forked from mtcontrib/tsm_pyramids
Version 0.2
This commit is contained in:
403
mummy.lua
Normal file
403
mummy.lua
Normal file
@ -0,0 +1,403 @@
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pyramids = {}
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walk_limit = 1
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chillaxin_speed = 1
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animation_speed = 10
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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animation_blend = 0
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-- Default player appearance
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mummy_mesh = "pyramids_mummy.x"
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mummy_texture = {"pyramids_mummy.png"}
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mummy_hp = 20
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mummy_drop = "default:papyrus"
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local sound_normal = "mummy"
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local sound_hit = "mummy_hurt"
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local sound_dead = "mummy_death"
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local spawner_range = 17
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local spawner_max_mobs = 6
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function get_animations_def()
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return {
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stand_START = 74,
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stand_END = 74,
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sit_START = 81,
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sit_END = 160,
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lay_START = 162,
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lay_END = 166,
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walk_START = 74,
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walk_END = 105,
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mine_START = 74,
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mine_END = 105,
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walk_mine_START = 74,
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walk_mine_END = 105
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}
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end
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local npc_model = {}
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local npc_anim = {}
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local npc_sneak = {}
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local ANIM_STAND = 1
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local ANIM_SIT = 2
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local ANIM_LAY = 3
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local ANIM_WALK = 4
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local ANIM_WALK_MINE = 5
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local ANIM_MINE = 6
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function hit(self)
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prop = {
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mesh = mummy_mesh,
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textures = {"pyramids_mummy.png^pyramids_hit.png"},
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}
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self.object:set_properties(prop)
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minetest.after(0.4, function()
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prop = {textures = mummy_texture,}
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self.object:set_properties(prop)
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end)
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end
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function npc_update_visuals_def(self)
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--local name = get_player_name()
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visual = default_model_def
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npc_anim = 0 -- Animation will be set further below immediately
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--npc_sneak[name] = false
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prop = {
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mesh = mummy_mesh,
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textures = mummy_texture,
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--visual_size = {x=1, y=1, z=1},
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}
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self.object:set_properties(prop)
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end
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NPC_ENTITY_DEF = {
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physical = true,
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
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visual = "mesh",
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visual_size = {x=8,y=8},
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mesh = mummy_mesh,
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textures = mummy_texture,
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makes_footstep_sound = true,
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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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state = 1,
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jump_timer = 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 = "mummy"
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}
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spawner_DEF = {
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hp_max = 1,
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physical = true,
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collisionbox = {0,0,0,0,0,0},
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visual = "mesh",
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visual_size = {x=3.3,y=3.3},
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mesh = mummy_mesh,
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textures = mummy_texture,
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makes_footstep_sound = false,
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timer = 0,
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automatic_rotate = math.pi * 2.9,
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m_name = "dummy"
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}
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spawner_DEF.on_activate = function(self)
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npc_update_visuals_def(self)
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:setacceleration({x=0, y=0, z=0})
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self.object:set_armor_groups({immortal=1})
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end
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spawner_DEF.on_step = function(self, dtime)
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self.timer = self.timer + 0.01
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end
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spawner_DEF.on_punch = function(self, hitter)
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end
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NPC_ENTITY_DEF.on_activate = function(self)
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npc_update_visuals_def(self)
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self.anim = get_animations_def()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
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self.npc_anim = ANIM_STAND
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self.object:setacceleration({x=0,y=-20,z=0})--20
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self.state = 1
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self.object:set_hp(mummy_hp)
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self.object:set_armor_groups({fleshy=130})
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end
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NPC_ENTITY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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--attack as group
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--[[for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
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if not object:is_player() then
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if object:get_luaentity().name == "peaceful_npc:npc_def" then
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object:get_luaentity().state = 3
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object:get_luaentity().attacker = puncher:get_player_name()
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end
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end
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end]]
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--if self.state ~= 3 then
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--self.state = 3
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self.attacker = puncher--:get_player_name()
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--end
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if puncher ~= nil then
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local sound = sound_hit
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if self.object:get_hp() == 0 then sound = sound_dead end
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minetest.sound_play(sound, {to_player = puncher:get_player_name(), loop = false, gain = 0.3})
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if time_from_last_punch >= 0.45 then
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hit(self)
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--local dir = puncher:get_look_dir()
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--self.direction = dir
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self.direction = {x=self.object:getvelocity().x, y=self.object:getvelocity().y, z=self.object:getvelocity().z}
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self.punch_timer = 0
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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})
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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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end
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end
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if self.object:get_hp() == 0 then
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local obj = minetest.env:add_item(self.object:getpos(), mummy_drop.." "..math.random(0,3))
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end
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end
