forked from VoxeLibre/VoxeLibre
1129 lines
29 KiB
Lua
1129 lines
29 KiB
Lua
local math = math
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local vector = vector
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local string = string
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local tonumber = tonumber
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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local minetest_line_of_sight = minetest.line_of_sight
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local minetest_get_node_light = minetest.get_node_light
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local minetest_registered_nodes = minetest.registered_nodes
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local flow = mobs.get_flowing_dir
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local DOUBLE_PI = math.pi * 2
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local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125
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--a simple helper function which is too small to move into movement.lua
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local function quick_rotate(self,dtime)
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self.yaw = self.yaw + THIRTY_SECONDTH_PI
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if self.yaw > DOUBLE_PI then
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self.yaw = self.yaw - DOUBLE_PI
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end
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end
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--a simple helper function for rounding
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--http://lua-users.org/wiki/SimpleRound
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local function round2(num, numDecimalPlaces)
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return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
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end
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--[[
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_ _
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| | __ _ _ __ __| |
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| | / _` | '_ \ / _` |
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| |___| (_| | | | | (_| |
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\_____/\__,_|_| |_|\__,_|
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]]--
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--this is basically reverse jump_check
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local function cliff_check(self,dtime)
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--mobs will flip out if they are falling without this
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if self.object:get_velocity().y ~= 0 then
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return false
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end
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local pos = self.object:get_pos()
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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dir = vector.multiply(dir,radius)
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local free_fall = minetest_line_of_sight(
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{x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z},
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{x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z})
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return free_fall
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end
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-- state switching logic (stand, walk, run, attacks)
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local land_state_list_wandering = {"stand", "walk"}
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local function land_state_switch(self, dtime)
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--do math before sure not attacking, following, or running away so continue
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--doing random walking for mobs if all states are not met
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self.state_timer = self.state_timer - dtime
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--only run away
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if self.skittish and self.state == "run" then
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self.run_timer = self.run_timer - dtime
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if self.run_timer > 0 then
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return
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end
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--continue
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end
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--ignore everything else if breeding
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if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
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self.state = "breed"
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return
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--reset the state timer to get the mob out of
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--the breed state
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elseif self.state == "breed" then
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self.state_timer = 0
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end
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--ignore everything else if following
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if mobs.check_following(self) and
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(not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and
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(not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then
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self.state = "follow"
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return
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--reset the state timer to get the mob out of
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--the follow state - not the cleanest option
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--but the easiest
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elseif self.state == "follow" then
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self.state_timer = 0
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end
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--only attack
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if self.hostile and self.attacking then
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self.state = "attack"
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return
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end
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--if finally reached here then do random wander
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
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end
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end
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-- states are executed here
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local function land_state_execution(self, dtime)
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--[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster
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print(self.breed_timer)
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if self.breed_timer > 0 then
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self.breed_timer = self.breed_timer - (dtime * 100)
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if self.breed_timer <= 0 then
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self.breed_timer = 0
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end
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end
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]]--
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--no collisionbox exception
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if not self.object:get_properties() then
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return
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end
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--timer to time out looking for mate
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if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
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self.breed_lookout_timer = self.breed_lookout_timer - dtime
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--looking for mate failed
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if self.breed_lookout_timer <= 0 then
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self.breed_lookout_timer = 0
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end
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end
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--cool off after breeding
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if self.breed_timer and self.breed_timer > 0 then
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self.breed_timer = self.breed_timer - dtime
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--do this to skip the first check, using as switch
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if self.breed_timer <= 0 then
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self.breed_timer = 0
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end
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end
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local pos = self.object:get_pos()
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local collisionbox = self.object:get_properties().collisionbox
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--get the center of the mob
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pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
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local current_node = minetest_get_node(pos).name
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local float_now = false
