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https://codeberg.org/tenplus1/mobs_redo.git
synced 2025-01-09 17:30:21 +01:00
code tweaks
This commit is contained in:
parent
7f1ad09870
commit
457eb1838c
144
api.lua
144
api.lua
@ -209,7 +209,7 @@ function mob_class:mob_sound(sound)
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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max_hear_distance = (self.sounds and self.sounds.distance) or 10,
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pitch = pitch
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}, true)
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end
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@ -260,7 +260,7 @@ function mob_class:collision()
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local prop = self.object:get_properties()
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local width = -prop.collisionbox[1] + prop.collisionbox[4] + 0.5
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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if is_player(object) then
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@ -304,8 +304,6 @@ local function check_for(look_for, look_inside)
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end
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end
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end
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return false
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end
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@ -344,7 +342,7 @@ function mob_class:set_velocity(v)
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end
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-- set velocity
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local vel = self.object:get_velocity() or {x = 0, y = 0, z = 0}
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local vel = self.object:get_velocity() or {y = 0}
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self.object:set_velocity({
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x = (sin(yaw) * -v) + c_x,
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@ -353,11 +351,6 @@ function mob_class:set_velocity(v)
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})
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end
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-- global version of above function
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function mobs:set_velocity(entity, v)
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mob_class.set_velocity(entity, v)
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end
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-- calculate mob velocity
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function mob_class:get_velocity()
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@ -399,7 +392,7 @@ function mob_class:set_yaw(yaw, delay)
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return self.target_yaw
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end
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-- global function to set mob yaw
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-- global function to set mob yaw [deprecated]
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function mobs:yaw(entity, yaw, delay)
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mob_class.set_yaw(entity, yaw, delay)
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end
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@ -450,6 +443,7 @@ function mob_class:set_animation(anim, force)
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0, self.animation[anim .. "_loop"] ~= false)
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end
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-- global function to set mob animation [deprecated]
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function mobs:set_animation(entity, anim)
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entity.set_animation(entity, anim)
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end
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@ -556,7 +550,7 @@ function mob_class:line_of_sight(pos1, pos2, stepsize)
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return line_of_sight(self, pos1, pos2, stepsize)
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end
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-- global function
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-- global function [deprecated]
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function mobs:line_of_sight(entity, pos1, pos2, stepsize)
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return entity:line_of_sight(pos1, pos2, stepsize)
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end
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@ -616,7 +610,7 @@ end
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-- turn mob to face position
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local function yaw_to_pos(self, target, rot)
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function mob_class:yaw_to_pos(target, rot)
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rot = rot or 0
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@ -633,8 +627,9 @@ local function yaw_to_pos(self, target, rot)
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return yaw
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end
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-- global [deprecated]
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function mobs:yaw_to_pos(self, target, rot)
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return yaw_to_pos(self, target, rot)
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return self:yaw_to_pos(target, rot)
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end
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@ -664,7 +659,7 @@ function mob_class:do_stay_near()
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return false
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end
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yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)])
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self:yaw_to_pos(nearby_nodes[random(#nearby_nodes)])
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self:set_animation("walk")
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@ -710,6 +705,7 @@ local function effect(
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})
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end
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-- global function
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function mobs:effect(
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pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
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@ -717,7 +713,7 @@ function mobs:effect(
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end
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-- Thanks Wuzzy for the following editable settings
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-- Thanks Wuzzy for the editable settings
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes
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@ -741,6 +737,7 @@ function mob_class:update_tag(newname)
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self._nametag = newname or self._nametag -- adopt new name if one found
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-- choose tag colour depending on mob health
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if self.health <= qua then
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col = "#FF0000"
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elseif self.health <= (qua * 2) then
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@ -1012,6 +1009,10 @@ local function node_ok(pos, fallback)
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return minetest.registered_nodes[(fallback or mobs.fallback_node)]
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end
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function mobs:node_ok(pos, fallback)
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return node_ok(pos, fallback)
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end
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-- Returns true is node can deal damage to self
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function mobs:is_node_dangerous(mob_object, nodename)
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@ -1101,14 +1102,7 @@ function mob_class:do_env_damage()
