forked from VoxeLibre/VoxeLibre
Merge pull request 'Add ability to fight and kill mobs' (#1603) from jordan4ibanez/MineClone2:mineclone5 into mineclone5
Reviewed-on: MineClone2/MineClone2#1603
This commit is contained in:
commit
53d3de7dd3
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@ -120,7 +120,7 @@ end
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-- creative check
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function mobs.is_creative(name)
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return minetest.is_creative_enabled(name)
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return minetest_is_creative_enabled(name)
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end
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@ -159,6 +159,7 @@ dofile(api_path .. "movement.lua")
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dofile(api_path .. "set_up.lua")
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dofile(api_path .. "attack_type_instructions.lua")
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dofile(api_path .. "sound_handling.lua")
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dofile(api_path .. "death_logic.lua")
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mobs.spawning_mobs = {}
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@ -326,6 +327,7 @@ function mobs:register_mob(name, def)
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visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
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punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
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projectile_cooldown = def.projectile_cooldown or 2,
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death_animation_timer = 0,
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--end j4i stuff
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-- MCL2 extensions
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@ -610,13 +610,33 @@ mobs.mob_step = function(self, dtime)
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return false
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end
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--do death logic (animation, poof, explosion, etc)
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if self.health <= 0 then
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mobs.death_logic(self, dtime)
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--this is here because the mob must continue to move
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--while stunned before coming to a complete halt even during
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--the death tilt
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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--perfectly reset pause_timer
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if self.pause_timer < 0 then
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self.pause_timer = 0
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end
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end
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return
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end
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local attacking = nil
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--scan for players within eyesight
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if self.hostile then
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--true for line_of_sight is debug
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attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
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--go get the closest player ROAR >:O
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--go get the closest player
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if attacking then
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--set initial punch timer
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@ -650,28 +670,42 @@ mobs.mob_step = function(self, dtime)
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end
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end
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--mob is stunned after being hit
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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--don't break eye contact
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if self.hostile and self.attacking then
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mobs.set_yaw_while_attacking(self)
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end
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--jump only (like slimes)
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if self.jump_only then
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jump_state_switch(self, dtime)
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jump_state_execution(self, dtime)
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--swimming
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elseif self.swim then
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swim_state_switch(self, dtime)
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swim_state_execution(self, dtime)
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--flying
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elseif self.fly then
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fly_state_switch(self, dtime)
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fly_state_execution(self,dtime)
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--regular mobs that walk around
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--perfectly reset pause_timer
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if self.pause_timer < 0 then
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self.pause_timer = 0
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end
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return -- don't allow collision detection
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--do normal ai
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else
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land_state_switch(self, dtime)
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land_state_execution(self,dtime)
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--jump only (like slimes)
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if self.jump_only then
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jump_state_switch(self, dtime)
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jump_state_execution(self, dtime)
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--swimming
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elseif self.swim then
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swim_state_switch(self, dtime)
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swim_state_execution(self, dtime)
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--flying
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elseif self.fly then
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fly_state_switch(self, dtime)
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fly_state_execution(self,dtime)
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--regular mobs that walk around
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else
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land_state_switch(self, dtime)
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land_state_execution(self,dtime)
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end
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end
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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mobs.collision(self)
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@ -175,10 +175,9 @@ mobs.set_static_pitch = function(self)
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local current_rotation = self.object:get_rotation()
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current_rotation.x = 0
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current_rotation.z = 0
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self.object:set_rotation(current_rotation)
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self.pitch_switchfdas = "static"
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self.pitch_switch = "static"
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end
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--this is a helper function for mobs explosion animation
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@ -971,84 +971,7 @@ local update_tag = function(self)
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update_roll(self)
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end
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-- drop items
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local item_drop = function(self, cooked, looting_level)
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-- no drops if disabled by setting
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if not mobs_drop_items then return end
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looting_level = looting_level or 0
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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return
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end
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local obj, item, num
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local pos = self.object:get_pos()
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self.drops = self.drops or {} -- nil check
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for n = 1, #self.drops do
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local dropdef = self.drops[n]
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local chance = 1 / dropdef.chance
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local looting_type = dropdef.looting
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if looting_level > 0 then
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local chance_function = dropdef.looting_chance_function
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if chance_function then
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chance = chance_function(looting_level)
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elseif looting_type == "rare" then
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chance = chance + (dropdef.looting_factor or 0.01) * looting_level
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end
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end
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local num = 0
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local do_common_looting = (looting_level > 0 and looting_type == "common")
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if math_random() < chance then
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num = math_random(dropdef.min or 1, dropdef.max or 1)
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elseif not dropdef.looting_ignore_chance then
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do_common_looting = false
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end
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if do_common_looting then
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num = num + math_floor(math_random(0, looting_level) + 0.5)
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end
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if num > 0 then
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item = dropdef.name
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-- cook items when true
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if cooked then
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local output = minetest_get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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-- add item if it exists
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for x = 1, num do
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obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
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end
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = math_random(-10, 10) / 9,