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--recheck if in water or lava
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if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
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float_now = true
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end
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--make slow falling mobs fall slow
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if self.fall_slow then
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local velocity = self.object:get_velocity()
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if velocity then
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if velocity.y < 0 then
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--lua is acting really weird so we have to help it
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if round2(self.object:get_acceleration().y, 1) == -self.gravity then
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self.object:set_acceleration(vector.new(0,0,0))
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mobs.mob_fall_slow(self)
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end
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else
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if round2(self.object:get_acceleration().y, 1) == 0 then
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self.object:set_acceleration(vector.new(0,-self.gravity,0))
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end
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end
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end
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end
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--calculate fall damage
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if self.fall_damage then
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mobs.calculate_fall_damage(self)
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end
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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--animation fixes for explosive mobs
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if self.attack_type == "explode" then
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mobs.reverse_explosion_animation(self,dtime)
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end
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mobs.lock_yaw(self)
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elseif self.state == "follow" then
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--always look at players
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mobs.set_yaw_while_following(self)
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--check distance
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local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos())
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local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos())
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--don't push the player if too close
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--don't spin around randomly
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if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then
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mobs.set_mob_animation(self, "run")
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mobs.set_velocity(self,self.run_velocity)
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if mobs.jump_check(self) == 1 then
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mobs.jump(self)
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end
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else
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mobs.set_mob_animation(self, "stand")
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mobs.set_velocity(self,0)
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end
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math.random() * (math.pi * 2))
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--check for nodes to jump over
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local node_in_front_of = mobs.jump_check(self)
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if node_in_front_of == 1 then
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mobs.jump(self)
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--turn if on the edge of cliff
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--(this is written like this because unlike
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--jump_check which simply tells the mob to jump
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--this requires a mob to turn, removing the
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--ease of a full implementation for it in a single
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--function)
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elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
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--turn 45 degrees if so
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quick_rotate(self,dtime)
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--stop the mob so it doesn't fall off
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mobs.set_velocity(self,0)
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end
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--only move forward if path is clear
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if node_in_front_of == 0 or node_in_front_of == 1 then
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--set the velocity of the mob
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mobs.set_velocity(self,self.walk_velocity)
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end
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--animation fixes for explosive mobs
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if self.attack_type == "explode" then
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mobs.reverse_explosion_animation(self,dtime)
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end
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elseif self.state == "run" then
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--do animation
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mobs.set_mob_animation(self, "run")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--check for nodes to jump over
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local node_in_front_of = mobs.jump_check(self)
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if node_in_front_of == 1 then
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mobs.jump(self)
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--turn if on the edge of cliff
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--(this is written like this because unlike
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--jump_check which simply tells the mob to jump
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--this requires a mob to turn, removing the
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--ease of a full implementation for it in a single
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--function)
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elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then
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--turn 45 degrees if so
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quick_rotate(self,dtime)
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--stop the mob so it doesn't fall off
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mobs.set_velocity(self,0)
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end
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--only move forward if path is clear
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if node_in_front_of == 0 or node_in_front_of == 1 then
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--set the velocity of the mob
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mobs.set_velocity(self,self.run_velocity)
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end
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elseif self.state == "attack" then
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--execute mob attack type
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if self.attack_type == "explode" then
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mobs.explode_attack_walk(self, dtime)
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elseif self.attack_type == "punch" then
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mobs.punch_attack_walk(self,dtime)
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elseif self.attack_type == "projectile" then
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mobs.projectile_attack_walk(self,dtime)
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end
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elseif self.state == "breed" then
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mobs.breeding_effect(self)
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local mate = mobs.look_for_mate(self)
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--found a mate
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if mate then
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mobs.set_yaw_while_breeding(self,mate)
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mobs.set_velocity(self, self.walk_velocity)
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--smoosh together basically
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if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
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mobs.set_mob_animation(self, "stand")
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if self.special_breed_timer == 0 then
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self.special_breed_timer = 2 --breeding takes 2 seconds
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end
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self.special_breed_timer = self.special_breed_timer - dtime
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if self.special_breed_timer <= 0 then
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--pop a baby out, it's a miracle!
