creatura/api.lua

556 lines
14 KiB
Lua

--------------
-- Creatura --
--------------
creatura.api = {}
-- Math --
local abs = math.abs
local floor = math.floor
local random = math.random
local function clamp(val, min_n, max_n)
if val < min_n then
val = min_n
elseif max_n < val then
val = max_n
end
return val
end
local vec_dist = vector.distance
local function vec_raise(v, n)
if not v then return end
return {x = v.x, y = v.y + n, z = v.z}
end
---------------
-- Local API --
---------------
local function contains_val(tbl, val)
for _, v in pairs(tbl) do
if v == val then return true end
end
return false
end
----------------------------
-- Registration Functions --
----------------------------
creatura.registered_movement_methods = {}
function creatura.register_movement_method(name, func)
creatura.registered_movement_methods[name] = func
end
creatura.registered_utilities = {}
function creatura.register_utility(name, func)
creatura.registered_utilities[name] = func
end
---------------
-- Utilities --
---------------
function creatura.is_valid(mob)
if not mob then return false end
if type(mob) == "table" then mob = mob.object end
if type(mob) == "userdata" then
if mob:is_player() then
if mob:get_look_horizontal() then return mob end
else
if mob:get_yaw() then return mob end
end
end
return false
end
function creatura.is_alive(mob)
if not creatura.is_valid(mob) then
return false
end
if type(mob) == "table" then
return (mob.hp or mob.health or 0) > 0
end
if mob:is_player() then
return mob:get_hp() > 0
else
local ent = mob:get_luaentity()
return ent and (ent.hp or ent.health or 0) > 0
end
end
------------------------
-- Environment access --
------------------------
local default_node_def = {walkable = true} -- both ignore and unknown nodes are walkable
function creatura.get_node_height_from_def(name)
local def = minetest.registered_nodes[name] or default_node_def
if not def then return 0.5 end
if def.walkable then
if def.drawtype == "nodebox" then
if def.node_box
and def.node_box.type == "fixed" then
if type(def.node_box.fixed[1]) == "number" then
return 0.5 + def.node_box.fixed[5]
elseif type(def.node_box.fixed[1]) == "table" then
return 0.5 + def.node_box.fixed[1][5]
else
return 1
end
else
return 1
end
else
return 1
end
else
return 1
end
end
local get_node = minetest.get_node
function creatura.get_node_def(node) -- Node can be name or pos
if type(node) == "table" then
node = get_node(node).name
end
local def = minetest.registered_nodes[node] or default_node_def
if def.walkable
and creatura.get_node_height_from_def(node) < 0.26 then
def.walkable = false -- workaround for nodes like snow
end
return def
end
local get_node_def = creatura.get_node_def
function creatura.get_ground_level(pos, range)
range = range or 2
local above = vector.round(pos)
local under = {x = above.x, y = above.y - 1, z = above.z}
if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
if get_node_def(above).walkable then
for _ = 1, range do
under = above
above = {x = above.x, y = above.y + 1, z = above.z}
if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
end
end
if not get_node_def(under).walkable then
for _ = 1, range do
above = under
under = {x = under.x, y = under.y - 1, z = under.z}
if not get_node_def(above).walkable and get_node_def(under).walkable then return above end
end
end
return above
end
function creatura.is_pos_moveable(pos, width, height)
local edge1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local edge2 = {
x = pos.x + (width + 0.2),
y = pos.y,
z = pos.z + (width + 0.2),
}
local base_p = {x = pos.x, y = pos.y, z = pos.z}
local top_p = {x = pos.x, y = pos.y + height, z = pos.z}
for z = edge1.z, edge2.z do
for x = edge1.x, edge2.x do
base_p.x, base_p.z = pos.x + x, pos.z + z
top_p.x, top_p.z = pos.x + x, pos.z + z
local ray = minetest.raycast(base_p, top_p, false, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
local name = get_node(pointed_thing.under).name
if creatura.get_node_def(name).walkable then
return false
end
end
end
end
end
return true
end
local function is_blocked_thin(pos, height)
local node
local pos2 = {
x = floor(pos.x + 0.5),
y = floor(pos.y + 0.5) - 1,
z = floor(pos.z + 0.5)
}
for _ = 1, height do
pos2.y = pos2.y + 1
node = minetest.get_node_or_nil(pos2)
if not node
or get_node_def(node.name).walkable then
return true
end
