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entity.lua
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635 lines (555 loc) · 14.4 KB
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local hit_sound
if core.get_modpath("default") then
hit_sound = "player_damage"
elseif core.get_modpath("sounds") then
hit_sound = "sounds_entity_hit"
end
--[[
local function jump(self, pos, direction)
local velocity = self.object:get_velocity()
if core.registered_nodes[core.get_node(pos).name].climbable then
self.object:set_velocity({x=velocity.x, y=4, z=velocity.z})
return
end
local spos = {x=pos.x+direction.x, y=pos.y, z=pos.z+direction.z}
local node = core.get_node_or_nil(spos)
spos.y = spos.y+1
local node2 = core.get_node_or_nil(spos)
local def, def2 = {}
if node and node.name then
def = core.registered_items[node.name]
end
if node2 and node2.name then
def2 = core.registered_items[node2.name]
end
if def and def.walkable
and def2 and not def2.walkable
and def.drawtype ~= "fencelike" then
self.object:set_velocity({
x = velocity.x*2.2,
y = self.jump_height,
z = velocity.z*2.2
})
end
end
local function random_turn(self)
if self.turn_timer > math.random(2, 5) then
local select_turn = math.random(1, 3)
if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
self.turn = "right"
elseif select_turn == 3 then
self.turn = "straight"
end
self.turn_timer = 0
self.turn_speed = 0.05*math.random()
end
end
local walk_speed = 1.5
local def = {
hp_max = 20,
physical = true,
collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
visual = "mesh",
mesh = "character.b3d",
textures = {"sneeker.png"},
makes_footstep_sound = false,
-- Original
animation = {
stand_START = 0,
stand_END = 79,
walk_START = 168,
walk_END = 187
},
walk_speed = walk_speed,
jump_height = 5,
animation_speed = 30,
knockback_level = 2
}
]]
local spawn_nodes = {}
if sneeker.spawn_nodes ~= "" then
if not sneeker.spawn_nodes:find(",") then
table.insert(spawn_nodes, sneeker.spawn_nodes)
else
for _, node in ipairs(sneeker.spawn_nodes:split(",")) do
local node = node:trim()
if node ~= "" then
table.insert(spawn_nodes, node)
end
end
end
end
if #spawn_nodes == 0 then
sneeker.log("warning", "no spawning nodes set, cannot spawn")
end
local item_drops = {}
if core.registered_items["tnt:gunpowder"] then
table.insert(item_drops, {"tnt:gunpowder", {min=1, max=2}, chance=0.66})
end
local def = {
name = "sneeker:sneeker",
nametag = "Sneeker",
stats = {
hp = 20,
hostile_2 = true,
lifetime = sneeker.lifetime,
can_jump = 5,
can_swim = true,
has_knockback = true,
sneaky = true,
},
modes = {
idle = {chance=0.3},
walk = {chance=0.7, moving_speed=1.5},
--chase = {moving_speed=1.5},
--death = {},
},
model = {
mesh = "character.b3d",
textures = {"sneeker.png"},
collisionbox = {-0.25, 0.3, -0.25, 0.25, 1.8, 0.25},
rotation = -90,
animations = {
idle = {start=0, stop=79, speed=30},
walk = {start=168, stop=187, speed=30},
--chase = {start=168, stop=187, speed=30},
--death = {},
},
},
--sounds = {},
drops = item_drops,
--[[
combat = {
search_enemy = true,
},
]]
spawning = {
abm_nodes = {
spawn_on = spawn_nodes,
},
abm_interval = sneeker.spawn_interval,
abm_chance = sneeker.spawn_chance,
number = 1,
light = {min=sneeker.spawn_minlight, max=sneeker.spawn_maxlight},
height_limit = {min=sneeker.spawn_minheight, max=sneeker.spawn_maxheight},
},
}
def.on_activate = function(self, staticdata, dtime_s)
--[[
self.yaw = 0
self.anim = 1
self.timer = 0
]]
self.visualx = 1
--[[
self.jump_timer = 0
self.turn_timer = 0
self.turn_speed = 0
]]
self.powered = false
--[[
self.knockback = false
self.state = math.random(1, 2)
self.old_y = self.object:get_pos().y
]]
--[[
-- despawning
self.lifetime = sneeker.lifetime
self.lifetimer = 0
self.check_despawn_player_distance = true
]]
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
if data.powered == true then
self.powered = true
self.object:set_properties({textures = {"sneeker_powered.png"}})
end
else
if math.random(0, 20) == 20 then
self.powered = true
self.object:set_properties({textures = {"sneeker_powered.png"}})
end
end
end
local function isnan(n)
return tostring(n) == tostring((-1)^.5)
end
local function expand(self)
if self.expanding and self.visualx < 2 then
if self.hiss == false and sounds then
sounds.fuse(1, {object=self.object, gain=1.5, max_hear_distance=2*64})
end
self.visualx = self.visualx+0.05
self.object:set_properties({
visual_size = {x=self.visualx, y=1}
})
self.hiss = true
elseif self.visualx > 1 then
self.visualx = self.visualx-0.05
self.object:set_properties({
visual_size = {x=self.visualx, y=1}
})
self.hiss = false
end
end
local function explode(self, pos)
self.object:remove()
sneeker.boom(pos, self.powered)
end
--[[
local function h_collides(pos, collision_info, touching_ground)
if not touching_ground or type(collision_info) ~= "table" or #collision_info == 0 then
return false
end
local pos_y = math.floor(pos.y)
local h_col
for _, col in ipairs(collision_info) do
local npos = col.node_pos
if npos and col.type == "node" then
-- exclude ground collisions
if math.floor(npos.y) > pos_y then
h_col = col
break
end
end
end
if not h_col then return false end
local h_vel = {
x = math.floor(h_col.new_velocity.x * 10) / 10,
z = math.floor(h_col.new_velocity.z * 10) / 10,
}
return h_vel.x < walk_speed and h_vel.z < walk_speed, h_col.node_pos
end
]]
local function chase(self, target)
-- FIXME: why does setting mode = "chase" not work?
