X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=mods%2Fmob%2Finit.lua;h=5906f9632e384f7030d3bd4b68412ea53e03b771;hb=48aa89197636250b3e494e9124c7c5c6e2d63dea;hp=b581d2b31e4e57a2a67d2c971d962dbee58ae07a;hpb=f63695d5775bf99b82525cc3f6955892bc9b33f9;p=Crafter.git diff --git a/mods/mob/init.lua b/mods/mob/init.lua index b581d2b..5906f96 100644 --- a/mods/mob/init.lua +++ b/mods/mob/init.lua @@ -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") @@ -68,9 +65,15 @@ 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), + } } ) @@ -84,8 +87,8 @@ mobs.register_mob( visual_size = {x = 3, y = 3}, mesh = "sheep.b3d", textures = { - --blank out the first two to create adult pig - "nothing.png","sheep.png" + "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 @@ -94,10 +97,10 @@ mobs.register_mob( ----- 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 + 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(0,3,-0.5), + 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", ----- @@ -122,18 +125,39 @@ mobs.register_mob( ---- death_rotation = "x", - hurt_sound = "pig", - die_sound = "pig_die", + hurt_sound = "sheep", + die_sound = "sheep", 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 + + 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( @@ -197,9 +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", @@ -207,7 +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", @@ -217,15 +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, @@ -252,7 +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, @@ -260,10 +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 @@ -280,6 +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), + } } ) @@ -347,6 +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), + } } ) @@ -373,7 +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, @@ -382,12 +439,21 @@ mobs.register_mob( 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 - 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), + } } ) @@ -412,7 +478,7 @@ 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, @@ -421,13 +487,21 @@ mobs.register_mob( 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 - 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), + } } ) @@ -452,7 +526,7 @@ 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, @@ -461,7 +535,12 @@ mobs.register_mob( die_sound = "slime_die", 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), + } } ) @@ -520,12 +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", @@ -545,7 +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, @@ -586,10 +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( @@ -611,7 +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, @@ -650,15 +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( { @@ -694,7 +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, @@ -720,6 +960,9 @@ mobs.register_mob( 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") @@ -735,9 +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), + } } )