1
0
mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-18 00:08:25 +01:00

Updated api.lua of mobs mod

This commit is contained in:
LeMagnesium 2015-04-20 22:37:53 +02:00
parent c546d3ebe7
commit a0454b3b88

View File

@ -1,4 +1,4 @@
-- Mobs Api (11th April 2015) -- Mobs Api (20th April 2015)
mobs = {} mobs = {}
mobs.mod = "redo" mobs.mod = "redo"
@ -19,7 +19,6 @@ function mobs:register_mob(name, def)
on_die = def.on_die, on_die = def.on_die,
jump_height = def.jump_height or 6, jump_height = def.jump_height or 6,
jump_chance = def.jump_chance or 0, jump_chance = def.jump_chance or 0,
footstep = def.footstep,
rotate = def.rotate or 0, -- 0=front, 1.5=side, 3.0=back, 4.5=side2 rotate = def.rotate or 0, -- 0=front, 1.5=side, 3.0=back, 4.5=side2
lifetimer = def.lifetimer or 600, lifetimer = def.lifetimer or 600,
hp_min = def.hp_min or 5, hp_min = def.hp_min or 5,
@ -81,7 +80,6 @@ lifetimer = def.lifetimer or 600,
if self.state ~= "attack" then if self.state ~= "attack" then
if math.random(0,100) < 90 and self.sounds.war_cry then if math.random(0,100) < 90 and self.sounds.war_cry then
minetest.sound_play(self.sounds.war_cry,{object = self.object}) minetest.sound_play(self.sounds.war_cry,{object = self.object})
print ("attack sound")
end end
self.state = "attack" self.state = "attack"
self.attack.player = player self.attack.player = player
@ -182,26 +180,36 @@ lifetimer = def.lifetimer or 600,
end end
-- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat) -- check for mob drop/replace (used for chicken egg and sheep eating grass/wheat)
if self.replace_rate and math.random(1,self.replace_rate) == 1 and self.child == false then if self.replace_rate
local pos = self.object:getpos() ; pos.y = pos.y + self.replace_offset and math.random(1,self.replace_rate) == 1
if self.footstep and self.object:getvelocity().y == 0 and minetest.get_node(pos).name == "air" then minetest.set_node(pos, {name = self.footstep}) end and self.child == false then
local pos = self.object:getpos()
pos.y = pos.y + self.replace_offset
if #minetest.find_nodes_in_area(pos,pos,self.replace_what) > 0 if #minetest.find_nodes_in_area(pos,pos,self.replace_what) > 0
and self.object:getvelocity().y == 0 and self.object:getvelocity().y == 0
and self.replace_what and self.replace_what then
and self.state == "stand" then --and self.state == "stand" then
minetest.set_node(pos, {name = self.replace_with}) minetest.set_node(pos, {name = self.replace_with})
end end
end end
-- gravity, falling or floating in water -- jump direction (adapted from Carbone mobs), gravity, falling or floating in water
if self.floats == 1 then if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw() + self.rotate
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
self.object:setacceleration({x = 0, y = 1.5, z = 0}) if self.floats == 1 then self.object:setacceleration({x = x, y = 1.5, z = z}) end
else
self.object:setacceleration({x = x, y = self.fall_speed, z = z})
end
else
if minetest.get_item_group(minetest.get_node(self.object:getpos()).name, "water") ~= 0 then
if self.floats == 1 then self.object:setacceleration({x = 0, y = 1.5, z = 0}) end
else else
self.object:setacceleration({x = 0, y = self.fall_speed, z = 0}) self.object:setacceleration({x = 0, y = self.fall_speed, z = 0})
end end
else
self.object:setacceleration({x = 0, y = self.fall_speed, z = 0})
end end
