forked from VoxeLibre/VoxeLibre
1212 lines
30 KiB
Lua
1212 lines
30 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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-- pathfinding settings
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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local enable_pathfinding = true
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local TIME_TO_FORGET_TARGET = 15
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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-- check if daytime and also if mob is docile during daylight hours
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function mob_class:day_docile()
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if self.docile_by_day == false then
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return false
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elseif self.docile_by_day == true
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and self.time_of_day > 0.2
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and self.time_of_day < 0.8 then
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return true
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end
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end
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-- attack player/mob
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function mob_class:do_attack(player)
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if self.state == "attack" or self.state == "die" then
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return
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end
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self.attack = player
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self.state = "attack"
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-- TODO: Implement war_cry sound without being annoying
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--if random(0, 100) < 90 then
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--self:mob_sound("war_cry", true)
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--end
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end
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-- blast damage to entities nearby
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local function entity_physics(pos,radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
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for n = 1, #objs do
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obj_pos = objs[n]:get_pos()
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dist = vector.distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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-- punches work on entities AND players
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objs[n]:punch(objs[n], 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, pos)
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end
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end
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function mob_class:entity_physics(pos,radius) return entity_physics(pos,radius) end
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local los_switcher = false
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local height_switcher = false
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-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
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function mob_class:smart_mobs(s, p, dist, dtime)
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local s1 = self.path.lastpos
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local target_pos = self.attack:get_pos()
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-- is it becoming stuck?
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if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < .5 then
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self.path.stuck_timer = self.path.stuck_timer + dtime
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else
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self.path.stuck_timer = 0
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end
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self.path.lastpos = {x = s.x, y = s.y, z = s.z}
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local use_pathfind = false
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local has_lineofsight = minetest.line_of_sight(
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{x = s.x, y = (s.y) + .5, z = s.z},
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{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
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-- im stuck, search for path
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if not has_lineofsight then
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if los_switcher == true then
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use_pathfind = true
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los_switcher = false
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end -- cannot see target!
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else
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if los_switcher == false then
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los_switcher = true
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use_pathfind = false
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minetest.after(1, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if has_lineofsight then self.path.following = false end
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end, self)
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end -- can see target!
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end
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if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
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use_pathfind = true
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self.path.stuck_timer = 0
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minetest.after(1, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if has_lineofsight then self.path.following = false end
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end, self)
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end
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if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
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use_pathfind = true
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self.path.stuck_timer = 0
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minetest.after(1, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if has_lineofsight then self.path.following = false end
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end, self)
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end
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if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
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if height_switcher then
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use_pathfind = true
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height_switcher = false
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end
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else
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if not height_switcher then
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use_pathfind = false
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height_switcher = true
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end
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end
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if use_pathfind then
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-- lets try find a path, first take care of positions
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-- since pathfinder is very sensitive
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local sheight = self.collisionbox[5] - self.collisionbox[2]
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-- round position to center of node to avoid stuck in walls
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-- also adjust height for player models!
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s.x = math.floor(s.x + 0.5)
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s.z = math.floor(s.z + 0.5)
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local ssight, sground = minetest.line_of_sight(s, {
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x = s.x, y = s.y - 4, z = s.z}, 1)
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-- determine node above ground
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if not ssight then
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s.y = sground.y + 1
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end
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local p1 = self.attack:get_pos()
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p1.x = math.floor(p1.x + 0.5)
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p1.y = math.floor(p1.y + 0.5)
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p1.z = math.floor(p1.z + 0.5)
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local dropheight = 12
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if self.fear_height ~= 0 then dropheight = self.fear_height end
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local jumpheight = 0
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if self.jump and self.jump_height >= 4 then
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jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
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elseif self.stepheight > 0.5 then
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jumpheight = 1
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end
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self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
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self.state = ""
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self:do_attack(self.attack)
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-- no path found, try something else
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if not self.path.way then
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self.path.following = false
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-- lets make way by digging/building if not accessible
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if self.pathfinding == 2 and mobs_griefing then
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-- is player higher than mob?
