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[Crafter.git] / mods / mob / api / interaction.lua
1 --
2 mobs.create_interaction_functions = function(def,mob_register)
3         --the sword wear mechanic
4         mob_register.add_sword_wear = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
5                 if puncher:is_player() then
6                         local itemstack = puncher:get_wielded_item()
7                         local wear = itemstack:get_definition().mob_hit_wear
8                         if wear then
9                                 itemstack:add_wear(wear)
10                                 if itemstack:get_name() == "" then
11                                         minetest.sound_play("tool_break",{to_player = puncher:get_player_name(),gain=0.4})
12                                 end
13                                 puncher:set_wielded_item(itemstack)
14                         end
15                 end
16         end
17
18         --critical effect particles
19         mob_register.do_critical_particles = function(pos)
20                 minetest.add_particlespawner({
21                         amount = 40,
22                         time = 0.001,
23                         minpos = pos,
24                         maxpos = pos,
25                         minvel = vector.new(-2,-2,-2),
26                         maxvel = vector.new(2,8,2),
27                         minacc = {x=0, y=4, z=0},
28                         maxacc = {x=0, y=12, z=0},
29                         minexptime = 1.1,
30                         maxexptime = 1.5,
31                         minsize = 1,
32                         maxsize = 2,
33                         collisiondetection = false,
34                         vertical = false,
35                         texture = "critical.png",
36                 })
37         end
38         
39         mob_register.collision_detection = function(self)
40                 local pos = self.object:get_pos()
41                 --do collision detection from the base of the mob
42                 
43                 local collisionbox = self.object:get_properties().collisionbox
44
45                 pos.y = pos.y + collisionbox[2]
46                 
47                 local collision_boundary = collisionbox[4]
48
49                 local radius = collision_boundary
50
51                 if collisionbox[5] > collision_boundary then
52                         radius = collisionbox[5]
53                 end
54
55                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius*1.25)) do
56                         if object ~= self.object and (object:is_player() or object:get_luaentity().mob == true) and
57                         --don't collide with rider, rider don't collide with thing
58                         (not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and 
59                         (not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
60
61                                 local pos2 = object:get_pos()
62                                 
63                                 local object_collisionbox = object:get_properties().collisionbox
64
65                                 pos2.y = pos2.y + object_collisionbox[2]
66
67                                 local object_collision_boundary = object_collisionbox[4]
68
69
70                                 --this is checking the difference of the object collided with's possision
71                                 --if positive top of other object is inside (y axis) of current object
72                                 local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
73
74                                 local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
75
76
77                                 local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
78
79                                 if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
80
81                                         local dir = vector.direction(pos,pos2)
82                                         dir.y = 0
83                                         
84                                         --eliminate mob being stuck in corners
85                                         if dir.x == 0 and dir.z == 0 then
86                                                 dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
87                                         end
88                                         
89                                         local velocity = vector.multiply(dir,1.1)
90                                         
91                                         local vel1 = vector.multiply(velocity, -1)
92                                         local vel2 = velocity
93                                         self.object:add_velocity(vel1)
94                                         
95                                         if object:is_player() then
96                                                 object:add_player_velocity(vel2)
97                                         else
98                                                 object:add_velocity(vel2)
99                                         end
100                                 end
101                         end
102                 end
103         end
104         if def.takes_fall_damage == nil or def.takes_fall_damage == true then
105                 mob_register.fall_damage = function(self)
106                         local vel = self.object:get_velocity()
107                         if vel and self.oldvel then
108                                 if self.oldvel.y < -7 and vel.y == 0 then
109                                         local damage = math.abs(self.oldvel.y + 7)
110                                         damage = math.floor(damage/1.5)
111                                         self.object:punch(self.object, 2, 
112                                                 {
113                                                 full_punch_interval=1.5,
114                                                 damage_groups = {damage=damage},
115                                                 })
116                                 end
117                         end
118                         self.oldvel = vel
119                 end
120         end
121
122         --this controls what happens when the mob gets punched
123         mob_register.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
124                 local hp = self.hp
125                 local vel = self.object:get_velocity()
126                 local hurt = tool_capabilities.damage_groups.damage
127                 
128                 if not hurt then
129                         hurt = 1
130                 end
131                 
132                 local critical = false
133                 
134                 --criticals
135                 local pos = self.object:get_pos()
136                 if puncher:is_player() then
137                         local puncher_vel = puncher:get_player_velocity().y
138                         if puncher_vel < 0 then
139                                 hurt = hurt * 1.5
140                                 critical = true
141                         end
142                 end
143                 
144                 local hp = hp-hurt
145
146                 if (self.punched_timer <= 0 and hp > 1) and not self.dead then
147                         self.object:set_texture_mod("^[colorize:"..self.damage_color..":130")
148                         self.hurt_color_timer = 0.25
149                         if puncher ~= self.object then
150                                 self.punched_timer = 0.25
151                                 if self.attacked_hostile then
152                                         self.hostile = true
153                                         self.hostile_timer = 20
154                                         if self.group_attack == true then
