mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2025-07-06 01:50:21 +02:00
Update Farming, Mobs, 3d_armor
Farming : minors fixe, add the straw block Mobs : better api, swimming parameter for mobs, add eggs, code optimisation 3d_armor : change the model, many new textures, new shield, and new enchanted shield (which gain compared to normal shield +1 armor and x2 durability)
This commit is contained in:
366
mods/mobs/api.lua
Normal file → Executable file
366
mods/mobs/api.lua
Normal file → Executable file
@ -1,6 +1,16 @@
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mobs = {}
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-- Set global for other mod checks (e.g. Better HUD uses this)
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mobs.mod = "redo"
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mobs.protected = 0 -- Set to 1 if you do not wish mobs to spawn in protected areas (default: 0)
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-- Do mobs spawn in protected areas (0=no, 1=yes)
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mobs.protected = 0
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-- Initial check to see if damage is enabled
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local damage_enabled = minetest.setting_getbool("enable_damage")
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-- Check to see if in peaceful mode
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local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
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function mobs:register_mob(name, def)
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minetest.register_entity(name, {
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@ -45,11 +55,11 @@ function mobs:register_mob(name, def)
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recovery_time = def.recovery_time or 0.5,
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knock_back = def.knock_back or 1, --knock_back = def.knock_back or 3,
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blood_offset = def.blood_offset or 0,
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blood_amount = def.blood_amount or 5, -- 15
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blood_amount = def.blood_amount or 5,
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blood_texture = def.blood_texture or "mobs_blood.png",
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rewards = def.rewards or nil,
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animaltype = def.animaltype,
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shoot_offset = def.shoot_offset or 0,
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floats = def.floats or 1, -- floats in water by default
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stimer = 0,
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timer = 0,
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@ -62,14 +72,12 @@ function mobs:register_mob(name, def)
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tamed = false,
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last_state = nil,
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pause_timer = 0,
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do_attack = function(self, player, dist)
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if self.state ~= "attack" then
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-- if self.sounds.war_cry then
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-- if math.random(0,100) < 90 then
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-- if math.random(0,100) < 90 and self.sounds.war_cry then
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-- minetest.sound_play(self.sounds.war_cry,{ object = self.object })
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-- end
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-- end
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self.state = "attack"
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self.attack.player = player
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self.attack.dist = dist
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@ -123,59 +131,45 @@ function mobs:register_mob(name, def)
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self.animation.current = ""
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end
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if type == "stand" and self.animation.current ~= "stand" then
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if
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self.animation.stand_start
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and self.animation.stand_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.stand_start,y=self.animation.stand_end},
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self.animation.speed_normal, 0
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)
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if self.animation.stand_start
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and self.animation.stand_end
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and self.animation.speed_normal then
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self.object:set_animation({x=self.animation.stand_start,
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y=self.animation.stand_end},self.animation.speed_normal, 0)
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self.animation.current = "stand"
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end
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elseif type == "walk" and self.animation.current ~= "walk" then
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if
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self.animation.walk_start
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and self.animation.walk_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.walk_start,y=self.animation.walk_end},
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self.animation.speed_normal, 0
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)
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if self.animation.walk_start
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and self.animation.walk_end
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and self.animation.speed_normal then
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self.object:set_animation({x=self.animation.walk_start,y=self.animation.walk_end},
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self.animation.speed_normal, 0)
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self.animation.current = "walk"
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end
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elseif type == "run" and self.animation.current ~= "run" then
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if
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self.animation.run_start
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and self.animation.run_end
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and self.animation.speed_run
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then
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self.object:set_animation(
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{x=self.animation.run_start,y=self.animation.run_end},
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self.animation.speed_run, 0
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)
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if self.animation.run_start
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and self.animation.run_end
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and self.animation.speed_run then
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self.object:set_animation({x=self.animation.run_start,y=self.animation.run_end},
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self.animation.speed_run, 0)
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self.animation.current = "run"
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end
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elseif type == "punch" and self.animation.current ~= "punch" then
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if
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self.animation.punch_start
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and self.animation.punch_end
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and self.animation.speed_normal
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then
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self.object:set_animation(
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{x=self.animation.punch_start,y=self.animation.punch_end},
