mod-sneeker/init.lua
2017-08-08 02:31:05 -07:00

385 lines
9.7 KiB
Lua

-- Original code by Rui: WTFPL
sneeker = {}
sneeker.modname = core.get_current_modname()
sneeker.modpath = core.get_modpath(sneeker.modname)
if core.settings:get_bool('log_mods') then
core.log('action', 'Loading mod "' .. sneeker.modname .. '" ...')
end
dofile(sneeker.modpath .. '/settings.lua')
dofile(sneeker.modpath .. '/functions.lua')
sneeker.log_debug('Debugging is on')
sneeker.mob_name = sneeker.modname .. ':' .. sneeker.modname
sneeker.spawnegg_name = sneeker.modname .. ':spawnegg'
local scripts = {
'tnt_function',
'spawn',
}
for I in pairs(scripts) do
dofile(sneeker.modpath .. '/' .. scripts[I] .. '.lua')
end
local radius = tonumber(core.settings:get('tnt_radius') or 3)
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,
jump_height = 5,
}
if core.global_exists('mobs') then
def.type = 'monster'
def.walk_velocity = 1.5
def.knock_back = 2
def.attack_type = 'explode'
def.explosion_radius = radius
--[[
def.on_blast = function(object, damage)
explode(object)
end
]]
def.animation = {
stand_start = 0,
stand_end = 79,
stand_speed = 30,
walk_start = 168,
walk_end = 187,
walk_speek = 30,
}
def.sounds = {
explode = 'sneeker_explode',
distance = 128,
}
mobs:register_mob(sneeker.mob_name, def)
-- TODO: Add alias
else
def.walk_speed = 1.5
def.knockback_level = 2
def.animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187,
}
def.animation_speed = 30
local function jump(self,pos,direction)
local velocity = self.object:getvelocity()
if core.registered_nodes[core.get_node(pos).name].climbable then
self.object:setvelocity({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:setvelocity({
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
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:getpos().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
def.on_step = function(self, dtime)
if self.knockback then
return
end
local ANIM_STAND = 1
local ANIM_WALK = 2
local pos = self.object:getpos()
local yaw = self.object:getyaw()
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:getvelocity()
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:setyaw(self.yaw)
elseif self.turn == 'left' then
self.yaw = self.yaw-self.turn_speed
self.object:setyaw(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:setvelocity({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:setvelocity({x=self.direction.x*walk_speed,y=velocity.y,z=self.direction.z*walk_speed})
end
random_turn(self)
local velocity = self.object:getvelocity()
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:setvelocity({x=0,y=velocity.y,z=0})
return
end
end
end
local ppos = object:getpos()
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:setyaw(self.yaw)
self.direction = {x=math.sin(self.yaw)*-1,y=0,z=math.cos(self.yaw)}
local direction = self.direction
self.object:setvelocity({x=direction.x*2.5,y=velocity.y,z=direction.z*2.5})
-- 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:setacceleration({x=0,y=1,z=0})
local velocity = self.object:getvelocity()
if self.object:getvelocity().y > 5 then
self.object:setvelocity({x=0,y=velocity.y-velocity.y/2,z=0})
else
self.object:setvelocity({x=0,y=velocity.y+1,z=0})
end
else
self.object:setacceleration({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:setvelocity({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:getpos()
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)
end