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y = 6,
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z = math_random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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-- check if mob is dead or only hurt
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@ -0,0 +1,165 @@
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local minetest_add_item = minetest.add_item
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local minetest_add_particlespawner = minetest.add_particlespawner
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local minetest_sound_play = minetest.sound_play
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local math_pi = math.pi
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local math_random = math.random
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local math_floor = math.floor
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local HALF_PI = math_pi / 2
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local vector_new = vector.new
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local death_effect = function(self)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local collisionbox = self.object:get_properties().collisionbox
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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end
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minetest_add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-0.5,0.5,-0.5),
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maxvel = vector.new(0.5,1,0.5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png", -- this particle looks strange
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})
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end
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-- drop items
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local item_drop = function(self, cooked, looting_level)
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looting_level = looting_level or 0
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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return
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end
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local obj, item, num
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local pos = self.object:get_pos()
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self.drops = self.drops or {} -- nil check
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for n = 1, #self.drops do
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local dropdef = self.drops[n]
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local chance = 1 / dropdef.chance
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local looting_type = dropdef.looting
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if looting_level > 0 then
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local chance_function = dropdef.looting_chance_function
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if chance_function then
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chance = chance_function(looting_level)
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elseif looting_type == "rare" then
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chance = chance + (dropdef.looting_factor or 0.01) * looting_level
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end
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end
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local num = 0
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local do_common_looting = (looting_level > 0 and looting_type == "common")
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if math_random() < chance then
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num = math_random(dropdef.min or 1, dropdef.max or 1)
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elseif not dropdef.looting_ignore_chance then
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do_common_looting = false
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end
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if do_common_looting then
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num = num + math_floor(math_random(0, looting_level) + 0.5)
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end
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if num > 0 then
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item = dropdef.name
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-- cook items when true
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if cooked then
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local output = minetest_get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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-- add item if it exists
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for x = 1, num do
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obj = minetest_add_item(pos, ItemStack(item .. " " .. 1))
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end
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = math_random(-10, 10) / 9,
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y = 6,
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z = math_random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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mobs.death_logic = function(self, dtime)
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self.death_animation_timer = self.death_animation_timer + dtime
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--the final POOF of a mob despawning
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if self.death_animation_timer >= 1.25 then
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item_drop(self,false,1)
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death_effect(self)
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self.object:remove()
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return
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end
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--I'm sure there's a more efficient way to do this
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--but this is the easiest, easier to work with 1 variable synced
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--this is also not smooth
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local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster
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if death_animation_roll > 1 then
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death_animation_roll = 1
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end
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local rot = self.object:get_rotation() --(no pun intended)
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rot.z = death_animation_roll * HALF_PI
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self.object:set_rotation(rot)
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mobs.set_mob_animation(self,"stand", true)
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--flying and swimming mobs just fall down
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if self.fly or self.swim then
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if self.object:get_acceleration().y ~= -self.gravity then
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self.object:set_acceleration(vector_new(0,-self.gravity,0))
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end
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end
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--when landing allow mob to slow down and just fall if in air
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if self.pause_timer <= 0 then
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mobs.set_velocity(self,0)
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end
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end
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@ -1,5 +1,12 @@
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local math_floor = math.floor
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local minetest_after = minetest.after
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local minetest_sound_play = minetest.sound_play
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local math_floor = math.floor
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local math_min = math.min
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local math_random = math.random
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local vector_direction = vector.direction
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local vector_multiply = vector.multiply
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mobs.feed_tame = function(self)
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return nil
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@ -36,6 +43,10 @@ end
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-- I have no idea what this does
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mobs.create_mob_on_rightclick = function(on_rightclick)
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return function(self, clicker)
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--don't allow rightclicking dead mobs
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if self.health <= 0 then
|
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return
|
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end
|
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local stop = on_rightclick_prefix(self, clicker)
|
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if (not stop) and (on_rightclick) then
|
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on_rightclick(self, clicker)
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|
@ -47,6 +58,11 @@ end
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-- deal damage and effects when mob punched
|
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mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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|
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--don't do anything if the mob is already dead
|
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if self.health <= 0 then
|
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return
|
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end
|
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|
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--neutral passive mobs switch to neutral hostile
|
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if self.neutral then
|
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|
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|
@ -65,37 +81,33 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
|
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|
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|
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--[[
|
||||
-- custom punch function
|
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if self.do_punch then
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|
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-- when false skip going any further
|
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if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
|
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return
|
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end
|
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end
|
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|
||||
-- error checking when mod profiling is enabled
|
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if not tool_capabilities then
|
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minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
|
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--don't do damage until pause timer resets
|
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if self.pause_timer > 0 then
|
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return
|
||||
end
|
||||
|
||||
local is_player = hitter:is_player()
|
||||
|
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if is_player then
|
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-- is mob protected?
