Begin porting to creatures (cmer) mob engine

This commit is contained in:
Jordan Irwin 2021-05-05 20:26:10 -07:00
parent ff01e876f5
commit 9046b0fad7
2 changed files with 123 additions and 75 deletions

196
init.lua

@ -1,5 +1,3 @@
-- Original code by Rui: WTFPL
sneeker = {}
sneeker.modname = core.get_current_modname()
@ -29,7 +27,8 @@ end
sneeker.log("debug", "Debugging is on")
if core.settings:get_bool("log_mods", false) then
if core.settings:get_bool("log_mods") then
core.log("action", "Loading mod \"" .. sneeker.modname .. "\" ...")
end
@ -39,25 +38,26 @@ local old_spawnegg_name = "sneeker:spawnegg"
local scripts = {
"functions",
"tnt_function",
"spawn",
}
--"spawn",
}
for _, script in ipairs(scripts) do
dofile(sneeker.modpath .. "/" .. script .. ".lua")
end
local function jump(self,pos,direction)
--[[
local function jump(self, pos, direction)
local velocity = self.object:get_velocity()
if core.registered_nodes[core.get_node(pos).name].climbable then
self.object:set_velocity({x=velocity.x,y=4,z=velocity.z})
self.object:set_velocity({x=velocity.x, y=4, z=velocity.z})
return
end
local spos = {x=pos.x+direction.x,y=pos.y,z=pos.z+direction.z}
local spos = {x=pos.x+direction.x, y=pos.y, z=pos.z+direction.z}
local node = core.get_node_or_nil(spos)
spos.y = spos.y+1
local node2 = core.get_node_or_nil(spos)
local def,def2 = {}
local def, def2 = {}
if node and node.name then
def = core.registered_items[node.name]
end
@ -68,16 +68,16 @@ local function jump(self,pos,direction)
and def2 and not def2.walkable
and def.drawtype ~= "fencelike" then
self.object:set_velocity({
x=velocity.x*2.2,
y=self.jump_height,
z=velocity.z*2.2
x = velocity.x*2.2,
y = self.jump_height,
z = velocity.z*2.2
})
end
end
local function random_turn(self)
if self.turn_timer > math.random(2,5) then
local select_turn = math.random(1,3)
if self.turn_timer > math.random(2, 5) then
local select_turn = math.random(1, 3)
if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
@ -93,7 +93,7 @@ end
local def = {
hp_max = 20,
physical = true,
collisionbox = {-0.25,-0.7,-0.25, 0.25,0.8,0.25},
collisionbox = {-0.25, -0.7, -0.25, 0.25, 0.8, 0.25},
visual = "mesh",
mesh = "character.b3d",
textures = {"sneeker.png"},
@ -112,7 +112,7 @@ local def = {
knockback_level = 2
}
def.on_activate = function(self,staticdata)
def.on_activate = function(self, staticdata)
self.yaw = 0
self.anim = 1
self.timer = 0
@ -122,7 +122,7 @@ def.on_activate = function(self,staticdata)
self.turn_speed = 0
self.powered = false
self.knockback = false
self.state = math.random(1,2)
self.state = math.random(1, 2)
self.old_y = self.object:get_pos().y
local data = core.deserialize(staticdata)
@ -132,18 +132,13 @@ def.on_activate = function(self,staticdata)
self.object:set_properties({textures = {"sneeker_powered.png"}})
end
else
if math.random(0,20) == 20 then
if math.random(0, 20) == 20 then
self.powered = true
self.object:set_properties({textures = {"sneeker_powered.png"}})
end
end
end
local function isnan(n)
return tostring(n) == tostring((-1)^.5)
end
def.on_step = function(self, dtime)
if self.knockback then
return
@ -154,7 +149,7 @@ def.on_step = function(self, dtime)
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
local inside = core.get_objects_inside_radius(pos,10)
local inside = core.get_objects_inside_radius(pos, 10)
local walk_speed = self.walk_speed
local animation = self.animation
local anim_speed = self.animation_speed
@ -165,7 +160,7 @@ def.on_step = function(self, dtime)
self.jump_timer = self.jump_timer+0.01
if not self.chase
and self.timer > math.random(2,5) then
and self.timer > math.random(2, 5) then
if math.random() > 0.8 then
self.state = "stand"
else
@ -184,24 +179,24 @@ def.on_step = function(self, dtime)
if self.chase and self.visualx < 2 then
if self.hiss == false then
core.sound_play("sneeker_hiss",{pos=pos,gain=1.5,max_hear_distance=2*64})
