mod-sneeker/init.lua

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sneeker = {}
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dofile(minetest.get_modpath("sneeker").."/tnt_function.lua")
dofile(minetest.get_modpath("sneeker").."/spawn.lua")
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local function jump(self, pos, direction)
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local velocity = self.object:get_velocity()
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if core.registered_nodes[core.get_node(pos).name].climbable then
self.object:set_velocity({x=velocity.x, y=4, z=velocity.z})
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return
end
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local spos = {x=pos.x+direction.x, y=pos.y, z=pos.z+direction.z}
local node = core.get_node_or_nil(spos)
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spos.y = spos.y+1
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local node2 = core.get_node_or_nil(spos)
local def, def2 = {}
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if node and node.name then
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def = core.registered_items[node.name]
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end
if node2 and node2.name then
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def2 = core.registered_items[node2.name]
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end
if def and def.walkable
and def2 and not def2.walkable
and def.drawtype ~= "fencelike" then
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self.object:set_velocity({
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x = velocity.x*2.2,
y = self.jump_height,
z = velocity.z*2.2
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})
end
end
local function random_turn(self)
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if self.turn_timer > math.random(2, 5) then
local select_turn = math.random(1, 3)
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if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
self.turn = "right"
elseif select_turn == 3 then
self.turn = "straight"
end
self.turn_timer = 0
self.turn_speed = 0.05*math.random()
end
end
local def = {
hp_max = 20,
physical = true,
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collisionbox = {-0.25, -0.7, -0.25, 0.25, 0.8, 0.25},
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visual = "mesh",
mesh = "character.b3d",
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textures = {"sneeker.png"},
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makes_footstep_sound = false,
-- Original
animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187
},
walk_speed = 1.5,
jump_height = 5,
animation_speed = 30,
knockback_level = 2
}
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def.on_activate = function(self, staticdata)
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self.yaw = 0
self.anim = 1
self.timer = 0
self.visualx = 1
self.jump_timer = 0
self.turn_timer = 0
self.turn_speed = 0
self.powered = false
self.knockback = false
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self.state = math.random(1, 2)
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self.old_y = self.object:get_pos().y
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
if data.powered == true then
self.powered = true
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self.object:set_properties({textures = {"sneeker_powered.png"}})
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end
else
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if math.random(0, 20) == 20 then
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self.powered = true
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self.object:set_properties({textures = {"sneeker_powered.png"}})
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end
end
end
local function isnan(n)
return tostring(n) == tostring((-1)^.5)
end
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def.on_step = function(self, dtime)
if self.knockback then
return
end
local ANIM_STAND = 1
local ANIM_WALK = 2
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local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
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local inside = core.get_objects_inside_radius(pos, 10)
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local walk_speed = self.walk_speed
local animation = self.animation
local anim_speed = self.animation_speed
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local velocity = self.object:get_velocity()
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self.timer = self.timer+0.01
self.turn_timer = self.turn_timer+0.01
self.jump_timer = self.jump_timer+0.01
if not self.chase
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and self.timer > math.random(2, 5) then
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if math.random() > 0.8 then
self.state = "stand"
else
self.state = "walk"
end
self.timer = 0
end
if self.turn == "right" then
self.yaw = self.yaw+self.turn_speed
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self.object:set_yaw(self.yaw)
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elseif self.turn == "left" then
self.yaw = self.yaw-self.turn_speed
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self.object:set_yaw(self.yaw)
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end
if self.chase and self.visualx < 2 then
if self.hiss == false then
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core.sound_play("sneeker_hiss", {pos=pos, gain=1.5, max_hear_distance=2*64})
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end
self.visualx = self.visualx+0.05
self.object:set_properties({
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visual_size = {x=self.visualx, y=1}
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})
self.hiss = true
elseif self.visualx > 1 then
self.visualx = self.visualx-0.05
self.object:set_properties({
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visual_size = {x=self.visualx, y=1}
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})
self.hiss = false
end
self.chase = false
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for _, object in ipairs(inside) do
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if object:is_player() then
self.state = "chase"
end
end
if self.state == "stand" then
if self.anim ~= ANIM_STAND then
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self.object:set_animation({x=animation.stand_START, y=animation.stand_END}, anim_speed, 0)
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self.anim = ANIM_STAND
end
random_turn(self)
if velocity.x ~= 0
or velocity.z ~= 0 then
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self.object:set_velocity({x=0, y=velocity.y, z=0})
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end
end
if self.state == "walk" then
if self.anim ~= ANIM_WALK then
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self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
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self.anim = ANIM_WALK
end
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self.direction = {x=math.sin(yaw)*-1, y=-10, z=math.cos(yaw)}
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if self.direction then
