MineClone2/mods/ENTITIES/mcl_mobs/data_handling.lua

106 lines
3.0 KiB
Lua

local
vector,minetest,math,pairs
=
vector,minetest,math,pairs
--
mobs.create_data_handling_functions = function(def,mob_register)
--mob_register.get_staticdata = function(self)
--[[
return minetest.serialize({
--range = self.range,
hp = self.hp,
hunger = self.hunger,
hostile = self.hostile,
hostile_timer = self.hostile_timer,
death_animation_timer = self.death_animation_timer,
dead = self.dead,
tnt_timer = self.tnt_timer,
tnt_tick_timer = self.tnt_tick_timer,
tnt_mod_state = self.tnt_mod_state,
punch_timer = self.punch_timer,
projectile_timer = self.projectile_timer,
scared = self.scared,
scared_timer = self.scared_timer,
c_mob_data = self.c_mob_data,
on_fire = self.on_fire,
})
]]--
--end
mob_register.on_activate = function(self)--, staticdata, dtime_s)
--[[
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = minetest.deserialize(staticdata)
if data and type(data) == "table" then
--self.range = data.range
self.hp = data.hp
self.hunger = data.hunger
self.hostile = data.hostile
self.hostile_timer = data.hostile_timer
self.death_animation_timer = data.death_animation_timer
self.dead = data.dead
self.tnt_timer = data.tnt_timer
self.tnt_tick_timer = data.tnt_tick_timer
self.tnt_mod_state = data.tnt_mod_state
self.punch_timer = data.punch_timer
self.projectile_timer = data.projectile_timer
self.scared = data.scared
self.scared_timer = data.scared_timer
self.c_mob_data = data.c_mob_data
self.on_fire = data.on_fire
end
end
]]--
--set up mob
self.object:set_armor_groups({immortal = 1})
--self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)})
self.object:set_acceleration(def.gravity)
self.object:set_animation(def.standing_frame, 0, 0, true)
self.current_animation = 0
self.object:set_hp(self.hp)
self.direction = vector.new(math.random()*math.random(-1,1),0,math.random()*math.random(-1,1))
--set the head up
if self.head_bone then
self.object:set_bone_position(self.head_bone, self.head_position_correction, vector.new(0,0,0))
end
self.is_mob = true
self.object:set_armor_groups({immortal = 1})
if self.custom_on_activate then
self.custom_on_activate(self)
end
if self.on_fire == true then
start_fire(self.object)
end
--use this to handle the global mob table
--minetest.after(0,function()
-- self.deactivating = true
--end)
end
--this is the info on the mob
mob_register.debug_nametag = function(self,dtime)
--we're doing this to the child because the nametage breaks the
--animation on the mob's body
--we add in items we want to see in this list
local debug_items = {"hostile","hostile_timer"}
local text = ""
for _,item in pairs(debug_items) do
if self[item] ~= nil then
text = text..item..": "..tostring(self[item]).."\n"
end
end
self.object:set_nametag_attributes({
color = "white",
text = text
})
end
return(mob_register)
end