effects -> separate file + metatable

This commit is contained in:
cora 2022-11-09 03:31:47 +01:00
parent 67fd8c8b40
commit d62dbcb852
3 changed files with 367 additions and 360 deletions

View File

@ -72,9 +72,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
end) end)
end end
local active_particlespawners = {}
local function dir_to_pitch(dir) local function dir_to_pitch(dir)
--local dir2 = vector.normalize(dir) --local dir2 = vector.normalize(dir)
local xz = math.abs(dir.x) + math.abs(dir.z) local xz = math.abs(dir.x) + math.abs(dir.z)
@ -111,48 +108,6 @@ minetest.register_chatcommand("clearmobs",{
end end
end}) end})
local function remove_particlespawners(pn,self)
if not active_particlespawners[pn] then return end
if not active_particlespawners[pn][self.object] then return end
for k,v in pairs(active_particlespawners[pn][self.object]) do
minetest.delete_particlespawner(v)
end
end
local function add_particlespawners(pn,self)
if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
for _,ps in pairs(self.particlespawners) do
ps.attached = self.object
ps.playername = pn
table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
end
end
local function particlespawner_check(self,dtime)
if not self.particlespawners then return end
--minetest.log(dump(active_particlespawners))
if self._particle_timer and self._particle_timer >= 1 then
self._particle_timer = 0
local players = {}
for _,player in pairs(minetest.get_connected_players()) do
local pn = player:get_player_name()
table.insert(players,pn)
if not active_particlespawners[pn] then
active_particlespawners[pn] = {} end
local dst = vector.distance(player:get_pos(),self.object:get_pos())
if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
add_particlespawners(pn,self)
elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
remove_particlespawners(pn,self)
end
end
elseif not self._particle_timer then
self._particle_timer = 0
end
self._particle_timer = self._particle_timer + dtime
end
minetest.register_on_leaveplayer(function(player) minetest.register_on_leaveplayer(function(player)
local pn = player:get_player_name() local pn = player:get_player_name()
@ -240,85 +195,6 @@ local do_attack = function(self, player)
--self:mob_sound("war_cry", true) --self:mob_sound("war_cry", true)
--end --end
end end
local add_texture_mod = function(self, mod)
local full_mod = ""
local already_added = false
for i=1, #self.texture_mods do
if mod == self.texture_mods[i] then
already_added = true
end
full_mod = full_mod .. self.texture_mods[i]
end
if not already_added then
full_mod = full_mod .. mod
table.insert(self.texture_mods, mod)
end
self.object:set_texture_mod(full_mod)
end
local remove_texture_mod = function(self, mod)
local full_mod = ""
local remove = {}
for i=1, #self.texture_mods do
if self.texture_mods[i] ~= mod then
full_mod = full_mod .. self.texture_mods[i]
else
table.insert(remove, i)
end
end
for i=#remove, 1 do
table.remove(self.texture_mods, remove[i])
end
self.object:set_texture_mod(full_mod)
end
-- set defined animation
local set_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if self.jockey then
anim = "jockey"
end
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or ""
if (anim == self._current_animation
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self._current_animation = anim
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
if a_start and a_end then
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
end
-- above function exported for mount.lua
function mcl_mobs:set_animation(self, anim)
set_animation(self, anim)
end
-- Returns true is node can deal damage to self -- Returns true is node can deal damage to self
local is_node_dangerous = function(self, nodename) local is_node_dangerous = function(self, nodename)
local nn = nodename local nn = nodename
@ -429,184 +305,6 @@ local line_of_sight = function(self, pos1, pos2, stepsize)
return false return false
end end
-- custom particle effects
local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or DEFAULT_FALL_SPEED
glow = glow or 0
go_down = go_down or false
local ym
if go_down then
ym = 0
else
ym = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = ym, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
texture = texture,
glow = glow,
})
end
local damage_effect = function(self, damage)
-- damage particles
if (not disable_blood) and damage > 0 then
local amount_large = floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
local texture = "mobs_blood.png"
-- full heart damage (one particle for each 2 HP damage)
if amount_large > 0 then
effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
end
-- half heart damage (one additional particle if damage is an odd number)
if amount_small > 0 then
-- TODO: Use "half heart"
effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
end
end
end
mcl_mobs.death_effect = function(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
-- drop items
local item_drop = function(self, cooked, looting_level)
-- no drops if disabled by setting
if not mobs_drop_items then return end
looting_level = looting_level or 0
-- no drops for child mobs (except monster)
if (self.child and self.type ~= "monster") then
return
end
local obj, item, num
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
for n = 1, #self.drops do
local dropdef = self.drops[n]
local chance = 1 / dropdef.chance
local looting_type = dropdef.looting
if looting_level > 0 then
local chance_function = dropdef.looting_chance_function
if chance_function then
chance = chance_function(looting_level)
elseif looting_type == "rare" then
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
end
end
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if random() < chance then
num = random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + floor(random(0, looting_level) + 0.5)
end
if num > 0 then
item = dropdef.name
-- cook items when true
if cooked then
local output = minetest.get_craft_result({
method = "cooking", width = 1, items = {item}})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
end
end
-- add item if it exists
for x = 1, num do
obj = minetest.add_item(pos, ItemStack(item .. " " .. 1))
end
if obj and obj:get_luaentity() then
obj:set_velocity({
x = random(-10, 10) / 9,
y = 6,
z = random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
-- check if within physical map limits (-30911 to 30927) -- check if within physical map limits (-30911 to 30927)
local function within_limits(pos, radius) local function within_limits(pos, radius)
local wmin, wmax = -30912, 30928 local wmin, wmax = -30912, 30928
@ -854,7 +552,7 @@ local do_jump = function(self)
v=vector.multiply(v, vector.new(2.8,1,2.8)) v=vector.multiply(v, vector.new(2.8,1,2.8))
end end
set_animation(self, "jump") -- only when defined self:set_animation( "jump") -- only when defined
self.object:set_velocity(v) self.object:set_velocity(v)
@ -969,7 +667,7 @@ local breed = function(self)
self.animation = nil self.animation = nil
local anim = self._current_animation local anim = self._current_animation
self._current_animation = nil -- Mobs Redo does nothing otherwise self._current_animation = nil -- Mobs Redo does nothing otherwise
mcl_mobs.set_animation(self, anim) mcl_mobs.self:set_animation( anim)
end end
return return
@ -996,7 +694,7 @@ local breed = function(self)
local pos = self.object:get_pos() local pos = self.object:get_pos()
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) mcl_mobs.effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
local objs = minetest.get_objects_inside_radius(pos, 3) local objs = minetest.get_objects_inside_radius(pos, 3)
local num = 0 local num = 0
@ -1741,11 +1439,11 @@ local follow_flop = function(self)
self:set_velocity(self.follow_velocity) self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then if self.walk_chance ~= 0 then
set_animation(self, "run") self:set_animation( "run")
end end
else else
self:set_velocity(0) self:set_velocity(0)
set_animation(self, "stand") self:set_animation( "stand")
end end
return return
@ -1775,7 +1473,7 @@ local follow_flop = function(self)
end end
end end
set_animation(self, "stand", true) self:set_animation( "stand", true)
return return
elseif self.state == "flop" then elseif self.state == "flop" then
@ -2031,10 +1729,10 @@ local do_states = function(self, dtime)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
if self.order == "sit" then if self.order == "sit" then
set_animation(self, "sit") self:set_animation( "sit")
self:set_velocity(0) self:set_velocity(0)
else else
set_animation(self, "stand") self:set_animation( "stand")
self:set_velocity(0) self:set_velocity(0)
end end
@ -2049,7 +1747,7 @@ local do_states = function(self, dtime)
self:set_velocity(self.walk_velocity) self:set_velocity(self.walk_velocity)
self.state = "walk" self.state = "walk"
set_animation(self, "walk") self:set_animation( "walk")
end end
end end
@ -2148,7 +1846,7 @@ local do_states = function(self, dtime)
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
set_animation(self, "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
else else
@ -2159,9 +1857,9 @@ local do_states = function(self, dtime)
and self.animation and self.animation
and self.animation.fly_start and self.animation.fly_start
and self.animation.fly_end then and self.animation.fly_end then
set_animation(self, "fly") self:set_animation( "fly")
else else
set_animation(self, "walk") self:set_animation( "walk")
end end
end end
@ -2176,12 +1874,12 @@ local do_states = function(self, dtime)
