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https://git.minetest.land/MineClone2/MineClone2.git
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190 lines
5.0 KiB
Lua
190 lines
5.0 KiB
Lua
--MCmobs v0.2
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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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local S = minetest.get_translator("mobs_mc")
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--###################
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--################### SHULKER
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--###################
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local adjacents = {
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vector.new(1,0,0),
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vector.new(-1,0,0),
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vector.new(0,1,0),
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vector.new(0,-1,0),
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vector.new(0,0,1),
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vector.new(0,0,-1),
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}
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local function check_spot(pos)
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pos = vector.offset(pos,0,0.5,0)
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local n = minetest.get_node(pos)
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if n.name ~="air" then return false end
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for _,a in pairs(adjacents) do
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local p = vector.add(pos,a)
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local pn = minetest.get_node(p)
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if minetest.get_item_group(pn.name,"solid") > 0 then return true end
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end
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return false
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end
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local pr = PseudoRandom(os.time()*(-334))
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-- animation 45-80 is transition between passive and attack stance
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mcl_mobs.register_mob("mobs_mc:shulker", {
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description = S("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 = 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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hp_min = 30,
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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 = 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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textures = { "mobs_mc_endergolem.png", },
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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 = 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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fall_speed = 0,
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drops = {
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{name = "mcl_mobitems:shulker_shell",
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chance = 2,
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min = 1,
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max = 1,
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looting = "rare",
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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 = 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 = 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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if math.floor(self.object:get_yaw()) ~=0 then
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self.object:set_yaw(0)
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end
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if self.state == "attack" then
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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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if not check_spot(pos) then
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self:teleport(nil)
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end
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end,
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do_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
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self:teleport(puncher)
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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 tg = vector.offset(nodepos,0,1,0)
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if check_spot(tg) then
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telepos = tg
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node_ok = true
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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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local pos = self.object:get_pos()
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-- Up to 8 top-level attempts to teleport
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for n=1, 8 do
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local node_ok = false
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-- 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():
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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) )
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local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"})
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if nodes ~= nil then
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if #nodes > 0 then
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-- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport
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for n=1, math.min(8, #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 tg = vector.offset(nodepos,0,0.5,0)
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if check_spot(tg) then
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self.object:set_pos(tg)
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node_ok = true
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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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if node_ok then
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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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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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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 = 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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mcl_mobs:spawn_specific(
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"mobs_mc:shulker",
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"end",
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"ground",
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{
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"End"
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},
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0,
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minetest.LIGHT_MAX+1,
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30,
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5000,
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2,
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mcl_vars.mg_end_min,
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mcl_vars.mg_end_max)
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--]]
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