Integrate goblins and mobs.
This commit is contained in:
parent
6097e844cf
commit
182e32d231
68 changed files with 14500 additions and 13 deletions
216
goblin_digger.lua
Normal file
216
goblin_digger.lua
Normal file
|
@ -0,0 +1,216 @@
|
|||
-- goblins_digger.lua
|
||||
--
|
||||
|
||||
-- He destroys everything diggable in his path. It's too much trouble
|
||||
-- to fudge around with particulars. Besides, I don't want them to
|
||||
-- mine for me.
|
||||
local diggable_nodes = {"group:stone", "group:sand", "group:soil", "group:plant"}
|
||||
|
||||
-- This translates yaw into vectors.
|
||||
local cardinals = {{x=0,y=0,z=0.75}, {x=-0.75,y=0,z=0}, {x=0,y=0,z=-0.75}, {x=0.75,y=0,z=0}}
|
||||
|
||||
fun_caves.goblin_tunneling = function(self, type)
|
||||
-- Types are available for fine-tuning.
|
||||
if type == nil then
|
||||
type = "digger"
|
||||
end
|
||||
|
||||
local pos = self.object:getpos()
|
||||
|
||||
if self.state == "tunnel" then
|
||||
-- Yaw is stored as one of the four cardinal directions.
|
||||
if not self.digging_dir then
|
||||
self.digging_dir = math.random(0,3)
|
||||
end
|
||||
|
||||
-- Turn him roughly in the right direction.
|
||||
-- self.object:setyaw(self.digging_dir * math.pi * 0.5 + math.random() * 0.5 - 0.25)
|
||||
self.object:setyaw(self.digging_dir * math.pi * 0.5)
|
||||
|
||||
-- Get a pair of coordinates that should cover what's in front of him.
|
||||
local p = vector.add(pos, cardinals[self.digging_dir+1])
|
||||
p.y = p.y - 0.5 -- What's this about?
|
||||
local p1 = vector.add(p, -0.3)
|
||||
local p2 = vector.add(p, 0.3)
|
||||
|
||||
-- Get any diggable nodes in that area.
|
||||
local np_list = minetest.find_nodes_in_area(p1, p2, diggable_nodes)
|
||||
|
||||
if #np_list > 0 then
|
||||
-- Dig it.
|
||||
for _, np in pairs(np_list) do
|
||||
if np.name ~= "default:cobble" then
|
||||
minetest.remove_node(np)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if math.random() < 0.2 then
|
||||
local d = {-1,1}
|
||||
self.digging_dir = (self.digging_dir + d[math.random(2)]) % 4
|
||||
end
|
||||
|
||||
set_animation(self, "walk")
|
||||
set_velocity(self, self.walk_velocity)
|
||||
elseif self.state == "room" then -- Dig a room.
|
||||
if not self.room_radius then
|
||||
self.room_radius = 1
|
||||
end
|
||||
|
||||
set_animation(self, "stand")
|
||||
set_velocity(self, 0)
|
||||
|
||||
-- Work from the inside, out.
|
||||
for r = 1,self.room_radius do
|
||||
-- Get a pair of coordinates that form a room.
|
||||
local p1 = vector.add(pos, -r)
|
||||
local p2 = vector.add(pos, r)
|
||||
-- But not below him.
|
||||
p1.y = pos.y
|
||||
|
||||
local np_list = minetest.find_nodes_in_area(p1, p2, diggable_nodes)
|
||||
|
||||
-- I wanted to leave the outer layer incomplete, but this
|
||||
-- actually tends to make it look worse.
|
||||
if r >= self.room_radius and #np_list == 0 then
|
||||
self.room_radius = math.random(1,2) + math.random(0,1)
|
||||
self.state = "stand"
|
||||
break
|
||||
end
|
||||
|
||||
if #np_list > 0 then
|
||||
-- Dig it.
