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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-12-24 17:50:37 +01:00

update mobs mod

This commit is contained in:
crabman77 2016-02-17 13:14:33 +01:00
parent 163a0030d8
commit 1f68c2729e
6 changed files with 213 additions and 108 deletions

View File

@ -1,4 +1,4 @@
-- Mobs Api (9th February 2016)
-- Mobs Api (16th February 2016)
mobs = {}
mobs.mod = "redo"
@ -12,8 +12,9 @@ local remove_far = minetest.setting_getbool("remove_far_mobs")
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 5 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 15 -- how long will mob follow path before giving up
local enable_pathfind_digging = false
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- internal functions
@ -40,6 +41,8 @@ end
set_velocity = function(self, v)
v = v or 0
local yaw = (self.object:getyaw() + self.rotate) or 0
self.object:setvelocity({
@ -648,6 +651,7 @@ function replace(self, pos)
-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
if self.replace_what
and self.replace_with
and self.object:getvelocity().y == 0
and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then
@ -677,6 +681,163 @@ function day_docile(self)
end
end
-- path finding and smart mob routine by rnd
function smart_mobs(self, s, p, dist, dtime)
local s1 = self.path.lastpos
-- is it becoming stuck?
if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < 1.5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
end
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
-- im stuck, search for path
if (self.path.stuck_timer > stuck_timeout and not self.path.following)
or (self.path.stuck_timer > stuck_path_timeout
and self.path.following) then
self.path.stuck_timer = 0
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
local sheight = self.collisionbox[5] - self.collisionbox[2]
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = math.floor(s.x + 0.5)
s.y = math.floor(s.y + 0.5) - sheight
s.z = math.floor(s.z + 0.5)
local ssight, sground
ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
local p1 = self.attack:getpos()
p1.x = math.floor(p1.x + 0.5)
p1.y = math.floor(p1.y + 0.5)
p1.z = math.floor(p1.z + 0.5)
self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch")
-- attempt to unstick mob that is "daydreaming"
self.object:setpos({
x = s.x + 0.1 * (math.random() * 2 - 1),
y = s.y + 1,
z = s.z + 0.1 * (math.random() * 2 - 1)
})
self.state = ""
do_attack(self, self.attack)
-- no path found, try something else
if not self.path.way then
self.path.following = false
-- self.path.stuck = true
-- lets make way by digging/building if not accessible
if enable_pathfind_digging then
-- add block and remove one block above so
-- there is room to jump if needed
if s.y < p1.y then
if not minetest.is_protected(s, "") then
minetest.set_node(s, {name = "default:dirt"})
end
local sheight = math.ceil(self.collisionbox[5]) + 1
-- assume mob is 2 blocks high so it digs above its head
s.y = s.y + sheight
if not minetest.is_protected(s, "") then
local node1 = minetest.get_node(s).name
if node1 ~= "air"
and node1 ~= "ignore" then
minetest.set_node(s, {name = "air"})
minetest.add_item(s, ItemStack(node1))
end
end
s.y = s.y - sheight
self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:getyaw() + pi / 2
local p1 = {
x = s.x + math.cos(yaw1),
y = s.y,
z = s.z + math.sin(yaw1)
}
if not minetest.is_protected(p1, "") then
local node1 = minetest.get_node(p1).name
if node1 ~= "air"
and node1 ~= "ignore" then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
p1.y = p1.y + 1
node1 = minetest.get_node(p1).name
if node1 ~= "air"
and node1 ~= "ignore" then
minetest.add_item(p1, ItemStack(node1))
minetest.set_node(p1, {name = "air"})
end
end
end
end
-- will try again in 2 second
self.path.stuck_timer = stuck_timeout - 2
-- frustration! cant find the damn path :(
if self.sounds.random then
minetest.sound_play(self.sounds.random, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
else
-- yay i found path
if self.sounds.attack then
set_velocity(self, self.walk_velocity)
minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
-- follow path now that it has it
self.path.following = true
end
end
end
-- register mob function
function mobs:register_mob(name, def)
@ -811,7 +972,7 @@ minetest.register_entity(name, {
end
-- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if minetest.registered_nodes[node_ok(pos).name].groups.liquid then -- water then
if self.floats == 1 then
@ -1459,23 +1620,25 @@ minetest.register_entity(name, {
end
-- rnd: new movement direction
if self.path.stuck
and self.path.way then
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50 then
self.path.stuck = false
