Add working mob armor api
TODO: make mobs only put on a piece if they don't already have it.
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@ -406,6 +406,7 @@ end
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay, dtime)
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@ -1273,11 +1274,13 @@ local do_env_damage = function(self)
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end
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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deal_light_damage(self, pos, self.sunlight_damage)
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return true
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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deal_light_damage(self, pos, self.sunlight_damage)
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return true
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end
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end
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end
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@ -2529,7 +2532,7 @@ local function go_to_pos(entity,b)
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local v = { x = b.x - s.x, z = b.z - s.z }
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local yaw = (atann(v.z / v.x) + pi / 2) - entity.rotate
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if b.x > s.x then yaw = yaw + pi end
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entity.object:set_yaw(yaw)
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--entity.object:set_yaw(yaw)
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set_velocity(entity,entity.follow_velocity)
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mcl_mobs:set_animation(entity, "walk")
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end
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@ -3254,19 +3257,89 @@ local function player_near(pos)
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end
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end
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local function get_armor_texture(armor_name)
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if armor_name == "" then
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return ""
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end
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if armor_name=="blank.png" then
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return "blank.png"
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end
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local seperator = string.find(armor_name, ":")
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return "mcl_armor_"..string.sub(armor_name, seperator+1, -1)..".png^"
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end
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local function set_armor_texture(self)
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if self.armor_list then
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local chestplate=minetest.registered_items[self.armor_list.chestplate] or {name=""}
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local boots=minetest.registered_items[self.armor_list.boots] or {name=""}
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local leggings=minetest.registered_items[self.armor_list.leggings] or {name=""}
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local helmet=minetest.registered_items[self.armor_list.helmet] or {name=""}
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if helmet.name=="" and chestplate.name=="" and leggings.name=="" and boots.name=="" then
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helmet={name="blank.png"}
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end
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local texture = get_armor_texture(chestplate.name)..get_armor_texture(helmet.name)..get_armor_texture(boots.name)..get_armor_texture(leggings.name)
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if string.sub(texture, -1,-1) == "^" then
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texture=string.sub(texture,1,-2)
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end
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if self.textures[self.wears_armor] then
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self.textures[self.wears_armor]=texture
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end
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self.object:set_properties({textures=self.textures})
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local armor_
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if type(self.armor) == "table" then
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armor_ = table.copy(self.armor)
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armor_.immortal = 1
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else
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armor_ = {immortal=1, fleshy = self.armor}
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end
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for _,item in pairs(self.armor_list) do
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if not item then return end
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if type(minetest.get_item_group(item, "mcl_armor_points")) == "number" then
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armor_.fleshy=armor_.fleshy-(minetest.get_item_group(item, "mcl_armor_points")*3.5)
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end
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end
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self.object:set_armor_groups(armor_)
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end
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end
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local function check_item_pickup(self)
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if self.pick_up and #self.pick_up > 0 then
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if self.pick_up and #self.pick_up > 0 or self.wears_armor then
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local p = self.object:get_pos()
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for _,o in pairs(minetest.get_objects_inside_radius(p,2)) do
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local l=o:get_luaentity()
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if l and l.name == "__builtin:item" then
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for k,v in pairs(self.pick_up) do
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if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
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local r = self.on_pick_up(self,l)
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if r and r.is_empty and not r:is_empty() then
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l.itemstring = r:to_string()
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elseif r and r.is_empty and r:is_empty() then
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o:remove()
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if not player_near(p) and l.itemstring:find("mcl_armor") and self.wears_armor then
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local armor_type
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if l.itemstring:find("chestplate") then
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armor_type = "chestplate"
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elseif l.itemstring:find("boots") then
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armor_type = "boots"
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elseif l.itemstring:find("leggings") then
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armor_type = "leggings"
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elseif l.itemstring:find("helmet") then
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armor_type = "helmet"
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end
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if not armor_type then
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return
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end
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if not self.armor_list then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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end
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self.armor_list[armor_type]=ItemStack(l.itemstring):get_name()
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o:remove()
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end
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if self.pick_up then
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for k,v in pairs(self.pick_up) do
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if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
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local r = self.on_pick_up(self,l)
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if r and r.is_empty and not r:is_empty() then
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l.itemstring = r:to_string()
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elseif r and r.is_empty and r:is_empty() then
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o:remove()
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end
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end
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end
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end
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@ -3943,9 +4016,16 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.on_spawn_run = true -- if true, set flag to run once only
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end
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end
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if not self._run_armor_init then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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set_armor_texture(self)
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self._run_armor_init = true
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end
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-- run after_activate
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if def.after_activate then
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def.after_activate(self, staticdata, def, dtime)
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end
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end
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@ -4261,6 +4341,8 @@ local mob_step = function(self, dtime)
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do_jump(self)
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set_armor_texture(self)
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runaway_from(self)
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if is_at_water_danger(self) and self.state ~= "attack" then
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@ -4417,6 +4499,7 @@ minetest.register_entity(name, {
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curiosity = def.curiosity or 1, -- how often mob will look at player on idle
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head_yaw = def.head_yaw or "y", -- axis to rotate head on
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horrizonatal_head_height = def.horrizonatal_head_height or 0,
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wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
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stepheight = def.stepheight or 0.6,
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name = name,
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description = def.description,
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@ -4470,6 +4553,7 @@ minetest.register_entity(name, {
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nofollow = def.nofollow,
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can_open_doors = def.can_open_doors,
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jump = def.jump ~= false,
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automatic_face_movement_max_rotation_per_sec = 300,
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walk_chance = def.walk_chance or 50,
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attacks_monsters = def.attacks_monsters or false,
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group_attack = def.group_attack or false,
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@ -4579,6 +4663,7 @@ minetest.register_entity(name, {
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self.object:set_properties({
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collide_with_objects = false,
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})
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return mob_activate(self, staticdata, def, dtime)
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end,
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