forked from VoxeLibre/VoxeLibre
various mob improvments
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210496b615
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22e6731261
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@ -556,12 +556,13 @@ local set_animation = function(self, anim, fixed_frame)
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else
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a_end = self.animation[anim .. "_end"]
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end
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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if a_start and a_end then
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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end
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@ -909,10 +910,10 @@ local check_for_death = function(self, cause, cmi_cause)
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-- play damage sound if health was reduced and make mob flash red.
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if damaged then
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add_texture_mod(self, "^[colorize:red:130")
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minetest.after(.2, function(self)
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add_texture_mod(self, "^[colorize:#d42222:175")
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minetest.after(1, function(self)
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if self and self.object then
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remove_texture_mod(self, "^[colorize:red:130")
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remove_texture_mod(self, "^[colorize:#d42222:175")
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end
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end, self)
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mob_sound(self, "damage")
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@ -3453,23 +3454,26 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
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end
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-- knock back effect (only on full punch)
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if not die
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and self.knock_back
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if self.knock_back
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and tflp >= punch_interval then
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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local v = self.object:get_velocity()
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local r = 1.4 - min(punch_interval, 1.4)
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local kb = r * 2.0
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local kb = r * (abs(v.x)+abs(v.z))
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local up = 2
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if die==true then
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kb=kb*2
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end
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-- if already in air then dont go up anymore when hit
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if v.y ~= 0
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if abs(v.y) > 0.1
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or self.fly then
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up = 0
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end
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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-- check if tool already has specific knockback value
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if tool_capabilities.damage_groups["knockback"] then
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@ -3490,16 +3494,22 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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kb = kb + luaentity._knockback
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end
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--self._kb_turn = false
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self._turn_to=self.object:get_yaw()+0.85
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self._turn_to=self.object:get_yaw()+1.57
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self.frame_speed_multiplier=2.3
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if self.animation.run_end then
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set_animation(self, "run")
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elseif self.animation.walk_end then
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set_animation(self, "walk")
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end
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minetest.after(0.2, function()
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if self and self.object then
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self.frame_speed_multiplier=1
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self._kb_turn = true
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end
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end)
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self.object:set_velocity({
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self.object:add_velocity({
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x = dir.x * kb,
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y = dir.y * kb + up * 2,
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y = up*2,
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z = dir.z * kb
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})
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@ -3510,21 +3520,13 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- if skittish then run away
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if not die and self.runaway == true and self.state ~= "flop" then
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local lp = hitter:get_pos()
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local s = self.object:get_pos()
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + pi
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end
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yaw = set_yaw(self, yaw, 6)
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yaw = set_yaw(self, minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
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minetest.after(0.2,function()
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if self and self.object then
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yaw = set_yaw(self, minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
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set_velocity(self, self.run_velocity)
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end
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end)
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self.state = "runaway"
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self.runaway_timer = 0
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self.following = nil
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@ -3854,12 +3856,22 @@ local mob_step = function(self, dtime)
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end
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end
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if self.state and self.state=="die" or check_for_death(self) then
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local v = self.object:get_velocity()
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local d = 0.85
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if self.state and self.state=="die" or check_for_death(self) and not self.animation.die_end then
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d = 0.92
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local rot = self.object:get_rotation()
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rot.z = ((pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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end
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if v then
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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end
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if not player_in_active_range(self) then
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set_animation(self, "stand", true)
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self.object:set_velocity(vector.new(0,0,0))
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@ -3901,12 +3913,13 @@ local mob_step = function(self, dtime)
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--set animation speed relitive to velocity
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local v = self.object:get_velocity()
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if v then
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local v2 = abs(v.x)+abs(v.z)*.833
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self.object:set_animation_frame_speed((v2/self.walk_velocity)*25)
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--diffuse object velocity
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self.object:set_velocity({x = v.x*.85, y = v.y, z = v.z*.85})
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if self.frame_speed_multiplier then
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local v2 = abs(v.x)+abs(v.z)*.833
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if not self.animation.walk_speed then
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self.animation.walk_speed = 25
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end
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self.object:set_animation_frame_speed((v2/self.walk_velocity)*self.animation.walk_speed*self.frame_speed_multiplier)
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end
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--set_speed
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if self.acc then
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@ -4299,7 +4312,7 @@ minetest.register_entity(name, {
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arrow = def.arrow,
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shoot_interval = def.shoot_interval,
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sounds = def.sounds or {},
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animation = def.animation,
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animation = def.animation or {},
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follow = def.follow,
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nofollow = def.nofollow,
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can_open_doors = def.can_open_doors,
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@ -4325,6 +4338,7 @@ minetest.register_entity(name, {
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hornytimer = 0,
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gotten = false,
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health = 0,
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frame_speed_multiplier = 1,
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reach = def.reach or 3,
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htimer = 0,
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texture_list = def.textures,
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@ -1239,6 +1239,7 @@ mcl_mobs:register_mob("mobs_mc:villager", {
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bone_eye_height = 6.3,
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head_eye_height = 2.2,
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curiosity = 10,
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runaway = true,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
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visual = "mesh",
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mesh = "mobs_mc_villager.b3d",
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