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Merge pull request 'Shulker improvements and homing mob projectiles' (#4000) from Bakawun/MineClone2:Shulker_shot_speed into master
Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/4000 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
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commit
d44b00a20e
@ -1231,6 +1231,9 @@ function mob_class:do_states_attack (dtime)
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-- important for mcl_shields
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ent._shooter = self.object
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ent._saved_shooter_pos = self.object:get_pos()
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if ent.homing then
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ent._target = self.attack
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end
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end
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local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
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@ -334,6 +334,13 @@ function mcl_mobs.register_mob(name, def)
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end -- END mcl_mobs.register_mob function
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function mcl_mobs.get_arrow_damage_func(damage, typ)
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local typ = mcl_damage.types[typ] and typ or "arrow"
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return function(projectile, object)
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return mcl_util.deal_damage(object, damage, {type = typ})
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end
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end
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-- register arrow for shoot attack
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function mcl_mobs.register_arrow(name, def)
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@ -350,6 +357,7 @@ function mcl_mobs.register_arrow(name, def)
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hit_node = def.hit_node,
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hit_mob = def.hit_mob,
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hit_object = def.hit_object,
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homing = def.homing,
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drop = def.drop or false, -- drops arrow as registered item when true
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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timer = 0,
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@ -422,6 +430,17 @@ function mcl_mobs.register_arrow(name, def)
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end
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end
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if self.homing and self._target then
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local p = self._target:get_pos()
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if p then
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if minetest.line_of_sight(self.object:get_pos(), p) then
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self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
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end
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else
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self._target = nil
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end
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end
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if self.hit_player or self.hit_mob or self.hit_object then
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for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
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@ -35,7 +35,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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type = "monster",
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spawn_class = "hostile",
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attack_type = "shoot",
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shoot_interval = 0.5,
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shoot_interval = 6,
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arrow = "mobs_mc:shulkerbullet",
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shoot_offset = 0.5,
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passive = false,
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@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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hp_max = 30,
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xp_min = 5,
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xp_max = 5,
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armor = 150,
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armor = 20,
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collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5},
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visual = "mesh",
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mesh = "mobs_mc_shulker.b3d",
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@ -51,7 +51,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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-- TODO: sounds
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-- TODO: Make shulker dye-able
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visual_size = {x=3, y=3},
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walk_chance = 0,
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walk_chance = 10,
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knock_back = false,
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jump = false,
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can_despawn = false,
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@ -65,15 +65,19 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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looting_factor = 0.0625},
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},
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animation = {
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stand_speed = 25, walk_speed = 0, run_speed = 50, punch_speed = 25,
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stand_speed = 25, walk_speed = 25, run_speed = 50, punch_speed = 25,
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speed_normal = 25, speed_run = 50,
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stand_start = 0, stand_end = 25,
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walk_start = 25, walk_end = 45,
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run_start = 45, run_end = 85,
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walk_start = 45, walk_end = 65,
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walk_loop = false,
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run_start = 65, run_end = 85,
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run_loop = false,
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punch_start = 80, punch_end = 100,
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},
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view_range = 16,
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fear_height = 0,
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walk_velocity = 0,
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run_velocity = 0,
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noyaw = true,
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do_custom = function(self,dtime)
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local pos = self.object:get_pos()
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@ -81,12 +85,13 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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self.object:set_yaw(0)
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mcl_mobs:yaw(self, 0, 0, dtime)
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end
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if self.state == "walk" or self.state == "stand" then
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self.state = "stand"
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self:set_animation("stand")
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end
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if self.state == "attack" then
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self:set_animation("punch")
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self:set_animation("run")
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self.armor = 0
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elseif self.state == "stand" then
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self.armor = 20
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elseif self.state == "walk" or self.state == "run" then
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self.armor = 0
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end
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self.path.way = false
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self.look_at_players = false
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@ -149,6 +154,9 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
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end
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end
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end,
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on_attack = function(self, dtime)
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self.shoot_interval = math.random(1, 6)
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end,
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})
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-- bullet arrow (weapon)
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@ -156,27 +164,12 @@ mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
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visual = "sprite",
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visual_size = {x = 0.25, y = 0.25},
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textures = {"mobs_mc_shulkerbullet.png"},
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velocity = 6,
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hit_player = function(self, player)
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player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 4},
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}, nil)
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end,
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hit_mob = function(self, mob)
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mob:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 4},
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}, nil)
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end,
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hit_node = function(self, pos, node)
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end
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velocity = 5,
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homing = true,
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hit_player = mcl_mobs.get_arrow_damage_func(4),
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hit_mob = mcl_mobs.get_arrow_damage_func(4),
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})
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mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
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mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
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--[[
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