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.stuck = false
self.path.following = false
return
end
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.75 then
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table.remove(self.path.way, 1)
end
@ -1505,86 +1668,11 @@ minetest.register_entity(name, {
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- PATH FINDING by rnd
-- path finding by rnd
if enable_pathfinding then
local s1 = self.path.lastpos
if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < 2 then
-- rnd: almost standing still, to do: insert path finding here
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
smart_mobs(self, s, p, dist, dtime)
end
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
if (self.path.stuck_timer > stuck_timeout and not self.path.stuck)
or (self.path.stuck_timer > stuck_path_timeout and self.path.stuck) then
-- im stuck, search for path
self.path.stuck = true
local sheight = self.collisionbox[5] - self.collisionbox[2]
-- round position to center of node to avoid stuck in walls,
-- also adjust height for player models!
s.x = math.floor(s.x + 0.5)
s.y = math.floor(s.y + 0.5) - sheight
s.z = math.floor(s.z + 0.5)
local ssight, sground
ssight, sground = minetest.line_of_sight(s,
{x = s.x, y = s. y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
--minetest.chat_send_all("stuck at " .. s.x .." " .. s.y .. " " .. s.z .. ", calculating path")
local p1 = self.attack:getpos()
p1.x = math.floor(p1.x + 0.5)
p1.y = math.floor(p1.y + 0.5)
p1.z = math.floor(p1.z + 0.5)
--minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)
self.path.way = minetest.find_path(s, p1, 16, 2, 6, "A*_noprefetch")
if not self.path.way then
self.path.stuck = false
-- can't find path, play sound
if self.sounds.random then
minetest.sound_play(self.sounds.random, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
else
-- found path, play sound
if self.sounds.attack then
minetest.sound_play(self.sounds.attack, {
object = self.object,
max_hear_distance = self.sounds.distance
})
end
--minetest.chat_send_all("found path with length " .. #self.path.way);
end
self.path.stuck_timer = 0
end -- END if pathfinding enabled
end
-- END PATH FINDING
-- jump attack
if (self.jump
and get_velocity(self) <= 0.5
@ -1600,11 +1688,21 @@ minetest.register_entity(name, {
set_velocity(self, 0)
set_animation(self, "stand")
else
set_velocity(self, self.run_velocity)
if self.path.stuck then
set_velocity(self, self.walk_velocity)
else
set_velocity(self, self.run_velocity)
end
set_animation(self, "run")
end
else
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
set_velocity(self, 0)
set_animation(self, "punch")
@ -1630,9 +1728,6 @@ minetest.register_entity(name, {
})
end
-- rnd: not stuck
self.path.stuck = false
-- punch player
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
@ -1710,6 +1805,9 @@ minetest.register_entity(name, {
on_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- direction error check
dir = dir or {x = 0, y = 0, z = 0}
-- weapon wear
hitter:set_detach() --MFF (crabman|27/7/2015) anti usebug, immortal if attached
local weapon = hitter:get_wielded_item()
@ -1772,9 +1870,9 @@ minetest.register_entity(name, {
end
self.object:setvelocity({
x = (dir.x or 0) * kb,
x = dir.x * kb,
y = up,
z = (dir.z or 0) * kb
z = dir.z * kb
})
self.pause_timer = r
@ -1917,6 +2015,7 @@ minetest.register_entity(name, {
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- end init
@ -2541,7 +2640,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
local formspec = "size[8,4]"
.. default.gui_bg
.. default.gui_bg_img
.. "field[0.5,1;7.5,0;name;Enter name and press button:;" .. tag .. "]"
.. "field[0.5,1;7.5,0;name;Enter name:;" .. tag .. "]"
.. "button_exit[2.5,3.5;3,1;mob_rename;Rename]"
minetest.show_formspec(name, "mobs_nametag", formspec)
end
@ -2553,30 +2652,29 @@ end
-- inspired by blockmen's nametag mod
minetest.register_on_player_receive_fields(function(player, formname, fields)
-- right-clicked with nametag, name entered and button pressed?
-- right-clicked with nametag and name entered?
if formname == "mobs_nametag"
and fields.mob_rename
and fields.name
and fields.name ~= "" then
local name = player:get_player_name()
local ent = mob_obj[name]
if not ent
or not ent.object then
if not mob_obj[name]
or not mob_obj[name].object then
return
end
-- update nametag
ent.nametag = fields.name
update_tag(ent)
mob_obj[name].nametag = fields.name
update_tag(mob_obj[name])
-- if not in creative then take item
if not creative then
local itemstack = mob_sta[name]
mob_sta[name]:take_item()
itemstack:take_item()
player:set_wielded_item(itemstack)
player:set_wielded_item(mob_sta[name])
end
-- reset external variables

