]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/mob/init.lua
remove server debug
[Crafter.git] / mods / mob / init.lua
index cf7cc636cb961d800fa228d36d575fa79bd94e7a..5906f9632e384f7030d3bd4b68412ea53e03b771 100644 (file)
@@ -1,9 +1,6 @@
+local minetest,math,vector = minetest,math,vector
 --this is where mobs are defined
 
---this is going to be used to set an active mob limit
-global_mob_amount = 0
-mob_limit = 100
-
 local path = minetest.get_modpath(minetest.get_current_modname())
 
 dofile(path.."/spawning.lua")
@@ -68,12 +65,100 @@ mobs.register_mob(
         attacked_hostile = false,
         attack_type = "punch",
         group_attack = true,
+
+        
         --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
         --explosion_power = 7, -- how big the explosion has to be
         --explosion_time = 3, -- how long it takes for a mob to explode
+        fire_table = {
+               visual_size = vector.new(1/3,2/3,1/3),
+               position = vector.new(0,3,0),
+       }
        }
 )
 
+mobs.register_mob(
+       {
+        mobname = "sheep",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "sheep.b3d",
+        textures = {
+               "sheep_head_wool.png","sheep_wool.png","sheep.png"
+               --"sheep_head_shaved.png","nothing.png","sheep.png"
+        },
+        
+        --these are used to anchor a point to the head position
+
+
+        -----
+        head_bone = "head",
+        debug_head_pos = false,
+        head_directional_offset = 0.571, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 1.15, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,4.1,-0.86),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 0,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 10,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 5,
+        state = 0,
+        view_distance = 15,
+        
+        item_drop = "mob:raw_porkchop", 
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "x",
+        
+        hurt_sound = "sheep",
+        die_sound = "sheep",
+        
+        
+        hostile = false,
+        attacked_hostile = false,
+        attack_type = "punch",
+        group_attack = true,
+
+        c_mob_data = {sheared = false},
+
+        custom_on_activate = function(self)
+               --print(dump(self.c_mob_data))
+               if self.c_mob_data.sheared == true then
+                       self.object:set_properties({textures = {"sheep_head_shaved.png","nothing.png","sheep.png"}})
+               end
+        end,
+
+        custom_on_punch = function(self)
+               if self.c_mob_data.sheared == false then
+                       self.object:set_properties({textures = {"sheep_head_shaved.png","nothing.png","sheep.png"}})
+                       self.c_mob_data = {sheared=true}
+                       local pos = self.object:get_pos()
+                       pos.y = pos.y + 0.5
+                       minetest.throw_item(pos,{name="weather:snow_block"})
+               end
+       end,
+       fire_table = {
+               visual_size = vector.new(1/3,2/3,1/3),
+               position = vector.new(0,3,0),
+       }
+       }
+       
+)
 
 mobs.register_mob(
        {
@@ -136,9 +221,24 @@ mobs.register_mob(
         --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
         --explosion_power = 7, -- how big the explosion has to be
         --explosion_time = 3, -- how long it takes for a mob to explode
+        fire_table = {
+               visual_size = vector.new(1/6,1/2.2,1/6),
+               position = vector.new(0,2.3,0),
+       }
        }
 )
 
+
+local acceptable_drawtypes = {
+       ["normal"] = true,
+       ["glasslike"] = true,
+       ["glasslike_framed"] = true,
+       ["glasslike_framed_optional"] = true,
+       ["allfaces"] = true,
+       ["allfaces_optional"] = true,
+}
+local node
+local def
 mobs.register_mob(
        {
         mobname = "snowman",
@@ -146,7 +246,7 @@ mobs.register_mob(
         collide_with_objects = false,
         collisionbox = {-0.37, 0, -0.37, 0.37, 1.75, 0.37},
         visual = "mesh",
-        visual_size = {x = 3, y = 3},
+        visual_size = {x = 9, y = 9},
         mesh = "snowman.b3d",
         textures = {
                "snowman.png","snowman.png","snowman.png","snowman.png","snowman.png","snowman.png",
@@ -156,15 +256,16 @@ mobs.register_mob(
 