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end
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local prop = self.object:get_properties()
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-- particle appears at random mob height
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local py = {
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x = pos.x,
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y = pos.y + random(prop.collisionbox[2], prop.collisionbox[5]),
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z = pos.z
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}
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local py = {x = pos.x, y = pos.y + prop.collisionbox[5], z = pos.z}
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local nodef = minetest.registered_nodes[self.standing_in]
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-- water
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@ -1358,8 +1352,6 @@ function mob_class:follow_holding(clicker)
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if check_for(item:get_name(), self.follow) then
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return true
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end
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return false
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end
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@ -1429,8 +1421,10 @@ function mob_class:breed()
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and self.hornytimer <= HORNY_TIME then
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local pos = self.object:get_pos()
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local prop = self.object:get_properties().collisionbox
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
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effect({x = pos.x, y = pos.y + prop[5], z = pos.z},
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8, "heart.png", 3, 4, 1, 0.1, 1, true)
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local objs = minetest.get_objects_inside_radius(pos, 3)
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local ent
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@ -1471,8 +1465,8 @@ function mob_class:breed()
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local pos2 = ent.object:get_pos()
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-- Have mobs face one another
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yaw_to_pos(self, pos2)
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yaw_to_pos(ent, self.object:get_pos())
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self:yaw_to_pos(pos2)
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ent:yaw_to_pos(self.object:get_pos())
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self.hornytimer = HORNY_TIME + 1
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ent.hornytimer = HORNY_TIME + 1
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@ -1482,10 +1476,8 @@ function mob_class:breed()
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-- have we reached active mob limit
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if active_limit > 0 and active_mobs >= active_limit then
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minetest.chat_send_player(self.owner,
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S("Active Mob Limit Reached!")
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.. " (" .. active_mobs
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.. " / " .. active_limit .. ")")
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minetest.chat_send_player(self.owner, S("Active Mob Limit Reached!")
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.. " (" .. active_mobs .. " / " .. active_limit .. ")")
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return
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end
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@ -1582,8 +1574,7 @@ function mob_class:replace(pos)
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local newnode = with
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-- pass actual node name when using table or groups
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if type(oldnode) == "table"
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or oldnode:find("group:") then
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if type(oldnode) == "table" or oldnode:find("group:") then
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oldnode = minetest.get_node(pos).name
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end
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@ -1600,11 +1591,8 @@ end
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-- check if daytime and also if mob is docile during daylight hours
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function mob_class:day_docile()
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if self.docile_by_day == false then
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return false
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elseif self.docile_by_day == true
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and self.time_of_day > 0.2
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and self.time_of_day < 0.8 then
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if self.docile_by_day == true
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and self.time_of_day > 0.2 and self.time_of_day < 0.8 then
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return true
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end
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end
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@ -1645,8 +1633,6 @@ local function can_dig_drop(pos)
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return true
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end
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return false
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end
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@ -1912,8 +1898,6 @@ local function is_peaceful_player(player)
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if player_name and minetest.check_player_privs(player_name, "peaceful_player") then
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return true
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end
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return false
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end
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@ -1922,8 +1906,7 @@ function mob_class:general_attack()
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-- return if already attacking, passive or docile during day
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if self.passive
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or self.state == "runaway"
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or self.state == "attack"
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or self.state == "runaway" or self.state == "attack"
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or self:day_docile() then
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return
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end
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@ -1944,8 +1927,7 @@ function mob_class:general_attack()
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or self.attack_players == false
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or (self.owner and self.type ~= "monster")
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or is_invisible(self, objs[n]:get_player_name())
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or (self.specific_attack
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and not check_for("player", self.specific_attack)) then
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or (self.specific_attack and not check_for("player", self.specific_attack)) then
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objs[n] = nil
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--print("- pla", n)
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end
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@ -1959,8 +1941,7 @@ function mob_class:general_attack()
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if self.name == ent.name
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or (self.type ~= "monster"
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and self.owner ~= (ent._target and ent._target:get_player_name() or "."))
