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Make enderman become hostile when stared at, freeze when attacking when stared at

This commit is contained in:
jordan4ibanez 2021-04-23 13:27:17 -04:00
parent 99f13f84b5
commit 4fb9e69e41
6 changed files with 36 additions and 10 deletions

View File

@ -332,7 +332,7 @@ function mobs:register_mob(name, def)
--end j4i stuff --end j4i stuff
-- MCL2 extensions -- MCL2 extensions
teleport = teleport, teleport = mobs.teleport,
do_teleport = def.do_teleport, do_teleport = def.do_teleport,
spawn_class = def.spawn_class, spawn_class = def.spawn_class,
ignores_nametag = def.ignores_nametag or false, ignores_nametag = def.ignores_nametag or false,

View File

@ -667,6 +667,17 @@ mobs.mob_step = function(self, dtime)
return return
end end
--do custom mob instructions
if self.do_custom then
print("doing custom instructions")
-- when false skip going any further
if self.do_custom(self, dtime) == false then
--this overrides internal lua collision detection
return
end
end
local attacking = nil local attacking = nil
--scan for players within eyesight --scan for players within eyesight

View File

@ -134,6 +134,11 @@ mobs.punch_attack_walk = function(self,dtime)
end end
--auto reset punch_timer
if not self.punch_timer then
self.punch_timer = 0
end
if self.punch_timer > 0 then if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime self.punch_timer = self.punch_timer - dtime
end end

View File

@ -309,13 +309,7 @@ local falling = function(self, pos)
end end
end end
local teleport = function(self, target)
if self.do_teleport then
if self.do_teleport(self, target) == false then
return
end
end
end
-- find someone to runaway from -- find someone to runaway from

View File

@ -205,3 +205,13 @@ mobs.node_ok = function(pos, fallback)
return minetest_registered_nodes[fallback] return minetest_registered_nodes[fallback]
end end
--a teleport functoin
mobs.teleport = function(self, target)
if self.do_teleport then
if self.do_teleport(self, target) == false then
return
end
end
end

View File

@ -204,6 +204,7 @@ mobs:register_mob("mobs_mc:enderman", {
textures = create_enderman_textures(), textures = create_enderman_textures(),
visual_size = {x=3, y=3}, visual_size = {x=3, y=3},
makes_footstep_sound = true, makes_footstep_sound = true,
eye_height = 2.5,
sounds = { sounds = {
-- TODO: Custom war cry sound -- TODO: Custom war cry sound
war_cry = "mobs_sandmonster", war_cry = "mobs_sandmonster",
@ -359,11 +360,16 @@ mobs:register_mob("mobs_mc:enderman", {
--if looking in general head position, turn hostile --if looking in general head position, turn hostile
if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
self.provoked = "staring" self.provoked = "staring"
self.attack = minetest.get_player_by_name(obj:get_player_name()) self.state = "stand"
self.hostile = false
break break
else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez --begin attacking the player
else
if self.provoked == "staring" then if self.provoked == "staring" then
self.provoked = "broke_contact" self.provoked = "broke_contact"
self.hostile = true
self.state = "attack"
self.attacking = obj
end end
end end