minetest-game-adventuretest/mods/mobs/api.lua

726 lines
20 KiB
Lua

mobs = {}
local enable_blood = adventuretest.blood
local texture_blood_cry = "mobs_blood_blue.png"
if enable_blood then texture_blood_dry = "mobs_blood.png" end
dofile(minetest.get_modpath("mobs").."/step.lua")
mobs.mob_list = { npc={}, barbarian={}, monster={}, animal={}, npc_special={}}
mobs.api_throttle = 99 -- limits the amount of intense operations that can happen per second
mobs.api_icount = 0
mobs.api_timer = 0
mobs.spawn_counter = 0
mobs.spawn_limit = 25
mobs.spawn_timer = 0
function mobs:register_mob(name, def)
table.insert(mobs.mob_list[def.type],name)
minetest.register_entity(name, {
name = name,
hp_min = def.hp_min,
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 or 0,
run_velocity = def.run_velocity or 0,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage or 1,
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,
attack_range = def.attack_range or 2,
attack_function = def.attack_function or nil,
arrow = def.arrow,
arrow_offset = def.arrow_offset or 1,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
animation = def.animation,
follow = def.follow or nil,
jump = def.jump,
exp_min = def.exp_min or 0,
exp_max = def.exp_max or 0,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
step = def.step or 0,
fov = def.fov or 165,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 3,
blood_offset = def.blood_offset or 0,
blood_amount = def.blood_amount or 15,
blood_texture = texture_blood_cry,
rewards = def.rewards or nil,
stationary = def.stationary or false,
activity_level = def.activity_level or 10,
avoid_nodes = def.avoid_nodes or nil,
avoid_range = def.avoid_range or nil,
random_freq = def.random_freq or 1,
icon = def.icon or nil,
stimer = 0,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
attack = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
lifetimer = 600,
tamed = false,
last_state = nil,
pause_timer = 0,
path = nil,
path_pos = nil,
last_dist = nil,
leg_timer = nil,
path_callback = nil,
start_path = function(self,callback)
-- start on the defined path
self.physical = false -- allow the mob to walk through other entities
self.path_pos = 1
self.state = "path"
self.set_animation(self,"walk")
mobs:face_pos(self,self.path[1])
self.set_velocity(self,self.walk_velocity/2)
self.last_dist = get_distance(self.object:getpos(),self.path[1])
self.leg_timer = 0
self.path_callback = callback
end,
check_path = function(self)
local p = self.object:getpos()
local pa = self.path[self.path_pos]
local this_dist = get_distance(p,pa)
if this_dist > self.last_dist or self.leg_timer > 1 then
-- overshot the point so redirect the mob
mobs:face_pos(self,self.path[self.path_pos])
self.leg_timer = 0
end
self.last_dist = this_dist
if math.abs(p.x - pa.x) < 1 and math.abs(p.z - pa.z) < 1 or ( self.path_pos == #self.path and this_dist < 1 ) then
-- goto next position
self.path_pos = self.path_pos + 1
if self.path_pos <= #self.path then
-- continue to next point
mobs:face_pos(self,self.path[self.path_pos])
self.set_velocity(self,self.walk_velocity)
self.set_animation(self,"walk")
self.leg_timer = 0
else
if self.path_callback ~= nil then
-- do the arrival callback
self.path_callback(self)
end
-- stop following path
self.set_velocity(self,0)
self.state = "stand"
self.set_animation(self,"stand")
self.path = nil
self.path_pos = nil
self.physical = true
self.leg_timer = nil
end
end
end,
do_attack = function(self, player, dist)
if self.state ~= "attack" then
if self.sounds.war_cry then
if math.random(0,100) < 90 then
minetest.sound_play(self.sounds.war_cry,{ object = self.object })
mobs.put_icon(self,"mobs:icon_notice",3)
end
end
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end,
do_avoidance = function(self)
if self.avoid_nodes ~= nil then
local avoid_range = self.avoid_range
local avoid_nodes = self.avoid_nodes
local pos = self.object:getpos()
local minx = pos.x - avoid_range
local maxx = pos.x + avoid_range
local minz = pos.z - avoid_range
local maxz = pos.z + avoid_range
local npos = minetest.find_nodes_in_area({x=minx,y=(pos.y-2),z=minz},{x=maxx,y=(pos.y+2),z=maxz}, avoid_nodes)
if #npos > 0 then
