]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/api/api_hook.lua
Make head code for mobs reuse same data
[Crafter.git] / mods / mob / api / api_hook.lua
index a0017c4e93daf50dd91039d38a9b47a1144d8bd8..6c734bd15f570635e34831ad849fdf6b06ae1143 100644 (file)
@@ -1,3 +1,4 @@
+local minetest = minetest
 --class 
 mobs = {}
 
@@ -29,6 +30,7 @@ mob_register.initial_properties = {
        automatic_face_movement_dir = def.automatic_face_movement_dir,
        automatic_face_movement_max_rotation_per_sec = def.automatic_face_movement_max_rotation_per_sec,
        makes_footstep_sound = def.makes_footstep_sound,
+       static_save = false,
 }
 
 
@@ -46,8 +48,9 @@ if def.head_bone then
        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
+       mob_register.flip_pitch = def.flip_pitch
 else
-       print("create some other functions to turn mob " .. def.mobname)
+       --print("create some other functions to turn mob " .. def.mobname)
 end
 
 mob_register.hurt_inside_timer = 0
@@ -55,7 +58,14 @@ mob_register.death_animation_timer = 0
 mob_register.dead = false
 
 mob_register.mob = true
+mob_register.mobname = def.mobname
+
 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
@@ -74,6 +84,7 @@ 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
@@ -81,23 +92,34 @@ 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
+       mob_register.explosion_type = def.explosion_type
 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 = def.custom_function
 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
-
+if not def.hostile and not def.attacked_hostile then
+       mob_register.scared = false
+       mob_register.scared_timer = 0
+end
+mob_register.attack_damage = def.attack_damage
 
 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 1
@@ -108,13 +130,30 @@ 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.custom_on_activate = def.custom_on_activate
+
+mob_register.custom_on_punch = def.custom_on_punch
 
-mob_register.collision_boundary = def.collision_boundary or 1
+mob_register.c_mob_data = def.c_mob_data
+
+mob_register.deactivating = false
+
+mob_register.on_fire = false
+
+mob_register.fire_table = def.fire_table
 
 if def.pathfinds then
-       mob_register.path = {}
+       --mob_register.path = {}
+       mob_register.pathfinding_timer = 0
+end
+
+if def.custom_timer then
+       mob_register.c_timer = 0
+       mob_register.custom_timer = def.custom_timer
+       mob_register.custom_timer_function = def.custom_timer_function
 end
 
 mobs.create_movement_functions(def,mob_register)
@@ -124,31 +163,60 @@ mobs.create_animation_functions(def,mob_register)
 mobs.create_timer_functions(def,mob_register)
 
 
-mob_register.on_step = function(self, dtime)
+mob_register.on_step = function(self, dtime,moveresult)
        if self.custom_function_begin then
                self.custom_function_begin(self,dtime)
        end
        
+       flow(self)
        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)
+               if self.do_custom_timer then
+                       self.do_custom_timer(self,dtime)
+               end
+
+               if self.custom_function then
+                       self.custom_function(self,dtime,moveresult)
+               end
+
+               self.move(self,dtime,moveresult)
+               
                --self.debug_nametag(self,dtime)
+
                self.manage_hurt_color_timer(self,dtime)
-               self.set_animation(self)
+
+               if self.manage_scared_timer then
+                       self.manage_scared_timer(self,dtime)
+               end
+
+               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)
-               self.move_head(self,nil,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)