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https://git.minetest.land/MineClone2/MineClone2.git
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542 lines
17 KiB
Lua
542 lines
17 KiB
Lua
--MCmobs v0.4
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--maikerumine
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--made for MC like Survival game
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--License for code WTFPL and otherwise stated in readmes
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-- ENDERMAN BEHAVIOUR (OLD):
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-- In this game, endermen attack the player on sight, like other monsters do.
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-- However, they have a reduced viewing range to make them less dangerous.
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-- This differs from MC, in which endermen only become hostile when provoked,
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-- and they are provoked by looking directly at them.
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-- TODO: Implement MC behaviour.
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-- Rootyjr
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-----------------------------
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-- implemented ability to detect when seen / break eye contact and aggressive response
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-- implemented teleport to avoid arrows.
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-- implemented teleport to avoid rain.
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-- implemented teleport to chase.
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-- added enderman particles.
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-- drew mcl_portal_particle1.png
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-- drew mcl_portal_particle2.png
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-- drew mcl_portal_particle3.png
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-- drew mcl_portal_particle4.png
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-- drew mcl_portal_particle5.png
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-- added rain damage.
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-- fixed the grass_with_dirt issue.
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local S = minetest.get_translator("mobs_mc")
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--###################
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--################### ENDERMAN
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--###################
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local pr = PseudoRandom(os.time()*(-334))
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-- How freqeuntly to take and place blocks, in seconds
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local take_frequency_min = 25
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local take_frequency_max = 90
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local place_frequency_min = 10
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local place_frequency_max = 30
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-- Create the textures table for the enderman, depending on which kind of block
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-- the enderman holds (if any).
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local create_enderman_textures = function(block_type, itemstring)
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local base = "mobs_mc_enderman.png^mobs_mc_enderman_eyes.png"
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--[[ Order of the textures in the texture table:
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Flower, 90 degrees
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Flower, 45 degrees
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Held block, backside
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Held block, bottom
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Held block, front
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Held block, left
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Held block, right
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Held block, top
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Enderman texture (base)
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]]
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-- Regular cube
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if block_type == "cube" then
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local tiles = minetest.registered_nodes[itemstring].tiles
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local textures = {}
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local last
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if mobs_mc.enderman_block_texture_overrides[itemstring] then
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-- Texture override available? Use these instead!
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textures = mobs_mc.enderman_block_texture_overrides[itemstring]
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else
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-- Extract the texture names
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for i = 1, 6 do
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if type(tiles[i]) == "string" then
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last = tiles[i]
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elseif type(tiles[i]) == "table" then
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if tiles[i].name then
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last = tiles[i].name
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end
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end
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table.insert(textures, last)
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end
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end
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return {
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"blank.png",
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"blank.png",
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textures[5],
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textures[2],
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textures[6],
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textures[3],
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textures[4],
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textures[1],
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base, -- Enderman texture
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}
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-- Node of plantlike drawtype, 45° (recommended)
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elseif block_type == "plantlike45" then
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local textures = minetest.registered_nodes[itemstring].tiles
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return {
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"blank.png",
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textures[1],
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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base,
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}
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-- Node of plantlike drawtype, 90°
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elseif block_type == "plantlike90" then
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local textures = minetest.registered_nodes[itemstring].tiles
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return {
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textures[1],
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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base,
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}
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elseif block_type == "unknown" then
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return {
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"blank.png",
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"blank.png",
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"unknown_node.png",
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"unknown_node.png",
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"unknown_node.png",
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"unknown_node.png",
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"unknown_node.png",
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"unknown_node.png",
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base, -- Enderman texture
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}
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-- No block held (for initial texture)
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elseif block_type == "nothing" or block_type == nil then
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return {
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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"blank.png",
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base, -- Enderman texture
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}
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end
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end
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-- Select a new animation definition.
