forked from MineClone5/MineClone5
Implement ability to hurt mobs
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45790c0be0
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@ -650,23 +650,30 @@ mobs.mob_step = function(self, dtime)
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end
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end
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--jump only (like slimes)
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if self.jump_only then
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jump_state_switch(self, dtime)
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jump_state_execution(self, dtime)
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--swimming
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elseif self.swim then
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swim_state_switch(self, dtime)
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swim_state_execution(self, dtime)
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--flying
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elseif self.fly then
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fly_state_switch(self, dtime)
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fly_state_execution(self,dtime)
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--regular mobs that walk around
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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--don't break eye contact
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if self.hostile and self.attacking then
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mobs.set_yaw_while_attacking(self)
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end
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else
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land_state_switch(self, dtime)
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land_state_execution(self,dtime)
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--jump only (like slimes)
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if self.jump_only then
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jump_state_switch(self, dtime)
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jump_state_execution(self, dtime)
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--swimming
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elseif self.swim then
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swim_state_switch(self, dtime)
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swim_state_execution(self, dtime)
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--flying
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elseif self.fly then
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fly_state_switch(self, dtime)
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fly_state_execution(self,dtime)
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--regular mobs that walk around
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else
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land_state_switch(self, dtime)
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land_state_execution(self,dtime)
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end
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end
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@ -1,10 +1,12 @@
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local minetest_after = minetest.after
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local minetest_sound_play = minetest.sound_play
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local math_floor = math.floor
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local math_min = math.min
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local math_floor = math.floor
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local math_min = math.min
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local math_random = math.random
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local vector_direction = vector.direction
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local vector_multiply = vector.multiply
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mobs.feed_tame = function(self)
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return nil
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@ -149,8 +151,8 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- add weapon wear manually
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-- Required because we have custom health handling ("health" property)
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--minetest_is_creative_enabled("") ~= true removed for now
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if tool_capabilities then
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--minetest_is_creative_enabled("") ~= true --removed for now
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if tool_capabilities then
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if tool_capabilities.punch_attack_uses then
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-- Without this delay, the wear does not work. Quite hacky ...
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minetest_after(0, function(name)
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@ -199,33 +201,39 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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--end
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-- knock back effect (only on full punch)
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if not die
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and self.knock_back
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and tflp >= punch_interval then
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if tflp >= punch_interval then
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local v = self.object:get_velocity()
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local r = 1.4 - math_min(punch_interval, 1.4)
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local kb = r * 2.0
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local up = 2
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local velocity = self.object:get_velocity()
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--2d direction
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = hitter:get_pos()
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pos2.y = 0
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local dir = vector.direction(pos2,pos1)
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local up = 3
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-- if already in air then dont go up anymore when hit
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if v.y ~= 0
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or self.fly then
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if velocity.y ~= 0 then
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up = 0
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end
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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--0.75 for perfect distance to not be too easy, and not be too hard
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local multiplier = 0.75
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-- check if tool already has specific knockback value
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if tool_capabilities.damage_groups["knockback"] then
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kb = tool_capabilities.damage_groups["knockback"]
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else
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kb = kb * 1.5
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local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
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if knockback_enchant and knockback_enchant > 0 then
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multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
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end
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local luaentity
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--[[ --why does this multiply it again???
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if hitter then
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luaentity = hitter:get_luaentity()
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end
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@ -235,14 +243,16 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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elseif luaentity and luaentity._knockback then
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kb = kb + luaentity._knockback
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end
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]]--
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self.object:set_velocity({
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x = dir.x * kb,
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y = dir.y * kb + up * 2,
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z = dir.z * kb
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})
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dir = vector_multiply(dir,multiplier)
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self.pause_timer = 0.25
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dir.y = up
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--add velocity breaks momentum - use set velocity
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self.object:set_velocity(dir)
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self.pause_timer = 0.4
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end
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end -- END if damage
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