mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-12-28 03:30:36 +01:00
a9ee4fce66
knock_back = 1, before knock_back = 3
917 lines
27 KiB
Lua
917 lines
27 KiB
Lua
mobs = {}
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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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function mobs:register_mob(name, def)
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minetest.register_entity(name, {
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name = name,
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hp_min = def.hp_min or 5,
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hp_max = def.hp_max,
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physical = true,
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collisionbox = def.collisionbox,
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visual = def.visual,
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visual_size = def.visual_size,
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mesh = def.mesh,
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--textures = def.textures,
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makes_footstep_sound = def.makes_footstep_sound,
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view_range = def.view_range,
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walk_velocity = def.walk_velocity,
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run_velocity = def.run_velocity,
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damage = def.damage,
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light_damage = def.light_damage,
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water_damage = def.water_damage,
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lava_damage = def.lava_damage,
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fall_damage = def.fall_damage or true,
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drops = def.drops,
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armor = def.armor,
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drawtype = def.drawtype,
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on_rightclick = def.on_rightclick,
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type = def.type,
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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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animation = def.animation,
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follow = def.follow,
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jump = def.jump or true,
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exp_min = def.exp_min or 0,
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exp_max = def.exp_max or 0,
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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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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, -- 15
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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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stimer = 0,
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timer = 0,
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env_damage_timer = 0, -- only if state = "attack"
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attack = {player=nil, dist=nil},
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state = "stand",
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v_start = false,
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old_y = nil,
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lifetimer = 600,
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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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-- 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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end
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end,
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set_velocity = function(self, v)
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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) * -v
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local z = math.cos(yaw) * v
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self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
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end,
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get_velocity = function(self)
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local v = self.object:getvelocity()
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return (v.x^2 + v.z^2)^(0.5)
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end,
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--[[
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in_fov = function(self,pos)
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-- checks if POS is in self's FOV
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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 vx = math.sin(yaw)
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local vz = math.cos(yaw)
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local ds = math.sqrt(vx^2 + vz^2)
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local ps = math.sqrt(pos.x^2 + pos.z^2)
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local d = { x = vx / ds, z = vz / ds }
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local p = { x = pos.x / ps, z = pos.z / ps }
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local an = ( d.x * p.x ) + ( d.z * p.z )
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a = math.deg( math.acos( an ) )
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if a > ( self.fov / 2 ) then
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return false
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else
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return true
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end
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end,
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]]
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set_animation = function(self, type)
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if not self.animation then
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return
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end
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if not self.animation.current then
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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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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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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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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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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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self.object:remove()
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end
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self.lifetimer = self.lifetimer - dtime