-- fall damage -- fall damage
@ -214,7 +222,7 @@ lifetimer = def.lifetimer or 600,
self.old_y = self.object:getpos().y self.old_y = self.object:getpos().y
end end
-- knock back timer -- knockback timer
if self.pause_timer > 0 then if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime self.pause_timer = self.pause_timer - dtime
if self.pause_timer < 1 then if self.pause_timer < 1 then
@ -540,7 +548,21 @@ lifetimer = def.lifetimer or 600,
elseif self.state == "walk" then elseif self.state == "walk" then
if math.random(1, 100) <= 30 then local lp = nil
local s = self.object:getpos()
-- if there is water nearby, try to avoid it
local lp = minetest.find_node_near(s, 2, {"group:water"})
if lp ~= nil then
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*math.pi / 2 + self.rotate
if lp.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
-- no water near, so randomly turn
elseif math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end end
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
@ -555,8 +577,9 @@ lifetimer = def.lifetimer or 600,
self.state = "stand" self.state = "stand"
self:set_animation("stand") self:set_animation("stand")
end end
-- Modif MFF "attack type kamicaze" des creepers /DEBUT -- Modif MFF "attack type kamicaze" des creepers /DEBUT
elseif self.state == "attack" and self.attack_type == "kamicaze" then elseif self.state == "attack" and self.attack_type == "explode" then
if not self.attack.player or not self.attack.player:is_player() then if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand" self.state = "stand"
self:set_animation("stand") self:set_animation("stand")
@ -582,10 +605,7 @@ lifetimer = def.lifetimer or 600,
end end
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}
local yaw = math.atan(vec.z/vec.x)+math.pi/2 local yaw = math.atan(vec.z/vec.x)+math.pi/2 + self.rotate
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then if p.x > s.x then
yaw = yaw+math.pi yaw = yaw+math.pi
end end
@ -595,11 +615,11 @@ lifetimer = def.lifetimer or 600,
self.v_start = true self.v_start = true
self.set_velocity(self, self.run_velocity) self.set_velocity(self, self.run_velocity)
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
else else
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
if self.get_velocity(self) <= 1.58 and self.object:getvelocity().y == 0 then if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity() local v = self.object:getvelocity()
v.y = 5 v.y = 5
self.object:setvelocity(v) self.object:setvelocity(v)
@ -612,7 +632,7 @@ lifetimer = def.lifetimer or 600,
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then if self.blinktimer > 0.2 then
self.blinktimer = self.blinktimer - 0.2 self.blinktimer = 0 -- self.blinktimer - 0.2
if self.blinkstatus then if self.blinkstatus then
self.object:settexturemod("") self.object:settexturemod("")
else else
@ -621,68 +641,23 @@ lifetimer = def.lifetimer or 600,
self.blinkstatus = not self.blinkstatus self.blinkstatus = not self.blinkstatus
end end
if self.timer > 3 then if self.timer > 3 then
local pos = self.object:getpos() local pos = vector.round(self.object:getpos())
pos.x = math.floor(pos.x+0.5) do_tnt_physics(pos, 3, self) -- hurt player/mobs in blast area
pos.y = math.floor(pos.y+0.5) if minetest.find_node_near(pos, 1, {"group:water"})
pos.z = math.floor(pos.z+0.5) or minetest.is_protected(pos, "") then
