X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=mods%2Fmob%2Finit.lua;h=5906f9632e384f7030d3bd4b68412ea53e03b771;hb=48aa89197636250b3e494e9124c7c5c6e2d63dea;hp=3d0f24c4c23952fee35a0a3db011a6c45e642c9c;hpb=30d510b1c1915c96b6845f52f9b9d972e17512db;p=Crafter.git diff --git a/mods/mob/init.lua b/mods/mob/init.lua index 3d0f24c..5906f96 100644 --- a/mods/mob/init.lua +++ b/mods/mob/init.lua @@ -1,162 +1,1060 @@ +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_table = {} - - local path = minetest.get_modpath(minetest.get_current_modname()) dofile(path.."/spawning.lua") +dofile(path.."/api/api_hook.lua") dofile(path.."/items.lua") +dofile(path.."/chatcommands.lua") + + +mobs.register_mob( + { + mobname = "pig", + 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 = "pig.b3d", + textures = { + --blank out the first two to create adult pig + "pig.png" + }, + + --these are used to anchor a point to the head position + + + ----- + head_bone = "head", + debug_head_pos = false, + head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset) + head_height_offset = 0.8, --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(0,3,-0.5), + --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 = "pig", + die_sound = "pig_die", + + + hostile = false, + 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( + { + mobname = "chicken", + physical = true, + collide_with_objects = false, + collisionbox = {-0.225, 0, -0.225, 0.225, 0.675, 0.225}, + visual = "mesh", + visual_size = {x = 3, y = 3}, + mesh = "chicken.b3d", + textures = { + --blank out the first two to create adult pig + "chicken.png" + }, + + --these are used to anchor a point to the head position + + + ----- + head_bone = "head", + debug_head_pos = false, + rotational_correction = -math.pi/2, + head_directional_offset = 0.2, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset) + head_height_offset = 0.82, --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(0,1.8,-0.89), + --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y) + head_coord = "vertical", + flip_pitch = true, + ----- + + is_visible = true, + pointable = true, + automatic_face_movement_dir = 90, + 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:egg","mob:feather"}, + standing_frame = {x=20,y=20}, + moving_frame = {x=0,y=20}, + animation_multiplier = 15, + ---- + ---- + death_rotation = "z", + + hurt_sound = "chicken_hurt", + die_sound = "chicken_die", + + + hostile = false, + 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(1/6,1/2.2,1/6), + 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", + physical = true, + collide_with_objects = false, + collisionbox = {-0.37, 0, -0.37, 0.37, 1.75, 0.37}, + visual = "mesh", + visual_size = {x = 9, y = 9}, + mesh = "snowman.b3d", + textures = { + "snowman.png","snowman.png","snowman.png","snowman.png","snowman.png","snowman.png", + }, + + --these are used to anchor a point to the head position + + + ----- + head_bone = "head", + debug_head_pos = false, + 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(0,0.6,0), + --this is used to tell the game the orientation of the bone (swaps x to and y, then z and y) + head_coord = "vertical", + flip_pitch = true, + ----- + + is_visible = true, + pointable = true, + automatic_face_movement_dir = -90, + 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 = {"weather:snowball","main:coal","mob:carrot","main:stick"}, + standing_frame = {x=0,y=0}, + moving_frame = {x=0,y=0}, + animation_multiplier = 10, + ---- + ---- + death_rotation = "z", + + hurt_sound = "wool", + die_sound = "wool", + + + hostile = false, + attacked_hostile = true, + attack_type = "projectile", + projectile_type = "weather:snowball", + projectile_timer_cooldown = 1, + + 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 + 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 + end + end, + + custom_timer = 0.75, + custom_timer_function = function(self,dtime) + if weather_type and weather_type ~= 1 then + self.object:punch(self.object, 2, + { + full_punch_interval=1.5, + damage_groups = {damage=2}, + }) + end + end, + fire_table = { + visual_size = vector.new(1/4,2/3,1/4), + position = vector.new(0,3.3,0), + } + } +) + +mobs.register_mob( + { + mobname = "phyg", + 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 = "phyg.b3d", + textures = { + --blank out the first two to create adult pig + "phyg.png","wings.png" + }, + + --these are used to anchor a point to the head position ---these are helpers to create entities -pig = {} + ----- + head_bone = "head", + debug_head_pos = false, + head_directional_offset = 0.5, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset) + head_height_offset = 0.8, --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(0,3,-0.5), + --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, + takes_fall_damage = false, + make_jump_noise = false, + hp = 10, + gravity = {x = 0, y = -1, z = 0}, + movement_type = "walk", + max_speed = 5, + state = 0, + view_distance = 15, + + item_drop = "main:gold", + item_minimum = 4, + item_max = 5, + standing_frame = {x=0,y=0}, + moving_frame = {x=0,y=40}, + animation_multiplier = 20, + ---- + ---- + death_rotation = "x", + + hurt_sound = "pig", + die_sound = "pig_die", + + + hostile = false, + 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), + } + } +) -pig.initial_properties = { - hp_max = 1, +mobs.register_mob( + { + mobname = "big_slime", physical = true, - collide_with_objects = false, - collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37}, - visual = "mesh", - visual_size = {x = 3, y = 3}, - mesh = "pig.x", + collide_with_objects = false, + collisionbox = {-1.25, 0, -1.25, 1.25, 2.5, 1.25}, + visual = "mesh", + visual_size = {x = 15, y = 15}, + mesh = "slime.b3d", textures = { - "body.png","leg.png","leg.png","leg.png","leg.png" + "slime.png" }, + collision_boundary = 2.5, is_visible = true, pointable = true, - automatic_face_movement_dir = -90.0, + automatic_face_movement_dir = 90, automatic_face_movement_max_rotation_per_sec = 300, - --makes_footstep_sound = true, -} - -pig.hp = 5 -pig.speed = 5 -pig.jump_timer = 0 - -pig.death_animation_timer = 0 + makes_footstep_sound = false, + hp = 32, + gravity = {x = 0, y = -9.81, z = 0}, + movement_type = "jump", + make_jump_noise = true, + max_speed = 4, + hostile = true, + state = 0, + view_distance = 20, + death_rotation = "z", + hurt_sound = "slime_die", + die_sound = "slime_die", + attack_type = "punch", + attack_damage = 6, + die_in_light = true, + custom_on_death = function(self) + local pos = self.object:get_pos() + for i = 1,4 do + 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), + } + } +) -pig.mob = true -pig.hostile = false -pig.hostile_timer = 0 -pig.timer = 0 +mobs.register_mob( + { + mobname = "medium_slime", + physical = true, + collide_with_objects = false, + collisionbox = {-0.625, 0, -0.625, 0.625, 1.25, 0.625}, + visual = "mesh", + visual_size = {x = 7.5, y = 7.5}, + mesh = "slime.b3d", + textures = { + "slime.png" + }, + is_visible = true, + pointable = true, + automatic_face_movement_dir = 90, + automatic_face_movement_max_rotation_per_sec = 300, + makes_footstep_sound = false, + hp = 10, + gravity = {x = 0, y = -9.81, z = 0}, + movement_type = "jump", + make_jump_noise = true, + 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_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 + 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), + } + } +) -pig.state = 0 -pig.hunger = 200 -pig.view_distance = 20 +mobs.register_mob( + { + mobname = "small_slime", + physical = true, + collide_with_objects = false, + collisionbox = {-0.3, 0, -0.3, 0.3, 0.6, 0.3}, + visual = "mesh", + visual_size = {x = 3.7, y = 3.7}, + mesh = "slime.b3d", + textures = { + "slime.png" + }, + is_visible = true, + pointable = true, + automatic_face_movement_dir = 90, + automatic_face_movement_max_rotation_per_sec = 300, + makes_footstep_sound = false, + hp = 4, + gravity = {x = 0, y = -9.81, z = 0}, + movement_type = "jump", + make_jump_noise = true, + max_speed = 4, + hostile = true, + state = 0, + view_distance = 20, + death_rotation = "z", + hurt_sound = "slime_die", + die_sound = "slime_die", + attack_damage = 1, + attack_type = "punch", + 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), + } + } +) -pig.punch_timer = 0 -pig.punched_timer = 0 +--[[ ---head stuff -pig.head_mount = vector.new(0,1.2,1.9) +mobs.register_mob( + { + mobname = "creepig", + physical = true, + collide_with_objects = false, + collisionbox = {-0.37, -0.4, -0.37, 0.37, 0.5, 0.37}, + visual = "mesh", + visual_size = {x = 3, y = 3}, + mesh = "pig.x", + textures = { + "creepig_body.png","creepig_leg.png","creepig_leg.png","creepig_leg.png","creepig_leg.png" + }, + is_visible = true, + pointable = true, + automatic_face_movement_dir = -90.0, + 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 = 4, + hostile = true, + state = 0, + view_distance = 20, + item_drop = "mob:cooked_porkchop", + + standing_frame = {x=0,y=0}, + moving_frame = {x=5,y=15}, + animation_multiplier = 5, + ---- + + has_head = true, --remove this when mesh based head rotation is implemented + head_visual = "mesh", + head_visual_size = {x = 1.1, y = 1.1}, + head_mesh = "pig_head.x", + head_textures ={"creepig_head.png","creepig_nose.png"}, + head_mount = vector.new(0,1.2,1.9), + + death_rotation = "z", + + hurt_sound = "pig", + die_sound = "pig_die", + + attack_type = "explode", + --projectile_timer_cooldown = 5, + --projectile_type = "tnt:tnt", + + explosion_radius = 2, -- how far away the mob has to be to initialize the explosion + explosion_power = 7, -- how big the explosion has to be + explosion_time = 5, -- how long it takes for a mob to explode + + die_in_light = true, + } +) -dofile(path.."/chatcommands.lua") -dofile(path.."/timers.lua") -dofile(path.."/head_code.lua") -dofile(path.."/movement_code.lua") -dofile(path.."/data_handling_code.lua") -dofile(path.."