350 lines
10 KiB
Lua
350 lines
10 KiB
Lua
--MCmobs v0.4
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--maikerumine
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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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-- intllib
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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--dofile(minetest.get_modpath("mobs").."/api.lua")
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--###################
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--################### HORSE
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--###################
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-- Return overlay texture for horse/donkey/mule, e.g. chest, saddle or horse armor
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local horse_extra_texture = function(horse)
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local base = horse._naked_texture
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local saddle = horse._saddle
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local chest = horse._chest
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local armor = horse._horse_armor
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if armor then
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if minetest.get_item_group(armor, "horse_armor") > 0 then
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base = base .. "^" .. minetest.registered_items[armor]._horse_overlay_image
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end
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end
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if saddle then
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base = base .. "^mobs_mc_horse_saddle.png"
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end
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if chest then
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base = base .. "^mobs_mc_horse_chest.png"
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end
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return base
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end
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-- Helper functions to determine equipment rules
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local can_equip_horse_armor = function(entity_id)
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return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse"
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end
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local can_equip_chest = function(entity_id)
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return entity_id == "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
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end
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local can_breed = function(entity_id)
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return entity_id == "mobs_mc:horse" or "mobs_mc:mule" or entity_id == "mobs_mc:donkey"
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end
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--[[ Generate all possible horse textures.
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Horse textures are a combination of a base texture and an optional marking overlay. ]]
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-- The base horse textures
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local horse_base = {
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"mobs_mc_horse_brown.png",
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"mobs_mc_horse_darkbrown.png",
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"mobs_mc_horse_white.png",
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"mobs_mc_horse_gray.png",
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"mobs_mc_horse_black.png",
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"mobs_mc_horse_chestnut.png",
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}
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-- Horse marking texture overlay, to be appended to the base texture string
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local horse_markings = {
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"", -- no markings
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"^mobs_mc_horse_markings_whitedots.png", -- snowflake appaloosa
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"^mobs_mc_horse_markings_blackdots.png", -- sooty
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"^mobs_mc_horse_markings_whitefield.png", -- paint
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"^mobs_mc_horse_markings_white.png", -- stockings and blaze
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}
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local horse_textures = {}
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for b=1, #horse_base do
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for m=1, #horse_markings do
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table.insert(horse_textures, { horse_base[b] .. horse_markings[m] })
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end
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end
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-- Horse
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local horse = {
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type = "animal",
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visual = "mesh",
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mesh = "mobs_mc_horse.b3d",
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visual_size = {x=3.0, y=3.0},
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collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825},
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animation = {
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stand_speed = 25, walk_speed = 25, run_speed = 50,
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stand_start = 0, stand_end = 0,
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walk_start = 0, walk_end = 40,
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run_start = 0, run_end = 40,
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},
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textures = horse_textures,
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fear_height = 4,
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fly = false,
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walk_chance = 60,
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view_range = 16,
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follow = mobs_mc.follow.horse,
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passive = true,
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hp_min = 15,
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hp_max = 30,
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floats = 1,
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lava_damage = 4,
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water_damage = 1,
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makes_footstep_sound = true,
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jump = true,
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jump_height = 5.75, -- can clear 2.5 blocks
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drops = {
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{name = mobs_mc.items.leather,
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chance = 1,
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min = 0,
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max = 2,},
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},
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do_custom = function(self, dtime)
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-- set needed values if not already present
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if not self._regentimer then
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self._regentimer = 0
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end
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if not self.v2 then
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self.v2 = 0
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self.max_speed_forward = 7