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local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
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minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
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mobs.play_sound_specific(self,"item_drop_pickup")
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self.special_breed_timer = 0
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self.breed_lookout_timer = 0
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self.breed_timer = self.breed_timer_cooloff
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mate:get_luaentity().special_breed_timer = 0
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mate:get_luaentity().breed_lookout_timer = 0
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mate:get_luaentity().breed_timer = self.breed_timer_cooloff -- can reuse because it's the same mob
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end
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else
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mobs.set_mob_animation(self, "walk")
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end
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--couldn't find a mate, just stand there until the player pushes it towards one
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--or the timer runs out
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else
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mobs.set_mob_animation(self, "stand")
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mobs.set_velocity(self,0)
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end
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end
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if float_now then
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mobs.float(self)
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else
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local acceleration = self.object:get_acceleration()
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if acceleration and acceleration.y == 0 then
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self.object:set_acceleration(vector.new(0,-self.gravity,0))
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end
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end
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end
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--[[
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_____ _
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/ ___| (_)
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\ `--.__ ___ _ __ ___
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`--. \ \ /\ / / | '_ ` _ \
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/\__/ /\ V V /| | | | | | |
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\____/ \_/\_/ |_|_| |_| |_|
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]]--
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-- state switching logic (stand, walk, run, attacks)
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local swim_state_list_wandering = {"stand", "swim"}
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local function swim_state_switch(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)]
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end
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end
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--check if a mob needs to turn while swimming
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local function swim_turn_check(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector.multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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return green_flag_1
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end
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--this is to swap the built in engine acceleration modifier
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local function swim_physics_swapper(self, inside_swim_node)
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--should be swimming, gravity is applied, switch to floating
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if inside_swim_node and self.object:get_acceleration().y ~= 0 then
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self.object:set_acceleration(vector.new(0,0,0))
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--not be swim, gravity isn't applied, switch to falling
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elseif not inside_swim_node and self.object:get_acceleration().y == 0 then
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self.pitch = 0
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self.object:set_acceleration(vector.new(0,-self.gravity,0))
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end
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end
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local random_pitch_multiplier = {-1,1}
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-- states are executed here
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local function swim_state_execution(self, dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + self.object:get_properties().collisionbox[5]
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local current_node = minetest_get_node(pos).name
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local inside_swim_node = false
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--quick scan everything to see if inside swim node