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self.animation.speed_normal, 0
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)
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if self.animation.punch_start
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and self.animation.punch_end
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and self.animation.speed_normal then
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self.object:set_animation({x=self.animation.punch_start,y=self.animation.punch_end},
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self.animation.speed_normal, 0)
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self.animation.current = "punch"
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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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local yaw = 0
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if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
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local yaw = 0
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if self.type == "monster" and peaceful_only then
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self.object:remove()
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end
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@ -185,6 +179,7 @@ local yaw = 0
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for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do
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if obj:is_player() then
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player_count = player_count+1
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break -- only really need 1 player to be found
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end
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end
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if player_count == 0 and self.state ~= "attack" then
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@ -195,37 +190,23 @@ local yaw = 0
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end
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-- drop egg
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if self.animaltype == "clucky" then
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if name == "mobs:chicken" then
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if math.random(1, 3000) <= 1
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and minetest.get_node(self.object:getpos()).name == "air"
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and self.state == "stand" then
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minetest.set_node(self.object:getpos(), {name="mobs:egg"})
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end
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end
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if self.object:getvelocity().y > 0.1 then
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local yaw = self.object:getyaw()
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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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end
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local x = math.sin(yaw) * -2
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local z = math.cos(yaw) * 2
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-- self.object:setacceleration({x=x, y=-10, z=z})
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-- else
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-- self.object:setacceleration({x=0, y=-10, z=0})
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-- end
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-- Mobs float in water now, to revert uncomment previous 4 lines and remove following block of 12
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if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
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self.object:setacceleration({x = x, y = 1.5, z = z})
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else
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self.object:setacceleration({x = x, y = -10, z = z}) -- 14.5
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end
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else
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-- gravity, falling or floating in water
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if self.floats == 1 then
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if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
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self.object:setacceleration({x = 0, y = 1.5, z = 0})
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else
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self.object:setacceleration({x = 0, y = -10, z = 0}) -- 14.5
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end
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else
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self.object:setacceleration({x=0, y=-10, z=0})
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end
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-- fall damage
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@ -255,7 +236,7 @@ local yaw = 0
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return
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end
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self.timer = self.timer+dtime
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self.timer = self.timer + dtime
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if self.state ~= "attack" then
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if self.timer < 1 then
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return
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@ -268,39 +249,33 @@ local yaw = 0
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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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local n = minetest.get_node(pos)
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local lit = minetest.get_node_light(pos) or 0
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local tod = minetest.get_timeofday()
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if self.light_damage and self.light_damage ~= 0
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and pos.y>0
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and minetest.get_node_light(pos)
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and minetest.get_node_light(pos) > 4
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and minetest.get_timeofday() > 0.2
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and minetest.get_timeofday() < 0.8
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then
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self.object:set_hp(self.object:get_hp()-self.light_damage)
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if self.object:get_hp() < 1 then
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self.object:remove()
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end
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and pos.y > 0
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and lit > 4
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and tod > 0.2 and tod < 0.8 then
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self.object:set_hp(self.object:get_hp()-self.light_damage) ; --print ("light damage")
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end
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if self.water_damage and self.water_damage ~= 0 and
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minetest.get_item_group(n.name, "water") ~= 0
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then
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self.object:set_hp(self.object:get_hp()-self.water_damage)
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if self.object:get_hp() < 1 then
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self.object:remove()
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end
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if self.water_damage and self.water_damage ~= 0
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and minetest.get_item_group(n.name, "water") ~= 0 then
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self.object:set_hp(self.object:get_hp()-self.water_damage) ; --print ("water damage")
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end
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if self.lava_damage and self.lava_damage ~= 0 and
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minetest.get_item_group(n.name, "lava") ~= 0