core.sound_play("sneeker_hiss", {pos=pos, gain=1.5, max_hear_distance=2*64})
end
self.visualx = self.visualx+0.05
self.object:set_properties({
visual_size = {x=self.visualx,y=1}
visual_size = {x=self.visualx, y=1}
})
self.hiss = true
elseif self.visualx > 1 then
self.visualx = self.visualx-0.05
self.object:set_properties({
visual_size = {x=self.visualx,y=1}
visual_size = {x=self.visualx, y=1}
})
self.hiss = false
end
self.chase = false
for _,object in ipairs(inside) do
for _, object in ipairs(inside) do
if object:is_player() then
self.state = "chase"
end
@ -209,7 +204,7 @@ def.on_step = function(self, dtime)
if self.state == "stand" then
if self.anim ~= ANIM_STAND then
self.object:set_animation({x=animation.stand_START,y=animation.stand_END},anim_speed,0)
self.object:set_animation({x=animation.stand_START, y=animation.stand_END}, anim_speed, 0)
self.anim = ANIM_STAND
end
@ -217,19 +212,19 @@ def.on_step = function(self, dtime)
if velocity.x ~= 0
or velocity.z ~= 0 then
self.object:set_velocity({x=0,y=velocity.y,z=0})
self.object:set_velocity({x=0, y=velocity.y, z=0})
end
end
if self.state == "walk" then
if self.anim ~= ANIM_WALK then
self.object:set_animation({x=animation.walk_START,y=animation.walk_END},anim_speed,0)
self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
self.anim = ANIM_WALK
end
self.direction = {x=math.sin(yaw)*-1,y=-10,z=math.cos(yaw)}
self.direction = {x=math.sin(yaw)*-1, y=-10, z=math.cos(yaw)}
if self.direction then
self.object:set_velocity({x=self.direction.x*walk_speed,y=velocity.y,z=self.direction.z*walk_speed})
self.object:set_velocity({x=self.direction.x*walk_speed, y=velocity.y, z=self.direction.z*walk_speed})
end
random_turn(self)
@ -238,10 +233,10 @@ def.on_step = function(self, dtime)
if self.turn_timer > 1 then
local direction = self.direction
local npos = {x=pos.x+direction.x,y=pos.y+0.2,z=pos.z+direction.z}
local npos = {x=pos.x+direction.x, y=pos.y+0.2, z=pos.z+direction.z}
if velocity.x == 0 or velocity.z == 0
or core.registered_nodes[core.get_node(npos).name].walkable then
local select_turn = math.random(1,2)
local select_turn = math.random(1, 2)
if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
@ -254,79 +249,67 @@ def.on_step = function(self, dtime)
-- Jump
if self.jump_timer > 0.2 then
jump(self,pos,self.direction)
jump(self, pos, self.direction)
end
end
if self.state == "chase" then
if self.anim ~= ANIM_WALK then
self.object:set_animation({x=animation.walk_START,y=animation.walk_END},anim_speed,0)
self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
self.anim = ANIM_WALK
end
self.turn = "straight"
local inside_2 = core.get_objects_inside_radius(pos,2)
local inside_2 = core.get_objects_inside_radius(pos, 2)
-- Boom
if #inside_2 ~= 0 then
for _,object in ipairs(inside_2) do
for _, object in ipairs(inside_2) do
if object:is_player() and object:get_hp() ~= 0 then
self.chase = true
if self.visualx >= 2 then
self.object:remove()
sneeker.boom(pos,self.powered)
core.sound_play("sneeker_explode",{pos=pos,gain=1.5,max_hear_distance=2*64})
sneeker.boom(pos, self.powered)
core.sound_play("sneeker_explode", {pos=pos, gain=1.5, max_hear_distance=2*64})
end
end
end
end
if #inside ~= 0 then
for _,object in ipairs(inside) do
for _, object in ipairs(inside) do
if object:is_player() and object:get_hp() ~= 0 then
if #inside_2 ~= 0 then
for _,object in ipairs(inside_2) do
for _, object in ipairs(inside_2) do
-- Stop move
if object:is_player() then
if self.anim ~= ANIM_STAND then
self.object:set_animation({x=animation.stand_START,y=animation.stand_END},anim_speed,0)
self.object:set_animation({x=animation.stand_START, y=animation.stand_END}, anim_speed, 0)
self.anim = ANIM_STAND
end
self.object:set_velocity({x=0,y=velocity.y,z=0})
self.object:set_velocity({x=0, y=velocity.y, z=0})
return
end
