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MineClone2/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua

310 lines
7.4 KiB
Lua

local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local math_floor = math.floor
local math_min = math.min
local math_random = math.random
local vector_direction = vector.direction
local vector_multiply = vector.multiply
mobs.feed_tame = function(self)
return nil
end
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
local tag = item:get_meta():get_string("name")
if tag ~= "" then
if string.len(tag) > MAX_MOB_NAME_LENGTH then
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
end
self.nametag = tag
update_tag(self)
if not mobs.is_creative(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
return true
end
end
return false
end
-- I have no idea what this does
mobs.create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
--don't allow rightclicking dead mobs
if self.health <= 0 then
return
end
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
-- deal damage and effects when mob punched
mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
--don't do anything if the mob is already dead
if self.health <= 0 then
return
end
--neutral passive mobs switch to neutral hostile
if self.neutral then
--drop in variables for attacking (stops crash)
self.attacking = hitter
self.punch_timer = 0
self.hostile = true
--hostile_cooldown timer is initialized here
self.hostile_cooldown_timer = self.hostile_cooldown
--initialize the group attack (check for other mobs in area, make them neutral hostile)
if self.group_attack then
mobs.group_attack_initialization(self)
end
end
-- custom punch function
if self.do_punch then
-- when false skip going any further
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
return
end
end
--don't do damage until pause timer resets
if self.pause_timer > 0 then
return
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
return
end
local is_player = hitter:is_player()
-- punch interval
local weapon = hitter:get_wielded_item()
local punch_interval = 1.4
-- exhaust attacker
if mod_hunger and is_player then
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
end
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
--calculate damage groups
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
end
if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then
mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
end
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon:get_name() then
damage = self.immune_to[n][2] or 0
break
end
end
-- healing
if damage <= -1 then
self.health = self.health - math_floor(damage)
return
end
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
--minetest_is_creative_enabled("") ~= true --removed for now
if tool_capabilities then
if tool_capabilities.punch_attack_uses then
-- Without this delay, the wear does not work. Quite hacky ...
minetest_after(0, function(name)
local player = minetest.get_player_by_name(name)
if not player then return end
local weapon = hitter:get_wielded_item(player)
local def = weapon:get_definition()
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear)
hitter:set_wielded_item(weapon)
end
end, hitter:get_player_name())
end
end
--if player is falling multiply damage by 1.5
--critical hit
if hitter:get_velocity().y < 0 then
damage = damage * 1.5
mobs.critical_effect(self)
end
local die = false
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
if damage >= 0.1 then
-- weapon sounds
if weapon:get_definition().sounds ~= nil then
local s = math_random(0, #weapon:get_definition().sounds)
minetest_sound_play(weapon:get_definition().sounds[s], {
object = self.object, --hitter,
max_hear_distance = 8
}, true)
else
minetest_sound_play("default_punch", {
object = self.object,
max_hear_distance = 5
}, true)
end
--damage_effect(self, damage)
-- do damage
self.health = self.health - damage
-- skip future functions if dead, except alerting others
--if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
-- die = true
--end
-- knock back effect
local velocity = self.object:get_velocity()
--2d direction
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = hitter:get_pos()
pos2.y = 0
local dir = vector.direction(pos2,pos1)
local up = 3
-- if already in air then dont go up anymore when hit
if velocity.y ~= 0 then
up = 0
end
--0.75 for perfect distance to not be too easy, and not be too hard
local multiplier = 0.75
-- check if tool already has specific knockback value
local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
if knockback_enchant and knockback_enchant > 0 then
multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
end
local luaentity
--[[ --why does this multiply it again???
if hitter then
luaentity = hitter:get_luaentity()
end
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
elseif luaentity and luaentity._knockback then
kb = kb + luaentity._knockback
end
]]--
dir = vector_multiply(dir,multiplier)
dir.y = up
--add velocity breaks momentum - use set velocity
self.object:set_velocity(dir)
--0.4 seconds until you can hurt the mob again
self.pause_timer = 0.4
end
-- END if damage
-- if skittish then run away
--[[
if not die and self.runaway == true and self.state ~= "flop" then
local lp = hitter:get_pos()
local s = self.object:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + math_pi
end
yaw = set_yaw(self, yaw, 6)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
end
]]--
end
--do internal per mob projectile calculations
mobs.shoot_projectile = function(self)
local pos1 = self.object:get_pos()
--add mob eye height
pos1.y = pos1.y + self.eye_height
local pos2 = self.attacking:get_pos()
--add player eye height
pos2.y = pos2.y + self.attacking:get_properties().eye_height
--get direction
local dir = vector_direction(pos1,pos2)
--call internal shoot_arrow function
self.shoot_arrow(self,pos1,dir)
end