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then
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self.object:set_hp(self.object:get_hp()-self.lava_damage)
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if self.object:get_hp() < 1 then
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self.object:remove()
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end
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if self.lava_damage and self.lava_damage ~= 0
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and minetest.get_item_group(n.name, "lava") ~= 0 then
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self.object:set_hp(self.object:get_hp()-self.lava_damage) ; --print ("lava damage")
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end
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if self.object:get_hp() < 1 then
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self.object:remove()
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end
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end
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self.env_damage_timer = self.env_damage_timer + dtime
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@ -312,12 +287,15 @@ local yaw = 0
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end
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-- FIND SOMEONE TO ATTACK
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if ( self.type == "monster" or self.type == "barbarian" ) and minetest.setting_getbool("enable_damage") and self.state ~= "attack" then
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if ( self.type == "monster" or self.type == "barbarian" ) and damage_enabled and self.state ~= "attack" then
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local s = self.object:getpos()
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local inradius = minetest.get_objects_inside_radius(s,self.view_range)
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local player = nil
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local type = nil
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for _,oir in ipairs(inradius) do
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if oir:is_player() then
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player = oir
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type = "player"
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@ -377,6 +355,7 @@ local yaw = 0
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end
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if self.following and self.following:is_player() then
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if self.following:get_wielded_item():get_name() ~= self.follow then
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self.following = nil
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else
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@ -425,6 +404,7 @@ local yaw = 0
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-- if there is a player nearby look at them
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local lp = nil
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local s = self.object:getpos()
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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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@ -436,6 +416,7 @@ local yaw = 0
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end
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end
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end
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if lp ~= nil then
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local vec = {x=lp.x-s.x, y=lp.y-s.y, z=lp.z-s.z}
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yaw = math.atan(vec.z/vec.x)+math.pi/2
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@ -450,14 +431,18 @@ local yaw = 0
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end
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self.object:setyaw(yaw)
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end
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self.set_velocity(self, 0)
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self.set_animation(self, "stand")
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if math.random(1, 100) <= self.walk_chance then
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self.set_velocity(self, self.walk_velocity)
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self.state = "walk"
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self.set_animation(self, "walk")
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end
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elseif self.state == "walk" then
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if math.random(1, 100) <= 30 then
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self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
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end
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@ -473,7 +458,9 @@ local yaw = 0
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self.state = "stand"
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self:set_animation("stand")
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end
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elseif self.state == "attack" and self.attack_type == "dogfight" then
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if not self.attack.player or not self.attack.player:getpos() then
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print("stop attacking")
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self.state = "stand"
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@ -541,7 +528,9 @@ local yaw = 0
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end
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end
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end
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elseif self.state == "attack" and self.attack_type == "shoot" then
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if not self.attack.player or not self.attack.player:is_player() then
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self.state = "stand"
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self:set_animation("stand")
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@ -590,7 +579,7 @@ local yaw = 0
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local obj = minetest.add_entity(p, self.arrow)
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local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
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local v = obj:get_luaentity().velocity
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vec.y = vec.y + self.shoot_offset -- was +1, this way shoot aim is accurate
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vec.y = vec.y + self.shoot_offset -- this makes shoot aim accurate
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vec.x = vec.x*v/amount
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vec.y = vec.y*v/amount
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vec.z = vec.z*v/amount
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@ -600,18 +589,15 @@ local yaw = 0
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end,
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on_activate = function(self, staticdata, dtime_s)
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-- reset HP
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local pos = self.object:getpos()
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local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 20000 )
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local newHP = self.hp_min + math.floor( self.hp_max * distance_rating )
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self.object:set_hp( newHP )
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-- reset HP
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self.object:set_hp( math.random(self.hp_min, self.hp_max) )
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self.object:set_armor_groups({fleshy=self.armor})
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self.object:setacceleration({x=0, y=-10, z=0})
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self.state = "stand"
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self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
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self.object:setyaw(math.random(1, 360)/180*math.pi)
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if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
