mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-23 02:51:06 +01:00
move do_states to movement.lua
This commit is contained in:
parent
91b5b6266c
commit
a25cd921f2
2 changed files with 587 additions and 587 deletions
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@ -88,7 +88,6 @@ function mob_class:player_in_active_range()
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end
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end
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-- Return true if object is in view_range
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function mob_class:object_in_range(object)
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if not object then
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@ -124,591 +123,6 @@ local node_ok = function(pos, fallback)
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return minetest.registered_nodes[fallback]
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end
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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local do_states = function(self, dtime)
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--if self.can_open_doors then check_doors(self) end
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local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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if math.random(1, 4) == 1 then
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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local lp
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:get_pos()
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break
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end
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end
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-- look at any players nearby, otherwise turn randomly
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if lp and self.look_at_players then
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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else
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yaw = yaw + math.random(-0.5, 0.5)
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end
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yaw = self:set_yaw( yaw, 8)
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end
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if self.order == "sit" then
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self:set_animation( "sit")
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self:set_velocity(0)
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else
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self:set_animation( "stand")
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self:set_velocity(0)
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end
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-- npc's ordered to stand stay standing
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if self.order == "stand" or self.order == "sleep" or self.order == "work" then
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else
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and math.random(1, 100) <= self.walk_chance
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and self:is_at_cliff_or_danger() == false then
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self:set_velocity(self.walk_velocity)
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self.state = "walk"
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self:set_animation( "walk")
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end
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end
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elseif self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "walk" then
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local s = self.object:get_pos()
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local lp = nil
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-- is there something I need to avoid?
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if (self.water_damage > 0
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and self.lava_damage > 0)
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or self.breath_max ~= -1 then
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lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
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elseif self.water_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:water"})
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elseif self.lava_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:lava"})
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elseif self.fire_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:fire"})
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end
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local is_in_danger = false
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if lp then
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-- If mob in or on dangerous block, look for land
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if (self:is_node_dangerous(self.standing_in) or
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self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
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is_in_danger = true
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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-- Better way to find shore - copied from upstream
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lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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lp = #lp > 0 and lp[math.random(#lp)]
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-- did we find land?
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if lp then
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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-- look towards land and move in that direction
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yaw = self:set_yaw( yaw, 6)
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self:set_velocity(self.walk_velocity)
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end
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end
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-- A danger is near but mob is not inside
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else
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-- Randomly turn
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if math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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yaw = self:set_yaw( yaw, 8)
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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-- stand for great fall or danger or fence in front
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local cliff_or_danger = false
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if is_in_danger then
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cliff_or_danger = self:is_at_cliff_or_danger()
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end
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if self.facing_fence == true
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or cliff_or_danger
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or math.random(1, 100) <= 30 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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self:set_velocity(self.walk_velocity)
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if self:flight_check()
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and self.animation
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and self.animation.fly_start
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and self.animation.fly_end then
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self:set_animation( "fly")
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else
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self:set_animation( "walk")
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end
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end
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-- runaway when punched
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elseif self.state == "runaway" then
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self.runaway_timer = self.runaway_timer + 1
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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or self:is_at_cliff_or_danger() then
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self.runaway_timer = 0
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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self:set_velocity( self.run_velocity)
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self:set_animation( "run")
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end
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-- attack routines (explode, dogfight, shoot, dogshoot)
