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Merge pull request 'Shulker improvements and homing mob projectiles' (#4000) from Bakawun/MineClone2:Shulker_shot_speed into master

Reviewed-on: MineClone2/MineClone2#4000
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
This commit is contained in:
the-real-herowl 2023-12-18 00:54:04 +00:00
commit d44b00a20e
3 changed files with 45 additions and 30 deletions

View File

@ -1231,6 +1231,9 @@ function mob_class:do_states_attack (dtime)
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5

View File

@ -334,6 +334,13 @@ function mcl_mobs.register_mob(name, def)
end -- END mcl_mobs.register_mob function
function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow"
return function(projectile, object)
return mcl_util.deal_damage(object, damage, {type = typ})
end
end
-- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def)
@ -350,6 +357,7 @@ function mcl_mobs.register_arrow(name, def)
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
homing = def.homing,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
@ -422,6 +430,17 @@ function mcl_mobs.register_arrow(name, def)
end
end
if self.homing and self._target then
local p = self._target:get_pos()
if p then
if minetest.line_of_sight(self.object:get_pos(), p) then
self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._target = nil
end
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do

View File

@ -35,7 +35,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
type = "monster",
spawn_class = "hostile",
attack_type = "shoot",
shoot_interval = 0.5,
shoot_interval = 6,
arrow = "mobs_mc:shulkerbullet",
shoot_offset = 0.5,
passive = false,
@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
hp_max = 30,
xp_min = 5,
xp_max = 5,
armor = 150,
armor = 20,
collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5},
visual = "mesh",
mesh = "mobs_mc_shulker.b3d",
@ -51,7 +51,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
-- TODO: sounds
-- TODO: Make shulker dye-able
visual_size = {x=3, y=3},
walk_chance = 0,
walk_chance = 10,
knock_back = false,
jump = false,
can_despawn = false,
@ -65,15 +65,19 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
looting_factor = 0.0625},
},
animation = {
stand_speed = 25, walk_speed = 0, run_speed = 50, punch_speed = 25,
stand_speed = 25, walk_speed = 25, run_speed = 50, punch_speed = 25,
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 25,
walk_start = 25, walk_end = 45,
run_start = 45, run_end = 85,
walk_start = 45, walk_end = 65,
walk_loop = false,
run_start = 65, run_end = 85,
run_loop = false,
punch_start = 80, punch_end = 100,
},
view_range = 16,
fear_height = 0,
walk_velocity = 0,
run_velocity = 0,
noyaw = true,
do_custom = function(self,dtime)
local pos = self.object:get_pos()
@ -81,12 +85,13 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
self.object:set_yaw(0)
mcl_mobs:yaw(self, 0, 0, dtime)
end
if self.state == "walk" or self.state == "stand" then
self.state = "stand"
self:set_animation("stand")
end
if self.state == "attack" then
self:set_animation("punch")
self:set_animation("run")
self.armor = 0
elseif self.state == "stand" then
self.armor = 20
elseif self.state == "walk" or self.state == "run" then
self.armor = 0
end
self.path.way = false
self.look_at_players = false
@ -149,6 +154,9 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
end
end
end,
on_attack = function(self, dtime)
self.shoot_interval = math.random(1, 6)
end,
})
-- bullet arrow (weapon)
@ -156,27 +164,12 @@ mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
visual = "sprite",
visual_size = {x = 0.25, y = 0.25},
textures = {"mobs_mc_shulkerbullet.png"},
velocity = 6,
hit_player = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_node = function(self, pos, node)
end
velocity = 5,
homing = true,
hit_player = mcl_mobs.get_arrow_damage_func(4),
hit_mob = mcl_mobs.get_arrow_damage_func(4),
})
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
--[[