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if self.type == "monster" and peaceful_only then
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self.object:remove()
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end
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if self.type ~= "npc" then
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@ -619,26 +605,32 @@ local yaw = 0
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end
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if staticdata then
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local tmp = minetest.deserialize(staticdata)
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if tmp and tmp.lifetimer then
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self.lifetimer = tmp.lifetimer - dtime_s
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if tmp then
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if tmp.lifetimer then
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self.lifetimer = tmp.lifetimer - dtime_s
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end
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if tmp.tamed then
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self.tamed = tmp.tamed
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end
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if tmp.gotten then -- using this variable for obtaining something from mob (milk/wool)
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self.gotten = tmp.gotten
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end
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end
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if tmp and tmp.tamed then
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self.tamed = tmp.tamed
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end
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--[[if tmp and tmp.textures then
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self.object:set_properties(tmp.textures)
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end]]
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end
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if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
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self.object:remove()
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end
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-- Internal check to see if player damage is still enabled
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damage_enabled = minetest.setting_getbool("enable_damage")
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end,
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get_staticdata = function(self)
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local tmp = {
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lifetimer = self.lifetimer,
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tamed = self.tamed,
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--textures = { textures = self.textures },
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gotten = self.gotten,
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textures = def.available_textures["texture_"..math.random(1,def.available_textures["total"])],
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}
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self.object:set_properties(tmp)
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@ -655,62 +647,20 @@ local yaw = 0
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for _,drop in ipairs(self.drops) do
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if math.random(1, drop.chance) == 1 then
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local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max))
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-- default.drop_item(pos,d)
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local pos2 = pos
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pos2.y = pos2.y + 0.5 -- drop items half block higher
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minetest.add_item(pos2,d)
|
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|
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local obj = minetest.add_item(pos2, d)
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if obj then
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obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)})
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end
|
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end
|
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end
|
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|
||||
-- if self.sounds.death ~= nil then
|
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-- minetest.sound_play(self.sounds.death,{
|
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-- object = self.object,
|
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-- })
|
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-- end
|
||||
-- if minetest.get_modpath("skills") and minetest.get_modpath("experience") then
|
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-- -- DROP experience
|
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-- local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) )
|
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-- local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) )
|
||||
-- local expGained = math.random(self.exp_min, emax)
|
||||
-- skills.add_exp(hitter:get_player_name(),expGained)
|
||||
-- local expStack = experience.exp_to_items(expGained)
|
||||
-- for _,stack in ipairs(expStack) do
|
||||
-- default.drop_item(pos,stack)
|
||||
-- end
|
||||
-- minetest.sound_play(self.sounds.death,{object = self.object,})
|
||||
-- end
|
||||
|
||||
-- -- see if there are any NPCs to shower you with rewards
|
||||
-- if self.type ~= "npc" then
|
||||
-- local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10)
|
||||
-- for _, oir in pairs(inradius) do
|
||||
-- local obj = oir:get_luaentity()
|
||||
-- if obj then
|
||||
-- if obj.type == "npc" and obj.rewards ~= nil then
|
||||
-- local yaw = nil
|
||||
-- local lp = hitter:getpos()
|
||||
-- local s = obj.object:getpos()
|
||||
-- local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z}
|
||||
-- yaw = math.atan(vec.z/vec.x)+math.pi/2
|
||||
-- if self.drawtype == "side" then
|
||||
-- yaw = yaw+(math.pi/2)
|
||||
-- end
|
||||
-- if lp.x > s.x then
|
||||
-- yaw = yaw+math.pi
|
||||
-- end
|
||||
-- obj.object:setyaw(yaw)
|
||||
-- local x = math.sin(yaw) * -2
|
||||
-- local z = math.cos(yaw) * 2
|
||||
-- acc = {x=x, y=-5, z=z}
|
||||
-- for _, r in pairs(obj.rewards) do
|
||||
-- if math.random(0,100) < r.chance then
|
||||
-- default.drop_item(obj.object:getpos(),r.item, vec, acc)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@ -780,7 +730,7 @@ local yaw = 0
|
||||
end
|
||||
|
||||
mobs.spawning_mobs = {}
|
||||
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, min_dist, max_dist, spawn_func)
|
||||
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
|
||||
mobs.spawning_mobs[name] = true
|
||||
minetest.register_abm({
|
||||
nodenames = nodes,
|
||||
@ -788,67 +738,46 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_o
|
||||
interval = 30,
|
||||
chance = chance,
|
||||
action = function(pos, node, _, active_object_count_wider)
|
||||
if active_object_count_wider > active_object_count then
|
||||
return
|
||||
end
|
||||
if not mobs.spawning_mobs[name] then
|
||||
|
||||
-- do not spawn if too many in one active area
|
||||
if active_object_count_wider > active_object_count
|
||||
or not mobs.spawning_mobs[name] then
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if protected area using bogus name so mobs will not spawn
|
||||
if mobs.protected == 1 and minetest.is_protected(pos, "-") then
|
||||
-- spawn above node
|
||||
pos.y = pos.y + 1
|
||||
|
||||
-- Check if protected area, if so mobs will not spawn
|
||||
if mobs.protected == 1 and minetest.is_protected(pos, "") then
|
||||
return
|
||||
end
|
||||
|
||||
pos.y = pos.y+1
|
||||
if not minetest.get_node_light(pos) then
|
||||
return
|
||||
end
|
||||
if minetest.get_node_light(pos) > max_light then
|
||||
return
|
||||
end
|
||||
if minetest.get_node_light(pos) < min_light then
|
||||
return
|
||||
end
|
||||
if pos.y > max_height then
|
||||
-- check if light and height levels are ok to spawn
|
||||
if not minetest.get_node_light(pos)
|
||||
or minetest.get_node_light(pos) > max_light
|
||||
or minetest.get_node_light(pos) < min_light
|
||||
or pos.y > max_height then
|
||||
return
|
||||
end
|
||||
|
||||
if not minetest.registered_nodes[minetest.get_node(pos).name] then return end
|
||||
-- are we spawning inside a node?