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local cnt1 = 0
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local cnt2 = 0
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NPC_ENTITY_DEF.on_step = function(self, dtime)
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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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--self.time_passed = self.time_passed + dtime
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if self.object:get_hp() == 0 then-- self.object:remove() end
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--if self.time_passed >= 5 then
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minetest.sound_play(sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.3})
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self.object:remove()
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end--else
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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
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--self.time_passed = self.time_passed + dtime
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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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self.sound_timer = 0
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self.object:set_hp(self.object:get_hp()-5)
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hit(self)
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minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.3})
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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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--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 > math.random(1,2) 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 sound
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if self.sound_timer > math.random(5,35) then
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minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2})
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self.sound_timer = 0
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end
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--after punched
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if self.state >= 8 then
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if self.punch_timer > 0.15 then
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--self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
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if self.state == 9 then
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self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=-20,z=self.direction.z*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=-20,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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for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 4)) do
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if object:is_player() then
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self.yawwer = false
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NPC = self.object:getpos()
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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--:get_player_name()
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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--and yawwer == true 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 = -20, 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 ~= ANIM_STAND then
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self.anim = get_animations_def()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend)
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self.npc_anim = 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 = -20, 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*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*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 = -20, z = math.cos(self.yaw)}
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--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
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--self.object:setacceleration(self.direction)
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end
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if self.npc_anim ~= ANIM_WALK then
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self.anim = get_animations_def()
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed, animation_blend)
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self.npc_anim = ANIM_WALK
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end
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--[[jump
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if self.direction ~= nil then
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if self.jump_timer > 0.3 then
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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
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self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
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self.jump_timer = 0
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end
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end
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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 = self.object:getpos()
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local p = self.attacker:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if dist < 2 and self.attacking_timer > 0.6 then
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self.attacker:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups = {fleshy=1}
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})
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self.attacking_timer = 0
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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("pyramids:mummy", NPC_ENTITY_DEF)
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minetest.register_entity("pyramids:mummy_spawner", spawner_DEF)
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--spawn-egg/spawner
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minetest.register_craftitem("pyramids:spawn_egg", {
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description = "Mummy spawn-egg",
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inventory_image = "pyramids_mummy_egg.png",
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liquids_pointable = false,
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stack_max = 99,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type == "node" then
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minetest.env:add_entity(pointed_thing.above,"pyramids:mummy")
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if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
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return itemstack
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end
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end,
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})
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function pyramids.spawn_mummy (pos, number)
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for i=0,number do
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minetest.env:add_entity(pos,"pyramids:mummy")
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end
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end
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minetest.register_node("pyramids:spawner_mummy", {
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description = "Mummy spawner",
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paramtype = "light",
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tiles = {"pyramids_spawner.png"},
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is_ground_content = true,
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drawtype = "allfaces",--_optional",
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groups = {cracky=1,level=1},
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drop = "",
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on_construct = function(pos)
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pos.y = pos.y - 0.28
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minetest.env:add_entity(pos,"pyramids:mummy_spawner")
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end,
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on_destruct = function(pos)
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for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do
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if not obj:is_player() then
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if obj ~= nil and obj:get_luaentity().m_name == "dummy" then
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obj:remove()
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end
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end
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end
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end
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})
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if not minetest.setting_getbool("only_peaceful_mobs") then
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minetest.register_abm({
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nodenames = {"pyramids:spawner_mummy"},
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interval = 2.0,
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chance = 20,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local player_near = false
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local mobs = 0
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for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, spawner_range)) do
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if obj:is_player() then
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player_near = true
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else
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if obj:get_luaentity().mob_name == "mummy" then mobs = mobs + 1 end
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end
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end
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if player_near then
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if mobs < spawner_max_mobs then
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pos.x = pos.x+1
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local p = minetest.find_node_near(pos, 5, {"air"})
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minetest.env:add_entity(p,"pyramids:mummy")
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end
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end
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end
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})
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end
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