end
return false
end
function creatura.is_blocked(pos, width, height)
if width <= 0.5 then
return is_blocked_thin(pos, height)
end
local p1 = {
x = pos.x - (width + 0.2),
y = pos.y,
z = pos.z - (width + 0.2),
}
local p2 = {
x = pos.x + (width + 0.2),
y = pos.y + (height + 0.2),
z = pos.z + (width + 0.2),
}
local node
local pos2 = {}
for z = p1.z, p2.z do
pos2.z = z
for y = p1.y, p2.y do
pos2.y = y
for x = p1.x, p2.x do
pos2.x = x
node = minetest.get_node_or_nil(pos2)
if not node
or get_node_def(node.name).walkable then
return true
end
end
end
end
return false
end
function creatura.fast_ray_sight(pos1, pos2, water)
local ray = minetest.raycast(pos1, pos2, false, water or false)
local pointed_thing = ray:next()
while pointed_thing do
if pointed_thing.type == "node"
and creatura.get_node_def(pointed_thing.under).walkable then
return false, vec_dist(pos1, pointed_thing.intersection_point), pointed_thing.ref, pointed_thing.intersection_point
end
pointed_thing = ray:next()
end
return true, vec_dist(pos1, pos2), false, pos2
end
local fast_ray_sight = creatura.fast_ray_sight
function creatura.sensor_floor(self, range, water)
local pos = self.object:get_pos()
local pos2 = vec_raise(pos, -range)
local _, dist, node = fast_ray_sight(pos, pos2, water or false)
return dist, node
end
function creatura.sensor_ceil(self, range, water)
local pos = vec_raise(self.object:get_pos(), self.height)
local pos2 = vec_raise(pos, range)
local _, dist, node = fast_ray_sight(pos, pos2, water or false)
return dist, node
end
function creatura.get_nearby_player(self, range)
local pos = self.object:get_pos()
if not pos then return end
local stored = self._nearby_obj or {}
local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
for _, object in ipairs(objects) do
if object:is_player()
and creatura.is_alive(object) then
return object
end
end
end
function creatura.get_nearby_players(self, range)
local pos = self.object:get_pos()
if not pos then return end
local stored = self._nearby_obj or {}
local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
local nearby = {}
for _, object in ipairs(objects) do
if object:is_player()
and creatura.is_alive(object) then
table.insert(nearby, object)
end
end
return nearby
end
function creatura.get_nearby_object(self, name, range)
local pos = self.object:get_pos()
if not pos then return end
local stored = self._nearby_obj or {}
local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
for _, object in ipairs(objects) do
local ent = creatura.is_alive(object) and object:get_luaentity()
if ent
and object ~= self.object
and not ent._ignore
and ((type(name) == "table" and contains_val(name, ent.name))
or ent.name == name) then
return object
end
end
end
function creatura.get_nearby_objects(self, name, range)
local pos = self.object:get_pos()
if not pos then return end
local stored = self._nearby_obj or {}
local objects = (#stored > 0 and stored) or self:store_nearby_objects(range)
local nearby = {}
for _, object in ipairs(objects) do
local ent = creatura.is_alive(object) and object:get_luaentity()
if ent
and object ~= self.object
and not ent._ignore
and ((type(name) == "table" and contains_val(name, ent.name))
or ent.name == name) then
table.insert(nearby, object)
end
end
return nearby
end
creatura.get_nearby_entity = creatura.get_nearby_object
creatura.get_nearby_entities = creatura.get_nearby_objects
--------------------
-- Global Mob API --
--------------------
function creatura.default_water_physics(self)
local pos = self.stand_pos
local stand_node = self.stand_node
if not pos or not stand_node then return end
local gravity = self._movement_data.gravity or -9.8
local submergence = self.liquid_submergence or 0.25
local drag = self.liquid_drag or 0.7
if minetest.get_item_group(stand_node.name, "liquid") > 0 then -- In Liquid
local vel = self.object:get_velocity()
if not vel then return end
self.in_liquid = stand_node.name
if submergence < 1 then
local mob_level = pos.y + (self.height * submergence)
-- Find Water Surface
local nodes = minetest.find_nodes_in_area_under_air(
{x = pos.x, y = pos.y, z = pos.z},
{x = pos.x, y = pos.y + 3, z = pos.z},
"group:liquid"
) or {}
local surface_level = (#nodes > 0 and nodes[#nodes].y or pos.y + self.height + 3)
surface_level = floor(surface_level + 0.9)
local height_diff = mob_level - surface_level
