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12 Commits
master ... cmer

Author SHA1 Message Date
Jordan Irwin
e1496df0a6 Remove tnt:boom node after explosion 2021-07-20 11:09:19 -07:00
Jordan Irwin
2289f6a261 Add to TODO list 2021-07-20 11:05:43 -07:00
Jordan Irwin
fa8363fef6 Add setting to customize spawning nodes 2021-07-20 11:05:24 -07:00
Jordan Irwin
00dcdda702 Delete unused spawn.lua 2021-07-20 11:02:04 -07:00
Jordan Irwin
793f75e5ca Add to TODO list 2021-07-19 23:07:49 -07:00
Jordan Irwin
4b2bf116d7 Update README 2021-07-19 23:07:36 -07:00
Jordan Irwin
7df19604b0 Add to TODO list 2021-07-19 23:05:13 -07:00
Jordan Irwin
e75731dcff Fix chasing player when close 2021-07-19 23:04:55 -07:00
Jordan Irwin
f9c850c55d Add to TODO list 2021-07-19 21:30:49 -07:00
Jordan Irwin
6033dbf52a Fix tnt drop 2021-07-19 21:29:56 -07:00
Jordan Irwin
b2494a40f7 Fix entity vertical positioning 2021-07-19 20:46:56 -07:00
Jordan Irwin
76edba7a48 Begin converting to cmer API 2021-07-19 19:19:54 -07:00
10 changed files with 224 additions and 80 deletions

@ -18,7 +18,7 @@ Settings documented in [reference][].
### Requirements: ### Requirements:
- Depends: default, tnt - Depends: cmer, default, tnt
- Optional depends: nether, sounds - Optional depends: nether, sounds
### Links: ### Links:

@ -2,4 +2,11 @@
TODO: TODO:
- add version using mobs_redo API - add version using mobs_redo API
- add version using cmer API - add version using cmer API
- fix vertical position - add wear to armor when exploding
- add no-griefing setting
- disable attacking if damage disabled
- make powered versions run faster when chasing
- fix knockback when chasing
- fix hit sound when chasing
- make sneeker stop when within 2 of player
- use asm_spawneggs for egg

@ -2,6 +2,9 @@
v1.1 v1.1
---- ----
- added sound when hit - added sound when hit
- fixed entity vertical positioning
- added setting to customize spawn nodes
- fixed tnt:boom node left after explosion
v1.0 v1.0
---- ----

