-- 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 = "monster", 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, cold_damage = 1, 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:desert_stone", "default:sandstone"}, "default:mossycobble") fun_caves.search_replace(self.object:getpos(), 50, {"default:mossycobble"}, "fun_caves:mossycobble_trap") fun_caves.surface_damage(self) 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, 101) mobs:register_spawn("fun_caves:goblin_digger", {"default:mossycobble"}, 100, 0, 1 * fun_caves.goblin_spawn_frequency, 3, 101)