X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=mods%2Fmob%2Fapi%2Finteraction.lua;h=5d257c01c265dbc27d2a5c68c3d8f69605cb2702;hb=7a724644067aed7843a334ac31fd0afbba7bf4e0;hp=18f84c4d8de86c3b7e419501513d8d35fff82df5;hpb=58970af3af6f5801098cd845681fb62a3692a6eb;p=Crafter.git diff --git a/mods/mob/api/interaction.lua b/mods/mob/api/interaction.lua index 18f84c4..5d257c0 100644 --- a/mods/mob/api/interaction.lua +++ b/mods/mob/api/interaction.lua @@ -39,48 +39,84 @@ mobs.create_interaction_functions = function(def,mob_register) mob_register.collision_detection = function(self) local pos = self.object:get_pos() --do collision detection from the base of the mob - pos.y = pos.y - self.object:get_properties().collisionbox[2] - for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.collision_boundary)) do - if object:is_player() or object:get_luaentity().mob == true then + + local collisionbox = self.object:get_properties().collisionbox + + pos.y = pos.y + collisionbox[2] + + local collision_boundary = collisionbox[4] + + local radius = collision_boundary + + if collisionbox[5] > collision_boundary then + radius = collisionbox[5] + end + + for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius*1.25)) do + if object ~= self.object and (object:is_player() or object:get_luaentity().mob == true) and + --don't collide with rider, rider don't collide with thing + (not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and + (not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then + local pos2 = object:get_pos() - local dir = vector.direction(pos,pos2) - dir.y = 0 - - --eliminate mob being stuck in corners - if dir.x == 0 and dir.z == 0 then - dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random()) - end - - local velocity = vector.multiply(dir,1.1) - - local vel1 = vector.multiply(velocity, -1) - local vel2 = velocity - self.object:add_velocity(vel1) - - if object:is_player() then - object:add_player_velocity(vel2) - else - object:add_velocity(vel2) + local object_collisionbox = object:get_properties().collisionbox + + pos2.y = pos2.y + object_collisionbox[2] + + local object_collision_boundary = object_collisionbox[4] + + + --this is checking the difference of the object collided with's possision + --if positive top of other object is inside (y axis) of current object + local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y + + local y_top_diff = (pos.y + collisionbox[5]) - pos2.y + + + local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z)) + + if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then + + local dir = vector.direction(pos,pos2) + dir.y = 0 + + --eliminate mob being stuck in corners + if dir.x == 0 and dir.z == 0 then + dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random()) + end + + local velocity = vector.multiply(dir,1.1) + + local vel1 = vector.multiply(velocity, -1) + local vel2 = velocity + self.object:add_velocity(vel1) + + if object:is_player() then + object:add_player_velocity(vel2) + else + object:add_velocity(vel2) + end end end end end - - mob_register.fall_damage = function(self) - local vel = self.object:get_velocity() - if vel and self.oldvel then - if self.oldvel.y < -7 and vel.y == 0 then - local damage = math.abs(self.oldvel.y + 7) - damage = math.floor(damage/1.5) - self.object:punch(self.object, 2, - { - full_punch_interval=1.5, - damage_groups = {damage=damage}, - }) - end + if def.takes_fall_damage == nil or def.takes_fall_damage == true then + mob_register.fall_damage = function(self) + local vel = self.object:get_velocity() + if vel and self.oldvel then + if self.oldvel.y < -7 and vel.y == 0 then + local damage = math.abs(self.oldvel.y + 7) + damage = math.floor(damage/1.5) + self.object:punch(self.object, 2, + { + full_punch_interval=1.5, + damage_groups = {damage=damage}, + }) + end + end + self.oldvel = vel end - self.oldvel = vel end --this controls what happens when the mob gets punched @@ -108,7 +144,7 @@ mobs.create_interaction_functions = function(def,mob_register) local hp = hp-hurt if (self.punched_timer <= 0 and hp > 1) and not self.dead then - self.object:set_texture_mod("^[colorize:red:130") + self.object:set_texture_mod("^[colorize:"..self.damage_color..":130") self.hurt_color_timer = 0.25 if puncher ~= self.object then self.punched_timer = 0.8 @@ -117,6 +153,7 @@ mobs.create_interaction_functions = function(def,mob_register) self.hostile_timer = 20 if self.group_attack == true then for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do + if not object:is_player() and object:get_luaentity() and object:get_luaentity().mobname == self.mobname then object:get_luaentity().hostile = true object:get_luaentity().hostile_timer = 20 @@ -147,7 +184,7 @@ mobs.create_interaction_functions = function(def,mob_register) self.object:add_velocity(dir) self.add_sword_wear(self, puncher, time_from_last_punch, tool_capabilities, dir) elseif (self.punched_timer <= 0 and self.death_animation_timer == 0) then - self.object:set_texture_mod("^[colorize:red:130") + self.object:set_texture_mod("^[colorize:"..self.damage_color..":130") self.hurt_color_timer = 0.25 if puncher ~= self.object then self.punched_timer = 0.8 @@ -180,6 +217,9 @@ mobs.create_interaction_functions = function(def,mob_register) --this is what happens when a mob dies mob_register.on_death = function(self, killer) local pos = self.object:get_pos() + if def.hp then + minetest.throw_experience(pos,math.ceil(def.hp/5)+math.random(0,1)) + end --pos.y = pos.y + 0.4 minetest.sound_play("mob_die", {pos = pos, gain = 1.0}) minetest.add_particlespawner({ @@ -202,20 +242,30 @@ mobs.create_interaction_functions = function(def,mob_register) --only throw items if registered if self.item_drop then + local item + if type(self.item_drop) == "string" then + item = self.item_drop + elseif type(self.item_drop) == "table" then + item = self.item_drop[math.random(1,table.getn(self.item_drop))] + end --detect if multiple items are going to be added - if self.item_amount and self.item_minumum then - local data_item_amount = math.random(self.item_minimum, self.item_amount) - for i = self.item_minimum,data_item_amount do - minetest.throw_item(pos,self.item_drop) + if self.item_max then + local data_item_amount = math.random(self.item_minimum, self.item_max) + for i = 1 ,data_item_amount do + minetest.throw_item(vector.new(pos.x,pos.y+0.1,pos.z),item) end else - minetest.throw_item(pos,self.item_drop) + minetest.throw_item(vector.new(pos.x,pos.y+0.1,pos.z),item) end end global_mob_amount = global_mob_amount - 1 - print("Mobs Died. Current Mobs: "..global_mob_amount) + --print("Mobs Died. Current Mobs: "..global_mob_amount) + if self.custom_on_death then + self.custom_on_death(self) + end + self.object:remove() end @@ -241,22 +291,24 @@ mobs.create_interaction_functions = function(def,mob_register) --and follow! self.following = false local player_found = false + for _,object in ipairs(minetest.get_objects_inside_radius(pos, self.view_distance)) do if object:is_player() and player_found == false and object:get_hp() > 0 then --look at player's camera local pos2 = object:get_pos() pos2.y = pos2.y + 1.625 - player_found = false + player_found = true if self.head_bone then - player_found = self.move_head(self,pos2,dtime) + self.move_head(self,pos2,dtime) end - + --print(self.hostile) if self.hostile == true then local distance = vector.distance(pos,pos2) - + self.following_pos = vector.new(pos2.x,pos2.y-1.625,pos2.z) + --punch the player if self.attack_type == "punch" then if distance < 2.5 and self.punch_timer <= 0 and object:get_hp() > 0 then @@ -266,12 +318,13 @@ mobs.create_interaction_functions = function(def,mob_register) object:punch(self.object, 2, { full_punch_interval=1.5, - damage_groups = {fleshy=2}, + damage_groups = {damage=2}, },vector.direction(pos,pos2)) end end elseif self.attack_type == "explode" then - if distance < self.explosion_radius then + --mob will not explode if it cannot see you + if distance < self.explosion_radius and minetest.line_of_sight(vector.new(pos.x,pos.y+self.object:get_properties().collisionbox[5],pos.z), pos2) then if not self.tnt_timer then minetest.sound_play("tnt_ignite", {object = self.object, gain = 1.0,}) @@ -288,15 +341,22 @@ mobs.create_interaction_functions = function(def,mob_register) if self.projectile_timer <= 0 then self.projectile_timer = self.projectile_timer_cooldown - local obj = minetest.add_entity(pos, self.projectile_type) + local obj = minetest.add_entity(vector.new(pos.x,pos.y+self.object:get_properties().collisionbox[5],pos.z), self.projectile_type) if obj then - local dir = vector.multiply(vector.direction(pos,pos2), 50) + local dir = vector.multiply(vector.direction(pos,vector.new(pos2.x,pos2.y-3,pos2.z)), 50) obj:set_velocity(dir) obj:get_luaentity().timer = 2 + obj:get_luaentity().owner = self.object end end end - self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z)) + --smart + if self.path_data and table.getn(self.path_data) > 0 then + self.direction = vector.direction(vector.new(pos.x,0,pos.z), vector.new(self.path_data[1].x,0,self.path_data[1].z)) + --dumb + else + self.direction = vector.direction(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z)) + end self.speed = self.max_speed self.following = true end @@ -306,7 +366,12 @@ mobs.create_interaction_functions = function(def,mob_register) end --stare straight if not found if player_found == false then - --self.move_head(self,nil,dtime) + if self.move_head then + self.move_head(self,nil,dtime) + end + if self.following_pos then + self.following_pos = nil + end if self.manage_hostile_timer then self.manage_hostile_timer(self,dtime) end @@ -314,4 +379,4 @@ mobs.create_interaction_functions = function(def,mob_register) end return(mob_register) -end +end \ No newline at end of file