mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-05 01:03:44 +01:00
ef763e396c
Initialize bones on spawn. Note: to obatin bone values, try in Blender "%.3f, %.3f, %.3f" % tuple((bpy.context.object.pose.bones["head.control"].head - bpy.context.object.pose.bones["head.control"].tail) * Vector((1,-1,1))) or "{0:.3f}, {1:.3f}, {2:.3f}".format(*(bpy.context.object.pose.bones["head.control"].head - bpy.context.object.pose.bones["head.control"].tail) @ bpy.context.object.pose.bones["head.control"].matrix * Vector((1,-1,1)))
446 lines
14 KiB
Lua
446 lines
14 KiB
Lua
local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local validate_vector = mcl_util.validate_vector
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local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PI = math.pi
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local TWOPI = math.pi * 2
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local PI_HALF = math.pi * 0.5 -- 90 degrees
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local MAX_PITCH = math.pi * 0.45 -- about 80 degrees
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local MAX_YAW = math.pi * 0.66 -- about 120 degrees
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local PATHFINDING = "gowp"
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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-- custom particle effects
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function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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radius = radius or 2
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min_size = min_size or 0.5
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max_size = max_size or 1
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gravity = gravity or DEFAULT_FALL_SPEED
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glow = glow or 0
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go_down = go_down or false
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local ym
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if go_down then
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ym = 0
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else
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ym = -radius
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end
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minetest.add_particlespawner({
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amount = amount,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = ym, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = {x = 0, y = gravity, z = 0},
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maxacc = {x = 0, y = gravity, z = 0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = min_size,
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maxsize = max_size,
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texture = texture,
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glow = glow,
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})
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end
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function mcl_mobs.death_effect(pos, yaw, collisionbox, rotate)
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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else
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min = { x = -0.5, y = 0, z = -0.5 }
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max = { x = 0.5, y = 0.5, z = 0.5 }
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end
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if rotate then
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min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
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max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
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min, max = vector.sort(min, max)
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min = vector.multiply(min, 0.5)
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max = vector.multiply(max, 0.5)
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end
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minetest.add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-5,-5,-5),
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maxvel = vector.new(5,5,5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest.sound_play("mcl_mobs_mob_poof", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 8,
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}, true)
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end
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-- play sound
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function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
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local soundinfo
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if self.sounds_child and self.child then
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soundinfo = self.sounds_child
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elseif self.sounds then
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soundinfo = self.sounds
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end
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if not soundinfo then
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return
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end
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local sound = soundinfo[soundname]
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
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return
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end
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local pitch
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if not fixed_pitch then
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local base_pitch = soundinfo.base_pitch
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if not base_pitch then
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base_pitch = 1
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end
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if self.child and (not self.sounds_child) then
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-- Children have higher pitch
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pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
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-- randomize the pitch a bit
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pitch = pitch + math.random(-10, 10) * 0.005
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end
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-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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pitch = pitch,
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}, true)
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self.opinion_sound_cooloff = 1
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end
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end
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function mob_class:step_opinion_sound(dtime)
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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end
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end
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function mob_class:add_texture_mod(mod)
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local full_mod = ""
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local already_added = false
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for i=1, #self.texture_mods do
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if mod == self.texture_mods[i] then
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already_added = true
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end
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full_mod = full_mod .. self.texture_mods[i]
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end
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if not already_added then
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full_mod = full_mod .. mod
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table.insert(self.texture_mods, mod)
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end
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self.object:set_texture_mod(full_mod)
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end
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function mob_class:remove_texture_mod(mod)
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local full_mod = ""
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local remove = {}
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for i=1, #self.texture_mods do
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if self.texture_mods[i] ~= mod then
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full_mod = full_mod .. self.texture_mods[i]
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else
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table.insert(remove, i)
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end
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end
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for i=#remove, 1 do
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table.remove(self.texture_mods, remove[i])
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end
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self.object:set_texture_mod(full_mod)
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end
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function mob_class:damage_effect(damage)
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-- damage particles
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if (not disable_blood) and damage > 0 then
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local amount_large = math.floor(damage / 2)
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local amount_small = damage % 2
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local pos = self.object:get_pos()
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pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
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local texture = "mobs_blood.png"
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-- full heart damage (one particle for each 2 HP damage)
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if amount_large > 0 then
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mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
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end
