tsm_pyramids/mummy.lua

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--pyramids = {}
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walk_limit = 1
chillaxin_speed = 1
animation_speed = 10
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0
-- Default player appearance
mummy_mesh = "pyramids_mummy.x"
mummy_texture = {"pyramids_mummy.png"}
mummy_hp = 20
mummy_drop = "default:papyrus"
local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
local sound_dead = "mummy_death"
local spawner_range = 17
local spawner_max_mobs = 6
function get_animations_def()
return {
stand_START = 74,
stand_END = 74,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 74,
walk_END = 105,
mine_START = 74,
mine_END = 105,
walk_mine_START = 74,
walk_mine_END = 105
}
end
local npc_model = {}
local npc_anim = {}
local npc_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
function hit(self)
prop = {
mesh = mummy_mesh,
textures = {"pyramids_mummy.png^pyramids_hit.png"},
}
self.object:set_properties(prop)
minetest.after(0.4, function()
prop = {textures = mummy_texture,}
self.object:set_properties(prop)
end)
end
function npc_update_visuals_def(self)
--local name = get_player_name()
visual = default_model_def
npc_anim = 0 -- Animation will be set further below immediately
--npc_sneak[name] = false
prop = {
mesh = mummy_mesh,
textures = mummy_texture,
--visual_size = {x=1, y=1, z=1},
}
self.object:set_properties(prop)
end
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MUMMY_DEF = {
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physical = true,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh",
visual_size = {x=8,y=8},
mesh = mummy_mesh,
textures = mummy_texture,
makes_footstep_sound = true,
npc_anim = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
jump_timer = 0,
punch_timer = 0,
sound_timer = 0,
attacker = "",
attacking_timer = 0,
mob_name = "mummy"
}
spawner_DEF = {
hp_max = 1,
physical = true,
collisionbox = {0,0,0,0,0,0},
visual = "mesh",
visual_size = {x=3.3,y=3.3},
mesh = mummy_mesh,
textures = mummy_texture,
makes_footstep_sound = false,
timer = 0,
automatic_rotate = math.pi * 2.9,
m_name = "dummy"
}
spawner_DEF.on_activate = function(self)
npc_update_visuals_def(self)
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration({x=0, y=0, z=0})
self.object:set_armor_groups({immortal=1})
end
spawner_DEF.on_step = function(self, dtime)
self.timer = self.timer + 0.01
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local n = minetest.get_node_or_nil(self.object:getpos())
if self.timer > 1 then
if n and n.name and n.name ~= "pyramids:spawner_mummy" then
self.object:remove()
end
end
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end
spawner_DEF.on_punch = function(self, hitter)
end
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MUMMY_DEF.on_activate = function(self)
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npc_update_visuals_def(self)
self.anim = get_animations_def()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
self.npc_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-20,z=0})--20
self.state = 1
self.object:set_hp(mummy_hp)
self.object:set_armor_groups({fleshy=130})
end
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MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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--attack as group
--[[for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
if not object:is_player() then
if object:get_luaentity().name == "peaceful_npc:npc_def" then
object:get_luaentity().state = 3
object:get_luaentity().attacker = puncher:get_player_name()
end
end
end]]
--if self.state ~= 3 then
--self.state = 3
self.attacker = puncher--:get_player_name()
--end
if puncher ~= nil then
local sound = sound_hit
if self.object:get_hp() == 0 then sound = sound_dead end
minetest.sound_play(sound, {to_player = puncher:get_player_name(), loop = false, gain = 0.3})
if time_from_last_punch >= 0.45 then
hit(self)
--local dir = puncher:get_look_dir()
--self.direction = dir
self.direction = {x=self.object:getvelocity().x, y=self.object:getvelocity().y, z=self.object:getvelocity().z}
self.punch_timer = 0
self.object:setvelocity({x=dir.x*chillaxin_speed,y=5,z=dir.z*chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4})
if self.state == 1 then
self.state = 8
elseif self.state >= 2 then
self.state = 9
end
end
end
if self.object:get_hp() == 0 then
local obj = minetest.env:add_item(self.object:getpos(), mummy_drop.." "..math.random(0,3))
end
end
local cnt1 = 0
local cnt2 = 0
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MUMMY_DEF.on_step = function(self, dtime)
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self.timer = self.timer + 0.01
self.turn_timer = self.turn_timer + 0.01
self.jump_timer = self.jump_timer + 0.01
self.punch_timer = self.punch_timer + 0.01
self.attacking_timer = self.attacking_timer + 0.01
self.sound_timer = self.sound_timer + 0.01
local current_pos = self.object:getpos()
local current_node = minetest.env:get_node(current_pos)
if self.time_passed == nil then
self.time_passed = 0
