local S = minetest.get_translator("tsm_pyramids") local mod_cmi = minetest.get_modpath("cmi") ~= nil local mummy_walk_limit = 1 local mummy_chillaxin_speed = 1 local mummy_animation_speed = 10 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 local mummy_animation_blend = 0 -- Default player appearance local mummy_mesh = "tsm_pyramids_mummy.x" local mummy_texture = {"tsm_pyramids_mummy.png"} local mummy_hp = 20 local mummy_drop = "default:papyrus" local spawner_entity_offset = -0.28 local sound_normal = "mummy" local sound_hit = "mummy_hurt" local sound_dead = "mummy_death" local spawner_check_range = 17 local spawner_max_mobs = 6 local function get_animations() 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 local function hit(self) self.object:set_texture_mod("^tsm_pyramids_hit.png") minetest.after(0.4, function(self) local prop = {textures = mummy_texture,} if self ~= nil and self.object ~= nil then self.object:set_texture_mod("") end end, self) end local function mummy_update_visuals_def(self) npc_anim = 0 -- Animation will be set further below immediately local prop = { textures = mummy_texture, } self.object:set_properties(prop) end local MUMMY_DEF = { hp_max = mummy_hp, 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, attacker = "", attacking_timer = 0, -- CMI stuff -- Track last cause of damage for cmi.notify_die last_damage_cause = { type = "unknown" }, _cmi_is_mob = true, description = S("Mummy"), } -- Returns true if a mummy spawner entity was found at pos. -- If self is provided, this object does not count. local function check_if_mummy_spawner_entity_exists(pos, self) local ents = minetest.get_objects_inside_radius(pos, 0.5) for e=1, #ents do if (not self) or (ents[e] ~= ents[e]) then local lua = ents[e]:get_luaentity() if lua then if lua.name == "tsm_pyramids:mummy_spawner" then -- entity found return true end end end end return false end local spawner_DEF = { hp_max = 1, physical = false, pointable = false, 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) local pos = self.object:get_pos() local spos = vector.new(pos.x, pos.y + spawner_entity_offset, pos.z) if check_if_mummy_spawner_entity_exists(spos, self) then -- Remove possible duplicate entity self.object:remove() return end mummy_update_visuals_def(self) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) self.object:set_armor_groups({immortal=1}) end -- Regularily check if entity is still inside spawner spawner_DEF.on_step = function(self, dtime) self.timer = self.timer + dtime local pos = self.object:get_pos() pos.y = pos.y - spawner_entity_offset local n = minetest.get_node_or_nil(pos) if self.timer > 50 then if n and n.name and n.name ~= "tsm_pyramids:spawner_mummy" then self.object:remove() return end self.timer = 0 end end spawner_DEF.on_punch = function(self, hitter) end MUMMY_DEF.on_activate = function(self, staticdata, dtime_s) if mod_cmi then cmi.notify_activate(self, dtime_s) end 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) self.npc_anim = ANIM_STAND self.object:set_acceleration({x=0,y=-20,z=0})--20 self.state = 1 self.object:set_armor_groups({fleshy=130}) end 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 self.attacker = puncher if damage and damage > 0 then self.last_damage = { type = "punch", puncher = puncher, } end if puncher ~= nil then minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4}, true) if time_from_last_punch >= 0.45 then hit(self) self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z} self.punch_timer = 0 self.object:set_velocity({x=dir.x*mummy_chillaxin_speed,y=5,z=dir.z*mummy_chillaxin_speed}) if self.state == 1 then self.state = 8 elseif self.state >= 2 then self.state = 9 end end end end MUMMY_DEF.on_death = function(self, killer) minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3}, true) -- 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) end if mod_cmi then cmi.notify_die(self, self.last_damage) end end MUMMY_DEF.on_step = function(self, dtime) if mod_cmi then cmi.notify_step(self, dtime) end 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 local current_pos = self.object:get_pos() local current_node = minetest.get_node(current_pos) if self.time_passed == nil then self.time_passed = 0 end -- Environment damage local def = minetest.registered_nodes[current_node.name] local dps = def.damage_per_second local dmg = 0 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 local new_hp = self.object:get_hp() - dmg if new_hp <= 0 then if self.on_death then self.on_death(self) end self.object:remove() return else self.envdmg_timer = 0 self.object:set_hp(new_hp) self.last_damage = { type = "environment", pos = current_pos, node = current_node, } hit(self) self.sound_timer = 0 minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4}, true) end 