116 lines
3.1 KiB
Lua
116 lines
3.1 KiB
Lua
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function mcl_mobs.mob:debug(msg)
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if mcl_mobs.const.debug then
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minetest.log("[mcl_mobs] " .. tostring(self.object) .. "[" .. self.name .. "]: " .. msg)
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end
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end
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function mcl_mobs.mob:do_timer(name, persistent)
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local k = name .. "_timer"
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local t = persistent and self.data or self
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local v = t[k]
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if not v then
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return
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end
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local r = true
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v = v - self.dtime
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if v <= 0 then
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self:debug(k .. " elapsed")
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v = nil
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r = false
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end
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t[k] = v
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return r
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end
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function mcl_mobs.mob:same_dimension_as(obj)
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return mcl_worlds.pos_to_dimension(obj:get_pos()) == mcl_worlds.pos_to_dimension(self.object:get_pos())
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end
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function mcl_mobs.mob:can_see(obj)
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return vector.distance(obj:get_pos(), self.object:get_pos()) <= self.def.view_range
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end
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function mcl_mobs.mob:get_player_in_sight()
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return self:get_near_player(self.def.view_range)
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end
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function mcl_mobs.mob:is_player_near(radius)
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for _, player in pairs(minetest.get_connected_players()) do
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if vector.distance(pos, player:get_pos()) < radius then
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return true
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end
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end
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return false
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end
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function mcl_mobs.mob:get_near_player(radius, condition)
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local pos = self.object:get_pos()
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local eye_pos = vector.new(pos.x, pos.y + self.eye_height, pos.z)
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local nearest_player
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local nearest_distance = radius -- this is very big brain right there, I feel genious
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for _, player in pairs(minetest.get_connected_players()) do
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if player:get_hp() > 0 then
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local player_pos = obj:get_pos()
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if vector.distance(pos, player_pos) < nearest_distance and (not condition or condition(self, player)) and minetest.line_of_sight(eye_pos, vector.new(player_pos.x, player_pos.y + player:get_properties().eye_height, player_pos.z)) then
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nearest_player = player
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nearest_distance = distance
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end
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end
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end
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return nearest_player
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end
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-- I know this repeats some things from the get_near_player function but things need to be optimized so these 2 functions actually differ (believe me, even tho it looks ugly, it makes sense)
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function mcl_mobs.mob:get_near_object(radius, condition)
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local eye_pos = self.object:get_pos()
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eye_pos.y = eye_pos.y + self.eye_height
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for _, obj in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
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if obj ~= self.object and mcl_util.get_hp(obj) > 0 and (not condition or condition(self, obj)) then
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local obj_eye_pos = obj:get_pos()
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obj_eye_pos.y = obj_eye_pos.y + mcl_mobs.util.get_eye_height(obj)
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if minetest.line_of_sight(eye_pos, obj_eye_pos) then
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return obj
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end
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end
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end
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end
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-- this function gets a definition field DYNAMICALLY (if the field is a function, call it and return the result, else return the field directly)
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function mcl_mobs.mob:evaluate(key, ...)
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local value = self.def[key]
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if value then
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if type(value) == "function" then
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value = value(self, ...)
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end
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return value
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end
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end
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--[[
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--a teleport functoin
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mobs.teleport = function(self, target)
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if self.do_teleport then
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if self.do_teleport(self, target) == false then
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return
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end
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end
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end
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--a simple helper function for mobs following
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mobs.get_2d_distance = function(pos1,pos2)
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pos1.y = 0
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pos2.y = 0
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return(vector.distance(pos1, pos2))
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end
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]]--
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