|
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if self.protected and minetest_is_protected(self.object:get_pos(), hitter:get_player_name()) then
|
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return
|
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end
|
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|
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-- set/update 'drop xp' timestamp if hitted by player
|
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self.xp_timestamp = minetest_get_us_time()
|
||||
-- error checking when mod profiling is enabled
|
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if not tool_capabilities then
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minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
|
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return
|
||||
end
|
||||
|
||||
|
||||
local is_player = hitter:is_player()
|
||||
|
||||
|
||||
-- punch interval
|
||||
local weapon = hitter:get_wielded_item()
|
||||
|
||||
local punch_interval = 1.4
|
||||
|
||||
-- exhaust attacker
|
||||
|
@ -108,28 +120,9 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
local armor = self.object:get_armor_groups() or {}
|
||||
local tmp
|
||||
|
||||
-- quick error check incase it ends up 0 (serialize.h check test)
|
||||
if tflp == 0 then
|
||||
tflp = 0.2
|
||||
end
|
||||
|
||||
if use_cmi then
|
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damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
|
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else
|
||||
|
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for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
||||
|
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tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
||||
|
||||
if tmp < 0 then
|
||||
tmp = 0.0
|
||||
elseif tmp > 1 then
|
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tmp = 1.0
|
||||
end
|
||||
|
||||
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
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* tmp * ((armor[group] or 0) / 100.0)
|
||||
end
|
||||
--calculate damage groups
|
||||
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
||||
damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
|
||||
end
|
||||
|
||||
if weapon then
|
||||
|
@ -141,9 +134,7 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
|
||||
-- check for tool immunity or special damage
|
||||
for n = 1, #self.immune_to do
|
||||
|
||||
if self.immune_to[n][1] == weapon:get_name() then
|
||||
|
||||
damage = self.immune_to[n][2] or 0
|
||||
break
|
||||
end
|
||||
|
@ -155,21 +146,14 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
return
|
||||
end
|
||||
|
||||
if use_cmi then
|
||||
|
||||
local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
|
||||
|
||||
if cancel then return end
|
||||
end
|
||||
|
||||
if tool_capabilities then
|
||||
punch_interval = tool_capabilities.full_punch_interval or 1.4
|
||||
end
|
||||
|
||||
-- add weapon wear manually
|
||||
-- Required because we have custom health handling ("health" property)
|
||||
if minetest_is_creative_enabled("") ~= true
|
||||
and tool_capabilities then
|
||||
--minetest_is_creative_enabled("") ~= true --removed for now
|
||||
if tool_capabilities then
|
||||
if tool_capabilities.punch_attack_uses then
|
||||
-- Without this delay, the wear does not work. Quite hacky ...