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elseif self.state == "attack" then
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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-- stop attacking if player invisible or out of range
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if not self.attack
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or not self.attack:get_pos()
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or not self:object_in_range(self.attack)
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
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self.state = "stand"
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self:set_velocity( 0)
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self:set_animation( "stand")
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self.attack = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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return
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end
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-- calculate distance from mob and enemy
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local dist = vector.distance(p, s)
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if self.attack_type == "explode" then
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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or (node_break_radius * 2)
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-- start timer when in reach and line of sight
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if not self.v_start
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and dist <= self.reach
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and self:line_of_sight( s, p, 2) then
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self.v_start = true
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self.timer = 0
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self.blinktimer = 0
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self:mob_sound("fuse", nil, false)
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-- stop timer if out of reach or direct line of sight
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elseif self.allow_fuse_reset
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and self.v_start
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and (dist >= self.explosiontimer_reset_radius
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or not self:line_of_sight( s, p, 2)) then
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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self:remove_texture_mod("^[brighten")
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end
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-- walk right up to player unless the timer is active
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if self.v_start and (self.stop_to_explode or dist < self.reach) then
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self:set_velocity( 0)
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else
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self:set_velocity( self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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self:set_animation( "run")
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else
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self:set_animation( "walk")
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end
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if self.v_start then
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self.timer = self.timer + dtime
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self.blinktimer = (self.blinktimer or 0) + dtime
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if self.blinktimer > 0.2 then
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self.blinktimer = 0
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if self.blinkstatus then
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self:remove_texture_mod("^[brighten")
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else
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self:add_texture_mod("^[brighten")
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end
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self.blinkstatus = not self.blinkstatus
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end
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
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else
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minetest.sound_play(self.sounds.explode, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds.distance or 32
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}, true)
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self:entity_physics(pos,entity_damage_radius)
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mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return true
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end
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end
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elseif self.attack_type == "dogfight"
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
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or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
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if self.fly
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and dist > self.reach then
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local p1 = s
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local me_y = math.floor(p1.y)
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local p2 = p
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local p_y = math.floor(p2.y + 1)
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local v = self.object:get_velocity()
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if self:flight_check( s) then
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if me_y < p_y then
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self.object:set_velocity({
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x = v.x,
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y = 1 * self.walk_velocity,
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z = v.z
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})
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elseif me_y > p_y then
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self.object:set_velocity({
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x = v.x,
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y = -1 * self.walk_velocity,
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z = v.z
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})
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end
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else
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if me_y < p_y then
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self.object:set_velocity({
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x = v.x,
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y = 0.01,
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z = v.z
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})
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elseif me_y > p_y then
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self.object:set_velocity({
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x = v.x,
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y = -0.01,
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z = v.z
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})
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end
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end
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end
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-- rnd: new movement direction
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if self.path.following
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and self.path.way
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and self.attack_type ~= "dogshoot" then
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-- no paths longer than 50
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if #self.path.way > 50
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or dist < self.reach then
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self.path.following = false
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return
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end
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local p1 = self.path.way[1]
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if not p1 then
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self.path.following = false
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return
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end
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if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
