207 lines
5.9 KiB
Lua
207 lines
5.9 KiB
Lua
local minetest_line_of_sight = minetest.line_of_sight
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_node = minetest.get_node
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local minetest_get_item_group = minetest.get_item_group
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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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local minetest_get_node_or_nil = minetest.get_node_or_nil
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local minetest_registered_nodes = minetest.registered_nodes
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local vector_new = vector.new
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local vector_multiply = vector.multiply
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local table_copy = table.copy
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-- default function when mobs are blown up with TNT
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local do_tnt = function(obj, damage)
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obj.object:punch(obj.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, nil)
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return false, true, {}
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end
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--a fast function to be able to detect only players without using objects_in_radius
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mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder)
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local pos1 = self.object:get_pos()
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local players_in_area = {}
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local winner_player = nil
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local players_detected = 0
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--get players in radius
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for _,player in pairs(minetest.get_connected_players()) do
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if player and player:get_hp() > 0 then
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local pos2 = player:get_pos()
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local distance = vector.distance(pos1,pos2)
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if distance <= radius then
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if line_of_sight then
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--must add eye height or stuff breaks randomly because of
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--seethrough nodes being a blocker (like grass)
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if minetest_line_of_sight(
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vector_new(pos1.x, pos1.y + object_height_adder, pos1.z),
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vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z)
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) then
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players_detected = players_detected + 1
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players_in_area[player] = distance
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end
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else
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players_detected = players_detected + 1
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players_in_area[player] = distance
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end
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end
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end
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end
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--return if there's no one near by
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if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
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return nil
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end
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--do a default radius max
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local shortest_disance = radius + 1
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--sort through players and find the closest player
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for player,distance in pairs(players_in_area) do
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if distance < shortest_disance then
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shortest_disance = distance
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winner_player = player
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end
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end
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return(winner_player)
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end
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--check if a mob needs to jump
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mobs.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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--only jump if there's a node and a non-solid node above it
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local test_dir = vector.add(pos,dir)
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local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0
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test_dir.y = test_dir.y + 1
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local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0
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if green_flag_1 and green_flag_2 then
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--can jump over node
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return(1)
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elseif green_flag_1 and not green_flag_2 then
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--wall in front of mob
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return(2)
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end
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--nothing to jump over
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return(0)
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end
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-- a helper function to quickly turn neutral passive mobs hostile
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local turn_hostile = function(self,detected_mob)
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--drop in variables for attacking (stops crash)
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detected_mob.punch_timer = 0
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--set to hostile
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detected_mob.hostile = true
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--hostile_cooldown timer is initialized here
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detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown
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--set target to the same
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detected_mob.attacking = self.attacking
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end
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--allow hostile mobs to signal to other mobs
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--to switch from neutal passive to neutral hostile
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mobs.group_attack_initialization = function(self)
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--get basic data
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local friends_list
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if self.group_attack == true then
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friends_list = {self.name}
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else
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friends_list = table_copy(self.group_attack)
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end
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local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range)
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--get the player's name
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local name = self.attacking:get_player_name()
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--re-use local variable
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local detected_mob
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--run through mobs in viewing distance
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for _,object in pairs(objects_in_area) do
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if object and object:get_luaentity() then
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detected_mob = object:get_luaentity()
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-- only alert members of same mob or friends
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if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then
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if detected_mob.name == self.name then
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turn_hostile(self,detected_mob)
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else
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for _,id in pairs(friends_list) do
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if detected_mob.name == id then
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turn_hostile(self,detected_mob)
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break
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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 NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!!
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-- have owned mobs attack player threat
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--if obj.owner == name and obj.owner_loyal then
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-- do_attack(obj, self.object)
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--end
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end
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end
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end
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-- check if within physical map limits (-30911 to 30927)
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-- within_limits, wmin, wmax = nil, -30913, 30928
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mobs.within_limits = function(pos, radius)
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if mcl_vars then
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if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
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wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
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within_limits = function(pos, radius)
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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end
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end
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return pos
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and (pos.x - radius) > wmin and (pos.x + radius) < wmax
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and (pos.y - radius) > wmin and (pos.y + radius) < wmax
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and (pos.z - radius) > wmin and (pos.z + radius) < wmax
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end
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-- get node but use fallback for nil or unknown
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mobs.node_ok = function(pos, fallback)
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fallback = fallback or mobs.fallback_node
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local node = minetest_get_node_or_nil(pos)
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if node and minetest_registered_nodes[node.name] then
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return node
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end
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return minetest_registered_nodes[fallback]
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end |