y=-5, z=z}
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for _, r in pairs(obj.rewards) do
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if math.random(0,100) < r.chance then
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default.drop_item(obj.object:getpos(),r.item, vec, acc)
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@ -384,7 +391,16 @@ function mobs:register_mob(name, def)
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ykb = 0
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end
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if dir == nil then
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dir = {x=pos.x-hpos.x, y=pos.y-hpos.y, z=pos.z-hpos.z}
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if dir.x > 1 then dir.x = 1 end
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if dir.x < -1 then dir.x = -1 end
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if dir.z > 1 then dir.z = 1 end
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if dir.z < -1 then dir.z = -1 end
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end
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self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb})
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self.pause_timer = r
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-- attack puncher and call other mobs for help
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@ -418,7 +434,10 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_o
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interval = 30,
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chance = chance,
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action = function(pos, node, _, active_object_count_wider)
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local bstart = os.clock()
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if mobs.spawn_counter > mobs.spawn_limit then
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return
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end
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mobs.spawn_counter = mobs.spawn_counter + 1
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if active_object_count_wider > active_object_count then
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return
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end
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@ -589,433 +608,6 @@ function mobs:face_pos(self,pos)
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return yaw
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end
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function mobs.on_step(self,dtime)
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if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
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self.object:remove()
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return
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end
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if self.lifetimer ~= false then
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self.lifetimer = self.lifetimer - dtime
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if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
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local player_count = 0
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for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do
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if obj:is_player() then
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player_count = player_count+1
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end
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end
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if player_count == 0 and self.state ~= "attack" then
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minetest.log("action","lifetimer expired, removed mob "..self.name)
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self.object:remove()
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return
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end
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end
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end
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if self.object:getvelocity().y > 0.1 then
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local yaw = self.object:getyaw()
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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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end
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local x = math.sin(yaw) * -2
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local z = math.cos(yaw) * 2
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self.object:setacceleration({x=x, y=-10, z=z})
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else
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self.object:setacceleration({x=0, y=-10, z=0})
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end
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if self.disable_fall_damage and self.object:getvelocity().y == 0 then
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if not self.old_y then
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self.old_y = self.object:getpos().y
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else
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local d = self.old_y - self.object:getpos().y
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if d > 5 then
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local damage = d-5
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self.object:set_hp(self.object:get_hp()-damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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self.old_y = self.object:getpos().y
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end
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end
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-- if pause state then this is where the loop ends
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-- pause is only set after a monster is hit
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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if self.pause_timer <= 0 then
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self.pause_timer = 0
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end
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return
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end
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self.timer = self.timer+dtime
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if self.state ~= "attack" then
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if self.timer < 1 then
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return
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end
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self.timer = 0
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end
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if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
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minetest.sound_play(self.sounds.random, {object = self.object})
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end
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local do_env_damage = function(self)
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local pos = self.object:getpos()
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local n = minetest.get_node(pos)
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if self.light_damage and self.light_damage ~= 0
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and pos.y>0
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and minetest.get_node_light(pos)
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and minetest.get_node_light(pos) > 4
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and minetest.get_timeofday() > 0.2
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and minetest.get_timeofday() < 0.8
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then
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self.object:set_hp(self.object:get_hp()-self.light_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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if self.water_damage and self.water_damage ~= 0 and
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minetest.get_item_group(n.name, "water") ~= 0
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then
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self.object:set_hp(self.object:get_hp()-self.water_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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if self.lava_damage and self.lava_damage ~= 0 and
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minetest.get_item_group(n.name, "lava") ~= 0
