Implement curing zombie villagers
parent
b7c3096364
commit
f9a82aab05
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@ -285,7 +285,7 @@ end
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-- set and return valid yaw
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay)
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local set_yaw = function(self, yaw, delay, dtime)
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if not yaw or yaw ~= yaw then
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if not yaw or yaw ~= yaw then
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yaw = 0
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yaw = 0
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@ -294,6 +294,9 @@ local set_yaw = function(self, yaw, delay)
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delay = delay or 0
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delay = delay or 0
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if delay == 0 then
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if delay == 0 then
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if self.shaking and dtime then
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yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
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end
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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return yaw
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return yaw
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end
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end
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@ -305,8 +308,8 @@ local set_yaw = function(self, yaw, delay)
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end
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end
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-- global function to set mob yaw
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-- global function to set mob yaw
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function mobs:yaw(self, yaw, delay)
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function mobs:yaw(self, yaw, delay, dtime)
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set_yaw(self, yaw, delay)
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set_yaw(self, yaw, delay, dtime)
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end
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end
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local add_texture_mod = function(self, mod)
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local add_texture_mod = function(self, mod)
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@ -2482,7 +2485,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self, yaw)
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yaw = set_yaw(self, yaw, 0, dtime)
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local node_break_radius = self.explosion_radius or 1
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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local entity_damage_radius = self.explosion_damage_radius
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@ -2655,7 +2658,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self, yaw)
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yaw = set_yaw(self, yaw, 0, 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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@ -2760,7 +2763,7 @@ local do_states = function(self, dtime)
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if p.x > s.x then yaw = yaw + pi end
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if p.x > s.x then yaw = yaw + pi end
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yaw = set_yaw(self, yaw)
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yaw = set_yaw(self, yaw, 0, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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@ -3460,6 +3463,9 @@ local mob_step = function(self, dtime)
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end
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end
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self.delay = self.delay - 1
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self.delay = self.delay - 1
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if self.shaking then
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yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
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end
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self.object:set_yaw(yaw)
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self.object:set_yaw(yaw)
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end
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end
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@ -5,12 +5,25 @@
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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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-- TODO: Turn villagers to zombie villager
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--###################
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--###################
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--################### ZOMBIE VILLAGER
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--################### ZOMBIE VILLAGER
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--###################
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--###################
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local professions = {
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farmer = "mobs_mc_villager_farmer.png",
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fisherman = "mobs_mc_villager_farmer.png",
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fletcher = "mobs_mc_villager_farmer.png",
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shepherd = "mobs_mc_villager_farmer.png",
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librarian = "mobs_mc_villager_librarian.png",
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cartographer = "mobs_mc_villager_librarian.png",
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armorer = "mobs_mc_villager_smith.png",
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leatherworker = "mobs_mc_villager_butcher.png",
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butcher = "mobs_mc_villager_butcher.png",
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weapon_smith = "mobs_mc_villager_smith.png",
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tool_smith = "mobs_mc_villager_smith.png",
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cleric = "mobs_mc_villager_priest.png",
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nitwit = "mobs_mc_villager.png",
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}
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mobs:register_mob("mobs_mc:villager_zombie", {
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mobs:register_mob("mobs_mc:villager_zombie", {
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type = "monster",
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type = "monster",
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@ -82,6 +95,50 @@ mobs:register_mob("mobs_mc:villager_zombie", {
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run_start = 0,
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run_start = 0,
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run_end = 20,
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run_end = 20,
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},
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},
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on_rightclick = function(self, clicker)
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if not self._curing and clicker and clicker:is_player() then
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local wielditem = clicker:get_wielded_item()
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-- ToDo: Only cure if zombie villager has the weakness effect
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if wielditem:get_name() == "mcl_core:apple_gold" then
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wielditem:take_item()
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clicker:set_wielded_item(wielditem)
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self._curing = math.random(3 * 60, 5 * 60)
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self.shaking = true
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end
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end
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end,
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do_custom = function(self, dtime)
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if self._curing then
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self._curing = self._curing - dtime
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local obj = self.object
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if self._curing <= 0 then
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local villager_obj = minetest.add_entity(obj:get_pos(), "mobs_mc:villager")
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local villager = villager_obj:get_luaentity()
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local yaw = obj:get_yaw()
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villager_obj:set_yaw(yaw)
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villager.target_yaw = yaw
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villager.nametag = self.nametag
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local texture = self.base_texture[1]:gsub("zombie", "villager")
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if texture == "mobs_mc_villager_villager.png" then
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texture = "mobs_mc_villager.png"
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end
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local textures = {texture}
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villager.base_texture = textures
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villager_obj:set_properties({textures = textures})
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local matches = {}
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for prof, tex in pairs(professions) do
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if texture == tex then
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table.insert(matches, prof)
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end
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end
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villager._profession = matches[math.random(#matches)]
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self._curing = nil
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mcl_burning.extinguish(obj)
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obj:remove()
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return false
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end
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end
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end,
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sunlight_damage = 2,
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sunlight_damage = 2,
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ignited_by_sunlight = true,
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ignited_by_sunlight = true,
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view_range = 16,
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view_range = 16,
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@ -89,7 +146,8 @@ mobs:register_mob("mobs_mc:villager_zombie", {
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harmed_by_heal = true,
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harmed_by_heal = true,
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})
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})
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mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 4090, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max)
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mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.village, {"air"}, 0, 7, 30, 4090, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max)
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mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 60000, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max)
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-- spawn eggs
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-- spawn eggs
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mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0)
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mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0)
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