Make squids fly in water flowing and water source

This commit is contained in:
jordan4ibanez 2021-04-16 20:47:16 -04:00
parent 52c3db041e
commit 84ca7681fc
3 changed files with 34 additions and 7 deletions

View file

@ -185,13 +185,13 @@ ______ _ _ _______ _ _
-- state switching logic (stand, walk, run, attacks)
local fly_state_list_wandering = {"stand", "walk"}
local fly_state_list_wandering = {"stand", "fly"}
local fly_state_switch = function(self, dtime)
self.state_timer = self.state_timer - dtime
if self.wandering and self.state_timer <= 0 then
self.state_timer = math.random(4,10) + math.random()
self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)]
end
end
@ -200,13 +200,38 @@ end
local fly_state_execution = function(self,dtime)
local pos = self.object:get_pos()
local current_node = minetest_get_node(pos).name
local inside_swim_node = false
for _,id in pairs(self.fly_in) do
if id == current_node then
inside_swim_node = true
break
end
end
print(inside_swim_node)
if self.state == "stand" then
--do animation
--mobs.set_mob_animation(self, "stand")
--set the velocity of the mob
--mobs.set_velocity(self,0)
--print("standing")
elseif self.state == "fly" then
--print("flying")
end
end
local fly_state_switch = function(self, dtime)
end
--[[
___ ___ _ _ _

View file

@ -81,7 +81,9 @@ mobs_mc.items = {
gunpowder = "tnt:gunpowder",
flint_and_steel = "fire:flint_and_steel",
water_source = "default:water_source",
water_flowing = "default:water_flowing",
river_water_source = "default:river_water_source",
water_flowing = "default:river_water_flowing",
black_dye = "dye:black",
poppy = "flowers:rose",
dandelion = "flowers:dandelion_yellow",

View file

@ -48,7 +48,7 @@ mobs:register_mob("mobs_mc:squid", {
visual_size = {x=3, y=3},
makes_footstep_sound = false,
fly = true,
fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source },
fly_in = { mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source },
breathes_in_water = true,
jump = false,
view_range = 16,