-- NPC max walk speed walk_limit = 4 --npc just walking around chillaxin_speed = 3 -- Player animation speed animation_speed = 40 -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 animation_blend = 0 -- Default player appearance default_model = "character.b3d" available_npc_textures_fast = { fast_texture_1 = {"diamond_ninja.png"}, fast_texture_2 = {"tron.png"}, fast_texture_3 = {"ninja.png"}, fast_texture_4 = {"hunter.png"}, fast_texture_5 = {"dragon.png"} } -- Frame ranges for each player model function npc_get_animations_fast(model) if model == "character.b3d" then return { stand_START = 0, stand_END = 79, sit_START = 81, sit_END = 160, lay_START = 162, lay_END = 166, walk_START = 168, walk_END = 187, mine_START = 189, mine_END = 198, walk_mine_START = 200, walk_mine_END = 219 } end end local npc_model = {} local npc_anim = {} local npc_sneak = {} local ANIM_STAND = 1 local ANIM_SIT = 2 local ANIM_LAY = 3 local ANIM_WALK = 4 local ANIM_WALK_MINE = 5 local ANIM_MINE = 6 function npc_update_visuals_fast(self) --local name = get_player_name() visual = default_model npc_anim = 0 -- Animation will be set further below immediately --npc_sneak[name] = false prop = { mesh = default_model, textures = default_textures, textures = available_npc_textures_fast["fast_texture_"..math.random(1,5)], visual_size = {x=.75, y=.75, z=.75}, } self.object:set_properties(prop) end NPC_ENTITY_FAST = { physical = true, collisionbox = {-0.3,-0.8,-0.3, 0.3,0.6,0.3}, visual = "mesh", mesh = "character.b3d", textures = {"character.png"}, npc_anim = 0, timer = 0, turn_timer = 0, vec = 0, yaw = 0, yawwer = 0, state = 1, jump_timer = 0, door_timer = 0, attacker = "", attacking_timer = 0 } NPC_ENTITY_FAST.on_activate = function(self) npc_update_visuals_fast(self) self.anim = npc_get_animations_fast(visual) self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend) self.npc_anim = ANIM_STAND self.object:setacceleration({x=0,y=-10,z=0}) self.state = 1 self.object:set_hp(40) end NPC_ENTITY_FAST.on_punch = function(self, puncher) for _,object in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 5)) do if not object:is_player() then if object:get_luaentity().name == "peaceful_npc:npc_fast" then object:get_luaentity().state = 3 object:get_luaentity().attacker = puncher:get_player_name() end end end if self.state ~= 3 then self.state = 3 self.attacker = puncher:get_player_name() end if self.object:get_hp() == 0 then local obj = minetest.add_item(self.object:getpos(), "default:stone_with_coal 5") end end NPC_ENTITY_FAST.on_step = function(self, dtime) self.timer = self.timer + 0.01 self.turn_timer = self.turn_timer + 0.01 self.jump_timer = self.jump_timer + 0.01 self.door_timer = self.door_timer + 0.01 self.attacking_timer = self.attacking_timer + 0.01 local current_pos = self.object:getpos() local current_node = minetest.get_node(current_pos) if self.time_passed == nil then self.time_passed = 0 end self.time_passed = self.time_passed + dtime if self.time_passed >= 15 then self.object:remove() else if current_node.name == "default:water_source" or current_node.name == "default:water_flowing" or current_node.name == "default:lava_source" or current_node.name == "default:lava_flowing" then self.time_passed = self.time_passed + dtime else self.time_passed = 2 end end --collision detection prealpha --[[ for _,object in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 2)) do if object:is_player() then compare1 = object:getpos() compare2 = self.object:getpos() newx = compare2.x - compare1.x newz = compare2.z - compare1.z print(newx) print(newz) self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz}) elseif not object:is_player() then if object:get_luaentity().name == "peaceful_npc:npc" then print("moo") end end end ]]-- --set npc to hostile in night, and revert npc back to peaceful in daylight if minetest.get_timeofday() >= 0 and minetest.get_timeofday() < 0.25 and self.state ~= 4 then self.state = 4 elseif minetest.get_timeofday() > 0.25 and self.state == 4 then self.state = 1 end --if mob is not in attack or hostile mode, set mob to walking or standing if self.state < 3 then if self.timer > math.random(1,20) then self.state = math.random(1,2) self.timer = 0 end end --STANDING if self.state == 1 then self.yawwer = true for _,object in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 3)) do if object:is_player() then self.yawwer = false NPC = self.object:getpos() 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) end end if self.turn_timer > math.random(1,4) and yawwer == true then self.yaw = 360 * math.random() self.object:setyaw(self.yaw) self.turn_timer = 0 end self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0}) if self.npc_anim ~= ANIM_STAND then self.anim = npc_get_animations_def(visual) self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend) self.npc_anim = ANIM_STAND end end --WALKING if self.state == 2 then if self.present_timer == 1 then minetest.add_item(self.object:getpos(),"default:coal_lump") self.present_timer = 0 end if self.direction ~= nil then self.object:setvelocity({x=self.direction.x*chillaxin_speed,y=self.object:getvelocity().y,z=self.direction.z*chillaxin_speed}) end if 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 = -10, z = math.cos(self.yaw)} --self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z}) --self.object:setacceleration(self.direction) end if self.npc_anim ~= ANIM_WALK then self.anim = npc_get_animations_fast(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.npc_anim = ANIM_WALK end --open a door [alpha] if self.direction ~= nil then if self.door_timer > 2 then local is_a_door = minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then minetest.punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0 end local is_in_door = minetest.get_node(self.object:getpos()).name if is_in_door == "doors:door_wood_t_1" then minetest.punch_node(self.object:getpos()) end end end --jump if self.direction ~= nil then if self.jump_timer > 0.3 then if minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=2.5,z=self.object:getvelocity().z}) self.jump_timer = 0 end end end end --WANDERING CONSTANTLY AT NIGHT if self.state == 4 then if self.npc_anim ~= ANIM_WALK then self.anim = npc_get_animations_fast(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.npc_anim = ANIM_WALK end for _,object in ipairs(minetest.get_objects_inside_radius(self.object:getpos(), 12)) do if object:is_player() then if object:get_hp() > 0 then NPC = self.object:getpos() 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.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)} if self.direction ~= nil then self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5}) end --jump over obstacles if self.jump_timer > 0.3 then if minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0 end end if self.direction ~= nil then if self.door_timer > 2 then local is_a_door = minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then minetest.punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0 end local is_in_door = minetest.get_node(self.object:getpos()).name if is_in_door == "doors:door_wood_t_1" then minetest.punch_node(self.object:getpos()) end end end --return end elseif not object:is_player() then self.state = 1 self.attacker = "" end end if self.direction ~= nil then self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z}) end if 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 = -10, z = math.cos(self.yaw)} end if self.npc_anim ~= ANIM_WALK then self.anim = npc_get_animations_fast(visual) self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend) self.npc_anim = ANIM_WALK end --open a door [alpha] if self.direction ~= nil then if self.door_timer > 2 then local is_a_door = minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name if is_a_door == "doors:door_wood_t_1" then --print("door") minetest.punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}) self.door_timer = 0 end local is_in_door = minetest.get_node(self.object:getpos()).name --print(dump(is_in_door)) if is_in_door == "doors:door_wood_t_1" then minetest.punch_node(self.object:getpos()) end end end --jump if self.direction ~= nil then if self.jump_timer > 0.3 then --print(dump(minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}))) if minetest.get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z}) self.jump_timer = 0 end end end end end minetest.register_entity("peaceful_npc:npc_fast", NPC_ENTITY_FAST)