MineClone2/mods/mobs_mc/api-mcorg.lua

873 lines
24 KiB
Lua

mobs = {}
mobs.default_definition = {
physical = true,
jump = function (self)
local v = self.object:getvelocity()
v.y = 5
self.object:setvelocity(v)
end,
timer = 0,
env_damage_timer = 0, -- only if state = "attack"
bombtimer = -999,
attack = {player=nil, dist=nil},
state = "stand",
v_start = false,
old_y = nil,
lifetimer = 600,
tamed = false,
boom = function(self, tnt_range)
local pos = self.object:getpos()
self.object:remove()
tnt:boom(pos)
end,
set_velocity = function(self, v)
local get_flowing_dir = function(self)
local pos = self.object:getpos()
local param2 = minetest.get_node(pos).param2
local p4 = {
{x=1,y=0,z=0},
{x=-1,y=0,z=0},
{x=0,y=0,z=1},
{x=0,y=0,z=-1},
}
local out = {x=0,y=0,z=0}
local num = 0
for i=1,4 do
local p2 = vector.add(pos, p4[i])
local name = minetest.get_node(p2).name
local par2 = minetest.get_node(p2).param2
-- param2 == 13 means water is falling down a block
if (name == "default:water_flowing" and par2 < param2 and param2 < 13) or (name == "default:water_flowing" and par2 == 13) or name == "air" then
out = vector.add(out, p4[i])
num = num + 1
end
end
if num then
return out
else
return false
end
end
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -v
local z = math.cos(yaw) * v
local v1 = {x=x, y=self.object:getvelocity().y, z=z}
local pos = self.object:getpos()
local name = minetest.get_node(pos).name
if name == "default:water_flowing" then
local v = get_flowing_dir(self)
if v then
v1 = vector.add(v1, vector.multiply(v, 1.3))
end
end
self.object:setvelocity(v1)
end,
get_velocity = function(self)
local v = self.object:getvelocity()
return (v.x^2 + v.z^2)^(0.5)
end,
set_animation = function(self, type)
if not self.animation then
return
end
if not self.animation.current then
self.animation.current = ""
end
if type == "stand" and self.animation.current ~= "stand" then
if
self.animation.stand_start
and self.animation.stand_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.stand_start,y=self.animation.stand_end},
self.animation.speed_normal, 0
)
self.animation.current = "stand"
end
elseif type == "look" and self.animation.current ~= "look" then
if
self.animation.look_start
and self.animation.look_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.look_start,y=self.animation.look_end},
self.animation.speed_normal, 0
)
self.animation.current = "look"
end
elseif type == "eat" and self.animation.current ~= "eat" then
if
self.animation.eat_start
and self.animation.eat_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.eat_start,y=self.animation.eat_end},
self.animation.speed_normal, 0
)
self.animation.current = "eat"
if self.name == "mobs:sheep" and self.naked then
local pos = self.object:getpos()
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass" then
minetest.set_node(pos, {name = "default:dirt"})
self.naked = false
if not self.color then
self.object:set_properties({
textures = {"sheep.png"},
})
else
self.object:set_properties({
textures = {"sheep_"..self.color..".png"},
})
end
end
end
end
elseif type == "shoot" and self.animation.current ~= "shoot" then
if
self.animation.shoot_start
and self.animation.shoot_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.shoot_start,y=self.animation.shoot_end},
self.animation.speed_normal, 0
)
self.animation.shootdur = (self.animation.shoot_end - self.animation.shoot_start)/self.animation.speed_normal - .5
self.animation.current = "shoot"
end
elseif type == "fly" and self.animation.current ~= "fly" then
if
self.animation.fly_start
and self.animation.fly_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.fly_start,y=self.animation.fly_end},
self.animation.speed_normal, 0
)
self.animation.current = "fly"
end
elseif type == "walk" and self.animation.current ~= "walk" then
if
self.animation.walk_start
and self.animation.walk_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.walk_start,y=self.animation.walk_end},
self.animation.speed_normal, 0
)
self.animation.current = "walk"
end
elseif type == "run" and self.animation.current ~= "run" then
if
self.animation.run_start
and self.animation.run_end
and self.animation.speed_run
then
self.object:set_animation(
{x=self.animation.run_start,y=self.animation.run_end},
self.animation.speed_run, 0
)
self.animation.current = "run"
end
elseif type == "punch" and self.animation.current ~= "punch" then
if
self.animation.punch_start
and self.animation.punch_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.punch_start,y=self.animation.punch_end},
self.animation.speed_normal, 0
)
self.animation.current = "punch"
end
elseif type == "hurt" and self.animation.current ~= "hurt" then
self.animation.hurtdur = .5
if
self.animation.hurt_start
and self.animation.hurt_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.hurt_start,y=self.animation.hurt_end},
self.animation.speed_normal, 0
)
self.animation.current = "hurt"
self.animation.hurtdur = (self.animation.hurt_end - self.animation.hurt_start)/self.animation.speed_normal - 1
end
elseif type == "death" and self.animation.current ~= "death" then
self.animation.deathdur = 1
if
self.animation.death_start
and self.animation.death_end
and self.animation.speed_normal
then
self.object:set_animation(
{x=self.animation.death_start,y=self.animation.death_end},
self.animation.speed_normal, 0
)
self.animation.current = "death"
self.animation.deathdur = (self.animation.death_end - self.animation.death_start)/self.animation.speed_normal - .5
end
end
end,
on_step = function(self, dtime)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 and not self.tamed then
local player_count = 0
for _,obj in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 30)) do
if obj:is_player() then
player_count = player_count+1
end
end
if player_count == 0 and self.state ~= "attack" then
self.object:remove()
return
end
end
if self.object:getvelocity().y > 0.1 then
local yaw = self.object:getyaw()
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
local x = math.sin(yaw) * -2
local z = math.cos(yaw) * 2
self.object:setacceleration({x=x, y=-10, z=z})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
if self.disable_fall_damage and self.object:getvelocity().y == 0 then
if not self.old_y then
self.old_y = self.object:getpos().y
else
local d = self.old_y - self.object:getpos().y
if d > 5 then
local damage = d-5
self.object:set_hp(self.object:get_hp()-damage)
if self.object:get_hp() == 0 then
self.object:remove()
end
end
self.old_y = self.object:getpos().y
end
end
self.timer = self.timer+dtime
self.bombtimer = self.bombtimer+dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
minetest.sound_play(self.sounds.random, {object = self.object})
end
local do_env_damage = function(self)
local pos = self.object:getpos()
local n = minetest.get_node(pos)
if self.light_damage and self.light_damage ~= 0
and pos.y>0
and minetest.get_node_light(pos)
and minetest.get_node_light(pos) > 4
and minetest.get_timeofday() > 0.2
and minetest.get_timeofday() < 0.8
then
self.object:set_hp(self.object:get_hp()-self.light_damage)
if self.object:get_hp() == 0 then
self.object:remove()
end
end
if self.water_damage and self.water_damage ~= 0 and
minetest.get_item_group(n.name, "water") ~= 0
then
self.object:set_hp(self.object:get_hp()-self.water_damage)
if self.object:get_hp() == 0 then
self.object:remove()
end
end
if self.lava_damage and self.lava_damage ~= 0 and
minetest.get_item_group(n.name, "lava") ~= 0
then
self.object:set_hp(self.object:get_hp()-self.lava_damage)
if self.object:get_hp() == 0 then
self.object:remove()
end
end
end
-- ridable pigs
if self.name == "mobs:pig" and self.saddle == "yes" and self.driver then
local item = self.driver:get_wielded_item()
if item:get_name() == "mobs:carrotstick" then
local yaw = self.driver:get_look_yaw() - math.pi / 2
local velo = self.object:getvelocity()
local v = 1.5
if math.abs(velo.x) + math.abs(velo.z) < .6 then velo.y = 5 end
self.state = "walk"
self:set_animation("walk")
self.object:setyaw(yaw)
self.object:setvelocity({x = -math.sin(yaw) * v, y = velo.y, z = math.cos(yaw) * v})
