localised functions, mobs floats on water only, damage_per_sec nodes hurt mobs

This commit is contained in:
TenPlus1 2017-05-27 21:29:46 +01:00
parent ff4dfe4b4d
commit d6ff282917
3 changed files with 50 additions and 38 deletions

72
api.lua
View File

@ -74,7 +74,7 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- play sound
mob_sound = function(self, sound)
local mob_sound = function(self, sound)
if sound then
minetest.sound_play(sound, {
@ -87,7 +87,7 @@ end
-- attack player/mob
do_attack = function(self, player)
local do_attack = function(self, player)
if self.state == "attack" then
return
@ -103,7 +103,7 @@ end
-- move mob in facing direction
set_velocity = function(self, v)
local set_velocity = function(self, v)
local yaw = (self.object:getyaw() or 0) + self.rotate
@ -116,7 +116,7 @@ end
-- get overall speed of mob
get_velocity = function(self)
local get_velocity = function(self)
local v = self.object:getvelocity()
@ -125,7 +125,7 @@ end
-- set yaw
set_yaw = function(self, yaw)
local set_yaw = function(self, yaw)
if not yaw or yaw ~= yaw then
yaw = 0
@ -138,7 +138,7 @@ end
-- set defined animation
set_animation = function(self, anim)
local set_animation = function(self, anim)
if not self.animation then return end
@ -160,6 +160,12 @@ set_animation = function(self, anim)
end
-- above function exported for mount.lua
function mobs:set_animation(anim)
set_animation(self, anim)
end
-- this is a faster way to calculate distance
local get_distance = function(a, b)
@ -170,7 +176,7 @@ end
-- check line of sight (BrunoMine)
function line_of_sight(self, pos1, pos2, stepsize)
local line_of_sight = function(self, pos1, pos2, stepsize)
stepsize = stepsize or 1
@ -241,7 +247,7 @@ end
-- are we flying in what we are suppose to? (taikedz)
local function flight_check(self, pos_w)
local flight_check = function(self, pos_w)
local nod = self.standing_in
@ -266,7 +272,7 @@ end
-- particle effects
function effect(pos, amount, texture, min_size, max_size, radius, gravity)
local effect = function(pos, amount, texture, min_size, max_size, radius, gravity)
radius = radius or 2
min_size = min_size or 0.5
@ -292,7 +298,7 @@ end
-- update nametag colour
function update_tag(self)
local update_tag = function(self)
local col = "#00FF00"
local qua = self.hp_max / 4
@ -318,7 +324,7 @@ end
-- drop items
function item_drop(self, cooked)
local item_drop = function(self, cooked)
local obj, item, num
local pos = self.object:getpos()
@ -364,12 +370,7 @@ end
-- check if mob is dead or only hurt
function check_for_death(self, cause)
-- has health actually changed?
-- if self.health == self.old_health then
-- return
-- end
local check_for_death = function(self, cause)
self.old_health = self.health
@ -407,6 +408,8 @@ function check_for_death(self, cause)
mob_sound(self, self.sounds.death)
local pos = self.object:getpos()
-- execute custom death function
if self.on_die then
@ -444,7 +447,7 @@ end
-- check if within physical map limits (-30911 to 30927)
function within_limits(pos, radius)
local within_limits = function(pos, radius)
if (pos.x - radius) > -30913
and (pos.x + radius) < 30928
@ -460,7 +463,7 @@ end
-- is mob facing a cliff
local function is_at_cliff(self)
local is_at_cliff = function(self)
if self.fear_height == 0 then -- 0 for no falling protection!
return false
@ -485,7 +488,7 @@ end
-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)
local node_ok = function(pos, fallback)
fallback = fallback or "default:dirt"
@ -504,7 +507,7 @@ end
-- environmental damage (water, lava, fire, light)
do_env_damage = function(self)
local do_env_damage = function(self)
-- feed/tame text timer (so mob 'full' messages dont spam chat)
if self.htimer > 0 then
@ -585,13 +588,13 @@ do_env_damage = function(self)
if check_for_death(self, "lava") then return end
-- damage_per_second node check
-- elseif minetest.registered_nodes[self.standing_in].damage_per_second ~= 0 then
elseif minetest.registered_nodes[self.standing_in].damage_per_second ~= 0 then
-- local dps = minetest.registered_nodes[self.standing_in].damage_per_second
local dps = minetest.registered_nodes[self.standing_in].damage_per_second
-- self.health = self.health - dps
self.health = self.health - dps
-- effect(pos, 5, "tnt_smoke.png")
effect(pos, 5, "tnt_smoke.png")
end
end
@ -600,7 +603,7 @@ end
-- jump if facing a solid node (not fences or gates)
do_jump = function(self)
local do_jump = function(self)
if not self.jump
or self.jump_height == 0
@ -671,7 +674,7 @@ end
-- blast damage to entities nearby (modified from TNT mod)
function entity_physics(pos, radius)
local entity_physics = function(pos, radius)
radius = radius * 2
@ -698,7 +701,7 @@ end
-- should mob follow what I'm holding ?
function follow_holding(self, clicker)
local follow_holding = function(self, clicker)
if mobs.invis[clicker:get_player_name()] then
return false
@ -728,7 +731,7 @@ end
-- find two animals of same type and breed if nearby and horny
local function breed(self)
local breed = function(self)
-- child takes 240 seconds before growing into adult
if self.child == true then
@ -863,7 +866,7 @@ end
-- find and replace what mob is looking for (grass, wheat etc.)
function replace(self, pos)
local replace = function(self, pos)
if not self.replace_rate
or not self.replace_what
@ -906,7 +909,7 @@ end
-- check if daytime and also if mob is docile during daylight hours
function day_docile(self)
local day_docile = function(self)
if self.docile_by_day == false then
@ -922,7 +925,7 @@ end
-- path finding and smart mob routine by rnd
function smart_mobs(self, s, p, dist, dtime)
local smart_mobs = function(self, s, p, dist, dtime)
local s1 = self.path.lastpos
@ -1199,7 +1202,7 @@ local npc_attack = function(self)
if obj and obj.type == "monster" then
p = obj.object:getpos()
local p = obj.object:getpos()
dist = get_distance(p, s)
@ -1900,7 +1903,8 @@ local falling = function(self, pos)
end
-- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
-- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if self.floats == 1 then

View File

@ -309,6 +309,14 @@ This function allows an attached player to fly the mob around using directional
'stand_animation' string containing movement animation e.g. "stand"
mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not found.
'self' mob information
'name' name of animation
Certain variables need to be set before using the above functions:
'self.v2' toggle switch

View File

@ -241,7 +241,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if stand_anim then
set_animation(entity, stand_anim)
mobs:set_animation(entity, stand_anim)
end
return
@ -249,7 +249,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- set moving animation
if moving_anim then
set_animation(entity, moving_anim)
mobs:set_animation(entity, moving_anim)
end
-- Stop!
@ -429,9 +429,9 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
-- change animation if stopped
if velo.x == 0 and velo.y == 0 and velo.z == 0 then
set_animation(entity, stand_anim)
mobs:set_animation(entity, stand_anim)
else
-- moving animation
set_animation(entity, moving_anim)
mobs:set_animation(entity, moving_anim)
end
end