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Merge pull request 'Add Parrot perching' (#2232) from parrot_perching_2 into master

Reviewed-on: MineClone2/MineClone2#2232
This commit is contained in:
cora 2022-05-29 00:22:52 +00:00
commit 663e6dfe9e
2 changed files with 110 additions and 39 deletions

View File

@ -363,6 +363,35 @@ local remove_texture_mod = function(self, mod)
self.object:set_texture_mod(full_mod) self.object:set_texture_mod(full_mod)
end end
-- are we flying in what we are suppose to? (taikedz)
local flight_check = function(self)
local nod = self.standing_in
local def = minetest.registered_nodes[nod]
if not def then return false end -- nil check
local fly_in
if type(self.fly_in) == "string" then
fly_in = { self.fly_in }
elseif type(self.fly_in) == "table" then
fly_in = self.fly_in
else
return false
end
for _,checknode in pairs(fly_in) do
if nod == checknode then
return true
elseif checknode == "__airlike" or def.walkable == false and
(def.liquidtype == "none" or minetest.get_item_group(nod, "fake_liquid") == 1) then
return true
end
end
return false
end
-- set defined animation -- set defined animation
local set_animation = function(self, anim, fixed_frame) local set_animation = function(self, anim, fixed_frame)
if not self.animation or not anim then if not self.animation or not anim then
@ -372,6 +401,8 @@ local set_animation = function(self, anim, fixed_frame)
return return
end end
if flight_check(self) and self.fly and anim == "walk" then anim = "fly" end
self.animation.current = self.animation.current or "" self.animation.current = self.animation.current or ""
if (anim == self.animation.current if (anim == self.animation.current
@ -513,37 +544,6 @@ local line_of_sight = function(self, pos1, pos2, stepsize)
return false return false
end end
-- are we flying in what we are suppose to? (taikedz)
local flight_check = function(self)
local nod = self.standing_in
local def = minetest.registered_nodes[nod]
if not def then return false end -- nil check
local fly_in
if type(self.fly_in) == "string" then
fly_in = { self.fly_in }
elseif type(self.fly_in) == "table" then
fly_in = self.fly_in
else
return false
end
for _,checknode in pairs(fly_in) do
if nod == checknode then
return true
elseif checknode == "__airlike" and def.walkable == false and
(def.liquidtype == "none" or minetest.get_item_group(nod, "fake_liquid") == 1) then
return true
end
end
return false
end
-- custom particle effects -- custom particle effects
local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)

View File

@ -8,8 +8,74 @@ local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### PARROT --################### PARROT
--################### --###################
local shoulders = {
left = vector.new(-3.75,10.5,0),
right = vector.new(3.75,10.5,0)
}
--find a free shoulder or return nil
local function get_shoulder(player)
local sh = "left"
for _,o in pairs(player:get_children()) do
local l = o:get_luaentity()
if l and l.name == "mobs_mc:parrot" then
local _,_,a = l.object:get_attach()
for _,s in pairs(shoulders) do
if a and vector.equals(a,s) then
if sh == "left" then
sh = "right"
else
return
end
end
end
end
end
return shoulders[sh]
end
local function perch(self,player)
if self.tamed and player:get_player_name() == self.owner and not self.object:get_attach() then
local shoulder = get_shoulder(player)
if not shoulder then return true end
self.object:set_attach(player,"",shoulder,vector.new(0,0,0),true)
mcl_mobs:set_animation(self, "stand")
end
end
local function check_perch(self,dtime)
if self.object:get_attach() then
for _,p in pairs(minetest.get_connected_players()) do
for _,o in pairs(p:get_children()) do
local l = o:get_luaentity()
if l and l.name == "mobs_mc:parrot" then
local n1 = minetest.get_node(vector.offset(p:get_pos(),0,-0.6,0)).name
local n2 = minetest.get_node(vector.offset(p:get_pos(),0,0,0)).name
local n3 = minetest.get_node(vector.offset(p:get_pos(),0,1,0)).name
if n1 == "air" or minetest.get_item_group(n2,"water") > 0 or minetest.get_item_group(n2,"lava") > 0 then
o:set_detach()
self.detach_timer = 0
return
end
end
end
end
elseif not self.detach_timer then
for _,p in pairs(minetest.get_connected_players()) do
if vector.distance(self.object:get_pos(),p:get_pos()) < 0.5 then
perch(self,p)
return
end
end
elseif self.detach_timer then
if self.detach_timer > 1 then
self.detach_timer = nil
else
self.detach_timer = self.detach_timer + dtime
end
end
end
mcl_mobs:register_mob("mobs_mc:parrot", { mcl_mobs:register_mob("mobs_mc:parrot", {
description = S("Parrot"), description = S("Parrot"),
@ -45,12 +111,12 @@ mcl_mobs:register_mob("mobs_mc:parrot", {
stand_speed = 50, stand_speed = 50,
walk_speed = 50, walk_speed = 50,
fly_speed = 50, fly_speed = 50,
stand_start = 30, stand_start = 0,
stand_end = 45, stand_end = 0,
fly_start = 30, fly_start = 30,
fly_end = 45, fly_end = 45,
walk_start = 30, walk_start = 0,
walk_end = 45, walk_end = 20,
-- TODO: actual walk animation -- TODO: actual walk animation
--walk_start = 0, --walk_start = 0,
--walk_end = 20, --walk_end = 20,
@ -87,13 +153,18 @@ mcl_mobs:register_mob("mobs_mc:parrot", {
end end
return return
end end
-- Feed to tame, but not breed -- Feed to tame, but not breed
if mcl_mobs:feed_tame(self, clicker, 1, false, true) then return end if mcl_mobs:feed_tame(self, clicker, 1, false, true) then return end
if mcl_mobs:protect(self, clicker) then return end perch(self,clicker)
if mcl_mobs:capture_mob(self, clicker, 0, 50, 80, false, nil) then return end end,
do_custom = function(self,dtime)
check_perch(self,dtime)
end,
do_punch = function(self,puncher) --do_punch is the mcl_mobs_redo variant - it gets called by on_punch later....
if self.object:get_attach() == puncher then
return false --return false explicitly here. mcl_mobs checks for that
end
end, end,
}) })
-- Parrots spawn rarely in jungles. TODO: Also check for jungle *biome* <- I'll get to this eventually -j4i -- Parrots spawn rarely in jungles. TODO: Also check for jungle *biome* <- I'll get to this eventually -j4i