forked from Mirrorlandia_minetest/mod-sneeker
547 lines
13 KiB
Lua
547 lines
13 KiB
Lua
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local hit_sound
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if core.get_modpath("default") then
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hit_sound = "player_damage"
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elseif core.get_modpath("sounds") then
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hit_sound = "sounds_entity_hit"
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end
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--[[
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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
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self.object:set_velocity({x=velocity.x, y=4, z=velocity.z})
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return
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end
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local spos = {x=pos.x+direction.x, y=pos.y, z=pos.z+direction.z}
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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)
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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
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if node2 and node2.name then
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def2 = core.registered_items[node2.name]
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end
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if def and def.walkable
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and def2 and not def2.walkable
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and def.drawtype ~= "fencelike" then
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self.object:set_velocity({
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x = velocity.x*2.2,
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y = self.jump_height,
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z = velocity.z*2.2
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})
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end
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end
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local function random_turn(self)
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if self.turn_timer > math.random(2, 5) then
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local select_turn = math.random(1, 3)
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if select_turn == 1 then
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self.turn = "left"
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elseif select_turn == 2 then
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self.turn = "right"
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elseif select_turn == 3 then
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self.turn = "straight"
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end
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self.turn_timer = 0
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self.turn_speed = 0.05*math.random()
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end
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end
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local walk_speed = 1.5
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local def = {
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hp_max = 20,
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physical = true,
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collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
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visual = "mesh",
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mesh = "character.b3d",
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textures = {"sneeker.png"},
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makes_footstep_sound = false,
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-- Original
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animation = {
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stand_START = 0,
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stand_END = 79,
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walk_START = 168,
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walk_END = 187
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},
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walk_speed = walk_speed,
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jump_height = 5,
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animation_speed = 30,
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knockback_level = 2
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}
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]]
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local spawn_nodes = {}
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if sneeker.spawn_nodes ~= "" then
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if not sneeker.spawn_nodes:find(",") then
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table.insert(spawn_nodes, sneeker.spawn_nodes)
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else
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for _, node in ipairs(sneeker.spawn_nodes:split(",")) do
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local node = node:trim()
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if node ~= "" then
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table.insert(spawn_nodes, node)
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end
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end
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end
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end
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if #spawn_nodes == 0 then
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sneeker.log("warning", "no spawning nodes set, cannot spawn")
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end
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local item_drops = {}
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if core.registered_items["tnt:gunpowder"] then
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table.insert(item_drops, {"tnt:gunpowder", {min=1, max=2}, chance=0.66})
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end
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local def = {
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name = "sneeker:sneeker",
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nametag = "Sneeker",
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stats = {
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hp = 20,
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hostile_2 = true,
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lifetime = sneeker.lifetime,
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can_jump = 5,
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can_swim = true,
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has_knockback = true,
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sneaky = true,
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},
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modes = {
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idle = {chance=0.3},
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walk = {chance=0.7, moving_speed=1.5},
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follow = {radius=10},
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--death = {},
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},
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model = {
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mesh = "character.b3d",
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textures = {"sneeker.png"},
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collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
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rotation = -90,
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animations = {
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idle = {start=0, stop=79, speed=30},
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walk = {start=168, stop=187, speed=30},
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follow = {start=168, stop=187, speed=30},
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--death = {},
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},
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},
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--sounds = {},
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drops = item_drops,
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--[[
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combat = {
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search_enemy = true,
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},
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]]
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spawning = {
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abm_nodes = {
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spawn_on = spawn_nodes,
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},
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abm_interval = sneeker.spawn_interval,
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abm_chance = sneeker.spawn_chance,
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number = 1,
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light = {min=sneeker.spawn_minlight, max=sneeker.spawn_maxlight},
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height_limit = {min=sneeker.spawn_minheight, max=sneeker.spawn_maxheight},
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},
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}
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def.on_activate = function(self, staticdata, dtime_s)
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--[[
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self.yaw = 0
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self.anim = 1
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self.timer = 0
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]]
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self.visualx = 1
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--[[
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self.jump_timer = 0
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self.turn_timer = 0
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self.turn_speed = 0
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]]
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self.powered = false
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--[[
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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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]]
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--[[
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-- despawning
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self.lifetime = sneeker.lifetime
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self.lifetimer = 0
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self.check_despawn_player_distance = true
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]]
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local data = core.deserialize(staticdata)
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if data and type(data) == "table" then
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if data.powered == true 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
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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
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end
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end
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--[[
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local function isnan(n)
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return tostring(n) == tostring((-1)^.5)
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end
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]]
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local function expand(self)
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if self.chase and self.visualx < 2 then
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if self.hiss == false then
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core.sound_play("sneeker_hiss", {object=self.object, gain=1.5, max_hear_distance=2*64})
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end
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self.visualx = self.visualx+0.05
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self.object:set_properties({
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visual_size = {x=self.visualx, y=1}
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})
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self.hiss = true
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elseif self.visualx > 1 then
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self.visualx = self.visualx-0.05
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self.object:set_properties({
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visual_size = {x=self.visualx, y=1}
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})
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self.hiss = false
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end
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end
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local function explode(self, pos)
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self.object:remove()
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sneeker.boom(pos, self.powered)
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core.sound_play("sneeker_explode", {object=self.object, gain=sneeker.boom_gain, max_hear_distance=2*64})
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end
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--[[
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local function h_collides(pos, collision_info, touching_ground)
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if not touching_ground or type(collision_info) ~= "table" or #collision_info == 0 then
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return false
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end
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local pos_y = math.floor(pos.y)
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local h_col
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for _, col in ipairs(collision_info) do
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local npos = col.node_pos
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if npos and col.type == "node" then
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-- exclude ground collisions
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if math.floor(npos.y) > pos_y then
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h_col = col
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break
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end
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end
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end
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if not h_col then return false end
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local h_vel = {