local fpos = { x=(npos[1].x * -1),y=npos[1].y,z=(npos[1].z*-1) }
mobs:face_pos(self,fpos)
self.state="walk"
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
self.pause_timer = 3
end
end
end,
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,
in_fov = function(self,pos)
-- checks if POS is in self's FOV
return true
--[[
local yaw = (self.object:getyaw() * 180 / math.pi)
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if yaw < 0 then
yaw = 360 - yaw
end
if yaw > 360 then
yaw = yaw - 360
end
--print("Yaw: "..tostring(yaw))
--print("FOV: "..tostring(self.fov))
local vx = math.sin(yaw)
local vz = math.cos(yaw)
local ds = math.sqrt(vx^2 + vz^2)
local ps = math.sqrt(pos.x^2 + pos.z^2)
local d = { x = vx / ds, z = vz / ds }
local p = { x = pos.x / ps, z = pos.z / ps }
--print("DS "..tostring(ds))
--print("PS "..tostring(ps))
--print("D: x="..tostring(d.x)..", z="..tostring(d.z))
--print("P: x="..tostring(p.x)..", z="..tostring(p.z))
local an = ( d.x * p.x ) + ( d.z * p.z )
--print("AN: "..tostring(an))
local a = math.deg ( math.acos( an ) )
--print("A: "..tostring(a))
if a > ( self.fov / 2 ) then
return false
else
return true
end
]]
end,
set_animation = function(self, type)
if not self.animation then
return
end
if not self.animation.current then
self.animation.current = ""
end
if type == "stand" and self.animation.current ~= "stand" then
if
self.animation.stand_start
and self.animation.stand_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.stand_start,y=self.animation.stand_end},
self.animation.speed_normal, 0
)
self.animation.current = "stand"
end
elseif type == "walk" and self.animation.current ~= "walk" then
if
self.animation.walk_start
and self.animation.walk_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.walk_start,y=self.animation.walk_end},
self.animation.speed_normal, 0
)
self.animation.current = "walk"
end
elseif type == "run" and self.animation.current ~= "run" then
if
self.animation.run_start
and self.animation.run_end
and self.animation.speed_run
then
self.object:set_animation(
{x=self.animation.run_start,y=self.animation.run_end},
self.animation.speed_run, 0
)
self.animation.current = "run"
end
elseif type == "punch" and self.animation.current ~= "punch" then
if
self.animation.punch_start
and self.animation.punch_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.punch_start,y=self.animation.punch_end},
self.animation.speed_normal, 0
)
self.animation.current = "punch"
end
end
end,
on_step = def.on_step or mobs.on_step,
on_activate = function(self, staticdata, dtime_s)
-- reset HP
local pos = self.object:getpos()
local distance_rating = ( ( get_distance(game_origin,pos) ) / 20000 )
local newHP = self.hp_min + math.floor( self.hp_max * distance_rating )
self.object:set_hp( newHP )
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-10, z=0})
self.state = "stand"
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
self.object:setyaw(((math.random(0,360)-270)/180*math.pi))
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
if self.type ~= "npc" then
self.lifetimer = 600 - dtime_s
end
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp and tmp.lifetimer then
self.lifetimer = tmp.lifetimer - dtime_s
end
if tmp and tmp.tamed then
self.tamed = tmp.tamed
end
--[[if tmp and tmp.textures then
self.object:set_properties(tmp.textures)
end]]
end
if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
self.object:remove()
end
if self.icon ~= nil then
mobs.put_icon(self,self.icon,false)
end
end,
get_staticdata = function(self)
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
textures = { textures = self.textures },
}
return minetest.serialize(tmp)
end,
on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir)
if tflp == nil then
tflp = 1
end
process_weapon(hitter,tflp,tool_capabilities)
self.pause_timer = 0
local hpos = hitter:getpos()
local pos = self.object:getpos()
if self.object:get_hp() <= 0 then
if hitter and hitter:is_player() and hitter:get_inventory() then
local name = hitter:get_player_name()
pd.increment(name,STAT_KILLS,1)
for _,drop in pairs(self.drops) do
if math.random(1, 100) < drop.chance then