155                                                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
156
157                                                         if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
158                                                                 object:get_luaentity().hostile = true
159                                                                 object:get_luaentity().hostile_timer = 20
160                                                         end
161                                                 end
162                                         end
163                                 else
164                                         self.scared = true
165                                         self.scared_timer = 10
166                                 end
167                                 if self.custom_on_punch then
168                                         self.custom_on_punch(self)
169                                 end
170                         end
171                         
172                         --critical effect
173                         if critical == true then
174                                 self.do_critical_particles(pos)
175                                 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
176                         end
177                         minetest.sound_play(self.hurt_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(100,140)/100})
178                         
179                         self.hp = hp
180                         
181                         dir = vector.multiply(dir,10)
182                         if vel.y <= 0 then
183                                 dir.y = 4
184                         else
185                                 dir.y = 0
186                         end
187                         
188                         
189                         self.object:add_velocity(dir)
190                         self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
191                 elseif (self.punched_timer <= 0 and self.death_animation_timer == 0) then
192                         self.object:set_texture_mod("^[colorize:"..self.damage_color..":130")
193                         self.hurt_color_timer = 0.25
194                         if puncher ~= self.object then
195                                 self.punched_timer = 0.25
196                                 if self.attacked_hostile then
197                                         self.hostile = true
198                                         self.hostile_timer = 20
199                                         if self.group_attack == true then
200                                                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
201                                                         if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
202                                                                 object:get_luaentity().hostile = true
203                                                                 object:get_luaentity().hostile_timer = 20
204                                                         end
205                                                 end
206                                         end
207                                 end
208                                 if self.custom_on_punch then
209                                         self.custom_on_punch(self)
210                                 end
211                         end
212                         self.death_animation_timer = 1
213                         self.dead = true
214                         
215                         --critical effect
216                         if critical == true then
217                                 self.do_critical_particles(pos)
218                                 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
219                         end
220                         minetest.sound_play(self.die_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
221                         self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
222                 end
223         end
224
225         --this is what happens when a mob dies
226         mob_register.on_death = function(self, killer)
227                 local pos = self.object:get_pos()
228                 if def.hp then
229                         minetest.throw_experience(pos,math.ceil(def.hp/5)+math.random(0,1))
230                 end
231                 --pos.y = pos.y + 0.4
232                 minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
233                 minetest.add_particlespawner({
234                         amount = 40,
235                         time = 0.001,
236                         minpos = pos,
237                         maxpos = pos,
238                         minvel = vector.new(-5,-5,-5),
239                         maxvel = vector.new(5,5,5),
240                         minacc = {x=0, y=0, z=0},
241                         maxacc = {x=0, y=0, z=0},
242                         minexptime = 1.1,
243                         maxexptime = 1.5,
244                         minsize = 1,
245                         maxsize = 2,
246                         collisiondetection = false,
247                         vertical = false,
248                         texture = "smoke.png",
249                 })
250                 
251                 --only throw items if registered
252                 if self.item_drop then
253                         local item
254                         if type(self.item_drop) == "string" then
255                                 item = self.item_drop
256                         elseif type(self.item_drop) == "table" then
257                                 item = self.item_drop[math.random(1,table.getn(self.item_drop))]
258                         end
259                         --detect if multiple items are going to be added
260                         if self.item_max then
261                                 local data_item_amount = math.random(self.item_minimum, self.item_max)
262                                 for i = 1 ,data_item_amount do
263                                         minetest.throw_item(vector.new(pos.x,pos.y+0.1,pos.z),item)
264                                 end
265                         else
266                                 minetest.throw_item(vector.new(pos.x,pos.y+0.1,pos.z),item)
267                         end
268                 end
269                         
270                 global_mob_amount = global_mob_amount - 1
271                 --print("Mobs Died. Current Mobs: "..global_mob_amount)
272                 
273                 if self.custom_on_death then
274                         self.custom_on_death(self)
275                 end
276
277                 self.object:remove()
278         end
279         
280         --the pig will look for and at players
281         mob_register.look_around = function(self,dtime)
282                 local pos = self.object:get_pos()
283                 
284                 if self.die_in_light and self.die_in_light_level and self.die_in_light == true then
285                         local light_level = minetest.get_node_light(pos)
286                         if light_level then
287                                 if (self.die_in_light == true and light_level > self.die_in_light_level) then
288                                         self.object:punch(self.object, 2, 
289                                                 {
290                                                 full_punch_interval=1.5,
291                                                 damage_groups = {damage=2},
292                                         })
293                                 end
294                         end
295                 end
296                 
297                 --STARE O_O
298                 --and follow!