/interaction_code.lua") - - ----------------------------------- - - ---repel from players -pig.push = function(self) - local pos = self.object:getpos() - local radius = 1 - for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius)) do - if object:is_player() or object:get_luaentity().mob == true then - local player_pos = object:getpos() - pos.y = 0 - player_pos.y = 0 - - local currentvel = self.object:getvelocity() - local vel = vector.subtract(pos, player_pos) - vel = vector.normalize(vel) - local distance = vector.distance(pos,player_pos) - distance = (radius-distance)*10 - vel = vector.multiply(vel,distance) - local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z) - - - self.object:add_velocity(acceleration) - - acceleration = vector.multiply(acceleration, 5) - object:add_player_velocity(acceleration) - end - end -end +]]-- ---sets the mob animation and speed -pig.set_animation = function(self) - if self.speed == 0 or vector.equals(self.direction,vector.new(0,0,0)) then - self.object:set_animation({x=0,y=0}, 1, 0, true) - else - self.object:set_animation({x=5,y=15}, 1, 0, true) - local speed = self.object:get_velocity() - speed.y = 0 - self.object:set_animation_frame_speed(vector.distance(vector.new(0,0,0),speed)*5) - end -end ---this depletes the mobs hunger -pig.do_hunger = function(self,dtime) - self.hunger = self.hunger - dtime -end +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, ---this sets the state of the mob -pig.set_state = function(self,dtime) - self.do_hunger(self,dtime) -end + fire_table = { + visual_size = vector.new(1/4,2/3,1/4), + position = vector.new(0,3.3,0), + } + } +) -pig.on_step = function(self, dtime) - self.manage_death_animation(self,dtime) - if self.death_animation_timer == 0 then - self.set_state(self,dtime) - self.move(self,dtime) - self.set_animation(self) - self.look_around(self,dtime) - self.manage_punch_timer(self,dtime) - --self.debug_nametag(self,dtime) - end -end -minetest.register_entity("mob:pig", pig) +mobs.register_mob( + { + mobname = "creeper", + 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 = { + "creeper.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", + ----- + + + death_rotation = "x", + + hurt_sound = "creeper_hurt", + die_sound = "creeper_hurt", + + attack_type = "explode", + --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( + { + 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( + { + mobname = "nitro_creeper", + 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 = { + "nitro_creeper.png" + }, + is_visible = true, + pointable = true, + automatic_face_movement_max_rotation_per_sec = 300, + makes_footstep_sound = false, + hp = 40, + gravity = {x = 0, y = -9.81, z = 0}, + movement_type = "walk", + max_speed = 6, + hostile = true, + hostile_cooldown = false, + state = 0, + view_distance = 40, + item_drop = "mob:gunpowder", + damage_color = "blue", + + 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", + ----- + + + death_rotation = "x", + + hurt_sound = "creeper_hurt", + die_sound = "creeper_hurt", + + attack_type = "explode", + --projectile_timer_cooldown = 5, + --projectile_type = "tnt:tnt", + + explosion_radius = 6, -- how far away the mob has to be to initialize the explosion + 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, + fire_table = { + visual_size = vector.new(1/4,2/3,1/4), + position = vector.new(0,3.3,0), + } + } +) -------------------------------------------------------------------------the head +local spider_eyes = {} -pig.head = {} -pig.head.initial_properties = { - hp_max = 1, - physical = false, - collide_with_objects = false, - collisionbox = {0, 0, 0, 0, 0, 0}, +spider_eyes.initial_properties = { visual = "mesh", - visual_size = {x = 1.1, y = 1.1}, - mesh = "pig_head.x", - textures = { - "head.png","nose.png" - }, - is_visible = true, + mesh = "spider_eyes.b3d", + textures = {"spider_eyes.png"}, pointable = false, - --automatic_face_movement_dir = 0.0, - --automatic_face_movement_max_rotation_per_sec = 600, + collisionbox = {0, 0, 0, 0, 0, 0} } - ---remove the head if no body -pig.head.on_step = function(self, dtime) - if self.parent == nil then +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:head", pig.head) +minetest.register_entity("mob:spider_eyes",spider_eyes) + +mobs.register_mob( + { + mobname = "spider", + 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 = { + "spider.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, + + 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") + local obj3 = minetest.add_entity(self.object:get_pos(),"boat:boat") + + obj2:get_luaentity().timer = 7 + obj2:get_luaentity().radius = 7 + + obj:set_attach(self.object,"",vector.new(0,3,0),vector.new(0,90,0)) + obj2:set_attach(obj,"",vector.new(0,4.5,0),vector.new(0,90,0)) + obj3:set_attach(obj2,"",vector.new(0,6.5,0),vector.new(0,0,0)) + + obj:set_properties({visual_size={x=1,y=1}}) + obj2:set_properties({visual_size={x=1/3,y=1/3}}) + 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), + } + } +)