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https://codeberg.org/tenplus1/mobs_redo.git
synced 2025-07-02 08:20:21 +02:00
added new explosion mob functionality (thanks to Yukitty)
This commit is contained in:
44
api.lua
44
api.lua
@ -1798,7 +1798,7 @@ local do_states = function(self, dtime)
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local p = self.attack:get_pos() or s
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local dist = get_distance(p, s)
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-- stop attacking if player or out of range
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-- stop attacking if player invisible or out of range
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if dist > self.view_range
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or not self.attack
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or not self.attack:get_pos()
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@ -1830,16 +1830,35 @@ local do_states = function(self, dtime)
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yaw = set_yaw(self.object, yaw)
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-- start timer when inside reach
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if dist < self.reach and not self.v_start then
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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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or (node_break_radius * 2)
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-- start timer when in reach and line of sight
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if not self.v_start
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and dist <= self.reach
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and line_of_sight(self, s, p, 2) then
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self.v_start = true
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self.timer = 0
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self.blinktimer = 0
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mob_sound(self, self.sounds.fuse)
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-- print ("=== explosion timer started", self.explosion_timer)
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-- stop timer if out of blast radius or direct line of sight
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elseif self.allow_fuse_reset
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and self.v_start
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and (dist > max(self.reach, entity_damage_radius) + 0.5
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or not line_of_sight(self, s, p, 2)) then
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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self.object:settexturemod("")
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end
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-- walk right up to player when timer active
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if dist < 1.5 and self.v_start then
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if dist < 1.5 then
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set_velocity(self, 0)
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else
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set_velocity(self, self.run_velocity)
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@ -1851,7 +1870,8 @@ local do_states = function(self, dtime)
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set_animation(self, "walk")
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end
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if self.v_start then
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-- walk right up to player unless the timer is active
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if self.v_start and (self.stop_to_explode or dist < 1.5) then
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self.timer = self.timer + dtime
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self.blinktimer = (self.blinktimer or 0) + dtime
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@ -1874,14 +1894,13 @@ local do_states = function(self, dtime)
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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local radius = self.explosion_radius or 1
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local damage_radius = radius
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-- dont damage anything if area protected or next to water
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if minetest.find_node_near(pos, 1, {"group:water"})
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or minetest.is_protected(pos, "") then
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damage_radius = 0
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node_break_radius = 0
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end
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self.object:remove()
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@ -1890,8 +1909,8 @@ local do_states = function(self, dtime)
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and not minetest.is_protected(pos, "") then
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tnt.boom(pos, {
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radius = radius,
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damage_radius = damage_radius,
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radius = node_break_radius,
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damage_radius = entity_damage_radius,
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sound = self.sounds.explode,
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})
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else
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@ -1902,8 +1921,8 @@ local do_states = function(self, dtime)
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max_hear_distance = self.sounds.distance or 32
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})
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entity_physics(pos, damage_radius)
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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entity_physics(pos, entity_damage_radius)
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effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0)
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end
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return
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@ -2889,7 +2908,10 @@ minetest.register_entity(name, {
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pathfinding = def.pathfinding,
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immune_to = def.immune_to or {},
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explosion_radius = def.explosion_radius,
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explosion_damage_radius = def.explosion_damage_radius,
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explosion_timer = def.explosion_timer or 3,
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allow_fuse_reset = def.allow_fuse_reset or true,
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stop_to_explode = def.stop_to_explode or true,
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custom_attack = def.custom_attack,
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double_melee_attack = def.double_melee_attack,
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dogshoot_switch = def.dogshoot_switch,
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