293 lines
5.9 KiB
Lua
293 lines
5.9 KiB
Lua
local math_random = math.random
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local vector_multiply = vector.multiply
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_node = minetest.get_node
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local state_list_wandering = {"stand", "walk"}
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--check if a mob needs to jump
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local jump_check = function(self,dtime)
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local pos = self.object:get_pos()
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pos.y = pos.y + 0.1
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local dir = minetest_yaw_to_dir(self.yaw)
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local collisionbox = self.object:get_properties().collisionbox
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local radius = collisionbox[4] + 0.5
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vector_multiply(dir, radius)
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local test_dir = vector.add(pos,dir)
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if minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 then
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mobs.jump(self)
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end
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end
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-- state switching logic (stand, walk, run, attacks)
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local state_switch = function(self, dtime)
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self.state_timer = self.state_timer - dtime
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if self.wandering and self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = state_list_wandering[math.random(1,#state_list_wandering)]
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end
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end
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-- states are executed here (goto would have been helpful :<)
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local state_execution = function(self,dtime)
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--local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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--do animation
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mobs.set_mob_animation(self, "stand")
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--set the velocity of the mob
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mobs.set_velocity(self,0)
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--print("stand")
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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--reset the walk timer
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if self.walk_timer <= 0 then
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--re-randomize the walk timer
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self.walk_timer = math.random(1,6) + math.random()
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--set the mob into a random direction
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self.yaw = (math_random() * (math.pi * 2))
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end
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--do animation
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mobs.set_mob_animation(self, "walk")
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--enable rotation locking
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mobs.movement_rotation_lock(self)
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--set the velocity of the mob
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mobs.set_velocity(self,1)
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--check for nodes to jump over
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jump_check(self)
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--print("walk")
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elseif self.state == "run" then
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print("run")
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elseif self.state == "attack" then
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print("attack")
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end
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end
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mobs.mob_step = function(self, dtime)
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--do not continue if non-existent
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if not self or not self.object or not self.object:get_luaentity() then
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return false
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end
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--print(self.object:get_yaw())
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--if self.state == "die" then
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-- print("need custom die stop moving thing")
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-- return
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--end
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state_switch(self, dtime)
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state_execution(self,dtime)
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-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
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if self.pushable then
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mobs.collision(self)
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end
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--if not self.fire_resistant then
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-- mcl_burning.tick(self.object, dtime)
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--end
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--if use_cmi then
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--cmi.notify_step(self.object, dtime)
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--end
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--local pos = self.object:get_pos()
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--local yaw = 0
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--if mobs_debug then
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--update_tag(self)
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--end
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--if self.jump_sound_cooloff > 0 then
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-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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--end
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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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--if falling(self, pos) then
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-- Return if mob died after falling
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-- return
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--end
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-- run custom function (defined in mob lua file)
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--if self.do_custom then
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-- when false skip going any further
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--if self.do_custom(self, dtime) == false then
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-- return
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--end
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--end
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-- knockback timer
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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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-- attack timer
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--self.timer = self.timer + dtime
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--[[
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if self.state ~= "attack" then
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if self.timer < 1 then
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print("returning>>error code 1")
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return
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end
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self.timer = 0
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end
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]]--
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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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-- mob plays random sound at times
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--if math_random(1, 70) == 1 then
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-- mob_sound(self, "random", true)
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--end
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-- environmental damage timer (every 1 second)
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--self.env_damage_timer = self.env_damage_timer + dtime
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--if (self.state == "attack" and self.env_damage_timer > 1)
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--or self.state ~= "attack" then
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--
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-- self.env_damage_timer = 0
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--
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-- -- check for environmental damage (water, fire, lava etc.)
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-- if do_env_damage(self) then
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-- return
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-- end
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--
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-- node replace check (cow eats grass etc.)
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-- replace(self, pos)
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--end
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--monster_attack(self)
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--npc_attack(self)
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--breed(self)
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--do_jump(self)
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--runaway_from(self)
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--if is_at_water_danger(self) and self.state ~= "attack" then
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-- if math_random(1, 10) <= 6 then
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-- set_velocity(self, 0)
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-- self.state = "stand"
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-- set_animation(self, "stand")
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-- yaw = yaw + math_random(-0.5, 0.5)
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-- yaw = set_yaw(self, yaw, 8)
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-- end
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--end
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-- Add water flowing for mobs from mcl_item_entity
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--[[
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local p, node, nn, def
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p = self.object:get_pos()
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node = minetest_get_node_or_nil(p)
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if node then
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nn = node.name
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def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid
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self._flowing = false
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enable_physics(self.object, self, true)
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return
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end
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--Mob following code.
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follow_flop(self)
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if is_at_cliff_or_danger(self) then
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set_velocity(self, 0)
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self.state = "stand"
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set_animation(self, "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = set_yaw(self, yaw + 0.78, 8)
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end
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-- Despawning: when lifetimer expires, remove mob
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if remove_far
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and self.can_despawn == true
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and ((not self.nametag) or (self.nametag == ""))
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and self.state ~= "attack"
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and self.following == nil then
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self.lifetimer = self.lifetimer - dtime
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if self.despawn_immediately or self.lifetimer <= 0 then
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minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos, 1))
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mcl_burning.extinguish(self.object)
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self.object:remove()
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elseif self.lifetimer <= 10 then
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if math_random(10) < 4 then
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self.despawn_immediately = true
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else
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self.lifetimer = 20
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end
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end
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end
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]]--
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self.old_velocity = self.object:get_velocity()
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end
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