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-- half heart damage (one additional particle if damage is an odd number)
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if amount_small > 0 then
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-- TODO: Use "half heart"
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mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
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end
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end
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end
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function mob_class:remove_particlespawners(pn)
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if not active_particlespawners[pn] then return end
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if not active_particlespawners[pn][self.object] then return end
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for k,v in pairs(active_particlespawners[pn][self.object]) do
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minetest.delete_particlespawner(v)
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end
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end
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function mob_class:add_particlespawners(pn)
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if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
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if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
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for _,ps in pairs(self.particlespawners) do
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ps.attached = self.object
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ps.playername = pn
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table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
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end
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end
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function mob_class:check_particlespawners(dtime)
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if not self.particlespawners then return end
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--minetest.log(dump(active_particlespawners))
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if self._particle_timer and self._particle_timer >= 1 then
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self._particle_timer = 0
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local players = {}
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for _,player in pairs(minetest.get_connected_players()) do
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local pn = player:get_player_name()
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table.insert(players,pn)
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if not active_particlespawners[pn] then
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active_particlespawners[pn] = {} end
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local dst = vector.distance(player:get_pos(),self.object:get_pos())
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if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
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self:add_particlespawners(pn)
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elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
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self:remove_particlespawners(pn)
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end
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end
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elseif not self._particle_timer then
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self._particle_timer = 0
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end
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self._particle_timer = self._particle_timer + dtime
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end
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-- set defined animation
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function mob_class:set_animation(anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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if self.jockey and self.object:get_attach() then
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anim = "jockey"
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elseif not self.object:get_attach() then
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self.jockey = nil
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
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return
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end
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if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
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self._current_animation = self._current_animation or ""
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if (anim == self._current_animation
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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return
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end
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self._current_animation = anim
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local a_start = self.animation[anim .. "_start"]
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local a_end
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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if a_start and a_end then
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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end
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-- above function exported for mount.lua
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function mcl_mobs:set_animation(self, anim)
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self:set_animation(anim)
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end
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local function who_are_you_looking_at (self, dtime)
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if self.order == "sleep" then
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self._locked_object = nil
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return
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end
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-- was 10000 - div by 12 for avg entities as outside loop
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local stop_look_at_player = math.random() * 833 <= self.curiosity
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if self.attack then
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self._locked_object = not self.target_time_lost and self.attack or nil
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elseif self.following then
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self._locked_object = self.following
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elseif self._locked_object then
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if stop_look_at_player then self._locked_object = nil end
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elseif not self._locked_object then
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if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
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local pos = self.object:get_pos()
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
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if obj:is_player() and vector.distance(pos, obj:get_pos()) < 4 then
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self._locked_object = obj
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break
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elseif obj:is_player() or (obj:get_luaentity() and self ~= obj:get_luaentity() and obj:get_luaentity().name == self.name) then
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-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
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-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
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-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
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-- then div by 20 as less freq lookup
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if math.random() * 150 <= self.curiosity then
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self._locked_object = obj
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break
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end
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end
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end
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end
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end
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end
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function mob_class:check_head_swivel(dtime)
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if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
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who_are_you_looking_at(self, dtime)
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local newr, oldp, oldr = vector.zero(), nil, nil
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if self.object.get_bone_override then -- minetest >= 5.9
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local ov = self.object:get_bone_override(self.head_swivel)
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oldp, oldr = ov.position.vec, ov.rotation.vec
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else -- minetest < 5.9
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oldp, oldr = self.object:get_bone_position(self.head_swivel)
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oldr = vector.apply(oldr, math.rad) -- old API uses radians
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end
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local locked_object = self._locked_object
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if locked_object and (locked_object:is_player() or locked_object:get_luaentity()) and locked_object:get_hp() > 0 then
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local _locked_object_eye_height = (locked_object:is_player() and locked_object:get_properties().eye_height * 0.8) -- food in hands of player
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or (locked_object:get_luaentity() and locked_object:get_luaentity().head_eye_height) or 1.5
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local self_rot = self.object:get_rotation()
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-- If a mob is attached, should we really be messing with what they are looking at?
