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zombie.lua
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zombie.lua
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local z_chillaxin_speed = 1.5
local z_animation_speed = 15
local z_mesh = "creatures_mob.x"
local z_texture = {"creatures_zombie.png"}
local z_hp = 20
local z_drop = "creatures:rotten_flesh"
local z_life_max = 80 --~5min
local z_player_radius = 14
local z_hit_radius = 1.4
creatures.z_ll = 7
local z_sound_normal = "creatures_zombie"
local z_sound_hit = "creatures_zombie_hit"
local z_sound_dead = "creatures_zombie_death"
creatures.z_spawn_nodes = {"default:dirt_with_grass","default:stone","default:dirt","default:desert_sand"}
creatures.z_spawner_range = 17
creatures.z_spawner_max_mobs = 6
local function z_get_animations()
return {
stand_START = 0,
stand_END = 79,
lay_START = 162,
lay_END = 166,
walk_START = 168,
walk_END = 188,
-- not used
sit_START = 81,
sit_END = 160
}
end
function z_hit(self)
local sound = z_sound_hit
if self.object:get_hp() < 1 then sound = z_sound_dead end
minetest.sound_play(sound, {pos = self.object:getpos(), max_hear_distance = 10, loop = false, gain = 0.4})
prop = {
mesh = z_mesh,
textures = {"creatures_zombie.png^creatures_zombie_hit.png"},
}
self.object:set_properties(prop)
self.can_punch = false
minetest.after(0.4, function()
z_update_visuals_def(self)
end)
end
function z_update_visuals_def(self)
self.can_punch = true
prop = {
mesh = z_mesh,
textures = z_texture,
}
self.object:set_properties(prop)
end
ZOMBIE_DEF = {
physical = true,
collisionbox = {-0.25, -1, -0.3, 0.25, 0.75, 0.3},
visual = "mesh",
visual_size = {x=1, y=1},
mesh = z_mesh,
textures = z_texture,
makes_footstep_sound = true,
npc_anim = 0,
lifetime = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
can_punch = true,
dead = false,
jump_timer = 0,
last_pos = {x=0,y=0,z=0},
punch_timer = 0,
sound_timer = 0,
attacker = "",
attacking_timer = 0,
mob_name = "zombie"
}
ZOMBIE_DEF.get_staticdata = function(self)
return minetest.serialize({
itemstring = self.itemstring,
timer = self.timer,
lifetime = self.lifetime,
})
end
ZOMBIE_DEF.on_activate = function(self, staticdata, dtime_s)
z_update_visuals_def(self)
self.anim = z_get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, z_animation_speed, 0)
self.npc_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-20,z=0})
self.state = 1
self.object:set_hp(z_hp)
self.object:set_armor_groups({fleshy=130})
self.last_pos = {x=0,y=0,z=0}
self.can_punch = true
self.dead = false
self.lifetime = 0
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp and tmp.timer then
self.timer = tmp.timer
end
if tmp and tmp.lifetime ~= nil then
self.lifetime = tmp.lifetime
end
end
end
ZOMBIE_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
if not self.can_punch then return end
local my_pos = self.object:getpos()
if puncher ~= nil then
self.attacker = puncher
if time_from_last_punch >= 0.45 then
z_hit(self)
local v = self.object:getvelocity()
self.direction = {x=v.x, y=v.y, z=v.z}
self.punch_timer = 0
self.object:setvelocity({x=dir.x*z_chillaxin_speed,y=5,z=dir.z*z_chillaxin_speed})
if self.state == 1 then
self.state = 8
elseif self.state >= 2 then
self.state = 9
end
-- add wear to sword/tool
creatures.add_wear(puncher, tool_capabilities)
end
end
if self.object:get_hp() < 1 then
creatures.drop(my_pos, {{name=z_drop, count=math.random(0,2)}}, dir)
end
end
ZOMBIE_DEF.on_step = function(self, dtime)
if self.dead then return end
self.timer = self.timer + 0.01
self.lifetime = self.lifetime + 0.01
self.turn_timer = self.turn_timer + 0.01
self.jump_timer = self.jump_timer + 0.01
self.punch_timer = self.punch_timer + 0.01
self.attacking_timer = self.attacking_timer + 0.01
self.sound_timer = self.sound_timer + 0.01
local current_pos = self.object:getpos()
local current_node = minetest.env:get_node_or_nil(current_pos)
if self.time_passed == nil then
self.time_passed = 0
end
-- death
if self.object:get_hp() < 1 then
self.object:setvelocity({x=0,y=-20,z=0})
self.object:set_hp(0)
self.attacker = ""
self.state = 0
self.dead = true
minetest.sound_play(z_sound_dead, {pos = current_pos, max_hear_distance = 10, gain = 0.9})
self.object:set_animation({x=self.anim.lay_START,y=self.anim.lay_END}, z_animation_speed, 0)
minetest.after(1, function()
self.object:remove()