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if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
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local player_count = 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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end
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end
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if player_count == 0 and self.state ~= "attack" then
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minetest.log("action","lifetimer expired, removed mob "..self.name)
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self.object:remove()
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return
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end
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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 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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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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end
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-- fall damage
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if self.fall_damage and self.object:getvelocity().y == 0 then
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if not self.old_y then
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self.old_y = self.object:getpos().y
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else
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local d = self.old_y - self.object:getpos().y
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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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end
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self.old_y = self.object:getpos().y
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end
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end
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-- if pause state then this is where the loop ends
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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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self.pause_timer = 0
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end
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return
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end
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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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end
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self.timer = 0
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end
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if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
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minetest.sound_play(self.sounds.random, {object = self.object})
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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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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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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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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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end
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end
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self.env_damage_timer = self.env_damage_timer + dtime
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if self.state == "attack" and self.env_damage_timer > 1 then
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self.env_damage_timer = 0
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do_env_damage(self)
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elseif self.state ~= "attack" then
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do_env_damage(self)
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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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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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else
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local obj = oir:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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end
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end
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if type == "player" or type == "npc" then
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local s = self.object:getpos()
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local p = player:getpos()
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local sp = s
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p.y = p.y + 1
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sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if dist < self.view_range then -- and self.in_fov(self,p) then
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if minetest.line_of_sight(sp,p,2) == true then
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self.do_attack(self,player,dist)
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break
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end
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end
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end
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end
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end
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-- NPC FIND A MONSTER TO ATTACK
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-- if self.type == "npc" and self.attacks_monsters 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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-- for _, oir in pairs(inradius) do
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-- local obj = oir:get_luaentity()
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-- if obj then
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-- if obj.type == "monster" or obj.type == "barbarian" then
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-- -- attack monster
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-- local p = obj.object:getpos()
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-- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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-- self.do_attack(self,obj.object,dist)
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-- break
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-- end
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-- end
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-- end
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-- end
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if self.follow ~= "" and not self.following then
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for _,player in pairs(minetest.get_connected_players()) do
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local s = self.object:getpos()
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local p = player:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if self.view_range and dist < self.view_range then
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self.following = player