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self.object:set_velocity({x=self.direction.x*walk_speed, y=velocity.y, z=self.direction.z*walk_speed})
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end
random_turn(self)
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local velocity = self.object:get_velocity()
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if self.turn_timer > 1 then
local direction = self.direction
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local npos = {x=pos.x+direction.x, y=pos.y+0.2, z=pos.z+direction.z}
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if velocity.x == 0 or velocity.z == 0
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or core.registered_nodes[core.get_node(npos).name].walkable then
local select_turn = math.random(1, 2)
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if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
self.turn = "right"
end
self.turn_timer = 0
self.turn_speed = 0.05*math.random()
end
end
-- Jump
if self.jump_timer > 0.2 then
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jump(self, pos, self.direction)
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end
end
if self.state == "chase" then
if self.anim ~= ANIM_WALK then
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self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
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self.anim = ANIM_WALK
end
self.turn = "straight"
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local inside_2 = core.get_objects_inside_radius(pos, 2)
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-- Boom
if #inside_2 ~= 0 then
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for _, object in ipairs(inside_2) do
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if object:is_player() and object:get_hp() ~= 0 then
self.chase = true
if self.visualx >= 2 then
self.object:remove()
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sneeker.boom(pos, self.powered)
core.sound_play("sneeker_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
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end
end
end
end
if #inside ~= 0 then
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for _, object in ipairs(inside) do
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if object:is_player() and object:get_hp() ~= 0 then
if #inside_2 ~= 0 then
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for _, object in ipairs(inside_2) do
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-- Stop move
if object:is_player() then
if self.anim ~= ANIM_STAND then
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self.object:set_animation({x=animation.stand_START, y=animation.stand_END}, anim_speed, 0)
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self.anim = ANIM_STAND
end
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self.object:set_velocity({x=0, y=velocity.y, z=0})
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return
end
end
end
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local ppos = object:get_pos()
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self.vec = {x=ppos.x-pos.x, y=ppos.y-pos.y, z=ppos.z-pos.z}
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self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if ppos.x > pos.x then
self.yaw = self.yaw+math.pi
end
self.yaw = self.yaw-2
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self.object:set_yaw(self.yaw)
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self.direction = {x=math.sin(self.yaw)*-1, y=0, z=math.cos(self.yaw)}
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local direction = self.direction
-- FIXME: hack
local can_set = true
for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
if isnan(c) then
can_set = false
break
end
end
if can_set then
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self.object:set_velocity({x=direction.x*2.5, y=velocity.y, z=direction.z*2.5})
end
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-- Jump
if self.jump_timer > 0.2 then
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jump(self, pos, direction)
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end
end
end
else
self.state = "stand"
end
end
-- Swim
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local node = core.get_node(pos)
if core.get_item_group(node.name, "water") ~= 0 then
self.object:set_acceleration({x=0, y=1, z=0})
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local velocity = self.object:get_velocity()
if self.object:get_velocity().y > 5 then
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self.object:set_velocity({x=0, y=velocity.y-velocity.y/2, z=0})
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else
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self.object:set_velocity({x=0, y=velocity.y+1, z=0})
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end
else
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self.object:set_acceleration({x=0, y=-10, z=0})
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end
end
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def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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if self.knockback == false then
local knockback_level = self.knockback_level
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self.object:set_velocity({x=dir.x*knockback_level, y=3, z=dir.z*knockback_level})
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self.knockback = true
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core.after(0.6, function()
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self.knockback = false
end)
end
if self.object:get_hp() < 1 then
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local pos = self.object:get_pos()
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local x = 1/math.random(1, 5)*dir.x
local z = 1/math.random(1, 5)*dir.z
local p = {x=pos.x+x, y=pos.y, z=pos.z+z}
local node = core.get_node_or_nil(p)
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if node == nil or not node.name or node.name ~= "air" then
p = pos
end
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local obj = core.add_item(p, {name="tnt:gunpowder", count=math.random(0, 2)})
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end
end
def.get_staticdata = function(self)
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return core.serialize({
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powered = self.powered
})
end
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core.register_entity("sneeker:sneeker", def)
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core.register_craftitem("sneeker:spawnegg", {
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description = "Sneeker Spawn Egg",
inventory_image = "sneeker_spawnegg.png",
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stack_max = 64,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type == "node" then
local pos = pointed_thing.above
pos.y = pos.y+1
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core.add_entity(pos, "sneeker:sneeker")
if not core.setting_getbool("creative_mode") then
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itemstack:take_item()
end
return itemstack
end
end
})