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if s.y < p1.y then
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-- build upwards
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if not minetest.is_protected(s, "") then
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local ndef1 = minetest.registered_nodes[self.standing_in]
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if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
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minetest.set_node(s, {name = mcl_mobs.fallback_node})
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end
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end
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local sheight = math.ceil(self.collisionbox[5]) + 1
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-- assume mob is 2 blocks high so it digs above its head
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s.y = s.y + sheight
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-- remove one block above to make room to jump
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if not minetest.is_protected(s, "") then
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local node1 = node_ok(s, "air").name
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local ndef1 = minetest.registered_nodes[node1]
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if node1 ~= "air"
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and node1 ~= "ignore"
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and ndef1
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and not ndef1.groups.level
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and not ndef1.groups.unbreakable
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and not ndef1.groups.liquid then
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minetest.set_node(s, {name = "air"})
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minetest.add_item(s, ItemStack(node1))
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end
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end
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s.y = s.y - sheight
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self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
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else -- dig 2 blocks to make door toward player direction
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local yaw1 = self.object:get_yaw() + math.pi / 2
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local p1 = {
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x = s.x + math.cos(yaw1),
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y = s.y,
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z = s.z + math.sin(yaw1)
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}
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if not minetest.is_protected(p1, "") then
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local node1 = node_ok(p1, "air").name
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local ndef1 = minetest.registered_nodes[node1]
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if node1 ~= "air"
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and node1 ~= "ignore"
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and ndef1
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and not ndef1.groups.level
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and not ndef1.groups.unbreakable
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and not ndef1.groups.liquid then
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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p1.y = p1.y + 1
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node1 = node_ok(p1, "air").name
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ndef1 = minetest.registered_nodes[node1]
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if node1 ~= "air"
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and node1 ~= "ignore"
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and ndef1
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and not ndef1.groups.level
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and not ndef1.groups.unbreakable
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and not ndef1.groups.liquid then
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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end
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end
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end
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-- will try again in 2 seconds
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self.path.stuck_timer = stuck_timeout - 2
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elseif s.y < p1.y and (not self.fly) then
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self:do_jump() --add jump to pathfinding
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self.path.following = true
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-- Yay, I found path!
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-- TODO: Implement war_cry sound without being annoying
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--self:mob_sound("war_cry", true)
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else
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self:set_velocity(self.walk_velocity)
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-- follow path now that it has it
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self.path.following = true
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end
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end
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end
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-- specific attacks
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local specific_attack = function(list, what)
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-- no list so attack default (player, animals etc.)
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if list == nil then
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return true
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- find someone to attack
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function mob_class:monster_attack()
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if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
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return
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local blacklist_attack = {}
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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if not objs[n]:is_player() then
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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name = obj.name or ""
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end
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if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
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table.insert(blacklist_attack, obj.attack)
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end
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end
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end
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for n = 1, #objs do
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if objs[n]:is_player() then