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then
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self.object:set_hp(self.object:get_hp()-self.lava_damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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end
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end
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self.env_damage_timer = self.env_damage_timer + dtime
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if self.state == "attack" and self.env_damage_timer > 1 then
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self.env_damage_timer = 0
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do_env_damage(self)
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elseif self.state ~= "attack" then
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do_env_damage(self)
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end
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-- if they are attacking that should take priority over everything else so move it up here
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if self.state == "attack" and self.attack_type == "dogfight" then
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if not self.attack.player or not self.attack.player:getpos() then
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self.state = "stand"
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self:set_animation("stand")
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return
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end
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local s = self.object:getpos()
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local p = self.attack.player:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if dist > self.view_range or self.attack.player:get_hp() <= 0 then
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self.state = "stand"
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self.v_start = false
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self.set_velocity(self, 0)
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self.attack = {player=nil, dist=nil}
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self:set_animation("stand")
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return
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else
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self.attack.dist = dist
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end
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local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
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local yaw = math.atan(vec.z/vec.x)+math.pi/2
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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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end
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if p.x > s.x then
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yaw = yaw+math.pi
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end
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self.object:setyaw(yaw)
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if self.attack.dist > self.attack_range then
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if not self.v_start then
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self.v_start = true
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self.set_velocity(self, self.run_velocity)
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else
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if self.jump == true and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
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local v = self.object:getvelocity()
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v.y = 5
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self.object:setvelocity(v)
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end
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self.set_velocity(self, self.run_velocity)
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end
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self:set_animation("run")
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else
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self.set_velocity(self, 0)
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self:set_animation("punch")
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self.v_start = false
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if self.timer > 1 then
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self.timer = 0
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local p2 = p
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local s2 = s
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p2.y = p2.y + 1.5
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s2.y = s2.y + 1.5
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if minetest.line_of_sight(p2,s2) == true then
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if self.sounds and self.sounds.attack then
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minetest.sound_play(self.sounds.attack, {object = self.object})
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end
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if self.attack_function ~= nil then
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self.attack_function(self,self.attack.player)
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else
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self.attack.player:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=self.damage}
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}, vec)
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end
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if self.attack.player:get_hp() <= 0 then
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self.state = "stand"
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self.v_start = false
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self.set_velocity(self, 0)
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self.attack = {player=nil, dist=nil}
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self:set_animation("stand")
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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
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elseif self.state == "attack" and self.attack_type == "shoot" then
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if not self.attack.player or not self.attack.player:is_player() then
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self.state = "stand"
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self:set_animation("stand")
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return
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end
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local s = self.object:getpos()
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local p = self.attack.player:getpos()
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p.y = p.y - .5
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s.y = s.y + .5
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if dist > self.view_range or self.attack.player:get_hp() <= 0 then
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self.state = "stand"
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self.v_start = false
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self.set_velocity(self, 0)
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if self.type ~= "npc" then
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self.attack = {player=nil, dist=nil}
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end
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self:set_animation("stand")
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return
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else
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self.attack.dist = dist
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end
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local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
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local yaw = math.atan(vec.z/vec.x)+math.pi/2
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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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end
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if p.x > s.x then
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yaw = yaw+math.pi
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end
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self.object:setyaw(yaw)
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self.set_velocity(self, 0)
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if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
