VoxeLibre/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua

347 lines
9.2 KiB
Lua

local vector_direction = vector.direction
--local minetest_dir_to_yaw = minetest.dir_to_yaw
local vector_distance = vector.distance
local vector_multiply = vector.multiply
local math_random = math.random
--[[
_ _ _ _
| | | | | | | |
| | | | __ _ _ __ __| | | |
| | | | / _` | '_ \ / _` | | |
|_| | |___| (_| | | | | (_| | |_|
(_) \_____/\__,_|_| |_|\__,_| (_)
]]--
--[[
_____ _ _
| ___| | | | |
| |____ ___ __ | | ___ __| | ___
| __\ \/ / '_ \| |/ _ \ / _` |/ _ \
| |___> <| |_) | | (_) | (_| | __/
\____/_/\_\ .__/|_|\___/ \__,_|\___|
| |
|_|
]]--
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)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
--make mob walk up to player within 2 nodes distance then start exploding
if distance_from_attacking >= self.reach and
--don't allow explosion to cancel unless out of the reach boundary
not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_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
--play ignite sound
if self.explosion_animation == 0 then
mobs.play_sound(self,"attack")
end
mobs.set_mob_animation(self,"stand")
mobs.handle_explosion_animation(self)
self.explosion_animation = self.explosion_animation + (dtime/2.5)
end
--make explosive mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
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,{ drop_chance = 1.0 })
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 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
--[[
______ _
| ___ \ | |
| |_/ / _ _ __ ___| |__
| __/ | | | '_ \ / __| '_ \
| | | |_| | | | | (__| | | |
\_| \__,_|_| |_|\___|_| |_|
]]--
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
local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.minimum_follow_distance then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self, "run")
else
mobs.set_velocity(self, 0)
mobs.set_mob_animation(self, "stand")
end
mobs.set_yaw_while_attacking(self)
--make punchy mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
--mobs that can climb over stuff
if self.always_climb and node_in_front_of > 0 then
mobs.climb(self)
end
--auto reset punch_timer
if not self.punch_timer then
self.punch_timer = 0
end
if self.punch_timer > 0 then
self.punch_timer = self.punch_timer - dtime
end
end
mobs.punch_attack = function(self)
self.attacking:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage}
}, nil)
self.punch_timer = self.punch_timer_cooloff
--knockback
local pos1 = self.object:get_pos()
pos1.y = 0
local pos2 = self.attacking:get_pos()
pos2.y = 0
local dir = vector_direction(pos1,pos2)
dir = vector_multiply(dir,3)
if self.attacking:get_velocity().y <= 1 then
dir.y = 5
end
self.attacking:add_velocity(dir)
end
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
mobs.projectile_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)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_velocity(self,0)
mobs.set_mob_animation(self,"stand")
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
--make shooty mobs jump
--check for nodes to jump over
--explosive mobs will just ride against walls for now
local node_in_front_of = mobs.jump_check(self)
if node_in_front_of == 1 then
mobs.jump(self)
end
end
--[[
_ ______ _ _
| | | ___| | | |
| | | |_ | |_ _ | |
| | | _| | | | | | | |
|_| | | | | |_| | |_|
(_) \_| |_|\__, | (_)
__/ |
|___/
]]--
--[[
______ _ _ _ _
| ___ \ (_) | | (_) |
| |_/ / __ ___ _ ___ ___| |_ _| | ___
| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \
| | | | | (_) | | __/ (__| |_| | | __/
\_| |_| \___/| |\___|\___|\__|_|_|\___|
_/ |
|__/
]]--
local random_pitch_multiplier = {-1,1}
mobs.projectile_attack_fly = function(self, dtime)
--this needs an exception
if self.attacking == nil or not self.attacking:is_player() then
self.attacking = nil
return
end
--this is specifically for random ghast movement
if self.fly_random_while_attack then
--enable rotation locking
mobs.movement_rotation_lock(self)
self.walk_timer = self.walk_timer - dtime
--reset the walk timer
if self.walk_timer <= 0 then
--re-randomize the walk timer
self.walk_timer = math.random(1,6) + math.random()
--set the mob into a random direction
self.yaw = (math_random() * (math.pi * 2))
--create a truly random pitch, since there is no easy access to pitch math that I can find
self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)]
end
mobs.set_fly_velocity(self, self.run_velocity)
else
mobs.set_yaw_while_attacking(self)
local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos())
if distance_from_attacking >= self.reach then
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, self.run_velocity)
mobs.set_mob_animation(self,"run")
else
mobs.set_pitch_while_attacking(self)
mobs.set_fly_velocity(self, 0)
mobs.set_mob_animation(self,"stand")
end
end
--do this to not load data into other mobs
if not self.projectile_timer then
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
end
--run projectile timer
if self.projectile_timer > 0 then
self.projectile_timer = self.projectile_timer - dtime
--shoot
if self.projectile_timer <= 0 then
if self.fly_random_while_attack then
mobs.set_yaw_while_attacking(self)
self.walk_timer = 0
end
--reset timer
self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max)
mobs.shoot_projectile(self)
end
end
end