WIP Zombies and Husks wear armor

This commit is contained in:
parent 8eb0ba5501
commit 86328c0822
3 changed files with 103 additions and 0 deletions

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@ -375,6 +375,7 @@ function mobs:register_mob(name, def)
--moves the wrong way
swap_y_with_x = def.swap_y_with_x or false,
reverse_head_yaw = def.reverse_head_yaw or false,
_spawn_with_armor = def.spawn_with_armor,
--END HEAD CODE VARIABLES

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

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@ -204,8 +204,10 @@ local zombie = {
attack_type = "punch",
punch_timer_cooloff = 0.5,
harmed_by_heal = true,
spawn_with_armor = true,
}
mobs:register_mob("mobs_mc:zombie", zombie)
-- Baby zombie.