self.runaway_timer = 0 self.runaway_timer = 0
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
set_animation(self, "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
else else
self:set_velocity( self.run_velocity) self:set_velocity( self.run_velocity)
set_animation(self, "run") self:set_animation( "run")
end end
-- attack routines (explode, dogfight, shoot, dogshoot) -- attack routines (explode, dogfight, shoot, dogshoot)
@ -2199,7 +1897,7 @@ local do_states = function(self, dtime)
self.state = "stand" self.state = "stand"
self:set_velocity( 0) self:set_velocity( 0)
set_animation(self, "stand") self:set_animation( "stand")
self.attack = nil self.attack = nil
self.v_start = false self.v_start = false
self.timer = 0 self.timer = 0
@ -2248,7 +1946,7 @@ local do_states = function(self, dtime)
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
self.blinkstatus = false self.blinkstatus = false
remove_texture_mod(self, "^[brighten") self:remove_texture_mod("^[brighten")
end end
-- walk right up to player unless the timer is active -- walk right up to player unless the timer is active
@ -2259,9 +1957,9 @@ local do_states = function(self, dtime)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
set_animation(self, "run") self:set_animation( "run")
else else
set_animation(self, "walk") self:set_animation( "walk")
end end
if self.v_start then if self.v_start then
@ -2274,9 +1972,9 @@ local do_states = function(self, dtime)
self.blinktimer = 0 self.blinktimer = 0
if self.blinkstatus then if self.blinkstatus then
remove_texture_mod(self, "^[brighten") self:remove_texture_mod("^[brighten")
else else
add_texture_mod(self, "^[brighten") self:add_texture_mod("^[brighten")
end end
self.blinkstatus = not self.blinkstatus self.blinkstatus = not self.blinkstatus
@ -2296,7 +1994,7 @@ local do_states = function(self, dtime)
}, true) }, true)
entity_physics(pos, entity_damage_radius) entity_physics(pos, entity_damage_radius)
effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0) mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
end end
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
self.object:remove() self.object:remove()
@ -2409,7 +2107,7 @@ local do_states = function(self, dtime)
if is_at_cliff_or_danger(self) then if is_at_cliff_or_danger(self) then
self:set_velocity( 0) self:set_velocity( 0)
set_animation(self, "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
else else
@ -2421,9 +2119,9 @@ local do_states = function(self, dtime)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
set_animation(self, "run") self:set_animation( "run")
else else
set_animation(self, "walk") self:set_animation( "walk")
end end
end end
@ -2443,9 +2141,9 @@ local do_states = function(self, dtime)
if self.double_melee_attack if self.double_melee_attack
and random(1, 2) == 1 then and random(1, 2) == 1 then
set_animation(self, "punch2") self:set_animation( "punch2")
else else
set_animation(self, "punch") self:set_animation( "punch")
end end
local p2 = p local p2 = p
@ -2507,7 +2205,7 @@ local do_states = function(self, dtime)
--stay away from player so as to shoot them --stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then if dist < self.avoid_distance and self.shooter_avoid_enemy then
set_animation(self, "shoot") self:set_animation( "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33) stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end end
@ -2532,7 +2230,7 @@ local do_states = function(self, dtime)
and random(1, 100) <= 60 then and random(1, 100) <= 60 then
self.timer = 0 self.timer = 0
set_animation(self, "shoot") self:set_animation( "shoot")
-- play shoot attack sound -- play shoot attack sound
self:mob_sound("shoot_attack") self:mob_sound("shoot_attack")
@ -3060,7 +2758,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
}, true) }, true)
end end
damage_effect(self, damage) self:damage_effect(damage)
-- do damage -- do damage
self.health = self.health - damage self.health = self.health - damage
@ -3115,9 +2813,9 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
self._turn_to=self.object:get_yaw()-1.57 self._turn_to=self.object:get_yaw()-1.57
self.frame_speed_multiplier=2.3 self.frame_speed_multiplier=2.3
if self.animation.run_end then if self.animation.run_end then
set_animation(self, "run") self:set_animation( "run")
elseif self.animation.walk_end then elseif self.animation.walk_end then
set_animation(self, "walk") self:set_animation( "walk")
end end
minetest.after(0.2, function() minetest.after(0.2, function()
if self and self.object then if self and self.object then
@ -3217,7 +2915,7 @@ end
local mob_staticdata = function(self) local mob_staticdata = function(self)
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
