tsm_pyramids/mummy.lua

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local S = minetest.get_translator("tsm_pyramids")
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local mod_cmi = minetest.get_modpath("cmi") ~= nil
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local mummy_walk_limit = 1
local mummy_chillaxin_speed = 1
local mummy_animation_speed = 10
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local mummy_animation_blend = 0
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-- Default player appearance
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local mummy_mesh = "tsm_pyramids_mummy.x"
local mummy_texture = {"tsm_pyramids_mummy.png"}
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local mummy_hp = 20
local mummy_drop = "default:papyrus"
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local sound_normal = "mummy"
local sound_hit = "mummy_hurt"
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local sound_dead = "mummy_death"
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local spawner_check_range = 17
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local spawner_max_mobs = 6
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local function get_animations()
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return {
stand_START = 74,
stand_END = 74,
sit_START = 81,
sit_END = 160,
lay_START = 162,
lay_END = 166,
walk_START = 74,
walk_END = 105,
mine_START = 74,
mine_END = 105,
walk_mine_START = 74,
walk_mine_END = 105
}
end
local npc_model = {}
local npc_anim = {}
local npc_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6
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local function hit(self)
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self.object:set_texture_mod("^tsm_pyramids_hit.png")
minetest.after(0.4, function(self)
local prop = {textures = mummy_texture,}
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if self ~= nil and self.object ~= nil then
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self.object:set_texture_mod("")
end
end, self)
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end
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local function mummy_update_visuals_def(self)
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npc_anim = 0 -- Animation will be set further below immediately
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local prop = {
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textures = mummy_texture,
}
self.object:set_properties(prop)
end
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local MUMMY_DEF = {
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hp_max = mummy_hp,
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physical = true,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh",
visual_size = {x=8,y=8},
mesh = mummy_mesh,
textures = mummy_texture,
makes_footstep_sound = true,
npc_anim = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
jump_timer = 0,
punch_timer = 0,
sound_timer = 0,
envdmg_timer = 0,
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attacker = "",
attacking_timer = 0,
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-- CMI stuff
-- Track last cause of damage for cmi.notify_die
last_damage_cause = { type = "unknown" },
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_cmi_is_mob = true,
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description = S("Mummy"),
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}
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local spawner_DEF = {
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hp_max = 1,
physical = false,
pointable = false,
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visual = "mesh",
visual_size = {x=3.3,y=3.3},
mesh = mummy_mesh,
textures = mummy_texture,
makes_footstep_sound = false,
timer = 0,
automatic_rotate = math.pi * 2.9,
}
spawner_DEF.on_activate = function(self)
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mummy_update_visuals_def(self)
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self.object:set_velocity({x=0, y=0, z=0})
self.object:set_acceleration({x=0, y=0, z=0})
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self.object:set_armor_groups({immortal=1})
end
spawner_DEF.on_step = function(self, dtime)
self.timer = self.timer + 0.01
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local n = minetest.get_node_or_nil(self.object:get_pos())
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if self.timer > 1 then
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if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then
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self.object:remove()
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return
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end
end
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end
spawner_DEF.on_punch = function(self, hitter)
end
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MUMMY_DEF.on_activate = function(self, staticdata, dtime_s)
if mod_cmi then
cmi.notify_activate(self, dtime_s)
end
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mummy_update_visuals_def(self)
self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_STAND
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self.object:set_acceleration({x=0,y=-20,z=0})--20
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self.state = 1
self.object:set_armor_groups({fleshy=130})
end
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MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
if mod_cmi then
cmi.notify_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
end
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self.attacker = puncher
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if damage and damage > 0 then
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self.last_damage = {
type = "punch",
puncher = puncher,
}
end
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if puncher ~= nil then
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minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4}, true)
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if time_from_last_punch >= 0.45 then
hit(self)
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self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z}
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self.punch_timer = 0
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self.object:set_velocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_chillaxin_speed})
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if self.state == 1 then
self.state = 8
elseif self.state >= 2 then
self.state = 9
end
end
end
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end
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MUMMY_DEF.on_death = function(self, killer)
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minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3}, true)
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-- Drop item on death
local count = math.random(0,3)
if count > 0 then
local pos = self.object:get_pos()
pos.y = pos.y + 1.0
minetest.add_item(pos, mummy_drop .. " " .. count)
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end
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if mod_cmi then
cmi.notify_die(self, self.last_damage)
end
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end
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MUMMY_DEF.on_step = function(self, dtime)
