forked from VoxeLibre/VoxeLibre
Create the Jockey api and use it on Skel/Spid
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@ -75,6 +75,15 @@ function mob_class:update_tag() --update nametag and/or the debug box
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})
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end
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function mob_class:jock_to(mob, reletive_pos, rot)
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self.jockey = mob
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local jock = minetest.add_entity(self.object:get_pos(), mob)
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if not jock then return end
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jock:get_luaentity().docile_by_day = false
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jock:get_luaentity().riden_by_jock = true
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self.object:set_attach(jock, "", reletive_pos, rot)
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end
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function mob_class:get_staticdata()
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for _,p in pairs(minetest.get_connected_players()) do
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@ -268,6 +277,13 @@ function mob_class:mob_activate(staticdata, def, dtime)
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self._current_animation = nil
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self:set_animation( "stand")
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if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
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self.object:remove()
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return
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end
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if self.on_spawn and not self.on_spawn_run then
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if self.on_spawn(self) then
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self.on_spawn_run = true
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@ -284,6 +300,9 @@ function mob_class:mob_activate(staticdata, def, dtime)
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self._run_armor_init = true
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end
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if def.after_activate then
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def.after_activate(self, staticdata, def, dtime)
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end
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@ -241,13 +241,17 @@ function mob_class:set_animation(anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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if self.jockey and self.object:get_attach() then
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anim = "jockey"
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elseif not self.object:get_attach() then
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self.jockey = nil
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
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return
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end
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if self.jockey then
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anim = "jockey"
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end
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if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
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@ -341,6 +345,7 @@ end
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function mob_class:check_head_swivel(dtime)
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if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
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who_are_you_looking_at (self)
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local final_rotation = vector.new(0,0,0)
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@ -360,28 +365,26 @@ function mob_class:check_head_swivel(dtime)
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self_rot = self.object:get_attach():get_rotation()
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end
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if self.rot then
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local player_pos = self._locked_object:get_pos()
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
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local player_pos = self._locked_object:get_pos()
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local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
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local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
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local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
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if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
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final_rotation = vector.multiply(oldr, 0.9)
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elseif self.attack and self.state == "attack" and not self.runaway then
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if self.head_yaw == "y" then
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final_rotation = vector.new(mob_pitch, mob_yaw, 0)
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elseif self.head_yaw == "z" then
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final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
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end
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if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
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final_rotation = vector.multiply(oldr, 0.9)
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elseif self.attack and self.state == "attack" and not self.runaway then
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if self.head_yaw == "y" then
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final_rotation = vector.new(mob_pitch, mob_yaw, 0)
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elseif self.head_yaw == "z" then
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final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
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end
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else
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else
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if self.head_yaw == "y" then
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
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elseif self.head_yaw == "z" then
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
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end
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if self.head_yaw == "y" then
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
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elseif self.head_yaw == "z" then
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final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
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end
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end
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end
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@ -510,6 +510,12 @@ function mob_class:check_for_death(cause, cmi_cause)
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end
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end
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if self.jockey or self.riden_by_jock then
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self.riden_by_jock = nil
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self.jockey = nil
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end
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local collisionbox
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if self.collisionbox then
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collisionbox = table.copy(self.collisionbox)
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@ -89,23 +89,11 @@ local skeleton = {
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die_speed = 15,
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die_loop = false,
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},
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jock = "mobs_mc:spider",
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on_spawn = function(self)
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minetest.after(1,function()
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if self and self.object then
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if math.random(100) == 1 or self.jockey == true then -- 1% like from MCwiki
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self.jockey = true
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local jock = minetest.add_entity(self.object:get_pos(), "mobs_mc:spider")
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jock:get_luaentity().docile_by_day = false
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self.object:set_attach(jock, "", vector.new(0,0,0), vector.new(0,0,0))
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end
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self.jockey = false
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return true
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end
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end)
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end,
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on_detach=function(self, parent)
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self.jockey = false
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if math.random(100) == 1 then
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self:jock_to("mobs_mc:spider", reletive_pos, rot)
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end
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return true
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end,
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ignited_by_sunlight = true,
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view_range = 16,
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@ -62,9 +62,6 @@ local spider = {
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self.object:get_children()[1]:set_detach()
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end
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end,
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detach_child=function(self, child)
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child:get_luaentity().jockey = false
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end,
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head_swivel = "Head_Control",
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bone_eye_height = 1,
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curiosity = 10,
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