@ -1,4 +1,5 @@
--[[
local sounds_enabled = core.get_modpath("sounds") ~= nil local sounds_enabled = core.get_modpath("sounds") ~= nil
local hit_sound local hit_sound
@ -72,24 +73,105 @@ local def = {
animation_speed = 30, animation_speed = 30,
knockback_level = 2 knockback_level = 2
} }
]]
def.on_activate = function(self, staticdata) local spawn_nodes = {}
if sneeker.spawn_nodes ~= "" then
if not sneeker.spawn_nodes:find(",") then
table.insert(spawn_nodes, sneeker.spawn_nodes)
else
for _, node in ipairs(sneeker.spawn_nodes:split(",")) do
local node = node:trim()
if node ~= "" then
table.insert(spawn_nodes, node)
end
end
end
end
if #spawn_nodes == 0 then
sneeker.log("warning", "no spawning nodes set, cannot spawn")
end
local item_drops = {}
if core.registered_items["tnt:gunpowder"] then
table.insert(item_drops, {"tnt:gunpowder", {min=1, max=2}, chance=0.66})
end
local def = {
name = "sneeker:sneeker",
nametag = "Sneeker",
stats = {
hp = 20,
hostile_2 = true,
lifetime = sneeker.lifetime,
can_jump = 5,
can_swim = true,
has_knockback = true,
sneaky = true,
},
modes = {
idle = {chance=0.3},
walk = {chance=0.7, moving_speed=1.5},
--chase = {moving_speed=1.5},
--death = {},
},
model = {
mesh = "character.b3d",
textures = {"sneeker.png"},
collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
rotation = -90,
animations = {
idle = {start=0, stop=79, speed=30},
walk = {start=168, stop=187, speed=30},
--chase = {start=168, stop=187, speed=30},
--death = {},
},
},
--sounds = {},
drops = item_drops,
--[[
combat = {
search_enemy = true,
},
]]
spawning = {
abm_nodes = {
spawn_on = spawn_nodes,
},
abm_interval = sneeker.spawn_interval,
abm_chance = sneeker.spawn_chance,
number = 1,
light = {min=sneeker.spawn_minlight, max=sneeker.spawn_maxlight},
height_limit = {min=sneeker.spawn_minheight, max=sneeker.spawn_maxheight},
},
}
def.on_activate = function(self, staticdata, dtime_s)
--[[
self.yaw = 0 self.yaw = 0
self.anim = 1 self.anim = 1
self.timer = 0 self.timer = 0
]]
self.visualx = 1 self.visualx = 1
--[[
self.jump_timer = 0 self.jump_timer = 0
self.turn_timer = 0 self.turn_timer = 0
self.turn_speed = 0 self.turn_speed = 0
]]
self.powered = false self.powered = false
--[[
self.knockback = false self.knockback = false
self.state = math.random(1, 2) self.state = math.random(1, 2)
self.old_y = self.object:get_pos().y self.old_y = self.object:get_pos().y
]]
--[[
-- despawning -- despawning
self.lifetime = sneeker.lifetime self.lifetime = sneeker.lifetime
self.lifetimer = 0 self.lifetimer = 0
self.check_despawn_player_distance = true self.check_despawn_player_distance = true
]]
local data = core.deserialize(staticdata) local data = core.deserialize(staticdata)
if data and type(data) == "table" then if data and type(data) == "table" then
@ -111,7 +193,7 @@ local function isnan(n)
end end
local function expand(self) local function expand(self)
if self.chase and self.visualx < 2 then if self.expanding and self.visualx < 2 then
if self.hiss == false then if self.hiss == false then
core.sound_play("sneeker_hiss", {object=self.object, gain=1.5, max_hear_distance=2*64}) core.sound_play("sneeker_hiss", {object=self.object, gain=1.5, max_hear_distance=2*64})
end end
@ -135,10 +217,51 @@ local function explode(self, pos)
core.sound_play("sneeker_explode", {object=self.object, gain=sneeker.boom_gain, max_hear_distance=2*64}) core.sound_play("sneeker_explode", {object=self.object, gain=sneeker.boom_gain, max_hear_distance=2*64})
end end
def.on_step = function(self, dtime) local function chase(self, target)
-- FIXME: why does setting mode = "chase" not work?
if not self.chase_anim then
self.object:set_animation({x=168, y=187}, 30, 0)
self.chase_anim = true
end
local pos = self.object:get_pos()
local tpos = target:get_pos()
local vec = {x=tpos.x-pos.x, y=tpos.y-pos.y, z=tpos.z-pos.z}
local yaw = math.atan(vec.z/vec.x)+math.pi^2
if tpos.x > pos.x then
yaw = yaw+math.pi
end
yaw = yaw-2
self.object:set_yaw(yaw)
local direction = {x=math.sin(yaw)*-1, y=0, z=math.cos(yaw)}
-- 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=self.object:get_velocity().y, z=direction.z*2.5})
