From ad2786131c81126d8cfe1471048419c0e09d849d Mon Sep 17 00:00:00 2001 From: Jordan Irwin Date: Mon, 19 Jul 2021 17:49:39 -0700 Subject: [PATCH] Move entity code into entity.lua --- entity.lua | 395 ++++++++++++++++++++++++++++++++++++++++++++++++++++ init.lua | 397 +---------------------------------------------------- 2 files changed, 396 insertions(+), 396 deletions(-) create mode 100644 entity.lua diff --git a/entity.lua b/entity.lua new file mode 100644 index 0000000..ae474ae --- /dev/null +++ b/entity.lua @@ -0,0 +1,395 @@ + +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}) + return + end + + 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 = {} + if node and node.name then + def = core.registered_items[node.name] + end + if node2 and node2.name then + def2 = core.registered_items[node2.name] + end + if def and def.walkable + 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 + }) + end +end + +local function random_turn(self) + 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 + 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, + collisionbox = {-0.25, -0.7, -0.25, 0.25, 0.8, 0.25}, + visual = "mesh", + mesh = "character.b3d", + textures = {"sneeker.png"}, + 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 +} + +def.on_activate = function(self, staticdata) + 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 + self.state = math.random(1, 2) + self.old_y = self.object:get_pos().y + + -- despawning + self.lifetime = sneeker.lifetime + self.lifetimer = 0 + self.check_despawn_player_distance = true + + local data = core.deserialize(staticdata) + if data and type(data) == "table" then + if data.powered == true then + self.powered = true + self.object:set_properties({textures = {"sneeker_powered.png"}}) + end + else + 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) + -- update lifetime timer + -- FIXME: this is longer than realtime + self.lifetimer = self.lifetimer + dtime + if self.lifetimer >= self.lifetime then + -- TODO: should have a death animation + self.object:remove() + return true + end + + if self.knockback then + return false + end + + local ANIM_STAND = 1 + local ANIM_WALK = 2 + + local pos = self.object:get_pos() + + if sneeker.despawn_player_far then + -- run check about once per 60 seconds + local interval_reached = math.floor(self.lifetimer % 60) == 0 + if not interval_reached and not self.check_despawn_player_distance then + self.check_despawn_player_distance = true + end + + if interval_reached and self.check_despawn_player_distance then + local player_nearby = false + for _, entity in ipairs(core.get_objects_inside_radius(pos, sneeker.despawn_player_radius)) do + if entity:is_player() then + player_nearby = true + break + end + end + + if not player_nearby then + self.object:remove() + return true + end + + -- set flag to not check again until next interval + self.check_despawn_player_distance = false + end + end + + local yaw = self.object:get_yaw() + 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 + local velocity = self.object:get_velocity() + + 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 + and self.timer > math.random(2, 5) then + 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 + self.object:set_yaw(self.yaw) + elseif self.turn == "left" then + self.yaw = self.yaw-self.turn_speed + self.object:set_yaw(self.yaw) + end + + 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}) + end + self.visualx = self.visualx+0.05 + self.object:set_properties({ + 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} + }) + self.hiss = false + end + + self.chase = false + + for _, object in ipairs(inside) do + if object:is_player() then + self.state = "chase" + end + end + + 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.anim = ANIM_STAND + end + + random_turn(self) + + if velocity.x ~= 0 + or velocity.z ~= 0 then + 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.anim = ANIM_WALK + end + + 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}) + end + + random_turn(self) + + local velocity = self.object:get_velocity() + + 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} + 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) + 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 + 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.anim = ANIM_WALK + end + + self.turn = "straight" + + local inside_2 = core.get_objects_inside_radius(pos, 2) + + -- Boom + if #inside_2 ~= 0 then + 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=sneeker.boom_gain, max_hear_distance=2*64}) + return true + end + end + end + end + + if #inside ~= 0 then + 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 + -- 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.anim = ANIM_STAND + end + 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.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)} + + 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 + + -- Jump + if self.jump_timer > 0.2 then + jump(self, pos, direction) + end + end + end + else + self.state = "stand" + end + end + + -- 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}) + 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}) + else + self.object:set_velocity({x=0, y=velocity.y+1, z=0}) + end + else + self.object:set_acceleration({x=0, y=-10, z=0}) + end + + return true +end + +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.knockback = true + 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 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)}) + end +end + +def.get_staticdata = function(self) + return core.serialize({ + powered = self.powered + }) +end + +core.register_entity("sneeker:sneeker", def) + +core.register_craftitem("sneeker:spawnegg", { + description = "Sneeker Spawn Egg", + inventory_image = "sneeker_spawnegg.png", + stack_max = 64, + on_place = function(itemstack, placer, pointed_thing) + if pointed_thing.type == "node" then + local pos = pointed_thing.above + pos.y = pos.y+1 + core.add_entity(pos, "sneeker:sneeker") + if