Add in creeper basic prototype

This commit is contained in:
jordan4ibanez 2021-04-20 20:19:55 -04:00
parent 008d670ed9
commit cdb840609d
5 changed files with 150 additions and 23 deletions

View File

@ -156,6 +156,7 @@ dofile(api_path .. "environment.lua")
dofile(api_path .. "interaction.lua")
dofile(api_path .. "movement.lua")
dofile(api_path .. "set_up.lua")
dofile(api_path .. "attack_type_instructions.lua")
mobs.spawning_mobs = {}
@ -319,6 +320,8 @@ function mobs:register_mob(name, def)
jump_only = def.jump_only,
hostile = def.hostile,
neutral = def.neutral,
attacking = nil,
visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1},
--end j4i stuff
-- MCL2 extensions

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@ -92,10 +92,9 @@ end
local land_state_list_wandering = {"stand", "walk"}
local land_state_switch = function(self, dtime)
if self.hostile and attack then
self.state =
if self.hostile and self.attacking then
self.state = "attack"
return
end
@ -132,6 +131,11 @@ local land_state_execution = function(self,dtime)
--set the velocity of the mob
mobs.set_velocity(self,0)
--animation fixes for explosive mobs
if self.attack_type == "explode" then
mobs.reverse_explosion_animation(self,dtime)
end
elseif self.state == "walk" then
self.walk_timer = self.walk_timer - dtime
@ -178,13 +182,20 @@ local land_state_execution = function(self,dtime)
mobs.set_velocity(self,self.walk_velocity)
end
--animation fixes for explosive mobs
if self.attack_type == "explode" then
mobs.reverse_explosion_animation(self,dtime)
end
elseif self.state == "run" then
print("run")
elseif self.state == "attack" then
print("attack")
if self.attack_type == "explode" then
mobs.explode_attack_walk(self, dtime)
end
end
@ -587,6 +598,29 @@ mobs.mob_step = function(self, dtime)
return false
end
if self.hostile then
--true for line_of_sight is debug
--10 for radius is debug
--1 for eye height adjust is debug
local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
--go get the closest player ROAR >:O
if attacking then
self.attacking = attacking
--no player in area
else
--reset states when coming out of hostile state
if self.attacking ~= nil then
self.state_timer = -1
end
self.attacking = nil
end
end
--jump only (like slimes)
if self.jump_only then
jump_state_switch(self, dtime)
@ -606,21 +640,7 @@ mobs.mob_step = function(self, dtime)
end
if self.hostile then
--true for line_of_sight is debug
--10 for radius is debug
--1 for eye height adjust is debug
local attacking = mobs.detect_closest_player_within_radius(self,true,10,1)
--go get the closest player ROAR >:O
if attacking then
self.attack = attacking
--no player in area
else
self.attack = nil
end
end
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then

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@ -1,11 +1,12 @@
local math_pi = math.pi
local math_floor = math.floor
local math_random = math.random
local HALF_PI = math_pi/2
local vector_distance = vector.distance
local vector_new = vector.new
local vector_direction = vector.direction
local vector_distance = vector.distance
local vector_new = vector.new
local minetest_dir_to_yaw = minetest.dir_to_yaw
@ -114,6 +115,28 @@ mobs.movement_rotation_lock = function(self)
end
--this is used when a mob is chasing a player
mobs.set_yaw_while_attacking = function(self)
if self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
end
--turn positions into pseudo 2d vectors
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local new_direction = vector_direction(pos1,pos2)
local new_yaw = minetest_dir_to_yaw(new_direction)
self.object:set_yaw(new_yaw)
self.yaw = new_yaw
end
local calculate_pitch = function(self)
local pos = self.object:get_pos()
local pos2 = self.old_pos
@ -156,4 +179,25 @@ mobs.set_static_pitch = function(self)
self.object:set_rotation(current_rotation)
self.pitch_switchfdas = "static"
end
--this is a helper function for mobs explosion animation
mobs.handle_explosion_animation = function(self)
--secondary catch-all
if not self.explosion_animation then
self.explosion_animation = 0
end
--the timer works from 0 for sense of a 0 based counting
--but this just bumps it up so it's usable in here
local explosion_timer_adjust = self.explosion_animation + 1
local visual_size_modified = table.copy(self.visual_size_origin)
visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3)
visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
self.object:set_properties({visual_size = visual_size_modified})
end

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@ -0,0 +1,60 @@
local vector_direction = vector.direction
local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
mobs.explode_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)
--make mob walk up to player within 2 nodes distance then start exploding
--THIS NEEDS TO BE RECODED TO TAKE COLLISION BOXES INTO ACCOUNT!!!
if vector_distance(self.object:get_pos(), self.attacking:get_pos()) >= self.reach then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
mobs.reverse_explosion_animation(self,dtime)
else
mobs.set_velocity(self,0)
--this is the only way I can reference this without dumping extra data on all mobs
if not self.explosion_animation then
self.explosion_animation = 0
end
mobs.set_mob_animation(self,"stand")
mobs.handle_explosion_animation(self)
self.explosion_animation = self.explosion_animation + (dtime/3)
end
--do biggening explosion thing
if self.explosion_animation and self.explosion_animation > self.explosion_timer then
mcl_explosions.explode(self.object:get_pos(), self.explosion_strength)
self.object:remove()
end
end
--this is a small helper function to make working with explosion animations easier
mobs.reverse_explosion_animation = function(self,dtime)
--if explosion animation was greater than 0 then reverse it
if self.explosion_animation ~= nil and self.explosion_animation > 0 then
self.explosion_animation = self.explosion_animation - dtime
if self.explosion_animation < 0 then
self.explosion_animation = 0
end
end
mobs.handle_explosion_animation(self)
end

View File

@ -169,8 +169,8 @@ mobs:register_mob("mobs_mc:creeper_charged", {
explosion_radius = 8,
explosion_damage_radius = 8,
explosiontimer_reset_radius = 6,
reach = 3,
explosion_timer = 1.5,
reach = 2,
explosion_timer = 0.75,
allow_fuse_reset = true,
stop_to_explode = true,