/
procedures.lua
287 lines (249 loc) · 7.4 KB
/
procedures.lua
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local yaw_tolerance = 0.01
--
-- Global procedure
--
-- Used to keep the mob's rotation aligned when passive
function mobs_mime.fix_yaw(self)
if (not mobs_mime.keepAligned) or self.state == "attack" then
return
end
local yaw = self.object:get_yaw()
if not yaw then
return
end
local yaw_i = yaw * (2 / math.pi)
local yaw_j = math.round(yaw_i)
if math.abs(yaw_i - yaw_j) > yaw_tolerance then
local new_yaw = (math.pi / 2) * yaw_j
self.object:set_yaw(new_yaw)
self.target_yaw = new_yaw
self.delay = 0
end
end
local offsets = {
vector.new(0, -1, 0),
vector.new(0, 1, 0),
vector.new(-1, 0, 0),
vector.new(1, 0, 0),
vector.new(0, 0, -1),
vector.new(0, 0, 1),
vector.new(-1, -1, 0),
vector.new(-1, 1, 0),
vector.new(1, -1, 0),
vector.new(1, 1, 0),
vector.new(-1, 0, -1),
vector.new(-1, 0, 1),
vector.new(1, 0, -1),
vector.new(1, 0, 1),
vector.new(0, -1, -1),
vector.new(0, -1, 1),
vector.new(0, 1, -1),
vector.new(0, 1, 1),
vector.new(-1, -1, -1),
vector.new(-1, -1, 1),
vector.new(-1, 1, -1),
vector.new(-1, 1, 1),
vector.new(1, -1, -1),
vector.new(1, -1, 1),
vector.new(1, 1, -1),
vector.new(1, 1, 1),
}
function mobs_mime.in_a_wall(self, pos)
local collisionbox = self.object:get_properties().collisionbox
for i = 1, #collisionbox do
collisionbox[i] = collisionbox[i] * 0.90
end
for i = 1, 4, 3 do
for j = 2, 5, 3 do
for k = 3, 6, 3 do
local edge = vector.new(collisionbox[i], collisionbox[j], collisionbox[k])
local node_pos = vector.round(edge + pos)
local node = minetest.get_node(node_pos)
local def = minetest.registered_nodes[node.name]
if (not def) or (def.drawtype == "normal" and def.walkable) then
return true
end
end
end
end
return false
end
function mobs_mime.escape_a_wall(self)
local pos = self.object:get_pos()
for _, offset in ipairs(offsets) do
local p2 = pos + offset
if not (mobs_mime.in_a_wall(self, p2) or minetest.is_protected(p2, "mobs_mime:mime")) then
self.object:set_pos(p2)
return true
end
end
return false
end
local function is_nodelike(node_def)
return (
node_def.drawtype == "normal"
or node_def.drawtype == "liquid"
or node_def.drawtype == "flowingliquid"
or node_def.drawtype == "glasslike"
or node_def.drawtype == "glasslike_framed"
or node_def.drawtype == "glasslike_framed_optional"
or node_def.drawtype == "allfaces"
or node_def.drawtype == "allfaces_optional"
)
end
function mobs_mime.copy_nearby_mob(self)
local pos = self.object:get_pos()
for _, object in ipairs(minetest.get_objects_inside_radius(pos, 8)) do
if not futil.is_player(object) then
local ent = object:get_luaentity()
if ent and ent.name ~= "mobs_mime:mime" then
local props = object:get_properties()
local cb = props.collisionbox
local valid_collisionbox = (cb[1] ~= cb[4]) and (cb[2] ~= cb[5]) and (cb[3] ~= cb[6])
if props.physical and props.pointable and props.visual == "mesh" and valid_collisionbox then
if self.mimicking == object then
return true
end
self.mimicking = object
self.object:set_properties({
visual = "mesh",
textures = props.textures,
use_texture_alpha = props.use_texture_alpha,
mesh = props.mesh,
visual_size = props.visual_size,
collisionbox = props.collisionbox,
selectionbox = props.selectionbox,
})
if mobs_mime.in_a_wall(self, pos) then
-- some entities have so large collisionboxes that mimes can't escape with escape_a_wall()
-- avoid them from glitching too deep into the ground
pos.y = math.round(pos.y) - 0.5 - cb[2]
self.object:set_pos(pos)
end
self.walk_velocity = ent.walk_velocity
self.randomly_turn = ent.randomly_turn