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if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
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type = ""
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elseif (self.type == "monster" or self._aggro) then
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-- self.aggro made player be attacked by npc again if out of range then back in again
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-- Does it serve a purpose other than that?
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to attack, failing that attack player/npc/animal
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if specific_attack(self.specific_attack, name)
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and (type == "player" or ( type == "npc" and self.attack_npcs )
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or (type == "animal" and self.attack_animals == true)) then
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p = player:get_pos()
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sp = s
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dist = vector.distance(p, s)
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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local attacked_p = false
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for c=1, #blacklist_attack do
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if blacklist_attack[c] == player then
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attacked_p = true
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end
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end
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-- choose closest player to attack
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local line_of_sight = self:line_of_sight( sp, p, 2) == true
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if dist < min_dist and not attacked_p and line_of_sight then
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min_dist = dist
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min_player = player
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end
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end
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end
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if not min_player and #blacklist_attack > 0 then
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min_player=blacklist_attack[math.random(#blacklist_attack)]
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end
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-- attack player
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if min_player then
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self:do_attack(min_player)
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end
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end
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-- npc, find closest monster to attack
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function mob_class:npc_attack()
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if self.type ~= "npc"
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or not self.attacks_monsters
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or self.state == "attack" then
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return
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end
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local p, sp, obj, min_player
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local s = self.object:get_pos()
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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obj = objs[n]:get_luaentity()
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if obj and obj.type == "monster" then
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p = obj.object:get_pos()
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sp = s
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local dist = vector.distance(p, s)
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
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min_dist = dist
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min_player = obj.object
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end
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end
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end
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if min_player then
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self:do_attack(min_player)
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end
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end
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-- dogshoot attack switch and counter function
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function mob_class:dogswitch(dtime)
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-- switch mode not activated
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if not self.dogshoot_switch
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or not dtime then
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return 0
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end
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self.dogshoot_count = self.dogshoot_count + dtime
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if (self.dogshoot_switch == 1
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and self.dogshoot_count > self.dogshoot_count_max)
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or (self.dogshoot_switch == 2
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and self.dogshoot_count > self.dogshoot_count2_max) then
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self.dogshoot_count = 0
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if self.dogshoot_switch == 1 then
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self.dogshoot_switch = 2
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else
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self.dogshoot_switch = 1
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end
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end
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return self.dogshoot_switch
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end
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-- no damage to nodes explosion
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function mob_class:safe_boom(pos, strength)
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minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds and self.sounds.distance or 32
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}, true)
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local radius = strength
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entity_physics(pos, radius)
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mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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-- make explosion with protection and tnt mod check
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function mob_class:boom(pos, strength, fire)
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
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else
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mcl_mobs.mob_class.safe_boom(self, pos, strength) --need to call it this way bc self is the "arrow" object here