do_tnt_physics(pos, 3, self) -- on applique le principe le la tnt
local meta = minetest.get_meta(pos)
minetest.sound_play("tnt_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,})
if minetest.get_node(pos).name == "default:water_source" or minetest.get_node(pos).name == "default:water_flowing" or minetest.is_protected(pos, "tnt") then
self.object:remove() self.object:remove()
if self.sounds.explode ~= "" then
minetest.sound_play(self.sounds.explode, {pos = pos, gain = 1.0, max_hear_distance = 16})
end
effect(pos, 10, "tnt_smoke.png")
return return
end end
for x=-3,3 do self.object:remove()
for y=-3,3 do mobs:explosion(pos, 2, 1, 1, "tnt_explode", self.sounds.explode)
for z=-3,3 do
if x*x+y*y+z*z <= 3 * 3 + 3 then
local np={x=pos.x+x,y=pos.y+y,z=pos.z+z}
local n = minetest.get_node(np)
if n.name ~= "air" and n.name ~= "doors:door_steel_b_1" and n.name ~= "doors:door_steel_t_1"
and n.name ~= "doors:door_steel_b_2" and n.name ~= "doors:door_steel_t_2"
and n.name ~= "default:chest_locked" and n.name ~= "default:obsidian" and n.name ~= "default:obsidian_cooled"
and n.name ~= "default:obsidianbrick" and n.name ~= "default:bedrock"
and n.name ~= "more_chests:cobble" and n.name ~= "more_chests:shared" and n.name ~= "more_chests:secret"
and n.name ~= "more_chests:dropbox" and n.name ~= "chesttools:shared_chest"
and minetest.get_item_group(n.name, "unbreakable") ~= 1 and next(areas:getAreasAtPos(np)) == nil then
--activate_if_tnt(n.name, np, pos, 3) -- Pas de module TNT sur le serveur donc inutile
if n.name == "default:chest" then
meta = minetest.get_meta(np)
local inv = meta:get_inventory()
for i = 1,32 do
local m_stack = inv:get_stack("main",i)
local obj = minetest.add_item(pos,m_stack)
if obj then
obj:setvelocity({x=math.random(-2,2), y=7, z=math.random(-2,2)})
end
end
end
if n.name == "doors:door_wood_b_1" then
minetest.remove_node({x=np.x,y=np.y+1,z=np.z})
elseif n.name == "doors:door_wood_t_1" then
minetest.remove_node({x=np.x,y=np.y-1,z=np.z})
end
minetest.remove_node(np)
nodeupdate(np)
--[[ if n.name ~= "tnt:tnt" and math.random() > 0.9 then
local drop = minetest.get_node_drops(n.name, "")
for _,item in ipairs(drop) do
if type(item) == "string" then
if math.random(1,100) > 40 then
local obj = minetest.add_item(np, item)
end
end
end
end ]]
end
end
end
end
self.object:remove()
end
end end
end end
-- Modif MFF "attack type kamicaze" des creepers /FIN -- Modif MFF "attack type kamicaze" des creepers /FIN
elseif self.state == "attack" and self.attack_type == "dogfight" then elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:getpos() then if not self.attack.player or not self.attack.player:getpos() then
@ -710,7 +685,7 @@ lifetimer = def.lifetimer or 600,
yaw = yaw+math.pi yaw = yaw+math.pi
end end
self.object:setyaw(yaw) self.object:setyaw(yaw)
if self.attack.dist > 2 then if self.attack.dist > 3 then -- was set to 2 but slimes didnt hurt when above player
-- jump attack -- jump attack
if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0) if (self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0)
or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then or (self.object:getvelocity().y == 0 and self.jump_chance > 0) then
@ -979,11 +954,11 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
-- are we spawning inside a solid node? -- are we spawning inside a solid node?