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break
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end
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end
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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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local s = self.object:getpos()
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local p = self.following:getpos()
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local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
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if dist > self.view_range then
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self.following = nil
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self.v_start = false
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else
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local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
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local yaw = math.atan(vec.z/vec.x)+math.pi/2
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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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if p.x > s.x then
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yaw = yaw+math.pi
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end
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self.object:setyaw(yaw)
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if dist > 2 then
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if not self.v_start then
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self.v_start = true
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self.set_velocity(self, self.walk_velocity)
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else
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if self.jump and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then
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local v = self.object:getvelocity()
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v.y = 6
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self.object:setvelocity(v)
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end
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self.set_velocity(self, self.walk_velocity)
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end
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self:set_animation("walk")
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else
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self.v_start = false
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self.set_velocity(self, 0)
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self:set_animation("stand")
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end
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return
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end
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end
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end
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if self.state == "stand" then
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-- randomly turn
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if math.random(1, 4) == 1 then
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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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local yaw = 0
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for _,o in ipairs(o) do
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if o:is_player() then
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lp = o:getpos()
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break
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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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if self.drawtype == "side" then
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yaw = yaw+(math.pi/2)
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end
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if lp.x > s.x then
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yaw = yaw+math.pi
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end
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else
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yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)
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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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if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
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local v = self.object:getvelocity()
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v.y = 5
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self.object:setvelocity(v)
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end
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self:set_animation("walk")
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self.set_velocity(self, self.walk_velocity)
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if math.random(1, 100) <= 30 then
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self.set_velocity(self, 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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|
self:set_animation("stand")
|
|
return
|
|
end
|
|
local s = self.object:getpos()
|
|
local p = self.attack.player:getpos()
|
|
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
|
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
|
|
self.state = "stand"
|
|
self.v_start = false
|
|
self.set_velocity(self, 0)
|
|
self.attack = {player=nil, dist=nil}
|
|
self:set_animation("stand")
|
|
return
|
|
else
|
|
self.attack.dist = dist
|
|
end
|
|
|
|
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
|
|
if self.drawtype == "side" then
|
|
yaw = yaw+(math.pi/2)
|
|
end
|
|
if p.x > s.x then
|
|
yaw = yaw+math.pi
|
|
end
|
|
self.object:setyaw(yaw)
|
|
if self.attack.dist > 2 then
|
|
if not self.v_start then
|
|
self.v_start = true
|
|
self.set_velocity(self, self.run_velocity)
|
|
else
|
|
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
|
|
local v = self.object:getvelocity()
|
|
v.y = 5
|
|
self.object:setvelocity(v)
|
|
end
|
|
self.set_velocity(self, self.run_velocity)
|
|
end
|
|
self:set_animation("run")
|
|
else
|
|
self.set_velocity(self, 0)
|
|
self:set_animation("punch")
|
|
self.v_start = false
|
|
if self.timer > 1 then
|
|
self.timer = 0
|
|
local p2 = p
|
|
local s2 = s
|
|
p2.y = p2.y + 1.5
|
|
s2.y = s2.y + 1.5
|
|
if minetest.line_of_sight(p2,s2) == true then
|
|
if self.sounds and self.sounds.attack then
|
|
minetest.sound_play(self.sounds.attack, {object = self.object})
|
|
end
|
|
self.attack.player:punch(self.object, 1.0, {
|
|
full_punch_interval=1.0,
|
|
damage_groups = {fleshy=self.damage}
|
|
}, vec)
|
|
if self.attack.player:get_hp() <= 0 then
|
|
self.state = "stand"
|
|
self:set_animation("stand")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif self.state == "attack" and self.attack_type == "shoot" then
|
|
if not self.attack.player or not self.attack.player:is_player() then
|
|
self.state = "stand"
|
|
self:set_animation("stand")
|
|
return
|
|
end
|
|
local s = self.object:getpos()
|
|
local p = self.attack.player:getpos()
