283 lines
6.7 KiB
Lua
283 lines
6.7 KiB
Lua
local minetest_after = minetest.after
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local minetest_sound_play = minetest.sound_play
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local minetest_dir_to_yaw = minetest.dir_to_yaw
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local math_floor = math.floor
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local math_min = math.min
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local math_random = math.random
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local vector_direction = vector.direction
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local vector_multiply = vector.multiply
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mobs.feed_tame = function(self)
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return nil
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end
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-- Code to execute before custom on_rightclick handling
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local on_rightclick_prefix = function(self, clicker)
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local item = clicker:get_wielded_item()
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-- Name mob with nametag
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if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
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local tag = item:get_meta():get_string("name")
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if tag ~= "" then
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if string.len(tag) > MAX_MOB_NAME_LENGTH then
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tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
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end
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self.nametag = tag
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update_tag(self)
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if not mobs.is_creative(clicker:get_player_name()) then
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item:take_item()
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clicker:set_wielded_item(item)
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end
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return true
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end
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end
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return false
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end
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-- I have no idea what this does
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mobs.create_mob_on_rightclick = function(on_rightclick)
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return function(self, clicker)
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--don't allow rightclicking dead mobs
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if self.health <= 0 then
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return
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end
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local stop = on_rightclick_prefix(self, clicker)
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if (not stop) and (on_rightclick) then
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on_rightclick(self, clicker)
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end
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end
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end
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-- deal damage and effects when mob punched
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mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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--don't do anything if the mob is already dead
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if self.health <= 0 then
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return
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end
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--neutral passive mobs switch to neutral hostile
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if self.neutral then
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--drop in variables for attacking (stops crash)
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self.attacking = hitter
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self.punch_timer = 0
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self.hostile = true
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--hostile_cooldown timer is initialized here
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self.hostile_cooldown_timer = self.hostile_cooldown
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--initialize the group attack (check for other mobs in area, make them neutral hostile)
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if self.group_attack then
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mobs.group_attack_initialization(self)
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end
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end
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--turn skittish mobs away and RUN
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if self.skittish then
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self.state = "run"
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self.run_timer = 5 --arbitrary 5 seconds
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = hitter:get_pos()
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pos2.y = 0
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local dir = vector_direction(pos2,pos1)
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local yaw = minetest_dir_to_yaw(dir)
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self.yaw = yaw
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end
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-- custom punch function
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if self.do_punch then
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-- when false skip going any further
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if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
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return
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end
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end
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--don't do damage until pause timer resets
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if self.pause_timer > 0 then
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return
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end
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-- error checking when mod profiling is enabled
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if not tool_capabilities then
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minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled")
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return
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end
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local is_player = hitter:is_player()
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-- punch interval
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local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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-- exhaust attacker
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if mod_hunger and is_player then
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mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
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end
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-- calculate mob damage
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local damage = 0
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local armor = self.object:get_armor_groups() or {}
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local tmp
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--calculate damage groups
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for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
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damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0)
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end
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if weapon then
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local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
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if fire_aspect_level > 0 then
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mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
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end
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end
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-- check for tool immunity or special damage
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for n = 1, #self.immune_to do
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if self.immune_to[n][1] == weapon:get_name() then
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damage = self.immune_to[n][2] or 0
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break
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end
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end
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-- healing
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if damage <= -1 then
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self.health = self.health - math_floor(damage)
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return
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end
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if tool_capabilities then
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punch_interval = tool_capabilities.full_punch_interval or 1.4
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end
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-- add weapon wear manually
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-- Required because we have custom health handling ("health" property)
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--minetest_is_creative_enabled("") ~= true --removed for now
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if tool_capabilities then
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if tool_capabilities.punch_attack_uses then
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-- Without this delay, the wear does not work. Quite hacky ...
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minetest_after(0, function(name)
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local player = minetest.get_player_by_name(name)
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if not player then return end
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local weapon = hitter:get_wielded_item(player)
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local def = weapon:get_definition()
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if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
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local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
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weapon:add_wear(wear)
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hitter:set_wielded_item(weapon)
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end
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end, hitter:get_player_name())
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end
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end
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--if player is falling multiply damage by 1.5
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--critical hit
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if hitter:get_velocity().y < 0 then
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damage = damage * 1.5
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mobs.critical_effect(self)
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end
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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if damage >= 0.1 then
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minetest_sound_play("default_punch", {
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object = self.object,
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max_hear_distance = 16
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}, true)
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-- do damage
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self.health = self.health - damage
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--0.4 seconds until you can hurt the mob again
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self.pause_timer = 0.4
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--don't do knockback from a rider
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for _,obj in pairs(self.object:get_children()) do
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if obj == hitter then
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return
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end
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end
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-- knock back effect
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local velocity = self.object:get_velocity()
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--2d direction
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = hitter:get_pos()
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pos2.y = 0
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local dir = vector.direction(pos2,pos1)
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local up = 3
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-- if already in air then dont go up anymore when hit
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if velocity.y ~= 0 then
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up = 0
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end
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--0.75 for perfect distance to not be too easy, and not be too hard
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local multiplier = 0.75
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-- check if tool already has specific knockback value
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local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback")
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if knockback_enchant and knockback_enchant > 0 then
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multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change)
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end
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--do this to sure you can punch a mob back when
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--it's coming for you
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if self.hostile then
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multiplier = multiplier + 2
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end
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dir = vector_multiply(dir,multiplier)
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dir.y = up
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--add the velocity
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self.object:add_velocity(dir)
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end
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end
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--do internal per mob projectile calculations
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mobs.shoot_projectile = function(self)
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local pos1 = self.object:get_pos()
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--add mob eye height
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pos1.y = pos1.y + self.eye_height
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local pos2 = self.attacking:get_pos()
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--add player eye height
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pos2.y = pos2.y + self.attacking:get_properties().eye_height
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--get direction
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local dir = vector_direction(pos1,pos2)
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--call internal shoot_arrow function
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self.shoot_arrow(self,pos1,dir)
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end |