if self.object:get_hp() < 1 and creatures.drop_on_death then
creatures.drop(current_pos, {{name=z_drop, count=math.random(0,2)}})
end
end)
end
-- die if old
if self.lifetime > z_life_max then
self.object:set_hp(0)
self.state = 0
self.dead = true
self.object:remove()
return
end
-- die when in water, lava or sunlight
local wtime = minetest.env:get_timeofday()
local ll = minetest.env:get_node_light({x=current_pos.x,y=current_pos.y+1,z=current_pos.z}) or 0
local nn = nil
if current_node ~= nil then nn = current_node.name end
if nn ~= nil and nn == "default:water_source" or
nn == "default:water_flowing" or
nn == "default:lava_source" or
nn == "default:lava_flowing" or
(wtime > 0.2 and wtime < 0.805 and current_pos.y > 0 and ll > 11) then
self.sound_timer = self.sound_timer + dtime
if self.sound_timer >= 0.8 then
local damage = 5
if ll > 11 then damage = 2 end
self.sound_timer = 0
self.object:set_hp(self.object:get_hp()-damage)
z_hit(self)
end
else
self.time_passed = 0
end
-- update moving state every 0.5 or 1 second
if self.state < 3 then
if self.timer > 0.2 then
if self.attacker == "" then
self.state = math.random(1,2)
else self.state = 5 end
self.timer = 0
end
end
-- play random sound
if self.sound_timer > math.random(5,35) then
minetest.sound_play(z_sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.7})
self.sound_timer = 0
end
-- after knocked back
if self.state >= 8 then
if self.punch_timer > 0.15 then
if self.state == 9 then
self.object:setvelocity({x=self.direction.x*z_chillaxin_speed,y=-20,z=self.direction.z*z_chillaxin_speed})
self.state = 2
elseif self.state == 8 then
self.object:setvelocity({x=0,y=-20,z=0})
self.state = 1
end
end
end
--STANDING
if self.state == 1 then
self.yawwer = true
self.attacker = ""
-- seach for players
for _,object in ipairs(minetest.env:get_objects_inside_radius(current_pos, z_player_radius)) do
if object:is_player() then
self.yawwer = false
NPC = current_pos
PLAYER = object:getpos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
self.attacker = object
self.lifetime = 0
end
end
if self.attacker == "" and self.turn_timer > math.random(1,4) then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
end
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
if self.npc_anim ~= creatures.ANIM_STAND then
self.anim = z_get_animations()
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, z_animation_speed, 0)
self.npc_anim = creatures.ANIM_STAND
end
if self.attacker ~= "" then
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
self.state = 2
end
end
--UPDATE DIR
if self.state == 5 then
self.yawwer = true
self.attacker = ""
-- seach for players
for _,object in ipairs(minetest.env:get_objects_inside_radius(current_pos, z_player_radius)) do
if object:is_player() then
self.yawwer = false
NPC = current_pos
PLAYER = object:getpos()
self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
if PLAYER.x > NPC.x then
self.yaw = self.yaw + math.pi
end
self.yaw = self.yaw - 2
self.object:setyaw(self.yaw)
self.attacker = object
end
end
if self.attacker ~= "" then
self.direction = {x = math.sin(self.yaw)*-1, y = -20, z = math.cos(self.yaw)}
self.state = 2
else
self.state =1
end
end
-- WALKING
if self.state == 2 then
if self.attacker ~= "" then
self.direction = {x=math.sin(self.yaw)*-1, y=-20, z=math.cos(self.yaw)}
end
if self.direction ~= nil then
self.object:setvelocity({x=self.direction.x*z_chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*z_chillaxin_speed})
end
if self.turn_timer > math.random(1,4) and not self.attacker then
self.yaw = 360 * math.random()
self.object:setyaw(self.yaw)
self.turn_timer = 0
self.direction = {x=math.sin(self.yaw)*-1, y=-20, z=math.cos(self.yaw)}
end
if self.npc_anim ~= creatures.ANIM_WALK then
self.npc_anim = creatures.ANIM_WALK
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, z_animation_speed, 0)
end
--jump
local p = current_pos
p.y = p.y-0.5
creatures.jump(self, p, 7.4, 0.25)
if self.attacker ~= "" and minetest.setting_getbool("enable_damage") then
local s = current_pos
local attacker_pos = self.attacker:getpos() or nil
if attacker_pos == nil then return end
local p = attacker_pos
if (s ~= nil and p ~= nil) then
local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
creatures.attack(self, current_pos, attacker_pos, dist, z_hit_radius)
end
end
end
end
minetest.register_entity("creatures:zombie", ZOMBIE_DEF)