forked from VoxeLibre/VoxeLibre
251 lines
6.7 KiB
Lua
251 lines
6.7 KiB
Lua
local minetest = minetest
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--class
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mobs = {}
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local path = minetest.get_modpath(minetest.get_current_modname()).."/api/"
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dofile(path.."movement.lua")
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dofile(path.."interaction.lua")
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dofile(path.."data_handling.lua")
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dofile(path.."head_code.lua")
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dofile(path.."animation.lua")
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dofile(path.."timers.lua")
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mobs.register_mob = function(def)
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local mob_register = {}
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register_mob_spawner(def.mobname,def.textures,def.mesh)
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------------------------------------------------
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mob_register.initial_properties = {
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physical = def.physical,
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collide_with_objects = def.collide_with_objects,
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collisionbox = def.collisionbox,
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visual = def.visual,
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visual_size = def.visual_size,
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mesh = def.mesh,
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textures = def.textures,
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is_visible = def.is_visible,
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pointable = def.pointable,
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automatic_face_movement_dir = def.automatic_face_movement_dir,
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automatic_face_movement_max_rotation_per_sec = def.automatic_face_movement_max_rotation_per_sec,
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makes_footstep_sound = def.makes_footstep_sound,
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static_save = false,
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}
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mob_register.hp = def.hp
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mob_register.max_speed = def.max_speed
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mob_register.jump_timer = 0
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if def.head_bone then
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mob_register.head_bone = def.head_bone
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mobs.create_head_functions(def,mob_register)
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mob_register.debug_head_pos = def.debug_head_pos
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mob_register.head_directional_offset = def.head_directional_offset
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mob_register.head_height_offset = def.head_height_offset
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mob_register.head_rotation_offset = def.head_rotation_offset
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mob_register.head_position_correction = def.head_position_correction
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mob_register.head_coord = def.head_coord
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mob_register.flip_pitch = def.flip_pitch
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else
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--print("create some other functions to turn mob " .. def.mobname)
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end
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mob_register.hurt_inside_timer = 0
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mob_register.death_animation_timer = 0
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mob_register.dead = false
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mob_register.mob = true
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mob_register.mobname = def.mobname
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mob_register.hostile = def.hostile
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if def.friendly_in_daylight == true then
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mob_register.friendly_in_daylight = def.friendly_in_daylight
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mob_register.friendly_in_daylight_timer = 0
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end
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mob_register.hostile_cooldown = def.hostile_cooldown
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mob_register.hostile_timer = 0
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mob_register.timer = 0
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mob_register.state = def.state
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mob_register.hunger = 200
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mob_register.view_distance = def.view_distance
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mob_register.punch_timer = 0
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mob_register.punched_timer = 0
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mob_register.group_attack = def.group_attack
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mob_register.death_rotation = def.death_rotation
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mob_register.head_mount = def.head_mount
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mob_register.rotational_correction = def.rotational_correction or 0
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mob_register.hurt_sound = def.hurt_sound
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mob_register.die_sound = def.die_sound
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mob_register.attack_type = def.attack_type
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if def.attack_type == "explode" then
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mob_register.tnt_tick_timer = 0
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mob_register.explosion_type = def.explosion_type
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end
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mob_register.explosion_radius = def.explosion_radius
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mob_register.explosion_power = def.explosion_power
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mob_register.tnt_timer = nil
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mob_register.explosion_time = def.explosion_time
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mob_register.explosion_blink_color = def.explosion_blink_color or "white"
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mob_register.explosion_blink_timer = def.explosion_blink_timer or 0.2
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mob_register.custom_function_begin = def.custom_function_begin
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mob_register.custom_function = def.custom_function
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mob_register.custom_function_end = def.custom_function_end
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mob_register.projectile_timer_cooldown = def.projectile_timer_cooldown
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mob_register.attacked_hostile = def.attacked_hostile
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if not def.hostile and not def.attacked_hostile then
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mob_register.scared = false
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mob_register.scared_timer = 0
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end
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mob_register.attack_damage = def.attack_damage
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mob_register.projectile_timer = 0
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mob_register.projectile_type = def.projectile_type
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mob_register.takes_fall_damage = def.takes_fall_damage or true
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mob_register.make_jump_noise = def.make_jump_noise
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mob_register.jump_animation = def.jump_animation
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mob_register.jumping_frame = def.jumping_frame
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mob_register.item_drop = def.item_drop
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mob_register.item_minimum = def.item_minimum or 1
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mob_register.item_max = def.item_max
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mob_register.die_in_light = def.die_in_light
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mob_register.die_in_light_level = def.die_in_light_level
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mob_register.current_animation = 0
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mob_register.hurt_color_timer = 0
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mob_register.damage_color = def.damage_color or "red"
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mob_register.custom_on_death = def.custom_on_death
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mob_register.custom_on_activate = def.custom_on_activate
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mob_register.custom_on_punch = def.custom_on_punch
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mob_register.c_mob_data = def.c_mob_data
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mob_register.deactivating = false
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mob_register.on_fire = false
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mob_register.fire_table = def.fire_table
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mob_register.sound_pitch_mod_min = def.sound_pitch_mod_min
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mob_register.sound_pitch_mod_max = def.sound_pitch_mod_max
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mob_register.sound_pitch_mod_min_die = def.sound_pitch_mod_min_die
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mob_register.sound_pitch_mod_max_die = def.sound_pitch_mod_max_die
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if def.pathfinds then
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--mob_register.path = {}
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mob_register.pathfinding_timer = 0
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end
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if def.custom_timer then
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mob_register.c_timer = 0
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mob_register.custom_timer = def.custom_timer
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mob_register.custom_timer_function = def.custom_timer_function
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end
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mobs.create_movement_functions(def,mob_register)
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mobs.create_interaction_functions(def,mob_register)
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mobs.create_data_handling_functions(def,mob_register)
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mobs.create_animation_functions(def,mob_register)
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mobs.create_timer_functions(def,mob_register)
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mob_register.on_step = function(self, dtime,moveresult)
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if self.custom_function_begin then
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self.custom_function_begin(self,dtime)
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end
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self.collision_detection(self)
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if self.fall_damage then
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self.fall_damage(self)
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end
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if self.dead == false and self.death_animation_timer == 0 then
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if self.do_custom_timer then
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self.do_custom_timer(self,dtime)
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end
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if self.custom_function then
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self.custom_function(self,dtime,moveresult)
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end
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self.move(self,dtime,moveresult)
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self.flow(self)
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--self.debug_nametag(self,dtime)
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self.manage_hurt_color_timer(self,dtime)
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if self.manage_scared_timer then
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self.manage_scared_timer(self,dtime)
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end
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if self.set_animation then
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self.set_animation(self)
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end
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if self.look_around then
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self.look_around(self,dtime)
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end
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if self.pathfinding then
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self.pathfinding(self,dtime)
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end
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if self.handle_friendly_in_daylight_timer then
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self.handle_friendly_in_daylight_timer(self,dtime)
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end
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self.manage_punch_timer(self,dtime)
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else
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self.manage_death_animation(self,dtime)
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if self.move_head then
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self.move_head(self,nil,dtime)
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end
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end
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--fix zombie state again
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if self.dead == true and self.death_animation_timer <= 0 then
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self.on_death(self)
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end
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if self.tnt_timer then
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self.manage_explode_timer(self,dtime)
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end
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if self.projectile_timer then
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self.manage_projectile_timer(self,dtime)
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end
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if self.custom_function_end then
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self.custom_function_end(self,dtime)
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end
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end
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minetest.register_entity("mob:"..def.mobname, mob_register)
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------------------------------------------------
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end
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