Make mob punching time based
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@ -685,8 +685,6 @@ mobs.mob_step = function(self, dtime)
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end
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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mobs.collision(self)
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@ -80,6 +80,12 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
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end
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--don't do damage until pause timer resets
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if self.pause_timer > 0 then
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print(self.pause_timer)
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return
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end
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-- error checking when mod profiling is enabled
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if not tool_capabilities then
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@ -93,6 +99,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- punch interval
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local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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-- exhaust attacker
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@ -105,23 +112,9 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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local armor = self.object:get_armor_groups() or {}
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local tmp
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-- quick error check in case it ends up 0 (serialize.h check test)
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if tflp == 0 then
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tflp = 0.2
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end
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--calculate damage groups
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for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
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tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
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if tmp < 0 then
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tmp = 0.0
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elseif tmp > 1 then
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tmp = 1.0
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end
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damage = damage + (tool_capabilities.damage_groups[group] or 0)
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* tmp * ((armor[group] or 0) / 100.0)
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damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
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end
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if weapon then
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@ -200,61 +193,60 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- die = true
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--end
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-- knock back effect (only on full punch)
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if tflp >= punch_interval then
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-- knock back effect
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local velocity = self.object:get_velocity()
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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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--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 dir = vector.direction(pos2,pos1)
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local up = 3
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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 velocity.y ~= 0 then
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up = 0
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end
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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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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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if hitter and is_player then
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local wielditem = hitter:get_wielded_item()
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kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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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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dir = vector_multiply(dir,multiplier)
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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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-- if already in air then dont go up anymore when hit
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if velocity.y ~= 0 then
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up = 0
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end
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end -- END if damage
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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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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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if hitter and is_player then
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local wielditem = hitter:get_wielded_item()
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kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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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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dir = vector_multiply(dir,multiplier)
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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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--0.4 seconds until you can hurt the mob again
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self.pause_timer = 0.4
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end
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-- END if damage
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-- if skittish then run away
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--[[
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