remove_particlespawners(p:get_player_name(),self) self:remove_particlespawners(p:get_player_name())
end end
-- remove mob when out of range unless tamed -- remove mob when out of range unless tamed
if remove_far if remove_far
@ -3419,7 +3117,7 @@ local mob_activate = function(self, staticdata, def, dtime)
self:set_yaw( (random(0, 360) - 180) / 180 * pi, 6) self:set_yaw( (random(0, 360) - 180) / 180 * pi, 6)
self:update_tag() self:update_tag()
self._current_animation = nil self._current_animation = nil
set_animation(self, "stand") self:set_animation( "stand")
-- run on_spawn function if found -- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then if self.on_spawn and not self.on_spawn_run then
@ -3497,7 +3195,7 @@ local mob_step = function(self, dtime)
end end
if not self:player_in_active_range() then if not self:player_in_active_range() then
set_animation(self, "stand", true) self:set_animation( "stand", true)
local node_under = node_ok(vector.offset(pos,0,-1,0)).name local node_under = node_ok(vector.offset(pos,0,-1,0)).name
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if acc.y > 0 or node_under ~= "air" then if acc.y > 0 or node_under ~= "air" then
@ -3517,7 +3215,7 @@ local mob_step = function(self, dtime)
check_item_pickup(self) check_item_pickup(self)
check_aggro(self,dtime) check_aggro(self,dtime)
particlespawner_check(self,dtime) self:check_particlespawners(dtime)
if not self.fire_resistant then if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self) mcl_burning.tick(self.object, dtime, self)
-- mcl_burning.tick may remove object immediately -- mcl_burning.tick may remove object immediately
@ -3767,7 +3465,7 @@ local mob_step = function(self, dtime)
if random(1, 10) <= 6 then if random(1, 10) <= 6 then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
set_animation(self, "stand") self:set_animation( "stand")
yaw = yaw + random(-0.5, 0.5) yaw = yaw + random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end end
@ -3818,7 +3516,7 @@ local mob_step = function(self, dtime)
if is_at_cliff_or_danger(self) then if is_at_cliff_or_danger(self) then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
set_animation(self, "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
end end
@ -4241,7 +3939,7 @@ function mcl_mobs:safe_boom(self, pos, strength)
}, true) }, true)
local radius = strength local radius = strength
entity_physics(pos, radius) entity_physics(pos, radius)
effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end end
@ -4467,7 +4165,7 @@ function mcl_mobs:spawn_child(pos, mob_type)
end end
local ent = child:get_luaentity() local ent = child:get_luaentity()
effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) mcl_mobs.effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
ent.child = true ent.child = true

View File

@ -1,5 +1,7 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local active_particlespawners = {}
local DEFAULT_FALL_SPEED = -9.81*1.5
-- play sound -- play sound
function mob_class:mob_sound(soundname, is_opinion, fixed_pitch) function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
@ -41,3 +43,226 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
self.opinion_sound_cooloff = 1 self.opinion_sound_cooloff = 1
end end
end end
function mob_class:add_texture_mod(mod)
local full_mod = ""
local already_added = false
for i=1, #self.texture_mods do
if mod == self.texture_mods[i] then
already_added = true
end
full_mod = full_mod .. self.texture_mods[i]
end
if not already_added then
full_mod = full_mod .. mod
table.insert(self.texture_mods, mod)
end
self.object:set_texture_mod(full_mod)
end
function mob_class:remove_texture_mod(mod)
local full_mod = ""
local remove = {}
for i=1, #self.texture_mods do
if self.texture_mods[i] ~= mod then
full_mod = full_mod .. self.texture_mods[i]
else
table.insert(remove, i)
end
end
for i=#remove, 1 do
table.remove(self.texture_mods, remove[i])
end
self.object:set_texture_mod(full_mod)
end
-- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or DEFAULT_FALL_SPEED
glow = glow or 0
go_down = go_down or false
local ym
if go_down then
ym = 0
else
ym = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = ym, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
texture = texture,
glow = glow,
})
end
function mob_class:damage_effect(damage)
-- damage particles
if (not disable_blood) and damage > 0 then
local amount_large = math.floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
local texture = "mobs_blood.png"
-- full heart damage (one particle for each 2 HP damage)
if amount_large > 0 then
mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
end
-- half heart damage (one additional particle if damage is an odd number)
if amount_small > 0 then
-- TODO: Use "half heart"
mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
end
end
end
mcl_mobs.death_effect = function(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
function mob_class:remove_particlespawners(pn)
if not active_particlespawners[pn] then return end
if not active_particlespawners[pn][self.object] then return end
for k,v in pairs(active_particlespawners[pn][self.object]) do
minetest.delete_particlespawner(v)
end
end
function mob_class:add_particlespawners(pn)
if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
for _,ps in pairs(self.particlespawners) do
ps.attached = self.object
ps.playername = pn
table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
end
end
function mob_class:check_particlespawners(dtime)
if not self.particlespawners then return end
--minetest.log(dump(active_particlespawners))
if self._particle_timer and self._particle_timer >= 1 then
self._particle_timer = 0
local players = {}
for _,player in pairs(minetest.get_connected_players()) do
local pn = player:get_player_name()
table.insert(players,pn)
if not active_particlespawners[pn] then
active_particlespawners[pn] = {} end
local dst = vector.distance(player:get_pos(),self.object:get_pos())
if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
self:add_particlespawners(pn)
elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
self:remove_particlespawners(pn)
end
end
elseif not self._particle_timer then
self._particle_timer = 0
end
self._particle_timer = self._particle_timer + dtime
end
-- set defined animation
function mob_class:set_animation(anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if self.jockey then
anim = "jockey"
end
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or ""
if (anim == self._current_animation
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self._current_animation = anim
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
if a_start and a_end then
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
end
-- above function exported for mount.lua
function mcl_mobs:set_animation(self, anim)
set_animation(self, anim)
end

View File

@ -3,7 +3,12 @@ local mob_class = mcl_mobs.mob_class
local ENTITY_CRAMMING_MAX = 24 local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3 local CRAMMING_DAMAGE = 3
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
-- get node but use fallback for nil or unknown -- get node but use fallback for nil or unknown
@ -38,6 +43,85 @@ local function within_limits(pos, radius)
return true return true
end end
-- drop items
local item_drop = function(self, cooked, looting_level)
-- no drops if disabled by setting
if not mobs_drop_items then return end
looting_level = looting_level or 0
-- no drops for child mobs (except monster)
if (self.child and self.type ~= "monster") then
return
end
local obj, item, num
local pos = self.object:get_pos()
self.drops = self.drops or {} -- nil check
for n = 1, #self.drops do
local dropdef = self.drops[n]
local chance = 1 / dropdef.chance
local looting_type = dropdef.looting
if looting_level > 0 then
local chance_function = dropdef.looting_chance_function
if chance_function then
chance = chance_function(looting_level)
elseif looting_type == "rare" then
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
end
end
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if random() < chance then
num = random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + floor(random(0, looting_level) + 0.5)
end
if num > 0 then
item = dropdef.name
-- cook items when true
if cooked then
local output = minetest.get_craft_result({
method = "cooking", width = 1, items = {item}})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
end
end
-- add item if it exists
for x = 1, num do
obj = minetest.add_item(pos, ItemStack(item .. " " .. 1))
end
if obj and obj:get_luaentity() then
obj:set_velocity({
x = random(-10, 10) / 9,
y = 6,
z = random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
-- collision function borrowed amended from jordan4ibanez open_ai mod -- collision function borrowed amended from jordan4ibanez open_ai mod
function mob_class:collision() function mob_class:collision()
local pos = self.object:get_pos() local pos = self.object:get_pos()
@ -240,7 +324,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
if delay == 0 then if delay == 0 then
if self.shaking and dtime then if self.shaking and dtime then
yaw = yaw + (random() * 2 - 1) * 5 * dtime yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end end
self:update_roll() self:update_roll()
return yaw return yaw
@ -308,10 +392,10 @@ function mob_class:check_for_death(cause, cmi_cause)
-- play damage sound if health was reduced and make mob flash red. -- play damage sound if health was reduced and make mob flash red.