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x = math.floor(h_col.new_velocity.x * 10) / 10,
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z = math.floor(h_col.new_velocity.z * 10) / 10,
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}
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return h_vel.x < walk_speed and h_vel.z < walk_speed, h_col.node_pos
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end
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]]
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def.on_step = function(self, dtime, moveresult)
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--[[
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-- update lifetime timer
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-- FIXME: this is longer than realtime
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self.lifetimer = self.lifetimer + dtime_s
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if self.lifetimer >= self.lifetime then
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-- TODO: should have a death animation
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self.object:remove()
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return true
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end
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if self.knockback then
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return false
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end
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local ANIM_STAND = 1
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local ANIM_WALK = 2
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]]
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local pos = self.object:get_pos()
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--[[
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if sneeker.despawn_player_far then
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-- run check about once per 60 seconds
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local interval_reached = math.floor(self.lifetimer % 60) == 0
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if not interval_reached and not self.check_despawn_player_distance then
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self.check_despawn_player_distance = true
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end
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if interval_reached and self.check_despawn_player_distance then
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local player_nearby = false
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for _, entity in ipairs(core.get_objects_inside_radius(pos, sneeker.despawn_player_radius)) do
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if entity:is_player() then
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player_nearby = true
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break
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end
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end
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if not player_nearby then
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self.object:remove()
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return true
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end
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-- set flag to not check again until next interval
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self.check_despawn_player_distance = false
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end
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end
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if self.chase or self.state == "chase" or self.state == "walk" then
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local collided, npos = h_collides(pos, moveresult.collisions, moveresult.touching_ground)
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if collided then
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jump(self, npos, self.direction)
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end
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end
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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
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local animation = self.animation
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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
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self.turn_timer = self.turn_timer+0.01
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self.jump_timer = self.jump_timer+0.01
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if not self.chase and self.timer > math.random(2, 5) then
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if math.random() > 0.8 then
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self.state = "stand"
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else
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self.state = "walk"
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end
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self.timer = 0
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end
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if self.turn == "right" then
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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
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self.yaw = self.yaw-self.turn_speed
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self.object:set_yaw(self.yaw)
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end
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]]
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expand(self)
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--[[
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self.chase = false
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for _, object in ipairs(inside) do
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if object:is_player() then
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self.state = "chase"
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end
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end
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if self.state == "stand" then
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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
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end
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random_turn(self)
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if velocity.x ~= 0
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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
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end
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if self.state == "walk" then
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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
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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
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random_turn(self)
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local velocity = self.object:get_velocity()
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if self.turn_timer > 1 then
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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
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local select_turn = math.random(1, 2)
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if select_turn == 1 then
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self.turn = "left"
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elseif select_turn == 2 then
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self.turn = "right"
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end
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self.turn_timer = 0
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self.turn_speed = 0.05*math.random()
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end
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end
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end
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]]
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if self.state == "chase" then
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--[[
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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
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end
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self.turn = "straight"
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]]
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local inside_2 = core.get_objects_inside_radius(pos, 2)
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-- Boom
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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
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self.chase = true
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if self.visualx >= 2 then
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explode(self, pos)
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return true
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end
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end
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end
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end
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--[[
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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
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if #inside_2 ~= 0 then
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for _, object in ipairs(inside_2) do
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-- Stop move
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if object:is_player() then
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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
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end
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self.object:set_velocity({x=0, y=velocity.y, z=0})
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return
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end
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end
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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
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if ppos.x > pos.x then
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self.yaw = self.yaw+math.pi
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end
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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
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-- FIXME: hack
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local can_set = true
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for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
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if isnan(c) then
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can_set = false
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break
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end
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end
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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})
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end
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end
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end
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else
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self.state = "stand"
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end
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]]
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end
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--[[
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-- Swim
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local node = core.get_node(pos)
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if core.get_item_group(node.name, "water") ~= 0 then
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self.object:set_acceleration({x=0, y=1, z=0})
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local velocity = self.object:get_velocity()
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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
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else
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self.object:set_acceleration({x=0, y=-10, z=0})
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end
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return true
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]]
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end
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--[[
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def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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if hit_sound then
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core.sound_play(hit_sound, {object=self.object}, parameters, true)
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end
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if self.knockback == false then
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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
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end)
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end
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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
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local z = 1/math.random(1, 5)*dir.z
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local p = {x=pos.x+x, y=pos.y, z=pos.z+z}
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local node = core.get_node_or_nil(p)
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if node == nil or not node.name or node.name ~= "air" then
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p = pos
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end
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local obj = core.add_item(p, {name="tnt:gunpowder", count=math.random(0, 2)})
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end
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end
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]]
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def.get_staticdata = function(self)
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return core.serialize({
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powered = self.powered
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})
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end
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--[[
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core.register_entity("sneeker:sneeker", def)
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]]
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cmer.register_mob(def)
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core.register_craftitem("sneeker:spawnegg", {
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description = "Sneeker Spawn Egg",
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inventory_image = "sneeker_spawnegg.png",
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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
|
|
})
|