1
0
Fork 0
DigWorks/mods/ENTITIES/mobs_mc/shulker.lua

198 lines
5.0 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

--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 = 0.5,
arrow = "mobs_mc:shulkerbullet",
shoot_offset = 0.5,
passive = false,
hp_min = 30,
hp_max = 30,
xp_min = 5,
xp_max = 5,
armor = 150,
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 = 0,
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 = 0, run_speed = 50, punch_speed = 25,
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 25,
walk_start = 25, walk_end = 45,
run_start = 45, run_end = 85,
punch_start = 80, punch_end = 100,
},
view_range = 16,
fear_height = 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 == "walk" or self.state == "stand" then
self.state = "stand"
self:set_animation("stand")
end
if self.state == "attack" then
self:set_animation("punch")
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,
})
-- 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 = 6,
hit_player = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_node = function(self, pos, node)
end
})
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
--[[
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)
--]]