-- Original code by Rui: WTFPL sneeker = {} sneeker.modname = core.get_current_modname() sneeker.modpath = core.get_modpath(sneeker.modname) dofile(sneeker.modpath .. "/settings.lua") sneeker.log = function(lvl, msg) if lvl == "debug" and not sneeker.debug then return end if not msg then msg = lvl lvl = nil end msg = "[" .. sneeker.modname .. "] " .. msg if lvl == "debug" then msg = "[DEBUG] " .. msg end if not lvl then core.log(msg) else core.log(lvl, msg) end end sneeker.log("debug", "Debugging is on") if core.settings:get_bool("log_mods", false) then core.log("action", "Loading mod \"" .. sneeker.modname .. "\" ...") end sneeker.mob_name = "sneeker:sneeker" local old_spawnegg_name = "sneeker:spawnegg" local scripts = { "functions", "tnt_function", "spawn", } 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 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) if self.knockback then return end local ANIM_STAND = 1 local ANIM_WALK = 2 local pos = self.object:get_pos() 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=1.5,max_hear_distance=2*64}) 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 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.mob_name, def) if core.global_exists("asm") then asm.addEgg({ name = "sneeker", inventory_image = "sneeker_spawnegg.png", spawn = "sneeker:sneeker", }) core.register_alias(old_spawnegg_name, "spawneggs:sneeker") if core.registered_items["tnt:tnt"] then asm.addEggRecipe("sneeker", "tnt:tnt") end end