]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/api/api_hook.lua
Implement better path shortcutting when less than 4 steps in path
[Crafter.git] / mods / mob / api / api_hook.lua
index 9e8e3f23d3fb7ae909af311e2b3910634da6c0e3..40b062697d773a1cb9b310ee8b685ab31205e7e0 100644 (file)
@@ -13,7 +13,7 @@ mobs.register_mob = function(def)
 
 
 
-mob_register = {}
+local mob_register = {}
 
 ------------------------------------------------
 mob_register.initial_properties = {
@@ -36,12 +36,33 @@ mob_register.hp = def.hp
 mob_register.max_speed = def.max_speed
 mob_register.jump_timer = 0
 
+
+if def.head_bone then
+       mob_register.head_bone = def.head_bone
+       mobs.create_head_functions(def,mob_register)
+       mob_register.debug_head_pos = def.debug_head_pos
+       mob_register.head_directional_offset = def.head_directional_offset
+       mob_register.head_height_offset = def.head_height_offset
+       mob_register.head_rotation_offset = def.head_rotation_offset
+       mob_register.head_position_correction = def.head_position_correction
+       mob_register.head_coord = def.head_coord
+else
+       print("create some other functions to turn mob " .. def.mobname)
+end
+
 mob_register.hurt_inside_timer = 0
 mob_register.death_animation_timer = 0
 mob_register.dead = false
 
 mob_register.mob = true
+
 mob_register.hostile = def.hostile
+if def.friendly_in_daylight == true then
+       mob_register.friendly_in_daylight = def.friendly_in_daylight
+       mob_register.friendly_in_daylight_timer = 0
+end
+
+mob_register.hostile_cooldown = def.hostile_cooldown
 
 mob_register.hostile_timer = 0
 mob_register.timer = 0
@@ -54,117 +75,126 @@ mob_register.view_distance = def.view_distance
 
 mob_register.punch_timer = 0
 mob_register.punched_timer = 0
+mob_register.group_attack = def.group_attack
 
 mob_register.death_rotation = def.death_rotation
 
 mob_register.head_mount = def.head_mount
+mob_register.rotational_correction = def.rotational_correction or 0
 
 mob_register.hurt_sound = def.hurt_sound
 mob_register.die_sound = def.die_sound
 
 mob_register.attack_type = def.attack_type
+if def.attack_type == "explode" then
+       mob_register.tnt_tick_timer = 0
+end
 mob_register.explosion_radius = def.explosion_radius
 mob_register.explosion_power = def.explosion_power
 mob_register.tnt_timer = nil
 mob_register.explosion_time = def.explosion_time
+mob_register.explosion_blink_color = def.explosion_blink_color or "white"
+mob_register.explosion_blink_timer = def.explosion_blink_timer or 0.2
 
 mob_register.custom_function_begin = def.custom_function_begin
 mob_register.custom_function_end = def.custom_function_end
 mob_register.projectile_timer_cooldown = def.projectile_timer_cooldown
+mob_register.attacked_hostile = def.attacked_hostile
+
 
 mob_register.projectile_timer = 0
 mob_register.projectile_type = def.projectile_type
 
+mob_register.takes_fall_damage = def.takes_fall_damage or true
+mob_register.make_jump_noise = def.make_jump_noise
+mob_register.jump_animation = def.jump_animation
+mob_register.jumping_frame = def.jumping_frame
 
 mob_register.item_drop = def.item_drop
-mob_register.item_minimum = def.item_minimum or def.item_amount
-mob_register.item_amount = def.item_amount
+mob_register.item_minimum = def.item_minimum or 1
+mob_register.item_max = def.item_max
 
 mob_register.die_in_light = def.die_in_light
 mob_register.die_in_light_level = def.die_in_light_level
 
+mob_register.current_animation = 0
+mob_register.hurt_color_timer = 0
+mob_register.damage_color = def.damage_color or "red"
+mob_register.custom_on_death = def.custom_on_death
+
 mob_register.mob = true
 
 mob_register.collision_boundary = def.collision_boundary or 1
 
+if def.pathfinds then
+       --mob_register.path = {}
+       mob_register.pathfinding_timer = 0
+end
 
 mobs.create_movement_functions(def,mob_register)
 mobs.create_interaction_functions(def,mob_register)
 mobs.create_data_handling_functions(def,mob_register)
 mobs.create_animation_functions(def,mob_register)
 mobs.create_timer_functions(def,mob_register)
---only creat internal head animation functions if has head
-if def.has_head == true then
-    mobs.create_head_functions(def,mob_register)
-end
 
 
-mob_register.on_step = function(self, dtime)
-    if self.custom_function_begin then
-        self.custom_function_begin(self,dtime)
-    end
-    
-    self.collision_detection(self)
-    
+mob_register.on_step = function(self, dtime,moveresult)
+       if self.custom_function_begin then
+               self.custom_function_begin(self,dtime)
+       end
+       
+       self.collision_detection(self)
+       if self.fall_damage then
+               self.fall_damage(self)
+       end
+       
        if self.dead == false and self.death_animation_timer == 0 then
-               self.move(self,dtime)
-               self.set_animation(self)
-        
-        if self.look_around then
-            self.look_around(self,dtime)
-        end
-        
-               self.manage_punch_timer(self,dtime)
+               self.move(self,dtime,moveresult)
                --self.debug_nametag(self,dtime)
+               self.manage_hurt_color_timer(self,dtime)
+               if self.set_animation then
+                       self.set_animation(self)
+               end
+               
+               if self.look_around then
+                       self.look_around(self,dtime)
+               end
+               
+               if self.pathfinding then
+                       self.pathfinding(self,dtime)
+               end
+
+               if self.handle_friendly_in_daylight_timer then
+                       self.handle_friendly_in_daylight_timer(self,dtime)
+               end
+
+               self.manage_punch_timer(self,dtime)
        else
                self.manage_death_animation(self,dtime)
+               if self.move_head then
+                       self.move_head(self,nil,dtime)
+               end
        end
+
        --fix zombie state again
        if self.dead == true and self.death_animation_timer <= 0 then
                self.on_death(self)
        end
-    
-    if self.tnt_timer then
-        self.manage_explode_timer(self,dtime)
-    end
-    
-    if self.projectile_timer then
-        self.manage_projectile_timer(self,dtime)
-    end
-    
-    if self.custom_function_end then
-        self.custom_function_end(self,dtime)
-    end
+       
+       if self.tnt_timer then
+               self.manage_explode_timer(self,dtime)
+       end
+       
+       if self.projectile_timer then
+               self.manage_projectile_timer(self,dtime)
+       end
+       
+       if self.custom_function_end then
+               self.custom_function_end(self,dtime)
+       end
 end
 
 minetest.register_entity("mob:"..def.mobname, mob_register)
-
-
-if def.has_head == true then
-    mob_register.head = {}
-    mob_register.head.initial_properties = {
-        hp_max = 1,
-        physical = false,
-        collide_with_objects = false,
-        collisionbox = {0, 0, 0, 0, 0, 0},
-        visual =  def.head_visual,
-        visual_size = def.head_visual_size,
-        mesh = def.head_mesh,
-        textures = def.head_textures,
-        is_visible = true,
-        pointable = false,
-        --automatic_face_movement_dir = 0.0,
-        --automatic_face_movement_max_rotation_per_sec = 600,
-    }
-
-    --remove the head if no body
-    mob_register.head.on_step = function(self, dtime)
-        if self.parent == nil then
-            self.object:remove()
-        end
-    end
-    minetest.register_entity("mob:head"..def.mobname, mob_register.head) 
-end
 ------------------------------------------------
 
 end