Allow adjustment of attack frequency. Reduce attack frequency of Hoglins. Move on_step and do_states functionality off of the attack timer on to their own timer.
parent
d14c074d6c
commit
8a771ebfce
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@ -300,19 +300,27 @@ end
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function mob_class:do_states(dtime)
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function mob_class:do_states(dtime)
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--if self.can_open_doors then check_doors(self) end
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--if self.can_open_doors then check_doors(self) end
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-- knockback timer. set in on_punch
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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return
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end
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if self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "attack" then
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if self:do_states_attack(dtime) then
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return true
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end
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else
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if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
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if self.state == "stand" then
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if self.state == "stand" then
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self:do_states_stand()
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self:do_states_stand()
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elseif self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "walk" then
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elseif self.state == "walk" then
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self:do_states_walk()
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self:do_states_walk()
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elseif self.state == "runaway" then
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elseif self.state == "runaway" then
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-- runaway when punched
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self:do_states_runaway()
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self:do_states_runaway()
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elseif self.state == "attack" then
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end
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-- attack routines (explode, dogfight, shoot, dogshoot)
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if self:do_states_attack(dtime) then
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return 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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end
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end
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@ -323,21 +331,6 @@ local function update_timers (self, dtime)
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self.pause_timer = self.pause_timer - dtime
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self.pause_timer = self.pause_timer - dtime
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return true
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return true
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end
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end
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-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
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self.timer = self.timer + dtime
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.timer < 1 then
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return true
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end
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self.timer = 0
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end
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-- never go over 100
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if self.timer > 100 then
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self.timer = 1
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end
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end
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end
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function mob_class:outside_limits()
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function mob_class:outside_limits()
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@ -364,6 +357,8 @@ function mob_class:outside_limits()
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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 function on_step_work (self, dtime)
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local function on_step_work (self, dtime)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if not pos then return end
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if not pos then return end
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@ -424,34 +419,21 @@ local function on_step_work (self, dtime)
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self:check_aggro(dtime)
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self:check_aggro(dtime)
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self:check_particlespawners(dtime)
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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-- In certain circumstances, we abandon processing of certain functionality
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if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
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local skip_processing = false
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if update_timers(self, dtime) then
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skip_processing = true
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end
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if not skip_processing then
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self:check_breeding()
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self:check_breeding()
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if player_in_active_range then
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if player_in_active_range then
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self:check_item_pickup()
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self:check_item_pickup()
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self:set_armor_texture()
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self:set_armor_texture()
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self:step_opinion_sound(dtime)
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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end
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end
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end
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self:check_particlespawners(dtime)
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if self:do_states(dtime) then return end
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if self:do_states(dtime) then return end
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end
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if mobs_debug then self:update_tag() end
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if mobs_debug then self:update_tag() end
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@ -262,6 +262,7 @@ functions needed for the mob to work properly which contains the following:
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'custom_visual_size' will not reset visual_size from the base class on reload
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'custom_visual_size' will not reset visual_size from the base class on reload
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'noyaw' If true this mob will not automatically change yaw
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'noyaw' If true this mob will not automatically change yaw
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'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
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'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
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'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival
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@ -835,6 +835,11 @@ function mob_class:do_states_attack (dtime)
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local s = self.object:get_pos()
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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local p = self.attack:get_pos() or s
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self.timer = self.timer + dtime
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if self.timer > 100 then
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self.timer = 1
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end
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-- stop attacking if player invisible or out of range
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-- stop attacking if player invisible or out of range
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if not self.attack
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if not self.attack
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or not self.attack:get_pos()
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or not self.attack:get_pos()
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@ -1033,54 +1038,45 @@ function mob_class:do_states_attack (dtime)
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-- move towards enemy if beyond mob reach
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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if dist > self.reach then
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-- path finding by rnd
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-- path finding by rnd
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if self.pathfinding -- only if mob has pathfinding enabled
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if enable_pathfinding and self.pathfinding then
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and enable_pathfinding then
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self:smart_mobs(s, p, dist, dtime)
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self:smart_mobs(s, p, dist, dtime)
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end
