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mirror of 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:
TenPlus1
2018-03-12 11:32:21 +00:00
parent 2109814805
commit 609d52100c
2 changed files with 48 additions and 12 deletions

44
api.lua
View File

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