 
         -----
-        --head_bone = "Bone",
+        head_bone = "head",
         debug_head_pos = false,
-        head_directional_offset = 0, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
-        head_height_offset = 1.625, --added to the base y position
+        rotational_correction = math.pi/2,
+        head_directional_offset = 0.01, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 1.65, --added to the base y position
         --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
-        head_position_correction = vector.new(0,4.6,0),
+        head_position_correction = vector.new(0,0.6,0),
         --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
         head_coord = "vertical",
-        --rotational_correction = math.pi/2,
+        flip_pitch = true,
         -----
         
         is_visible = true,
@@ -191,7 +292,8 @@ mobs.register_mob(
         die_sound = "wool",
         
         
-        hostile = true,
+        hostile = false,
+        attacked_hostile = true,
         attack_type = "projectile",
         projectile_type = "weather:snowball",
         projectile_timer_cooldown = 1,
@@ -199,10 +301,18 @@ mobs.register_mob(
         custom_function = function(self,dtime,moveresult)
                if moveresult and moveresult.touching_ground then
                        local pos = vector.floor(vector.add(self.object:get_pos(),0.5))
-
                        if self.custom_old_pos and not vector.equals(pos,self.custom_old_pos) then
-                               if minetest.get_nodedef(minetest.get_node(pos).name,"buildable_to") == true and minetest.get_nodedef(minetest.get_node(vector.new(pos.x,pos.y-1,pos.z)).name,"buildable_to") == false then
-                                       minetest.set_node(pos,{name="weather:snow"})
+                               node = minetest.get_node(pos).name
+                               if node == "air" then
+                                       node = minetest.get_node(vector.new(pos.x,pos.y-1,pos.z)).name
+                                       def = minetest.registered_nodes[node]
+
+                                       drawtype = acceptable_drawtypes[def.drawtype]
+                                       walkable = def.walkable
+                                       liquid = (def.liquidtype ~= "none")
+                                       if not liquid and walkable and drawtype and node ~= "main:ice" then
+                                               minetest.set_node(pos,{name="weather:snow"})
+                                       end
                                end
                        end
                        self.custom_old_pos = pos
@@ -219,6 +329,10 @@ mobs.register_mob(
                                })
                end
         end,
+        fire_table = {
+               visual_size = vector.new(1/4,2/3,1/4),
+               position = vector.new(0,3.3,0),
+       }
        }
 )
 
@@ -286,6 +400,10 @@ mobs.register_mob(
         --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
         --explosion_power = 7, -- how big the explosion has to be
         --explosion_time = 3, -- how long it takes for a mob to explode
+        fire_table = {
+               visual_size = vector.new(1/3,2/3,1/3),
+               position = vector.new(0,3,0),
+       }
        }
 )
 
@@ -312,7 +430,7 @@ mobs.register_mob(
        gravity = {x = 0, y = -9.81, z = 0},
        movement_type = "jump",
        make_jump_noise = true,
-       max_speed = 5,
+       max_speed = 4,
        hostile = true,
        state = 0,
        view_distance = 20,
@@ -320,13 +438,22 @@ mobs.register_mob(
        hurt_sound = "slime_die",
        die_sound = "slime_die",
        attack_type = "punch",
-       attack_damage = 10,
+       attack_damage = 6,
+       die_in_light = true,
        custom_on_death = function(self)
                local pos = self.object:get_pos()
                for i = 1,4 do
-                       minetest.add_entity(pos,"mob:medium_slime")
+                       local obj = minetest.add_entity(pos,"mob:medium_slime")
+                       if self.on_fire then
+                               start_fire(obj)
+                       end
                end
        end,
+       --this is used to properly position fire when the mob catches on fire
+       fire_table = {
+               visual_size = vector.new(1/5.8,1/3.3,1/5.8),
+               position = vector.new(0,1.5,0),
+       }
        }
 )
 
