forked from MineClone5/MineClone5
Merge pull request 'Fix wolves and make chickens slow fall' (#1614) from jordan4ibanez/MineClone2:mineclone5 into mineclone5
Reviewed-on: MineClone2/MineClone2#1614
This commit is contained in:
commit
3788886518
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@ -355,6 +355,7 @@ function mobs:register_mob(name, def)
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hostile_cooldown = def.hostile_cooldown or 15,
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hostile_cooldown = def.hostile_cooldown or 15,
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tilt_fly = def.tilt_fly,
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tilt_fly = def.tilt_fly,
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tilt_swim = def.tilt_swim,
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tilt_swim = def.tilt_swim,
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fall_slow = def.fall_slow,
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-- End of MCL2 extensions
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-- End of MCL2 extensions
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on_spawn = def.on_spawn,
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on_spawn = def.on_spawn,
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@ -1,5 +1,7 @@
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local math_random = math.random
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local math_random = math.random
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local math_pi = math.pi
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local math_pi = math.pi
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local math_floor = math.floor
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local math_round = math.round
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local vector_multiply = vector.multiply
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local vector_multiply = vector.multiply
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local vector_add = vector.add
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local vector_add = vector.add
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@ -22,6 +24,12 @@ local quick_rotate = function(self,dtime)
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end
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end
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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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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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@ -89,6 +97,21 @@ local land_state_execution = function(self,dtime)
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float_now = true
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float_now = true
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end
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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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if self.object:get_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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if self.state == "stand" then
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if self.state == "stand" then
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--do animation
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--do animation
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@ -102,6 +125,8 @@ local land_state_execution = function(self,dtime)
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mobs.reverse_explosion_animation(self,dtime)
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mobs.reverse_explosion_animation(self,dtime)
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end
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end
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mobs.lock_yaw(self)
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elseif self.state == "walk" then
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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self.walk_timer = self.walk_timer - dtime
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@ -275,6 +300,8 @@ local swim_state_execution = function(self,dtime)
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mobs.set_static_pitch(self)
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mobs.set_static_pitch(self)
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end
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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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elseif self.state == "swim" then
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self.walk_timer = self.walk_timer - dtime
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self.walk_timer = self.walk_timer - dtime
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@ -307,6 +334,9 @@ local swim_state_execution = function(self,dtime)
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if self.tilt_swim then
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if self.tilt_swim then
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mobs.set_dynamic_pitch(self)
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mobs.set_dynamic_pitch(self)
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end
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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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end
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--flop around if not inside swim node
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--flop around if not inside swim node
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else
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else
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@ -415,6 +445,8 @@ local fly_state_execution = function(self,dtime)
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mobs.set_static_pitch(self)
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mobs.set_static_pitch(self)
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end
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end
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mobs.lock_yaw(self)
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elseif self.state == "fly" then
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elseif self.state == "fly" then
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self.walk_timer = self.walk_timer - dtime
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self.walk_timer = self.walk_timer - dtime
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@ -446,6 +478,10 @@ local fly_state_execution = function(self,dtime)
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end
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end
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mobs.set_fly_velocity(self,self.walk_velocity)
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mobs.set_fly_velocity(self,self.walk_velocity)
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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elseif self.state == "attack" then
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elseif self.state == "attack" then
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--execute mob attack type
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--execute mob attack type
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@ -544,6 +580,8 @@ local jump_state_execution = function(self,dtime)
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--set the velocity of the mob
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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mobs.set_velocity(self,0)
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mobs.lock_yaw(self)
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elseif self.state == "jump" then
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elseif self.state == "jump" then
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self.walk_timer = self.walk_timer - dtime
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self.walk_timer = self.walk_timer - dtime
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@ -136,6 +136,20 @@ mobs.set_yaw_while_attacking = function(self)
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self.yaw = new_yaw
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self.yaw = new_yaw
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end
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end
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--this is used to unlock a mob's yaw after attacking
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mobs.unlock_yaw = function(self)
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if self.object:get_properties().automatic_face_movement_dir == false then
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self.object:set_properties{automatic_face_movement_dir = self.rotate}
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end
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end
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--this is used to lock a mob's yaw when they're standing
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mobs.lock_yaw = function(self)
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if self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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end
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end
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local calculate_pitch = function(self)
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local calculate_pitch = function(self)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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@ -129,7 +129,14 @@ end
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mobs.group_attack_initialization = function(self)
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mobs.group_attack_initialization = function(self)
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--get basic data
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--get basic data
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local friends_list = table_copy(self.group_attack)
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local friends_list
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if self.group_attack == true then
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friends_list = {self.name}
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else
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friends_list = table_copy(self.group_attack)
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end
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local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range)
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local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range)
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--get the player's name
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--get the player's name
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@ -146,8 +153,8 @@ mobs.group_attack_initialization = function(self)
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if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then
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if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then
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if detected_mob.name == self.name then
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if detected_mob.name == self.name then
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turn_hostile(self,detected_mob)
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turn_hostile(self,detected_mob)
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elseif type(detected_mob.group_attack) == "table" then
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else
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for _,id in pairs(self.group_attack) do
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for _,id in pairs(friends_list) do
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if detected_mob.name == id then
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if detected_mob.name == id then
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turn_hostile(self,detected_mob)
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turn_hostile(self,detected_mob)
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break
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break
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@ -113,8 +113,36 @@ mobs.jump = function(self, velocity)
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self.object:add_velocity(vector_new(0,velocity,0))
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self.object:add_velocity(vector_new(0,velocity,0))
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end
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end
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--make mobs fall slowly
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mobs.mob_fall_slow = function(self)
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local current_velocity = self.object:get_velocity()
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local goal_velocity = {
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x = 0,
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y = -2,
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z = 0,
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}
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local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
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vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
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end
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new_velocity_addition.x = 0
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new_velocity_addition.z = 0
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--smooths out mobs a bit
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if vector_length(new_velocity_addition) >= 0.0001 then
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self.object:add_velocity(new_velocity_addition)
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end
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end
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--[[
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--[[
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@ -18,6 +18,7 @@ mobs:register_mob("mobs_mc:chicken", {
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xp_max = 3,
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xp_max = 3,
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collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
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collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2},
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runaway = true,
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runaway = true,
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fall_slow = true,
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floats = 1,
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floats = 1,
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_chicken.b3d",
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mesh = "mobs_mc_chicken.b3d",
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@ -7,14 +7,22 @@ local S = minetest.get_translator("mobs_mc")
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mobs:register_mob("mobs_mc:enderdragon", {
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mobs:register_mob("mobs_mc:enderdragon", {
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type = "monster",
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type = "monster",
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spawn_class = "hostile",
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spawn_class = "hostile",
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pathfinding = 1,
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attacks_animals = true,
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attacks_animals = true,
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walk_chance = 100,
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walk_chance = 100,
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rotate = 270,
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tilt_fly = true,
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hostile = true,
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shoot_arrow = function(self, pos, dir)
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-- 2-4 damage per arrow
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local dmg = math.random(2,4)
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mcl_bows.shoot_arrow("mobs_mc:dragon_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
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end,
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hp_max = 200,
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hp_max = 200,
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hp_min = 200,
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hp_min = 200,
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xp_min = 500,
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xp_min = 500,
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xp_max = 500,
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xp_max = 500,
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collisionbox = {-2, 3, -2, 2, 5, 2},
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collisionbox = {-2, 0, -2, 2, 2, 2},
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eye_height = 1,
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physical = false,
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physical = false,
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_dragon.b3d",
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mesh = "mobs_mc_dragon.b3d",
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@ -23,6 +31,7 @@ mobs:register_mob("mobs_mc:enderdragon", {
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},
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},
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visual_size = {x=3, y=3},
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visual_size = {x=3, y=3},
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view_range = 35,
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view_range = 35,
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reach = 20,
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walk_velocity = 6,
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walk_velocity = 6,
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run_velocity = 6,
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run_velocity = 6,
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can_despawn = false,
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can_despawn = false,
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@ -132,10 +141,11 @@ mobs:register_arrow("mobs_mc:dragon_fireball", {
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-- node hit, explode
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-- node hit, explode
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hit_node = function(self, pos, node)
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hit_node = function(self, pos, node)
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mobs:boom(self, pos, 2)
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--mobs:boom(self, pos, 2)
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mcl_explosions.explode(self.object:get_pos(), 2,{ drop_chance = 1.0 })
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end
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end
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})
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})
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mobs:register_egg("mobs_mc:enderdragon", S("Ender Dragon"), "mobs_mc_spawn_icon_dragon.png", 0, true)
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mobs:register_egg("mobs_mc:enderdragon", S("Ender Dragon"), "mobs_mc_spawn_icon_dragon.png", 0, true)
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mcl_wip.register_wip_item("mobs_mc:enderdragon")
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--mcl_wip.register_wip_item("mobs_mc:enderdragon")
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@ -114,7 +114,7 @@ mobs:register_arrow("mobs_mc:fireball", {
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}, nil)
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}, nil)
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]]--
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]]--
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--mobs:boom(self, self.object:get_pos(), 1, true)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
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end,
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end,
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hit_mob = function(self, mob)
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hit_mob = function(self, mob)
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@ -123,12 +123,12 @@ mobs:register_arrow("mobs_mc:fireball", {
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damage_groups = {fleshy = 6},
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damage_groups = {fleshy = 6},
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}, nil)
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}, nil)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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--mobs:boom(self, self.object:get_pos(), 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
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end,
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end,
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hit_node = function(self, pos, node)
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hit_node = function(self, pos, node)
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--mobs:boom(self, pos, 1, true)
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--mobs:boom(self, pos, 1, true)
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mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 })
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mcl_explosions.explode(self.object:get_pos(), 1,{ drop_chance = 1.0 })
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end
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end
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})
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})
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@ -22,13 +22,15 @@ local wolf = {
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type = "animal",
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type = "animal",
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spawn_class = "passive",
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spawn_class = "passive",
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can_despawn = true,
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can_despawn = true,
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neutral = true,
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hp_min = 8,
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hp_min = 8,
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hp_max = 8,
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hp_max = 8,
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xp_min = 1,
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xp_min = 1,
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xp_max = 3,
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xp_max = 3,
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rotate = 270,
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passive = false,
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passive = false,
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group_attack = true,
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group_attack = true,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3},
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collisionbox = {-0.3, -0.00, -0.3, 0.3, 0.85, 0.3},
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visual = "mesh",
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visual = "mesh",
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mesh = "mobs_mc_wolf.b3d",
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mesh = "mobs_mc_wolf.b3d",
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textures = {
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textures = {
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@ -52,7 +54,7 @@ local wolf = {
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run_velocity = 3,
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run_velocity = 3,
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damage = 4,
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damage = 4,
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reach = 2,
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reach = 2,
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attack_type = "dogfight",
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attack_type = "punch",
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fear_height = 4,
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fear_height = 4,
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follow = mobs_mc.follow.wolf,
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follow = mobs_mc.follow.wolf,
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on_rightclick = function(self, clicker)
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on_rightclick = function(self, clicker)
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