--MCmobs v0.4 --maikerumine --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes local S = minetest.get_translator("mobs_mc") local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local function atan(x) if not x or x ~= x then return 0 else return math.atan(x) end end --################### --################### WITHER --################### mobs_mc.wither_count_overworld = 0 mobs_mc.wither_count_nether = 0 mobs_mc.wither_count_end = 0 mcl_mobs.register_mob("mobs_mc:wither", { description = S("Wither"), type = "monster", spawn_class = "hostile", hp_max = 300, hp_min = 300, xp_min = 50, xp_max = 50, armor = {undead = 80, fleshy = 100}, -- This deviates from MC Wiki's size, which makes no sense collisionbox = {-0.9, 0.4, -0.9, 0.9, 2.45, 0.9}, visual = "mesh", mesh = "mobs_mc_wither.b3d", textures = { {"mobs_mc_wither.png"}, }, visual_size = {x=4, y=4}, makes_footstep_sound = true, view_range = 50, fear_height = 4, walk_velocity = 2, run_velocity = 4, strafes = true, sounds = { shoot_attack = "mobs_mc_ender_dragon_shoot", attack = "mobs_mc_ender_dragon_attack", -- TODO: sounds distance = 60, }, jump = true, jump_height = 10, fly = true, makes_footstep_sound = false, dogshoot_switch = 1, dogshoot_count_max = 1, attack_animals = true, can_despawn = false, drops = { {name = "mcl_mobitems:nether_star", chance = 1, min = 1, max = 1}, }, lava_damage = 0, fire_damage = 0, attack_type = "custom", explosion_strength = 8, dogshoot_stop = true, arrow = "mobs_mc:wither_skull", reach = 5, shoot_interval = 0.5, shoot_offset = -0.5, animation = { walk_speed = 12, run_speed = 12, stand_speed = 12, stand_start = 0, stand_end = 20, walk_start = 0, walk_end = 20, run_start = 0, run_end = 20, }, harmed_by_heal = true, is_boss = true, do_custom = function(self, dtime) if self._spawning then if not self._spw_max then self._spw_max = self._spawning end self._spawning = self._spawning - dtime local bardef = { color = "dark_purple", text = "Wither spawning", percentage = math.floor((self._spw_max - self._spawning) / self._spw_max * 100), } local pos = self.object:get_pos() for _, player in pairs(minetest.get_connected_players()) do local d = vector.distance(pos, player:get_pos()) if d <= 80 then mcl_bossbars.add_bar(player, bardef, true, d) end end self.object:set_yaw(self._spawning*10) local factor = math.floor((math.sin(self._spawning*10)+1.5) * 85) local str = minetest.colorspec_to_colorstring({r=factor, g=factor, b=factor}) self.object:set_texture_mod("^[brighten^[multiply:"..str) if self._spawning <= 0 then if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(pos, 10, { drop_chance = 1.0 }, self.object) else mcl_mobs.mob_class.safe_boom(self, pos, 10) end self.object:set_texture_mod("") self._spawning = nil self._spw_max = nil else return false end end self._custom_timer = self._custom_timer + dtime if self._custom_timer > 1 then self.health = math.min(self.health + 1, self.hp_max) self._custom_timer = self._custom_timer - 1 end if self._spawner then local spawner = minetest.get_player_by_name(self._spawner) if spawner then self._death_timer = 0 local pos = self.object:get_pos() local spw = spawner:get_pos() local dist = vector.distance(pos, spw) if dist > 60 then -- teleport to the player who spawned the wither TODO add a setting to disable this local R = 10 pos.x = spw.x + math.random(-R, R) pos.y = spw.y + math.random(-R, R) pos.z = spw.z + math.random(-R, R) self.object:set_pos(pos) end else self._death_timer = self._death_timer + self.health - self._health_old if self.health == self._health_old then self._death_timer = self._death_timer + dtime end if self._death_timer > 100 then self.object:remove() return false end self._health_old = self.health end end local dim = mcl_worlds.pos_to_dimension(self.object:get_pos()) if dim == "overworld" then