@@ -351,22 +478,30 @@ mobs.register_mob(
        gravity = {x = 0, y = -9.81, z = 0},
        movement_type = "jump",
        make_jump_noise = true,
-       max_speed = 5,
+       max_speed = 4,
        hostile = true,
        state = 0,
        view_distance = 20,
        death_rotation = "z",
        hurt_sound = "slime_die",
        die_sound = "slime_die",
-       attack_damage = 5,
+       attack_damage = 2,
        attack_type = "punch",
+       die_in_light = true,
        custom_on_death = function(self)
                local pos = self.object:get_pos()
                pos.y = pos.y + 0.2
                for i = 1,4 do
-                       minetest.add_entity(pos,"mob:small_slime")
+                       local obj = minetest.add_entity(pos,"mob:small_slime")
+                       if self.on_fire then
+                               start_fire(obj)
+                       end
                end
        end,
+       fire_table = {
+               visual_size = vector.new(1/5.8,1/3.3,1/5.8),
+               position = vector.new(0,1.5,0),
+       }
        }
 )
 
@@ -391,16 +526,21 @@ mobs.register_mob(
        gravity = {x = 0, y = -9.81, z = 0},
        movement_type = "jump",
        make_jump_noise = true,
-       max_speed = 5,
+       max_speed = 4,
        hostile = true,
        state = 0,
        view_distance = 20,
        death_rotation = "z",
        hurt_sound = "slime_die",
        die_sound = "slime_die",
-       attack_damage = 2,
+       attack_damage = 1,
        attack_type = "punch",
-       item_drop = "mob:slimeball"
+       item_drop = "mob:slimeball",
+       die_in_light = true,
+       fire_table = {
+               visual_size = vector.new(1/5.8,1/3.3,1/5.8),
+               position = vector.new(0,1.5,0),
+       }
        }
 )
 
@@ -459,12 +599,79 @@ mobs.register_mob(
         explosion_time = 5, -- how long it takes for a mob to explode
         
         die_in_light = true,
-        die_in_light_level = 12,
        }
 )
 
 ]]--
 
+
+mobs.register_mob(
+       {
+        mobname = "zombie",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.23,0, -0.23, 0.23, 1.7, 0.23},
+        visual = "mesh",
+        visual_size = {x = 3.2, y = 3.2},
+        mesh = "zombie.b3d",
+        textures = {
+               "zombie.png"
+       },
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 27,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 3,
+        hostile = true,
+        hostile_cooldown = false,
+        state = 0,
+        view_distance = 32,
+        item_drop = "mob:cooked_porkchop",
+         
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        pathfinds = true,
+        
+        --these are used to anchor a point to the head position
+        -----
+        automatic_face_movement_dir = 0,
+        head_bone = "Head",
+        debug_head_pos = false,
+        --this always has to be slightly positive
+        head_directional_offset = 0.01,
+        head_height_offset = 1.55, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,2.4,0),
+        head_coord = "vertical",
+        -----
+         
+        
+        death_rotation = "x",
+        
+        hurt_sound = "hurt",
+        die_sound = "hurt",
+        sound_pitch_mod_min = 60,
+        sound_pitch_mod_max = 80,
+        sound_pitch_mod_min_die = 50,
+        sound_pitch_mod_max_die = 70,
+        attack_type = "punch",
+        attack_damage = 3,
+        
+        die_in_light = true,
+
+        fire_table = {
+               visual_size = vector.new(1/4,2/3,1/4),
+               position = vector.new(0,3.3,0),
+       }
+       }
+)
+
+
 mobs.register_mob(
        {
         mobname = "creeper",
@@ -484,7 +691,7 @@ mobs.register_mob(
         hp = 27,
         gravity = {x = 0, y = -9.81, z = 0},
         movement_type = "walk",
-        max_speed = 5.5,
+        max_speed = 4,
         hostile = true,
         hostile_cooldown = false,
         state = 0,
@@ -525,10 +732,81 @@ mobs.register_mob(
         explosion_time = 3, -- how long it takes for a mob to explode
         
         die_in_light = false,
-        --die_in_light_level = 12,
+        fire_table = {
+               visual_size = vector.new(1/4,2/3,1/4),
+               position = vector.new(0,3.3,0),
+       }
        }
 )
 