local inv = self.driver:get_inventory()
local stack = inv:get_stack("main", self.driver:get_wield_index())
stack:add_wear(100)
if stack:get_wear() > 65400 then
stack = {name = "fishing:pole", count = 1}
end
inv:set_stack("main", self.driver:get_wield_index(), stack)
return
end
end
self.env_damage_timer = self.env_damage_timer + dtime
if self.state == "attack" and self.env_damage_timer > 1 then
self.env_damage_timer = 0
do_env_damage(self)
elseif self.state ~= "attack" then
do_env_damage(self)
end
if self.type == "monster" and minetest.setting_getbool("enable_damage") then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player: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.attack_type == "bomb" and self.bombmode ~= "armed" then
if self.sounds and self.sounds.approach then
minetest.sound_play(self.sounds.approach, {object = self.object})
end
self.bombmode = "armed"
self.bombtimer = 0
end
if dist < self.view_range then
if self.attack.dist then
if dist < self.attack.dist then
self.attack.player = player
self.attack.dist = dist
end
else
self.state = "attack"
self.attack.player = player
self.attack.dist = dist
end
end
end
end
if self.follow and self.follow ~= "" and not self.following then
for _,player in pairs(minetest.get_connected_players()) do
local s = self.object:getpos()
local p = player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if self.view_range and dist < self.view_range then
self.following = player
end
end
end
if self.following and self.following:is_player() then
if self.following:get_wielded_item():get_name() ~= self.follow then
self.following = nil
self.v_start = false
else
local s = self.object:getpos()
local p = self.following:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range then
self.following = nil
self.v_start = false
else
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.walk_velocity)
else
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self:jump()
end
self.set_velocity(self, self.walk_velocity)
end
self:set_animation("walk")
else
self.v_start = false
self.set_velocity(self, 0)
self:set_animation("stand")
end
return
end
end
end
if self.state == "stand" then
if math.random(1, 4) == 1 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
self.set_velocity(self, 0)
self.set_animation(self, "stand")
local standanim = math.random(1,4)
if standanim == 2 then
self.set_animation(self, "look")
elseif standanim == 3 then
self.set_animation(self, "eat")
elseif standanim == 4 then
self.set_animation(self, "fly")
end
if math.random(1, 100) <= 50 then
self.set_velocity(self, self.walk_velocity)
self.state = "walk"
self.set_animation(self, "walk")
end
elseif self.state == "walk" then
if math.random(1, 100) <= 30 then
self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
end
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self:jump()
end
self:set_animation("walk")
self.set_velocity(self, self.walk_velocity)
if math.random(1, 100) <= 10 then
self.set_velocity(self, 0)
self.state = "stand"
self:set_animation("stand")
end
elseif self.state == "attack" and (self.attack_type == "dogfight" or self.attack_type == "bomb") then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
self:set_animation("stand")
self.attack = {player=nil, dist=nil}
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
self:set_animation("stand")
return
else
self.attack.dist = dist
end
if self.attack_type == "bomb" and self.bombmode == "armed" and self.bombtimer > 2 then
-- print("***BOOM",self.bombtimer)
self.bombmode = "exploded"
self.boom(self, math.random(2, 4))
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
-- creepers use a spiraling approach:
if self.attack_type == "bomb" then
yaw = yaw - 14*math.pi/180
end
self.object:setyaw(yaw)
if self.attack.dist > 2 then
if not self.v_start then
self.v_start = true
self.set_velocity(self, self.run_velocity)
else
if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
self:jump()
end
self.set_velocity(self, self.run_velocity)
end
self:set_animation("run")
else
self.set_velocity(self, 0)