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end
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-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
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self.object:remove()
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end
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-- deal damage and effects when mob punched
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function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
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-- custom punch function
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if self.do_punch then
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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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return
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end
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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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if minetest.is_creative_enabled(hitter:get_player_name()) then
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self.health = 0
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end
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-- set/update 'drop xp' timestamp if hitted by player
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self.xp_timestamp = minetest.get_us_time()
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end
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-- punch interval
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local weapon = hitter:get_wielded_item()
|
|
local punch_interval = 1.4
|
|
|
|
-- exhaust attacker
|
|
if is_player then
|
|
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
|
|
end
|
|
|
|
-- calculate mob damage
|
|
local damage = 0
|
|
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
|
|
|
|
|
|
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
|
|
|
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
|
|
|
if tmp < 0 then
|
|
tmp = 0.0
|
|
elseif tmp > 1 then
|
|
tmp = 1.0
|
|
end
|
|
|
|
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
|
* tmp * ((armor[group] or 0) / 100.0)
|
|
end
|
|
|
|
if weapon then
|
|
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
|
|
if fire_aspect_level > 0 then
|
|
mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
|
|
end
|
|
end
|
|
|
|
-- 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
|
|
end
|
|
|
|
-- healing
|
|
if damage <= -1 then
|
|
self.health = self.health - math.floor(damage)
|
|
return
|
|
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
|
|
if tool_capabilities.punch_attack_uses then
|
|
-- Without this delay, the wear does not work. Quite hacky ...
|
|
minetest.after(0, function(name)
|
|
local player = minetest.get_player_by_name(name)
|
|
if not player then return end
|
|
local weapon = hitter:get_wielded_item(player)
|
|
local def = weapon:get_definition()
|
|
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
|
|
local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
|
|
weapon:add_wear(wear)
|
|
hitter:set_wielded_item(weapon)
|
|
end
|
|
end, hitter:get_player_name())
|
|
end
|
|
end
|
|
|
|
local die = false
|
|
|
|
|
|
if damage >= 0 then
|
|
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
|
|
if damage >= 0.1 then
|
|
-- weapon sounds
|
|
if weapon:get_definition().sounds ~= nil then
|
|
|
|
local s = math.random(0, #weapon:get_definition().sounds)
|
|
|
|
minetest.sound_play(weapon:get_definition().sounds[s], {
|
|
object = self.object, --hitter,
|
|
max_hear_distance = 8
|
|
}, true)
|
|
else
|
|
minetest.sound_play("default_punch", {
|
|
object = self.object,
|
|
max_hear_distance = 5
|
|
}, true)
|
|
end
|
|
|
|
self:damage_effect(damage)
|
|
|
|
-- do damage
|
|
self.health = self.health - damage
|
|
|
|
-- skip future functions if dead, except alerting others
|
|
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
|
|
die = true
|
|
end
|
|
end
|
|
-- knock back effect (only on full punch)
|
|
if self.knock_back
|
|
and tflp >= punch_interval then
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
local v = self.object:get_velocity()
|
|
if not v then return end
|
|
local r = 1.4 - math.min(punch_interval, 1.4)
|
|
local kb = r * (math.abs(v.x)+math.abs(v.z))
|
|
local up = 2
|
|
|
|
if die==true then
|
|
kb=kb*2
|
|
end
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if math.abs(v.y) > 0.1
|
|
or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
|
|
-- 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._kb_turn = true
|
|
self._turn_to=self.object:get_yaw()-1.57
|
|
self.frame_speed_multiplier=2.3
|
|
if self.animation.run_end then
|
|
self:set_animation( "run")
|
|
elseif self.animation.walk_end then
|
|
self:set_animation( "walk")
|
|
end
|
|
minetest.after(0.2, function()
|
|
if self and self.object then
|
|
self.frame_speed_multiplier=1
|
|
self._kb_turn = false
|
|
end
|
|
end)
|
|
self.object:add_velocity({
|
|
x = dir.x * kb,
|
|
y = up*2,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
end -- END if damage
|
|
|
|
-- if skittish then run away
|
|
if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then
|
|
|
|
local yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
|
|
minetest.after(0.2,function()
|
|
if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then
|
|
yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
|
|
self:set_velocity( self.run_velocity)
|
|
end
|
|
end)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 0
|
|
self.following = nil
|
|
end
|
|
|
|
local name = hitter:get_player_name() or ""
|
|
|
|
-- attack puncher
|
|
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 mcl_mobs.invis[ name ] then
|
|
if not die then
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
self:do_attack(hitter)
|
|
self._aggro= true
|
|
end
|
|
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
|
|
obj:do_attack(hitter)
|
|
elseif type(obj.group_attack) == "table" then
|
|
for i=1, #obj.group_attack do
|
|
if obj.group_attack[i] == self.name then
|
|
obj._aggro = true
|
|
obj:do_attack(hitter)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- have owned mobs attack player threat
|
|
if obj.owner == name and obj.owner_loyal then
|
|
obj:do_attack(self.object)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:check_aggro(dtime)
|
|
if not self._aggro or not self.attack then return end
|
|
|
|
if not self._check_aggro_timer then
|
|
self._check_aggro_timer = 0
|
|
end
|
|
|
|
if self._check_aggro_timer > 5 then
|
|
self._check_aggro_timer = 0
|
|
|
|
if self.attack then
|
|
-- TODO consider removing this in favour of what is done in do_states_attack
|
|
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
|
|
-- I do not think this code does anything. Are mobs still loaded in at 128?
|
|
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
|
|
self._aggro = nil
|
|
self.attack = nil
|
|
self.state = "stand"
|
|
end
|
|
end
|
|
end
|
|
self._check_aggro_timer = self._check_aggro_timer + dtime
|
|
end
|
|
|
|
|
|
|
|
local function clear_aggro(self)
|
|
self.state = "stand"
|
|
self:set_velocity( 0)
|
|
self:set_animation( "stand")
|
|
|
|
self.attack = nil
|
|
self._aggro = nil
|
|
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.path.way = nil
|
|
end
|
|
|
|
function mob_class:do_states_attack (dtime)
|
|
self.timer = self.timer + dtime
|
|