+mobs.register_mob(
+       {
+        mobname = "sneeper",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37,0, -0.37, 0.37, 1.5, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3.2, y = 3.2},
+        mesh = "creeper.b3d",
+        textures = {
+               "sneeper.png"
+       },
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 27,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 4,
+        hostile = true,
+        hostile_cooldown = false,
+        state = 0,
+        view_distance = 32,
+        item_drop = "mob:gunpowder",
+         
+        standing_frame = {x=0,y=0},
+        moving_frame = {x=0,y=40},
+        animation_multiplier = 20,
+        ----
+        pathfinds = true,
+        
+        --these are used to anchor a point to the head position
+        -----
+        automatic_face_movement_dir = 0,
+        head_bone = "head",
+        debug_head_pos = false,
+        --this always has to be slightly positive
+        head_directional_offset = 0.01,
+        head_height_offset = 1.45, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,2.4,0),
+        head_coord = "vertical",
+        -----
+        
+        damage_color = "blue",
+        
+        death_rotation = "x",
+        
+        hurt_sound = "creeper_hurt",
+        die_sound = "creeper_hurt",
+        
+        attack_type = "explode",
+        explosion_type = "weather:snow_block",
+        --projectile_timer_cooldown = 5,
+        --projectile_type = "tnt:tnt",
+        
+        explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        explosion_power = 4, -- how big the explosion has to be
+        explosion_time = 3, -- how long it takes for a mob to explode
+        
+        die_in_light = false,
+        fire_table = {
+               visual_size = vector.new(1/4,2/3,1/4),
+               position = vector.new(0,3.3,0),
+       }
+       }
+)
 
 
 mobs.register_mob(
@@ -550,7 +828,7 @@ mobs.register_mob(
         hp = 40,
         gravity = {x = 0, y = -9.81, z = 0},
         movement_type = "walk",
-        max_speed = 9,
+        max_speed = 6,
         hostile = true,
         hostile_cooldown = false,
         state = 0,
@@ -589,15 +867,38 @@ mobs.register_mob(
         --projectile_type = "tnt:tnt",
         
         explosion_radius = 6, -- how far away the mob has to be to initialize the explosion
-        explosion_power = 14, -- how big the explosion is (radius)
+        explosion_power = 6, -- how big the explosion is (radius)
         explosion_time = 3, -- how long it takes for a mob to explode
         explosion_blink_timer = 0.1, -- how fast the blinking happens
         
         die_in_light = false,
-        --die_in_light_level = 12,
+        fire_table = {
+               visual_size = vector.new(1/4,2/3,1/4),
+               position = vector.new(0,3.3,0),
+       }
        }
 )
 
+local spider_eyes = {}
+
+spider_eyes.initial_properties = {
+       visual = "mesh",
+       mesh = "spider_eyes.b3d",
+       textures = {"spider_eyes.png"},
+       pointable = false,
+       collisionbox = {0, 0, 0, 0, 0, 0}
+}
+spider_eyes.glow = -1
+spider_eyes.on_step = function(self)
+       if not self.owner or not self.owner:get_luaentity() then
+               self.object:remove()
+       else
+               local owner_head_bone = self.owner:get_luaentity().head_bone
+               local position,rotation = self.owner:get_bone_position(owner_head_bone)
+               self.object:set_attach(self.owner, owner_head_bone, vector.new(0,0,0), rotation)
+       end
+end
+minetest.register_entity("mob:spider_eyes",spider_eyes)
 
 mobs.register_mob(
        {
@@ -633,7 +934,7 @@ mobs.register_mob(
         hp = 30,
         gravity = {x = 0, y = -9.81, z = 0},
         movement_type = "walk",
-        max_speed = 6,
+        max_speed = 4,
         state = 0,
         view_distance = 32,
         
