Start setting up hostile punch attack type

This commit is contained in:
jordan4ibanez 2021-04-20 22:30:34 -04:00
parent d371d6fdc9
commit 6b52b94516
4 changed files with 44 additions and 0 deletions

View File

@ -323,6 +323,7 @@ function mobs:register_mob(name, def)
neutral = def.neutral,
attacking = nil,
visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
punch_timer_cooloff = def.punch_timer_cooloff or 0.5,
--end j4i stuff
-- MCL2 extensions

View File

@ -159,8 +159,15 @@ local land_state_execution = function(self,dtime)
elseif self.state == "attack" then
--execute mob attack type
if self.attack_type == "explode" then
mobs.explode_attack_walk(self, dtime)
elseif self.attack_type == "punch" then
mobs.punch_attack_walk(self,dtime)
end
end
@ -573,6 +580,14 @@ mobs.mob_step = function(self, dtime)
--go get the closest player ROAR >:O
if attacking then
--set initial punch timer
if self.attacking == nil then
if self.attack_type == "punch" then
self.punch_timer = -1
end
end
self.attacking = attacking
--no player in area
else

View File

@ -69,3 +69,28 @@ mobs.reverse_explosion_animation = function(self,dtime)
mobs.handle_explosion_animation(self)
end
mobs.punch_attack_walk = function(self,dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
mobs.set_yaw_while_attacking(self)
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self, "run")
if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime
end
print(self.punch_timer)
end

View File

@ -48,6 +48,8 @@ table.insert(drops_zombie, {
local zombie = {
type = "monster",
spawn_class = "hostile",
hostile = true,
rotate = 270,
hp_min = 20,
hp_max = 20,
xp_min = 5,
@ -89,6 +91,7 @@ local zombie = {
sunlight_damage = 2,
view_range = 16,
attack_type = "punch",
punch_timer_cooloff = 0.5,
harmed_by_heal = true,
}