]> git.lizzy.rs Git - Crafter.git/blob - mods/mob/api/interaction.lua
Fix minor future-use method
[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                 pos.y = pos.y - self.object:get_properties().collisionbox[2]
43                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.collision_boundary)) do
44                         if object:is_player() or object:get_luaentity().mob == true then
45                                 local pos2 = object:get_pos()
46                                 
47                                 local dir = vector.direction(pos,pos2)
48                                 dir.y = 0
49                                 
50                                 --eliminate mob being stuck in corners
51                                 if dir.x == 0 and dir.z == 0 then
52                                         dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random())
53                                 end
54                                 
55                                 local velocity = vector.multiply(dir,1.1)
56                                 
57                                 local vel1 = vector.multiply(velocity, -1)
58                                 local vel2 = velocity
59                                 self.object:add_velocity(vel1)
60                                 
61                                 if object:is_player() then
62                                         object:add_player_velocity(vel2)
63                                 else
64                                         object:add_velocity(vel2)
65                                 end
66                         end
67                 end
68         end
69         
70         mob_register.fall_damage = function(self)
71                 local vel = self.object:get_velocity()
72                 if vel and self.oldvel then
73                    if self.oldvel.y < -7 and vel.y == 0 then
74                           local damage = math.abs(self.oldvel.y + 7)
75                           damage = math.floor(damage/1.5)
76                           self.object:punch(self.object, 2, 
77                                  {
78                                   full_punch_interval=1.5,
79                                   damage_groups = {damage=damage},
80                                  })
81                    end
82                 end
83                 self.oldvel = vel
84         end
85
86         --this controls what happens when the mob gets punched
87         mob_register.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
88                 local hp = self.hp
89                 local vel = self.object:get_velocity()
90                 local hurt = tool_capabilities.damage_groups.damage
91                 
92                 if not hurt then
93                         hurt = 1
94                 end
95                 
96                 local critical = false
97                 
98                 --criticals
99                 local pos = self.object:get_pos()
100                 if puncher:is_player() then
101                         local puncher_vel = puncher:get_player_velocity().y
102                         if puncher_vel < 0 then
103                                 hurt = hurt * 1.5
104                                 critical = true
105                         end
106                 end
107                 
108                 local hp = hp-hurt
109
110                 if (self.punched_timer <= 0 and hp > 1) and not self.dead then
111                         self.object:set_texture_mod("^[colorize:red:130")
112                         self.hurt_color_timer = 0.25
113                         if puncher ~= self.object then
114                                 self.punched_timer = 0.8
115                                 if self.attacked_hostile then
116                                         self.hostile = true
117                                         self.hostile_timer = 20
118                                         if self.group_attack == true then
119                                                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
120                                                         if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
121                                                                 object:get_luaentity().hostile = true
122                                                                 object:get_luaentity().hostile_timer = 20
123                                                         end
124                                                 end
125                                         end
126                                 end
127                         end
128                         
129                         --critical effect
130                         if critical == true then
131                                 self.do_critical_particles(pos)
132                                 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
133                         end
134                         minetest.sound_play(self.hurt_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(100,140)/100})
135                         
136                         self.hp = hp
137                         
138                         self.direction = vector.multiply(dir,-1)
139                         dir = vector.multiply(dir,10)
140                         if vel.y <= 0 then
141                                 dir.y = 4
142                         else
143                                 dir.y = 0
144                         end
145                         
146                         
147                         self.object:add_velocity(dir)
148                         self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
149                 elseif (self.punched_timer <= 0 and self.death_animation_timer == 0) then
150                         self.object:set_texture_mod("^[colorize:red:130")
151                         self.hurt_color_timer = 0.25
152                         if puncher ~= self.object then
153                                 self.punched_timer = 0.8
154                                 if self.attacked_hostile then
155                                         self.hostile = true
156                                         self.hostile_timer = 20
157                                         if self.group_attack == true then
158                                                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
159                                                         if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then
160                                                                 object:get_luaentity().hostile = true
161                                                                 object:get_luaentity().hostile_timer = 20
162                                                         end
163                                                 end
164                                         end
165                                 end
166                         end
167                         self.death_animation_timer = 1
168                         self.dead = true
169                         
170                         --critical effect
171                         if critical == true then
172                                 self.do_critical_particles(pos)
173                                 minetest.sound_play("critical", {object=self.object, gain = 0.1, max_hear_distance = 10,pitch = math.random(80,100)/100})
174                         end
175                         minetest.sound_play(self.die_sound, {object=self.object, gain = 1.0, max_hear_distance = 10,pitch = math.random(80,100)/100})
176                         self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir)
177                 end
178         end
179
180         --this is what happens when a mob dies
181         mob_register.on_death = function(self, killer)
182                 local pos = self.object:get_pos()
183                 --pos.y = pos.y + 0.4
184                 minetest.sound_play("mob_die", {pos = pos, gain = 1.0})
185                 minetest.add_particlespawner({