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-- reached waypoint, remove it from queue
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table.remove(self.path.way, 1)
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end
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-- set new temporary target
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p = {x = p1.x, y = p1.y, z = p1.z}
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end
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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-- path finding by rnd
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if self.pathfinding -- only if mob has pathfinding enabled
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and enable_pathfinding then
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self:smart_mobs(s, p, dist, dtime)
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end
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if self:is_at_cliff_or_danger() then
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self:set_velocity( 0)
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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if self.path.stuck then
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self:set_velocity( self.walk_velocity)
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else
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self:set_velocity( self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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self:set_animation( "run")
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else
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self:set_animation( "walk")
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end
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end
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else -- rnd: if inside reach range
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self.path.stuck = false
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self.path.stuck_timer = 0
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self.path.following = false -- not stuck anymore
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self:set_velocity( 0)
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if not self.custom_attack then
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if self.timer > 1 then
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self.timer = 0
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if self.double_melee_attack
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and math.random(1, 2) == 1 then
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self:set_animation( "punch2")
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else
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self:set_animation( "punch")
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end
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local p2 = p
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local s2 = s
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p2.y = p2.y + .5
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s2.y = s2.y + .5
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if self:line_of_sight( p2, s2) == true then
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-- play attack sound
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self:mob_sound("attack")
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-- punch player (or what player is attached to)
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local attached = self.attack:get_attach()
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if attached then
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self.attack = attached
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end
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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}, nil)
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end
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end
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else -- call custom attack every second
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if self.custom_attack
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and self.timer > 1 then
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self.timer = 0
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self.custom_attack(self, p)
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end
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end
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end
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elseif self.attack_type == "shoot"
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
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or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
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p.y = p.y - .5
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s.y = s.y + .5
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local dist = vector.distance(p, s)
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
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
|
||||
self:set_animation( "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
|
||||
self:set_velocity( 0)
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
||||
|
||||
if self.shoot_interval
|
||||
and self.timer > self.shoot_interval
|
||||
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
||||
and math.random(1, 100) <= 60 then
|
||||
|
||||
self.timer = 0
|
||||
self:set_animation( "shoot")
|
||||
|
||||
-- play shoot attack sound
|
||||
self:mob_sound("shoot_attack")
|
||||
|
||||
-- Shoot arrow
|
||||
if minetest.registered_entities[self.arrow] then
|
||||
|
||||
local arrow, ent
|
||||
local v = 1
|
||||
if not self.shoot_arrow then
|
||||
self.firing = true
|
||||
minetest.after(1, function()
|
||||
self.firing = false
|
||||
end)
|
||||
arrow = minetest.add_entity(p, self.arrow)
|
||||
ent = arrow:get_luaentity()
|
||||
if ent.velocity then
|
||||
v = ent.velocity
|
||||
end
|
||||
ent.switch = 1
|
||||
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
||||
|
||||
-- important for mcl_shields
|
||||
ent._shooter = self.object
|
||||
ent._saved_shooter_pos = self.object:get_pos()
|
||||
end
|
||||
|
||||
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
||||
-- offset makes shoot aim accurate
|
||||
vec.y = vec.y + self.shoot_offset
|
||||
vec.x = vec.x * (v / amount)
|
||||
vec.y = vec.y * (v / amount)
|
||||
vec.z = vec.z * (v / amount)
|
||||
if self.shoot_arrow then
|
||||
vec = vector.normalize(vec)
|
||||
self:shoot_arrow(p, vec)
|
||||
else
|
||||
arrow:set_velocity(vec)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local mob_detach_child = function(self, child)
|
||||
|
||||
|
@ -1244,7 +658,7 @@ function mob_class:on_step(dtime)
|
|||
self:npc_attack()
|
||||
self:check_breeding()
|
||||
|
||||
if do_states(self, dtime) then
|
||||
if self:do_states(dtime) then
|
||||
return
|
||||
end
|
||||
|
||||
|
|
|
@ -3,6 +3,7 @@ local mob_class = mcl_mobs.mob_class
|
|||
local DEFAULT_FALL_SPEED = -9.81*1.5
|
||||
local FLOP_HEIGHT = 6
|
||||
local FLOP_HOR_SPEED = 1.5
|
||||
local PATHFINDING = "gowp"
|
||||
|
||||
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
|
||||
|
||||
|
@ -762,3 +763,588 @@ function mob_class:teleport(target)
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- execute current state (stand, walk, run, attacks)
|
||||
-- returns true if mob has died
|
||||
function mob_class:do_states(dtime)
|
||||
--if self.can_open_doors then check_doors(self) end
|
||||
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
|
||||
if self.state == "stand" then
|
||||
if math.random(1, 4) == 1 then
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local objs = minetest.get_objects_inside_radius(s, 3)
|
||||
local lp
|
||||
for n = 1, #objs do
|
||||
if objs[n]:is_player() then
|
||||
lp = objs[n]:get_pos()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
-- look at any players nearby, otherwise turn randomly
|
||||
if lp and self.look_at_players then
|
||||
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if lp.x > s.x then yaw = yaw +math.pi end
|
||||
else
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
if self.order == "sit" then
|
||||
self:set_animation( "sit")
|
||||
self:set_velocity(0)
|
||||
else
|
||||
self:set_animation( "stand")
|
||||
self:set_velocity(0)
|
||||
end
|
||||
|
||||
-- npc's ordered to stand stay standing
|
||||
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
|
||||
|
||||
else
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and math.random(1, 100) <= self.walk_chance
|
||||
and self:is_at_cliff_or_danger() == false then
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
self.state = "walk"
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.state == PATHFINDING then
|
||||
self:check_gowp(dtime)
|
||||
|
||||
elseif self.state == "walk" then
|
||||
local s = self.object:get_pos()
|
||||
local lp = nil
|
||||
|
||||
-- is there something I need to avoid?