if not self.chase_anim then
self.object:set_animation({x=168, y=187}, 30, 0)
self.chase_anim = true
end
local pos = self.object:get_pos()
local tpos = target:get_pos()
local vec = {x=tpos.x-pos.x, y=tpos.y-pos.y, z=tpos.z-pos.z}
local yaw = math.atan(vec.z/vec.x)+math.pi^2
if tpos.x > pos.x then
yaw = yaw+math.pi
end
yaw = yaw-2
self.object:set_yaw(yaw)
local direction = {x=math.sin(yaw)*-1, y=0, z=math.cos(yaw)}
-- FIXME: hack
local can_set = true
for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
if isnan(c) then
can_set = false
break
end
end
if can_set then
self.object:set_velocity({x=direction.x*2.5, y=self.object:get_velocity().y, z=direction.z*2.5})
end
end
local function end_chase(self)
self.chasing = nil
self.chase_anim = false
self.mode = "idle"
self.expanding = false
end
def.on_step = function(self, dtime, moveresult)
--[[
-- update lifetime timer
-- FIXME: this is longer than realtime
self.lifetimer = self.lifetimer + dtime_s
if self.lifetimer >= self.lifetime then
-- TODO: should have a death animation
self.object:remove()
return true
end
if self.knockback then
return false
end
local ANIM_STAND = 1
local ANIM_WALK = 2
]]
local pos = self.object:get_pos()
--[[
if sneeker.despawn_player_far then
-- run check about once per 60 seconds
local interval_reached = math.floor(self.lifetimer % 60) == 0
if not interval_reached and not self.check_despawn_player_distance then
self.check_despawn_player_distance = true
end
if interval_reached and self.check_despawn_player_distance then
local player_nearby = false
for _, entity in ipairs(core.get_objects_inside_radius(pos, sneeker.despawn_player_radius)) do
if entity:is_player() then
player_nearby = true
break
end
end
if not player_nearby then
self.object:remove()
return true
end
-- set flag to not check again until next interval
self.check_despawn_player_distance = false
end
end
if self.chase or self.state == "chase" or self.state == "walk" then
local collided, npos = h_collides(pos, moveresult.collisions, moveresult.touching_ground)
if collided then
jump(self, npos, self.direction)
end
end
local yaw = self.object:get_yaw()
local inside = core.get_objects_inside_radius(pos, 10)
local walk_speed = self.walk_speed
local animation = self.animation
local anim_speed = self.animation_speed
local velocity = self.object:get_velocity()
self.timer = self.timer+0.01
self.turn_timer = self.turn_timer+0.01
self.jump_timer = self.jump_timer+0.01
if not self.chase and self.timer > math.random(2, 5) then
if math.random() > 0.8 then
self.state = "stand"
else
self.state = "walk"
end
self.timer = 0
end
if self.turn == "right" then
self.yaw = self.yaw+self.turn_speed
self.object:set_yaw(self.yaw)
elseif self.turn == "left" then
self.yaw = self.yaw-self.turn_speed
self.object:set_yaw(self.yaw)
end
]]
expand(self)
local players_within_10 = {}
for _, object in ipairs(core.get_objects_inside_radius(pos, 10)) do
if object:is_player() then
table.insert(players_within_10, object)
end
end
if not self.chasing then
self.chasing = players_within_10[1]
end
--[[
self.chase = false
for _, object in ipairs(inside) do
if object:is_player() then
self.state = "chase"
end
end
if self.state == "stand" then
if self.anim ~= ANIM_STAND then
self.object:set_animation({x=animation.stand_START, y=animation.stand_END}, anim_speed, 0)
self.anim = ANIM_STAND
end
random_turn(self)
if velocity.x ~= 0
or velocity.z ~= 0 then
self.object:set_velocity({x=0, y=velocity.y, z=0})
end
end
if self.state == "walk" then
if self.anim ~= ANIM_WALK then
self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
self.anim = ANIM_WALK
end
self.direction = {x=math.sin(yaw)*-1, y=-10, z=math.cos(yaw)}
if self.direction then
self.object:set_velocity({x=self.direction.x*walk_speed, y=velocity.y, z=self.direction.z*walk_speed})
end
random_turn(self)
local velocity = self.object:get_velocity()
if self.turn_timer > 1 then
local direction = self.direction
local npos = {x=pos.x+direction.x, y=pos.y+0.2, z=pos.z+direction.z}
if velocity.x == 0 or velocity.z == 0
or core.registered_nodes[core.get_node(npos).name].walkable then
local select_turn = math.random(1, 2)
