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Make enderman become hostile when stared at, freeze when attacking when stared at
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parent
99f13f84b5
commit
4fb9e69e41
6 changed files with 36 additions and 10 deletions
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@ -332,7 +332,7 @@ function mobs:register_mob(name, def)
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--end j4i stuff
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-- MCL2 extensions
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teleport = teleport,
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teleport = mobs.teleport,
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do_teleport = def.do_teleport,
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spawn_class = def.spawn_class,
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ignores_nametag = def.ignores_nametag or false,
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@ -667,6 +667,17 @@ mobs.mob_step = function(self, dtime)
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return
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end
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--do custom mob instructions
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if self.do_custom then
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print("doing custom instructions")
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-- when false skip going any further
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if self.do_custom(self, dtime) == false then
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--this overrides internal lua collision detection
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return
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end
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end
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local attacking = nil
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--scan for players within eyesight
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@ -134,6 +134,11 @@ mobs.punch_attack_walk = function(self,dtime)
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end
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--auto reset punch_timer
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if not self.punch_timer then
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self.punch_timer = 0
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end
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if self.punch_timer > 0 then
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self.punch_timer = self.punch_timer - dtime
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end
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@ -309,13 +309,7 @@ local falling = function(self, pos)
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end
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end
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local teleport = function(self, target)
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if self.do_teleport then
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if self.do_teleport(self, target) == false then
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return
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end
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end
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end
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-- find someone to runaway from
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@ -204,4 +204,14 @@ mobs.node_ok = function(pos, fallback)
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end
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return minetest_registered_nodes[fallback]
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end
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--a teleport functoin
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mobs.teleport = function(self, target)
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if self.do_teleport then
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if self.do_teleport(self, target) == false then
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return
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end
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end
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end
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@ -204,6 +204,7 @@ mobs:register_mob("mobs_mc:enderman", {
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textures = create_enderman_textures(),
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visual_size = {x=3, y=3},
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makes_footstep_sound = true,
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eye_height = 2.5,
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sounds = {
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-- TODO: Custom war cry sound
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war_cry = "mobs_sandmonster",
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@ -359,11 +360,16 @@ mobs:register_mob("mobs_mc:enderman", {
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--if looking in general head position, turn hostile
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if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
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self.provoked = "staring"
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self.attack = minetest.get_player_by_name(obj:get_player_name())
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self.state = "stand"
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self.hostile = false
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break
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else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
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--begin attacking the player
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else
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if self.provoked == "staring" then
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self.provoked = "broke_contact"
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self.hostile = true
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self.state = "attack"
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self.attacking = obj
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end
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end
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