|
||||
if (self.water_damage > 0
|
||||
and self.lava_damage > 0)
|
||||
or self.breath_max ~= -1 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
||||
|
||||
elseif self.water_damage > 0 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:water"})
|
||||
|
||||
elseif self.lava_damage > 0 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
||||
|
||||
elseif self.fire_damage > 0 then
|
||||
|
||||
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
||||
|
||||
end
|
||||
|
||||
local is_in_danger = false
|
||||
if lp then
|
||||
-- If mob in or on dangerous block, look for land
|
||||
if (self:is_node_dangerous(self.standing_in) or
|
||||
self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
|
||||
is_in_danger = true
|
||||
|
||||
-- If mob in or on dangerous block, look for land
|
||||
if is_in_danger then
|
||||
-- Better way to find shore - copied from upstream
|
||||
lp = minetest.find_nodes_in_area_under_air(
|
||||
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
||||
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
||||
{"group:solid"})
|
||||
|
||||
lp = #lp > 0 and lp[math.random(#lp)]
|
||||
|
||||
-- did we find land?
|
||||
if lp then
|
||||
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
|
||||
if lp.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
-- look towards land and move in that direction
|
||||
yaw = self:set_yaw( yaw, 6)
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- A danger is near but mob is not inside
|
||||
else
|
||||
|
||||
-- Randomly turn
|
||||
if math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
end
|
||||
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
|
||||
-- otherwise randomly turn
|
||||
elseif math.random(1, 100) <= 30 then
|
||||
yaw = yaw + math.random(-0.5, 0.5)
|
||||
yaw = self:set_yaw( yaw, 8)
|
||||
end
|
||||
|
||||
-- stand for great fall or danger or fence in front
|
||||
local cliff_or_danger = false
|
||||
if is_in_danger then
|
||||
cliff_or_danger = self:is_at_cliff_or_danger()
|
||||
end
|
||||
if self.facing_fence == true
|
||||
or cliff_or_danger
|
||||
or math.random(1, 100) <= 30 then
|
||||
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
if self:flight_check()
|
||||
and self.animation
|
||||
and self.animation.fly_start
|
||||
and self.animation.fly_end then
|
||||
self:set_animation( "fly")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
-- runaway when punched
|
||||
elseif self.state == "runaway" then
|
||||
|
||||
self.runaway_timer = self.runaway_timer + 1
|
||||
|
||||
-- stop after 5 seconds or when at cliff
|
||||
if self.runaway_timer > 5
|
||||
or self:is_at_cliff_or_danger() then
|
||||
self.runaway_timer = 0
|
||||
self:set_velocity(0)
|
||||
self.state = "stand"
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
self:set_animation( "run")
|
||||
end
|
||||
|
||||
-- attack routines (explode, dogfight, shoot, dogshoot)
|
||||
elseif self.state == "attack" then
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local p = self.attack:get_pos() or s
|
||||
|
||||
-- stop attacking if player invisible or out of range
|
||||
if not self.attack
|
||||
or not self.attack:get_pos()
|
||||
or not self:object_in_range(self.attack)
|
||||
or self.attack:get_hp() <= 0
|
||||
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
|
||||
|
||||
self.state = "stand"
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
self.attack = nil
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.path.way = nil
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
-- calculate distance from mob and enemy
|
||||
local dist = vector.distance(p, s)
|
||||
|
||||
if self.attack_type == "explode" then
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local node_break_radius = self.explosion_radius or 1
|
||||
local entity_damage_radius = self.explosion_damage_radius
