Этот коммит содержится в:
tenplus1 2020-07-25 10:52:29 +01:00
родитель 469e35d6e0
Коммит cb465559a1
2 изменённых файлов: 56 добавлений и 88 удалений

135
api.lua
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@ -6,7 +6,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20200723",
version = "20200725",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
@ -230,7 +230,7 @@ function mob_class:collision()
end
-- check string against another string or table
-- check if string exists in another string or table
local check_for = function(look_for, look_inside)
if type(look_inside) == "string" and look_inside == look_for then
@ -291,8 +291,7 @@ function mob_class:set_velocity(v)
local new_vel = {
x = (sin(yaw) * -v) + c_x,
y = vel.y,
z = (cos(yaw) * v) + c_y
}
z = (cos(yaw) * v) + c_y}
self.object:set_velocity(new_vel)
end
@ -353,9 +352,9 @@ function mob_class:set_animation(anim, force)
return
end
-- check for more than one animation
local num = 0
-- check for more than one animation (max 4)
for n = 1, 4 do
if self.animation[anim .. n .. "_start"]
@ -388,7 +387,7 @@ end
-- above function exported for mount.lua
function mobs:set_animation(entity, anim)
mob_class.set_animation(entity, anim)
entity.set_animation(entity, anim)
end
@ -750,7 +749,7 @@ function mob_class:item_drop()
-- was mob killed by player?
local death_by_player = self.cause_of_death
and self.cause_of_death.puncher
and self.cause_of_death.puncher:is_player() or nil
and self.cause_of_death.puncher:is_player()
local obj, item, num
@ -970,12 +969,11 @@ function mob_class:is_at_cliff()
return false
end
-- if object no longer exists then return
if not self.object:get_luaentity() then
return false
end
-- get yaw but if nil returned object no longer exists
local yaw = self.object:get_yaw()
if not yaw then return false end
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
@ -1035,24 +1033,6 @@ function mob_class:do_env_damage()
-- particle appears at random mob height
pos.y = pos.y + random(self.collisionbox[2], self.collisionbox[5])
-- is mob light sensative, or scared of the dark :P
if self.light_damage ~= 0 then
local light = minetest.get_node_light(pos) or 0
if light >= self.light_damage_min
and light <= self.light_damage_max then
self.health = self.health - self.light_damage
effect(pos, 5, "tnt_smoke.png")
if self:check_for_death({type = "light"}) then
return true
end
end
end
local nodef = minetest.registered_nodes[self.standing_in]
-- water
@ -1098,6 +1078,24 @@ function mob_class:do_env_damage()
end
end
-- is mob light sensative, or scared of the dark :P
if self.light_damage ~= 0 then
local light = minetest.get_node_light(pos) or 0
if light >= self.light_damage_min
and light <= self.light_damage_max then
self.health = self.health - self.light_damage
effect(pos, 5, "tnt_smoke.png")
if self:check_for_death({type = "light"}) then
return true
end
end
end
--- suffocation inside solid node
if (self.suffocation and self.suffocation ~= 0)
and (nodef.walkable == nil or nodef.walkable == true)
@ -1545,8 +1543,7 @@ local height_switcher = false
function mob_class:smart_mobs(s, p, dist, dtime)
local s1 = self.path.lastpos
-- local target_pos = self.attack:get_pos()
local target_pos = p
local target_pos = p
-- is it becoming stuck?
@ -1693,9 +1690,9 @@ local target_pos = p
self.state = ""
if self.attack then
self:do_attack(self.attack)
end
if self.attack then
self:do_attack(self.attack)
end
-- no path found, try something else
if not self.path.way then
@ -1785,7 +1782,6 @@ end
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
end
end
end
@ -1798,11 +1794,12 @@ end
self.path.following = true
else
-- yay i found path
if self.attack then
self:mob_sound(self.sounds.war_cry)
else
self:mob_sound(self.sounds.random)
end
if self.attack then
self:mob_sound(self.sounds.war_cry)
else
self:mob_sound(self.sounds.random)
end
self:set_velocity(self.walk_velocity)
-- follow path now that it has it
@ -1812,26 +1809,6 @@ end
end
-- specific attacks
local specific_attack = function(list, what)
-- no list so attack default (player, animals etc.)
if list == nil then
return true
end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what then
return true
end
end
return false
end
-- general attack function for all mobs
function mob_class:general_attack()
@ -1859,7 +1836,8 @@ function mob_class:general_attack()
or self.attack_players == false
or (self.owner and self.type ~= "monster")
or mobs.invis[objs[n]:get_player_name()]
or not specific_attack(self.specific_attack, "player") then
or (self.specific_attack
and not check_for("player", self.specific_attack)) then
objs[n] = nil
--print("- pla", n)
end
@ -1872,7 +1850,8 @@ function mob_class:general_attack()
or (not self.attack_animals and ent.type == "animal")
or (not self.attack_monsters and ent.type == "monster")
or (not self.attack_npcs and ent.type == "npc")
or not specific_attack(self.specific_attack, ent.name) then
or (self.specific_attack
and not check_for(ent.name, self.specific_attack)) then
objs[n] = nil
--print("- mob", n, self.name, ent.name)
end
@ -1915,26 +1894,6 @@ function mob_class:general_attack()
end
-- specific runaway
local specific_runaway = function(list, what)
-- no list so do not run
if list == nil then
return false
end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what then
return true
end
end
return false
end
-- find someone to runaway from
function mob_class:do_runaway_from()
@ -1973,7 +1932,7 @@ function mob_class:do_runaway_from()
-- find specific mob to runaway from
if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then
and (self.runaway_from and check_for(name, self.runaway_from)) then
sp = s
p = player and player:get_pos() or s
@ -2506,7 +2465,7 @@ function mob_class:do_states(dtime)
return
end
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
@ -2664,9 +2623,9 @@ function mob_class:falling(pos)
-- in water then use liquid viscosity for float/sink speed
if (self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid) --water)
and minetest.registered_nodes[self.standing_in].groups.liquid)
or (self.standing_on
and minetest.registered_nodes[self.standing_in].groups.liquid) then -- water) then
and minetest.registered_nodes[self.standing_in].groups.liquid) then
local visc = min(
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
@ -2928,7 +2887,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
dir = dir or {x = 0, y = 0, z = 0}
-- use tool knockback value or default
kb = tool_capabilities.damage_groups["knockback"] or kb -- (kb * 1.5)
kb = tool_capabilities.damage_groups["knockback"] or kb
self.object:set_velocity({
x = dir.x * kb,

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@ -344,6 +344,15 @@ Adding Mobs in World
Returns false if mob could not be added, returns mob object if spawned ok.
Removing Mob from World
-----------------------
mobs:remove(self, decrease)
Removes mob 'self' from the world and if 'decrease' is true then the mob counter
will also be decreased by one.
Spawning Mobs in World
----------------------