end
end
local function end_chase(self)
self.chasing = nil
self.chase_anim = false
self.mode = "idle"
self.expanding = false
end
def.on_step = function(self, staticdata, dtime_s)
--[[
-- update lifetime timer -- update lifetime timer
-- FIXME: this is longer than realtime -- FIXME: this is longer than realtime
self.lifetimer = self.lifetimer + dtime self.lifetimer = self.lifetimer + dtime_s
if self.lifetimer >= self.lifetime then if self.lifetimer >= self.lifetime then
-- TODO: should have a death animation -- TODO: should have a death animation
self.object:remove() self.object:remove()
@ -151,9 +274,11 @@ def.on_step = function(self, dtime)
local ANIM_STAND = 1 local ANIM_STAND = 1
local ANIM_WALK = 2 local ANIM_WALK = 2
]]
local pos = self.object:get_pos() local pos = self.object:get_pos()
--[[
if sneeker.despawn_player_far then if sneeker.despawn_player_far then
-- run check about once per 60 seconds -- run check about once per 60 seconds
local interval_reached = math.floor(self.lifetimer % 60) == 0 local interval_reached = math.floor(self.lifetimer % 60) == 0
@ -207,9 +332,22 @@ def.on_step = function(self, dtime)
self.yaw = self.yaw-self.turn_speed self.yaw = self.yaw-self.turn_speed
self.object:set_yaw(self.yaw) self.object:set_yaw(self.yaw)
end end
]]
expand(self) expand(self)
local players_within_10 = {}
for _, object in ipairs(core.get_objects_inside_radius(pos, 10)) do
if object:is_player() then
table.insert(players_within_10, object)
end
end
if not self.chasing then
self.chasing = players_within_10[1]
end
--[[
self.chase = false self.chase = false
for _, object in ipairs(inside) do for _, object in ipairs(inside) do
@ -268,8 +406,49 @@ def.on_step = function(self, dtime)
jump(self, pos, self.direction) jump(self, pos, self.direction)
end end
end end
]]
if self.state == "chase" then if self.chasing then
if self.chasing:get_hp() > 0 then
self.mode = "chase"
local within_2 = false
for _, object in ipairs(core.get_objects_inside_radius(pos, 2)) do
if object == self.chasing then
within_2 = true
break
end
end
if within_2 then
if self.visualx >= 2 then
explode(self, pos)
self.chasing = nil
return true
end
self.expanding = true
else
self.expanding = false
end
local within_10 = false
for _, object in ipairs(players_within_10) do
if object == self.chasing then
within_10 = true
break
end
end
if within_10 then
-- follow player
chase(self, self.chasing)
return true
end
end
end_chase(self)
--[[
if self.anim ~= ANIM_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 self.anim = ANIM_WALK
@ -291,7 +470,9 @@ def.on_step = function(self, dtime)
end end
end end
end end
]]
--[[
if #inside ~= 0 then 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 object:is_player() and object:get_hp() ~= 0 then
@ -343,8 +524,12 @@ def.on_step = function(self, dtime)
else else
self.state = "stand" self.state = "stand"
end end
]]
elseif self.mode == "chase" then
self.mode = "idle"
end end
--[[
-- Swim -- Swim
local node = core.get_node(pos) local node = core.get_node(pos)
if core.get_item_group(node.name, "water") ~= 0 then if core.get_item_group(node.name, "water") ~= 0 then
@ -360,8 +545,10 @@ def.on_step = function(self, dtime)
end end
return true return true
]]
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 hit_sound then if hit_sound then
core.sound_play(hit_sound, {object=self.object}, parameters, true) core.sound_play(hit_sound, {object=self.object}, parameters, true)
@ -387,6 +574,7 @@ def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities,
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
end end
]]
def.get_staticdata = function(self) def.get_staticdata = function(self)
return core.serialize({ return core.serialize({
@ -394,7 +582,11 @@ def.get_staticdata = function(self)
}) })
end end
--[[
core.register_entity("sneeker:sneeker", def) core.register_entity("sneeker:sneeker", def)
]]
cmer.register_mob(def)
core.register_craftitem("sneeker:spawnegg", { core.register_craftitem("sneeker:spawnegg", {
description = "Sneeker Spawn Egg", description = "Sneeker Spawn Egg",

