pyramids = {} walk_limit = 1 chillaxin_speed = 1 animation_speed = 10 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 animation_blend = 0 -- Default player appearance mummy_mesh = "pyramids_mummy.x" mummy_texture = {"pyramids_mummy.png"} mummy_hp = 20 mummy_drop = "default:papyrus" local sound_normal = "mummy" local sound_hit = "mummy_hurt" local sound_dead = "mummy_death" local spawner_range = 17 local spawner_max_mobs = 6 function get_animations_def() 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 function hit(self) prop = { mesh = mummy_mesh, textures = {"pyramids_mummy.png^pyramids_hit.png"}, } self.object:set_properties(prop) minetest.after(0.4, function() prop = {textures = mummy_texture,} self.object:set_properties(prop) end) end function npc_update_visuals_def(self) --local name = get_player_name() visual = default_model_def npc_anim = 0 -- Animation will be set further below immediately --npc_sneak[name] = false prop = { mesh = mummy_mesh, textures = mummy_texture, --visual_size = {x=1, y=1, z=1}, } self.object:set_properties(prop) end NPC_ENTITY_DEF = { 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, attacker = "", attacking_timer = 0, mob_name = "mummy" } spawner_DEF = { hp_max = 1, physical = true, collisionbox = {0,0,0,0,0,0}, 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, m_name = "dummy" } spawner_DEF.on_activate = function(self) npc_update_visuals_def(self) self.object:setvelocity({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=0, z=0}) self.object:set_armor_groups({immortal=1}) end spawner_DEF.on_step = function(self, dtime) self.timer = self.timer + 0.01 end spawner_DEF.on_punch = function(self, hitter) end NPC_ENTITY_DEF.on_activate = function(self) npc_update_visuals_def(self) self.anim = get_animations_def() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, animation_blend) self.npc_anim = ANIM_STAND self.object:setacceleration({x=0,y=-20,z=0})--20 self.state = 1 self.object:set_hp(mummy_hp) self.object:set_armor_groups({fleshy=130}) end NPC_ENTITY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) --attack as group --[[for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do if not object:is_player() then if object:get_luaentity().name == "peaceful_npc:npc_def" then object:get_luaentity().state = 3 object:get_luaentity().attacker = puncher:get_player_name() end end end]] --if self.state ~= 3 then --self.state = 3 self.attacker = puncher--:get_player_name() --end if puncher ~= nil then local sound = sound_hit if self.object:get_hp() == 0 then sound = sound_dead end minetest.sound_play(sound, {to_player = puncher:get_player_name(), loop = false, gain = 0.3}) if time_from_last_punch >= 0.45 then hit(self) --local dir = puncher:get_look_dir() --self.direction = dir self.direction = {x=self.object:getvelocity().x, y=self.object:getvelocity().y, z=self.object:getvelocity().z} self.punch_timer = 0 self.object:setvelocity({x=dir.x*chillaxin_speed,y=5,z=dir.z*chillaxin_speed})--self.object:setvelocity({x=dir.x*4,y=5,z=dir.z*4}) if self.state == 1 then self.state = 8 elseif self.state >= 2 then self.state = 9 end end end if self.object:get_hp() == 0 then local obj = minetest.env:add_item(self.object:getpos(), mummy_drop.." "..math.random(0,3)) end end local cnt1 = 0 local cnt2 = 0 NPC_ENTITY_DEF.on_step = function(self, dtime) 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 + 0.01 local current_pos = self.object:getpos() local current_node = minetest.env:get_node(current_pos) if self.time_passed == nil then self.time_passed = 0 end --self.time_passed = self.time_passed + dtime if self.object:get_hp() == 0 then-- self.object:remove() end --if self.time_passed >= 5 then minetest.sound_play(sound_dead, {pos = current_pos, max_hear_distance = 10 , gain = 0.3}) self.object:remove() end--else if current_node.name == "default:water_source" or current_node.name == "default:water_flowing" or current_node.name == "default:lava_source" or current_node.name == "default:lava_flowing" then --self.time_passed = self.time_passed + dtime self.sound_timer = self.sound_timer + dtime if self.sound_timer >= 0.8 then self.sound_timer = 0 