|
||||
minetest_after(0, function(name)
|
||||
|
@ -207,65 +191,73 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
}, true)
|
||||
end
|
||||
|
||||
damage_effect(self, damage)
|
||||
--damage_effect(self, damage)
|
||||
|
||||
-- do damage
|
||||
self.health = self.health - damage
|
||||
|
||||
-- skip future functions if dead, except alerting others
|
||||
if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
|
||||
die = true
|
||||
--if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
|
||||
-- die = true
|
||||
--end
|
||||
|
||||
-- knock back effect
|
||||
local velocity = self.object:get_velocity()
|
||||
|
||||
--2d direction
|
||||
local pos1 = self.object:get_pos()
|
||||
pos1.y = 0
|
||||
local pos2 = hitter:get_pos()
|
||||
pos2.y = 0
|
||||
|
||||
local dir = vector.direction(pos2,pos1)
|
||||
|
||||
local up = 3
|
||||
|
||||
-- if already in air then dont go up anymore when hit
|
||||
if velocity.y ~= 0 then
|
||||
up = 0
|
||||
end
|
||||
|
||||
-- knock back effect (only on full punch)
|
||||
if not die
|
||||
and self.knock_back
|
||||
and tflp >= punch_interval then
|
||||
|
||||
local v = self.object:get_velocity()
|
||||
local r = 1.4 - math_min(punch_interval, 1.4)
|
||||
local kb = r * 2.0
|
||||
local up = 2
|
||||
--0.75 for perfect distance to not be too easy, and not be too hard
|
||||
local multiplier = 0.75
|
||||
|
||||
-- if already in air then dont go up anymore when hit
|
||||
if v.y ~= 0
|
||||
or self.fly then
|
||||
up = 0
|
||||
end
|
||||
|
||||
-- direction error check
|
||||
dir = dir or {x = 0, y = 0, z = 0}
|
||||
|
||||
-- check if tool already has specific knockback value
|
||||
if tool_capabilities.damage_groups["knockback"] then
|
||||
kb = tool_capabilities.damage_groups["knockback"]
|
||||
else
|
||||
kb = kb * 1.5
|
||||
end
|
||||
|
||||
|
||||
local luaentity
|
||||
if hitter then
|
||||
luaentity = hitter:get_luaentity()
|
||||
end
|
||||
if hitter and is_player then
|
||||
local wielditem = hitter:get_wielded_item()
|
||||
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
|
||||
elseif luaentity and luaentity._knockback then
|
||||
kb = kb + luaentity._knockback
|
||||
end
|
||||
|
||||
self.object:set_velocity({
|
||||
x = dir.x * kb,
|
||||
y = dir.y * kb + up * 2,
|
||||
z = dir.z * kb
|
||||
})
|
||||
|
||||
self.pause_timer = 0.25
|
||||
-- check if tool already has specific knockback value
|
||||
local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
|
||||
if knockback_enchant and knockback_enchant > 0 then
|
||||
multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
|
||||
end
|
||||
end -- END if damage
|
||||
|
||||
|
||||
local luaentity
|
||||
|
||||
--[[ --why does this multiply it again???
|
||||
if hitter then
|
||||
luaentity = hitter:get_luaentity()
|
||||
end
|
||||
if hitter and is_player then
|
||||
local wielditem = hitter:get_wielded_item()
|
||||
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
|
||||
elseif luaentity and luaentity._knockback then
|
||||
kb = kb + luaentity._knockback
|
||||
end
|
||||
]]--
|
||||
|
||||
dir = vector_multiply(dir,multiplier)
|
||||
|
||||
dir.y = up
|
||||
|
||||
--add velocity breaks momentum - use set velocity
|
||||
self.object:set_velocity(dir)
|
||||
|
||||
--0.4 seconds until you can hurt the mob again
|
||||
self.pause_timer = 0.4
|
||||
end
|
||||
-- END if damage
|
||||
|
||||
-- if skittish then run away
|
||||
--[[
|
||||
if not die and self.runaway == true and self.state ~= "flop" then
|
||||
|
||||
local lp = hitter:get_pos()
|
||||
|
@ -288,54 +280,6 @@ mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
self.following = nil
|
||||
end
|
||||
|
||||
local name = hitter:get_player_name() or ""
|
||||
|
||||
-- attack puncher and call other mobs for help
|
||||
if self.passive == false
|
||||
and self.state ~= "flop"
|
||||
and (self.child == false or self.type == "monster")
|
||||
and hitter:get_player_name() ~= self.owner
|
||||
and not mobs.invis[ name ] then
|
||||
|
||||
if not die then
|
||||
-- attack whoever punched mob
|
||||
self.state = ""
|
||||
do_attack(self, hitter)
|
||||
end
|
||||
|
||||
-- alert others to the attack
|
||||
local objs = minetest_get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
||||
local obj = nil
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj then
|
||||
|
||||
-- only alert members of same mob or friends
|
||||
if obj.group_attack
|
||||
and obj.state ~= "attack"
|
||||
and obj.owner ~= name then
|
||||
if obj.name == self.name then
|
||||
do_attack(obj, hitter)
|
||||
elseif type(obj.group_attack) == "table" then
|
||||
for i=1, #obj.group_attack do
|
||||
if obj.name == obj.group_attack[i] then
|
||||
do_attack(obj, hitter)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- have owned mobs attack player threat
|
||||
if obj.owner == name and obj.owner_loyal then
|
||||
do_attack(obj, self.object)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
]]--
|
||||
end
|
||||
|
||||
|
|
Loading…
Reference in New Issue