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self.timer = 0
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self:set_animation("punch")
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if self.sounds and self.sounds.attack then
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minetest.sound_play(self.sounds.attack, {object = self.object})
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end
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local p = self.object:getpos()
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p.y = p.y + self.arrow_offset
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local obj = minetest.add_entity(p, self.arrow)
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local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
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local v = obj:get_luaentity().velocity
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vec.y = vec.y
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vec.x = vec.x*v/amount
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vec.y = vec.y*v/amount
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vec.z = vec.z*v/amount
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obj:setvelocity(vec)
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if obj:get_luaentity().drop_rate ~= nil then
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obj:setacceleration({x=vec.x, y=obj:get_luaentity().drop_rate, z=vec.z})
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end
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end
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return
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end
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-- FIND SOMEONE TO ATTACK
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if ( self.type == "monster" or self.type == "barbarian" ) and minetest.setting_getbool("enable_damage") and self.state ~= "attack" then
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if mobs.api_throttling(self) then return end
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local s = self.object:getpos()
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local inradius = minetest.get_objects_inside_radius(s,self.view_range)
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local player = nil
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local type = nil
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for _,oir in ipairs(inradius) do
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if oir:is_player() then
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player = oir
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type = "player"
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else
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local obj = oir:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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end
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end
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if type == "player" or type == "npc" then
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local s = self.object:getpos()
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local p = player:getpos()
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local sp = s
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p.y = p.y + 1
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sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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--print("Dist "..tostring(dist) .. " < " .. tostring(self.view_range) .. " in_fov " .. tostring(self.in_fov(self,p)))
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if dist < self.view_range and self.in_fov(self,p) then
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if minetest.line_of_sight(sp,p,2) == true then
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self.do_attack(self,player,dist)
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break
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else
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--print("no line of site")
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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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-- NPC FIND A MONSTER TO ATTACK
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if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then
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if mobs.api_throttling(self) then return end
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local s = self.object:getpos()
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local inradius = minetest.get_objects_inside_radius(s,self.view_range)
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for _, oir in pairs(inradius) do
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local obj = oir:get_luaentity()
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if obj then
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if obj.type == "monster" or obj.type == "barbarian" then
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-- attack monster
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local p = obj.object:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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self.do_attack(self,obj.object,dist)
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break
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end
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end
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end
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end
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if self.follow ~= nil and not self.following then
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if mobs.api_throttling(self) then return end
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for _,player in pairs(minetest.get_connected_players()) do
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local s = self.object:getpos()
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local p = player:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if self.view_range and dist < self.view_range then
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self.following = player
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break
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end
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end
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end
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if self.following and self.following:is_player() then
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if self.following:get_wielded_item():get_name() ~= self.follow then
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self.following = nil
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else
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local s = self.object:getpos()
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local p = self.following:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if dist > self.view_range then
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self.following = nil
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self.v_start = false
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else
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local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
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local yaw = math.atan(vec.z/vec.x)+math.pi/2
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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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end
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if p.x > s.x then
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yaw = yaw+math.pi
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end
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self.object:setyaw(yaw)
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if dist > 2 then
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if not self.v_start then
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self.v_start = true
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self.set_velocity(self, self.walk_velocity)
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else
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if self.jump == true and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then
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local v = self.object:getvelocity()
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v.y = 6
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self.object:setvelocity(v)
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end
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self.set_velocity(self, self.walk_velocity)
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end
