Add basic CMI support (experimental)
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ae4fc9135c
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2
mod.conf
2
mod.conf
@ -1,4 +1,4 @@
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name = tsm_pyramids
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name = tsm_pyramids
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description = Pyramids with treasures! You can find them in deserts and sandstone deserts.
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description = Pyramids with treasures! You can find them in deserts and sandstone deserts.
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depends = default
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depends = default
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optional_depends = farming, tnt, treasurer, doc_items, awards
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optional_depends = farming, tnt, treasurer, doc_items, awards, cmi
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38
mummy.lua
38
mummy.lua
@ -1,5 +1,7 @@
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local S = minetest.get_translator("tsm_pyramids")
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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
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local mummy_walk_limit = 1
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local mummy_chillaxin_speed = 1
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local mummy_chillaxin_speed = 1
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local mummy_animation_speed = 10
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local mummy_animation_speed = 10
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@ -92,6 +94,9 @@ local MUMMY_DEF = {
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attacker = "",
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attacker = "",
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attacking_timer = 0,
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attacking_timer = 0,
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-- CMI stuff
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-- Track last cause of damage for cmi.notify_die
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last_damage_cause = { type = "unknown" },
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_cmi_is_mob = true,
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_cmi_is_mob = true,
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}
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}
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@ -130,7 +135,10 @@ spawner_DEF.on_punch = function(self, hitter)
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end
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end
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MUMMY_DEF.on_activate = function(self)
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MUMMY_DEF.on_activate = function(self, staticdata, dtime_s)
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if mod_cmi then
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cmi.notify_activate(self, dtime_s)
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end
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mummy_update_visuals_def(self)
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mummy_update_visuals_def(self)
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self.anim = get_animations()
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self.anim = get_animations()
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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.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend)
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@ -140,10 +148,18 @@ MUMMY_DEF.on_activate = function(self)
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self.object:set_armor_groups({fleshy=130})
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self.object:set_armor_groups({fleshy=130})
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end
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end
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MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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if mod_cmi then
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cmi.notify_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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end
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self.attacker = puncher
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self.attacker = puncher
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if damage > 0 then
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self.last_damage = {
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type = "punch",
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puncher = puncher,
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}
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end
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if puncher ~= nil then
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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})
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minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4})
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if time_from_last_punch >= 0.45 then
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if time_from_last_punch >= 0.45 then
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@ -169,12 +185,15 @@ MUMMY_DEF.on_death = function(self, killer)
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pos.y = pos.y + 1.0
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pos.y = pos.y + 1.0
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minetest.add_item(pos, mummy_drop .. " " .. count)
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minetest.add_item(pos, mummy_drop .. " " .. count)
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end
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end
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if mod_cmi then
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cmi.notify_die(self, self.last_damage)
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end
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end
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end
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local cnt1 = 0
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local cnt2 = 0
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MUMMY_DEF.on_step = function(self, dtime)
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MUMMY_DEF.on_step = function(self, dtime)
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if mod_cmi then
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cmi.notify_step(self, dtime)
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end
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self.timer = self.timer + 0.01
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self.timer = self.timer + 0.01
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self.turn_timer = self.turn_timer + 0.01
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self.turn_timer = self.turn_timer + 0.01
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self.jump_timer = self.jump_timer + 0.01
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self.jump_timer = self.jump_timer + 0.01
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@ -188,9 +207,11 @@ MUMMY_DEF.on_step = function(self, dtime)
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self.time_passed = 0
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self.time_passed = 0
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end
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end
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-- Environment damage
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local def = minetest.registered_nodes[current_node.name]
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local def = minetest.registered_nodes[current_node.name]
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local dps = def.damage_per_second
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local dps = def.damage_per_second
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local dmg = 0
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local dmg = 0
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local dmg_node, dmg_pos
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if dps ~= nil and dps > 0 then
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if dps ~= nil and dps > 0 then
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dmg = dps
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dmg = dps
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end
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end
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@ -212,6 +233,11 @@ MUMMY_DEF.on_step = function(self, dtime)
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if self.envdmg_timer >= 1 then
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if self.envdmg_timer >= 1 then
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self.envdmg_timer = 0
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self.envdmg_timer = 0
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self.object:set_hp(self.object:get_hp()-dmg)
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self.object:set_hp(self.object:get_hp()-dmg)
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self.last_damage = {
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type = "environment",
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pos = current_pos,
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node = current_node,
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}
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if self.object:get_hp() <= 0 then
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if self.object:get_hp() <= 0 then
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if self.on_death then
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if self.on_death then
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self.on_death(self)
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self.on_death(self)
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