Fix up pillagers

This commit is contained in:
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 2022-08-14 10:40:22 -05:00 committed by cora
parent 092b746b0b
commit 181eb96c6d
5 changed files with 32 additions and 72 deletions

View File

@ -407,15 +407,15 @@ local set_animation = function(self, anim, fixed_frame)
if flight_check(self) and self.fly and anim == "walk" then anim = "fly" end
self.animation.current = self.animation.current or ""
self._current_animation = self._current_animation or ""
if (anim == self.animation.current
if (anim == self._current_animation
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self.animation.current = anim
self._current_animation = anim
local a_start = self.animation[anim .. "_start"]
local a_end

View File

@ -1,8 +1,7 @@
local S = minetest.get_translator("mobs_mc")
local mod_bows = minetest.get_modpath("mcl_bows") ~= nil
local function reload(self)
if not self or not self.object then return end
if not self.object:get_pos() then return end
minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
if not props then return end
@ -11,8 +10,8 @@ local function reload(self)
end
local function reset_animation(self, animation)
if not self or not self.object or self.current_animation ~= animation then return end
self.animation.current = "stand_reload" -- Mobs Redo won't set the animation unless we do this
if not self.object:get_pos() or self._current_animation ~= animation then return end
self._current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
mcl_mobs:set_animation(self, animation)
end
@ -20,53 +19,33 @@ pillager = {
description = S("Pillager"),
type = "monster",
spawn_class = "hostile",
hostile = true,
rotate = 0,
hp_min = 24,
hp_max = 24,
xp_min = 6,
xp_max = 6,
breath_max = -1,
eye_height = 1.5,
projectile_cooldown = 3, -- Useless
shoot_interval = 3, -- Useless
shoot_interval = 3,
shoot_offset = 1.5,
dogshoot_switch = 1,
dogshoot_count_max = 1.8,
projectile_cooldown_min = 3,
projectile_cooldown_max = 2.5,
armor = {fleshy = 100},
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1,
group_attack = true,
visual = "mesh",
mesh = "mobs_mc_pillager.b3d",
--head code
has_head = false,
head_bone = "head",
swap_y_with_x = true,
reverse_head_yaw = true,
head_bone_pos_y = 2.4,
head_bone_pos_z = 0,
head_height_offset = 1.1,
head_direction_offset = 0,
head_pitch_modifier = 0,
--end head code
visual_size = {x=2.75, y=2.75},
makes_footstep_sound = true,
walk_velocity = 1.2,
run_velocity = 4,
damage = 2,
reach = 8,
view_range = 16,
fear_height = 4,
attack_type = "shoot",
arrow = "mcl_bows:arrow_entity",
attack_type = "dogshoot", -- Alternate punching/shooting
reach = 0, -- Punching max distance
damage = 0, -- Punching damage
dogshoot_switch = 1, -- Start of shooting
dogshoot_count_max = 5, -- Max time spent shooting (standing)
dogshoot_count2_max = 1, -- Max time spent punching (running)
sounds = {
random = "mobs_mc_pillager_grunt2",
war_cry = "mobs_mc_pillager_grunt1",
@ -97,64 +76,45 @@ pillager = {
},
},
animation = {
unloaded_walk_start = 1,
unloaded_walk_end = 40,
unloaded_stand_start = 41,
unloaded_stand_end = 60,
reload_stand_speed = 20,
reload_stand_start = 61,
reload_stand_end = 100,
stand_speed = 6,
stand_start = 101,
stand_end = 109,
walk_speed = 25,
walk_start = 111,
walk_end = 150,
run_speed = 40,
run_start = 111,
run_end = 150,
reload_run_speed = 20,
reload_run_start = 151,
reload_run_end = 190,
die_speed = 15,
die_start = 191,
die_end = 192,
unloaded_walk_start = 1, unloaded_walk_end = 40,
unloaded_stand_start = 41, unloaded_stand_end = 60,
reload_stand_start = 61, reload_stand_end = 100, reload_stand_speed = 20,
stand_start = 101, stand_end = 109, stand_speed = 6,
walk_start = 111, walk_end = 150, walk_speed = 30,
run_start = 111, run_end = 150, run_speed = 50,
reload_run_start = 151, reload_run_end = 190, reload_run_speed = 20,
die_start = 191, die_end = 192, die_speed = 15,
stand_unloaded_start = 40, stand_unloaded_end = 59,
die_loop = false,
stand_unloaded_start = 40,
stand_unloaded_end = 59,
},
shoot_arrow = function(self, pos, dir)
minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
local props = self.object:get_properties()
props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
self.object:set_properties(props)
local old_anim = self.animation.current
if old_anim == "run" then
local old_anim = self._current_animation
if old_anim == "run" or old_anim == "walk" then
mcl_mobs:set_animation(self, "reload_run")
end
if old_anim == "stand" then
mcl_mobs:set_animation(self, "reload_stand")
end
self.animation.current = old_anim -- Mobs Redo will imediately reset the animation otherwise
self._current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
minetest.after(1, reload, self)
minetest.after(2, reset_animation, self, old_anim)
if mod_bows then
-- 2-4 damage per arrow
local dmg = math.max(4, math.random(2, 8))
mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end
-- 2-4 damage per arrow
local dmg = math.max(4, math.random(2, 8))
mcl_bows_s.shoot_arrow_crossbow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
if self.sounds and self.sounds.random then
self.sounds = table.copy(self.sounds)
self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
end
-- Randomize reload time
self.shoot_interval = math.random(3, 4)
end,
}

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