186                         amount = 40,
187                         time = 0.001,
188                         minpos = pos,
189                         maxpos = pos,
190                         minvel = vector.new(-5,-5,-5),
191                         maxvel = vector.new(5,5,5),
192                         minacc = {x=0, y=0, z=0},
193                         maxacc = {x=0, y=0, z=0},
194                         minexptime = 1.1,
195                         maxexptime = 1.5,
196                         minsize = 1,
197                         maxsize = 2,
198                         collisiondetection = false,
199                         vertical = false,
200                         texture = "smoke.png",
201                 })
202                 
203                 --only throw items if registered
204                 if self.item_drop then
205                         --detect if multiple items are going to be added
206                         if self.item_amount  and self.item_minumum then
207                                 local data_item_amount = math.random(self.item_minimum, self.item_amount)
208                                 for i = self.item_minimum,data_item_amount do
209                                         minetest.throw_item(pos,self.item_drop)
210                                 end
211                         else
212                                 minetest.throw_item(pos,self.item_drop)
213                         end
214                 end
215                         
216                 global_mob_amount = global_mob_amount - 1
217                 print("Mobs Died. Current Mobs: "..global_mob_amount)
218                 
219                 self.object:remove()
220         end
221         
222         --the pig will look for and at players
223         mob_register.look_around = function(self,dtime)
224                 local pos = self.object:get_pos()
225                 
226                 if self.die_in_light and self.die_in_light_level and self.die_in_light == true then
227                         local light_level = minetest.get_node_light(pos)
228                         if light_level then
229                                 if (self.die_in_light == true and light_level > self.die_in_light_level) then
230                                         local damage = self.hp
231                                         self.object:punch(self.object, 2, 
232                                                 {
233                                                 full_punch_interval=1.5,
234                                                 damage_groups = {damage=damage},
235                                         })
236                                 end
237                         end
238                 end
239                 
240                 --STARE O_O
241                 --and follow!
242                 self.following = false
243                 local player_found = false
244                 for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do
245                         if object:is_player() and player_found == false and object:get_hp() > 0 then
246                                 --look at player's camera
247                                 local pos2 = object:get_pos()
248                                 pos2.y = pos2.y + 1.625
249                                 
250                                 player_found = false
251                                 
252                                 if self.head_bone then
253                                         player_found = self.move_head(self,pos2,dtime)
254                                 end
255                                 
256                                 
257                                 if self.hostile == true then
258                                         local distance = vector.distance(pos,pos2)
259                                         
260                                         --punch the player
261                                         if self.attack_type == "punch" then
262                                                 if distance < 2.5 and self.punch_timer <= 0 and object:get_hp() > 0 then
263                                                         local line_of_sight = minetest.line_of_sight(pos, pos2)
264                                                         if line_of_sight == true then
265                                                                 self.punch_timer = 1
266                                                                 object:punch(self.object, 2, 
267                                                                         {
268                                                                         full_punch_interval=1.5,
269                                                                         damage_groups = {fleshy=2},
270                                                                 },vector.direction(pos,pos2))
271                                                         end
272                                                 end
273                                         elseif self.attack_type == "explode" then
274                                                 if distance <  self.explosion_radius then
275                                                         
276                                                         if not self.tnt_timer then
277                                                                 minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,})
278                                                                 self.tnt_timer = self.explosion_time
279                                                                 self.tnt_tick_timer  = 0.2
280                                                                 self.tnt_mod_state = 1
281                                                                 self.object:set_texture_mod("^[colorize:white:130")
282                                                         end
283                                                 end
284                                         elseif self.attack_type == "projectile" then
285                                                 if not self.projectile_timer then
286                                                         self.projectile_timer = self.projectile_timer_cooldown
287                                                 end
288                                                 if self.projectile_timer <= 0 then
289                                                         self.projectile_timer = self.projectile_timer_cooldown
290                                                         
291                                                         local obj = minetest.add_entity(pos, self.projectile_type)
292                                                         if obj then
293                                                                 local dir = vector.multiply(vector.direction(pos,pos2), 50)
294                                                                 obj:set_velocity(dir)
295                                                                 obj:get_luaentity().timer = 2
296                                                         end
297                                                 end
298                                         end
299                                         self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
300                                         self.speed = self.max_speed
301                                         self.following = true
302                                 end
303                                 --only look at one player
304                                 break
305                         end
306                 end
307                 --stare straight if not found
308                 if player_found == false then
309                         --self.move_head(self,nil,dtime)
310                         if self.manage_hostile_timer then
311                                 self.manage_hostile_timer(self,dtime)
312                         end
313                 end
314         end
315         
316         return(mob_register)
317 end