Added some comments to the code
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@ -1,5 +1,6 @@
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--MCmobs v0.4
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--MCmobs v0.4
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--maikerumine
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--maikerumine
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--updated by Herowl
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--made for MC like Survival game
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--made for MC like Survival game
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--License for code WTFPL and otherwise stated in readmes
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--License for code WTFPL and otherwise stated in readmes
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@ -25,7 +26,7 @@ end
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local function wither_unstuck(self)
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local function wither_unstuck(self)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if mobs_griefing then
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if mobs_griefing then -- destroy blocks very nearby (basically, colliding with)
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local col = self.collisionbox
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local col = self.collisionbox
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local pos1 = vector.offset(pos, col[1], col[2], col[3])
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local pos1 = vector.offset(pos, col[1], col[2], col[3])
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local pos2 = vector.offset(pos, col[4], col[5], col[6])
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local pos2 = vector.offset(pos, col[4], col[5], col[6])
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@ -47,7 +48,7 @@ local function wither_unstuck(self)
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end
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end
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end
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end
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end end end
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end end end
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else
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else -- when mobs_griefing disabled, make a small nondestructive explosion
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mcl_mobs.mob_class.safe_boom(self, pos, 2)
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mcl_mobs.mob_class.safe_boom(self, pos, 2)
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end
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end
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end
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end
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@ -124,6 +125,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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do_custom = function(self, dtime)
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do_custom = function(self, dtime)
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if self._spawning then
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if self._spawning then
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-- "loading" bar while spawning
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if not self._spw_max then self._spw_max = self._spawning end
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if not self._spw_max then self._spw_max = self._spawning end
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self._spawning = self._spawning - dtime
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self._spawning = self._spawning - dtime
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local bardef = {
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local bardef = {
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@ -139,12 +141,14 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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mcl_bossbars.add_bar(player, bardef, true, d)
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mcl_bossbars.add_bar(player, bardef, true, d)
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end
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end
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end
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end
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self.object:set_yaw(self._spawning*10)
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-- turn around and flash while spawning
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self.object:set_yaw(self._spawning*10)
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local factor = math.floor((math.sin(self._spawning*10)+1.5) * 85)
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local factor = math.floor((math.sin(self._spawning*10)+1.5) * 85)
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local str = minetest.colorspec_to_colorstring({r=factor, g=factor, b=factor})
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local str = minetest.colorspec_to_colorstring({r=factor, g=factor, b=factor})
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self.object:set_texture_mod("^[brighten^[multiply:"..str)
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self.object:set_texture_mod("^[brighten^[multiply:"..str)
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-- when fully spawned, explode
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if self._spawning <= 0 then
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if self._spawning <= 0 then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(pos, WITHER_INIT_BOOM, { drop_chance = 1.0 }, self.object)
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mcl_explosions.explode(pos, WITHER_INIT_BOOM, { drop_chance = 1.0 }, self.object)
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@ -159,6 +163,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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end
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end
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end
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end
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-- passive regeneration
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self._custom_timer = self._custom_timer + dtime
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self._custom_timer = self._custom_timer + dtime
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if self._custom_timer > 1 then
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if self._custom_timer > 1 then
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self.health = math.min(self.health + 1, self.hp_max)
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self.health = math.min(self.health + 1, self.hp_max)
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@ -179,7 +184,8 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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pos.z = spw.z + math.random(-R, R)
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pos.z = spw.z + math.random(-R, R)
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self.object:set_pos(pos)
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self.object:set_pos(pos)
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end
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end
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else
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else -- despawn automatically after set time
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-- HP changes impact timer: taking damage sets it back
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self._death_timer = self._death_timer + self.health - self._health_old
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self._death_timer = self._death_timer + self.health - self._health_old
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if self.health == self._health_old then self._death_timer = self._death_timer + dtime end
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if self.health == self._health_old then self._death_timer = self._death_timer + dtime end
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if self._death_timer > 100 then
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if self._death_timer > 100 then
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@ -190,11 +196,13 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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end
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end
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end
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end
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-- count withers per dimension
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local dim = mcl_worlds.pos_to_dimension(self.object:get_pos())
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local dim = mcl_worlds.pos_to_dimension(self.object:get_pos())
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if dim == "overworld" then mobs_mc.wither_count_overworld = mobs_mc.wither_count_overworld + 1
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if dim == "overworld" then mobs_mc.wither_count_overworld = mobs_mc.wither_count_overworld + 1
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elseif dim == "nether" then mobs_mc.wither_count_nether = mobs_mc.wither_count_nether + 1
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elseif dim == "nether" then mobs_mc.wither_count_nether = mobs_mc.wither_count_nether + 1
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elseif dim == "end" then mobs_mc.wither_count_end = mobs_mc.wither_count_end + 1 end
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elseif dim == "end" then mobs_mc.wither_count_end = mobs_mc.wither_count_end + 1 end
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-- update things dependent on HP
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local rand_factor
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local rand_factor
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if self.health < (self.hp_max / 2) then
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if self.health < (self.hp_max / 2) then
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self.base_texture = "mobs_mc_wither_half_health.png"
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self.base_texture = "mobs_mc_wither_half_health.png"
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