Merge pull request 'dogshoot_enhancments/mob_fire_mechs' (#2872) from dogshoot_enhancments/mob_fire_mechs into master

Reviewed-on: https://git.minetest.land/MineClone2/MineClone2/pulls/2872
Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
cora 2022-10-29 10:22:31 +00:00
commit 138c0e8668
4 changed files with 41 additions and 4 deletions

View file

@ -320,6 +320,10 @@ local collision = function(self)
local ent = object:get_luaentity()
if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
if object:is_player() and mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(object, 4)
end
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
@ -1345,6 +1349,7 @@ local do_env_damage = function(self)
self.health = self.health - self.lava_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 10)
if check_for_death(self, "lava", {type = "environment",
pos = pos, node = self.standing_in}) then
@ -1361,6 +1366,7 @@ local do_env_damage = function(self)
self.health = self.health - self.fire_damage
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 5)
if check_for_death(self, "fire", {type = "environment",
pos = pos, node = self.standing_in}) then
@ -2978,7 +2984,7 @@ local do_states = function(self, dtime)
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
if self.fly
@ -3155,7 +3161,7 @@ local do_states = function(self, dtime)
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and dogswitch(self) == 0) then
p.y = p.y - .5
s.y = s.y + .5
@ -3173,7 +3179,27 @@ local do_states = function(self, dtime)
yaw = set_yaw(self, yaw, 0, dtime)
set_velocity(self, 0)
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
--stay away from player so as to shoot them
if dist < self.avoid_distance and self.shooter_avoid_enemy then
set_animation(self, "shoot")
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
end
if self.strafes then
if not self.strafe_direction then
self.strafe_direction = 1.57
end
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
set_velocity(self, 0)
end
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
@ -4664,6 +4690,9 @@ minetest.register_entity(name, {
-- MCL2 extensions
shooter_avoid_enemy = def.shooter_avoid_enemy,
strafes = def.strafes,
avoid_distance = def.avoid_distance or 9,
teleport = teleport,
do_teleport = def.do_teleport,
spawn_class = def.spawn_class,

View file

@ -206,7 +206,7 @@ function mcl_mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
-- move forwards
if ctrl.up then
entity.v = entity.v + entity.accel / 10
entity.v = entity.v + entity.accel / 10 * entity.run_velocity / 2.6
-- move backwards
elseif ctrl.down then

View file

@ -181,6 +181,12 @@ local horse = {
on_spawn = update_textures,
do_custom = function(self, dtime)
if not self._horse_speed then
self._horse_speed = math.random(486, 1457)/100
elseif self.run_velocity ~= self._horse_speed then
self.run_velocity = self._horse_speed
end
-- set needed values if not already present
if not self._regentimer then
self._regentimer = 0

View file

@ -30,6 +30,8 @@ local skeleton = {
curiosity = 6,
visual = "mesh",
mesh = "mobs_mc_skeleton.b3d",
shooter_avoid_enemy = true,
strafes = true,
textures = { {
"mcl_bows_bow_0.png", -- bow
"mobs_mc_skeleton.png", -- skeleton