1
0
Fork 0

Make mob punching time based

This commit is contained in:
jordan4ibanez 2021-04-22 20:20:56 -04:00
parent e1812b2cdb
commit 8530e6ee36
2 changed files with 59 additions and 69 deletions

View File

@ -685,8 +685,6 @@ mobs.mob_step = function(self, dtime)
end
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then
mobs.collision(self)

View File

@ -80,6 +80,12 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
end
end
--don't do damage until pause timer resets
if self.pause_timer > 0 then
print(self.pause_timer)
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
@ -93,6 +99,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
-- exhaust attacker
@ -105,23 +112,9 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
local armor = self.object:get_armor_groups() or {}
local tmp
-- quick error check in case it ends up 0 (serialize.h check test)
if tflp == 0 then
tflp = 0.2
end
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
damage = damage + (tool_capabilities.damage_groups[group] or 0)
* tmp * ((armor[group] or 0) / 100.0)
damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
end
if weapon then
@ -200,61 +193,60 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- die = true
--end
-- knock back effect (only on full punch)
if tflp >= punch_interval then
-- knock back effect
local velocity = self.object:get_velocity()
local velocity = self.object:get_velocity()
--2d direction
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
--2d direction
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
local dir = vector.direction(pos2,pos1)
local dir = vector.direction(pos2,pos1)
local up = 3
local up = 3
-- if already in air then dont go up anymore when hit
if velocity.y ~= 0 then
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
-- check if tool already has specific knockback value
local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
if knockback_enchant and knockback_enchant > 0 then
multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
end
local luaentity
--[[ --why does this multiply it again???
if hitter then
luaentity = hitter:get_luaentity()
end
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
elseif luaentity and luaentity._knockback then
kb = kb + luaentity._knockback
end
]]--
dir = vector_multiply(dir,multiplier)
dir.y = up
--add velocity breaks momentum - use set velocity
self.object:set_velocity(dir)
self.pause_timer = 0.4
-- if already in air then dont go up anymore when hit
if velocity.y ~= 0 then
up = 0
end
end -- END if damage
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
-- check if tool already has specific knockback value
local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
if knockback_enchant and knockback_enchant > 0 then
multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
end
local luaentity
--[[ --why does this multiply it again???
if hitter then
luaentity = hitter:get_luaentity()
end
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
elseif luaentity and luaentity._knockback then
kb = kb + luaentity._knockback
end
]]--
dir = vector_multiply(dir,multiplier)
dir.y = up
--add velocity breaks momentum - use set velocity
self.object:set_velocity(dir)
--0.4 seconds until you can hurt the mob again
self.pause_timer = 0.4
end
-- END if damage
-- if skittish then run away
--[[