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or (self.specific_attack
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and not check_for(ent.name, self.specific_attack)) then
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or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then
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objs[n] = nil
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--print("-- creatura", ent.name)
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@ -1974,8 +1955,7 @@ function mob_class:general_attack()
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or (not self.attack_animals and ent.type == "animal")
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or (not self.attack_monsters and ent.type == "monster")
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or (not self.attack_npcs and ent.type == "npc")
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or (self.specific_attack
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and not check_for(ent.name, self.specific_attack)) then
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or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then
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objs[n] = nil
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--print("- mob", n, self.name, ent.name)
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end
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@ -2079,7 +2059,7 @@ function mob_class:do_runaway_from()
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if min_player then
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yaw_to_pos(self, min_player:get_pos(), 3)
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self:yaw_to_pos(min_player:get_pos(), 3)
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self.state = "runaway"
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self.runaway_timer = 3
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@ -2093,7 +2073,7 @@ function mob_class:do_runaway_from()
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if objs then
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yaw_to_pos(self, objs, 3)
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self:yaw_to_pos(objs, 3)
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self.state = "runaway"
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self.runaway_timer = 3
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@ -2140,10 +2120,9 @@ function mob_class:follow_flop()
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else
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-- stop following player if not holding specific item or mob is horny
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if self.following and is_player(self.following)
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and (self:follow_holding(self.following) == false or self.horny) then
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and (self.horny or not self:follow_holding(self.following)) then
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self.following = nil
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end
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end
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-- follow that thing
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@ -2166,7 +2145,7 @@ function mob_class:follow_flop()
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if dist > self.view_range then
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self.following = nil
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else
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yaw_to_pos(self, p)
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self:yaw_to_pos(p)
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-- anyone but standing npc's can move along
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if dist >= self.reach
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@ -2275,7 +2254,7 @@ function mob_class:do_states(dtime)
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-- select position of random block to climb onto
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lp = lp[random(#lp)]
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yaw = yaw_to_pos(self, lp)
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yaw = self:yaw_to_pos(lp)
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end
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self.pause_timer = 3
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@ -2307,7 +2286,7 @@ function mob_class:do_states(dtime)
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-- look at any players nearby, otherwise turn randomly
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if lp then
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yaw = yaw_to_pos(self, lp)
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yaw = self:yaw_to_pos(lp)
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else
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yaw = yaw + random(-0.5, 0.5)
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end
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@ -2380,16 +2359,15 @@ function mob_class:do_states(dtime)
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end
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end
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-- runaway when punched
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elseif self.state == "runaway" then
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self.runaway_timer = self.runaway_timer + 1
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self.runaway_timer = self.runaway_timer - 1
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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-- stop when timer runs out or when at cliff
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if self.runaway_timer <= 0
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or self.at_cliff
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or self.order == "stand" then
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self.runaway_timer = 0
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation("stand")
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@ -2436,7 +2414,7 @@ function mob_class:do_states(dtime)
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if self.attack_type == "explode" then
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yaw_to_pos(self, p)
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self:yaw_to_pos(p)
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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@ -2494,10 +2472,8 @@ function mob_class:do_states(dtime)
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self.blinktimer = 0
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if self.blinkstatus then
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self.object:set_texture_mod(self.texture_mods)
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else
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self.object:set_texture_mod(self.texture_mods .. "^[brighten")
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end
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@ -2590,7 +2566,7 @@ function mob_class:do_states(dtime)
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p = {x = p1.x, y = p1.y, z = p1.z}
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end
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yaw_to_pos(self, p)
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self:yaw_to_pos(p)
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-- move towards enemy if beyond mob reach
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if dist > (self.reach + (self.reach_ext or 0)) then
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@ -2682,7 +2658,7 @@ function mob_class:do_states(dtime)
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local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
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yaw_to_pos(self, p)
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self:yaw_to_pos(p)
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self:set_velocity(0)
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@ -3033,10 +3009,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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local lp = hitter:get_pos()
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yaw_to_pos(self, lp, 3)
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self:yaw_to_pos(lp, 3)
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self.state = "runaway"
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self.runaway_timer = 0
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self.runaway_timer = 3
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self.following = nil
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end
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@ -3299,7 +3275,6 @@ function mob_class:mob_activate(staticdata, def, dtime)
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-- mob defaults
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self.old_y = self.object:get_pos().y
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self.old_health = self.health
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self.sounds.distance = self.sounds.distance or 10
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self.textures = textures
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self.standing_in = "air"
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self.standing_on = "air"
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@ -4330,7 +4305,7 @@ function mobs:safe_boom(self, pos, radius, texture)
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minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds and self.sounds.distance or 32
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max_hear_distance = (self.sounds and self.sounds.distance) or 32
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}, true)
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entity_physics(pos, radius)
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@ -4413,10 +4388,15 @@ if is_mob.type ~= "monster" then
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pointed_thing.under, under, placer, itemstack, pointed_thing)
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end
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if pos
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and not minetest.is_protected(pos, placer:get_player_name()) then
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if pos and not minetest.is_protected(pos, placer:get_player_name()) then
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if not minetest.registered_entities[mob] then
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-- have we reached active mob limit
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if active_limit > 0 and active_mobs >= active_limit then
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minetest.chat_send_player(placer:get_player_name(),
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S("Active Mob Limit Reached!")
