forked from VoxeLibre/VoxeLibre
Great batch of improvements
This commit is contained in:
parent
729d8ec9e0
commit
df17688b7d
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@ -1216,6 +1216,9 @@ function mob_class:do_states_attack (dtime)
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end
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end
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end
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elseif self.attack_type == "custom" and self.attack_state then
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self.attack_state(self, dtime)
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else
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end
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@ -312,6 +312,7 @@ function mcl_mobs.register_mob(name, def)
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return self:mob_activate(staticdata, def, dtime)
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end,
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attack_state = def.attack_state,
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harmed_by_heal = def.harmed_by_heal,
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is_boss = def.is_boss,
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dealt_effect = def.dealt_effect,
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@ -348,6 +349,7 @@ function mcl_mobs.register_arrow(name, def)
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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timer = 0,
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switch = 0,
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_lifetime = def._lifetime or 150,
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owner_id = def.owner_id,
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rotate = def.rotate,
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on_punch = function(self)
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@ -367,7 +369,7 @@ function mcl_mobs.register_arrow(name, def)
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local pos = self.object:get_pos()
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if self.switch == 0
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or self.timer > 150
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or self.timer > self._lifetime
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or not within_limits(pos, 0) then
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mcl_burning.extinguish(self.object)
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self.object:remove();
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@ -59,11 +59,8 @@ local function wither_spawn(pos, player)
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if check_schem(p, schem) and check_limit(pos) then
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remove_schem(p, schem)
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local wither = minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither")
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local witherer = wither:get_luaentity()
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witherer._spawner = player:get_player_name()
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witherer._custom_timer = 0.0
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witherer._death_timer = 0.0
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witherer._health_old = witherer.hp_max
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local wither_ent = wither:get_luaentity()
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wither_ent._spawner = player:get_player_name()
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local dim = mcl_worlds.pos_to_dimension(pos)
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if dim == "overworld" then
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wboss_overworld = wboss_overworld + 1
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@ -4,6 +4,15 @@
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--License for code WTFPL and otherwise stated in readmes
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local S = minetest.get_translator("mobs_mc")
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return math.atan(x)
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end
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end
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--###################
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--################### WITHER
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@ -31,10 +40,11 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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},
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visual_size = {x=4, y=4},
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makes_footstep_sound = true,
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view_range = 16,
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view_range = 50,
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fear_height = 4,
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walk_velocity = 2,
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run_velocity = 4,
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strafes = true,
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sounds = {
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shoot_attack = "mobs_mc_ender_dragon_shoot",
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attack = "mobs_mc_ender_dragon_attack",
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@ -57,7 +67,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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},
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lava_damage = 0,
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fire_damage = 0,
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attack_type = "shoot",
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attack_type = "custom",
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explosion_strength = 8,
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dogshoot_stop = true,
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arrow = "mobs_mc:wither_skull",
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@ -73,19 +83,56 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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harmed_by_heal = true,
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is_boss = true,
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do_custom = function(self, dtime)
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if self._spawning then
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if not self._spw_max then self._spw_max = self._spawning end
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self._spawning = self._spawning - dtime
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local bardef = {
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color = "dark_purple",
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text = "Wither spawning",
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percentage = math.floor((self._spw_max - self._spawning) / self._spw_max * 100),
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}
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local pos = self.object:get_pos()
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for _, player in pairs(minetest.get_connected_players()) do
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local d = vector.distance(pos, player:get_pos())
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if d <= 80 then
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mcl_bossbars.add_bar(player, bardef, true, d)
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end
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end
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self.object:set_yaw(self._spawning*10)
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local factor = math.floor((math.sin(self._spawning*10)+1.5) * 85)
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local str = minetest.colorspec_to_colorstring({r=factor, g=factor, b=factor})
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self.object:set_texture_mod("^[brighten^[multiply:"..str)
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if self._spawning <= 0 then