self:set_animation("punch")
self.v_start = false
if self.timer > 1 then
self.timer = 0
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
self.attack.player:punch(self.object, 1.0, {
full_punch_interval=1.0,
damage_groups = {fleshy=self.damage}
}, vec)
end
end
elseif self.state == "attack" and self.attack_type == "shoot" then
if not self.attack.player or not self.attack.player:is_player() then
self.state = "stand"
self:set_animation("stand")
self.attack = {player=nil, dist=nil}
return
end
local s = self.object:getpos()
local p = self.attack.player:getpos()
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
if dist > self.view_range or self.attack.player:get_hp() <= 0 then
self.state = "stand"
self.v_start = false
self.set_velocity(self, 0)
self.attack = {player=nil, dist=nil}
self:set_animation("stand")
return
else
self.attack.dist = dist
self.shoot_interval = (dist + self.view_range) / self.view_range
end
local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
local yaw = math.atan(vec.z/vec.x)+math.pi/2
if self.drawtype == "side" then
yaw = yaw+(math.pi/2)
end
if p.x > s.x then
yaw = yaw+math.pi
end
self.object:setyaw(yaw)
if self.attack.dist < 4 then
self.set_velocity(self, -self.run_velocity)
elseif self.attack.dist > 8 then
self.set_velocity(self, self.run_velocity)
else
self.set_velocity(self, 0)
end
if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
self.timer = 0
self:set_animation("shoot")
minetest.after(self.animation.shootdur, function()
self:set_animation("walk")
end)
if self.sounds and self.sounds.attack then
minetest.sound_play(self.sounds.attack, {object = self.object})
end
local p = self.object:getpos()
p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
local obj = minetest.add_entity(p, self.arrow)
local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
local v = 15
vec.y = vec.y+1
vec.x = vec.x*v/amount
vec.y = vec.y*v/amount
vec.z = vec.z*v/amount
obj:setvelocity(vec)
end
end
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({fleshy=self.armor})
self.object:setacceleration({x=0, y=-10, z=0})
self.state = "stand"
self.attack = {player = nil, dist = nil}
self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
self.object:setyaw(math.random(1, 360)/180*math.pi)
if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
self.object:remove()
end
self.lifetimer = 600 - dtime_s
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp and tmp.lifetimer then
self.lifetimer = tmp.lifetimer - dtime_s
end
if tmp and tmp.tamed then
self.tamed = tmp.tamed
end
if tmp and tmp.color then
self.color = tmp.color
end
if tmp and tmp.naked then
self.naked = tmp.naked
end
if tmp and tmp.saddle then
self.saddle = tmp.saddle
end
end
if self.name == "mobs:sheep" and self.color and not self.naked then
self.object:set_properties({
textures = {"sheep_"..self.color..".png"},
})
self.drops = {
{name = "mobs:mutton_raw",
chance = 1,
min = 1,
max = 2,},
{name = "wool:"..self.color,
chance = 1,
min = 1,
max = 1,},
}
end
if self.name == "mobs:sheep" and not self.color then
local col = "white"
local cols = {"dark_grey", "grey", "black", "brown", "pink"}
if math.random(100) > 80 then
col = cols[math.random(1,5)]
end
self.color = col
self.object:set_properties({
textures = {"sheep_"..self.color..".png"},
})
self.drops = {
{name = "mobs:mutton_raw",
chance = 1,
min = 1,
max = 2,},
{name = "wool:"..self.color,
chance = 1,
min = 1,
max = 1,},
}
end
if self.name == "mobs:sheep" and self.naked then
self.object:set_properties({
textures = {"sheep_sheared.png"},
})
end
if self.name == "mobs:pig" and self.saddle == "yes" then
self.object:set_properties({
textures = {"pig_with_saddle.png"},
})
end
if self.lifetimer <= 0 and not self.tamed then
self.object:remove()
end
end,
get_staticdata = function(self)
local tmp = {
lifetimer = self.lifetimer,
tamed = self.tamed,
color = self.color,
naked = self.naked,
saddle = self.saddle,
}
return minetest.serialize(tmp)
end,
on_punch = function(self, hitter)
-- death happens at 20 hp so we can play the death animation:
