]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/api/api_hook.lua
Add in hybriddog's flow logic
[Crafter.git] / mods / mob / api / api_hook.lua
index c3634b6d66ff42c5f2eee4c6ae908d45a9c857ab..6d1c2870f99666d45d7c29735df29bf6535a1f9b 100644 (file)
@@ -1,3 +1,4 @@
+local minetest = minetest
 --class 
 mobs = {}
 
@@ -15,6 +16,8 @@ mobs.register_mob = function(def)
 
 local mob_register = {}
 
+register_mob_spawner(def.mobname,def.textures,def.mesh)
+
 ------------------------------------------------
 mob_register.initial_properties = {
        physical = def.physical,
@@ -29,6 +32,7 @@ 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 +50,9 @@ 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 +60,15 @@ 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
 mob_register.timer = 0
@@ -73,39 +86,84 @@ 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
+       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 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.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
+
+mob_register.sound_pitch_mod_min = def.sound_pitch_mod_min
+mob_register.sound_pitch_mod_max = def.sound_pitch_mod_max
+
+mob_register.sound_pitch_mod_min_die = def.sound_pitch_mod_min_die
+mob_register.sound_pitch_mod_max_die = def.sound_pitch_mod_max_die
+
+
+if def.pathfinds then
+       --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)
 mobs.create_interaction_functions(def,mob_register)
@@ -114,38 +172,59 @@ 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
        
-       --self.collision_detection(self)
-       self.fall_damage(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 not self.yaw then self.yaw = 0 end
-               self.yaw = self.yaw + dtime
-               if self.yaw > math.pi then
-                       self.yaw = -math.pi
+               if self.do_custom_timer then
+                       self.do_custom_timer(self,dtime)
                end
-               self.object:set_velocity(minetest.yaw_to_dir(self.yaw))
+
+               if self.custom_function then
+                       self.custom_function(self,dtime,moveresult)
+               end
+
+               self.move(self,dtime,moveresult)
                
-               self.set_animation(self)
+               --self.debug_nametag(self,dtime)
+
+               self.manage_hurt_color_timer(self,dtime)
+
+               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
                
-               --print(self.object:get_yaw()-(math.pi/2))
-               
+               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)
-               --self.debug_nametag(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)