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(pos, 10, { drop_chance = 1.0 }, self.object)
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else
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mcl_mobs.mob_class.safe_boom(self, pos, 10)
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end
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self.object:set_texture_mod("")
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self._spawning = nil
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self._spw_max = nil
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else
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return false
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end
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end
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self._custom_timer = self._custom_timer + dtime
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if self._custom_timer > 1 then
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self.health = math.min(self.health + 1, self.hp_max)
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self._custom_timer = self._custom_timer - 1
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end
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if self._spawner then
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local spawner = minetest.get_player_by_name(self._spawner)
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if spawner then
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self._death_timer = 0
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local pos = self.object:get_pos()
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local spw = spawner:get_pos()
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local dist = vector.distance(pos, spw)
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if dist > 60 then -- teleport to the player who spawned the wither
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if dist > 60 then -- teleport to the player who spawned the wither TODO add a setting to disable this
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local R = 10
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pos.x = spw.x + math.random(-R, R)
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pos.y = spw.y + math.random(-R, R)
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@ -101,6 +148,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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end
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self._health_old = self.health
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end
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end
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local dim = mcl_worlds.pos_to_dimension(self.object:get_pos())
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if dim == "overworld" then mobs_mc.wither_count_overworld = mobs_mc.wither_count_overworld + 1
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@ -127,22 +175,162 @@ mcl_mobs.register_mob("mobs_mc:wither", {
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self.arrow = "mobs_mc:wither_skull"
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end
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end,
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attack_state = function(self, dtime)
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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p.y = p.y - .5
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s.y = s.y + .5
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local dist = vector.distance(p, s)
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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local stay_away_from_player = vector.zero()
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--strafe back and fourth
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--stay away from player so as to shoot them
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if dist < self.avoid_distance and self.shooter_avoid_enemy then
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self:set_animation( "shoot")
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stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
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end
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if self.fly then
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local vel = self.object:get_velocity()
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local diff = s.y - p.y
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local FLY_FACTOR = self.walk_velocity
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if diff < 10 then
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self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z})
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elseif diff > 15 then
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self.object:set_velocity({x=vel.x, y=-FLY_FACTOR, z=vel.z})
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end
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for i=1, 15 do
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if minetest.get_node(vector.offset(s, 0, -i, 0)).name ~= "air" then
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self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z})
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break
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elseif minetest.get_node(vector.offset(s, 0, i, 0)).name ~= "air" then
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self.object:set_velocity({x=vel.x, y=-FLY_FACTOR/i, z=vel.z})
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break
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end
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end
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end
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if self.strafes then
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if not self.strafe_direction then
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self.strafe_direction = 1.57
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end
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if math.random(40) == 1 then
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self.strafe_direction = self.strafe_direction*-1
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end
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local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
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local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
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if dir2 and stay_away_from_player then
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self.acc = vector.add(dir2, stay_away_from_player)
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end
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else
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self:set_velocity( 0)
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end
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if dist > 30 then self.acc = vector.add(self.acc, vector.direction(s, p)*0.01) end
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local side_cor = vector.new(0.7*math.cos(yaw), 0, 0.7*math.sin(yaw))
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local m = self.object:get_pos() -- position of the middle head
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local sr = self.object:get_pos() + side_cor -- position of side right head
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local sl = self.object:get_pos() - side_cor -- position of side left head
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-- height corrections
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m.y = m.y + self.collisionbox[5]
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sr.y = sr.y + self.collisionbox[5] - 0.3
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sl.y = sl.y + self.collisionbox[5] - 0.3
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local rand_pos = math.random(1,3)
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if rand_pos == 1 then m = sr
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elseif rand_pos == 2 then m = sl end
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-- TODO multiple targets at once?
