]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/api/api_hook.lua
Add in the spypigoatsplosion mob with extreme rarity
[Crafter.git] / mods / mob / api / api_hook.lua
index 4a79a895cea50cdbcb05061f033345eef67f883b..7ddadf1207507717faa4006aa5de1efc009656c8 100644 (file)
@@ -55,7 +55,15 @@ 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
@@ -73,18 +81,26 @@ 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 = 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
 
@@ -92,21 +108,35 @@ 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.custom_on_activate = def.custom_on_activate
 
-mob_register.collision_boundary = def.collision_boundary or 1
+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)
@@ -115,30 +145,55 @@ 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)
+       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.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)
-               --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)