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local select_enderman_animation = function(animation_type)
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-- Enderman holds a block
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if animation_type == "block" then
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return {
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walk_speed = 25,
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run_speed = 50,
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stand_speed = 25,
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stand_start = 200,
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stand_end = 200,
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walk_start = 161,
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walk_end = 200,
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run_start = 161,
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run_end = 200,
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punch_start = 121,
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punch_end = 160,
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}
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-- Enderman doesn't hold a block
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elseif animation_type == "normal" or animation_type == nil then
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return {
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walk_speed = 25,
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run_speed = 50,
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stand_speed = 25,
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stand_start = 40,
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stand_end = 80,
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walk_start = 0,
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walk_end = 40,
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run_start = 0,
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run_end = 40,
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punch_start = 81,
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punch_end = 120,
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}
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end
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end
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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mobs:register_mob("mobs_mc:enderman", {
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-- TODO: Endermen should be classified as passive
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type = "monster",
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spawn_class = "passive",
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passive = true,
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pathfinding = 1,
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hp_min = 40,
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hp_max = 40,
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xp_min = 5,
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xp_max = 5,
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collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3},
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visual = "mesh",
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mesh = "mobs_mc_enderman.b3d",
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textures = create_enderman_textures(),
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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sounds = {
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war_cry = "mobs_sandmonster",
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death = "green_slime_death",
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-- TODO: damage, random
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distance = 16,
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},
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walk_velocity = 0.2,
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run_velocity = 3.4,
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damage = 7,
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reach = 2,
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drops = {
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{name = mobs_mc.items.ender_pearl,
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chance = 1,
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min = 0,
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max = 1,},
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},
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animation = select_enderman_animation("normal"),
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_taken_node = "",
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-- TODO: Teleport enderman on damage, etc.
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do_custom = function(self, dtime)
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-- PARTICLE BEHAVIOUR HERE.
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local enderpos = self.object:get_pos()
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local chanceOfParticle = math.random(0, 1)
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if chanceOfParticle == 1 then
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minetest.add_particle({
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pos = {x=enderpos.x+math.random(-1,1)*math.random()/2,y=enderpos.y+math.random(0,3),z=enderpos.z+math.random(-1,1)*math.random()/2},
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velocity = {x=math.random(-.25,.25), y=math.random(-.25,.25), z=math.random(-.25,.25)},
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acceleration = {x=math.random(-.5,.5), y=math.random(-.5,.5), z=math.random(-.5,.5)},
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expirationtime = math.random(),
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size = math.random(),
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collisiondetection = true,
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vertical = false,
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texture = "mcl_portals_particle"..math.random(1, 5)..".png",
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})
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end
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-- RAIN DAMAGE / EVASIVE WARP BEHAVIOUR HERE.
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if mcl_weather.state == "rain" or mcl_weather.state == "lightning" then
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local damage = true
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local enderpos = self.object:get_pos()
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enderpos.y = enderpos.y+2.89
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local height = {x=enderpos.x, y=enderpos.y+512,z=enderpos.z}
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local ray = minetest.raycast(enderpos, height, true)
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-- Check for blocks above enderman.
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for pointed_thing in ray do
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if pointed_thing.type == "node" then
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local nn = minetest.get_node(minetest.get_pointed_thing_position(pointed_thing)).name
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local def = minetest.registered_nodes[nn]
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if (not def) or def.walkable then
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-- There's a node in the way. Delete arrow without damage
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damage = false
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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 damage == true then
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self.state = ""
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--rain hurts enderman
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self.object:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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}, nil)
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--randomly teleport hopefully under something.
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self:teleport(nil)
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end
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end
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-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
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if self.state == "attack" then
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if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
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self:teleport(nil)
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self.state = ""
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else
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if self.attack then
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local target = self.attack
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local pos = target:get_pos()
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if pos ~= nil then
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if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then
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self:teleport(target)
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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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-- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE.
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-- Check for arrows and people nearby.
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local enderpos = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(enderpos, 4)
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for n = 1, #objs do
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local obj = objs[n]
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if obj then
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if minetest.is_player(obj) then
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-- Warp from players during day.
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if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
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self:teleport(nil)
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end
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else
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local lua = obj:get_luaentity()
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if lua then
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if lua.name == "mcl_bows:arrow_entity" then
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self:teleport(nil)
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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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-- PROVOKED BEHAVIOUR HERE.
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local enderpos = self.object:get_pos()
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if self.provoked == "broke_contact" then
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self.provoked = "false"
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if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
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self:teleport(nil)
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self.state = ""
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else
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if self.attack ~= nil then
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self.state = 'attack'
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end
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end
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end
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-- Check to see if people are near by enough to look at us.