if self.object:get_hp() <= 20 then
local pos = self.object:getpos()
minetest.add_particlespawner({
amount = 20,
time = .2,
minpos = {x=pos.x-1, y=pos.y-.5, z=pos.z-1},
maxpos = {x=pos.x+1, y=pos.y+.5, z=pos.z+1},
minvel = {x=0, y=.3, z=0},
maxvel = {x=0, y=2, z=0},
minacc = {x=-.2, y=-.2, z=-.2},
maxacc = {x=.2, y=.2, z=.2},
minexptime = 1,
maxexptime = 5,
minsize = 1,
maxsize = 1,
collisiondetection = false,
vertical = false,
texture = "bettertnt_smoke.png",
})
self:set_animation("death")
self.object:set_hp(1000)
if self.name == "mobs:pig" and self.driver then
local name = self.driver:get_player_name()
self.driver:set_detach()
default.player_attached[name] = false
default.player_set_animation(self.driver, "stand" , 30)
self.driver = nil
end
minetest.after(self.animation.deathdur, function()
self.object:remove()
end)
if self.sounds and self.sounds.death then
minetest.sound_play(self.sounds.death, {object = self.object})
end
pos.y = pos.y + 0.5
local obj = nil
local ndrops = 0
for _,drop in ipairs(self.drops) do
if math.random(1, drop.chance) == 1 and ndrops < (self.maxdrops or 100) then
obj = minetest.add_item(pos, ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
ndrops = ndrops + 1
if obj then
obj:setvelocity({x=math.random(-1,1), y=5, z=math.random(-1,1)})
end
end
end
else
if self.sounds and self.sounds.hurt then
minetest.sound_play(self.sounds.hurt, {object = self.object})
end
self:set_animation("hurt")
minetest.after(self.animation.hurtdur, function()
self:set_animation("walk")
end)
end
end,
__index = function(table,key)
return mobs.default_definition[key]
end,}
function mobs:register_mob(name, def)
setmetatable (def,mobs.default_definition)
minetest.register_entity(name, def)
end
function mobs:check_player_dist(pos, node)
for _,player in pairs(minetest.get_connected_players()) do
local p = player:getpos()
local dist = ((p.x-pos.x)^2 + (p.y-pos.y)^2 + (p.z-pos.z)^2)^0.5
if dist < 24 then
return 1
end
end
return nil
end
mobs.spawning_mobs = {}
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func)
if minetest.setting_getbool(string.gsub(name,":","_").."_spawn") ~= false then
mobs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = {"air"},
interval = 10,
chance = chance,
action = function(pos, node, _, active_object_count_wider)
if node.name == "default:ice" or node.name == "default:glass" then
return
end
if active_object_count_wider > active_object_count then
return
end
if not mobs.spawning_mobs[name] then
return
end
pos.y = pos.y+1
if not minetest.get_node_light(pos) then
return
end
if minetest.get_node_light(pos) > max_light then
return
end
if minetest.get_node_light(pos) < min_light then
return
end
if pos.y > max_height then
return
end
if minetest.get_node(pos).name ~= "air" then
return
end
pos.y = pos.y+1
if minetest.get_node(pos).name ~= "air" then
return
end
if spawn_func and not spawn_func(pos, node) then
return
end
if mobs:check_player_dist(pos, node) then
return
end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
end
minetest.add_entity(pos, name)
end
})
end
end
function mobs:register_arrow(name, def)
minetest.register_entity(name, {
physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
on_step = function(self, dtime)
local pos = self.object:getpos()
if minetest.get_node(self.object:getpos()).name ~= "air" then
minetest.sound_play("bowhit1", {pos = pos})
self.hit_node(self, pos, node)
self.object:remove()
return
end
pos.y = pos.y-1
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if player:is_player() then
self.hit_player(self, player)
minetest.sound_play("damage", {pos = pos})
self.object:remove()
return
end
end
end
})
end
function mobs:register_egg(mob, desc, img)
minetest.register_craftitem(mob, {
description = "Spawn "..desc,
inventory_image = img,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
if pointed_thing.above and not minetest.is_protected(pos, placer:get_player_name()) then
pos.y = pos.y + 0.5
minetest.add_entity(pos, mob)
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
end
return itemstack
end,
})
end