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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-17 07:50:29 +01:00
server-nalc/mods/mobs/api.lua
LeMagnesium 66104e5ff6 Updated mob mod
- Slightly changed API
- Added textures, and sounds
- Removed .env calls
2015-03-02 22:29:17 +01:00

850 lines
24 KiB
Lua
Executable File

-- Mobs Api (1st March 2015)
mobs = {}
-- Set global for other mod checks (e.g. Better HUD uses this)
mobs.mod = "redo"
-- Do mobs spawn in protected areas (0=yes, 1=no)
mobs.protected = 0
-- Initial check to see if damage is enabled
local damage_enabled = minetest.setting_getbool("enable_damage")
-- Check to see if in peaceful mode
local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
function mobs:register_mob(name, def)
minetest.register_entity(name, {
name = name,
hp_min = def.hp_min or 5,
hp_max = def.hp_max,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh = def.mesh,
--textures = def.textures,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = def.damage,
light_damage = def.light_damage,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
fall_damage = def.fall_damage or true,
drops = def.drops,
armor = def.armor,
drawtype = def.drawtype,
on_rightclick = def.on_rightclick,
type = def.type,
attack_type = def.attack_type,
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow,
jump = def.jump or true,
exp_min = def.exp_min or 0,
exp_max = def.exp_max or 0,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
--fov = def.fov or 120,
passive = def.passive or false,
recovery_time = def.recovery_time or 0.5,
knock_back = def.knock_back or 1, --knock_back = def.knock_back or 3,
blood_offset = def.blood_offset or 0,
blood_amount = def.blood_amount or 5,
blood_texture = def.blood_texture or "mobs_blood.png",
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
stimer = 0,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
attack = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
lifetimer = 600,
tamed = false,
last_state = nil,
pause_timer = 0,
do_attack = function(self, player, dist)
if self.state ~= "attack" then
if math.random(0,100) < 90 and self.sounds.war_cry then
minetest.sound_play(self.sounds.war_cry,{ object = self.object })
end
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end,
set_velocity = function(self, v)
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^2 + v.z^2)^(0.5)
end,
--[[
in_fov = function(self,pos)
-- checks if POS is in self's FOV
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local vx = math.sin(yaw)
local vz = math.cos(yaw)
local ds = math.sqrt(vx^2 + vz^2)
local ps = math.sqrt(pos.x^2 + pos.z^2)
local d = { x = vx / ds, z = vz / ds }
local p = { x = pos.x / ps, z = pos.z / ps }
local an = ( d.x * p.x ) + ( d.z * p.z )
a = math.deg( math.acos( an ) )
if a > ( self.fov / 2 ) then
return false
else
return true
end
end,
]]
set_animation = function(self, type)
if not self.animation then
return
end
if not self.animation.current then
self.animation.current = ""
end
if type == "stand" and self.animation.current ~= "stand" then
if self.animation.stand_start
and self.animation.stand_end
and self.animation.speed_normal then
self.object:set_animation({x=self.animation.stand_start,
y=self.animation.stand_end},self.animation.speed_normal, 0)
self.animation.current = "stand"
end
elseif type == "walk" and self.animation.current ~= "walk" then
if self.animation.walk_start
and self.animation.walk_end
and self.animation.speed_normal then
self.object:set_animation({x=self.animation.walk_start,y=self.animation.walk_end},
self.animation.speed_normal, 0)
self.animation.current = "walk"
end
elseif type == "run" and self.animation.current ~= "run" then
if self.animation.run_start
and self.animation.run_end
and self.animation.speed_run then
self.object:set_animation({x=self.animation.run_start,y=self.animation.run_end},
self.animation.speed_run, 0)
self.animation.current = "run"
end
elseif type == "punch" and self.animation.current ~= "punch" then
if self.animation.punch_start
and self.animation.punch_end
and self.animation.speed_normal then
self.object:set_animation({x=self.animation.punch_start,y=self.animation.punch_end},
self.animation.speed_normal, 0)
self.animation.current = "punch"
end
end
end,
on_step = function(self, dtime)
local yaw = 0
if self.type == "monster" and peaceful_only then
self.object:remove()
end
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
local player_count = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do
if obj:is_player() then