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-- Should this be excluded?
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if self.object:get_attach() and self.object:get_attach():get_rotation() then
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self_rot = self.object:get_attach():get_rotation()
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end
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local ps = self.object:get_pos()
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ps.y = ps.y + self.head_eye_height -- why here, instead of below? * .7
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local pt = locked_object:get_pos()
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pt.y = pt.y + _locked_object_eye_height
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local dir = vector.direction(ps, pt) -- is (pt-ps):normalize()
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local mob_yaw = math.atan2(dir.x, dir.z)
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local mob_pitch = -math.asin(dir.y) * (self.head_pitch_multiplier or 1) -- allow axis inversion
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mob_yaw = mob_yaw + self_rot.y -- to relative orientation
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while mob_yaw > PI do mob_yaw = mob_yaw - TWOPI end
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while mob_yaw < -PI do mob_yaw = mob_yaw + TWOPI end
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mob_yaw = mob_yaw * 0.8 -- lessen the effect so it become less staring
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local max_yaw = self.head_max_yaw or MAX_YAW
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mob_yaw = (mob_yaw < -max_yaw and -max_yaw) or (mob_yaw < max_yaw and mob_yaw) or max_yaw -- avoid twisting the neck
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mob_pitch = mob_pitch * 0.8 -- make it less obvious that this is computed
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local max_pitch = self.head_max_pitch or MAX_PITCH
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mob_pitch = (mob_pitch < -max_pitch and -max_pitch) or (mob_pitch < max_pitch and mob_pitch) or max_pitch
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local smoothing = (self.state == "attack" and self.attack and 0.25) or 0.05
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local old_pitch = oldr.x
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local old_yaw = (self.head_yaw == "y" and oldr.y or -oldr.z) - self.head_yaw_offset
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-- to -pi:+pi range, so we rotate over 0 when interpolating:
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while old_yaw > PI do old_yaw = old_yaw - TWOPI end
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while old_yaw < -PI do old_yaw = old_yaw + TWOPI end
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mob_pitch, mob_yaw = (mob_pitch-old_pitch)*smoothing+old_pitch, (mob_yaw-old_yaw)*smoothing+old_yaw
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-- apply the yaw to the mob
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mob_yaw = mob_yaw + self.head_yaw_offset
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if self.head_yaw == "y" then
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newr = vector.new(mob_pitch, mob_yaw, 0)
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elseif self.head_yaw == "z" then
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newr = vector.new(mob_pitch, 0, -mob_yaw) -- z yaw is opposite direction
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end
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elseif math.abs(oldr.x) + math.abs(oldr.y) + math.abs(oldr.z) > 0.05 then
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newr = vector.multiply(oldr, 0.9) -- smooth stop looking
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end
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-- 0.02 is about 1.14 degrees tolerance, to update less often
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if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 then return end
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if self.object.get_bone_override then -- minetest >= 5.9
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self.object:set_bone_override(self.head_swivel, {
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position = { vec = self.head_bone_position, absolute = true },
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rotation = { vec = newr, absolute = true, interpolation = 0.1 } })
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else -- minetest < 5.9
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-- old API uses degrees not radians and absolute positions
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self.object:set_bone_position(self.head_swivel, self.head_bone_position, vector.apply(newr, math.deg))
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end
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end
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function mob_class:set_animation_speed()
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local v = self.object:get_velocity()
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if v then
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if self.frame_speed_multiplier then
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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if not self.animation.walk_speed then
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self.animation.walk_speed = 25
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end
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if math.abs(v.x)+math.abs(v.z) > 0.5 then
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self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
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else
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self.object:set_animation_frame_speed(25)
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end
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end
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--set_speed
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if validate_vector(self.acc) then
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self.object:add_velocity(self.acc)
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end
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end
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end
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minetest.register_on_leaveplayer(function(player)
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local pn = player:get_player_name()
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if not active_particlespawners[pn] then return end
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for _,m in pairs(active_particlespawners[pn]) do
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for k,v in pairs(m) do
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minetest.delete_particlespawner(v)
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end
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end
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active_particlespawners[pn] = nil
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end)
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