local nod = minetest.get_node_or_nil(pos) local nod = minetest.get_node_or_nil(pos)
if not nod or not minetest.registered_nodes[nod.name] if not nod or not nod.name or not minetest.registered_nodes[nod.name]
or minetest.registered_nodes[nod.name].walkable == true then return end or minetest.registered_nodes[nod.name].walkable == true then return end
pos.y = pos.y + 1 pos.y = pos.y + 1
nod = minetest.get_node_or_nil(pos) nod = minetest.get_node_or_nil(pos)
if not nod or not minetest.registered_nodes[nod.name] if not nod or not nod.name or not minetest.registered_nodes[nod.name]
or minetest.registered_nodes[nod.name].walkable == true then return end or minetest.registered_nodes[nod.name].walkable == true then return end
if minetest.setting_getbool("display_mob_spawn") then if minetest.setting_getbool("display_mob_spawn") then
@ -1001,7 +976,7 @@ end
-- compatibility with older mob registration -- compatibility with older mob registration
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height) function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -32000, max_height) mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -31000, max_height)
end end
-- particle effects -- particle effects
@ -1023,6 +998,75 @@ function effect(pos, amount, texture)
}) })
end end
-- explosion
function mobs:explosion(pos, radius, fire, smoke, sound)
-- node hit, bursts into flame (cannot blast through obsidian or protection redo mod items)
if not fire then fire = 0 end
if not smoke then smoke = 0 end
local pos = vector.round(pos)
local radius = 1
local vm = VoxelManip()
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
local p = {}
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_obsidian = minetest.get_content_id("default:obsidian")
local c_brick = minetest.get_content_id("default:obsidianbrick")
local c_chest = minetest.get_content_id("default:chest_locked")
if sound and sound ~= "" then minetest.sound_play(sound, {pos = pos, gain = 1.0, max_hear_distance = 16}) end
for z = -radius, radius do
for y = -radius, radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
p.x = pos.x + x
p.y = pos.y + y
p.z = pos.z + z
if n.name ~= "doors:door_steel_b_1" and n.name ~= "doors:door_steel_t_1"
and n.name ~= "doors:door_steel_b_2" and n.name ~= "doors:door_steel_t_2"
and n.name ~= "default:chest_locked" and n.name ~= "default:obsidian_cooled"
and n.name ~= "default:obsidianbrick" and n.name ~= "default:bedrock"
and n.name ~= "more_chests:cobble" and n.name ~= "more_chests:shared" and n.name ~= "more_chests:secret"
and n.name ~= "more_chests:dropbox" and n.name ~= "chesttools:shared_chest"
and minetest.get_item_group(n.name, "unbreakable") ~= 1 and next(areas:getAreasAtPos(np)) == nil
and data[vi] ~= c_air and data[vi] ~= c_ignore and data[vi] ~= c_obsidian and data[vi] ~= c_brick then and data[vi] ~= c_chest then
local n = minetest.get_node(p).name
-- do NOT destroy protection nodes but DO destroy nodes in protected area
if not n:find("protector:")
--and not minetest.is_protected(p, "")
and minetest.get_item_group(n.name, "unbreakable") ~= 1 then
-- if chest then drop items inside
if n == "default:chest" then
local meta = minetest.get_meta(p)
local inv = meta:get_inventory()
for i = 1,32 do
local m_stack = inv:get_stack("main",i)
local obj = minetest.add_item(pos,m_stack)
if obj then
obj:setvelocity({x=math.random(-2,2), y=7, z=math.random(-2,2)})
end
end
end
if n.name == "doors:door_wood_b_1" then
minetest.remove_node({x=np.x,y=np.y+1,z=np.z})
elseif n.name == "doors:door_wood_t_1" then
minetest.remove_node({x=np.x,y=np.y-1,z=np.z})
end
if fire > 0 and (minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 30) then
minetest.set_node(p, {name="fire:basic_flame"})
else
minetest.remove_node(p)
end
if smoke > 0 then effect(p, 1, "tnt_smoke.png") end
end
end
vi = vi + 1
end
end
end
end
-- on mob death drop items -- on mob death drop items
function check_for_death(self) function check_for_death(self)
local hp = self.object:get_hp() local hp = self.object:get_hp()
@ -1053,6 +1097,7 @@ function check_for_death(self)
self.on_die(self, pos) self.on_die(self, pos)
end end
end end
-- Modif MFF "fonction TNT" des creepers /DEBUT -- Modif MFF "fonction TNT" des creepers /DEBUT
function do_tnt_physics(tnt_np,tntr,entity) function do_tnt_physics(tnt_np,tntr,entity)
local objs = minetest.get_objects_inside_radius(tnt_np, tntr) local objs = minetest.get_objects_inside_radius(tnt_np, tntr)