@ -28,7 +28,6 @@ end
local scripts = { local scripts = {
"settings", "settings",
"tnt_function", "tnt_function",
"spawn",
"entity", "entity",
} }

@ -1,7 +1,8 @@
name = sneeker name = sneeker
title = Sneeker title = Sneeker
description = An explosive nuisance. description = An explosive nuisance.
license = MIT
version = 1.0 version = 1.0
author = Rui author = Rui, Jordan Irwin (AntumDeluge)
depends = default, tnt depends = cmer, default, tnt
optional_depends = nether, sounds optional_depends = nether, sounds

@ -106,3 +106,11 @@ sneeker.spawn_maxheight = tonumber(core.settings:get("sneeker.spawn_maxheight")
-- @settype int -- @settype int
-- @default 1 -- @default 1
sneeker.spawn_mapblock_limit = tonumber(core.settings:get("sneeker.spawn_mapblock_limit") or 1) sneeker.spawn_mapblock_limit = tonumber(core.settings:get("sneeker.spawn_mapblock_limit") or 1)
--- Comma-separated list of nodes on which sneeker can spawn.
--
-- @setting sneeker.spawn_nodes
-- @settype string
-- @default default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack
sneeker.spawn_nodes = core.settings:get("sneeker.spawn_nodes") or "default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack"
sneeker.spawn_nodes = sneeker.spawn_nodes:trim()

@ -50,3 +50,6 @@ sneeker.spawn_maxheight (Sneeker max spawn height) int 31000
# Limits the number of entities that can spawn per mapblock (16x16x16). # Limits the number of entities that can spawn per mapblock (16x16x16).
sneeker.spawn_mapblock_limit (Sneeker spawn limit) int 1 sneeker.spawn_mapblock_limit (Sneeker spawn limit) int 1
# Comma-separated list of nodes on which sneeker can spawn.
sneeker.spawn_nodes (Sneeker spawn nodes) string default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass,default:desert_sand,nether:rack

@ -1,70 +0,0 @@
local spawn_nodes = {
"default:dirt_with_dry_grass",
"default:dry_dirt",
"default:dry_dirt_with_dry_grass",
"default:desert_sand",
}
if core.global_exists("nether") then
table.insert(spawn_nodes, "nether:rack")
end
for _, node_name in ipairs(spawn_nodes) do
if not core.registered_nodes[node_name] then
sneeker.log("warning", "Invalid node for spawn: " .. node_name)
end
end
core.register_abm({
nodenames = spawn_nodes,
neighbors = {"air"},
interval = sneeker.spawn_interval,
chance = sneeker.spawn_chance,
action = function(pos, node, aoc, aocw)
if aoc >= sneeker.spawn_mapblock_limit then return end
-- check above target node
pos.y = pos.y+1
local pos_string = tostring(math.floor(pos.x))
.. "," .. tostring(math.floor(pos.y))
.. "," .. tostring(math.floor(pos.z))
if sneeker.spawn_require_player_nearby then
local player_nearby = false
for _, entity in ipairs(core.get_objects_inside_radius(pos, sneeker.spawn_player_radius)) do
if entity:is_player() then
player_nearby = true
break
end
end
if not player_nearby then return end
end
if pos.y > sneeker.spawn_maxheight or pos.y < sneeker.spawn_minheight then
return
end
-- needs two vertical air nodes to spawn
for _, node_pos in ipairs({pos, {x=pos.x, y=pos.y+1, z=pos.z}}) do
if core.get_node(node_pos).name ~= "air" then
return
end
end
local llevel = core.get_node_light(pos)
if not llevel or llevel > sneeker.spawn_maxlight or llevel < sneeker.spawn_minlight then
return
end
local spawned = core.add_entity(pos, "sneeker:sneeker")
if not spawned then
sneeker.log("warning", "Failed to spawn at: " .. pos_string)
else
sneeker.log("debug", "Spawned at: " .. pos_string)
end
end
})

@ -301,4 +301,5 @@ function sneeker.boom(pos, large)
entity_physics(pos, radius) entity_physics(pos, radius)
eject_drops(drops, pos, radius) eject_drops(drops, pos, radius)
add_effects(pos, radius) add_effects(pos, radius)
core.remove_node(pos)
end end