|
||||
or (node_break_radius * 2)
|
||||
|
||||
-- start timer when in reach and line of sight
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and self:line_of_sight( s, p, 2) then
|
||||
|
||||
self.v_start = true
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self:mob_sound("fuse", nil, false)
|
||||
|
||||
-- stop timer if out of reach or direct line of sight
|
||||
elseif self.allow_fuse_reset
|
||||
and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius
|
||||
or not self:line_of_sight( s, p, 2)) then
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
self.blinkstatus = false
|
||||
self:remove_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
-- walk right up to player unless the timer is active
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
||||
self:set_velocity( 0)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
|
||||
if self.v_start then
|
||||
|
||||
self.timer = self.timer + dtime
|
||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||
|
||||
if self.blinktimer > 0.2 then
|
||||
|
||||
self.blinktimer = 0
|
||||
|
||||
if self.blinkstatus then
|
||||
self:remove_texture_mod("^[brighten")
|
||||
else
|
||||
self:add_texture_mod("^[brighten")
|
||||
end
|
||||
|
||||
self.blinkstatus = not self.blinkstatus
|
||||
end
|
||||
|
||||
if self.timer > self.explosion_timer then
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
||||
else
|
||||
minetest.sound_play(self.sounds.explode, {
|
||||
pos = pos,
|
||||
gain = 1.0,
|
||||
max_hear_distance = self.sounds.distance or 32
|
||||
}, true)
|
||||
self:entity_physics(pos,entity_damage_radius)
|
||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
||||
end
|
||||
mcl_burning.extinguish(self.object)
|
||||
self.object:remove()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.attack_type == "dogfight"
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
||||
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
||||
|
||||
if self.fly
|
||||
and dist > self.reach then
|
||||
|
||||
local p1 = s
|
||||
local me_y = math.floor(p1.y)
|
||||
local p2 = p
|
||||
local p_y = math.floor(p2.y + 1)
|
||||
local v = self.object:get_velocity()
|
||||
|
||||
if self:flight_check( s) then
|
||||
|
||||
if me_y < p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = 1 * self.walk_velocity,
|
||||
z = v.z
|
||||
})
|
||||
|
||||
elseif me_y > p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = -1 * self.walk_velocity,
|
||||
z = v.z
|
||||
})
|
||||
end
|
||||
else
|
||||
if me_y < p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = 0.01,
|
||||
z = v.z
|
||||
})
|
||||
|
||||
elseif me_y > p_y then
|
||||
|
||||
self.object:set_velocity({
|
||||
x = v.x,
|
||||
y = -0.01,
|
||||
z = v.z
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- rnd: new movement direction
|
||||
if self.path.following
|
||||
and self.path.way
|
||||
and self.attack_type ~= "dogshoot" then
|
||||
|
||||
-- no paths longer than 50
|
||||
if #self.path.way > 50
|
||||
or dist < self.reach then
|
||||
self.path.following = false
|
||||
return
|
||||
end
|
||||
|
||||
local p1 = self.path.way[1]
|
||||
|
||||
if not p1 then
|
||||
self.path.following = false
|
||||
return
|
||||
end
|
||||
|
||||
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
||||
-- reached waypoint, remove it from queue
|
||||
table.remove(self.path.way, 1)
|
||||
end
|
||||
|
||||
-- set new temporary target
|
||||
p = {x = p1.x, y = p1.y, z = p1.z}
|
||||
end
|
||||
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw + math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
-- move towards enemy if beyond mob reach
|
||||
if dist > self.reach then
|
||||
|
||||
-- path finding by rnd
|
||||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_pathfinding then
|
||||
|
||||
self:smart_mobs(s, p, dist, dtime)
|
||||
end
|