|
||||
if minetest.registered_nodes[minetest.get_node(pos).name].walkable then return end
|
||||
|
||||
pos.y = pos.y+1
|
||||
|
||||
if not minetest.registered_nodes[minetest.get_node(pos).name] then return end
|
||||
pos.y = pos.y + 1
|
||||
if minetest.registered_nodes[minetest.get_node(pos).name].walkable then return end
|
||||
|
||||
if min_dist == nil then
|
||||
min_dist = {x=-1,z=-1}
|
||||
end
|
||||
if max_dist == nil then
|
||||
max_dist = {x=33000,z=33000}
|
||||
end
|
||||
|
||||
if math.abs(pos.x) < min_dist.x or math.abs(pos.z) < min_dist.z
|
||||
or math.abs(pos.x) > max_dist.x or math.abs(pos.z) > max_dist.z then
|
||||
return
|
||||
end
|
||||
|
||||
if spawn_func and not spawn_func(pos, node) then
|
||||
return
|
||||
end
|
||||
pos.y = pos.y - 1
|
||||
|
||||
if minetest.setting_getbool("display_mob_spawn") then
|
||||
minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
|
||||
end
|
||||
|
||||
-- spawn mob
|
||||
local mob = minetest.add_entity(pos, name)
|
||||
|
||||
-- setup the hp, armor, drops, etc... for this specific mob
|
||||
local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 15000 )
|
||||
-- set mob health (randomly between min and max)
|
||||
if mob then
|
||||
mob = mob:get_luaentity()
|
||||
local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
|
||||
mob.object:set_hp( newHP )
|
||||
mob.object:set_hp( math.random(mob.hp_min, mob.hp_max) )
|
||||
end
|
||||
end
|
||||
})
|
||||
@ -867,14 +796,13 @@ function mobs:register_arrow(name, def)
|
||||
|
||||
on_step = function(self, dtime)
|
||||
local pos = self.object:getpos()
|
||||
--if minetest.get_node(self.object:getpos()).name ~= "air" then
|
||||
local node = minetest.get_node(self.object:getpos()).name
|
||||
if minetest.registered_nodes[node].walkable then
|
||||
self.hit_node(self, pos, node)
|
||||
self.object:remove()
|
||||
return
|
||||
end
|
||||
-- pos.y = pos.y-1.0
|
||||
|
||||
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do
|
||||
if player:is_player() then
|
||||
self.hit_player(self, player)
|
||||
@ -886,14 +814,6 @@ function mobs:register_arrow(name, def)
|
||||
})
|
||||
end
|
||||
|
||||
function get_distance(pos1,pos2)
|
||||
if ( pos1 ~= nil and pos2 ~= nil ) then
|
||||
return math.abs(math.floor(math.sqrt( (pos1.x - pos2.x)^2 + (pos1.z - pos2.z)^2 )))
|
||||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
|
||||
function process_weapon(player, time_from_last_punch, tool_capabilities)
|
||||
local weapon = player:get_wielded_item()
|
||||
if tool_capabilities ~= nil then
|
||||
@ -904,13 +824,29 @@ local weapon = player:get_wielded_item()
|
||||
|
||||
-- if weapon:get_definition().sounds ~= nil then
|
||||
-- local s = math.random(0,#weapon:get_definition().sounds)
|
||||
-- minetest.sound_play(weapon:get_definition().sounds[s], {
|
||||
-- object=player,
|
||||
-- })
|
||||
-- minetest.sound_play(weapon:get_definition().sounds[s], {object=player,})
|
||||
-- else
|
||||
-- minetest.sound_play("default_sword_wood", {
|
||||
-- object = player,
|
||||
-- })
|
||||
-- end
|
||||
-- minetest.sound_play("default_sword_wood", {object = player,})
|
||||
-- end
|
||||
end
|
||||
|
||||
-- Spawn Egg
|
||||
function mobs:register_egg(mob, desc, background, addegg)
|
||||
local invimg = background
|
||||
if addegg == 1 then
|
||||
invimg = invimg.."^mobs_chicken_egg.png"
|
||||
end
|
||||
minetest.register_craftitem(mob, {
|
||||
description = desc,
|
||||
inventory_image = invimg,
|
||||
on_place = function(itemstack, placer, pointed_thing)
|
||||
local pos = pointed_thing.above
|
||||
if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then
|
||||
pos.y = pos.y + 0.5
|
||||
minetest.env:add_entity(pos, mob)
|
||||
itemstack:take_item()
|
||||
end
|
||||
return itemstack
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
Reference in New Issue
Block a user