forked from Mirrorlandia_minetest/mod-sneeker
403 lines
9.6 KiB
Lua
403 lines
9.6 KiB
Lua
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sneeker = {}
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sneeker.modname = core.get_current_modname()
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sneeker.modpath = core.get_modpath(sneeker.modname)
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local debugging = core.settings:get_bool("enable_debug_mods", false)
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sneeker.log = function(lvl, msg)
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if lvl == "debug" and not debugging then return end
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if msg == nil then
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msg = lvl
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lvl = nil
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end
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msg = "[" .. sneeker.modname .. "] " .. msg
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if lvl == "debug" then
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msg = "[DEBUG]" .. msg
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lvl = nil;
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end
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if not lvl then
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core.log(msg)
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else
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core.log(lvl, msg)
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end
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end
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local scripts = {
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"settings",
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"tnt_function",
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"spawn",
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}
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for _, script in ipairs(scripts) do
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dofile(sneeker.modpath .. "/" .. script .. ".lua")
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end
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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 def = {
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hp_max = 20,
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physical = true,
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collisionbox = {-0.25, -0.7, -0.25, 0.25, 0.8, 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 = 1.5,
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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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def.on_activate = function(self, staticdata)
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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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self.visualx = 1
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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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self.powered = false
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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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self.lifetime = sneeker.lifetime
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self.lifetimer = 0
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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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local function isnan(n)
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return tostring(n) == tostring((-1)^.5)
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end
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def.on_step = function(self, dtime)
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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
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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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local pos = self.object:get_pos()
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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
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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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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", {pos=pos, 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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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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-- Jump
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if self.jump_timer > 0.2 then
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jump(self, pos, self.direction)
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end
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end
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if self.state == "chase" 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.turn = "straight"
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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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self.object:remove()
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sneeker.boom(pos, self.powered)
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core.sound_play("sneeker_explode", {pos=pos, gain=sneeker.boom_gain, max_hear_distance=2*64})
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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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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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-- Jump
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if self.jump_timer > 0.2 then
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jump(self, pos, direction)
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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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end
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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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end
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def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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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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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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core.register_entity("sneeker:sneeker", 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,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type == "node" then
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local pos = pointed_thing.above
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pos.y = pos.y+1
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core.add_entity(pos, "sneeker:sneeker")
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if not core.settings:get_bool("creative_mode", false) then
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itemstack:take_item()
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end
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return itemstack
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end
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end
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})
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