implemented ability to detect when seen / break eye contact and aggressive response / implemented teleport to avoid arrows. / implemented teleport to avoid rain. / implemented teleport to chase. / added enderman particles. / drew particles 1 through 5 / added rain damage. / fixed the grass_with_dirt issue.
parent
af6d5cac54
commit
046bca1080
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@ -2581,6 +2581,14 @@ local falling = function(self, pos)
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end
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end
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end
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end
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local 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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-- deal damage and effects when mob punched
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-- deal damage and effects when mob punched
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local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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@ -3393,6 +3401,8 @@ minetest.register_entity(name, {
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_cmi_is_mob = true,
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_cmi_is_mob = true,
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-- MCL2 extensions
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-- MCL2 extensions
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teleport = teleport,
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do_teleport = def.do_teleport,
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spawn_class = def.spawn_class,
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spawn_class = def.spawn_class,
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ignores_nametag = def.ignores_nametag or false,
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ignores_nametag = def.ignores_nametag or false,
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rain_damage = def.rain_damage or 0,
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rain_damage = def.rain_damage or 0,
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@ -10,6 +10,21 @@
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-- and they are provoked by looking directly at them.
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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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-- 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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local S = minetest.get_translator("mobs_mc")
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--###################
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--###################
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@ -169,7 +184,7 @@ mobs:register_mob("mobs_mc:enderman", {
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-- TODO: Endermen should be classified as passive
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-- TODO: Endermen should be classified as passive
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type = "monster",
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type = "monster",
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spawn_class = "passive",
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spawn_class = "passive",
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passive = false,
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passive = true,
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pathfinding = 1,
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pathfinding = 1,
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hp_min = 40,
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hp_min = 40,
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hp_max = 40,
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hp_max = 40,
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@ -197,7 +212,116 @@ mobs:register_mob("mobs_mc:enderman", {
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},
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},
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animation = select_enderman_animation("normal"),
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animation = select_enderman_animation("normal"),
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_taken_node = "",
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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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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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target = self.attack
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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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-- ARROW AVOIDANCE BEHAVIOUR HERE.
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-- Check for arrows 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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obj = objs[n]
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if obj then
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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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-- 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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self.state = 'attack'
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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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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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if not mobs_griefing then
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return
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return
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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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end,
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end,
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-- TODO: Teleport enderman on damage, etc.
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do_teleport = function(self, target)
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_do_teleport = function(self)
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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 > 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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else
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-- Attempt to randomly teleport enderman
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-- Attempt to randomly teleport enderman
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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-- Find all solid nodes below air in a 65×65×65 cuboid centered on the enderman
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-- Find all solid nodes below air in a 65×65×65 cuboid centered on the enderman
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@ -312,6 +463,7 @@ mobs:register_mob("mobs_mc:enderman", {
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self.object:set_pos(telepos)
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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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end
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end
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end,
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end,
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on_die = function(self, pos)
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on_die = function(self, pos)
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-- Drop carried node on death
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-- Drop carried node on death
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@ -319,10 +471,16 @@ mobs:register_mob("mobs_mc:enderman", {
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minetest.add_item(pos, self._taken_node)
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minetest.add_item(pos, 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_punch = function(self, hitter, tflp, tool_caps, dir)
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-- damage from rain caused by itself so we don't want it to attack itself.
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if hitter ~= self.object then
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self:teleport(hitter)
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self.state="attack"
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self.attack=hitter
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end
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end,
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water_damage = 8,
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water_damage = 8,
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-- TODO: Increase view range when it detects being seen
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view_range = 64,
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-- Low view range to emulate that behaviour somehow
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view_range = 4,
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fear_height = 4,
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fear_height = 4,
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attack_type = "dogfight",
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attack_type = "dogfight",
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})
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})
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@ -177,11 +177,6 @@ mobs_mc.override.enderman_takable = {
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"group:enderman_takable",
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"group:enderman_takable",
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}
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}
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mobs_mc.override.enderman_replace_on_take = {
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mobs_mc.override.enderman_replace_on_take = {
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-- Turn covered dirt blocks to normal dirt.
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-- This is a workaround because the dirt with grass texture fails when held by the enderman
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-- (because of the node coloring).
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-- FIXME: Remove these lines as soon we support rendering dirt with grass
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["mcl_core:dirt_with_grass"] = "mcl_core:dirt",
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}
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}
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mobs_mc.override.misc = {
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mobs_mc.override.misc = {
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totem_fail_nodes = { "mcl_core:void", "mcl_core:realm_barrier" },
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totem_fail_nodes = { "mcl_core:void", "mcl_core:realm_barrier" },
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@ -200,8 +195,18 @@ for i=1, 6 do
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end
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end
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table.insert(ctable, cbackground .. "^" .. last)
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table.insert(ctable, cbackground .. "^" .. last)
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end
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end
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mobs_mc.override.enderman_block_texture_overrides = {
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mobs_mc.override.enderman_block_texture_overrides = {
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["mcl_core:cactus"] = ctable,
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["mcl_core:cactus"] = ctable,
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-- FIXME: replace colorize colors with colors from palette
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["mcl_core:dirt_with_grass"] =
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{
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"mcl_core_grass_block_top.png^[colorize:green:90",
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"default_dirt.png",
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"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
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"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
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"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
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"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)"}
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}
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}
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-- List of nodes on which mobs can spawn
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-- List of nodes on which mobs can spawn
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@ -215,11 +215,20 @@ ARROW_ENTITY.on_step = function(self, dtime)
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end
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end
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end
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end
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-- Punch target object
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-- Punch target object but avoid hurting enderman.
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if lua then
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if lua.name ~= "mobs_mc:enderman" then
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obj:punch(self.object, 1.0, {
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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full_punch_interval=1.0,
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damage_groups={fleshy=self._damage},
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damage_groups={fleshy=self._damage},
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}, nil)
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}, nil)
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end
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else
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obj: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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end
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if is_player then
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if is_player then
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if self._shooter and self._shooter:is_player() then
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if self._shooter and self._shooter:is_player() then
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Reference in New Issue