if self.timer > 100 then
|
|
self.timer = 1
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
if not s then return end
|
|
|
|
local p = self.attack:get_pos() or s
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
-- stop attacking if player invisible or out of range
|
|
if not self.attack
|
|
or not self.attack:get_pos()
|
|
or not self:object_in_range(self.attack)
|
|
or self.attack:get_hp() <= 0
|
|
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
|
|
|
clear_aggro(self)
|
|
return
|
|
end
|
|
|
|
local target_line_of_sight = self:line_of_sight(s, p, 2)
|
|
if not target_line_of_sight then
|
|
if self.target_time_lost then
|
|
local time_since_seen = os.time() - self.target_time_lost
|
|
if time_since_seen > TIME_TO_FORGET_TARGET then
|
|
self.target_time_lost = nil
|
|
clear_aggro(self)
|
|
return
|
|
end
|
|
else
|
|
self.target_time_lost = os.time()
|
|
end
|
|
else
|
|
self.target_time_lost = nil
|
|
end
|
|
|
|
-- calculate distance from mob and enemy
|
|
local dist = vector.distance(p, s)
|
|
|
|
if self.attack_type == "explode" then
|
|
local vec = { x = p.x - s.x, z = p.z - s.z }
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
local node_break_radius = self.explosion_radius or 1
|
|
local entity_damage_radius = self.explosion_damage_radius
|
|
or (node_break_radius * 2)
|
|
|
|
-- start timer when in reach and line of sight
|
|
if not self.v_start and dist <= self.reach and target_line_of_sight then
|
|
self.v_start = true
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self:mob_sound("fuse", nil, false)
|
|
|
|
-- stop timer if out of reach or direct line of sight
|
|
elseif self.allow_fuse_reset and self.v_start
|
|
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
self:remove_texture_mod("^[brighten")
|
|
end
|
|
|
|
-- walk right up to player unless the timer is active
|
|
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
|
self:set_velocity( 0)
|
|
else
|
|
self:set_velocity( self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
self:set_animation( "run")
|
|
else
|
|
self:set_animation( "walk")
|
|
end
|
|
|
|
if self.v_start then
|
|
self.timer = self.timer + dtime
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
if self.blinktimer > 0.2 then
|
|
self.blinktimer = 0
|
|
if self.blinkstatus then
|
|
self:remove_texture_mod("^[brighten")
|
|
else
|
|
self:add_texture_mod("^[brighten")
|
|
end
|
|
self.blinkstatus = not self.blinkstatus
|
|
end
|
|
|
|
if self.timer > self.explosion_timer then
|
|
local pos = self.object:get_pos()
|
|
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
|
else
|
|
minetest.sound_play(self.sounds.explode, {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds.distance or 32
|
|
}, true)
|
|
self:entity_physics(pos,entity_damage_radius)
|
|
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
|
end
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
|
|
return true
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "dogfight"
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
|
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
|
|
|
if self.fly
|
|
and dist > self.reach then
|
|
|
|
local p1 = s
|
|
local me_y = math.floor(p1.y)
|
|
local p2 = p
|
|
local p_y = math.floor(p2.y + 1)
|
|
local v = self.object:get_velocity()
|
|
|
|
if self:flight_check( s) then
|
|
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 0.01,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -0.01,
|
|
z = v.z
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50
|
|
or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table.remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + math.pi end
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
if dist > self.reach then
|
|
-- path finding by rnd
|
|
if enable_pathfinding and self.pathfinding then
|
|
self:smart_mobs(s, p, dist, dtime)
|
|
end
|
|
|
|
if self:is_at_cliff_or_danger() then
|
|
self:set_velocity( 0)
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
else
|
|
if self.path.stuck then
|
|
self:set_velocity(self.walk_velocity)
|
|
else
|
|
self:set_velocity(self.run_velocity)
|
|
end
|
|
if self.animation and self.animation.run_start then
|
|
self:set_animation("run")
|
|
else
|
|
self:set_animation("walk")
|
|
end
|
|
end
|
|
else -- rnd: if inside reach range
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
self:set_velocity( 0)
|
|
|
|
local attack_frequency = self.attack_frequency or 1
|
|
|
|
if self.timer > attack_frequency then
|
|
self.timer = 0
|
|
|
|
if not self.custom_attack then
|
|
if self.double_melee_attack and math.random(1, 2) == 1 then
|
|
self:set_animation("punch2")
|
|
else
|
|
self:set_animation("punch")
|
|
end
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if self:line_of_sight( p2, s2) == true then
|
|
self:mob_sound("attack")
|
|
|
|
-- punch player (or what player is attached to)
|
|
local attached = self.attack:get_attach()
|
|
if attached then
|
|
self.attack = attached
|
|
end
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = self.damage}
|
|
}, nil)
|
|
end
|
|
else
|
|
self.custom_attack(self, p)
|
|
end
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "shoot"
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
|
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
|
|
local dist = vector.distance(p, s)
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
local stay_away_from_player = vector.zero()
|
|
|
|
--strafe back and fourth
|
|
|
|
--stay away from player so as to shoot them
|
|
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
|
self:set_animation( "shoot")
|
|
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
|
end
|
|
|
|
if self.strafes then
|
|
if not self.strafe_direction then
|
|
self.strafe_direction = 1.57
|
|
end
|
|
if math.random(40) == 1 then
|
|
self.strafe_direction = self.strafe_direction*-1
|
|
end
|
|
|
|
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
|
|
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
|
|
|
|
if dir2 and stay_away_from_player then
|
|
self.acc = vector.add(dir2, stay_away_from_player)
|
|
end
|
|
else
|
|
self:set_velocity( 0)
|
|
end
|
|
|
|
local p = self.object:get_pos()
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
if self.shoot_interval
|
|
and self.timer > self.shoot_interval
|
|
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
|
and math.random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
self:set_animation( "shoot")
|
|
|
|
-- play shoot attack sound
|
|
self:mob_sound("shoot_attack")
|
|
|
|
-- Shoot arrow
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
local arrow, ent
|
|
local v = 1
|
|
if not self.shoot_arrow then
|
|
self.firing = true
|
|
minetest.after(1, function()
|
|
self.firing = false
|
|
end)
|
|
arrow = minetest.add_entity(p, self.arrow)
|
|
ent = arrow:get_luaentity()
|
|
if ent.velocity then
|
|
v = ent.velocity
|
|
end
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
-- important for mcl_shields
|
|
ent._shooter = self.object
|
|
ent._saved_shooter_pos = self.object:get_pos()
|
|
end
|
|
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
-- offset makes shoot aim accurate
|
|
vec.y = vec.y + self.shoot_offset
|
|
vec.x = vec.x * (v / amount)
|
|
vec.y = vec.y * (v / amount)
|
|
vec.z = vec.z * (v / amount)
|
|
if self.shoot_arrow then
|
|
vec = vector.normalize(vec)
|
|
self:shoot_arrow(p, vec)
|
|
else
|
|
arrow:set_velocity(vec)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
|
|
end
|
|
end
|