X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=mods%2Fmob%2Fapi%2Fapi_hook.lua;h=40b062697d773a1cb9b310ee8b685ab31205e7e0;hb=1722fde2cef43a27682f5aac6c3577bb1140397b;hp=e65bb84a7c5cc9a1a008c2d42301e7cb953f87b5;hpb=a703ede538ec8226bafc0f10047073f932fec0ac;p=Crafter.git diff --git a/mods/mob/api/api_hook.lua b/mods/mob/api/api_hook.lua index e65bb84..40b0626 100644 --- a/mods/mob/api/api_hook.lua +++ b/mods/mob/api/api_hook.lua @@ -13,7 +13,7 @@ mobs.register_mob = function(def) -mob_register = {} +local mob_register = {} ------------------------------------------------ mob_register.initial_properties = { @@ -45,6 +45,7 @@ if def.head_bone then 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 @@ -54,7 +55,14 @@ 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 @@ -72,37 +80,56 @@ 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) @@ -111,27 +138,44 @@ 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) - self.set_animation(self) + 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) - --self.debug_nametag(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)