Integrate more switches into internal api elements of head code

This commit is contained in:
jordan4ibanez 2021-04-25 19:44:15 -04:00
parent 6a38198e97
commit a8152760b9
5 changed files with 47 additions and 16 deletions

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@ -368,15 +368,39 @@ function mobs:register_mob(name, def)
--head code variables --head code variables
--defaults are for the cow's default
--because I don't know what else to set them
--to :P
has_head = def.has_head or false, has_head = def.has_head or false,
head_bone = def.head_bone, head_bone = def.head_bone,
--you must use these to adjust the mob's head positions --you must use these to adjust the mob's head positions
--has_head is used as a logic gate (quick easy check)
has_head = def.has_head or false,
--head_bone is the actual bone in the model which the head
--is attached to for animation
head_bone = def.head_bone or "head",
--this part controls the base position of the head calculations
--localized to the mob's visual yaw when gotten (self.object:get_yaw())
--you can enable the debug in /mob_functions/head_logic.lua by uncommenting the
--particle spawner code
head_height_offset = def.head_height_offset or 1.0525,
head_direction_offset = def.head_direction_offset or 0.5,
--this part controls the visual of the head
head_bone_pos_y = def.head_bone_pos_y or 3.6, head_bone_pos_y = def.head_bone_pos_y or 3.6,
head_bone_pos_z = def.head_bone_pos_z or -0.6, head_bone_pos_z = def.head_bone_pos_z or -0.6,
--these variables are switches in case the model
--moves the wrong way
swap_y_with_x = def.swap_y_with_x or false, swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false, reverse_head_yaw = def.reverse_head_yaw or false,
--END HEAD CODE VARIABLES
--end j4i stuff --end j4i stuff
-- MCL2 extensions -- MCL2 extensions

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@ -832,8 +832,11 @@ mobs.mob_step = function(self, dtime)
--DEBUG TIME! --DEBUG TIME!
--REMEMBER TO MOVE THIS AFTER DEATH CHECK
if self.has_head then
mobs.do_head_logic(self,dtime) mobs.do_head_logic(self,dtime)
end
@ -855,9 +858,6 @@ mobs.mob_step = function(self, dtime)
end end
end end
--make it so mobs do not glitch out when walking around/jumping
mobs.swap_auto_step_height_adjust(self)
--color modifier which coincides with the pause_timer --color modifier which coincides with the pause_timer
if self.old_health and self.health < self.old_health then if self.old_health and self.health < self.old_health then
self.object:set_texture_mod("^[colorize:red:120") self.object:set_texture_mod("^[colorize:red:120")
@ -895,9 +895,6 @@ mobs.mob_step = function(self, dtime)
mobs.random_sound_handling(self,dtime) mobs.random_sound_handling(self,dtime)
--mobs drowning mechanic --mobs drowning mechanic
if not self.breathes_in_water then if not self.breathes_in_water then
@ -1112,6 +1109,9 @@ mobs.mob_step = function(self, dtime)
return false return false
end end
--make it so mobs do not glitch out when walking around/jumping
mobs.swap_auto_step_height_adjust(self)
-- can mob be pushed, if so calculate direction -- do this last (overrides everything) -- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then if self.pushable then

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@ -24,14 +24,8 @@ mobs.do_head_logic = function(self,dtime)
local body_dir = minetest.yaw_to_dir(body_yaw) local body_dir = minetest.yaw_to_dir(body_yaw)
--needs to be INTERNAL(API)
self.head_height_offset = 1.0525
pos.y = pos.y + self.head_height_offset pos.y = pos.y + self.head_height_offset
--needs to be INTERNAL (API)
self.head_direction_offset = 0.5
local head_offset = vector.multiply(body_dir, self.head_direction_offset) local head_offset = vector.multiply(body_dir, self.head_direction_offset)
pos = vector.add(pos, head_offset) pos = vector.add(pos, head_offset)
@ -52,12 +46,9 @@ mobs.do_head_logic = function(self,dtime)
local bone_pos = vector_new(0,0,0) local bone_pos = vector_new(0,0,0)
--needs to be INTERNAL (API)
--(horizontal) --(horizontal)
bone_pos.y = self.head_bone_pos_y bone_pos.y = self.head_bone_pos_y
--needs to be INTERNAL (API)
--(vertical) --(vertical)
bone_pos.z = self.head_bone_pos_z bone_pos.z = self.head_bone_pos_z

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@ -84,6 +84,16 @@ local cow_def = {
follow = mobs_mc.items.wheat, follow = mobs_mc.items.wheat,
view_range = 10, view_range = 10,
fear_height = 4, fear_height = 4,
--head code
has_head = true,
head_bone = "head",
swap_y_with_x = false,
reverse_head_yaw = false,
head_bone_pos_y = 3.6,
head_bone_pos_z = -0.6,
head_height_offset = 1.0525,
head_direction_offset = 0.5,
} }
mobs:register_mob("mobs_mc:cow", cow_def) mobs:register_mob("mobs_mc:cow", cow_def)

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@ -54,8 +54,14 @@ mobs:register_mob("mobs_mc:creeper", {
stop_to_explode = true, stop_to_explode = true,
--head code --head code
has_head = true,
head_bone = "head",
swap_y_with_x = true, swap_y_with_x = true,
reverse_head_yaw = true, reverse_head_yaw = true,
head_bone_pos_y = 3.6,
head_bone_pos_z = -0.6,
head_height_offset = 1.0525,
head_direction_offset = 0.5,
-- Force-ignite creeper with flint and steel and explode after 1.5 seconds. -- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make creeper flash after doing this as well. -- TODO: Make creeper flash after doing this as well.