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if mod_cmi then
cmi.notify_step(self, dtime)
end
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self.timer = self.timer + 0.01
self.turn_timer = self.turn_timer + 0.01
self.jump_timer = self.jump_timer + 0.01
self.punch_timer = self.punch_timer + 0.01
self.attacking_timer = self.attacking_timer + 0.01
self.sound_timer = self.sound_timer + dtime + 0.01
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local current_pos = self.object:get_pos()
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local current_node = minetest.get_node(current_pos)
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if self.time_passed == nil then
self.time_passed = 0
end
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-- Environment damage
local def = minetest.registered_nodes[current_node.name]
local dps = def.damage_per_second
local dmg = 0
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local dmg_node, dmg_pos
if dps ~= nil and dps > 0 then
dmg = dps
end
-- Damage from node
if dmg < 4 and (minetest.get_item_group(current_node.name, "water") ~= 0 or minetest.get_item_group(current_node.name, "lava") ~= 0) then
dmg = 4
end
-- Damage by suffocation
if (def.walkable == nil or def.walkable == true)
and (def.drowning == nil or def.drowning == 0)
and (def.damage_per_second == nil or def.damage_per_second <= 0)
and (def.collision_box == nil or def.collision_box.type == "regular")
and (def.node_box == nil or def.node_box.type == "regular")
and (def.groups and def.groups.disable_suffocation ~= 1) then
dmg = dmg + 1
end
self.envdmg_timer = self.envdmg_timer + dtime
if dmg > 0 then
if self.envdmg_timer >= 1 then
self.envdmg_timer = 0
self.object:set_hp(self.object:get_hp()-dmg)
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self.last_damage = {
type = "environment",
pos = current_pos,
node = current_node,
}
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if self.object:get_hp() <= 0 then
if self.on_death then
self.on_death(self)
end
self.object:remove()
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return
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else
hit(self)
self.sound_timer = 0
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minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4}, true)
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end
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end
else
self.time_passed = 0
end
--update moving state every 1 or 2 seconds
if self.state < 3 then
if self.timer > math.random(1,2) then
if self.attacker == "" then
self.state = math.random(1,2)
else self.state = 1 end
self.timer = 0
end
end
--play sound
if self.sound_timer > math.random(5,35) then
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minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2}, true)
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self.sound_timer = 0
end
--after punched
if self.state >= 8 then
if self.punch_timer > 0.15 then
if self.state == 9 then
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self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed})
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self.state = 2
elseif self.state == 8 then
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self.object:set_velocity({x=0,y=-20,z=0})
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self.state = 1
end
end
end
--STANDING
if self.state == 1 then
self.yawwer = true
self.attacker = ""
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for _,object in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 4)) do
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if object:is_player() then
self.yawwer = false
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local NPC = self.object:get_pos()
local PLAYER = object:get_pos()
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self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
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self.object:set_yaw(self.yaw)
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self.attacker = object
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end
end
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if self.attacker == "" and self.turn_timer > math.random(1,4) then
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self.yaw = 360 * math.random()
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self.object:set_yaw(self.yaw)
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self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
end
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self.object:set_velocity({x=0,y=self.object:get_velocity().y,z=0})
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if self.npc_anim ~= ANIM_STAND then
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self.anim = get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_STAND
end
if self.attacker ~= "" then
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
self.state = 2
end
end
--WALKING
if self.state == 2 then
if self.direction ~= nil then
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self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=self.object:get_velocity().y,z=self.direction.z*mummy_chillaxin_speed})
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end
if self.turn_timer > math.random(1,4) and not self.attacker then
self.yaw = 360 * math.random()
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self.object:set_yaw(self.yaw)
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self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
end
if self.npc_anim ~= ANIM_WALK then
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self.anim = get_animations()
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, mummy_animation_speed, mummy_animation_blend)
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self.npc_anim = ANIM_WALK
end
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if self.attacker ~= "" and minetest.settings:get_bool("enable_damage") then
local s = self.object:get_pos()
local p = self.attacker:get_pos()
if (s ~= nil and p ~= nil) then
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist < 2 and self.attacking_timer > 0.6 then
self.attacker:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=1}
})
self.attacking_timer = 0
end
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end
end
end
end
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minetest.register_entity("tsm_pyramids:mummy", MUMMY_DEF)
minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF)
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--spawn-egg/spawner
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minetest.register_craftitem("tsm_pyramids:spawn_egg", {
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description = S("Mummy Spawn Egg"),
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_doc_items_longdesc = S("Can be used to create a hostile mummy."),
_doc_items_usagehelp = S("Place the egg to create a mummy on this spot. Careful, it will probably attack immediately!"),
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inventory_image = "tsm_pyramids_mummy_egg.png",
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liquids_pointable = false,
stack_max = 99,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
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return itemstack
end
-- am I clicking on something with existing on_rightclick function?