if damaged then if damaged then
add_texture_mod(self, "^[colorize:#d42222:175") self:add_texture_mod("^[colorize:#d42222:175")
minetest.after(1, function(self) minetest.after(1, function(self)
if self and self.object then if self and self.object then
remove_texture_mod(self, "^[colorize:#d42222:175") self:remove_texture_mod("^[colorize:#d42222:175")
end end
end, self) end, self)
self:mob_sound("damage") self:mob_sound("damage")
@ -352,8 +436,8 @@ function mob_class:check_for_death(cause, cmi_cause)
local looting = mcl_enchanting.get_enchantment(wielditem, "looting") local looting = mcl_enchanting.get_enchantment(wielditem, "looting")
item_drop(self, cooked, looting) item_drop(self, cooked, looting)
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
mcl_experience.throw_xp(self.object:get_pos(), random(self.xp_min, self.xp_max)) mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
end end
end end
end end
@ -386,8 +470,8 @@ function mob_class:check_for_death(cause, cmi_cause)
self.fall_speed = DEFAULT_FALL_SPEED self.fall_speed = DEFAULT_FALL_SPEED
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
remove_texture_mod(self, "^[colorize:#FF000040") self:remove_texture_mod("^[colorize:#FF000040")
remove_texture_mod(self, "^[brighten") self:remove_texture_mod("^[brighten")
self.passive = true self.passive = true
self.object:set_properties({ self.object:set_properties({
@ -395,7 +479,7 @@ function mob_class:check_for_death(cause, cmi_cause)
collide_with_objects = false, collide_with_objects = false,
}) })
set_velocity(self, 0) self:set_velocity(0)
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
self.object:set_acceleration(acc) self.object:set_acceleration(acc)
@ -411,10 +495,10 @@ function mob_class:check_for_death(cause, cmi_cause)
local frames = self.animation.die_end - self.animation.die_start local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15 local speed = self.animation.die_speed or 15
length = math.max(frames / speed, 0) + DEATH_DELAY length = math.max(frames / speed, 0) + DEATH_DELAY
set_animation(self, "die") self:set_animation( "die")
else else
length = 1 + DEATH_DELAY length = 1 + DEATH_DELAY
set_animation(self, "stand", true) self:set_animation( "stand", true)
end end
@ -474,7 +558,7 @@ function mob_class:do_env_damage()
if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
self.health = self.health - damage self.health = self.health - damage
effect(pos, 5, "mcl_particles_smoke.png") mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
if self:check_for_death("light", {type = "light"}) then if self:check_for_death("light", {type = "light"}) then
return true return true
@ -547,7 +631,7 @@ function mob_class:do_env_damage()
self.health = self.health - self.water_damage self.health = self.health - self.water_damage
effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
if self:check_for_death("water", {type = "environment", if self:check_for_death("water", {type = "environment",
pos = pos, node = self.standing_in}) then pos = pos, node = self.standing_in}) then
@ -563,7 +647,7 @@ function mob_class:do_env_damage()
self.health = self.health - self.lava_damage self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 10) mcl_burning.set_on_fire(self.object, 10)
if self:check_for_death("lava", {type = "environment", if self:check_for_death("lava", {type = "environment",
@ -580,7 +664,7 @@ function mob_class:do_env_damage()
self.health = self.health - self.fire_damage self.health = self.health - self.fire_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 5) mcl_burning.set_on_fire(self.object, 5)
if self:check_for_death("fire", {type = "environment", if self:check_for_death("fire", {type = "environment",
@ -594,7 +678,7 @@ function mob_class:do_env_damage()
self.health = self.health - nodef.damage_per_second self.health = self.health - nodef.damage_per_second
effect(pos, 5, "mcl_particles_smoke.png") mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
if self:check_for_death("dps", {type = "environment", if self:check_for_death("dps", {type = "environment",
pos = pos, node = self.standing_in}) then pos = pos, node = self.standing_in}) then
@ -616,7 +700,7 @@ function mob_class:do_env_damage()
self.breath = math.max(0, self.breath - 1) self.breath = math.max(0, self.breath - 1)
effect(pos, 2, "bubble.png", nil, nil, 1, nil) mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then if self.breath <= 0 then
local dmg local dmg
if nodef.drowning > 0 then if nodef.drowning > 0 then
@ -624,7 +708,7 @@ function mob_class:do_env_damage()
else else
dmg = 4 dmg = 4
end end
damage_effect(self, dmg) self:damage_effect(dmg)
self.health = self.health - dmg self.health = self.health - dmg
end end
if self:check_for_death("drowning", {type = "environment", if self:check_for_death("drowning", {type = "environment",
@ -671,11 +755,11 @@ end
function mob_class:damage_mob(reason,damage) function mob_class:damage_mob(reason,damage)
if not self.health then return end if not self.health then return end
damage = floor(damage) damage = math.floor(damage)
if damage > 0 then if damage > 0 then
self.health = self.health - damage self.health = self.health - damage
effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil) mcl_mobs.effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
if self:check_for_death(reason, {type = reason}) then if self:check_for_death(reason, {type = reason}) then
return true return true