self.object:set_hp(self.object:get_hp()-5) hit(self) minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.3}) end else self.time_passed = 0 end --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}) self.sound_timer = 0 end --after punched if self.state >= 8 then if self.punch_timer > 0.15 then --self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)} if self.state == 9 then self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=-20,z=self.direction.z*chillaxin_speed}) self.state = 2 elseif self.state == 8 then self.object:setvelocity({x=0,y=-20,z=0}) self.state = 1 end end end --STANDING if self.state == 1 then self.yawwer = true self.attacker = "" for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 4)) do if object:is_player() then self.yawwer = false NPC = self.object:getpos() PLAYER = object:getpos() 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:setyaw(self.yaw) self.attacker = object--:get_player_name() end end if self.attacker == "" and self.turn_timer > math.random(1,4) then--and yawwer == true then self.yaw = 360 * math.random() self.object:setyaw(self.yaw) self.turn_timer = 0 self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)} end self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0}) if self.npc_anim ~= ANIM_STAND then self.anim = get_animations_def() self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed, 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 self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*chillaxin_speed}) end if self.turn_timer > math.random(1,4) and not self.attacker then self.yaw = 360 * math.random() self.object:setyaw(self.yaw) self.turn_timer = 0 self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)} --self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z}) --self.object:setacceleration(self.direction) end if self.npc_anim ~= ANIM_WALK then self.anim = get_animations_def() self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed, animation_blend) self.npc_anim = ANIM_WALK end --[[jump if self.direction ~= nil then if self.jump_timer > 0.3 then if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0 end end end]] if self.attacker ~= "" and minetest.setting_getbool("enable_damage") then local s = self.object:getpos() local p = self.attacker:getpos() 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 minetest.register_entity("pyramids:mummy", NPC_ENTITY_DEF) minetest.register_entity("pyramids:mummy_spawner", spawner_DEF) --spawn-egg/spawner minetest.register_craftitem("pyramids:spawn_egg", { description = "Mummy spawn-egg", inventory_image = "pyramids_mummy_egg.png", liquids_pointable = false, stack_max = 99, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type == "node" then minetest.env:add_entity(pointed_thing.above,"pyramids:mummy") if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end end, }) function pyramids.spawn_mummy (pos, number) for i=0,number do minetest.env:add_entity(pos,"pyramids:mummy") end end minetest.register_node("pyramids:spawner_mummy", { description = "Mummy spawner", paramtype = "light", tiles = {"pyramids_spawner.png"}, is_ground_content = true, drawtype = "allfaces",--_optional", groups = {cracky=1,level=1}, drop = "", on_construct = function(pos) pos.y = pos.y - 0.28 minetest.env:add_entity(pos,"pyramids:mummy_spawner") end, on_destruct = function(pos) for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, 1)) do if not obj:is_player() then if obj ~= nil and obj:get_luaentity().m_name == "dummy" then obj:remove() end end end end }) if not minetest.setting_getbool("only_peaceful_mobs") then minetest.register_abm({ nodenames = {"pyramids:spawner_mummy"}, interval = 2.0, chance = 20, action = function(pos, node, active_object_count, active_object_count_wider) local player_near = false local mobs = 0 for _,obj in ipairs(minetest.env:get_objects_inside_radius(pos, spawner_range)) do if obj:is_player() then player_near = true else if obj:get_luaentity().mob_name == "mummy" then mobs = mobs + 1 end end end if player_near then if mobs < spawner_max_mobs then pos.x = pos.x+1 local p = minetest.find_node_near(pos, 5, {"air"}) minetest.env:add_entity(p,"pyramids:mummy") end end end }) end