-- Apply Bouyancy
if height_diff <= 0 then
local displacement = clamp(abs(height_diff) / submergence, 0.5, 1) * self.width
self.object:set_acceleration({x = 0, y = displacement, z = 0})
else
self.object:set_acceleration({x = 0, y = gravity, z = 0})
end
end
-- Apply Drag
self.object:set_velocity({
x = vel.x * (1 - self.dtime * drag),
y = vel.y * (1 - self.dtime * drag),
z = vel.z * (1 - self.dtime * drag)
})
else
self.in_liquid = nil
self.object:set_acceleration({x = 0, y = gravity, z = 0})
end
end
function creatura.default_vitals(self)
local pos = self.stand_pos
local node = self.stand_node
if not pos or node then return end
local max_fall = self.max_fall or 3
local in_liquid = self.in_liquid
local on_ground = self.touching_ground
local damage = 0
-- Fall Damage
if max_fall > 0
and not in_liquid then
local fall_start = self._fall_start or (not on_ground and pos.y)
if fall_start
and on_ground then
damage = floor(fall_start - pos.y)
if damage < max_fall then
damage = 0
else
local resist = self.fall_resistance or 0
damage = damage - damage * resist
end
fall_start = nil
end
self._fall_start = fall_start
end
-- Environment Damage
if self:timer(1) then
local stand_def = creatura.get_node_def(node.name)
local max_breath = self.max_breath or 0
-- Suffocation
if max_breath > 0 then
local head_pos = {x = pos.x, y = pos.y + self.height, z = pos.z}
local head_def = creatura.get_node_def(head_pos)
if head_def.groups
and (minetest.get_item_group(head_def.name, "water") > 0
or (head_def.walkable
and head_def.groups.disable_suffocation ~= 1
and head_def.drawtype == "normal")) then
local breath = self._breath
if breath <= 0 then
damage = damage + 1
else
self._breath = breath - 1
self:memorize("_breath", breath)
end
end
end
-- Burning
local fire_resist = self.fire_resistance or 0
if fire_resist < 1
and minetest.get_item_group(stand_def.name, "igniter") > 0
and stand_def.damage_per_second then
damage = (damage or 0) + stand_def.damage_per_second * fire_resist
end
end
-- Apply Damage
if damage > 0 then
self:hurt(damage)
self:indicate_damage()
if random(4) < 2 then
self:play_sound("hurt")
end
end
-- Entity Cramming
if self:timer(5) then
local objects = minetest.get_objects_inside_radius(pos, 0.2)
if #objects > 10 then
self:indicate_damage()
self.hp = self:memorize("hp", -1)
self:death_func()
end
end
end
function creatura.drop_items(self)
if not self.drops then return end
local pos = self.object:get_pos()
if not pos then return end
local drop_def, item_name, min_items, max_items, chance, amount, drop_pos
for i = 1, #self.drops do
drop_def = self.drops[i]
item_name = drop_def.name
if not item_name then return end
chance = drop_def.chance or 1
if random(chance) < 2 then
min_items = drop_def.min or 1
max_items = drop_def.max or 2
amount = random(min_items, max_items)
drop_pos = {
x = pos.x + random(-5, 5) * 0.1,
y = pos.y,
z = pos.z + random(-5, 5) * 0.1
}
local item = minetest.add_item(drop_pos, ItemStack(item_name .. " " .. amount))
if item then
item:add_velocity({
x = random(-2, 2),
y = 1.5,
z = random(-2, 2)
})
end
end
end
end
function creatura.basic_punch_func(self, puncher, tflp, tool_caps, dir)
if not puncher then return end
local tool
local tool_name = ""
local add_wear = false
if puncher:is_player() then
tool = puncher:get_wielded_item()
tool_name = tool:get_name()
add_wear = not minetest.is_creative_enabled(puncher)
end
if (self.immune_to
and contains_val(self.immune_to, tool_name)) then
return
end
local damage = 0
local armor_grps = self.object:get_armor_groups() or self.armor_groups or {}
for group, val in pairs(tool_caps.damage_groups or {}) do
local dmg_x = tflp / (tool_caps.full_punch_interval or 1.4)
damage = damage + val * clamp(dmg_x, 0, 1) * ((armor_grps[group] or 0) / 100.0)
end
if damage > 0 then
local dist = vec_dist(self.object:get_pos(), puncher:get_pos())
dir.y = 0.2
if self.touching_ground then
local power = clamp((damage / dist) * 8, 0, 8)
self:apply_knockback(dir, power)
end
self:hurt(damage)
end
if add_wear then
local wear = floor((tool_caps.full_punch_interval / 75) * 9000)
tool:add_wear(wear)
puncher:set_wielded_item(tool)
end
if random(2) < 2 then
self:play_sound("hurt")
end
if (tflp or 0) > 0.5 then
self:play_sound("hit")
end
self:indicate_damage()
end
local path = minetest.get_modpath("creatura")
dofile(path.."/mob_meta.lua")