299                 self.following = false
300                 local player_found = false
301
302                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
303                         if object:is_player() and player_found == false and object:get_hp() > 0 then
304                                 --look at player's camera
305                                 local pos2 = object:get_pos()
306                                 pos2.y = pos2.y + 1.625
307                                 
308                                 player_found = true
309                                 
310                                 if self.head_bone then
311                                         self.move_head(self,pos2,dtime)
312                                 end
313                                 
314                                 --print(self.hostile)
315                                 if self.hostile == true then
316                                         local distance = vector.distance(pos,pos2)
317                                         self.following_pos = vector.new(pos2.x,pos2.y-1.625,pos2.z)
318
319                                         --punch the player
320                                         if self.attack_type == "punch" then
321                                                 if distance < 2.5 and self.punch_timer <= 0 and object:get_hp() > 0 then
322                                                         local meta = object:get_meta()
323                                                         local player_punch_timer = meta:get_float("player_punch_timer")
324                                                         if player_punch_timer <= 0 then
325                                                                 local line_of_sight = minetest.line_of_sight(pos, pos2)
326                                                                 if line_of_sight == true then
327                                                                         self.punch_timer = 0.25
328                                                                         object:punch(self.object, 2, 
329                                                                                 {
330                                                                                 full_punch_interval=1.5,
331                                                                                 damage_groups = {damage=self.attack_damage},
332                                                                         },vector.direction(pos,pos2))
333                                                                 end
334                                                         end
335                                                 end
336                                         elseif self.attack_type == "explode" then
337                                                 --mob will not explode if it cannot see you
338                                                 if distance <  self.explosion_radius and minetest.line_of_sight(vector.new(pos.x,pos.y+self.object:get_properties().collisionbox[5],pos.z), pos2) then
339                                                         
340                                                         if not self.tnt_timer then
341                                                                 minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,})
342                                                                 self.tnt_timer = self.explosion_time
343                                                                 self.tnt_tick_timer  = 0.2
344                                                                 self.tnt_mod_state = 1
345                                                                 self.object:set_texture_mod("^[colorize:white:130")
346                                                         end
347                                                 end
348                                         elseif self.attack_type == "projectile" then
349                                                 if not self.projectile_timer then
350                                                         self.projectile_timer = self.projectile_timer_cooldown
351                                                 end
352                                                 if self.projectile_timer <= 0 then
353                                                         self.projectile_timer = self.projectile_timer_cooldown
354                                                         
355                                                         local obj = minetest.add_entity(vector.new(pos.x,pos.y+self.object:get_properties().collisionbox[5],pos.z), self.projectile_type)
356                                                         if obj then
357                                                                 local dir = vector.multiply(vector.direction(pos,vector.new(pos2.x,pos2.y-3,pos2.z)), 50)
358                                                                 obj:set_velocity(dir)
359                                                                 obj:get_luaentity().timer = 2
360                                                                 obj:get_luaentity().owner = self.object
361                                                         end
362                                                 end
363                                         end
364                                         --smart
365                                         if self.path_data and table.getn(self.path_data) > 0 then
366                                                 self.direction = vector.direction(vector.new(pos.x,0,pos.z), vector.new(self.path_data[1].x,0,self.path_data[1].z))
367                                         --dumb
368                                         else
369                                                 self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
370                                         end
371                                         self.speed = self.max_speed
372                                         self.following = true
373                                 elseif self.scared == true then
374                                         self.speed = self.max_speed
375                                         self.direction = vector.direction(vector.new(pos2.x,0,pos2.z),vector.new(pos.x,0,pos.z))
376                                         self.scared_timer = 10
377                                 end
378                                 --only look at one player
379                                 break
380                         end
381                 end
382                 --stare straight if not found
383                 if player_found == false then
384                         if self.move_head then
385                                 self.move_head(self,nil,dtime)
386                         end
387                         if self.following_pos then
388                                 self.following_pos = nil
389                         end
390                         if self.manage_hostile_timer then
391                                 self.manage_hostile_timer(self,dtime)
392                         end
393                 end
394         end
395         
396         return(mob_register)
397 end