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Fix mob_punch

This commit is contained in:
cora 2022-11-10 22:18:20 +01:00
parent 6548b7fe47
commit b41d6a1cae
3 changed files with 277 additions and 279 deletions

View File

@ -736,284 +736,6 @@ local do_states = function(self, dtime)
end
-- deal damage and effects when mob punched
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
end
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
if is_player then
-- is mob protected?
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0
end
-- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = minetest.get_us_time()
end
-- punch interval
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 and call other mobs for help
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
-- 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.name == obj.group_attack[i] 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
end
local mob_detach_child = function(self, child)
if self.detach_child then

View File

@ -502,6 +502,283 @@ function mob_class:boom(pos, strength, fire)
self.object:remove()
end
-- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
end
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
if is_player then
-- is mob protected?
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0
end
-- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = minetest.get_us_time()
end
-- punch interval
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 and call other mobs for help
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
-- 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.name == obj.group_attack[i] 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
end
function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end

View File

@ -270,7 +270,6 @@ minetest.register_entity(name, setmetatable({
on_spawn = def.on_spawn,
on_blast = def.on_blast or do_tnt,
do_punch = def.do_punch,
on_punch = mob_punch,
on_breed = def.on_breed,
on_grown = def.on_grown,
on_pick_up = def.on_pick_up,