VoxeLibre/mods/ENTITIES/mcl_mobs/effects.lua

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local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
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local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PI = math.pi
local TWOPI = math.pi * 2
local PI_HALF = math.pi * 0.5 -- 90 degrees
local MAX_PITCH = math.pi * 0.45 -- about 80 degrees
local MAX_YAW = math.pi * 0.66 -- about 120 degrees
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local PATHFINDING = "gowp"
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local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end
-- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or DEFAULT_FALL_SPEED
glow = glow or 0
go_down = go_down or false
local ym
if go_down then
ym = 0
else
ym = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = ym, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
texture = texture,
glow = glow,
})
end
function mcl_mobs.death_effect(pos, yaw, collisionbox, rotate)
local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
if rotate then
min = vector.rotate(min, {x=0, y=yaw, z=math.pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math.pi/2})
min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
minetest.add_particlespawner({
amount = 50,
time = 0.001,
minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
})
minetest.sound_play("mcl_mobs_mob_poof", {
pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
end
-- play sound
function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
local soundinfo
if self.sounds_child and self.child then
soundinfo = self.sounds_child
elseif self.sounds then
soundinfo = self.sounds
end
if not soundinfo then
return
end
local sound = soundinfo[soundname]
if sound then
if is_opinion and self.opinion_sound_cooloff > 0 then
return
end
local pitch
if not fixed_pitch then
local base_pitch = soundinfo.base_pitch
if not base_pitch then
base_pitch = 1
end
if self.child and (not self.sounds_child) then
-- Children have higher pitch
pitch = base_pitch * 1.5
else
pitch = base_pitch
end
-- randomize the pitch a bit
pitch = pitch + math.random(-10, 10) * 0.005
end
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-- Should be 0.1 to 0.2 for mobs. Cow and zombie farms loud. At least have cool down.
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance,
pitch = pitch,
}, true)
self.opinion_sound_cooloff = 1
end
end
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function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
end
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function mob_class:add_texture_mod(mod)
local full_mod = ""
local already_added = false
for i=1, #self.texture_mods do
if mod == self.texture_mods[i] then
already_added = true
end
full_mod = full_mod .. self.texture_mods[i]
end
if not already_added then
full_mod = full_mod .. mod
table.insert(self.texture_mods, mod)
end
self.object:set_texture_mod(full_mod)
end
function mob_class:remove_texture_mod(mod)
local full_mod = ""
local remove = {}
for i=1, #self.texture_mods do
if self.texture_mods[i] ~= mod then
full_mod = full_mod .. self.texture_mods[i]
else
table.insert(remove, i)
end
end
for i=#remove, 1 do
table.remove(self.texture_mods, remove[i])
end
self.object:set_texture_mod(full_mod)
end
function mob_class:damage_effect(damage)
-- damage particles
if (not disable_blood) and damage > 0 then
local amount_large = math.floor(damage / 2)
local amount_small = damage % 2
local pos = self.object:get_pos()
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
local texture = "mobs_blood.png"
-- full heart damage (one particle for each 2 HP damage)
if amount_large > 0 then
mcl_mobs.effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
end
-- half heart damage (one additional particle if damage is an odd number)
if amount_small > 0 then
-- TODO: Use "half heart"
mcl_mobs.effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
end
end
end
function mob_class:remove_particlespawners(pn)
if not active_particlespawners[pn] then return end
if not active_particlespawners[pn][self.object] then return end
for k,v in pairs(active_particlespawners[pn][self.object]) do
minetest.delete_particlespawner(v)
end
end
function mob_class:add_particlespawners(pn)
if not active_particlespawners[pn] then active_particlespawners[pn] = {} end
if not active_particlespawners[pn][self.object] then active_particlespawners[pn][self.object] = {} end
for _,ps in pairs(self.particlespawners) do
ps.attached = self.object
ps.playername = pn
table.insert(active_particlespawners[pn][self.object],minetest.add_particlespawner(ps))
end
end
function mob_class:check_particlespawners(dtime)
if not self.particlespawners then return end
--minetest.log(dump(active_particlespawners))
if self._particle_timer and self._particle_timer >= 1 then
self._particle_timer = 0
local players = {}
for _,player in pairs(minetest.get_connected_players()) do
local pn = player:get_player_name()
table.insert(players,pn)
if not active_particlespawners[pn] then
active_particlespawners[pn] = {} end
local dst = vector.distance(player:get_pos(),self.object:get_pos())
if dst < player_transfer_distance and not active_particlespawners[pn][self.object] then
self:add_particlespawners(pn)
elseif dst >= player_transfer_distance and active_particlespawners[pn][self.object] then
self:remove_particlespawners(pn)
end
end
elseif not self._particle_timer then
self._particle_timer = 0
end
self._particle_timer = self._particle_timer + dtime
end
-- set defined animation
function mob_class:set_animation(anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.jockey and self.object:get_attach() then
anim = "jockey"
elseif not self.object:get_attach() then
self.jockey = nil
end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
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if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
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self._current_animation = self._current_animation or ""
if (anim == self._current_animation
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"]) and self.state ~= "die" then
return
end
self._current_animation = anim
local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
if a_start and a_end then
self.object:set_animation({
x = a_start,
y = a_end},
self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
end
-- above function exported for mount.lua