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self:set_animation("walk")
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else
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self.v_start = false
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self.set_velocity(self, 0)
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self:set_animation("stand")
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end
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return
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end
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end
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end
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if self.state == "stand" then
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-- randomly turn
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math.randomseed(os.clock())
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if math.random(1, 100) < self.activity_level then
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if mobs.api_throttling(self) then return end
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-- if there is a player nearby look at them
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local lp = nil
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local s = self.object:getpos()
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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
|
||||
mobs:face_pos(self,lp)
|
||||
else
|
||||
local yaw = self.object:getyaw()+((math.random(0,360)-270)/180*math.pi)
|
||||
self.object:setyaw(yaw)
|
||||
end
|
||||
end
|
||||
self.set_velocity(self, 0)
|
||||
self.set_animation(self, "stand")
|
||||
if math.random(1, 100) <= self.activity_level and self.stationary == false then
|
||||
self.set_velocity(self, self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self.set_animation(self, "walk")
|
||||
end
|
||||
elseif self.state == "walk" or self.state == "path" then
|
||||
if ( math.random(1, 100) <= 30 or ( self.get_velocity(self) < self.walk_velocity ) ) and self.state ~= "path" then
|
||||
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-270)/180*math.pi))
|
||||
end
|
||||
if self.jump == true 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) <= 30 and self.state ~= "path" then
|
||||
self.set_velocity(self, 0)
|
||||
self.state = "stand"
|
||||
self:set_animation("stand")
|
||||
end
|
||||
if self.state == "path" then
|
||||
self.leg_timer = self.leg_timer + dtime
|
||||
self.check_path(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function get_distance(pos1,pos2)
|
||||
if ( pos1 ~= nil and pos2 ~= nil ) then
|
||||
return math.abs(math.floor(math.sqrt( (pos1.x - pos2.x)^2 + (pos1.z - pos2.z)^2 )))
|
||||
@ -1071,10 +663,15 @@ end
|
||||
|
||||
function mobs.global_step(dtime)
|
||||
mobs.api_timer = mobs.api_timer + dtime
|
||||
mobs.spawn_timer = mobs.spawn_timer + dtime
|
||||
if mobs.api_timer >= 1 then
|
||||
mobs.api_icount = 0
|
||||
mobs.api_timer = 0
|
||||
end
|
||||
if mobs.spawn_timer >= 2 then
|
||||
mobs.spawn_timer = 0
|
||||
mobs.spawn_counter = 0
|
||||
end
|
||||
end
|
||||
|
||||
function mobs.api_throttling(self)
|
||||
|
425
mods/mobs/step.lua
Executable file
425
mods/mobs/step.lua
Executable file
@ -0,0 +1,425 @@
|
||||
function mobs.on_step(self,dtime)
|
||||
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
|
||||
if self.lifetimer ~= false then
|
||||
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
|
||||
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
|
||||
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
|
||||
|
||||
-- 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 <= 0 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)
|
||||
|
||||
if self.light_damage and self.light_damage ~= 0
|
||||
and pos.y>0
|
||||
and minetest.get_node_light(pos)
|
||||
and minetest.get_node_light(pos) > 4
|
||||
and minetest.get_timeofday() > 0.2
|
||||
and minetest.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 they are attacking that should take priority over everything else so move it up here
|
||||
if self.state == "attack" and self.attack_type == "dogfight" then
|
||||
if not self.attack.player or not self.attack.player:getpos() 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 > self.attack_range then
|
||||
if not self.v_start then
|
||||
self.v_start = true
|
||||
self.set_velocity(self, self.run_velocity)
|
||||
else
|
||||
if self.jump == true 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_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
|
||||
if self.attack_function ~= nil then
|
||||
self.attack_function(self,self.attack.player)
|
||||
else
|
||||
self.attack.player:punch(self.object, 1.0, {
|
||||
full_punch_interval=1.0,
|
||||
damage_groups = {fleshy=self.damage}
|
||||
}, vec)
|
||||
end
|
||||
if 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")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return
|
||||
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.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.arrow_offset
|
||||
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
|
||||
vec.x = vec.x*v/amount
|
||||
vec.y = vec.y*v/amount
|
||||
vec.z = vec.z*v/amount
|
||||
obj:setvelocity(vec)
|
||||
if obj:get_luaentity().drop_rate ~= nil then
|
||||
obj:setacceleration({x=vec.x, y=obj:get_luaentity().drop_rate, z=vec.z})
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- FIND SOMEONE TO ATTACK
|
||||
if ( self.type == "monster" or self.type == "barbarian" ) and minetest.setting_getbool("enable_damage") and self.state ~= "attack" then
|
||||
if mobs.api_throttling(self) then return end
|
||||
local s = self.object:getpos()
|
||||
local inradius = minetest.get_objects_inside_radius(s,self.view_range)
|
||||
local player = nil
|
||||
local type = nil
|
||||
for _,oir in ipairs(inradius) do
|
||||
if oir:is_player() then
|
||||
player = oir
|
||||
type = "player"
|
||||
else
|
||||
local 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
|
||||
--print("Dist "..tostring(dist) .. " < " .. tostring(self.view_range) .. " in_fov " .. tostring(self.in_fov(self,p)))
|
||||
if dist < self.view_range and self.in_fov(self,p) then
|
||||
if minetest.line_of_sight(sp,p,2) == true then
|
||||
self.do_attack(self,player,dist)
|
||||
break
|
||||
else
|
||||
--print("no line of site")
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- NPC FIND A MONSTER TO ATTACK
|
||||
if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then
|
||||
if mobs.api_throttling(self) then return end
|
||||
local s = self.object:getpos()
|
||||
local inradius = minetest.get_objects_inside_radius(s,self.view_range)
|
||||
for _, oir in pairs(inradius) do
|
||||
local obj = oir:get_luaentity()
|
||||
if obj then
|
||||
if obj.type == "monster" or obj.type == "barbarian" then
|
||||
-- attack monster
|
||||
local p = obj.object:getpos()
|
||||
local 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
|
||||
|
||||
end
|
||||
|
||||
|
||||
if self.follow ~= nil and not self.following then
|
||||
if mobs.api_throttling(self) then return end
|
||||
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
|
||||
break
|
||||
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
|
||||
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 == true and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then
|
||||
local v = self.object:getvelocity()
|
||||
v.y = 6
|
||||
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
|
||||
-- randomly turn
|
||||
math.randomseed(os.clock())
|
||||
if math.random(1, 100) < self.activity_level then
|
||||
if mobs.api_throttling(self) then return end
|
||||
-- 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
|
||||
mobs:face_pos(self,lp)
|
||||
else
|
||||
local yaw = self.object:getyaw()+((math.random(0,360)-270)/180*math.pi)
|
||||
self.object:setyaw(yaw)
|
||||
end
|
||||
end
|
||||
self.set_velocity(self, 0)
|
||||
self.set_animation(self, "stand")
|
||||
if math.random(1, 100) <= self.activity_level and self.stationary == false then
|
||||
self.set_velocity(self, self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self.set_animation(self, "walk")
|
||||
end
|
||||
elseif self.state == "walk" or self.state == "path" then
|
||||
if ( math.random(1, 100) <= 30 or ( self.get_velocity(self) < self.walk_velocity ) ) and self.state ~= "path" then
|
||||
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-270)/180*math.pi))
|
||||
end
|
||||
if self.jump == true 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) <= 30 and self.state ~= "path" then
|
||||
self.set_velocity(self, 0)
|
||||
self.state = "stand"
|
||||
self:set_animation("stand")
|
||||
end
|
||||
if self.state == "path" then
|
||||
self.leg_timer = self.leg_timer + dtime
|
||||
self.check_path(self)
|
||||
end
|
||||
end
|
||||
end
|
Loading…
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Reference in New Issue
Block a user