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self.max_speed_reverse = 2
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self.accel = 6
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self.terrain_type = 3
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self.driver_attach_at = {x = 0, y = 7.5, z = -1.75}
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self.driver_eye_offset = {x = 0, y = 3, z = 0}
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self.driver_scale = {x = 1/self.visual_size.x, y = 1/self.visual_size.y}
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end
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-- Slowly regenerate health
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self._regentimer = self._regentimer + dtime
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if self._regentimer >= 4 then
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if self.health < self.hp_max then
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self.health = self.health + 1
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end
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self._regentimer = 0
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end
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-- if driver present allow control of horse
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if self.driver then
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mobs.drive(self, "walk", "stand", false, dtime)
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return false -- skip rest of mob functions
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end
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return true
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end,
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on_die = function(self, pos)
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-- drop saddle when horse is killed while riding
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if self._saddle then
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minetest.add_item(pos, mobs_mc.items.saddle)
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end
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-- also detach from horse properly
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if self.driver then
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mobs.detach(self.driver, {x = 1, y = 0, z = 1})
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end
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end,
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on_rightclick = function(self, clicker)
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-- make sure player is clicking
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if not clicker or not clicker:is_player() then
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return
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end
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local item = clicker:get_wielded_item()
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if can_breed(self.name) and (item:get_name() == mobs_mc.items.golden_apple or item:get_name() == mobs_mc.items.golden_carrot) then
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-- Breed horse with golden apple or golden carrot
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if mobs:feed_tame(self, clicker, 1, true, false) then return end
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end
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-- Feed/tame with anything else
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-- TODO: Different health bonus for feeding
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if mobs:feed_tame(self, clicker, 1, false, true) then return end
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if mobs:protect(self, clicker) then return end
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-- Make sure tamed horse is mature and being clicked by owner only
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if self.tamed and not self.child and self.owner == clicker:get_player_name() then
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local inv = clicker:get_inventory()
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-- detatch player already riding horse
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if self.driver and clicker == self.driver then
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mobs.detach(clicker, {x = 1, y = 0, z = 1})
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-- Put on saddle if tamed
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elseif not self.driver and not self._saddle
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and clicker:get_wielded_item():get_name() == mobs_mc.items.saddle then
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-- Put on saddle and take saddle from player's inventory
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local w = clicker:get_wielded_item()
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self._saddle = true
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if not minetest.settings:get_bool("creative_mode") then
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w:take_item()
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clicker:set_wielded_item(w)
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end
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-- Update texture
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if not self._naked_texture then
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-- Base horse texture without chest or saddle
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self._naked_texture = self.base_texture[1]
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end
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local tex = horse_extra_texture(self)
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self.base_texture = { tex }
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self.object:set_properties({textures = self.base_texture})
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-- Put on horse armor if tamed
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elseif can_equip_horse_armor(self.name) and not self.driver and not self._horse_armor
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and minetest.get_item_group(clicker:get_wielded_item():get_name(), "horse_armor") > 0 then
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-- Put on armor and take armor from player's inventory
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local w = clicker:get_wielded_item()
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local armor = minetest.get_item_group(w:get_name(), "horse_armor")
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self._horse_armor = w:get_name()
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if not minetest.settings:get_bool("creative_mode") then
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w:take_item()
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clicker:set_wielded_item(w)
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end
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-- Set horse armor strength
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--[[ WARNING: This goes deep into the entity data structure and depends on
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how Mobs Redo works internally. This code assumes that Mobs Redo uses
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the fleshy group for armor. ]]
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-- TODO: Change this code as soon Mobs Redo officially allows to change armor afterwards
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self.armor = armor
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local agroups = self.object:get_armor_groups()
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agroups.fleshy = self.armor
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self.object:set_armor_groups(agroups)
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-- Update texture
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if not self._naked_texture then
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-- Base horse texture without chest or saddle
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self._naked_texture = self.base_texture[1]