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 minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2}, true) self.sound_timer = 0 end --after punched if self.state >= 8 then if self.punch_timer > 0.15 then if self.state == 9 then self.object:set_velocity({x=self.direction.x*mummy_chillaxin_speed,y=-20,z=self.direction.z*mummy_chillaxin_speed}) self.state = 2 elseif self.state == 8 then self.object:set_velocity({x=0,y=-20,z=0}) self.state = 1 end end end --STANDING if self.state == 1 then self.yawwer = true self.attacker = "" local pos_obj = self.object:get_pos() if pos_obj then for _,object in ipairs(minetest.get_objects_inside_radius(pos_obj, 4)) do if object:is_player() then self.yawwer = false local NPC = self.object:get_pos() local PLAYER = object:get_pos() 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 self.object:set_yaw(self.yaw) self.attacker = object end end end if self.attacker == "" and self.turn_timer > math.random(1,4) then self.yaw = 360 * math.random() self.object:set_yaw(self.yaw) self.turn_timer = 0 self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)} end local old_vel = self.object:get_velocity() self.object:set_velocity({x=0,y=old_vel and old_vel.y or 0,z=0}) if self.npc_anim ~= ANIM_STAND then self.anim = get_animations() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, mummy_animation_speed, mummy_animation_blend) 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 local old_vel = self.object:get_velocity() self.object:set_velocity({ x=self.direction.x*mummy_chillaxin_speed, y=old_vel and old_vel.y or 0, z=self.direction.z*mummy_chillaxin_speed, }) end if self.turn_timer > math.random(1,4) and not self.attacker then self.yaw = 360 * math.random() self.object:set_yaw(self.yaw) 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 self.anim = get_animations() self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, mummy_animation_speed, mummy_animation_blend) self.npc_anim = ANIM_WALK end 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 end end end end minetest.register_entity("tsm_pyramids:mummy", MUMMY_DEF) minetest.register_entity("tsm_pyramids:mummy_spawner", spawner_DEF) --spawn-egg/spawner minetest.register_craftitem("tsm_pyramids:spawn_egg", { description = S("Mummy Spawn Egg"), _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!"), inventory_image = "tsm_pyramids_mummy_egg.png", liquids_pointable = false, stack_max = 99, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then 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 end, }) -- 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 minetest.add_entity(pos,"tsm_pyramids:mummy") end end local spawnersounds if default.node_sound_metal_defaults then spawnersounds = default.node_sound_metal_defaults() else spawnersounds = default.node_sound_stone_defaults() end local spawn_mummy_spawner_entity = function(pos) local spos = vector.new(pos.x, pos.y+spawner_entity_offset, pos.z) minetest.add_entity(spos, "tsm_pyramids:mummy_spawner") end -- Respawn mummy spawner entity at pos if none exists local respawn_mummy_spawner_entity = function(pos) local spos = vector.new(pos.x, pos.y + spawner_entity_offset, pos.z) if check_if_mummy_spawner_entity_exists(spos) then return end spawn_mummy_spawner_entity(pos) end minetest.register_node("tsm_pyramids:spawner_mummy", { description = S("Mummy Spawner"), _doc_items_longdesc = S("A mummy spawner causes hostile mummies to appear in its vicinity as long it exists."), paramtype = "light", tiles = {"tsm_pyramids_spawner.png"}, is_ground_content = false, drawtype = "allfaces", groups = {cracky=1,level=1}, drop = "", on_construct = function(pos) spawn_mummy_spawner_entity(pos) end, on_punch = function(pos) respawn_mummy_spawner_entity(pos) end, on_destruct = function(pos) for _,obj in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do if obj ~= nil and not obj:is_player() then if obj:get_luaentity().name == "tsm_pyramids:mummy_spawner" then obj:remove() end end end end, sounds = spawnersounds, }) -- Neccessary in case the spawner entity got lost due to /clearobjects minetest.register_lbm({ label = "Respawn mummy spawner entity", name = "tsm_pyramids:respawn_mummy_spawner_entity", nodenames = { "tsm_pyramids:spawner_mummy" }, run_at_every_load = true, action = function(pos, node) respawn_mummy_spawner_entity(pos) end, }) -- 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 end 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) if minetest.registered_items[below.name].liquidtype ~= "none" then break end if below.name ~= "air" then if y < -1 then two_space = true end npos.y = npos.y + 1 footing = true break end end 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 end end 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, }) end 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