forked from mtcontrib/tsm_pyramids
461 lines
13 KiB
Lua
461 lines
13 KiB
Lua
local S = minetest.get_translator("tsm_pyramids")
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local mummy_walk_limit = 1
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local mummy_chillaxin_speed = 1
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local mummy_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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local mummy_animation_blend = 0
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-- Default player appearance
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local mummy_mesh = "tsm_pyramids_mummy.x"
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local mummy_texture = {"tsm_pyramids_mummy.png"}
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local mummy_hp = 20
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local 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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local function get_animations()
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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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local function hit(self)
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local prop = {
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mesh = mummy_mesh,
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textures = {"tsm_pyramids_mummy.png^tsm_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(self)
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local prop = {textures = mummy_texture,}
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if self ~= nil and self.object ~= nil then
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self.object:set_properties(prop)
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end
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end, self)
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end
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local function mummy_update_visuals_def(self)
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npc_anim = 0 -- Animation will be set further below immediately
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local prop = {
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mesh = mummy_mesh,
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textures = mummy_texture,
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}
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self.object:set_properties(prop)
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end
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local MUMMY_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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envdmg_timer = 0,
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attacker = "",
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attacking_timer = 0,
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}
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local spawner_DEF = {
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hp_max = 1,
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physical = false,
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pointable = false,
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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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}
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spawner_DEF.on_activate = function(self)
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mummy_update_visuals_def(self)
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self.object:set_velocity({x=0, y=0, z=0})
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self.object:set_acceleration({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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local n = minetest.get_node_or_nil(self.object:get_pos())
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if self.timer > 1 then
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if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
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self.object:remove()
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end
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end
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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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MUMMY_DEF.on_activate = function(self)
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mummy_update_visuals_def(self)
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self.anim = get_animations()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_STAND
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self.object:set_acceleration({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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MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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self.attacker = puncher
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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 = 0.4})
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if time_from_last_punch >= 0.45 then
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hit(self)
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self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z}
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self.punch_timer = 0
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self.object:set_velocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_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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end
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end
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if self.object:get_hp() == 0 then
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local obj = minetest.add_item(self.object:get_pos(), 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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MUMMY_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 + dtime + 0.01
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local current_pos = self.object:get_pos()
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local current_node = minetest.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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if self.object:get_hp() == 0 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
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local def = minetest.registered_nodes[current_node.name]
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local dps = def.damage_per_second
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local dmg = 0
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if dps ~= nil and dps > 0 then
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dmg = dps
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end
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-- Damage from node
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if dmg < 4 and (minetest.get_item_group(current_node.name, "water") ~= 0 or minetest.get_item_group(current_node.name, "lava") ~= 0) then
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dmg = 4
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end
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-- Damage by suffocation
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if (def.walkable == nil or def.walkable == true)
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and (def.drowning == nil or def.drowning == 0)
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and (def.damage_per_second == nil or def.damage_per_second <= 0)
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and (def.collision_box == nil or def.collision_box.type == "regular")
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and (def.node_box == nil or def.node_box.type == "regular")
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and (def.groups and def.groups.disable_suffocation ~= 1) then
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dmg = dmg + 1
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end
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self.envdmg_timer = self.envdmg_timer + dtime
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if dmg > 0 then
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if self.envdmg_timer >= 1 then
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self.envdmg_timer = 0
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self.object:set_hp(self.object:get_hp()-dmg)
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hit(self)
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self.sound_timer = 0
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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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--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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if self.state == 9 then
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self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed})
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self.state = 2
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elseif self.state == 8 then
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self.object:set_velocity({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.get_objects_inside_radius(self.object:get_pos(), 4)) do
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if object:is_player() then
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self.yawwer = false
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local NPC = self.object:get_pos()
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local PLAYER = object:get_pos()
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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:set_yaw(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:set_yaw(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:set_velocity({x=0,y=self.object:get_velocity().y,z=0})
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if self.npc_anim ~= ANIM_STAND then
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self.anim = get_animations()
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self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_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:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:get_velocity().y,z=self.direction.z*mummy_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:set_yaw(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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if self.npc_anim ~= ANIM_WALK then
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self.anim = get_animations()
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self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_WALK
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end
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if self.attacker ~= "" and minetest.settings:get_bool("enable_damage") then
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local s = self.object:get_pos()
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local p = self.attacker:get_pos()
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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)^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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end
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minetest.register_entity("tsm_pyramids:mummy", MUMMY_DEF)
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minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF)
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--spawn-egg/spawner
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minetest.register_craftitem("tsm_pyramids:spawn_egg", {
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description = S("Mummy Spawn Egg"),
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_doc_items_longdesc = S("Can be used to create a hostile mummy."),
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_doc_items_usagehelp = S("Place the egg to create a mummy on this spot. Careful, it will probably attack immediately!"),
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inventory_image = "tsm_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.add_entity(pointed_thing.above,"tsm_pyramids:mummy")
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if not minetest.settings:get_bool("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 tsm_pyramids.spawn_mummy (pos, number)
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local node = minetest.get_node(pos)
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if node.name ~= "air" then
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return
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end
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for _=1, number do
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minetest.add_entity(pos,"tsm_pyramids:mummy")
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end
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end
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local spawnersounds
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if default.node_sound_metal_defaults then
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spawnersounds = default.node_sound_metal_defaults()
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else
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spawnersounds = default.node_sound_stone_defaults()
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end
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minetest.register_node("tsm_pyramids:spawner_mummy", {
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description = S("Mummy Spawner"),
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_doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."),
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paramtype = "light",
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tiles = {"tsm_pyramids_spawner.png"},
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is_ground_content = false,
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drawtype = "allfaces",
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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.add_entity(pos,"tsm_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.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().name == "tsm_pyramids:mummy_spawner" 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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sounds = spawnersounds,
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})
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if not minetest.settings:get_bool("only_peaceful_mobs") then
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minetest.register_abm({
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nodenames = {"tsm_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.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() and obj:get_luaentity().name == "tsm_pyramids:mummy" then
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mobs = mobs + 1
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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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local offset = {x=5,y=2,z=5}
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local nposses = minetest.find_nodes_in_area(vector.subtract(pos, offset), vector.add(pos,offset), "air")
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local tries = math.max(6, #nposses)
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for i=1, tries do
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local r = math.random(1, #nposses)
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local npos = nposses[r]
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-- Check if mummy has 2 nodes of free space
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local two_space = false
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-- Check if mummy has something to walk on
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local footing = false
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-- Find the lowest node
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for y=-1, -5, -1 do
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npos.y = npos.y - 1
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local below = minetest.get_node(npos)
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if below.name ~= "air" then
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if y < -1 then
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two_space = true
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end
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npos.y = npos.y + 1
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footing = true
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break
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end
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end
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local light = minetest.get_node_light(npos, 0.5)
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if not two_space then
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local above = minetest.get_node({x=npos.x, y=npos.y+1, z=npos.z})
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if above.name == "air" then
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two_space = true
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end
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end
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if footing and two_space and light < 15 then
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tsm_pyramids.spawn_mummy(npos, 1)
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break
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else
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table.remove(nposses, r)
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end
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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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end
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if minetest.get_modpath("awards") then
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awards.register_achievement("tsm_pyramids_no_mummy_spawner", {
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title = S("No more mummies!"),
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description = S("Destroy a mummy spawner by digging."),
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secret = true,
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icon = "tsm_pyramids_spawner.png",
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trigger = {
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type = "dig",
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node = "tsm_pyramids:spawner_mummy",
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target = 1
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}
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})
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end
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