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
|
|
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
|
|
self.state = "stand"
|
|
self.v_start = false
|
|
self.set_velocity(self, 0)
|
|
if self.type ~= "npc" then
|
|
self.attack = {player=nil, dist=nil}
|
|
end
|
|
self:set_animation("stand")
|
|
return
|
|
else
|
|
self.attack.dist = dist
|
|
end
|
|
|
|
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
|
|
if self.drawtype == "side" then
|
|
yaw = yaw+(math.pi/2)
|
|
end
|
|
if p.x > s.x then
|
|
yaw = yaw+math.pi
|
|
end
|
|
self.object:setyaw(yaw)
|
|
self.set_velocity(self, 0)
|
|
|
|
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
|
|
self.timer = 0
|
|
|
|
self:set_animation("punch")
|
|
|
|
if self.sounds and self.sounds.attack then
|
|
minetest.sound_play(self.sounds.attack, {object = self.object})
|
|
end
|
|
|
|
local p = self.object:getpos()
|
|
p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
|
|
local obj = minetest.add_entity(p, self.arrow)
|
|
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
|
|
local v = obj:get_luaentity().velocity
|
|
vec.y = vec.y + self.shoot_offset -- was +1, this way shoot aim is accurate
|
|
vec.x = vec.x*v/amount
|
|
vec.y = vec.y*v/amount
|
|
vec.z = vec.z*v/amount
|
|
obj:setvelocity(vec)
|
|
end
|
|
end
|
|
end,
|
|
|
|
on_activate = function(self, staticdata, dtime_s)
|
|
-- reset HP
|
|
local pos = self.object:getpos()
|
|
local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / 20000 )
|
|
local newHP = self.hp_min + math.floor( self.hp_max * distance_rating )
|
|
self.object:set_hp( newHP )
|
|
|
|
self.object:set_armor_groups({fleshy=self.armor})
|
|
self.object:setacceleration({x=0, y=-10, z=0})
|
|
self.state = "stand"
|
|
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
|
|
self.object:setyaw(math.random(1, 360)/180*math.pi)
|
|
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
|
|
self.object:remove()
|
|
end
|
|
if self.type ~= "npc" then
|
|
self.lifetimer = 600 - dtime_s
|
|
end
|
|
if staticdata then
|
|
local tmp = minetest.deserialize(staticdata)
|
|
if tmp and tmp.lifetimer then
|
|
self.lifetimer = tmp.lifetimer - dtime_s
|
|
end
|
|
if tmp and tmp.tamed then
|
|
self.tamed = tmp.tamed
|
|
end
|
|
--[[if tmp and tmp.textures then
|
|
self.object:set_properties(tmp.textures)
|
|
end]]
|
|
end
|
|
if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
|
|
self.object:remove()
|
|
end
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
local tmp = {
|
|
lifetimer = self.lifetimer,
|
|
tamed = self.tamed,
|
|
--textures = { textures = self.textures },
|
|
textures = def.available_textures["texture_"..math.random(1,def.available_textures["total"])],
|
|
}
|
|
self.object:set_properties(tmp)
|
|
return minetest.serialize(tmp)
|
|
end,
|
|
|
|
on_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|
|
|
process_weapon(hitter,tflp,tool_capabilities)
|
|
|
|
local pos = self.object:getpos()
|
|
if self.object:get_hp() < 1 then
|
|
if hitter and hitter:is_player() then -- and hitter:get_inventory() then
|
|
for _,drop in ipairs(self.drops) do
|
|
if math.random(1, drop.chance) == 1 then
|
|
local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max))
|
|
-- default.drop_item(pos,d)
|
|
local pos2 = pos
|
|
pos2.y = pos2.y + 0.5 -- drop items half block higher
|
|
minetest.add_item(pos2,d)
|
|
end
|
|
end
|
|
|
|
-- if self.sounds.death ~= nil then
|
|
-- minetest.sound_play(self.sounds.death,{
|
|
-- object = self.object,
|
|
-- })
|
|
-- end
|
|
-- if minetest.get_modpath("skills") and minetest.get_modpath("experience") then
|
|
-- -- DROP experience
|
|
-- local distance_rating = ( ( get_distance({x=0,y=0,z=0},pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) )
|
|
-- 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
|
|
-- 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
|
|
|
|
--blood_particles
|
|
--[[
|
|
if self.blood_amount > 0 and pos then
|
|
local p = pos
|
|
p.y = p.y + self.blood_offset
|
|
|
|
minetest.add_particlespawner(
|
|
5, --blood_amount, --amount
|
|
0.25, --time
|
|
{x=p.x-0.2, y=p.y-0.2, z=p.z-0.2}, --minpos
|
|
{x=p.x+0.2, y=p.y+0.2, z=p.z+0.2}, --maxpos
|
|
{x=0, y=-2, z=0}, --minvel
|
|
{x=2, y=2, z=2}, --maxvel
|
|
{x=-4,y=-4,z=-4}, --minacc
|
|
{x=4,y=-4,z=4}, --maxacc
|
|
0.1, --minexptime
|
|
1, --maxexptime
|
|
0.5, --minsize
|
|
1, --maxsize
|
|
false, --collisiondetection
|
|
self.blood_texture --texture
|
|
)
|
|
end
|
|
]]--
|
|
-- knock back effect, adapted from blockmen's pyramids mod
|
|
-- https://github.com/BlockMen/pyramids
|
|
local kb = self.knock_back
|
|
local r = self.recovery_time
|
|
|
|
if tflp < tool_capabilities.full_punch_interval then
|
|
kb = kb * ( tflp / tool_capabilities.full_punch_interval )
|
|
r = r * ( tflp / tool_capabilities.full_punch_interval )
|
|
end
|
|
|
|
local ykb=2
|
|
local v = self.object:getvelocity()
|
|
if v.y ~= 0 then
|
|
ykb = 0
|
|
end
|
|
|
|
self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb})
|
|
self.pause_timer = r
|
|
--[[
|
|
-- attack puncher and call other mobs for help
|
|
if self.passive == false then
|
|
if self.state ~= "attack" then
|
|
self.do_attack(self,hitter,1)
|
|
end
|
|
-- alert other NPCs to the attack
|
|
local inradius = minetest.get_objects_inside_radius(hitter:getpos(),5)
|
|
for _, oir in pairs(inradius) do
|
|
local obj = oir:get_luaentity()
|
|
if obj then
|
|
if obj.group_attack == true and obj.state ~= "attack" then
|
|
obj.do_attack(obj,hitter,1)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
]]--
|
|
end,
|
|
|
|
})
|
|
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)
|
|
mobs.spawning_mobs[name] = true
|
|
minetest.register_abm({
|
|
nodenames = nodes,
|
|
neighbors = {"air"},
|
|
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
|
|
return
|
|
end
|
|
|
|
-- Check if protected area using bogus name 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
|
|
return
|
|
end
|
|
|
|
if not minetest.registered_nodes[minetest.get_node(pos).name] then return end
|
|
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
|
|
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
|
|
|
|
if minetest.setting_getbool("display_mob_spawn") then
|
|
minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
|
|
end
|
|
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 )
|
|
if mob then
|
|
mob = mob:get_luaentity()
|
|
local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating )
|
|
mob.object:set_hp( newHP )
|
|
end
|
|
end
|
|
})
|
|
end
|
|
|
|
function mobs:register_arrow(name, def)
|
|
minetest.register_entity(name, {
|
|
physical = false,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size,
|
|
textures = def.textures,
|
|
velocity = def.velocity,
|
|
hit_player = def.hit_player,
|
|
hit_node = def.hit_node,
|
|
collisionbox = {0,0,0,0,0,0}, -- remove box around arrows
|
|
|
|
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)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
})
|
|
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
|
|
local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535
|
|
weapon:add_wear(wear)
|
|
player:set_wielded_item(weapon)
|
|
end
|
|
|
|
-- 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,
|
|
-- })
|
|
-- else
|
|
-- minetest.sound_play("default_sword_wood", {
|
|
-- object = player,
|
|
-- })
|
|
-- end
|
|
end
|
|
|