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for _,id in pairs(self.swim_in) do
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if id == current_node then
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inside_swim_node = true
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break
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end
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end
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--turn gravity on or off
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swim_physics_swapper(self, inside_swim_node)
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--swim properly if inside swim node
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if inside_swim_node then
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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mobs.set_swim_velocity(self,0)
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if self.tilt_swim then
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mobs.set_static_pitch(self)
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end
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mobs.lock_yaw(self)
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elseif self.state == "swim" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math.random() * (math.pi * 2))
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--create a truly random pitch, since there is no easy access to pitch math that I can find
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self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--do a quick turn to make mob continuously move
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--if in a fish tank or something
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if swim_turn_check(self,dtime) then
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quick_rotate(self,dtime)
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end
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mobs.set_swim_velocity(self,self.walk_velocity)
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--only enable tilt swimming if enabled
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if self.tilt_swim then
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mobs.set_dynamic_pitch(self)
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end
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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end
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--flop around if not inside swim node
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else
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--do animation
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mobs.set_mob_animation(self, "stand")
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mobs.flop(self)
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if self.tilt_swim then
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mobs.set_static_pitch(self)
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end
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end
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end
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--[[
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______ _
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| ___| |
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| |_ | |_ _
|
|
| _| | | | | |
|
|
| | | | |_| |
|
|
\_| |_|\__, |
|
|
__/ |
|
|
|___/
|
|
]]--
|
|
|
|
-- state switching logic (stand, walk, run, attacks)
|
|
local fly_state_list_wandering = {"stand", "fly"}
|
|
|
|
local function fly_state_switch(self, dtime)
|
|
|
|
if self.hostile and self.attacking then
|
|
self.state = "attack"
|
|
return
|
|
end
|
|
|
|
self.state_timer = self.state_timer - dtime
|
|
if self.state_timer <= 0 then
|
|
self.state_timer = math.random(4,10) + math.random()
|
|
self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
|
|
end
|
|
end
|
|
|
|
|
|
--check if a mob needs to turn while flying
|
|
local function fly_turn_check(self, dtime)
|
|
|
|
local pos = self.object:get_pos()
|
|
pos.y = pos.y + 0.1
|
|
local dir = minetest_yaw_to_dir(self.yaw)
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
local radius = collisionbox[4] + 0.5
|
|
|
|
vector.multiply(dir, radius)
|
|
|
|
local test_dir = vector.add(pos,dir)
|
|
|
|
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
|
|
|
|
return green_flag_1
|
|
end
|
|
|
|
--this is to swap the built in engine acceleration modifier
|
|
local function fly_physics_swapper(self, inside_fly_node)
|
|
|
|
--should be flyming, gravity is applied, switch to floating
|
|
if inside_fly_node and self.object:get_acceleration().y ~= 0 then
|
|
self.object:set_acceleration(vector.new(0,0,0))
|
|
--not be fly, gravity isn't applied, switch to falling
|
|
elseif not inside_fly_node and self.object:get_acceleration().y == 0 then
|
|
self.pitch = 0
|
|
self.object:set_acceleration(vector.new(0,-self.gravity,0))
|
|
end
|
|
end
|
|
|
|
|
|
local random_pitch_multiplier = {-1,1}
|
|
-- states are executed here
|
|
local function fly_state_execution(self, dtime)
|
|
local pos = self.object:get_pos()
|
|
pos.y = pos.y + 0.1
|
|
local current_node = minetest_get_node(pos).name
|
|
local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0
|
|
|
|
local float_now = false
|
|
--recheck if in water or lava
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
inside_fly_node = false
|
|
float_now = true
|
|
end
|
|
|
|
--turn gravity on or off
|
|
fly_physics_swapper(self,inside_fly_node)
|
|
|
|
