Implement curing zombie villagers

This commit is contained in:
Elias Fleckenstein 2021-01-23 15:40:12 +01:00
parent b7c3096364
commit f9a82aab05
2 changed files with 73 additions and 9 deletions

View file

@ -285,7 +285,7 @@ end
-- set and return valid yaw -- set and return valid yaw
local set_yaw = function(self, yaw, delay) local set_yaw = function(self, yaw, delay, dtime)
if not yaw or yaw ~= yaw then if not yaw or yaw ~= yaw then
yaw = 0 yaw = 0
@ -294,6 +294,9 @@ local set_yaw = function(self, yaw, delay)
delay = delay or 0 delay = delay or 0
if delay == 0 then if delay == 0 then
if self.shaking and dtime then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw) self.object:set_yaw(yaw)
return yaw return yaw
end end
@ -305,8 +308,8 @@ local set_yaw = function(self, yaw, delay)
end end
-- global function to set mob yaw -- global function to set mob yaw
function mobs:yaw(self, yaw, delay) function mobs:yaw(self, yaw, delay, dtime)
set_yaw(self, yaw, delay) set_yaw(self, yaw, delay, dtime)
end end
local add_texture_mod = function(self, mod) local add_texture_mod = function(self, mod)
@ -2482,7 +2485,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self, yaw) yaw = set_yaw(self, yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
@ -2655,7 +2658,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self, yaw) yaw = set_yaw(self, yaw, 0, dtime)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
@ -2760,7 +2763,7 @@ local do_states = function(self, dtime)
if p.x > s.x then yaw = yaw + pi end if p.x > s.x then yaw = yaw + pi end
yaw = set_yaw(self, yaw) yaw = set_yaw(self, yaw, 0, dtime)
set_velocity(self, 0) set_velocity(self, 0)
@ -3460,6 +3463,9 @@ local mob_step = function(self, dtime)
end end
self.delay = self.delay - 1 self.delay = self.delay - 1
if self.shaking then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end
self.object:set_yaw(yaw) self.object:set_yaw(yaw)
end end

View file

@ -5,12 +5,25 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
-- TODO: Turn villagers to zombie villager
--################### --###################
--################### ZOMBIE VILLAGER --################### ZOMBIE VILLAGER
--################### --###################
local professions = {
farmer = "mobs_mc_villager_farmer.png",
fisherman = "mobs_mc_villager_farmer.png",
fletcher = "mobs_mc_villager_farmer.png",
shepherd = "mobs_mc_villager_farmer.png",
librarian = "mobs_mc_villager_librarian.png",
cartographer = "mobs_mc_villager_librarian.png",
armorer = "mobs_mc_villager_smith.png",
leatherworker = "mobs_mc_villager_butcher.png",
butcher = "mobs_mc_villager_butcher.png",
weapon_smith = "mobs_mc_villager_smith.png",
tool_smith = "mobs_mc_villager_smith.png",
cleric = "mobs_mc_villager_priest.png",
nitwit = "mobs_mc_villager.png",
}
mobs:register_mob("mobs_mc:villager_zombie", { mobs:register_mob("mobs_mc:villager_zombie", {
type = "monster", type = "monster",
@ -82,6 +95,50 @@ mobs:register_mob("mobs_mc:villager_zombie", {
run_start = 0, run_start = 0,
run_end = 20, run_end = 20,
}, },
on_rightclick = function(self, clicker)
if not self._curing and clicker and clicker:is_player() then
local wielditem = clicker:get_wielded_item()
-- ToDo: Only cure if zombie villager has the weakness effect
if wielditem:get_name() == "mcl_core:apple_gold" then
wielditem:take_item()
clicker:set_wielded_item(wielditem)
self._curing = math.random(3 * 60, 5 * 60)
self.shaking = true
end
end
end,
do_custom = function(self, dtime)
if self._curing then
self._curing = self._curing - dtime
local obj = self.object
if self._curing <= 0 then
local villager_obj = minetest.add_entity(obj:get_pos(), "mobs_mc:villager")
local villager = villager_obj:get_luaentity()
local yaw = obj:get_yaw()
villager_obj:set_yaw(yaw)
villager.target_yaw = yaw
villager.nametag = self.nametag
local texture = self.base_texture[1]:gsub("zombie", "villager")
if texture == "mobs_mc_villager_villager.png" then
texture = "mobs_mc_villager.png"
end
local textures = {texture}
villager.base_texture = textures
villager_obj:set_properties({textures = textures})
local matches = {}
for prof, tex in pairs(professions) do
if texture == tex then
table.insert(matches, prof)
end
end
villager._profession = matches[math.random(#matches)]
self._curing = nil
mcl_burning.extinguish(obj)
obj:remove()
return false
end
end
end,
sunlight_damage = 2, sunlight_damage = 2,
ignited_by_sunlight = true, ignited_by_sunlight = true,
view_range = 16, view_range = 16,
@ -89,7 +146,8 @@ mobs:register_mob("mobs_mc:villager_zombie", {
harmed_by_heal = true, harmed_by_heal = true,
}) })
mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 4090, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max) mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.village, {"air"}, 0, 7, 30, 4090, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific("mobs_mc:villager_zombie", mobs_mc.spawn.solid, {"air"}, 0, 7, 30, 60000, 4, mobs_mc.spawn_height.overworld_min, mobs_mc.spawn_height.overworld_max)
-- spawn eggs -- spawn eggs
mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0) mobs:register_egg("mobs_mc:villager_zombie", S("Zombie Villager"), "mobs_mc_spawn_icon_zombie_villager.png", 0)