274 lines
7.2 KiB
Lua
274 lines
7.2 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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-- play sound
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function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
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local soundinfo
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if self.sounds_child and self.child then
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soundinfo = self.sounds_child
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elseif self.sounds then
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soundinfo = self.sounds
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end
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if not soundinfo then
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return
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end
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local sound = soundinfo[soundname]
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
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return
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end
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local pitch
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if not fixed_pitch then
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local base_pitch = soundinfo.base_pitch
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if not base_pitch then
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base_pitch = 1
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end
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if self.child and (not self.sounds_child) then
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-- Children have higher pitch
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pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
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-- randomize the pitch a bit
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pitch = pitch + math.random(-10, 10) * 0.005
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end
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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pitch = pitch,
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}, true)
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self.opinion_sound_cooloff = 1
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end
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end
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function mob_class:add_texture_mod(mod)
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local full_mod = ""
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local already_added = false
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for i=1, #self.texture_mods do
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if mod == self.texture_mods[i] then
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already_added = true
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end
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full_mod = full_mod .. self.texture_mods[i]
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end
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if not already_added then
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full_mod = full_mod .. mod
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table.insert(self.texture_mods, mod)
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end
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self.object:set_texture_mod(full_mod)
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end
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function mob_class:remove_texture_mod(mod)
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local full_mod = ""
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local remove = {}
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for i=1, #self.texture_mods do
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if self.texture_mods[i] ~= mod then
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full_mod = full_mod .. self.texture_mods[i]
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else
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table.insert(remove, i)
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end
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end
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for i=#remove, 1 do
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table.remove(self.texture_mods, remove[i])
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end
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self.object:set_texture_mod(full_mod)
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end
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-- custom particle effects
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function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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radius = radius or 2
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min_size = min_size or 0.5
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max_size = max_size or 1
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gravity = gravity or DEFAULT_FALL_SPEED
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glow = glow or 0
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go_down = go_down or false
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local ym
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if go_down then
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ym = 0
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else
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ym = -radius
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end
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minetest.add_particlespawner({
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amount = amount,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = ym, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = {x = 0, y = gravity, z = 0},
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maxacc = {x = 0, y = gravity, z = 0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = min_size,
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maxsize = max_size,
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texture = texture,
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glow = glow,
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})
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end
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function mob_class:damage_effect(damage)
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-- damage particles
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if (not disable_blood) and damage > 0 then
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local amount_large = math.floor(damage / 2)
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local amount_small = damage % 2
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local pos = self.object:get_pos()
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pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
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local texture = "mobs_blood.png"
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-- full heart damage (one particle for each 2 HP damage)
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if amount_large > 0 then
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mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
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end
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-- half heart damage (one additional particle if damage is an odd number)
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if amount_small > 0 then
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-- TODO: Use "half heart"
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mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
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end
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end
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end
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mcl_mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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else
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min = { x = -0.5, y = 0, z = -0.5 }
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max = { x = 0.5, y = 0.5, z = 0.5 }
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end
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if rotate then
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min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
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max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
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min, max = vector.sort(min, max)
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min = vector.multiply(min, 0.5)
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max = vector.multiply(max, 0.5)
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end
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minetest.add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-5,-5,-5),
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maxvel = vector.new(5,5,5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest.sound_play("mcl_mobs_mob_poof", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 8,
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}, true)
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end
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function mob_class:remove_particlespawners(pn)
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if not active_particlespawners[pn] then return end
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if not active_particlespawners[pn][self.object] then return end
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for k,v in pairs(active_particlespawners[pn][self.object]) do
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minetest.delete_particlespawner(v)
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end
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end
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function mob_class:add_particlespawners(pn)
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if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
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if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
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for _,ps in pairs(self.particlespawners) do
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ps.attached = self.object
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ps.playername = pn
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table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
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end
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end
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function mob_class:check_particlespawners(dtime)
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if not self.particlespawners then return end
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--minetest.log(dump(active_particlespawners))
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if self._particle_timer and self._particle_timer >= 1 then
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self._particle_timer = 0
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local players = {}
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for _,player in pairs(minetest.get_connected_players()) do
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local pn = player:get_player_name()
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table.insert(players,pn)
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if not active_particlespawners[pn] then
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active_particlespawners[pn] = {} end
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local dst = vector.distance(player:get_pos(),self.object:get_pos())
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if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
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self:add_particlespawners(pn)
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elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
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self:remove_particlespawners(pn)
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end
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end
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elseif not self._particle_timer then
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self._particle_timer = 0
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end
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self._particle_timer = self._particle_timer + dtime
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end
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-- set defined animation
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function mob_class:set_animation(anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
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return
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end
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if self.jockey then
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anim = "jockey"
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end
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if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
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self._current_animation = self._current_animation or ""
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if (anim == self._current_animation
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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return
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end
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self._current_animation = anim
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local a_start = self.animation[anim .. "_start"]
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local a_end
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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if a_start and a_end then
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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end
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-- above function exported for mount.lua
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function mcl_mobs:set_animation(self, anim)
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self:set_animation(anim)
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end
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