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local objs = minetest.get_objects_inside_radius(enderpos, 64)
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local obj
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for n = 1, #objs do
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obj = objs[n]
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if obj then
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if minetest.is_player(obj) then
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-- Check if they are looking at us.
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local player_pos = obj:get_pos()
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local look_dir_not_normalized = obj:get_look_dir()
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local look_dir = vector.normalize(look_dir_not_normalized)
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local look_pos = vector.new({x = look_dir.x+player_pos.x, y = look_dir.y+player_pos.y + 1.5, z = look_dir.z+player_pos.z}) -- Arbitrary value (1.5) is head level according to player info mod.
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-- Cast up to 64 to see if player is looking at enderman.
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for n = 1,64,.25 do
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local node = minetest.get_node(look_pos)
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if node.name ~= "air" then
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break
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end
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if look_pos.x-1<enderpos.x and look_pos.x+1>enderpos.x and look_pos.y-2.89<enderpos.y and look_pos.y-2>enderpos.y and look_pos.z-1<enderpos.z and look_pos.z+1>enderpos.z then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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break
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else
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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end
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end
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look_pos.x = look_pos.x + (.25 * look_dir.x)
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look_pos.y = look_pos.y + (.25 * look_dir.y)
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look_pos.z = look_pos.z + (.25 * look_dir.z)
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end
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end
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end
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end
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-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
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if not mobs_griefing then
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return
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end
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-- Take and put nodes
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if not self._take_place_timer or not self._next_take_place_time then
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self._take_place_timer = 0
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self._next_take_place_time = math.random(take_frequency_min, take_frequency_max)
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return
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end
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self._take_place_timer = self._take_place_timer + dtime
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if (self._taken_node == nil or self._taken_node == "") and self._take_place_timer >= self._next_take_place_time then
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-- Take random node
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self._take_place_timer = 0
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self._next_take_place_time = math.random(place_frequency_min, place_frequency_max)
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local pos = self.object:get_pos()
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local takable_nodes = minetest.find_nodes_in_area({x=pos.x-2, y=pos.y-1, z=pos.z-2}, {x=pos.x+2, y=pos.y+1, z=pos.z+2}, mobs_mc.enderman_takable)
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if #takable_nodes >= 1 then
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local r = pr:next(1, #takable_nodes)
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local take_pos = takable_nodes[r]
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local node = minetest.get_node(take_pos)
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-- Don't destroy protected stuff.
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if not minetest.is_protected(take_pos, "") then
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local dug = minetest.dig_node(take_pos)
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if dug then
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if mobs_mc.enderman_replace_on_take[node.name] then
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self._taken_node = mobs_mc.enderman_replace_on_take[node.name]
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else
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self._taken_node = node.name
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end
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local def = minetest.registered_nodes[self._taken_node]
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-- Update animation and texture accordingly (adds visibly carried block)
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local block_type
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-- Cube-shaped
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if def.drawtype == "normal" or
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def.drawtype == "nodebox" or
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def.drawtype == "liquid" or
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def.drawtype == "flowingliquid" or
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def.drawtype == "glasslike" or
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def.drawtype == "glasslike_framed" or
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def.drawtype == "glasslike_framed_optional" or
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def.drawtype == "allfaces" or
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def.drawtype == "allfaces_optional" or
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def.drawtype == nil then
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block_type = "cube"
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elseif def.drawtype == "plantlike" then
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-- Flowers and stuff
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block_type = "plantlike45"
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elseif def.drawtype == "airlike" then
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-- Just air
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block_type = nil
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else
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-- Fallback for complex drawtypes
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block_type = "unknown"
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end
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self.base_texture = create_enderman_textures(block_type, self._taken_node)
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self.object:set_properties({ textures = self.base_texture })
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self.animation = select_enderman_animation("block")
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mobs:set_animation(self, self.animation.current)
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if def.sounds and def.sounds.dug then
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minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, 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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elseif self._taken_node ~= nil and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then
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-- Place taken node
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self._take_place_timer = 0
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self._next_take_place_time = math.random(take_frequency_min, take_frequency_max)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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-- Place node at looking direction
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local place_pos = vector.subtract(pos, minetest.facedir_to_dir(minetest.dir_to_facedir(minetest.yaw_to_dir(yaw))))
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-- Also check to see if protected.