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-- TODO targeting most mobs when no players can be seen/in addition to players
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if self.shoot_interval
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and self.timer > self.shoot_interval
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and not minetest.raycast(vector.add(m, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
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and math.random(1, 100) <= 60 then
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self.timer = 0
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self:set_animation( "shoot")
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-- play shoot attack sound
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self:mob_sound("shoot_attack")
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-- Shoot arrow
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if minetest.registered_entities[self.arrow] then
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local arrow, ent
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local v = 1
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if not self.shoot_arrow then
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self.firing = true
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minetest.after(1, function()
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self.firing = false
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end)
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arrow = minetest.add_entity(m, self.arrow)
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ent = arrow:get_luaentity()
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if ent.velocity then
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v = ent.velocity
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end
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ent.switch = 1
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ent.owner_id = tostring(self.object) -- add unique owner id to arrow
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-- important for mcl_shields
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ent._shooter = self.object
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ent._saved_shooter_pos = self.object:get_pos()
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end
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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-- offset makes shoot aim accurate
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vec.y = vec.y + self.shoot_offset
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vec.x = vec.x * (v / amount)
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vec.y = vec.y * (v / amount)
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vec.z = vec.z * (v / amount)
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if self.shoot_arrow then
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vec = vector.normalize(vec)
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self:shoot_arrow(m, vec)
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else
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arrow:set_velocity(vec)
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end
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end
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end
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end,
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do_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if self._spawning then return false end
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local ent = hitter:get_luaentity()
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if ent and self._arrow_resistant and (string.find(ent.name, "arrow") or string.find(ent.name, "rocket")) then return false end
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return true
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end,
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deal_damage = function(self, damage, mcl_reason)
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if self._spawning then return end
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if self._arrow_resistant and mcl_reason.type == "magic" then return end
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self.health = self.health - damage
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end,
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on_spawn = function(self)
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minetest.sound_play("mobs_mc_wither_spawn", {object=self.object, gain=1.0, max_hear_distance=64})
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self._custom_timer = 0.0
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self._death_timer = 0.0
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self._health_old = self.hp_max
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self._spawning = 10
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return true
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end,
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})
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local wither_rose_soil = { "group:grass_block", "mcl_core:dirt", "mcl_core:coarse_dirt", "mcl_nether:netherrack", "group:soul_block", "mcl_mud:mud", "mcl_moss:moss" }
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mcl_mobs.register_arrow("mobs_mc:wither_skull", {
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@ -156,8 +344,9 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
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"mobs_mc_wither_projectile.png^[verticalframe:6:4", -- back
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"mobs_mc_wither_projectile.png^[verticalframe:6:5", -- front
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},
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velocity = 6,
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velocity = 7,
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rotate = 90,
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_lifetime = 350,
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-- direct hit
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hit_player = function(self, player)
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@ -167,8 +356,9 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
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}, nil)
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mcl_mobs.effect_functions["withering"](player, 0.5, 10)
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mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1)
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if player:get_hp() <= 0 then
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self._shooter:get_luaentity().health = self._shooter:get_luaentity().health + 5
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local shooter = self._shooter:get_luaentity()
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if player:get_hp() <= 0 and shooter then
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shooter.health = shooter.health + 5
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end
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end,
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@ -181,7 +371,8 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
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mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1)
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local l = mob:get_luaentity()
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if l and l.health - 8 <= 0 then
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self._shooter:get_luaentity().health = self._shooter:get_luaentity().health + 5
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local shooter = self._shooter:get_luaentity()
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if shooter then shooter.health = shooter.health + 5 end
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local n = minetest.find_node_near(mob:get_pos(),2,wither_rose_soil)
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if n then
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local p = vector.offset(n,0,1,0)
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@ -212,6 +403,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
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},
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velocity = 4,
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rotate = 90,
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_lifetime = 500,
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-- direct hit
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hit_player = function(self, player)
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@ -226,8 +418,9 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
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else
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mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here
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end
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if player:get_hp() <= 0 then
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self._shooter:get_luaentity().health = self._shooter:get_luaentity().health + 5
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local shooter = self._shooter:get_luaentity()
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if player:get_hp() <= 0 and shooter then
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shooter.health = shooter.health + 5
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end
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end,
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@ -245,7 +438,8 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
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end
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local l = mob:get_luaentity()
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if l and l.health - 8 <= 0 then
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self._shooter:get_luaentity().health = self._shooter:get_luaentity().health + 5
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local shooter = self._shooter:get_luaentity()
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if shooter then shooter.health = shooter.health + 5 end
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local n = minetest.find_node_near(mob:get_pos(),2,wither_rose_soil)
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if n then
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local p = vector.offset(n,0,1,0)
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