Tweaked mob arrows

This commit is contained in:
TenPlus1 2016-10-08 10:29:32 +01:00
parent 47abff26ae
commit d2806eccf2
2 changed files with 51 additions and 19 deletions

69
api.lua
View File

@ -1,5 +1,5 @@
-- Mobs Api (4th October 2016)
-- Mobs Api (8th October 2016)
mobs = {}
mobs.mod = "redo"
@ -1770,6 +1770,7 @@ local do_states = function(self, dtime)
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
local v = ent.velocity or 1 -- or set to default
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
@ -2442,7 +2443,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
-- do not spawn if too many active entities in area
if active_object_count_wider >= aoc
or not mobs.spawning_mobs[name] then
--print ("--- too many entities", name, aoc)
return
end
@ -2454,11 +2455,13 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
--print ("--- mob needs night", name)
return
end
else
-- night time but mob wants day
if day_toggle == true then
--print ("--- mob needs day", name)
return
end
end
@ -2473,6 +2476,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
for n = 1, #objs do
if objs[n]:is_player() then
--print ("--- player too close", name)
return
end
end
@ -2480,27 +2484,36 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
-- mobs cannot spawn in protected areas when enabled
if spawn_protected == 1
and minetest.is_protected(pos, "") then
--print ("--- inside protected area", name)
return
end
-- check if light and height levels are ok to spawn
-- are light levels ok?
local light = minetest.get_node_light(pos)
if not light
or light > max_light
or light < min_light
or pos.y > max_height
or light < min_light then
--print ("--- light limits not met", name, light)
return
end
-- are we spawning within height limits?
if pos.y > max_height
or pos.y < min_height then
--print ("--- height limits not met", name, pos.y)
return
end
-- are we spawning inside solid nodes?
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
--print ("--- feet in block", name, node_ok(pos).name)
return
end
pos.y = pos.y + 1
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
--print ("--- head in block", name, node_ok(pos).name)
return
end
@ -2652,6 +2665,7 @@ function mobs:register_arrow(name, def)
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
switch = 0,
owner_id = def.owner_id,
on_step = def.on_step or function(self, dtime)
@ -2672,15 +2686,31 @@ function mobs:register_arrow(name, def)
if def.tail
and def.tail == 1
and def.tail_texture then
effect(pos, 1, def.tail_texture, 10, 0)
-- effect(pos, 1, def.tail_texture, 10, 0)
minetest.add_particlespawner({
amount = 1,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = 0, y = 0, z = 0},
maxvel = {x = 0, y = 0, z = 0},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = def.tail_size or 5,
maxsize = def.tail_size or 10,
texture = def.tail_texture,
})
end
if self.hit_node then
local node = node_ok(pos).name
--if minetest.registered_nodes[node].walkable then
if node ~= "air" then
if minetest.registered_nodes[node].walkable then
--if node ~= "air" then
self.hit_node(self, pos, node)
@ -2699,9 +2729,7 @@ function mobs:register_arrow(name, def)
end
end
if (self.hit_player or self.hit_mob)
-- clear mob entity before arrow becomes active
and self.timer > (10 - (self.velocity / 2)) then
if self.hit_player or self.hit_mob then
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
@ -2713,18 +2741,21 @@ function mobs:register_arrow(name, def)
return
end
local entity = player:get_luaentity()
and player:get_luaentity().name or ""
if self.hit_mob
and player:get_luaentity()
and player:get_luaentity().name ~= self.object:get_luaentity().name
and player:get_luaentity().name ~= "__builtin:item"
and player:get_luaentity().name ~= "__builtin:falling_node"
and player:get_luaentity().name ~= "gauges:hp_bar"
and player:get_luaentity().name ~= "signs:text"
and player:get_luaentity().name ~= "itemframes:item" then
and tostring(player) ~= self.owner_id
and entity ~= self.object:get_luaentity().name
and entity ~= "__builtin:item"
and entity ~= "__builtin:falling_node"
and entity ~= "gauges:hp_bar"
and entity ~= "signs:text"
and entity ~= "itemframes:item" then
self.hit_mob(self, player)
self.object:remove() ; -- print ("hit mob")
self.object:remove() ; --print ("hit mob")
return
end

View File

@ -189,6 +189,7 @@ This function registers a arrow for mobs with the attack type shoot.
the parameters are (self, pos, node)
'tail' when set to 1 adds a trail or tail to mob arrows
'tail_texture' texture string used for above effect
'tail_size' has size for above texture (defaults to between 5 and 10)
'on_step' is a custom function when arrow is active, nil for default.