150518bdf8
- Fix crashes - Add minetest.line_of_sight() - Max lifetime for zombies
295 lines
8.5 KiB
Lua
295 lines
8.5 KiB
Lua
local g_chillaxin_speed = 2
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local g_animation_speed = 10
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local g_mesh = "creatures_mob.x"
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local g_texture = {"creatures_ghost.png"}
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local g_hp = 12
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local g_drop = ""
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local g_player_radius = 14
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local g_hit_radius = 1
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creatures.g_ll = 7
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local g_sound_normal = "creatures_ghost"
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local g_sound_hit = "creatures_ghost_hit"
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local g_sound_dead = "creatures_ghost_death"
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creatures.g_spawn_nodes = {"default:dirt_with_grass","default:desert_sand"}
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local function g_get_animations()
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return {
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walk_START = 168,
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walk_END = 187
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}
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end
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function g_hit(self)
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local sound = g_sound_hit
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if self.object:get_hp() < 1 then sound = g_sound_dead end
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minetest.sound_play(sound, {pos = self.object:getpos(), max_hear_distance = 10, loop = false, gain = 0.4})
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prop = {
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mesh = g_mesh,
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textures = {"creatures_ghost.png^creatures_ghost_hit.png"},
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}
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self.object:set_properties(prop)
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self.can_punch = false
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minetest.after(0.4, function()
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g_update_visuals_def(self)
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end)
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end
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function g_update_visuals_def(self)
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self.can_punch = true
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prop = {
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mesh = g_mesh,
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textures = g_texture,
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}
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self.object:set_properties(prop)
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end
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GHOST_DEF = {
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physical = true,
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collisionbox = {-0.3, -0.5, -0.3, 0.3, 0.75, 0.3},
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visual = "mesh",
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visual_size = {x=1, y=1},
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mesh = g_mesh,
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textures = g_texture,
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makes_footstep_sound = false,
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npc_anim = 0,
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timer = 0,
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turn_timer = 0,
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vec = 0,
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yaw = 0,
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yawwer = 0,
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dist = 0,
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state = 1,
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can_punch = true,
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dead = false,
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jump_timer = 0,
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last_pos = {x=0,y=0,z=0},
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punch_timer = 0,
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sound_timer = 0,
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attacker = "",
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attacking_timer = 0,
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mob_name = "ghost"
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}
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GHOST_DEF.on_activate = function(self)
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g_update_visuals_def(self)
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self.anim = g_get_animations()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, g_animation_speed, 0)
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self.npc_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=0,z=0})
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self.state = 1
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self.object:set_hp(g_hp)
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self.object:set_armor_groups({fleshy=130})
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self.last_pos = {x=0,y=0,z=0}
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self.can_punch = true
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self.dead = false
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self.dist = math.random(0,1)
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end
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GHOST_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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if not self.can_punch then return end
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local my_pos = self.object:getpos()
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if puncher ~= nil then
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self.attacker = puncher
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if time_from_last_punch >= 0.45 then
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g_hit(self)
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local v = self.object:getvelocity()
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self.direction = {x=v.x, y=v.y, z=v.z}
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self.punch_timer = 0
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self.object:setvelocity({x=dir.x*g_chillaxin_speed,y=0,z=dir.z*g_chillaxin_speed})
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if self.state == 1 then
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self.state = 8
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elseif self.state >= 2 then
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self.state = 9
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end
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-- add wear to sword/tool
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creatures.add_wear(puncher, tool_capabilities)
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end
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end
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if self.object:get_hp() < 1 then
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local obj = minetest.env:add_item(my_pos, g_drop.." "..math.random(0,3))
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end
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end
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GHOST_DEF.on_step = function(self, dtime)
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if self.dead then return end
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self.timer = self.timer + 0.01
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self.turn_timer = self.turn_timer + 0.01
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self.jump_timer = self.jump_timer + 0.01
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self.punch_timer = self.punch_timer + 0.01
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self.attacking_timer = self.attacking_timer + 0.01
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self.sound_timer = self.sound_timer + 0.01
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local current_pos = self.object:getpos()
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local current_node = minetest.env:get_node(current_pos)
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if self.time_passed == nil then
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self.time_passed = 0
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end
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-- death
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if self.object:get_hp() < 1 then
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self.object:set_hp(0)
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self.attacker = ""
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self.state = 0
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self.dead = true
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minetest.sound_play(g_sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.5})
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self.object:set_animation({x=self.anim.lay_START,y=self.anim.lay_END}, g_animation_speed, 0)
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minetest.after(1, function()
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self.object:remove()
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local obj = minetest.env:add_item(current_pos, g_drop.." "..math.random(0,3))
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end)
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end
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-- die when in water, lava or sunlight
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local wtime = minetest.env:get_timeofday()
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local ll = minetest.env:get_node_light({x=current_pos.x,y=current_pos.y+1,z=current_pos.z}) or 0