|
||||
minetest.remove_node(np_list[math.random(#np_list)])
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.state == "stand" and math.random() < 0.05 then
|
||||
self.state = "tunnel"
|
||||
elseif self.state == "tunnel" and math.random() < 0.05 then
|
||||
self.state = "room"
|
||||
elseif self.state == "tunnel" and math.random() < 0.1 then
|
||||
self.state = "stand"
|
||||
end
|
||||
end
|
||||
|
||||
mobs:register_mob("fun_caves:goblin_digger", {
|
||||
description = "Digger Goblin",
|
||||
type = "animal",
|
||||
passive = false,
|
||||
damage = 1,
|
||||
attack_type = "dogfight",
|
||||
attacks_monsters = true,
|
||||
hp_min = 5,
|
||||
hp_max = 10,
|
||||
armor = 100,
|
||||
collisionbox = {-0.35,-1,-0.35, 0.35,-.1,0.35},
|
||||
visual = "mesh",
|
||||
mesh = "goblins_goblin.b3d",
|
||||
drawtype = "front",
|
||||
textures = {
|
||||
{"goblins_goblin_digger.png"},
|
||||
},
|
||||
makes_footstep_sound = true,
|
||||
sounds = {
|
||||
random = "goblins_goblin_ambient",
|
||||
warcry = "goblins_goblin_attack",
|
||||
attack = "goblins_goblin_attack",
|
||||
damage = "goblins_goblin_damage",
|
||||
death = "goblins_goblin_death",
|
||||
distance = 15,
|
||||
},
|
||||
walk_velocity = 2,
|
||||
run_velocity = 3,
|
||||
jump = true,
|
||||
drops = {
|
||||
{name = "default:mossycobble",
|
||||
chance = 1, min = 1, max = 3},
|
||||
{name = "fun_caves:mushroom_steak",
|
||||
chance = 2, min = 1, max = 2},
|
||||
{name = "default:torch",
|
||||
chance = 3, min = 1, max = 10},
|
||||
},
|
||||
water_damage = 0,
|
||||
lava_damage = 2,
|
||||
light_damage = 0,
|
||||
lifetimer = 360,
|
||||
follow = {"default:diamond"},
|
||||
view_range = 10,
|
||||
owner = "",
|
||||
order = "follow",
|
||||
animation = {
|
||||
speed_normal = 30,
|
||||
speed_run = 30,
|
||||
stand_start = 0,
|
||||
stand_end = 79,
|
||||
walk_start = 168,
|
||||
walk_end = 187,
|
||||
run_start = 168,
|
||||
run_end = 187,
|
||||
punch_start = 200,
|
||||
punch_end = 219,
|
||||
},
|
||||
on_rightclick = function(self, clicker)
|
||||
local item = clicker:get_wielded_item()
|
||||
local name = clicker:get_player_name()
|
||||
|
||||
-- feed to heal goblin
|
||||
if item:get_name() == "default:apple"
|
||||
or item:get_name() == "farming:bread" then
|
||||
|
||||
local hp = self.object:get_hp()
|
||||
-- return if full health
|
||||
if hp >= self.hp_max then
|
||||
minetest.chat_send_player(name, "goblin at full health.")
|
||||
return
|
||||
end
|
||||
hp = hp + 4
|
||||
if hp > self.hp_max then hp = self.hp_max end
|
||||
self.object:set_hp(hp)
|
||||
-- take item
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
item:take_item()
|
||||
clicker:set_wielded_item(item)
|
||||
end
|
||||
|
||||
-- right clicking with gold lump drops random item from fun_caves.goblin_drops
|
||||
elseif item:get_name() == "default:gold_lump" then
|
||||
if not minetest.setting_getbool("creative_mode") then
|
||||
item:take_item()
|
||||
clicker:set_wielded_item(item)
|
||||
end
|
||||
local pos = self.object:getpos()
|
||||
pos.y = pos.y + 0.5
|
||||
minetest.add_item(pos, {name = fun_caves.goblin_drops[math.random(1, #fun_caves.goblin_drops)]})
|
||||
|
||||
else
|
||||
-- if owner switch between follow and stand
|
||||
if self.owner and self.owner == clicker:get_player_name() then
|
||||
if self.order == "follow" then
|
||||
self.order = "stand"
|
||||
else
|
||||
self.order = "follow"
|
||||
end
|
||||
-- else
|
||||
-- self.owner = clicker:get_player_name()
|
||||
end
|
||||
end
|
||||
|
||||
mobs:capture_mob(self, clicker, 0, 5, 80, false, nil)
|
||||
end,
|
||||
|
||||
do_custom = function(self)
|
||||
fun_caves.goblin_tunneling(self, "digger")
|
||||
|
||||
fun_caves.search_replace(self.object:getpos(), 5, {"default:torch"}, "air")
|
||||
fun_caves.search_replace(self.object:getpos(), 10, {"default:stone"}, "default:mossycobble")
|
||||
fun_caves.search_replace(self.object:getpos(), 50, {"default:mossycobble"}, "fun_caves:mossycobble_trap")
|
||||
end,
|
||||
})
|
||||
|
||||
mobs:register_egg("fun_caves:goblin_digger", "Goblin Egg (digger)", "default_mossycobble.png", 1)
|
||||
mobs:register_spawn("fun_caves:goblin_digger", {"group:stone"}, 100, 0, 20 * fun_caves.goblin_spawn_frequency, 3, 31000)
|
||||
mobs:register_spawn("fun_caves:goblin_digger", {"default:mossycobble"}, 100, 0, 1 * fun_caves.goblin_spawn_frequency, 3, 31000)
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue