forked from MineClone5/MineClone5
Bonus: Mobs Redo bug fix
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@ -227,6 +227,11 @@ functions needed for the mob to work properly which contains the following:
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older mobs.
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'pushable' Allows players, & other mobs to push the mob.
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'spawn_with_armor' If set to true, the mob has a small chance of spawning with
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random matched armor. If set to a string, the string represents
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the material type of the armor. Any materials used by
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mcl_armor will work. Example: "gold"
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It is assumed that the first texture is for armor.
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MineClone 2 extensions:
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@ -13,8 +13,13 @@ mobs.can_despawn = function(self)
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if self.tamed or self.bred or self.nametag then return false end
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local mob_pos = self.object:get_pos()
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if not mob_pos then return true end
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local players = minetest_get_connected_players()
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if #players == 0 then return false end
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-- If no players, probably this is being called from get_staticdata() at server shutdown time
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-- Minetest is to buggy (as of 5.5) to delete entities at server shutdown time anyway
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local distance = 999
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for _, player in pairs(minetest_get_connected_players()) do
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for _, player in pairs(players) do
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if player and player:get_hp() > 0 then
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local player_pos = player:get_pos()
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local new_distance = vector_distance(player_pos, mob_pos)
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@ -63,9 +68,8 @@ mobs.mob_staticdata = function(self)
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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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if not self._armor_items then
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local 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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@ -76,10 +80,9 @@ mobs.armor_setup = function(self)
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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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{name = "leggings", chance = 0.75},
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{name = "boots", chance = 0.75}
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}
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local material
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@ -95,6 +98,7 @@ mobs.armor_setup = function(self)
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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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@ -102,9 +106,30 @@ mobs.armor_setup = function(self)
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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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-- Setup table containing the armor items
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self._armor_items = {}
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for atype, material in pairs(armor) do
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local item = "mcl_armor:" .. atype .. "_" .. material
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table.insert(self._armor_items, item)
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end
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-- Setup armor drops
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for atype, material in pairs(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 = "rare",
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looting_factor = 0.01 / 3,
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})
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end
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-- Configure textures
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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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@ -114,49 +139,23 @@ mobs.armor_setup = function(self)
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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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if t ~= "" then
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self.base_texture = table.copy(self.base_texture)
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self.base_texture[1] = t
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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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for atype, material in pairs(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_strength = 100 - 4 * points
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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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self.armor = armor_groups
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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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@ -202,6 +201,11 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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self.base_selbox = self.selectionbox
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end
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-- Setup armor on mobs
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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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-- for current mobs that dont have this set
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if not self.base_selbox then
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self.base_selbox = self.selectionbox or self.base_colbox
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@ -321,9 +325,6 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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--update_tag(self)
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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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if self.on_spawn and not self.on_spawn_run then
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@ -207,7 +207,6 @@ local zombie = {
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spawn_with_armor = true,
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}
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mobs:register_mob("mobs_mc:zombie", zombie)
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-- Baby zombie.
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