local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max))
default.drop_item(pos,d)
end
end
if self.sounds.death ~= nil then
minetest.sound_play(self.sounds.death,{
object = self.object,
})
end
if minetest.get_modpath("skills") and minetest.get_modpath("experience") then
-- DROP experience
local distance_rating = ( ( get_distance(game_origin,pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) )
local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) )
local expGained = math.random(self.exp_min, emax)
skills.add_exp(hitter:get_player_name(),expGained)
local expStack = experience.exp_to_items(expGained)
for _,stack in pairs(expStack) do
default.drop_item(pos,stack)
end
end
-- see if there are any NPCs to shower you with rewards
if self.type ~= "npc" and self.type ~= "animal" then
local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10)
for _, oir in pairs(inradius) do
local obj = oir:get_luaentity()
if obj then
if obj.type == "npc" and obj.rewards ~= nil then
local lp = hitter:getpos()
local s = obj.object:getpos()
local yaw = mobs:face_pos(self,lp)
local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z}
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
local acc = {x=x, y=-5, z=z}
for _, r in pairs(obj.rewards) do
if math.random(0,100) < r.chance then
default.drop_item(obj.object:getpos(),r.item, vec, acc)
end
end
end
end
end
end
end
end
blood_particles(pos,self.blood_offset,self.blood_amount,self.blood_texture)
-- knock back effect, adapted from blockmen's pyramids mod
-- https://github.com/BlockMen/pyramids
local kb = self.knock_back
local r = self.recovery_time
if tool_capabilities ~= nil then
if tflp < tool_capabilities.full_punch_interval then
kb = kb * ( tflp / tool_capabilities.full_punch_interval )
r = r * ( tflp / tool_capabilities.full_punch_interval )
end
else
kb = kb * ( tflp / 1 )
r = r * ( tflp / 1 )
end
local ykb=2
local v = self.object:getvelocity()
if v.y ~= 0 then
ykb = 0
end
if dir == nil then
dir = {x=pos.x-hpos.x, y=pos.y-hpos.y, z=pos.z-hpos.z}
if dir.x > 1 then dir.x = 1 end
if dir.x < -1 then dir.x = -1 end
if dir.z > 1 then dir.z = 1 end
if dir.z < -1 then dir.z = -1 end
end
self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb})
self.pause_timer = r
-- attack puncher and call other mobs for help
if self.passive == false then
if self.state ~= "attack" then
self.do_attack(self,hitter,1)
end
-- alert other NPCs to the attack
local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10)
for _, oir in pairs(inradius) do
local obj = oir:get_luaentity()
if obj then
if obj.group_attack == true and obj.state ~= "attack" and self.type == obj.type then
obj.do_attack(obj,hitter,1)
end
end
end
end
end,
})
end
mobs.spawning_mobs = {}
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, min_dist, max_dist, spawn_func)
mobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
--neighbors = {"air"},
interval = 30,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
if mobs.spawn_counter > mobs.spawn_limit then
return
end
mobs.spawn_counter = mobs.spawn_counter + 1
if active_object_count_wider > active_object_count then
return
end
if not mobs.spawning_mobs[name] then
return
end
--[[ don't spawn inside of blocks
local p2 = pos
p2.y = p2.y + 1
local p3 = p2
p3.y = p3.y + 1
if minetest.registered_nodes[minetest.get_node(p2).name].walkable == false or minetest.registered_nodes[minetest.get_node(p3).name].walkable == false then
return
end]]
if pos.y > max_height then
return
end
pos.y = pos.y+1
if not minetest.get_node_light(pos) then
return
end
if minetest.get_node_light(pos) > max_light then
return
end
if minetest.get_node_light(pos) < min_light then
return
end
if min_dist == nil then
min_dist = {x=-1,z=-1}
end
if max_dist == nil then
max_dist = {x=33000,z=33000}
end
if math.abs(pos.x) < min_dist.x or math.abs(pos.z) < min_dist.z then
return
end
if math.abs(pos.x) > max_dist.x or math.abs(pos.z) > max_dist.z 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("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
end
mobs:spawn_mob(pos,name)
end
})
end
function mobs:spawn_mob(pos,name)
-- make sure the nodes above are walkable
minetest.log("info","Attempting to spawn "..name)