mobs_mc.wither_count_overworld = mobs_mc.wither_count_overworld + 1 elseif dim == "nether" then mobs_mc.wither_count_nether = mobs_mc.wither_count_nether + 1 elseif dim == "end" then mobs_mc.wither_count_end = mobs_mc.wither_count_end + 1 end local rand_factor if self.health < (self.hp_max / 2) then self.base_texture = "mobs_mc_wither_half_health.png" self.fly = false self._arrow_resistant = true rand_factor = 3 else self.base_texture = "mobs_mc_wither.png" self.fly = true self._arrow_resistant = false rand_factor = 10 end self.object:set_properties({textures={self.base_texture}}) mcl_bossbars.update_boss(self.object, "Wither", "dark_purple") if math.random(1, rand_factor) < 2 then self.arrow = "mobs_mc:wither_skull_strong" else self.arrow = "mobs_mc:wither_skull" end end, attack_state = function(self, dtime) local s = self.object:get_pos() local p = self.attack:get_pos() or s 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 } local 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.fly then local vel = self.object:get_velocity() local diff = s.y - p.y local FLY_FACTOR = self.walk_velocity if diff < 10 then self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z}) elseif diff > 15 then self.object:set_velocity({x=vel.x, y=-FLY_FACTOR, z=vel.z}) end for i=1, 15 do if minetest.get_node(vector.offset(s, 0, -i, 0)).name ~= "air" then self.object:set_velocity({x=vel.x, y= FLY_FACTOR, z=vel.z}) break elseif minetest.get_node(vector.offset(s, 0, i, 0)).name ~= "air" then self.object:set_velocity({x=vel.x, y=-FLY_FACTOR/i, z=vel.z}) break end end 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 if dist > 30 then self.acc = vector.add(self.acc, vector.direction(s, p)*0.01) end local side_cor = vector.new(0.7*math.cos(yaw), 0, 0.7*math.sin(yaw)) local m = self.object:get_pos() -- position of the middle head local sr = self.object:get_pos() + side_cor -- position of side right head local sl = self.object:get_pos() - side_cor -- position of side left head -- height corrections m.y = m.y + self.collisionbox[5] sr.y = sr.y + self.collisionbox[5] - 0.3 sl.y = sl.y + self.collisionbox[5] - 0.3 local rand_pos = math.random(1,3) if rand_pos == 1 then m = sr elseif rand_pos == 2 then m = sl end -- TODO multiple targets at once? -- TODO targeting most mobs when no players can be seen/in addition to players if self.shoot_interval and self.timer > self.shoot_interval and not minetest.raycast(vector.add(m, 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(m, 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(m, vec) else arrow:set_velocity(vec) end end end end, do_punch = function(self, hitter, tflp, tool_capabilities, dir) if self._spawning then return false end local ent = hitter:get_luaentity() if ent and self._arrow_resistant and (string.find(ent.name, "arrow") or string.find(ent.name, "rocket")) then return false end return true end, deal_damage = function(self, damage, mcl_reason) if self._spawning then return end if self._arrow_resistant and mcl_reason.type == "magic" then return end self.health = self.health - damage end, on_spawn = function(self) minetest.sound_play("mobs_mc_wither_spawn", {object=self.object, gain=1.0, max_hear_distance=64}) self._custom_timer = 0.0 self._death_timer = 0.0 self._health_old = self.hp_max self._spawning = 10 return true end, }) local wither_rose_soil = { "group:grass_block", "mcl_core:dirt", "mcl_core:coarse_dirt", "mcl_nether:netherrack", "group:soul_block", "mcl_mud:mud", "mcl_moss:moss" } mcl_mobs.register_arrow("mobs_mc:wither_skull", { visual = "cube", visual_size = {x = 0.3, y = 0.3}, textures = { "mobs_mc_wither_projectile.png^[verticalframe:6:0", -- top "mobs_mc_wither_projectile.png^[verticalframe:6:1", -- bottom "mobs_mc_wither_projectile.png^[verticalframe:6:2", -- left "mobs_mc_wither_projectile.png^[verticalframe:6:3", -- right "mobs_mc_wither_projectile.png^[verticalframe:6:4", -- back "mobs_mc_wither_projectile.png^[verticalframe:6:5", -- front }, velocity = 7, rotate = 90, _lifetime = 350, -- direct hit hit_player = function(self, player) player:punch(self.object, 1.0, { full_punch_interval = 0.5, damage_groups = {fleshy = 8}, }, nil) mcl_mobs.effect_functions["withering"](player, 0.5, 10) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1) local shooter = self._shooter:get_luaentity() if player:get_hp() <= 0 and shooter then shooter.health = shooter.health + 5 end end, hit_mob = function(self, mob) mob:punch(self.object, 1.0, { full_punch_interval = 0.5, damage_groups = {fleshy = 8}, }, nil) mcl_mobs.effect_functions["withering"](mob, 0.5, 10) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1) local l = mob:get_luaentity() if l and l.health - 8 <= 0 then local shooter = self._shooter:get_luaentity() if shooter then shooter.health = shooter.health + 5 end local n = minetest.find_node_near(mob:get_pos(),2,wither_rose_soil) if n then local p = vector.offset(n,0,1,0) if minetest.get_node(p).name == "air" then if not ( mobs_griefing and minetest.place_node(p,{name="mcl_flowers:wither_rose"}) ) then minetest.add_item(p,"mcl_flowers:wither_rose") end end end end end, -- node hit, explode hit_node = function(self, pos, node) mcl_mobs.mob_class.boom(self,pos, 1) end }) mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", { visual = "cube", visual_size = {x = 0.35, y = 0.35}, textures = { "mobs_mc_wither_projectile_strong.png^[verticalframe:6:0", -- top "mobs_mc_wither_projectile_strong.png^[verticalframe:6:1", -- bottom "mobs_mc_wither_projectile_strong.png^[verticalframe:6:2", -- left "mobs_mc_wither_projectile_strong.png^[verticalframe:6:3", -- right "mobs_mc_wither_projectile_strong.png^[verticalframe:6:4", -- back "mobs_mc_wither_projectile_strong.png^[verticalframe:6:5", -- front }, velocity = 4, rotate = 90, _lifetime = 500, -- direct hit hit_player = function(self, player) player:punch(self.object, 1.0, { full_punch_interval = 0.5, damage_groups = {fleshy = 12}, }, nil) mcl_mobs.effect_functions["withering"](player, 0.5, 10) local pos = self.object:get_pos() if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object) else mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here end local shooter = self._shooter:get_luaentity() if player:get_hp() <= 0 and shooter then shooter.health = shooter.health + 5 end end, hit_mob = function(self, mob) mob:punch(self.object, 1.0, { full_punch_interval = 0.5, damage_groups = {fleshy = 12}, }, nil) mcl_mobs.effect_functions["withering"](mob, 0.5, 10) local pos = self.object:get_pos() if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object) else mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here end local l = mob:get_luaentity() if l and l.health - 8 <= 0 then local shooter = self._shooter:get_luaentity() if shooter then shooter.health = shooter.health + 5 end local n = minetest.find_node_near(mob:get_pos(),2,wither_rose_soil) if n then local p = vector.offset(n,0,1,0) if minetest.get_node(p).name == "air" then if not ( mobs_griefing and minetest.place_node(p,{name="mcl_flowers:wither_rose"}) ) then minetest.add_item(p,"mcl_flowers:wither_rose") end end end end end, -- node hit, explode hit_node = function(self, pos, node) if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(pos, 1, { drop_chance = 1.0, max_blast_resistance = 0, }, self.object) else mcl_mobs.mob_class.safe_boom(self, pos, 1) --need to call it this way bc self is the "arrow" object here end end }) --Spawn egg mcl_mobs.register_egg("mobs_mc:wither", S("Wither"), "#4f4f4f", "#4f4f4f", 0, true) mcl_wip.register_wip_item("mobs_mc:wither") mcl_mobs:non_spawn_specific("mobs_mc:wither","overworld",0,minetest.LIGHT_MAX+1)