@@ -654,11 +955,14 @@ mobs.register_mob(
         hostile = true,
         friendly_in_daylight = true,
         attacked_hostile = true,
-        attack_damage = 8,
+        attack_damage = 3,
         attack_type = "punch",
         group_attack = true,
 
         custom_on_activate = function(self)
+               local eyes = minetest.add_entity(self.object:get_pos(), "mob:spider_eyes")
+               eyes:set_attach(self.object, "body.head", vector.new(0,0,0), vector.new(0,0,0))
+               eyes:get_luaentity().owner = self.object
                if math.random() > 0.998 then
                        local obj = minetest.add_entity(self.object:get_pos(),"mob:pig")
                        local obj2 = minetest.add_entity(self.object:get_pos(),"tnt:tnt")
@@ -674,9 +978,83 @@ mobs.register_mob(
                        obj:set_properties({visual_size={x=1,y=1}})
                        obj2:set_properties({visual_size={x=1/3,y=1/3}})
                end
-        end
+        end,
+        --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
+        --explosion_power = 7, -- how big the explosion has to be
+        --explosion_time = 3, -- how long it takes for a mob to explode
+        --this is used to properly position fire when the mob catches on fire
+       fire_table = {
+               visual_size = vector.new(1.3/3,2/3,1.3/3),
+               position = vector.new(0,4,0),
+       }
+       }
+)
+
+mobs.register_mob(
+       {
+        mobname = "snoider",
+        physical = true,
+        collide_with_objects = false,
+        collisionbox = {-0.37, 0, -0.37, 0.37, 0.85, 0.37},
+        visual = "mesh",
+        visual_size = {x = 3, y = 3},
+        mesh = "spider.b3d",
+        textures = {
+               "snoider.png"
+        },
+        
+        --these are used to anchor a point to the head position
+        -----
+        head_bone = "body.head",
+        debug_head_pos = false,
+        rotational_correction = -math.pi/2,
+        head_directional_offset = 0.3, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+        head_height_offset = 0.63, --added to the base y position
+        --use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
+        head_position_correction = vector.new(0,1.24,0),
+        --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
+        head_coord = "horizontal",
+        -----
+        
+        is_visible = true,
+        pointable = true,
+        automatic_face_movement_dir = 90,
+        automatic_face_movement_max_rotation_per_sec = 300,
+        makes_footstep_sound = false,
+        hp = 30,
+        gravity = {x = 0, y = -9.81, z = 0},
+        movement_type = "walk",
+        max_speed = 4,
+        state = 0,
+        view_distance = 32,
+        
+        item_drop = "mob:string", 
+        standing_frame = {x=21,y=21},
+        moving_frame = {x=0,y=20},
+        animation_multiplier = 20,
+        ----
+        ----
+        death_rotation = "z",
+        
+        hurt_sound = "spider",
+        die_sound = "spider_die",
+        
+        
+        pathfinds = true,
+
+        hostile = true,
+        friendly_in_daylight = true,
+        attacked_hostile = true,
+        attack_damage = 3,
+        attack_type = "punch",
+        group_attack = true,
+
         --explosion_radius = 4, -- how far away the mob has to be to initialize the explosion
         --explosion_power = 7, -- how big the explosion has to be
         --explosion_time = 3, -- how long it takes for a mob to explode
+        fire_table = {
+               visual_size = vector.new(1.3/3,2/3,1.3/3),
+               position = vector.new(0,4,0),
+       }
        }
 )