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.. " (" .. active_mobs
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.. " / " .. active_limit .. ")")
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return
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end
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@ -4466,12 +4446,9 @@ end
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if pos and not minetest.is_protected(pos, placer:get_player_name()) then
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if not minetest.registered_entities[mob] then
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return
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end
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-- have we reached active mob limit
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if active_limit > 0 and active_mobs >= active_limit then
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minetest.chat_send_player(placer:get_player_name(),
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S("Active Mob Limit Reached!")
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.. " (" .. active_mobs
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@ -4547,8 +4524,7 @@ function mobs:capture_mob(
|
||||
local name = clicker:get_player_name()
|
||||
local tool = clicker:get_wielded_item()
|
||||
|
||||
-- are we using hand, net or lasso to pick up mob?
|
||||
if tool:get_name() ~= ""
|
||||
if tool:get_name() ~= "" -- hand
|
||||
and tool:get_name() ~= "mobs:net"
|
||||
and tool:get_name() ~= "mobs:lasso" then
|
||||
return false
|
||||
@ -4684,9 +4660,9 @@ function mobs:protect(self, clicker)
|
||||
local pos = self.object:get_pos()
|
||||
local prop = self.object:get_properties()
|
||||
|
||||
pos.y = pos.y + prop.collisionbox[2] + 0.5
|
||||
pos.y = pos.y + prop.collisionbox[5]
|
||||
|
||||
effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
|
||||
effect(pos, 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
|
||||
|
||||
self:mob_sound("mobs_spell")
|
||||
|
||||
|
33
api.txt
33
api.txt
@ -387,6 +387,31 @@ for each mob.
|
||||
in it's name.
|
||||
|
||||
|
||||
Internal Functions
|
||||
------------------
|
||||
|
||||
Each mob contains a set of functions that can be called for use internally or from
|
||||
another mod entirely, replace mob_class with the mob entity variable:
|
||||
|
||||
mob_class:mob_sound(sound) -- play sound at mob position
|
||||
mob_class:do_attack(player) -- if not already attacking, attack object given
|
||||
mob_class:collision() -- checks for player collision with mob and returns {x, z} vector
|
||||
mob_class:set_velocity(velocity) -- move at velocity in the facing direction
|
||||
mob_class:get_velocity() -- returns mob speed value
|
||||
mob_class:set_yaw(yaw, delay) -- change mob yaw, delay is for smooth rotation (default:0)
|
||||
mob_class:yaw_to_pos(pos, delay) -- rotates mod to look at position and returns new yaw
|
||||
mob_class:set_animation(animation, force) -- set mob animation
|
||||
mob_class:line_of_sight(pos1, pos2, stepsize) -- internal line of sight function
|
||||
mob_class:attempt_flight_correction(override) -- check for stuck flying mobs and fix
|
||||
mob_class:update_tag(newname) -- update nametag or give new name
|
||||
mob_class:do_jump() -- check if mob can jump then jump
|
||||
mob_class:follow_holding(clicker) -- return True if mob likes what player is holding
|
||||
mob_class:day_docile() -- return True if mob docile during current daytime
|
||||
mob_class:mob_expire(pos, dtime) -- check if mob is to despawn
|
||||
mob_class:get_nodes() -- get specific nodes around mob
|
||||
mob_class:on_blast(damage) -- function called when mob in blast area
|
||||
|
||||
|
||||
Adding Mobs in World
|
||||
--------------------
|
||||
|
||||
@ -473,6 +498,12 @@ true the mob will not spawn.
|
||||
'name' is the name of the animal/monster
|
||||
|
||||
|
||||
mobs:node_ok(pos, fallback)
|
||||
|
||||
This global function gets the node at pos and if not registered will return the
|
||||
fallback node instead.
|
||||
|
||||
|
||||
Particle Effects
|
||||
----------------
|
||||
|
||||
@ -717,7 +748,7 @@ returns true if a mob can see the player or victim.
|
||||
|
||||
Use this instead:
|
||||
|
||||
mob_class:line_of_sight(pos1, pos2, stepsize)
|
||||
entity:line_of_sight(pos1, pos2, stepsize)
|
||||
|
||||
|
||||
mobs:can_spawn(pos, name)
|
||||
|
Loading…
Reference in New Issue
Block a user