--fly properly if inside fly node
|
|
if inside_fly_node then
|
|
if self.state == "stand" then
|
|
|
|
--do animation
|
|
mobs.set_mob_animation(self, "stand")
|
|
|
|
mobs.set_fly_velocity(self,0)
|
|
|
|
if self.tilt_fly then
|
|
mobs.set_static_pitch(self)
|
|
end
|
|
|
|
mobs.lock_yaw(self)
|
|
|
|
elseif self.state == "fly" then
|
|
|
|
self.walk_timer = self.walk_timer - dtime
|
|
|
|
--reset the walk timer
|
|
if self.walk_timer <= 0 then
|
|
--re-randomize the walk timer
|
|
self.walk_timer = math.random(1,6) + math.random()
|
|
--set the mob into a random direction
|
|
self.yaw = (math.random() * (math.pi * 2))
|
|
|
|
--create a truly random pitch, since there is no easy access to pitch math that I can find
|
|
self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)]
|
|
end
|
|
|
|
--do animation
|
|
mobs.set_mob_animation(self, "walk")
|
|
|
|
--do a quick turn to make mob continuously move
|
|
--if in a bird cage or something
|
|
if fly_turn_check(self,dtime) then
|
|
quick_rotate(self,dtime)
|
|
end
|
|
|
|
if self.tilt_fly then
|
|
mobs.set_dynamic_pitch(self)
|
|
end
|
|
|
|
mobs.set_fly_velocity(self,self.walk_velocity)
|
|
|
|
--enable rotation locking
|
|
mobs.movement_rotation_lock(self)
|
|
elseif self.state == "attack" then
|
|
--execute mob attack type
|
|
--if self.attack_type == "explode" then
|
|
|
|
--mobs.explode_attack_fly(self, dtime)
|
|
|
|
--elseif self.attack_type == "punch" then
|
|
|
|
--mobs.punch_attack_fly(self,dtime)
|
|
|
|
if self.attack_type == "projectile" then
|
|
|
|
mobs.projectile_attack_fly(self,dtime)
|
|
|
|
end
|
|
end
|
|
else
|
|
--make the mob float
|
|
if self.floats and float_now then
|
|
mobs.set_velocity(self, 0)
|
|
|
|
mobs.float(self)
|
|
|
|
if self.tilt_fly then
|
|
mobs.set_static_pitch(self)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--[[
|
|
___
|
|
|_ |
|
|
| |_ _ _ __ ___ _ __
|
|
| | | | | '_ ` _ \| '_ \
|
|
/\__/ / |_| | | | | | | |_) |
|
|
\____/ \__,_|_| |_| |_| .__/
|
|
| |
|
|
|_|
|
|
]]--
|
|
|
|
|
|
--check if a mob needs to turn while jumping
|
|
--[[local function jump_turn_check(self, dtime)
|
|
local pos = self.object:get_pos()
|
|
pos.y = pos.y + 0.1
|
|
local dir = minetest_yaw_to_dir(self.yaw)
|
|
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
local radius = collisionbox[4] + 0.5
|
|
|
|
vector.multiply(dir, radius)
|
|
|
|
local test_dir = vector.add(pos,dir)
|
|
|
|
local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
|
|
|
|
return green_flag_1
|
|
end]]
|
|
|
|
-- state switching logic (stand, jump, run, attacks)
|
|
local jump_state_list_wandering = {"stand", "jump"}
|
|
|
|
local function jump_state_switch(self, dtime)
|
|
self.state_timer = self.state_timer - dtime
|
|
if self.state_timer <= 0 then
|
|
self.state_timer = math.random(4,10) + math.random()
|
|
self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)]
|
|
end
|
|
end
|
|
|
|
-- states are executed here
|
|
local function jump_state_execution(self, dtime)
|
|
local node_in_front_of = mobs.jump_check(self)
|
|
local pos = self.object:get_pos()
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
--get the center of the mob
|
|
pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
|
|
local current_node = minetest_get_node(pos).name
|
|
|
|
local float_now = false
|
|
|
|
--recheck if in water or lava
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
float_now = true
|
|
end
|
|
|
|
if self.state == "stand" then
|
|
|
|
--do animation
|
|
mobs.set_mob_animation(self, "stand")
|
|
|
|
--set the velocity of the mob
|
|
mobs.set_velocity(self,0)
|
|
|
|
mobs.lock_yaw(self)
|
|
|
|
elseif self.state == "jump" then
|
|
|
|
self.walk_timer = self.walk_timer - dtime
|
|
|
|
--reset the jump timer
|
|
if self.walk_timer <= 0 then
|
|
|
|
--re-randomize the jump timer
|
|
self.walk_timer = math.random(1,6) + math.random()
|
|
|
|
--set the mob into a random direction
|
|
self.yaw = (math.random() * (math.pi * 2))
|
|
end
|
|
|
|
--do animation
|
|
mobs.set_mob_animation(self, "walk")
|
|
|
|
--enable rotation locking
|
|
mobs.movement_rotation_lock(self)
|
|
|
|
--jumping mobs are more loosey goosey
|
|
if node_in_front_of == 1 then
|
|
quick_rotate(self,dtime)
|
|
end
|
|
|
|
--only move forward if path is clear
|
|
mobs.jump_move(self,self.walk_velocity)
|
|
|
|
elseif self.state == "run" then
|
|
print("run")
|
|
elseif self.state == "attack" then
|
|
print("attack")
|
|
end
|
|
if float_now then
|
|
mobs.float(self)
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
--[[
|
|
___ ___ _ _ _
|
|
| \/ | (_) | | (_)
|
|
| . . | __ _ _ _ __ | | ___ __ _ _ ___
|
|
| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __|
|
|
| | | | (_| | | | | | | |___| (_) | (_| | | (__
|
|
\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___|
|
|
__/ |
|
|
|___/
|
|
]]--
|
|
|
|
--the main loop
|
|
function mobs.mob_step(self, dtime)
|
|
|
|
--do not continue if non-existent
|
|
if not self or not self.object or not self.object:get_luaentity() then
|
|
self.object:remove()
|
|
return false
|
|
end
|
|
|
|
|
|
--DEBUG TIME!
|
|
--REMEMBER TO MOVE THIS AFTER DEATH CHECK
|
|
|
|
--if self.has_head then
|
|
-- mobs.do_head_logic(self,dtime)
|
|
--end
|
|
|
|
|
|
|
|
--if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
|
|
-- return
|
|
--end
|
|
|
|
--despawn mechanism
|
|
--don't despawned tamed or bred mobs
|
|
if not self.tamed and not self.bred then
|
|
self.lifetimer = self.lifetimer - dtime
|
|
if self.lifetimer <= 0 then
|
|
self.lifetimer = self.lifetimer_reset
|
|
if not mobs.check_for_player_within_area(self, 64) then
|
|
--print("removing in MAIN LOGIC!")