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local nn = nil
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if current_node ~= nil then nn = current_node.name end
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if nn ~= nil and nn == "default:water_source" or
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nn == "default:water_flowing" or
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nn == "default:lava_source" or
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nn == "default:lava_flowing" or
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(wtime > 0.2 and wtime < 0.805 and current_pos.y > 0 and ll > 11) then
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self.sound_timer = self.sound_timer + dtime
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if self.sound_timer >= 0.8 then
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local damage = 5
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if ll > 11 then damage = 2 end
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self.sound_timer = 0
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self.object:set_hp(self.object:get_hp()-damage)
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g_hit(self)
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end
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else
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self.time_passed = 0
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end
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-- update moving state every 1 or 2 seconds
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if self.state < 3 then
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if self.timer > 0.2 then
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if self.attacker == "" then
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self.state = math.random(1,2)
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else self.state = 1 end
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self.timer = 0
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end
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end
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-- play random sound
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if self.sound_timer > math.random(5,35) then
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minetest.sound_play(g_sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.6})
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self.sound_timer = 0
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end
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-- after knocked back
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if self.state >= 8 then
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if self.punch_timer > 0.15 then
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if self.state == 9 then
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self.object:setvelocity({x=self.direction.x*g_chillaxin_speed,y=0,z=self.direction.z*g_chillaxin_speed})
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self.state = 2
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elseif self.state == 8 then
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self.object:setvelocity({x=0,y=0,z=0})
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self.state = 1
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end
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end
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end
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--STANDING
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if self.state == 1 then
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self.yawwer = true
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self.attacker = ""
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-- seach for players
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for _,object in ipairs(minetest.env:get_objects_inside_radius(current_pos, g_player_radius)) do
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if object:is_player() then
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self.yawwer = false
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NPC = current_pos
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PLAYER = object:getpos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
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if PLAYER.x > NPC.x then
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self.yaw = self.yaw + math.pi
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end
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self.yaw = self.yaw - 2
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self.object:setyaw(self.yaw)
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self.attacker = object
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end
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end
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if self.attacker == "" and self.turn_timer > math.random(1,4) then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
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end
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self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
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if self.npc_anim ~= creatures.ANIM_STAND then
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self.anim = g_get_animations()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, g_animation_speed, 0)
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self.npc_anim = creatures.ANIM_STAND
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end
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if self.attacker ~= "" then
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self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
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self.state = 2
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end
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end
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-- WALKING
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if self.state == 2 then
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if self.direction ~= nil then
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self.object:setvelocity({x=self.direction.x*g_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*g_chillaxin_speed})
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end
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if self.turn_timer > math.random(1,4) and not self.attacker then
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self.yaw = 360 * math.random()
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self.object:setyaw(self.yaw)
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self.turn_timer = 0
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self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
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end
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if self.npc_anim ~= creatures.ANIM_WALK then
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self.anim = g_get_animations()
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, g_animation_speed, 0)
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self.npc_anim = creatures.ANIM_WALK
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end
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--jump
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if self.direction ~= nil and self.attacker ~= "" then
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if self.jump_timer > 0.1 then
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self.jump_timer = 0
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local p1 = current_pos
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if not p1 then return end
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local me_y = math.floor(p1.y)
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local p2 = self.attacker:getpos()
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if not p2 then return end
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local p_y = math.floor(p2.y+3-self.dist)
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if me_y < p_y then
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self.object:setvelocity({x=self.object:getvelocity().x,y=1*g_chillaxin_speed,z=self.object:getvelocity().z})
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elseif me_y > p_y then
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self.object:setvelocity({x=self.object:getvelocity().x,y=-1*g_chillaxin_speed,z=self.object:getvelocity().z})
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else
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self.object:setvelocity({x=self.object:getvelocity().x,y=0,z=self.object:getvelocity().z})
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end
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end
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end
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if self.attacker == "" then
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self.object:setvelocity({x=self.object:getvelocity().x,y=0,z=self.object:getvelocity().z})
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end
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if self.attacker ~= "" and minetest.setting_getbool("enable_damage") then
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local s = current_pos
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local attacker_pos = self.attacker:getpos() or nil
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if attacker_pos == nil then return end
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local p = attacker_pos
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p.y = p.y+3-self.dist
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self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
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if (s ~= nil and p ~= nil) then
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^0.5)^2
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creatures.attack(self, current_pos, attacker_pos, dist, g_hit_radius)
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end
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end
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end
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end
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minetest.register_entity("creatures:ghost", GHOST_DEF)
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