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end
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if self:is_at_cliff_or_danger() then
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if self:is_at_cliff_or_danger() then
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self:set_velocity( 0)
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self:set_velocity( 0)
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self:set_animation( "stand")
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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else
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if self.path.stuck then
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if self.path.stuck then
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self:set_velocity( self.walk_velocity)
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self:set_velocity(self.walk_velocity)
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else
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else
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self:set_velocity( self.run_velocity)
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self:set_velocity(self.run_velocity)
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end
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end
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if self.animation and self.animation.run_start then
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if self.animation and self.animation.run_start then
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self:set_animation( "run")
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self:set_animation("run")
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else
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else
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self:set_animation( "walk")
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self:set_animation("walk")
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end
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end
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end
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end
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else -- rnd: if inside reach range
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else -- rnd: if inside reach range
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self.path.stuck = false
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self.path.stuck = false
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self.path.stuck_timer = 0
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self.path.stuck_timer = 0
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self.path.following = false -- not stuck anymore
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self.path.following = false -- not stuck anymore
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self:set_velocity( 0)
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self:set_velocity( 0)
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if not self.custom_attack then
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local attack_frequency = self.attack_frequency or 1
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if self.timer > 1 then
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if self.timer > attack_frequency then
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self.timer = 0
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self.timer = 0
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if self.double_melee_attack
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if not self.custom_attack then
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and math.random(1, 2) == 1 then
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if self.double_melee_attack and math.random(1, 2) == 1 then
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self:set_animation( "punch2")
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self:set_animation("punch2")
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else
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else
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self:set_animation( "punch")
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self:set_animation("punch")
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end
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end
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local p2 = p
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local p2 = p
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@ -1090,8 +1086,6 @@ function mob_class:do_states_attack (dtime)
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s2.y = s2.y + .5
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s2.y = s2.y + .5
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if self:line_of_sight( p2, s2) == true then
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if self:line_of_sight( p2, s2) == true then
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-- play attack sound
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self:mob_sound("attack")
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self:mob_sound("attack")
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-- punch player (or what player is attached to)
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-- punch player (or what player is attached to)
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@ -1104,13 +1098,7 @@ function mob_class:do_states_attack (dtime)
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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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end
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end
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else
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else -- call custom attack every second
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if self.custom_attack
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and self.timer > 1 then
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self.timer = 0
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self.custom_attack(self, p)
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self.custom_attack(self, p)
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end
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end
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end
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end
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@ -1136,7 +1124,7 @@ function mob_class:do_states_attack (dtime)
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yaw = self:set_yaw( yaw, 0, dtime)
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yaw = self:set_yaw( yaw, 0, dtime)
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local stay_away_from_player = vector.new(0,0,0)
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local stay_away_from_player = vector.zero()
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--strafe back and fourth
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--strafe back and fourth
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@ -4,6 +4,8 @@ local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PATHFINDING = "gowp"
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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@ -136,6 +138,19 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
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end
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end
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end
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end
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function mob_class:step_opinion_sound(dtime)
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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end
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end
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function mob_class:add_texture_mod(mod)
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function mob_class:add_texture_mod(mod)
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local full_mod = ""
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local full_mod = ""
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local already_added = false
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local already_added = false
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@ -154,6 +154,7 @@ function mcl_mobs.register_mob(name, def)
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description = def.description,
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description = def.description,
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type = def.type,
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type = def.type,
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attack_type = def.attack_type,
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attack_type = def.attack_type,
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attack_frequency = def.attack_frequency,
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fly = def.fly or false,
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fly = def.fly or false,
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fly_in = def.fly_in or {"air", "__airlike"},
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fly_in = def.fly_in or {"air", "__airlike"},
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owner = def.owner or "",
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owner = def.owner or "",
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@ -19,6 +19,7 @@ local hoglin = {
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xp_max = 9,
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xp_max = 9,
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armor = {fleshy = 90},
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armor = {fleshy = 90},
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attack_type = "dogfight",
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attack_type = "dogfight",
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attack_frequency = 3;
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damage = 4,
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damage = 4,
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reach = 3,
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reach = 3,
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collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
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collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
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