View File

@ -40,7 +40,7 @@ mobs:register_mob("mobs:dirt_monster", {
water_damage = 1,
lava_damage = 5,
light_damage = 2,
fear_height = 3,
fear_height = 4,
-- model animation
animation = {
speed_normal = 15,

View File

@ -18,6 +18,7 @@ mobs:register_mob("mobs:greensmall", {
type = "monster",
-- aggressive, deals 2 damage to player when hit
passive = false,
reach = 2,
damage = 2,
attack_type = "dogfight",
attacks_monsters = true,
@ -62,6 +63,7 @@ mobs:register_mob("mobs:greenmedium", {
type = "monster",
-- aggressive, deals 4 damage to player when hit
passive = false,
reach = 2,
damage = 4,
attack_type = "dogfight",
attacks_monsters = true,
@ -111,6 +113,7 @@ mobs:register_mob("mobs:greenbig", {
type = "monster",
-- aggressive, deals 6 damage to player when hit
passive = false,
reach = 2,
damage = 6,
attack_type = "dogfight",
attacks_monsters = true,

View File

@ -18,6 +18,7 @@ mobs:register_mob("mobs:lavasmall", {
type = "monster",
-- aggressive, deals 2 damage to player when hit
passive = false,
reach = 2,
damage = 2,
attack_type = "dogfight",
attacks_monsters = true,
@ -65,6 +66,7 @@ mobs:register_mob("mobs:lavamedium", {
type = "monster",
-- aggressive, deals 4 damage to player when hit
passive = false,
reach = 2,
damage = 4,
attack_type = "dogfight",
attacks_monsters = true,
@ -109,6 +111,7 @@ mobs:register_mob("mobs:lavamedium", {
end
end,
})
mobs:register_egg("mobs:lavamedium", "Medium Lava Slime", "mobs_lava_slime_medium_inv.png", 1)
-- register big lava slime
@ -117,6 +120,7 @@ mobs:register_mob("mobs:lavabig", {
type = "monster",
-- aggressive, deals 6 damage to player when hit
passive = false,
reach = 2,
damage = 6,
attack_type = "dogfight",
attacks_monsters = true,

View File

@ -42,7 +42,7 @@ mobs:register_mob("mobs:oerkki", {
water_damage = 2,
lava_damage = 4,
light_damage = 1,
fear_height = 3,
fear_height = 4,
-- model animation
animation = {
stand_start = 0,

View File

@ -41,7 +41,7 @@ mobs:register_mob("mobs:sand_monster", {
water_damage = 3,
lava_damage = 4,
light_damage = 0,
fear_height = 3,
fear_height = 4,
-- model animation
animation = {
speed_normal = 15,