player_count = player_count+1
break -- only really need 1 player to be found
end
end
if player_count == 0 and self.state ~= "attack" then
minetest.log("action","lifetimer expired, removed mob "..self.name)
self.object:remove()
return
end
end
-- drop egg
if name == "mobs:chicken" then
if math.random(1, 3000) <= 1
and minetest.get_node(self.object:getpos()).name == "air"
and self.state == "stand" then
minetest.set_node(self.object:getpos(), {name="mobs:egg"})
end
end
-- gravity, falling or floating in water
if self.floats == 1 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})
else
self.object:setacceleration({x = 0, y = -10, z = 0}) -- 14.5
end
else
self.object:setacceleration({x=0, y=-10, z=0})
end
-- fall damage
if self.fall_damage and self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:set_hp(self.object:get_hp()-damage)
check_for_death(self)
end
self.old_y = self.object:getpos().y
end
end
-- if pause state then this is where the loop ends
-- pause is only set after a monster is hit
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
if self.pause_timer < 1 then
self.pause_timer = 0
end
return
end
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
local do_env_damage = function(self)
local pos = self.object:getpos()
local n = minetest.get_node(pos)
local lit = minetest.get_node_light(pos) or 0
local tod = minetest.get_timeofday()
if self.light_damage and self.light_damage ~= 0
and pos.y > 0
and lit > 4
and tod > 0.2 and tod < 0.8 then
self.object:set_hp(self.object:get_hp()-self.light_damage) ; --print ("light damage")
end
if self.water_damage and self.water_damage ~= 0
and minetest.get_item_group(n.name, "water") ~= 0 then
self.object:set_hp(self.object:get_hp()-self.water_damage) ; --print ("water damage")
end
if self.lava_damage and self.lava_damage ~= 0
and minetest.get_item_group(n.name, "lava") ~= 0 then
self.object:set_hp(self.object:get_hp()-self.lava_damage) ; --print ("lava damage")
end
check_for_death(self)
end
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack" and self.env_damage_timer > 1 then
self.env_damage_timer = 0
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
-- FIND SOMEONE TO ATTACK
if ( self.type == "monster" or self.type == "barbarian" ) and damage_enabled and self.state ~= "attack" then
local s = self.object:getpos()
local inradius = minetest.get_objects_inside_radius(s,self.view_range)
local player = nil
local type = nil
for _,oir in ipairs(inradius) do
if oir:is_player() then
player = oir
type = "player"
else
local obj = oir:get_luaentity()
if obj then
player = obj.object
type = obj.type
end
end
if type == "player" or type == "npc" then
local s = self.object:getpos()
local p = player:getpos()
local sp = s
p.y = p.y + 1
sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < self.view_range then -- and self.in_fov(self,p) then
if minetest.line_of_sight(sp,p,2) == true then
self.do_attack(self,player,dist)
break
end
end
end
end
end
-- NPC FIND A MONSTER TO ATTACK
-- if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then
-- local s = self.object:getpos()
-- local inradius = minetest.get_objects_inside_radius(s,self.view_range)
-- for _, oir in pairs(inradius) do
-- local obj = oir:get_luaentity()
-- if obj then
-- if obj.type == "monster" or obj.type == "barbarian" then
-- -- attack monster
-- local p = obj.object:getpos()
-- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
-- self.do_attack(self,obj.object,dist)
-- break
-- end
-- end
-- end
-- end
if self.follow ~= "" and not self.following then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if self.view_range and dist < self.view_range then
self.following = player
break
end
end
end
if self.following and self.following:is_player() then
if self.following:get_wielded_item():get_name() ~= self.follow then
self.following = nil
else
local s = self.object:getpos()
local p = self.following: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 then
self.following = nil
self.v_start = false
else
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 dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.walk_velocity)
else
if self.jump and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then
local v = self.object:getvelocity()
v.y = 6
self.object:setvelocity(v)
end
self.set_velocity(self, self.walk_velocity)
end
self:set_animation("walk")
else
self.v_start = false
self.set_velocity(self, 0)
self:set_animation("stand")
end
return
end
end
end
if self.state == "stand" then
-- randomly turn
if math.random(1, 4) == 1 then