not core.settings:get_bool("creative_mode", false) then + itemstack:take_item() + end + return itemstack + end + end +}) diff --git a/init.lua b/init.lua index 243c323..e0220ac 100644 --- a/init.lua +++ b/init.lua @@ -29,404 +29,9 @@ local scripts = { "settings", "tnt_function", "spawn", + "entity", } for _, script in ipairs(scripts) do dofile(sneeker.modpath .. "/" .. script .. ".lua") end - - -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}) - return - end - - 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 = {} - if node and node.name then - def = core.registered_items[node.name] - end - if node2 and node2.name then - def2 = core.registered_items[node2.name] - end - if def and def.walkable - 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 - }) - end -end - -local function random_turn(self) - 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 - 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, - collisionbox = {-0.25, -0.7, -0.25, 0.25, 0.8, 0.25}, - visual = "mesh", - mesh = "character.b3d", - textures = {"sneeker.png"}, - 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 -} - -def.on_activate = function(self, staticdata) - 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 - self.state = math.random(1, 2) - self.old_y = self.object:get_pos().y - - -- despawning - self.lifetime = sneeker.lifetime - self.lifetimer = 0 - self.check_despawn_player_distance = true - - local data = core.deserialize(staticdata) - if data and type(data) == "table" then - if data.powered == true then - self.powered = true - self.object:set_properties({textures = {"sneeker_powered.png"}}) - end - else - 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) - -- update lifetime timer - -- FIXME: this is longer than realtime - self.lifetimer = self.lifetimer + dtime - if self.lifetimer >= self.lifetime then - -- TODO: should have a death animation - self.object:remove() - return true - end - - if self.knockback then - return false - end - - local ANIM_STAND = 1 - local ANIM_WALK = 2 - - local pos = self.object:get_pos() - - if sneeker.despawn_player_far then - -- run check about once per 60 seconds - local interval_reached = math.floor(self.lifetimer % 60) == 0 - if not interval_reached and not self.check_despawn_player_distance then - self.check_despawn_player_distance = true - end - - if interval_reached and self.check_despawn_player_distance then - local player_nearby = false - for _, entity in ipairs(core.get_objects_inside_radius(pos, sneeker.despawn_player_radius)) do - if entity:is_player() then - player_nearby = true - break - end - end - - if not player_nearby then - self.object:remove() - return true - end - - -- set flag to not check again until next interval - self.check_despawn_player_distance = false - end - end - - local yaw = self.object:get_yaw() - 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 - local velocity = self.object:get_velocity() - - 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 - and self.timer > math.random(2, 5) then - 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 - self.object:set_yaw(self.yaw) - elseif self.turn == "left" then - self.yaw = self.yaw-self.turn_speed - self.object:set_yaw(self.yaw) - end - - 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}) - end - self.visualx = self.visualx+0.05 - self.object:set_properties({ - 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} - }) - self.hiss = false - end - - self.chase = false - - for _, object in ipairs(inside) do - if object:is_player() then - self.state = "chase" - end - end - - 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.anim = ANIM_STAND - end - - random_turn(self) - - if velocity.x ~= 0 - or velocity.z ~= 0 then - 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.anim = ANIM_WALK - end - - 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}) - end - - random_turn(self) - - local velocity = self.object:get_velocity() - - 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} - 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) - 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 - 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.anim = ANIM_WALK - end - - self.turn = "straight" - - local inside_2 = core.get_objects_inside_radius(pos, 2) - - -- Boom - if #inside_2 ~= 0 then - 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=sneeker.boom_gain, max_hear_distance=2*64}) - return true - end - end - end - end - - if #inside ~= 0 then - 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 - -- 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.anim = ANIM_STAND - end - 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.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)} - - 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 - - -- Jump - if self.jump_timer > 0.2 then - jump(self, pos, direction) - end - end - end - else - self.state = "stand" - end - end - - -- 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}) - 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}) - else - self.object:set_velocity({x=0, y=velocity.y+1, z=0}) - end - else - self.object:set_acceleration({x=0, y=-10, z=0}) - end - - return true -end - -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.knockback = true - 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 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)}) - end -end - -def.get_staticdata = function(self) - return core.serialize({ - powered = self.powered - }) -end - -core.register_entity("sneeker:sneeker", def) - -core.register_craftitem("sneeker:spawnegg", { - description = "Sneeker Spawn Egg", - inventory_image = "sneeker_spawnegg.png", - stack_max = 64, - on_place = function(itemstack, placer, pointed_thing) - if pointed_thing.type == "node" then - local pos = pointed_thing.above - pos.y = pos.y+1 - core.add_entity(pos, "sneeker:sneeker") - if not core.settings:get_bool("creative_mode", false) then - itemstack:take_item() - end - return itemstack - end - end -})