|
|
self.object:remove()
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
--color modifier which coincides with the pause_timer
|
|
if self.old_health and self.health < self.old_health then
|
|
self.object:set_texture_mod("^[colorize:red:120")
|
|
--fix double death sound
|
|
if self.health > 0 then
|
|
mobs.play_sound(self,"damage")
|
|
end
|
|
end
|
|
self.old_health = self.health
|
|
|
|
--do death logic (animation, poof, explosion, etc)
|
|
if self.health <= 0 or self.dead then
|
|
--play death sound once
|
|
if not self.played_death_sound then
|
|
self.dead = true
|
|
mobs.play_sound(self,"death")
|
|
self.played_death_sound = true
|
|
end
|
|
|
|
mobs.death_logic(self, dtime)
|
|
|
|
--this is here because the mob must continue to move
|
|
--while stunned before coming to a complete halt even during
|
|
--the death tilt
|
|
if self.pause_timer > 0 then
|
|
self.pause_timer = self.pause_timer - dtime
|
|
--perfectly reset pause_timer
|
|
if self.pause_timer < 0 then
|
|
self.pause_timer = 0
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
mobs.random_sound_handling(self,dtime)
|
|
|
|
--mobs drowning mechanic
|
|
if not self.breathes_in_water then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + self.eye_height
|
|
|
|
local node = minetest_get_node(pos).name
|
|
|
|
if minetest_get_item_group(node, "water") ~= 0 then
|
|
self.breath = self.breath - dtime
|
|
|
|
--reset breath when drowning
|
|
if self.breath <= 0 then
|
|
self.health = self.health - 4
|
|
self.breath = 1
|
|
self.pause_timer = 0.5
|
|
end
|
|
|
|
elseif self.breath < self.breath_max then
|
|
self.breath = self.breath + dtime
|
|
--clean timer reset
|
|
if self.breath > self.breath_max then
|
|
self.breath = self.breath_max
|
|
end
|
|
end
|
|
end
|
|
|
|
--set mobs on fire when burned by sunlight
|
|
if self.ignited_by_sunlight then
|
|
local pos = self.object:get_pos()
|
|
pos.y = pos.y + 0.1
|
|
|
|
if self.burn_timer > 0 then
|
|
self.burn_timer = self.burn_timer - dtime
|
|
|
|
if self.burn_timer <= 0 then
|
|
self.health = self.health - 4
|
|
self.burn_timer = 0
|
|
end
|
|
end
|
|
|
|
if self.burn_timer == 0 then
|
|
local light_current, light_day = minetest_get_node_light(pos), minetest_get_node_light(pos, 0.5)
|
|
if light_current and light_day and light_current > 12 and light_day == 15 then
|
|
mcl_burning.set_on_fire(self.object, 1)
|
|
self.burn_timer = 1 --1.7 seconds
|
|
self.pause_timer = 0.4
|
|
end
|
|
end
|
|
end
|
|
|
|
--baby grows up
|
|
if self.baby then
|
|
--print(self.grow_up_timer)
|
|
--catch missing timer
|
|
if not self.grow_up_timer then
|
|
self.grow_up_timer = self.grow_up_goal
|
|
end
|
|
|
|
self.grow_up_timer = self.grow_up_timer - dtime
|
|
|
|
--baby grows up!
|
|
if self.grow_up_timer <= 0 then
|
|
self.grow_up_timer = 0
|
|
mobs.baby_grow_up(self)
|
|
end
|
|
end
|
|
|
|
--do custom mob instructions
|
|
if self.do_custom then
|
|
-- when false skip going any further
|
|
if self.do_custom(self, dtime) == false then
|
|
--this needs to be here or the mob becomes immortal
|
|
if self.pause_timer > 0 then
|
|
self.pause_timer = self.pause_timer - dtime
|
|
--perfectly reset pause_timer
|
|
if self.pause_timer <= 0 then
|
|
self.pause_timer = 0
|
|
self.object:set_texture_mod("")
|
|
end
|
|
end
|
|
--this overrides internal lua collision detection
|
|
return
|
|
end
|
|
end
|
|
|
|
local attacking = nil
|
|
|
|
--scan for players within eyesight
|
|
if self.hostile then
|
|
--true for line_of_sight is debug
|
|
attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
|
|
|
|
--go get the closest player
|
|
if attacking then
|
|
|
|
self.memory = 6 --6 seconds of memory
|
|
|
|
--set initial punch timer
|
|
if self.attacking == nil then
|
|
if self.attack_type == "punch" then
|
|
self.punch_timer = -1
|
|
end
|
|
end
|
|
self.attacking = attacking
|
|
|
|
--no player in area
|
|
elseif self.memory > 0 then
|
|
--try to remember
|
|
self.memory = self.memory - dtime
|
|
--get if memory player is within viewing range
|
|
if self.attacking and self.attacking:is_player() then
|
|
local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos())
|
|
if distance > self.view_range then
