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DigWorks/mods/ENTITIES/mobs_mc/shulker.lua

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--MCmobs v0.2
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
--###################
--################### SHULKER
--###################
local adjacents = {
vector.new(1,0,0),
vector.new(-1,0,0),
vector.new(0,1,0),
vector.new(0,-1,0),
vector.new(0,0,1),
vector.new(0,0,-1),
}
local function check_spot(pos)
pos = vector.offset(pos,0,0.5,0)
local n = minetest.get_node(pos)
if n.name ~="air" then return false end
for _,a in pairs(adjacents) do
local p = vector.add(pos,a)
local pn = minetest.get_node(p)
if minetest.get_item_group(pn.name,"solid") > 0 then return true end
end
return false
end
local pr = PseudoRandom(os.time()*(-334))
-- animation 45-80 is transition between passive and attack stance
mcl_mobs.register_mob("mobs_mc:shulker", {
description = S("Shulker"),
type = "monster",
spawn_class = "hostile",
attack_type = "shoot",
shoot_interval = 6,
arrow = "mobs_mc:shulkerbullet",
shoot_offset = 0.5,
passive = false,
hp_min = 30,
hp_max = 30,
xp_min = 5,
xp_max = 5,
armor = 20,
collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5},
visual = "mesh",
mesh = "mobs_mc_shulker.b3d",
textures = { "mobs_mc_endergolem.png", },
-- TODO: sounds
-- TODO: Make shulker dye-able
visual_size = {x=3, y=3},
walk_chance = 10,
knock_back = false,
jump = false,
can_despawn = false,
fall_speed = 0,
drops = {
{name = "mcl_mobitems:shulker_shell",
chance = 2,
min = 1,
max = 1,
looting = "rare",
looting_factor = 0.0625},
},
animation = {
stand_speed = 25, walk_speed = 25, run_speed = 50, punch_speed = 25,
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 25,
walk_start = 45, walk_end = 65,
walk_loop = false,
run_start = 65, run_end = 85,
run_loop = false,
punch_start = 80, punch_end = 100,
},
view_range = 16,
fear_height = 0,
walk_velocity = 0,
run_velocity = 0,
noyaw = true,
do_custom = function(self,dtime)
local pos = self.object:get_pos()
if math.floor(self.object:get_yaw()) ~=0 then
self.object:set_yaw(0)
mcl_mobs:yaw(self, 0, 0, dtime)
end
if self.state == "attack" then
self:set_animation("run")
self.armor = 0
elseif self.state == "stand" then
self.armor = 20
elseif self.state == "walk" or self.state == "run" then
self.armor = 0
end
self.path.way = false
self.look_at_players = false
if not check_spot(pos) then
self:teleport(nil)
end
end,
do_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
self:teleport(puncher)
end,
do_teleport = function(self, target)
if target ~= nil then
local target_pos = target:get_pos()
-- Find all solid nodes below air in a 10×10×10 cuboid centered on the target
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"})
local telepos
if nodes ~= nil then
if #nodes > 0 then
-- Up to 64 attempts to teleport
for n=1, math.min(64, #nodes) do
local r = pr:next(1, #nodes)
local nodepos = nodes[r]
local tg = vector.offset(nodepos,0,1,0)
if check_spot(tg) then
telepos = tg
node_ok = true
end
end
if telepos then
self.object:set_pos(telepos)
end
end
end
else
local pos = self.object:get_pos()
-- Up to 8 top-level attempts to teleport
for n=1, 8 do
local node_ok = false
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
if nodes ~= nil then
if #nodes > 0 then
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
for n=1, math.min(8, #nodes) do
local r = pr:next(1, #nodes)
local nodepos = nodes[r]
local tg = vector.offset(nodepos,0,0.5,0)
if check_spot(tg) then
self.object:set_pos(tg)
node_ok = true
break
end
end
end
end
if node_ok then
break
end
end
end
end,
on_attack = function(self, dtime)
self.shoot_interval = math.random(1, 6)
end,
})
-- bullet arrow (weapon)
mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
visual = "sprite",
visual_size = {x = 0.25, y = 0.25},
textures = {"mobs_mc_shulkerbullet.png"},
velocity = 5,
homing = true,
hit_player = mcl_mobs.get_arrow_damage_func(4),
hit_mob = mcl_mobs.get_arrow_damage_func(4),
})
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
--[[
mcl_mobs:spawn_specific(
"mobs_mc:shulker",
"end",
"ground",
{
"End"
},
0,
minetest.LIGHT_MAX+1,
30,
5000,
2,
mcl_vars.mg_end_min,
mcl_vars.mg_end_max)
--]]