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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-05 10:00:26 +01:00

update mobs mod

This commit is contained in:
crabman77 2015-12-18 16:03:58 +01:00
parent bdafde0e83
commit 76e04ab1ae

View File

@ -1,4 +1,4 @@
-- Mobs Api (9th December 2015)
-- Mobs Api (15th December 2015)
mobs = {}
mobs.mod = "redo"
@ -357,7 +357,7 @@ do_jump = function(self)
end
end
function calc_velocity(pos1, pos2, old_vel, power)
function calc_velocity(pos1, pos2, old_vel, power) --MFF we use this function
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
@ -613,7 +613,6 @@ function day_docile(self)
end
-- register mob function
function mobs:register_mob(name, def)
minetest.register_entity(name, {
@ -693,7 +692,7 @@ minetest.register_entity(name, {
on_step = function(self, dtime)
local pos = self.object:getpos()
local yaw = 0
local yaw = self.object:getyaw() or 0
-- when lifetimer expires remove mob (except npc and tamed)
if self.type ~= "npc"
@ -794,6 +793,7 @@ minetest.register_entity(name, {
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
@ -975,6 +975,7 @@ minetest.register_entity(name, {
and follow_holding(self, self.following) == false then
self.following = nil
end
end
-- follow that thing
@ -1000,16 +1001,24 @@ minetest.register_entity(name, {
if dist > self.view_range then
self.following = nil
else
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if vec.x ~= 0
and vec.z ~= 0 then
if p.x > s.x then
yaw = yaw + pi
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
self.object:setyaw(yaw)
end
self.object:setyaw(yaw)
-- anyone but standing npc's can move along
if dist > self.reach
and self.order ~= "stand" then
@ -1067,12 +1076,20 @@ minetest.register_entity(name, {
-- look at any players nearby, otherwise turn randomly
if lp then
local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z}
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if vec.x ~= 0
and vec.z ~= 0 then
if lp.x > s.x then
yaw = yaw + pi
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
end
else
yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * pi)
@ -1125,20 +1142,29 @@ minetest.register_entity(name, {
-- if water nearby then turn away
if lp then
local vec = {x = lp.x - s.x, y = lp.y - s.y, z = lp.z - s.z}
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
if vec.x ~= 0
and vec.z ~= 0 then
if lp.x > s.x then
yaw = yaw + pi
yaw = math.atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
self.object:setyaw(yaw)
end
self.object:setyaw(yaw)
-- otherwise randomly turn
elseif math.random(1, 100) <= 30 then
yaw = self.object:getyaw() + ((math.random(0, 360) - 180) / 180 * pi)
self.object:setyaw(yaw)
end
@ -1173,7 +1199,7 @@ minetest.register_entity(name, {
local p = self.attack:getpos() or s
local dist = vector.distance(p, s)
-- stop attacking if no player or out of range
-- stop attacking if player or out of range
if dist > self.view_range
or not self.attack
or not self.attack:getpos()
@ -1193,16 +1219,24 @@ minetest.register_entity(name, {
if self.attack_type == "explode" then
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = math.atan(vec.z / vec.x) + pi / 2 - self.rotate
if vec.x ~= 0
and vec.z ~= 0 then
if p.x > s.x then
yaw = yaw + pi
yaw = math.atan(vec.z / vec.x) + pi / 2 - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
self.object:setyaw(yaw)
end
self.object:setyaw(yaw)
if dist > self.reach then
if not self.v_start then
@ -1335,16 +1369,24 @@ minetest.register_entity(name, {
end
-- end fly bit
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if vec.x ~= 0
and vec.z ~= 0 then
if p.x > s.x then
yaw = yaw + pi
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
self.object:setyaw(yaw)
end
self.object:setyaw(yaw)
-- move towards enemy if beyond mob reach
if dist > self.reach then
@ -1409,15 +1451,24 @@ minetest.register_entity(name, {
s.y = s.y + .5
local dist = vector.distance(p, s)
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
local vec = {
x = p.x - s.x,
y = p.y - s.y,
z = p.z - s.z
}
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if vec.x ~= 0
and vec.z ~= 0 then
if p.x > s.x then
yaw = yaw + pi
yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
if p.x > s.x then
yaw = yaw + pi
end
self.object:setyaw(yaw)
end
self.object:setyaw(yaw)
set_velocity(self, 0)
if self.shoot_interval
@ -1704,6 +1755,7 @@ mobs.spawning_mobs = {}
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
interval, chance, active_object_count, min_height, max_height, spawn_in_area) --MFF crabman
mobs.spawning_mobs[name] = true
-- chance override in minetest.conf for registered mob