if select_turn == 1 then
self.turn = "left"
elseif select_turn == 2 then
self.turn = "right"
end
self.turn_timer = 0
self.turn_speed = 0.05*math.random()
end
end
end
]]
if self.chasing then
if self.chasing:get_hp() > 0 then
self.mode = "chase"
local within_2 = false
for _, object in ipairs(core.get_objects_inside_radius(pos, 2)) do
if object == self.chasing then
within_2 = true
break
end
end
if within_2 then
if self.visualx >= 2 then
explode(self, pos)
self.chasing = nil
return true
end
self.expanding = true
else
self.expanding = false
end
local within_10 = false
for _, object in ipairs(players_within_10) do
if object == self.chasing then
within_10 = true
break
end
end
if within_10 then
-- follow player
chase(self, self.chasing)
return true
end
end
end_chase(self)
--[[
if self.anim ~= ANIM_WALK then
self.object:set_animation({x=animation.walk_START, y=animation.walk_END}, anim_speed, 0)
self.anim = ANIM_WALK
end
self.turn = "straight"
local inside_2 = core.get_objects_inside_radius(pos, 2)
-- Boom
if #inside_2 ~= 0 then
for _, object in ipairs(inside_2) do
if object:is_player() and object:get_hp() ~= 0 then
self.chase = true
if self.visualx >= 2 then
explode(self, pos)
return true
end
end
end
end
]]
--[[
if #inside ~= 0 then
for _, object in ipairs(inside) do
if object:is_player() and object:get_hp() ~= 0 then
if #inside_2 ~= 0 then
for _, object in ipairs(inside_2) do
-- Stop move
if object:is_player() then
if self.anim ~= ANIM_STAND then
self.object:set_animation({x=animation.stand_START, y=animation.stand_END}, anim_speed, 0)
self.anim = ANIM_STAND
end
self.object:set_velocity({x=0, y=velocity.y, z=0})
return
end
end
end
local ppos = object:get_pos()
self.vec = {x=ppos.x-pos.x, y=ppos.y-pos.y, z=ppos.z-pos.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if ppos.x > pos.x then
self.yaw = self.yaw+math.pi
end
self.yaw = self.yaw-2
self.object:set_yaw(self.yaw)
self.direction = {x=math.sin(self.yaw)*-1, y=0, z=math.cos(self.yaw)}
local direction = self.direction
-- FIXME: hack
local can_set = true
for _, c in ipairs({direction.x*2.5, direction.z*2.5}) do
if isnan(c) then
can_set = false
break
end
end
if can_set then
self.object:set_velocity({x=direction.x*2.5, y=velocity.y, z=direction.z*2.5})
end
end
end
else
self.state = "stand"
end
]]
elseif self.mode == "chase" then
self.mode = "idle"
end
--[[
-- Swim
local node = core.get_node(pos)
if core.get_item_group(node.name, "water") ~= 0 then
self.object:set_acceleration({x=0, y=1, z=0})
local velocity = self.object:get_velocity()
if self.object:get_velocity().y > 5 then
self.object:set_velocity({x=0, y=velocity.y-velocity.y/2, z=0})
else
self.object:set_velocity({x=0, y=velocity.y+1, z=0})
end
else
self.object:set_acceleration({x=0, y=-10, z=0})
end
return true
]]
end
--[[
def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
if hit_sound then
core.sound_play(hit_sound, {object=self.object}, parameters, true)
end
if self.knockback == false then
local knockback_level = self.knockback_level
self.object:set_velocity({x=dir.x*knockback_level, y=3, z=dir.z*knockback_level})
self.knockback = true
core.after(0.6, function()
self.knockback = false
end)
end
if self.object:get_hp() < 1 then
local pos = self.object:get_pos()
local x = 1/math.random(1, 5)*dir.x
local z = 1/math.random(1, 5)*dir.z
local p = {x=pos.x+x, y=pos.y, z=pos.z+z}
local node = core.get_node_or_nil(p)
if node == nil or not node.name or node.name ~= "air" then
p = pos
end
local obj = core.add_item(p, {name="tnt:gunpowder", count=math.random(0, 2)})
end
end
]]
def.get_staticdata = function(self)
return core.serialize({
powered = self.powered
})
end
--[[
core.register_entity("sneeker:sneeker", def)
]]
cmer.register_mob(def)
core.register_craftitem("sneeker:spawnegg", {
description = "Sneeker Spawn Egg",
inventory_image = "sneeker_spawnegg.png",
stack_max = 64,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
local pos = pointed_thing.above
pos.y = pos.y+1
core.add_entity(pos, "sneeker:sneeker")
if not core.settings:get_bool("creative_mode", false) then
itemstack:take_item()
end
return itemstack
end
end
})