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|
-- 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)
|