diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 61976d7603..4e0d8d1c04 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -285,7 +285,7 @@ end -- set and return valid yaw -local set_yaw = function(self, yaw, delay) +local set_yaw = function(self, yaw, delay, dtime) if not yaw or yaw ~= yaw then yaw = 0 @@ -294,6 +294,9 @@ local set_yaw = function(self, yaw, delay) delay = delay or 0 if delay == 0 then + if self.shaking and dtime then + yaw = yaw + (math.random() * 2 - 1) * 5 * dtime + end self.object:set_yaw(yaw) return yaw end @@ -305,8 +308,8 @@ local set_yaw = function(self, yaw, delay) end -- global function to set mob yaw -function mobs:yaw(self, yaw, delay) - set_yaw(self, yaw, delay) +function mobs:yaw(self, yaw, delay, dtime) + set_yaw(self, yaw, delay, dtime) end local add_texture_mod = function(self, mod) @@ -2482,7 +2485,7 @@ local do_states = function(self, dtime) if p.x > s.x then yaw = yaw + pi end - yaw = set_yaw(self, yaw) + yaw = set_yaw(self, yaw, 0, dtime) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius @@ -2655,7 +2658,7 @@ local do_states = function(self, dtime) if p.x > s.x then yaw = yaw + pi end - yaw = set_yaw(self, yaw) + yaw = set_yaw(self, yaw, 0, dtime) -- move towards enemy if beyond mob reach if dist > self.reach then @@ -2760,7 +2763,7 @@ local do_states = function(self, dtime) if p.x > s.x then yaw = yaw + pi end - yaw = set_yaw(self, yaw) + yaw = set_yaw(self, yaw, 0, dtime) set_velocity(self, 0) @@ -3460,6 +3463,9 @@ local mob_step = function(self, dtime) end self.delay = self.delay - 1 + if self.shaking then + yaw = yaw + (math.random() * 2 - 1) * 5 * dtime + end self.object:set_yaw(yaw) end diff --git a/mods/ENTITIES/mobs_mc/villager_zombie.lua b/mods/ENTITIES/mobs_mc/villager_zombie.lua index 3183b9d71c..d7f2203e13 100644 --- a/mods/ENTITIES/mobs_mc/villager_zombie.lua +++ b/mods/ENTITIES/mobs_mc/villager_zombie.lua @@ -5,12 +5,25 @@ local S = minetest.get_translator("mobs_mc") --- TODO: Turn villagers to zombie villager - --################### --################### ZOMBIE VILLAGER --################### +local professions = { + farmer = "mobs_mc_villager_farmer.png", + fisherman = "mobs_mc_villager_farmer.png", + fletcher = "mobs_mc_villager_farmer.png", + shepherd = "mobs_mc_villager_farmer.png", + librarian = "mobs_mc_villager_librarian.png", + cartographer = "mobs_mc_villager_librarian.png", + armorer = "mobs_mc_villager_smith.png", + leatherworker = "mobs_mc_villager_butcher.png", + butcher = "mobs_mc_villager_butcher.png", + weapon_smith = "mobs_mc_villager_smith.png", + tool_smith = "mobs_mc_villager_smith.png", + cleric = "mobs_mc_villager_priest.png", + nitwit = "mobs_mc_villager.png", +} mobs:register_mob("mobs_mc:villager_zombie", { type = "monster", @@ -82,6 +95,50 @@ mobs:register_mob("mobs_mc:villager_zombie", { run_start = 0, run_end = 20, }, + on_rightclick = function(self, clicker) + if not self._curing and clicker and clicker:is_player() then + local wielditem = clicker:get_wielded_item() + -- ToDo: Only cure if zombie villager has the weakness effect + if wielditem:get_name() == "mcl_core:apple_gold" then + wielditem:take_item() + clicker:set_wielded_item(wielditem) + self._curing = math.random(3 * 60, 5 * 60) + self.shaking = true + end + end + end, + do_custom = function(self, dtime) + if self._curing then + self._curing = self._curing - dtime + local obj = self.object + if self._curing <= 0 then + local villager_obj = minetest.add_entity(obj:get_pos(), "mobs_mc:villager") + local villager = villager_obj:get_luaentity() + local yaw = obj:get_yaw() + villager_obj:set_yaw(yaw) + villager.target_yaw = yaw + villager.nametag = self.nametag + local texture = self.base_texture[1]:gsub("zombie", "villager") + if texture == "mobs_mc_villager_villager.png" then + texture = "mobs_mc_villager.png" + end + local textures = {texture} + villager.base_texture = textures + villager_obj:set_properties({textures = textures}) + local matches = {} + for prof, tex in pairs(professions) do + if texture == tex then + table.insert(matches, prof) + end + end + villager._profession = matches[math.random(#matches)] + self._curing = nil + mcl_burning.extinguish(obj) + obj:remove() + return false + end + end + end, sunlight_damage = 2, ignited_by_sunlight = true, view_range = 16, @@ -89,7 +146,8 @@ mobs:register_mob("mobs_mc:villager_zombie", { harmed_by_heal = true, }) -mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 4090, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max) +mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.village, {"air"}, 0, 7, 30, 4090, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max) +mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 60000, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max) -- spawn eggs mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0)