end
end
local ppos = object:get_pos()
self.vec = {x=ppos.x-pos.x,y=ppos.y-pos.y,z=ppos.z-pos.z}
self.vec = {x=ppos.x-pos.x, y=ppos.y-pos.y, z=ppos.z-pos.z}
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
self.object:set_yaw(self.yaw)
self.direction = {x=math.sin(self.yaw)*-1,y=0,z=math.cos(self.yaw)}
self.direction = {x=math.sin(self.yaw)*-1, y=0, z=math.cos(self.yaw)}
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
self.object:set_velocity({x=direction.x*2.5,y=velocity.y,z=direction.z*2.5})
end
self.object:set_velocity({x=direction.x*2.5, y=velocity.y, z=direction.z*2.5})
-- Jump
if self.jump_timer > 0.2 then
jump(self,pos,direction)
jump(self, pos, direction)
end
end
end
@ -337,38 +320,38 @@ def.on_step = function(self, dtime)
-- Swim
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})
if core.get_item_group(node.name, "water") ~= 0 then
self.object:set_acceleration({x=0, y=1, z=0})
local velocity = self.object:get_velocity()
if self.object:get_velocity().y > 5 then
self.object:set_velocity({x=0,y=velocity.y-velocity.y/2,z=0})
self.object:set_velocity({x=0, y=velocity.y-velocity.y/2, z=0})
else
self.object:set_velocity({x=0,y=velocity.y+1,z=0})
self.object:set_velocity({x=0, y=velocity.y+1, z=0})
end
else
self.object:set_acceleration({x=0,y=-10,z=0})
self.object:set_acceleration({x=0, y=-10, z=0})
end
end
def.on_punch = function(self,puncher,time_from_last_punch,tool_capabilities,dir)
def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
if self.knockback == false then
local knockback_level = self.knockback_level
self.object:set_velocity({x=dir.x*knockback_level,y=3,z=dir.z*knockback_level})
self.object:set_velocity({x=dir.x*knockback_level, y=3, z=dir.z*knockback_level})
self.knockback = true
core.after(0.6,function()
core.after(0.6, function()
self.knockback = false
end)
end
if self.object:get_hp() < 1 then
local pos = self.object:get_pos()
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 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)
if node == nil or not node.name or node.name ~= "air" then
p = pos
end
local obj = core.add_item(p, {name="tnt:gunpowder",count=math.random(0,2)})
local obj = core.add_item(p, {name="tnt:gunpowder", count=math.random(0, 2)})
end
end
@ -379,6 +362,71 @@ def.get_staticdata = function(self)
end
core.register_entity(sneeker.mob_name, def)
--]]
local spawn_nodes = {
"default:dirt",
"default:dirt_with_grass",
"default:dry_dirt_with_dry_grass",
"default:desert_sand",
"default:sand",
}
if core.global_exists("nether") then
table.insert(spawn_nodes, "nether:rack")
end
cmer.register_mob({
name = sneeker.mob_name,
stats = {
hp = 20,
hostile = true,
lifetime = 15 * 60, -- 15 minutes
can_jump = 5,
has_kockback = true,
sneaky = true,
},
modes = {
idle = {chance=0.3, moving_speed=0,},
walk = {chance=0.7, moving_speed=1.5,},
},
model = {
mesh = "character.b3d",
textures = {"sneeker.png"},
collisionbox = {-0.25, -0.7, -0.25, 0.25, 0.8, 0.25},
animations = {
idle = {start=0, stop=79, speed=30,},
walk = {start=168, stop=187, speed=30,},
},
},
sounds = {},
drops = {
{"tnt:gunpowder", {min=1, max=2}, chance=0.66},
},
combat = {
--[[
attack_damage = ,
attack_speed = ,
attack_radius = ,
search_enemy = true,
search_timer = ,
search_radius = ,
search_type = "player",
]]
},
spawning = {
abm_nodes = spawn_nodes,
abm_interval = sneeker.spawn_interval,
abm_chance = sneeker.spawn_chance,
max_number = 1,
number = 1,
time_range = {min=0, max=23999},
light = {min=sneeker.spawn_minlight, max=sneeker.spawn_maxlight},
height_limit = {min=sneeker.spawn_minheight, max=sneeker.spawn_maxheight},
},
})
if core.global_exists("asm") then
asm.addEgg({

@ -2,5 +2,5 @@ name = sneeker
title = Sneeker
description = An explosive nuisance.
author = Rui
depends = default, tnt
depends = cmer, default, tnt
optional_depends = asm_spawneggs, nether