From d62dbcb85295dc7320347de5250d6428e72eb18f Mon Sep 17 00:00:00 2001 From: cora Date: Wed, 9 Nov 2022 03:31:47 +0100 Subject: [PATCH] effects -> separate file + metatable --- mods/ENTITIES/mcl_mobs/api.lua | 380 +++-------------------------- mods/ENTITIES/mcl_mobs/effects.lua | 225 +++++++++++++++++ mods/ENTITIES/mcl_mobs/physics.lua | 122 +++++++-- 3 files changed, 367 insertions(+), 360 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 44f5e4348..d33a6853d 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -72,9 +72,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then end) end -local active_particlespawners = {} - - local function dir_to_pitch(dir) --local dir2 = vector.normalize(dir) local xz = math.abs(dir.x) + math.abs(dir.z) @@ -111,48 +108,6 @@ minetest.register_chatcommand("clearmobs",{ 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) local pn = player:get_player_name() @@ -240,85 +195,6 @@ local do_attack = function(self, player) --self:mob_sound("war_cry", true) --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 local is_node_dangerous = function(self, nodename) local nn = nodename @@ -429,184 +305,6 @@ local line_of_sight = function(self, pos1, pos2, stepsize) return false 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) local function within_limits(pos, radius) 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)) end - set_animation(self, "jump") -- only when defined + self:set_animation( "jump") -- only when defined self.object:set_velocity(v) @@ -969,7 +667,7 @@ local breed = function(self) self.animation = nil local anim = self._current_animation self._current_animation = nil -- Mobs Redo does nothing otherwise - mcl_mobs.set_animation(self, anim) + mcl_mobs.self:set_animation( anim) end return @@ -996,7 +694,7 @@ local breed = function(self) 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 num = 0 @@ -1741,11 +1439,11 @@ local follow_flop = function(self) self:set_velocity(self.follow_velocity) if self.walk_chance ~= 0 then - set_animation(self, "run") + self:set_animation( "run") end else self:set_velocity(0) - set_animation(self, "stand") + self:set_animation( "stand") end return @@ -1775,7 +1473,7 @@ local follow_flop = function(self) end end - set_animation(self, "stand", true) + self:set_animation( "stand", true) return elseif self.state == "flop" then @@ -2031,10 +1729,10 @@ local do_states = function(self, dtime) yaw = self:set_yaw( yaw, 8) end if self.order == "sit" then - set_animation(self, "sit") + self:set_animation( "sit") self:set_velocity(0) else - set_animation(self, "stand") + self:set_animation( "stand") self:set_velocity(0) end @@ -2049,7 +1747,7 @@ local do_states = function(self, dtime) self:set_velocity(self.walk_velocity) self.state = "walk" - set_animation(self, "walk") + self:set_animation( "walk") end end @@ -2148,7 +1846,7 @@ local do_states = function(self, dtime) self:set_velocity(0) self.state = "stand" - set_animation(self, "stand") + self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else @@ -2159,9 +1857,9 @@ local do_states = function(self, dtime) and self.animation and self.animation.fly_start and self.animation.fly_end then - set_animation(self, "fly") + self:set_animation( "fly") else - set_animation(self, "walk") + self:set_animation( "walk") end end @@ -2176,12 +1874,12 @@ local do_states = function(self, dtime) self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" - set_animation(self, "stand") + self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else self:set_velocity( self.run_velocity) - set_animation(self, "run") + self:set_animation( "run") end -- attack routines (explode, dogfight, shoot, dogshoot) @@ -2199,7 +1897,7 @@ local do_states = function(self, dtime) self.state = "stand" self:set_velocity( 0) - set_animation(self, "stand") + self:set_animation( "stand") self.attack = nil self.v_start = false self.timer = 0 @@ -2248,7 +1946,7 @@ local do_states = function(self, dtime) self.timer = 0 self.blinktimer = 0 self.blinkstatus = false - remove_texture_mod(self, "^[brighten") + self:remove_texture_mod("^[brighten") end -- walk right up to player unless the timer is active @@ -2259,9 +1957,9 @@ local do_states = function(self, dtime) end if self.animation and self.animation.run_start then - set_animation(self, "run") + self:set_animation( "run") else - set_animation(self, "walk") + self:set_animation( "walk") end if self.v_start then @@ -2274,9 +1972,9 @@ local do_states = function(self, dtime) self.blinktimer = 0 if self.blinkstatus then - remove_texture_mod(self, "^[brighten") + self:remove_texture_mod("^[brighten") else - add_texture_mod(self, "^[brighten") + self:add_texture_mod("^[brighten") end self.blinkstatus = not self.blinkstatus @@ -2296,7 +1994,7 @@ local do_states = function(self, dtime) }, true) 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 mcl_burning.extinguish(self.object) self.object:remove() @@ -2409,7 +2107,7 @@ local do_states = function(self, dtime) if is_at_cliff_or_danger(self) then self:set_velocity( 0) - set_animation(self, "stand") + self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) else @@ -2421,9 +2119,9 @@ local do_states = function(self, dtime) end if self.animation and self.animation.run_start then - set_animation(self, "run") + self:set_animation( "run") else - set_animation(self, "walk") + self:set_animation( "walk") end end @@ -2443,9 +2141,9 @@ local do_states = function(self, dtime) if self.double_melee_attack and random(1, 2) == 1 then - set_animation(self, "punch2") + self:set_animation( "punch2") else - set_animation(self, "punch") + self:set_animation( "punch") end local p2 = p @@ -2507,7 +2205,7 @@ local do_states = function(self, dtime) --stay away from player so as to shoot them 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) end @@ -2532,7 +2230,7 @@ local do_states = function(self, dtime) and random(1, 100) <= 60 then self.timer = 0 - set_animation(self, "shoot") + self:set_animation( "shoot") -- play shoot attack sound self:mob_sound("shoot_attack") @@ -3060,7 +2758,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) }, true) end - damage_effect(self, damage) + self:damage_effect(damage) -- do 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.frame_speed_multiplier=2.3 if self.animation.run_end then - set_animation(self, "run") + self:set_animation( "run") elseif self.animation.walk_end then - set_animation(self, "walk") + self:set_animation( "walk") end minetest.after(0.2, function() if self and self.object then @@ -3217,7 +2915,7 @@ end local mob_staticdata = function(self) for _,p in pairs(minetest.get_connected_players()) do - remove_particlespawners(p:get_player_name(),self) + self:remove_particlespawners(p:get_player_name()) end -- remove mob when out of range unless tamed 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:update_tag() self._current_animation = nil - set_animation(self, "stand") + self:set_animation( "stand") -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then @@ -3497,7 +3195,7 @@ local mob_step = function(self, dtime) end 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 acc = self.object:get_acceleration() if acc.y > 0 or node_under ~= "air" then @@ -3517,7 +3215,7 @@ local mob_step = function(self, dtime) check_item_pickup(self) check_aggro(self,dtime) - particlespawner_check(self,dtime) + self:check_particlespawners(dtime) if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) -- mcl_burning.tick may remove object immediately @@ -3767,7 +3465,7 @@ local mob_step = function(self, dtime) if random(1, 10) <= 6 then self:set_velocity(0) self.state = "stand" - set_animation(self, "stand") + self:set_animation( "stand") yaw = yaw + random(-0.5, 0.5) yaw = self:set_yaw( yaw, 8) end @@ -3818,7 +3516,7 @@ local mob_step = function(self, dtime) if is_at_cliff_or_danger(self) then self:set_velocity(0) self.state = "stand" - set_animation(self, "stand") + self:set_animation( "stand") local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw( yaw + 0.78, 8) end @@ -4241,7 +3939,7 @@ function mcl_mobs:safe_boom(self, pos, strength) }, true) local radius = strength 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 @@ -4467,7 +4165,7 @@ function mcl_mobs:spawn_child(pos, mob_type) end 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 diff --git a/mods/ENTITIES/mcl_mobs/effects.lua b/mods/ENTITIES/mcl_mobs/effects.lua index 239f2baa3..45199852a 