local nodename = minetest.get_node(pos).name
if minetest.registered_nodes[nodename] ~= nil then
if minetest.registered_nodes[nodename].walkable == true or minetest.registered_nodes[nodename].walkable == nil or nodename == "default:water_source" then
return -1
end
pos.y = pos.y + 1
nodename = minetest.get_node(pos).name
if minetest.registered_nodes[nodename].walkable == true or minetest.registered_nodes[nodename].walkable == nil or nodename == "default:water_source" then
return -1
end
pos.y = pos.y - 1
end
local mob = minetest.add_entity(pos, name)
-- setup the hp, armor, drops, etc... for this specific mob
local distance_rating = ( ( get_distance(game_origin,pos) ) / 15000 )
if mob ~= nil then
mob = mob:get_luaentity()
if mob ~= nil then
minetest.log("info",name.." spawned at "..minetest.pos_to_string(pos))
local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
mob.object:set_hp( newHP )
mob.state = "walk" -- make them walk when they spawn so they walk away from their original spawn position
-- vary the walk and run velocity when a mob is spawned so groups of mobs don't clump up so bad
--math.randomseed(os.clock())
mob.walk_velocity = mob.walk_velocity - ( mob.walk_velocity * ( math.random(0,12) / 100 ) )
if mob.walk_velocity < 0 then
mob.walk_velocity = 0
end
mob.run_velocity = mob.run_velocity - ( mob.run_velocity * ( math.random(0,12) / 100 ) )
if mob.run_velocity < 0 then
mob.run_velocity = 0
end
if mob.icon ~= nil then
mobs.put_icon(mob,mob.icon,false)
end
return true
end
end
end
function mobs:get_random(type)
if mobs.mob_list[type] ~= nil then
--local seed = os.clock() + os.time()
--math.randomseed(seed)
local idx = math.random(1,#mobs.mob_list[type])
if mobs.mob_list[type][idx] ~= nil then
return mobs.mob_list[type][idx]
end
return false
end
end
function mobs: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,
timer = 0,
on_step = function(self, dtime)
self.timer=self.timer+dtime
if self.timer > 0.2 then
local pos = self.object:getpos()
if minetest.get_node(self.object:getpos()).name ~= "air" and minetest.get_node(self.object:getpos()).name ~= "fire:basic_flame"then
self.hit_node(self, pos, node)
self.object:remove()
return
end
--pos.y = pos.y-1
local objs = minetest.get_objects_inside_radius(pos, 2)
for _,player in pairs(objs) do
if player:get_luaentity() ~= nil then
local luae = player:get_luaentity()
if luae.name ~= self.object:get_luaentity().name and luae.name ~= "__builtin:item" then
self.hit_player(self, player)
self.object:remove()
return
end
else
self.hit_player(self, player)
self.object:remove()
return
end
end
end
end
})
end
function mobs:face_pos(self,pos)
local s = self.object:getpos()
local vec = {x=pos.x-s.x, y=pos.y-s.y, z=pos.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 pos.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
--print("Yaw "..tostring(yaw))
return yaw
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 )))
else
return 0
end
end
blood_particles = function(pos,offset,amt,tex)
if amt > 0 and pos ~= nil then
local p = pos
p.y = p.y + offset
local ps_def = {
amount = amt,
time = 0.25,
minpos = {x=p.x-0.2, y=p.y-0.2, z=p.z-0.2},
maxpos = {x=p.x+0.2, y=p.y+0.2, z=p.z+0.2},
minvel = {x=0, y=-2, z=0},
maxvel = {x=2, y=2, z=2},
minacc = {x=-4,y=-4,z=-4},
maxacc = {x=4,y=-4,z=4},
minexptime = 0.1,
maxexptime = 1,
minsize = 0.5,
maxsize = 1,
collisiondetection = false,
texture = tex
}
minetest.add_particlespawner(ps_def)
end
end
function process_weapon(player, time_from_last_punch, tool_capabilities)
local weapon = player:get_wielded_item()
if tool_capabilities ~= nil then
local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535
weapon:add_wear(wear)
player:set_wielded_item(weapon)
end
if weapon:get_definition().sounds ~= nil then
local s = math.random(0,#weapon:get_definition().sounds)
minetest.sound_play(weapon:get_definition().sounds[s], {
object=player,
})
else
minetest.sound_play("default_sword_wood", {
object = player,
})
end
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)
if mobs.api_icount > mobs.api_throttle then
return true
end
mobs.api_icount = mobs.api_icount + 1
self.timer = -2
return false
end