-- if there is a player nearby look at them
local lp = nil
local s = self.object:getpos()
if self.type == "npc" then
local o = minetest.get_objects_inside_radius(self.object:getpos(), 3)
local yaw = 0
for _,o in ipairs(o) do
if o:is_player() then
lp = o:getpos()
break
end
end
end
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)+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
else
yaw = self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)
end
self.object:setyaw(yaw)
end
self.set_velocity(self, 0)
self.set_animation(self, "stand")
if math.random(1, 100) <= self.walk_chance then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
self.set_animation(self, "walk")
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
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_animation("walk")
self.set_velocity(self, self.walk_velocity)
if math.random(1, 100) <= 30 then
self.set_velocity(self, 0)
self.state = "stand"
self:set_animation("stand")
end
elseif self.state == "attack" and self.attack_type == "dogfight" then
if not self.attack.player or not self.attack.player:getpos() then
print("stop attacking")
self.state = "stand"
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 -- this makes shoot aim 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)
local pos = self.object:getpos()
self.object:set_hp( math.random(self.hp_min, self.hp_max) ) -- reset HP
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 peaceful_only 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 then
if tmp.lifetimer then
self.lifetimer = tmp.lifetimer - dtime_s
end
if tmp.tamed then
self.tamed = tmp.tamed
end
if tmp.gotten then -- using this variable for obtaining something from mob (milk/wool)
self.gotten = tmp.gotten
end
end
end
if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then
self.object:remove()
end
-- Internal check to see if player damage is still enabled
damage_enabled = minetest.setting_getbool("enable_damage")
end,
get_staticdata = function(self)
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
gotten = self.gotten,
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()
check_for_death(self)
--blood_particles
if self.blood_amount > 0 and pos then
local p = pos
p.y = p.y + self.blood_offset
minetest.add_particlespawner({
amount = self.blood_amount,
time = 0.25,
minpos = {x=p.x-0.2, y=p.y-0.2, z=p.z-0.2},
maxpos = {x=p.x+0.2, y=p.y+0.2, z=p.z+0.2},
minvel = {x=-0, y=-2, z=-0},
maxvel = {x=2, y=2, z=2},
minacc = {x=-4, y=-4, z=-4},
maxacc = {x=4, y=4, z=4},
minexptime = 0.1,
maxexptime = 1,
minsize = 0.5,
maxsize = 1,
texture = self.blood_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)
mobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = {"air"},
interval = 30,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
-- do not spawn if too many in one active area
if active_object_count_wider > active_object_count
or not mobs.spawning_mobs[name]
or not pos then
return
end
-- 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
-- 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
-- are we spawning inside a node?
local nod = minetest.get_node_or_nil(pos)
if not nod then return end
if minetest.registered_nodes[nod.name].walkable == true then return end
pos.y = pos.y + 1
nod = minetest.get_node_or_nil(pos)
if not nod then return end
if minetest.registered_nodes[nod.name].walkable == true 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
-- spawn mob half block higher
pos.y = pos.y - 0.5
local mob = minetest.add_entity(pos, name)
-- set mob health (randomly between min and max)
if mob then
mob = mob:get_luaentity()
mob.object:set_hp( math.random(mob.hp_min, mob.hp_max) )
end
end
})
end
-- on mob death drop items
function check_for_death(self)
if self.object:get_hp() < 1 then
local pos = self.object:getpos()
pos.y = pos.y + 0.5 -- drop items half a block higher
self.object:remove()
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))
local obj = minetest.add_item(pos, d)
if obj then
obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)})
end
end
end
if self.sounds.death ~= nil then
minetest.sound_play(self.sounds.death,{object = self.object,})
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()
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
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 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
-- 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.add_entity(pos, mob)
itemstack:take_item()
end
return itemstack
end,
})
end