||||
|
||||
if self:is_at_cliff_or_danger() then
|
||||
|
||||
self:set_velocity( 0)
|
||||
self:set_animation( "stand")
|
||||
local yaw = self.object:get_yaw() or 0
|
||||
yaw = self:set_yaw( yaw + 0.78, 8)
|
||||
else
|
||||
|
||||
if self.path.stuck then
|
||||
self:set_velocity( self.walk_velocity)
|
||||
else
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
self:set_animation( "run")
|
||||
else
|
||||
self:set_animation( "walk")
|
||||
end
|
||||
end
|
||||
|
||||
else -- rnd: if inside reach range
|
||||
|
||||
self.path.stuck = false
|
||||
self.path.stuck_timer = 0
|
||||
self.path.following = false -- not stuck anymore
|
||||
|
||||
self:set_velocity( 0)
|
||||
|
||||
if not self.custom_attack then
|
||||
|
||||
if self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
if self.double_melee_attack
|
||||
and math.random(1, 2) == 1 then
|
||||
self:set_animation( "punch2")
|
||||
else
|
||||
self:set_animation( "punch")
|
||||
end
|
||||
|
||||
local p2 = p
|
||||
local s2 = s
|
||||
|
||||
p2.y = p2.y + .5
|
||||
s2.y = s2.y + .5
|
||||
|
||||
if self:line_of_sight( p2, s2) == true then
|
||||
|
||||
-- play attack sound
|
||||
self:mob_sound("attack")
|
||||
|
||||
-- punch player (or what player is attached to)
|
||||
local attached = self.attack:get_attach()
|
||||
if attached then
|
||||
self.attack = attached
|
||||
end
|
||||
self.attack:punch(self.object, 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = self.damage}
|
||||
}, nil)
|
||||
end
|
||||
end
|
||||
else -- call custom attack every second
|
||||
if self.custom_attack
|
||||
and self.timer > 1 then
|
||||
|
||||
self.timer = 0
|
||||
|
||||
self.custom_attack(self, p)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif self.attack_type == "shoot"
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
||||
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
||||
|
||||
p.y = p.y - .5
|
||||
s.y = s.y + .5
|
||||
|
||||
local dist = vector.distance(p, s)
|
||||
local vec = {
|
||||
x = p.x - s.x,
|
||||
y = p.y - s.y,
|
||||
z = p.z - s.z
|
||||
}
|
||||
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
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
|
||||
self:set_animation( "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
|
||||
self:set_velocity( 0)
|
||||
end
|
||||
|
||||
local p = self.object:get_pos()
|
||||
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
||||
|
||||
if self.shoot_interval
|
||||
and self.timer > self.shoot_interval
|
||||
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
||||
and math.random(1, 100) <= 60 then
|
||||
|
||||
self.timer = 0
|
||||
self:set_animation( "shoot")
|
||||
|
||||
-- play shoot attack sound
|
||||
self:mob_sound("shoot_attack")
|
||||
|
||||
-- Shoot arrow
|
||||
if minetest.registered_entities[self.arrow] then
|
||||
|
||||
local arrow, ent
|
||||
local v = 1
|
||||
if not self.shoot_arrow then
|
||||
self.firing = true
|
||||
minetest.after(1, function()
|
||||
self.firing = false
|
||||
end)
|
||||
arrow = minetest.add_entity(p, self.arrow)
|
||||
ent = arrow:get_luaentity()
|
||||
if ent.velocity then
|
||||
v = ent.velocity
|
||||
end
|
||||
ent.switch = 1
|
||||
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
||||
|
||||
-- important for mcl_shields
|
||||
ent._shooter = self.object
|
||||
ent._saved_shooter_pos = self.object:get_pos()
|
||||
end
|
||||
|
||||
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
||||
-- offset makes shoot aim accurate
|
||||
vec.y = vec.y + self.shoot_offset
|
||||
vec.x = vec.x * (v / amount)
|
||||
vec.y = vec.y * (v / amount)
|
||||
vec.z = vec.z * (v / amount)
|
||||
if self.shoot_arrow then
|
||||
vec = vector.normalize(vec)
|
||||
self:shoot_arrow(p, vec)
|
||||
else
|
||||
arrow:set_velocity(vec)
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in a new issue