function mcl_mobs:set_animation(self, anim)
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self:set_animation(anim)
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end
local function who_are_you_looking_at (self, dtime)
if self.order == "sleep" then
self._locked_object = nil
return
end
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-- was 10000 - div by 12 for avg entities as outside loop
local stop_look_at_player = math.random() * 833 <= self.curiosity
if self.attack then
self._locked_object = not self.target_time_lost and self.attack or nil
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then
if stop_look_at_player then self._locked_object = nil end
elseif not self._locked_object then
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if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
local pos = self.object:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 8)) do
if obj:is_player() and vector.distance(pos, obj:get_pos()) < 4 then
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self._locked_object = obj
break
elseif obj:is_player() or (obj:get_luaentity() and self ~= obj:get_luaentity() and obj:get_luaentity().name == self.name) then
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
-- was 5000 but called in loop based on entities. so div by 12 as estimate avg of entities found,
-- then div by 20 as less freq lookup
if math.random() * 150 <= self.curiosity then
self._locked_object = obj
break
end
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end
end
end
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end
end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at(self, dtime)
local newr, oldp, oldr = vector.zero(), nil, nil
if self.object.get_bone_override then -- minetest >= 5.9
local ov = self.object:get_bone_override(self.head_swivel)
oldp, oldr = ov.position.vec, ov.rotation.vec
else -- minetest < 5.9
oldp, oldr = self.object:get_bone_position(self.head_swivel)
oldr = vector.apply(oldr, math.rad) -- old API uses radians
end
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local locked_object = self._locked_object
if locked_object and (locked_object:is_player() or locked_object:get_luaentity()) and locked_object:get_hp() > 0 then
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local _locked_object_eye_height = (locked_object:is_player() and locked_object:get_properties().eye_height * 0.8) -- food in hands of player
or (locked_object:get_luaentity() and locked_object:get_luaentity().head_eye_height) or 1.5
local self_rot = self.object:get_rotation()
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation()
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end
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local ps = self.object:get_pos()
ps.y = ps.y + self.head_eye_height -- why here, instead of below? * .7
local pt = locked_object:get_pos()
pt.y = pt.y + _locked_object_eye_height
local dir = vector.direction(ps, pt) -- is (pt-ps):normalize()
local mob_yaw = math.atan2(dir.x, dir.z)
local mob_pitch = -math.asin(dir.y) * (self.head_pitch_multiplier or 1) -- allow axis inversion
mob_yaw = mob_yaw + self_rot.y -- to relative orientation
while mob_yaw > PI do mob_yaw = mob_yaw - TWOPI end
while mob_yaw < -PI do mob_yaw = mob_yaw + TWOPI end
mob_yaw = mob_yaw * 0.8 -- lessen the effect so it become less staring
local max_yaw = self.head_max_yaw or MAX_YAW
mob_yaw = (mob_yaw < -max_yaw and -max_yaw) or (mob_yaw < max_yaw and mob_yaw) or max_yaw -- avoid twisting the neck
mob_pitch = mob_pitch * 0.8 -- make it less obvious that this is computed
local max_pitch = self.head_max_pitch or MAX_PITCH
mob_pitch = (mob_pitch < -max_pitch and -max_pitch) or (mob_pitch < max_pitch and mob_pitch) or max_pitch
local smoothing = (self.state == "attack" and self.attack and 0.25) or 0.05
local old_pitch = oldr.x
local old_yaw = (self.head_yaw == "y" and oldr.y or -oldr.z) - self.head_yaw_offset
-- to -pi:+pi range, so we rotate over 0 when interpolating:
while old_yaw > PI do old_yaw = old_yaw - TWOPI end
while old_yaw < -PI do old_yaw = old_yaw + TWOPI end
mob_pitch, mob_yaw = (mob_pitch-old_pitch)*smoothing+old_pitch, (mob_yaw-old_yaw)*smoothing+old_yaw
-- apply the yaw to the mob
mob_yaw = mob_yaw + self.head_yaw_offset
if self.head_yaw == "y" then
newr = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
newr = vector.new(mob_pitch, 0, -mob_yaw) -- z yaw is opposite direction
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end
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elseif math.abs(oldr.x) + math.abs(oldr.y) + math.abs(oldr.z) > 0.05 then
newr = vector.multiply(oldr, 0.9) -- smooth stop looking
end
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-- 0.02 is about 1.14 degrees tolerance, to update less often
if math.abs(oldr.x-newr.x) + math.abs(oldr.y-newr.y) + math.abs(oldr.z-newr.z) < 0.02 then return end
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if self.object.get_bone_override then -- minetest >= 5.9
self.object:set_bone_override(self.head_swivel, {
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position = { vec = self.head_bone_position, absolute = true },
rotation = { vec = newr, absolute = true, interpolation = 0.1 } })
else -- minetest < 5.9
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-- old API uses degrees not radians and absolute positions
self.object:set_bone_position(self.head_swivel, self.head_bone_position, vector.apply(newr, math.deg))
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end
end
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function mob_class:set_animation_speed()
local v = self.object:get_velocity()
if v then
if self.frame_speed_multiplier then
local v2 = math.abs(v.x)+math.abs(v.z)*.833
if not self.animation.walk_speed then
self.animation.walk_speed = 25
end
if math.abs(v.x)+math.abs(v.z) > 0.5 then
self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
else
self.object:set_animation_frame_speed(25)
end
end
--set_speed
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if validate_vector(self.acc) then
self.object:add_velocity(self.acc)
end
end
end
minetest.register_on_leaveplayer(function(player)
local pn = player:get_player_name()
if not active_particlespawners[pn] then return end
for _,m in pairs(active_particlespawners[pn]) do
for k,v in pairs(m) do
minetest.delete_particlespawner(v)
end
end
active_particlespawners[pn] = nil
end)