216 lines
5.6 KiB
Lua
216 lines
5.6 KiB
Lua
local math_pi = math.pi
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local math_floor = math.floor
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local math_random = math.random
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local HALF_PI = math_pi/2
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local vector_direction = vector.direction
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local vector_distance = vector.distance
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local vector_new = vector.new
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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-- set defined animation
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mobs.set_mob_animation = function(self, anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
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return
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end
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if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then
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return
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end
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--animations break if they are constantly set
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--so we put this return gate to check if it is
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--already at the animation we are trying to implement
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if self.current_animation == anim then
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return
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end
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local a_start = self.animation[anim .. "_start"]
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local a_end
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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self.current_animation = anim
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end
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mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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else
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min = { x = -0.5, y = 0, z = -0.5 }
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max = { x = 0.5, y = 0.5, z = 0.5 }
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end
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if rotate then
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min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
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max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
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min, max = vector.sort(min, max)
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min = vector.multiply(min, 0.5)
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max = vector.multiply(max, 0.5)
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end
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minetest_add_particlespawner({
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amount = 50,
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time = 0.001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector_new(-5,-5,-5),
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maxvel = vector_new(5,5,5),
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minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest_sound_play("mcl_mobs_mob_poof", {
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pos = pos,
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gain = 1.0,
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max_hear_distance = 8,
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}, true)
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end
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--this allows auto facedir rotation while making it so mobs
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--don't look like wet noodles flopping around
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mobs.movement_rotation_lock = function(self)
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local current_engine_yaw = self.object:get_yaw()
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local current_lua_yaw = self.yaw
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if current_engine_yaw > math.pi * 2 then
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current_engine_yaw = current_engine_yaw - (math.pi * 2)
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end
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if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
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self.object:set_properties{automatic_face_movement_dir = self.rotate}
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end
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end
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--this is used when a mob is chasing a player
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mobs.set_yaw_while_attacking = function(self)
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if self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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end
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--turn positions into pseudo 2d vectors
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = self.attacking:get_pos()
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pos2.y = 0
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local new_direction = vector_direction(pos1,pos2)
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local new_yaw = minetest_dir_to_yaw(new_direction)
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self.object:set_yaw(new_yaw)
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self.yaw = new_yaw
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end
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--this is used to unlock a mob's yaw after attacking
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mobs.unlock_yaw = function(self)
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if self.object:get_properties().automatic_face_movement_dir == false then
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self.object:set_properties{automatic_face_movement_dir = self.rotate}
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end
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end
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--this is used to lock a mob's yaw when they're standing
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mobs.lock_yaw = function(self)
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if self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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end
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end
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local calculate_pitch = function(self)
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local pos = self.object:get_pos()
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local pos2 = self.old_pos
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if pos == nil or pos2 == nil then
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return false
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end
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return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI)
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end
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--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming
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mobs.set_dynamic_pitch = function(self)
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local pitch = calculate_pitch(self)
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if not pitch then
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return
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end
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local current_rotation = self.object:get_rotation()
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current_rotation.x = pitch
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self.object:set_rotation(current_rotation)
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self.pitch_switch = "dynamic"
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end
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--this is a helper function used to make mobs pitch rotation reset when flying/swimming
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mobs.set_static_pitch = function(self)
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if self.pitch_switch == "static" then
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return
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end
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local current_rotation = self.object:get_rotation()
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current_rotation.x = 0
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self.object:set_rotation(current_rotation)
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self.pitch_switch = "static"
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end
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--this is a helper function for mobs explosion animation
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mobs.handle_explosion_animation = function(self)
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--secondary catch-all
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if not self.explosion_animation then
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self.explosion_animation = 0
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end
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--the timer works from 0 for sense of a 0 based counting
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--but this just bumps it up so it's usable in here
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local explosion_timer_adjust = self.explosion_animation + 1
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local visual_size_modified = table.copy(self.visual_size_origin)
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visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3)
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visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
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self.object:set_properties({visual_size = visual_size_modified})
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end |