|
|
self.memory = 0
|
|
end
|
|
--out of viewing range, forget em
|
|
else
|
|
self.memory = 0
|
|
end
|
|
|
|
if self.memory <= 0 then
|
|
|
|
--reset states when coming out of hostile state
|
|
if self.attacking then
|
|
self.state_timer = -1
|
|
end
|
|
|
|
self.attacking = nil
|
|
self.memory = 0
|
|
end
|
|
end
|
|
end
|
|
|
|
--count down hostile cooldown timer when no players in range
|
|
if self.neutral and self.hostile and not attacking and self.hostile_cooldown_timer then
|
|
|
|
self.hostile_cooldown_timer = self.hostile_cooldown_timer - dtime
|
|
|
|
if self.hostile_cooldown_timer <= 0 then
|
|
self.hostile = false
|
|
self.hostile_cooldown_timer = 0
|
|
end
|
|
end
|
|
|
|
--mobs flow from Crafter
|
|
local pos = self.object:get_pos()
|
|
if pos then
|
|
local flow_dir = flow(pos)
|
|
if flow_dir then
|
|
flow_dir = vector.multiply(flow_dir,10)
|
|
local vel = self.object:get_velocity()
|
|
local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
|
|
acceleration = vector.multiply(acceleration, 0.01)
|
|
self.object:add_velocity(acceleration)
|
|
end
|
|
end
|
|
|
|
--mob is stunned after being hit
|
|
if self.pause_timer > 0 then
|
|
self.pause_timer = self.pause_timer - dtime
|
|
--don't break eye contact
|
|
if self.hostile and self.attacking then
|
|
mobs.set_yaw_while_attacking(self)
|
|
end
|
|
|
|
--perfectly reset pause_timer
|
|
if self.pause_timer <= 0 then
|
|
self.pause_timer = 0
|
|
self.object:set_texture_mod("")
|
|
end
|
|
|
|
--stop walking mobs from falling through the water
|
|
if not self.jump_only and not self.swim and not self.fly then
|
|
local pos = self.object:get_pos()
|
|
local collisionbox = self.object:get_properties().collisionbox
|
|
--get the center of the mob
|
|
pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2)
|
|
local current_node = minetest_get_node(pos).name
|
|
|
|
--recheck if in water or lava
|
|
if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then
|
|
mobs.float(self)
|
|
end
|
|
end
|
|
|
|
--stop projectile mobs from being completely disabled while stunned
|
|
if self.projectile_timer and self.projectile_timer > 0.01 then
|
|
self.projectile_timer = self.projectile_timer - dtime
|
|
if self.projectile_timer < 0.01 then
|
|
self.projectile_timer = 0.01
|
|
end
|
|
end
|
|
|
|
return -- don't allow collision detection
|
|
--do normal ai
|
|
else
|
|
--jump only (like slimes)
|
|
if self.jump_only then
|
|
jump_state_switch(self, dtime)
|
|
jump_state_execution(self, dtime)
|
|
--swimming
|
|
elseif self.swim then
|
|
swim_state_switch(self, dtime)
|
|
swim_state_execution(self, dtime)
|
|
--flying
|
|
elseif self.fly then
|
|
fly_state_switch(self, dtime)
|
|
fly_state_execution(self,dtime)
|
|
--regular mobs that walk around
|
|
else
|
|
land_state_switch(self, dtime)
|
|
land_state_execution(self,dtime)
|
|
end
|
|
end
|
|
|
|
--do not continue if non-existent
|
|
if not self or not self.object or not self.object:get_luaentity() then
|
|
self.object:remove()
|
|
return false
|
|
end
|
|
|
|
--make it so mobs do not glitch out when walking around/jumping
|
|
mobs.swap_auto_step_height_adjust(self)
|
|
|
|
|
|
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
|
|
if self.pushable then
|
|
mobs.collision(self)
|
|
end
|
|
|
|
--overrides absolutely everything
|
|
--mobs get stuck in cobwebs like players
|
|
if not self.ignores_cobwebs then
|
|
local pos = self.object:get_pos()
|
|
local node = pos and minetest_get_node(pos).name
|
|
if node == "mcl_core:cobweb" then
|
|
--fight the rest of the api
|
|
if self.object:get_acceleration().y ~= 0 then
|
|
self.object:set_acceleration(vector.new(0,0,0))
|
|
end
|
|
mobs.stick_in_cobweb(self)
|
|
self.was_stuck_in_cobweb = true
|
|
else
|
|
--do not override other functions
|
|
if self.was_stuck_in_cobweb == true then
|
|
--return the mob back to normal
|
|
self.was_stuck_in_cobweb = nil
|
|
if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then
|
|
self.object:set_acceleration(vector.new(0,-self.gravity,0))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
self.old_velocity = self.object:get_velocity()
|
|
self.old_pos = self.object:get_pos()
|
|
end
|