100644 --- a/mods/ENTITIES/mcl_mobs/effects.lua +++ b/mods/ENTITIES/mcl_mobs/effects.lua @@ -1,5 +1,7 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local mob_class = mcl_mobs.mob_class +local active_particlespawners = {} +local DEFAULT_FALL_SPEED = -9.81*1.5 -- play sound 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 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 diff --git a/mods/ENTITIES/mcl_mobs/physics.lua b/mods/ENTITIES/mcl_mobs/physics.lua index 2f2402974..80eabdc5b 100644 --- a/mods/ENTITIES/mcl_mobs/physics.lua +++ b/mods/ENTITIES/mcl_mobs/physics.lua @@ -3,7 +3,12 @@ local mob_class = mcl_mobs.mob_class local ENTITY_CRAMMING_MAX = 24 local CRAMMING_DAMAGE = 3 +local DEATH_DELAY = 0.5 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 @@ -38,6 +43,85 @@ local function within_limits(pos, radius) return 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 + -- collision function borrowed amended from jordan4ibanez open_ai mod function mob_class:collision() local pos = self.object:get_pos() @@ -240,7 +324,7 @@ function mob_class:set_yaw(yaw, delay, dtime) if delay == 0 then if self.shaking and dtime then - yaw = yaw + (random() * 2 - 1) * 5 * dtime + yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end self:update_roll() 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. if damaged then - add_texture_mod(self, "^[colorize:#d42222:175") + self:add_texture_mod("^[colorize:#d42222:175") minetest.after(1, function(self) if self and self.object then - remove_texture_mod(self, "^[colorize:#d42222:175") + self:remove_texture_mod("^[colorize:#d42222:175") end end, self) 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") item_drop(self, cooked, looting) - if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then - mcl_experience.throw_xp(self.object:get_pos(), random(self.xp_min, self.xp_max)) + 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(), math.random(self.xp_min, self.xp_max)) end end end @@ -386,8 +470,8 @@ function mob_class:check_for_death(cause, cmi_cause) self.fall_speed = DEFAULT_FALL_SPEED self.timer = 0 self.blinktimer = 0 - remove_texture_mod(self, "^[colorize:#FF000040") - remove_texture_mod(self, "^[brighten") + self:remove_texture_mod("^[colorize:#FF000040") + self:remove_texture_mod("^[brighten") self.passive = true self.object:set_properties({ @@ -395,7 +479,7 @@ function mob_class:check_for_death(cause, cmi_cause) collide_with_objects = false, }) - set_velocity(self, 0) + self:set_velocity(0) local acc = self.object:get_acceleration() acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 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 speed = self.animation.die_speed or 15 length = math.max(frames / speed, 0) + DEATH_DELAY - set_animation(self, "die") + self:set_animation( "die") else length = 1 + DEATH_DELAY - set_animation(self, "stand", true) + self:set_animation( "stand", true) 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 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 return true @@ -547,7 +631,7 @@ function mob_class:do_env_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", pos = pos, node = self.standing_in}) then @@ -563,7 +647,7 @@ function mob_class:do_env_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) 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 - 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) 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 - effect(pos, 5, "mcl_particles_smoke.png") + mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") if self:check_for_death("dps", {type = "environment", 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) - 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 local dmg if nodef.drowning > 0 then @@ -624,7 +708,7 @@ function mob_class:do_env_damage() else dmg = 4 end - damage_effect(self, dmg) + self:damage_effect(dmg) self.health = self.health - dmg end if self:check_for_death("drowning", {type = "environment", @@ -671,11 +755,11 @@ end function mob_class:damage_mob(reason,damage) if not self.health then return end - damage = floor(damage) + damage = math.floor(damage) if damage > 0 then 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 return true