end
--self.time_passed = self.time_passed + dtime
if self.object:get_hp() == 0 then-- self.object:remove() end
--if self.time_passed >= 5 then
minetest.sound_play(sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.3})
self.object:remove()
end--else
if current_node.name == "default:water_source" or current_node.name == "default:water_flowing" or current_node.name == "default:lava_source" or current_node.name == "default:lava_flowing" then
--self.time_passed = self.time_passed + dtime
self.sound_timer = self.sound_timer + dtime
if self.sound_timer >= 0.8 then
self.sound_timer = 0
self.object:set_hp(self.object:get_hp()-5)
hit(self)
minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.3})
end
else
self.time_passed = 0
end
--end
--update moving state every 1 or 2 seconds
if self.state < 3 then
if self.timer > math.random(1,2) then
if self.attacker == "" then
self.state = math.random(1,2)
else self.state = 1 end
self.timer = 0
end
end
--play sound
if self.sound_timer > math.random(5,35) then
minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2})
self.sound_timer = 0
end
--after punched
if self.state >= 8 then
if self.punch_timer > 0.15 then
--self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
if self.state == 9 then
self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=-20,z=self.direction.z*chillaxin_speed})
self.state = 2
elseif self.state == 8 then
self.object:setvelocity({x=0,y=-20,z=0})
self.state = 1
end
end
end
--STANDING
if self.state == 1 then
self.yawwer = true
self.attacker = ""
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 4)) do
if object:is_player() then
self.yawwer = false
NPC = self.object:getpos()
PLAYER = object:getpos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
self.attacker = object--:get_player_name()
end
end
if self.attacker == "" and self.turn_timer > math.random(1,4) then--and yawwer == true then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
end
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
if self.npc_anim ~= ANIM_STAND then
self.anim = get_animations_def()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
self.npc_anim = ANIM_STAND
end
if self.attacker ~= "" then
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
self.state = 2
end
end
--WALKING
if self.state == 2 then
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*chillaxin_speed})
end
if self.turn_timer > math.random(1,4) and not self.attacker then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
--self.object:setacceleration(self.direction)
end
if self.npc_anim ~= ANIM_WALK then
self.anim = get_animations_def()
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed, animation_blend)
self.npc_anim = ANIM_WALK
end
--[[jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
self.jump_timer = 0
end
end
end]]
if self.attacker ~= "" and minetest.setting_getbool("enable_damage") then
local s = self.object:getpos()
local p = self.attacker:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < 2 and self.attacking_timer > 0.6 then
self.attacker:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=1}
})
self.attacking_timer = 0
end
end
end
end
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minetest.register_entity("pyramids:mummy", MUMMY_DEF)
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minetest.register_entity("pyramids:mummy_spawner", spawner_DEF)
--spawn-egg/spawner
minetest.register_craftitem("pyramids:spawn_egg", {
description = "Mummy spawn-egg",
inventory_image = "pyramids_mummy_egg.png",
liquids_pointable = false,
stack_max = 99,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
minetest.env:add_entity(pointed_thing.above,"pyramids:mummy")
if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
return itemstack
end
end,
})
function pyramids.spawn_mummy (pos, number)
for i=0,number do
minetest.env:add_entity(pos,"pyramids:mummy")
end
end
minetest.register_node("pyramids:spawner_mummy", {
description = "Mummy spawner",
paramtype = "light",
tiles = {"pyramids_spawner.png"},
is_ground_content = true,
drawtype = "allfaces",--_optional",
groups = {cracky=1,level=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
minetest.env:add_entity(pos,"pyramids:mummy_spawner")
end,
on_destruct = function(pos)
for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
if not obj:is_player() then
if obj ~= nil and obj:get_luaentity().m_name == "dummy" then
obj:remove()
end
end
end
end
})
if not minetest.setting_getbool("only_peaceful_mobs") then
minetest.register_abm({
nodenames = {"pyramids:spawner_mummy"},
interval = 2.0,
chance = 20,
action = function(pos, node, active_object_count, active_object_count_wider)
local player_near = false
local mobs = 0
for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, spawner_range)) do
if obj:is_player() then
player_near = true
else
if obj:get_luaentity().mob_name == "mummy" then mobs = mobs + 1 end
end
end
if player_near then
if mobs < spawner_max_mobs then
pos.x = pos.x+1
local p = minetest.find_node_near(pos, 5, {"air"})
minetest.env:add_entity(p,"pyramids:mummy")
end
end
end
})
end