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
minetest.add_entity(pointed_thing.above,"tsm_pyramids:mummy")
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
return itemstack
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end,
})
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-- Spawn a mummy at position
function tsm_pyramids.spawn_mummy_at(pos, number)
local node = minetest.get_node(pos)
if node.name ~= "air" then
return
end
for _=1, number do
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minetest.add_entity(pos,"tsm_pyramids:mummy")
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end
end
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local spawnersounds
if default.node_sound_metal_defaults then
spawnersounds = default.node_sound_metal_defaults()
else
spawnersounds = default.node_sound_stone_defaults()
end
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minetest.register_node("tsm_pyramids:spawner_mummy", {
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description = S("Mummy Spawner"),
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_doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."),
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paramtype = "light",
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tiles = {"tsm_pyramids_spawner.png"},
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is_ground_content = false,
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drawtype = "allfaces",
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groups = {cracky=1,level=1},
drop = "",
on_construct = function(pos)
pos.y = pos.y - 0.28
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minetest.add_entity(pos,"tsm_pyramids:mummy_spawner")
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end,
on_destruct = function(pos)
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for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if not obj:is_player() then
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if obj ~= nil and obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then
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obj:remove()
end
end
end
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end,
sounds = spawnersounds,
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})
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-- Attempt to spawn a mummy at a random appropriate position around pos.
-- Criteria:
-- * Must be close to pos
-- * Not in sunlight
-- * Must be air on top of a non-air block
-- * No more than 6 mummies in area
-- * Player must be near is player_near_required is true
function tsm_pyramids.attempt_mummy_spawn(pos, player_near_required)
local player_near = false
local mobs = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(pos, spawner_check_range)) do
if obj:is_player() then
player_near = true
else
if obj:get_luaentity() and obj:get_luaentity().name == "tsm_pyramids:mummy" then
mobs = mobs + 1
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end
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end
end
if player_near or (not player_near_required) then
if mobs < spawner_max_mobs then
local offset = {x=5,y=2,z=5}
local nposses = minetest.find_nodes_in_area(vector.subtract(pos, offset), vector.add(pos,offset), "air")
local tries = math.min(6, #nposses)
for i=1, tries do
local r = math.random(1, #nposses)
local npos = nposses[r]
-- Check if mummy has 2 nodes of free space
local two_space = false
-- Check if mummy has something to walk on
local footing = false
-- Find the lowest node
for y=-1, -5, -1 do
npos.y = npos.y - 1
local below = minetest.get_node(npos)
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if minetest.registered_items[below.name].liquidtype ~= "none" then
break
end
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if below.name ~= "air" then
if y < -1 then
two_space = true
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end
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npos.y = npos.y + 1
footing = true
break
end
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end
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local light = minetest.get_node_light(npos, 0.5)
if not two_space then
local above = minetest.get_node({x=npos.x, y=npos.y+1, z=npos.z})
if above.name == "air" then
two_space = true
end
end
if footing and two_space and light < 15 then
tsm_pyramids.spawn_mummy_at(npos, 1)
break
else
table.remove(nposses, r)
end
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end
end
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end
end
if not minetest.settings:get_bool("only_peaceful_mobs") then
minetest.register_abm({
nodenames = {"tsm_pyramids:spawner_mummy"},
interval = 2.0,
chance = 20,
action = function(pos, node, active_object_count, active_object_count_wider)
tsm_pyramids.attempt_mummy_spawn(pos, true)
end,
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})
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end
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if minetest.get_modpath("awards") then
awards.register_achievement("tsm_pyramids_no_mummy_spawner", {
title = S("No more mummies!"),
description = S("Destroy a mummy spawner by digging."),
secret = true,
icon = "tsm_pyramids_spawner.png",
trigger = {
type = "dig",
node = "tsm_pyramids:spawner_mummy",
target = 1
}
})
end