self.stand_chance = ent.stand_chance
self.walk_chance = (ent.walk_chance or 0) > 0 and ent.walk_chance or mobs_mime.moveChance
self.jump = ent.jump
self.jump_height = ent.jump_height
self.stepheight = ent.stepheight
self.fear_height = ent.fear_height
self.floats = ent.floats
local fly_in = { "mobs_mime:glue", "mobs_mime:glue_flowing" }
if ent.fly_in then
table.insert_all(fly_in, ent.fly_in)
end
self.fly_in = fly_in
return true
end
end
end
end
return false
end
-- Used to apply a texture to the mob
mobs_mime.pr_SetTexture = function(self)
if not self.object then
return
end
local pos = self.object:get_pos()
if not pos then
return
end
if mobs_mime.copy_nearby_mob(self) then
return
end
if math.random(mobs_mime.chestChance) == 1 then
self.object:set_properties({
visual = "cube",
textures = mobs_mime.get_chest_textures(),
visual_size = { x = 1, y = 1, z = 1 },
collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },
selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = true },
use_texture_alpha = false,
mesh = nil,
itemname = nil,
})
self.mimicking = nil
self.object:set_pos(vector.round(pos))
return
end
local s_nodeName = mobs_mime.fn_NodeUnder(pos)
if not s_nodeName or (type(s_nodeName) ~= "string") or (s_nodeName == "") then
return
end
local node_def = minetest.registered_nodes[s_nodeName]
if not node_def then
return
end
local use_texture_alpha = node_def.use_texture_alpha == "clip" or node_def.use_texture_alpha == "blend"
if is_nodelike(node_def) then
local textures = mobs_mime.fn_NodesTextures(s_nodeName)
if textures then
self.object:set_properties({
visual = "cube",
textures = textures,
visual_size = { x = 1, y = 1, z = 1 },
collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },
selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = true },
use_texture_alpha = use_texture_alpha,
mesh = nil,
itemname = nil,
})
self.mimicking = s_nodeName
self.object:set_pos(vector.round(pos))
mobs_mime.fix_yaw(self)
end
elseif node_def.drawtype == "mesh" then
local scale = (node_def.visual_scale or 1) * 10 -- this isn't documented anywhere
self.object:set_properties({
visual = "mesh",
textures = node_def.tiles,
use_texture_alpha = use_texture_alpha,
mesh = node_def.mesh,
collisionbox = node_def.collision_box or { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },
selectionbox = node_def.selection_box or { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = true },
visual_size = { x = scale, y = scale, z = scale },
itemname = nil,
})
self.mimicking = s_nodeName
self.object:set_pos(vector.round(pos))
mobs_mime.fix_yaw(self)
elseif node_def.drawtype ~= "airlike" then
local scale = 2 / 3 -- this isn't documented anywhere and seems to vary a little between drawtypes
self.object:set_properties({
visual = "wielditem",
wield_item = s_nodeName,
visual_size = { x = scale, y = scale, z = scale },
textures = nil,
mesh = nil,
})
self.mimicking = s_nodeName
self.object:set_pos(vector.round(pos))
mobs_mime.fix_yaw(self)
end
end
-- Check for free space and place a new node
mobs_mime.pr_PlaceNode = function(pos)
if not pos or type(pos) ~= "table" or not next(pos) then
return
end
local s_oldNodeName = minetest.get_node(pos).name
if s_oldNodeName == "air" then
minetest.set_node(pos, { name = "mobs_mime:glue" })
end
end
-- Used to place glue around the target
mobs_mime.pr_GlueRing = function(pos, radius)
local gpos = { y = 0, x = 0, z = 0 }
for x = -radius, radius do
gpos.x = pos.x + x
for y = -radius, radius do
gpos.y = pos.y + y
for z = -radius, radius do
gpos.z = pos.z + z
mobs_mime.pr_PlaceNode(gpos)
end
end
end
end