Add in prototype jump-only mobs api
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@ -314,7 +314,7 @@ function mobs:register_mob(name, def)
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swim = def.swim,
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swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source},
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pitch_switch = "static",
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--set_animation = mobs.set_animation,
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jump_only = def.jump_only,
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--end j4i stuff
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-- MCL2 extensions
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@ -342,7 +342,7 @@ local fly_state_switch = function(self, dtime)
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end
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--check if a mob needs to turn while flyming
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--check if a mob needs to turn while flying
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local fly_turn_check = function(self,dtime)
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local pos = self.object:get_pos()
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@ -446,8 +446,115 @@ local fly_state_execution = function(self,dtime)
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end
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--[[
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___
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|_ |
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| |_ _ _ __ ___ _ __
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| | | | | '_ ` _ \| '_ \
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/\__/ / |_| | | | | | | |_) |
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\____/ \__,_|_| |_| |_| .__/
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| |
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|_|
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]]--
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--check if a mob needs to turn while jumping
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local jump_turn_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return(green_flag_1)
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end
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-- state switching logic (stand, jump, run, attacks)
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local jump_state_list_wandering = {"stand", "jump"}
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local jump_state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)]
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end
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end
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-- states are executed here
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local jump_state_execution = function(self,dtime)
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local pos = self.object:get_pos()
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local collisionbox = self.object:get_properties().collisionbox
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--get the center of the mob
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pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
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local current_node = minetest_get_node(pos).name
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local float_now = false
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--recheck if in water or lava
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if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
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float_now = true
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end
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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elseif self.state == "jump" then
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self.walk_timer = self.walk_timer - dtime
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--reset the jump timer
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if self.walk_timer <= 0 then
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--re-randomize the jump timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--jumping mobs are more loosey goosey
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if node_in_front_of == 1 then
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quick_rotate(self,dtime)
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end
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--only move forward if path is clear
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mobs.jump_move(self,self.walk_velocity)
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elseif self.state == "run" then
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print("run")
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elseif self.state == "attack" then
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print("attack")
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end
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if float_now then
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mobs.float(self)
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end
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end
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@ -470,8 +577,12 @@ mobs.mob_step = function(self, dtime)
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return false
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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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if self.swim then
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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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@ -221,6 +221,54 @@ mobs.set_fly_velocity = function(self, v)
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
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end
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--[[
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___
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|_ |
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| |_ _ _ __ ___ _ __
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| | | | | '_ ` _ \| '_ \
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/\__/ / |_| | | | | | | |_) |
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\____/ \__,_|_| |_| |_| .__/
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]]--
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--special mob jump movement
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mobs.jump_move = function(self, velocity)
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if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
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return
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end
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--make the mob stick for a split second
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mobs.set_velocity(self,0)
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--fallback velocity to allow modularity
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jump_height = 8
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local yaw = (self.yaw or 0)
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = (math_sin(yaw) * -velocity),
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y = jump_height,
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z = (math_cos(yaw) * velocity),
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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@ -64,6 +64,7 @@ local slime_big = {
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hp_max = 16,
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xp_min = 4,
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xp_max = 4,
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rotate = 270,
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collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
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visual_size = {x=12.5, y=12.5},
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textures = {{"mobs_mc_slime.png"}},
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@ -100,6 +101,7 @@ local slime_big = {
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view_range = 16,
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attack_type = "dogfight",
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passive = false,
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jump_only = true,
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jump = true,
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walk_velocity = 2.5,
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run_velocity = 2.5,
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@ -311,6 +313,7 @@ local magma_cube_big = {
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},
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walk_velocity = 4,
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run_velocity = 4,
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rotate = 270,
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damage = 6,
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reach = 3,
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armor = 53,
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@ -337,12 +340,13 @@ local magma_cube_big = {
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},
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water_damage = 0,
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lava_damage = 0,
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fire_damage = 0,
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fire_damage = 0,
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light_damage = 0,
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fall_damage = 0,
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view_range = 16,
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attack_type = "dogfight",
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passive = false,
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jump_only = true,
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jump = true,
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jump_height = 8,
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walk_chance = 0,
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