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https://github.com/sys4-fr/server-nalc.git
synced 2025-06-28 14:16:06 +02:00
Added class shifting system
- Warrior shifting system implemented
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@ -94,7 +94,7 @@ function mobs:register_mob(name, def)
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self.attack.dist = dist
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end
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end,
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set_velocity = function(self, v)
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v = (v or 0)
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if def.drawtype
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@ -106,7 +106,7 @@ function mobs:register_mob(name, def)
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local z = math.cos(yaw) * v
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self.object:setvelocity({x = x, y = self.object:getvelocity().y, z = z})
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end,
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get_velocity = function(self)
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local v = self.object:getvelocity()
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return (v.x ^ 2 + v.z ^ 2) ^ (0.5)
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@ -122,9 +122,9 @@ function mobs:register_mob(name, def)
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local d = { x = vx / ds, z = vz / ds }
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local p = { x = pos.x / ps, z = pos.z / ps }
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local an = ( d.x * p.x ) + ( d.z * p.z )
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a = math.deg( math.acos( an ) )
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if a > ( self.fov / 2 ) then
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return false
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else
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@ -185,7 +185,7 @@ function mobs:register_mob(name, def)
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end
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end
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end,
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on_step = function(self, dtime)
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if self.type == "monster"
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@ -268,7 +268,7 @@ function mobs:register_mob(name, def)
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end
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end
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end
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-- knockback timer
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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@ -277,7 +277,7 @@ function mobs:register_mob(name, def)
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end
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return
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end
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-- attack timer
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self.timer = self.timer + dtime
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if self.state ~= "attack" then
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@ -294,7 +294,7 @@ function mobs:register_mob(name, def)
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max_hear_distance = self.sounds.distance
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})
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end
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local do_env_damage = function(self)
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local pos = self.object:getpos()
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@ -334,7 +334,7 @@ function mobs:register_mob(name, def)
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end
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end
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local do_jump = function(self)
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if self.fly then
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return
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@ -360,7 +360,7 @@ function mobs:register_mob(name, def)
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})
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--print ("in front:", nod.name, pos.y)
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if nod and nod.name and
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(nod.name ~= "air"
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(nod.name ~= "air"
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or self.walk_chance == 0) then
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local def = minetest.registered_items[nod.name]
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if (def
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@ -385,7 +385,7 @@ function mobs:register_mob(name, def)
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self.jumptimer = 0
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end
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end
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-- environmental damage timer
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self.env_damage_timer = self.env_damage_timer + dtime
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if self.state == "attack"
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@ -395,7 +395,7 @@ function mobs:register_mob(name, def)
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elseif self.state ~= "attack" then
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do_env_damage(self)
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end
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-- find someone to attack
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if self.type == "monster"
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and damage_enabled
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@ -421,7 +421,7 @@ function mobs:register_mob(name, def)
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type = obj.type
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end
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end
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if type == "player"
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or type == "npc" then
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s = self.object:getpos()
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@ -446,7 +446,7 @@ function mobs:register_mob(name, def)
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self.do_attack(self, min_player, min_dist)
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end
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end
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-- npc, find closest monster to attack
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local min_dist = self.view_range + 1
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local min_player = nil
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@ -658,7 +658,7 @@ function mobs:register_mob(name, def)
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if self.type == "npc" then
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local o = minetest.get_objects_inside_radius(self.object:getpos(), 3)
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local yaw = 0
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for _,o in ipairs(o) do
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if o:is_player() then
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@ -674,7 +674,7 @@ function mobs:register_mob(name, def)
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if lp.x > s.x then
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yaw = yaw + math.pi
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end
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else
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else
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yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * math.pi)
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end
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self.object:setyaw(yaw)
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@ -751,7 +751,7 @@ end
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end
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-- exploding mobs
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elseif self.state == "attack" and self.attack_type == "explode" then
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elseif self.state == "attack" and self.attack_type == "explode" then
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if not self.attack.player
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or not self.attack.player:is_player() then
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self.state = "stand"
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@ -776,7 +776,7 @@ end
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self:set_animation("walk")
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self.attack.dist = dist
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end
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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 = math.atan(vec.z / vec.x) + math.pi / 2 + self.rotate -- local
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if p.x > s.x then
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@ -904,7 +904,7 @@ end
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else
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self.attack.dist = dist
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end
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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 = (math.atan(vec.z / vec.x) + math.pi / 2) + self.rotate -- local
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if p.x > s.x then
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@ -977,7 +977,7 @@ end
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else
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self.attack.dist = dist
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end
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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 = (math.atan(vec.z/vec.x)+math.pi/2) + self.rotate
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if p.x > s.x then
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@ -985,7 +985,7 @@ end
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end
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self.object:setyaw(yaw)
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self.set_velocity(self, 0)
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if self.shoot_interval
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and self.timer > self.shoot_interval
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and math.random(1, 100) <= 60 then
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@ -1206,7 +1206,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
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action = function(pos, node, _, active_object_count_wider)
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-- do not spawn if too many active entities in area
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if active_object_count_wider > active_object_count
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or not mobs.spawning_mobs[name]
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or not mobs.spawning_mobs[name]
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or not pos then
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return
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end
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