forked from MineClone5/MineClone5
WIP Zombies and Husks wear armor
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@ -375,6 +375,7 @@ function mobs:register_mob(name, def)
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--moves the wrong way
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--moves the wrong way
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swap_y_with_x = def.swap_y_with_x or false,
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swap_y_with_x = def.swap_y_with_x or false,
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reverse_head_yaw = def.reverse_head_yaw or false,
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reverse_head_yaw = def.reverse_head_yaw or false,
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_spawn_with_armor = def.spawn_with_armor,
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--END HEAD CODE VARIABLES
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--END HEAD CODE VARIABLES
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@ -62,6 +62,103 @@ mobs.mob_staticdata = function(self)
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return minetest.serialize(tmp)
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return minetest.serialize(tmp)
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end
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end
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mobs.armor_setup = function(self)
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local armor = self._armor
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if not armor then
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armor = {}
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-- Source: https://minecraft.fandom.com/wiki/Zombie
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local materials = {
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{name = "leather", chance = 0.3706},
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{name = "gold", chance = 0.4873},
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{name = "chain", chance = 0.129},
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{name = "iron", chance = 0.0127},
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{name = "diamond", chance = 0.0004}
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}
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local types = {
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{name = "helmet", chance = 0.15},
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--{name = "helmet", chance = 1},
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{name = "chestplate", chance = 0.75},
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{name = "leggings", chance = 0.5625},
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{name = "boots", chance = 0.4219}
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}
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local material
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if type(self._spawn_with_armor) == "string" then
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material = self._spawn_with_armor
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else
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local chance = 0
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for i, m in pairs(materials) do
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chance = chance + m.chance
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if math.random() <= chance then
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material = m.name
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break
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end
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end
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end
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for i, t in pairs(types) do
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if math.random() <= t.chance then
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armor[t.name] = material
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else
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break
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end
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end
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self._armor = armor
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end
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local t = ""
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local first_image = true
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for atype, material in pairs(armor) do
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if not first_image then
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t = t .. "^"
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end
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t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
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first_image = false
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end
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if t == "" then
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t = "mobs_mc_empty.png"
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end
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-- Configure damage groups based on armor
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-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
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local points = 2
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for atype, material in pairs(self._armor) do
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local item_name = "mcl_armor:" .. atype .. "_" .. material
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points = points + minetest.get_item_group(item_name, "mcl_armor_points")
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end
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local armor_strength = 100 - 4 * points * 0.8 -- We should realy be using the full damage calculation
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local armor_groups = self.object:get_armor_groups()
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armor_groups.undead = armor_strength
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armor_groups.fleshy = armor_strength
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self.object:set_armor_groups(armor_groups)
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local props = self.object:get_properties()
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props.textures[1] = t
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self.object:set_properties(props)
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minetest.chat_send_all(dump(self._armor))
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-- Rare chance of dropping armor on death
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for atype, material in pairs(self._armor) do
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local wear = math.random(1, 65535)
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local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
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self.drops = table.copy(self.drops)
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table.insert(self.drops, {
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name = item,
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chance = 1/0.085, -- 8.5%
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min = 1,
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max = 1,
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looting = "common",
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looting_factor = 0.01 / 3,
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})
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end
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--[[for atype, material in pairs(self._armor) do
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if math.random() <= 0.085 then
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local wear = math.random(1, 65535)
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local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
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minetest.add_item(pos, item)
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end
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end]]
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end
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-- activate mob and reload settings
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-- activate mob and reload settings
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mobs.mob_activate = function(self, staticdata, def, dtime)
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mobs.mob_activate = function(self, staticdata, def, dtime)
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@ -224,6 +321,9 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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--update_tag(self)
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--update_tag(self)
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--mobs.set_animation(self, "stand")
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--mobs.set_animation(self, "stand")
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if self._spawn_with_armor then
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mobs.armor_setup(self)
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end
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-- run on_spawn function if found
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-- run on_spawn function if found
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if self.on_spawn and not self.on_spawn_run then
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if self.on_spawn and not self.on_spawn_run then
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@ -204,8 +204,10 @@ local zombie = {
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attack_type = "punch",
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attack_type = "punch",
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punch_timer_cooloff = 0.5,
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punch_timer_cooloff = 0.5,
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harmed_by_heal = true,
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harmed_by_heal = true,
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spawn_with_armor = true,
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}
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}
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mobs:register_mob("mobs_mc:zombie", zombie)
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mobs:register_mob("mobs_mc:zombie", zombie)
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-- Baby zombie.
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-- Baby zombie.
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