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if minetest.get_node(place_pos).name == "air" and not minetest.is_protected(place_pos, "") then
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-- ... but only if there's a free space
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local success = minetest.place_node(place_pos, {name = self._taken_node})
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if success then
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local def = minetest.registered_nodes[self._taken_node]
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-- Update animation accordingly (removes visible block)
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self.animation = select_enderman_animation("normal")
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mobs:set_animation(self, self.animation.current)
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if def.sounds and def.sounds.place then
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minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true)
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end
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self._taken_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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do_teleport = function(self, target)
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if target ~= nil then
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local target_pos = target:get_pos()
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-- Find all solid nodes below air in a 10×10×10 cuboid centered on the target
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local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"})
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local telepos
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if nodes ~= nil then
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if #nodes > 0 then
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-- Up to 64 attempts to teleport
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for n=1, math.min(64, #nodes) do
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local r = pr:next(1, #nodes)
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local nodepos = nodes[r]
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local node_ok = true
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-- Selected node needs to have 3 nodes of free space above
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for u=1, 3 do
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local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z})
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if minetest.registered_nodes[node.name].walkable then
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node_ok = false
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break
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end
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end
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if node_ok then
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telepos = {x=nodepos.x, y=nodepos.y+1, z=nodepos.z}
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end
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end
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if telepos then
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self.object:set_pos(telepos)
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end
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end
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end
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else
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-- Attempt to randomly teleport enderman
|
||
local pos = self.object:get_pos()
|
||
-- Up to 8 top-level attempts to teleport
|
||
for n=1, 8 do
|
||
local node_ok = false
|
||
-- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract():
|
||
local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) )
|
||
local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
|
||
if nodes ~= nil then
|
||
if #nodes > 0 then
|
||
-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
|
||
for n=1, math.min(8, #nodes) do
|
||
local r = pr:next(1, #nodes)
|
||
local nodepos = nodes[r]
|
||
node_ok = true
|
||
for u=1, 3 do
|
||
local node = minetest.get_node({x=nodepos.x, y=nodepos.y+u, z=nodepos.z})
|
||
if minetest.registered_nodes[node.name].walkable then
|
||
node_ok = false
|
||
break
|
||
end
|
||
end
|
||
if node_ok then
|
||
self.object:set_pos({x=nodepos.x, y=nodepos.y+1, z=nodepos.z})
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end
|
||
if node_ok then
|
||
break
|
||
end
|
||
end
|
||
end
|
||
end,
|
||
on_die = function(self, pos)
|
||
-- Drop carried node on death
|
||
if self._taken_node ~= nil and self._taken_node ~= "" then
|
||
minetest.add_item(pos, self._taken_node)
|
||
end
|
||
end,
|
||
do_punch = function(self, hitter, tflp, tool_caps, dir)
|
||
-- damage from rain caused by itself so we don't want it to attack itself.
|
||
if hitter ~= self.object and hitter ~= nil then
|
||
if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then
|
||
self:teleport(nil)
|
||
else
|
||
self:teleport(hitter)
|
||
self.attack=hitter
|
||
self.state="attack"
|
||
end
|
||
end
|
||
end,
|
||
armor = { fleshy = 100, water_vulnerable = 100 },
|
||
water_damage = 8,
|
||
view_range = 64,
|
||
fear_height = 4,
|
||
attack_type = "dogfight",
|
||
})
|
||
|
||
|
||
-- End spawn
|
||
mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 3000, 12, mobs_mc.spawn_height.end_min, mobs_mc.spawn_height.end_max)
|
||
-- Overworld spawn
|
||
mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 19000, 2, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max)
|
||
-- Nether spawn (rare)
|
||
mobs:spawn_specific("mobs_mc:enderman", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 27500, 4, mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_max)
|
||
|
||
-- spawn eggs
|
||
mobs:register_egg("mobs_mc:enderman", S("Enderman"), "mobs_mc_spawn_icon_enderman.png", 0)
|