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end
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local tex = horse_extra_texture(self)
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self.base_texture = { tex }
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self.object:set_properties({textures = self.base_texture})
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-- Mount horse
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elseif not self.driver and self._saddle then
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self.object:set_properties({stepheight = 1.1})
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mobs.attach(self, clicker)
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-- Used to capture horse
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elseif not self.driver and clicker:get_wielded_item():get_name() ~= "" then
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mobs:capture_mob(self, clicker, 0, 5, 60, false, nil)
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end
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end
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end
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}
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mobs:register_mob("mobs_mc:horse", horse)
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-- Skeleton horse
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local skeleton_horse = table.copy(horse)
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skeleton_horse.textures = {{"mobs_mc_horse_skeleton.png"}}
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skeleton_horse.drops = {
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{name = mobs_mc.items.bone,
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chance = 1,
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min = 0,
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max = 2,},
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}
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skeleton_horse.sounds = {
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random = "skeleton1",
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death = "skeletondeath",
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damage = "skeletonhurt1",
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distance = 16,
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}
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skeleton_horse.blood_amount = 0
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mobs:register_mob("mobs_mc:skeleton_horse", skeleton_horse)
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-- Zombie horse
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local zombie_horse = table.copy(horse)
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zombie_horse.textures = {{"mobs_mc_horse_zombie.png"}}
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zombie_horse.drops = {
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{name = mobs_mc.items.rotten_flesh,
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chance = 1,
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min = 0,
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max = 2,},
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}
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zombie_horse.sounds = {
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random = "zombie1",
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death = "zombiedeath",
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damage = "zombiehurt1",
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distance = 16,
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}
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mobs:register_mob("mobs_mc:zombie_horse", zombie_horse)
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-- Donkey
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local d = 0.86 -- donkey scale
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local donkey = table.copy(horse)
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donkey.textures = {{"mobs_mc_donkey.png"}}
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donkey.animation = {
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speed_normal = 25,
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stand_start = 0, stand_end = 0,
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walk_start = 0, walk_end = 40,
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}
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donkey.visual_size = { x=horse.visual_size.x*d, y=horse.visual_size.y*d }
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donkey.collisionbox = {
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horse.collisionbox[1] * d,
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horse.collisionbox[2] * d,
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horse.collisionbox[3] * d,
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horse.collisionbox[4] * d,
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horse.collisionbox[5] * d,
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horse.collisionbox[6] * d,
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}
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donkey.jump = true
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donkey.jump_height = 3.75 -- can clear 1 block height
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mobs:register_mob("mobs_mc:donkey", donkey)
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-- Mule
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local m = 0.94
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local mule = table.copy(donkey)
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mule.textures = {{"mobs_mc_mule.png"}}
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mule.visual_size = { x=horse.visual_size.x*m, y=horse.visual_size.y*m }
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mule.collisionbox = {
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horse.collisionbox[1] * m,
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horse.collisionbox[2] * m,
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horse.collisionbox[3] * m,
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horse.collisionbox[4] * m,
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horse.collisionbox[5] * m,
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horse.collisionbox[6] * m,
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}
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mobs:register_mob("mobs_mc:mule", mule)
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--===========================
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--Spawn Function
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mobs:register_spawn("mobs_mc:horse", mobs_mc.spawn.grassland_savanna, minetest.LIGHT_MAX+1, 0, 10000, 12, 31000)
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mobs:register_spawn("mobs_mc:donkey", mobs_mc.spawn.grassland_savanna, minetest.LIGHT_MAX+1, 0, 11000, 12, 31000)
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-- compatibility
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mobs:alias_mob("mobs:horse", "mobs_mc:horse")
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-- spawn eggs
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mobs:register_egg("mobs_mc:horse", S("Horse"), "mobs_mc_spawn_icon_horse.png", 0)
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mobs:register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "mobs_mc_spawn_icon_horse_skeleton.png", 0)
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mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "mobs_mc_spawn_icon_horse_zombie.png", 0)
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mobs:register_egg("mobs_mc:donkey", S("Donkey"), "mobs_mc_spawn_icon_donkey.png", 0)
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mobs:register_egg("mobs_mc:mule", S("Mule"), "mobs_mc_spawn_icon_mule.png", 0)
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if minetest.settings:get_bool("log_mods") then
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minetest.log("action", "MC Horse loaded")
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end
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