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https://github.com/sys4-fr/server-nalc.git
synced 2025-07-06 01:50:21 +02:00
Updated mob mod
- Slightly changed API - Added textures, and sounds - Removed .env calls
This commit is contained in:
@ -1,9 +1,10 @@
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-- Mobs Api (1st March 2015)
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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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-- Do mobs spawn in protected areas (0=no, 1=yes)
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-- Do mobs spawn in protected areas (0=yes, 1=no)
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mobs.protected = 0
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-- Initial check to see if damage is enabled
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@ -40,7 +41,7 @@ function mobs:register_mob(name, def)
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attack_type = def.attack_type,
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arrow = def.arrow,
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shoot_interval = def.shoot_interval,
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sounds = def.sounds,
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sounds = def.sounds or {},
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animation = def.animation,
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follow = def.follow,
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jump = def.jump or true,
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@ -49,15 +50,13 @@ function mobs:register_mob(name, def)
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walk_chance = def.walk_chance or 50,
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attacks_monsters = def.attacks_monsters or false,
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group_attack = def.group_attack or false,
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step = def.step or 0,
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fov = def.fov or 120,
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--fov = def.fov or 120,
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passive = def.passive or false,
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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,
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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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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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@ -75,9 +74,9 @@ function mobs:register_mob(name, def)
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do_attack = function(self, player, dist)
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if self.state ~= "attack" 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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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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self.state = "attack"
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self.attack.player = player
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self.attack.dist = dist
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@ -218,9 +217,7 @@ function mobs:register_mob(name, def)
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if d > 5 then
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local damage = d-5
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self.object:set_hp(self.object:get_hp()-damage)
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if self.object:get_hp() == 0 then
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self.object:remove()
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end
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check_for_death(self)
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end
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self.old_y = self.object:getpos().y
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end
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@ -230,7 +227,7 @@ function mobs:register_mob(name, def)
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-- pause is only set after a monster is hit
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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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if self.pause_timer <= 0 then
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if self.pause_timer < 1 then
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self.pause_timer = 0
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end
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return
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@ -272,10 +269,7 @@ function mobs:register_mob(name, def)
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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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check_for_death(self)
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end
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self.env_damage_timer = self.env_damage_timer + dtime
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@ -590,8 +584,7 @@ function mobs:register_mob(name, def)
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on_activate = function(self, staticdata, dtime_s)
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local pos = self.object:getpos()
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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_hp( math.random(self.hp_min, self.hp_max) ) -- reset HP
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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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@ -640,54 +633,30 @@ function mobs:register_mob(name, def)
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on_punch = function(self, hitter, tflp, tool_capabilities, dir)
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process_weapon(hitter,tflp,tool_capabilities)
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local pos = self.object:getpos()
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if self.object:get_hp() < 1 then
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if hitter and hitter:is_player() then -- and hitter:get_inventory() then
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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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local pos2 = pos
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pos2.y = pos2.y + 0.5 -- drop items half block higher
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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,{object = self.object,})
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-- end
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end
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end
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check_for_death(self)
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--blood_particles
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--[[
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if self.blood_amount > 0 and pos then
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local p = pos
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p.y = p.y + self.blood_offset
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minetest.add_particlespawner(
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5, --blood_amount, --amount
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0.25, --time
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{x=p.x-0.2, y=p.y-0.2, z=p.z-0.2}, --minpos
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{x=p.x+0.2, y=p.y+0.2, z=p.z+0.2}, --maxpos
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{x=0, y=-2, z=0}, --minvel
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{x=2, y=2, z=2}, --maxvel
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{x=-4,y=-4,z=-4}, --minacc
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{x=4,y=-4,z=4}, --maxacc
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0.1, --minexptime
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1, --maxexptime
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0.5, --minsize
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1, --maxsize
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false, --collisiondetection
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self.blood_texture --texture
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)
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minetest.add_particlespawner({
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amount = self.blood_amount,
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time = 0.25,
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minpos = {x=p.x-0.2, y=p.y-0.2, z=p.z-0.2},
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maxpos = {x=p.x+0.2, y=p.y+0.2, z=p.z+0.2},
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minvel = {x=-0, y=-2, z=-0},
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maxvel = {x=2, y=2, z=2},
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minacc = {x=-4, y=-4, z=-4},
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maxacc = {x=4, y=4, z=4},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = 0.5,
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maxsize = 1,
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texture = self.blood_texture,
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})
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end
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]]--
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-- knock back effect, adapted from blockmen's pyramids mod
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-- https://github.com/BlockMen/pyramids
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local kb = self.knock_back
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@ -741,7 +710,8 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_o
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-- do not spawn if too many in one active area
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if active_object_count_wider > active_object_count
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or not mobs.spawning_mobs[name] then
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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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@ -762,16 +732,20 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_o
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end
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-- are we spawning inside a node?
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if minetest.registered_nodes[minetest.get_node(pos).name].walkable then return end
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local nod = minetest.get_node_or_nil(pos)
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if not nod then return end
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if minetest.registered_nodes[nod.name].walkable == true then return end
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pos.y = pos.y + 1
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if minetest.registered_nodes[minetest.get_node(pos).name].walkable then return end
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pos.y = pos.y - 1
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nod = minetest.get_node_or_nil(pos)
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if not nod then return end
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if minetest.registered_nodes[nod.name].walkable == true then return end
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if minetest.setting_getbool("display_mob_spawn") then
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minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
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end
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-- spawn mob
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-- spawn mob half block higher
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pos.y = pos.y - 0.5
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local mob = minetest.add_entity(pos, name)
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-- set mob health (randomly between min and max)
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@ -783,6 +757,29 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_o
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})
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end
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-- on mob death drop items
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function check_for_death(self)
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if self.object:get_hp() < 1 then
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local pos = self.object:getpos()
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pos.y = pos.y + 0.5 -- drop items half a block higher
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self.object:remove()
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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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local obj = minetest.add_item(pos, 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,{object = self.object,})
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end
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end
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end
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function mobs:register_arrow(name, def)
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minetest.register_entity(name, {
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physical = false,
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@ -843,7 +840,7 @@ minetest.register_craftitem(mob, {
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local pos = pointed_thing.above
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if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then
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pos.y = pos.y + 0.5
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minetest.env:add_entity(pos, mob)
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minetest.add_entity(pos, mob)
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itemstack:take_item()
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end
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return itemstack
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