Browse Source

Commit original herobrine code

master
AntumDeluge 5 years ago
commit
d592cf18ce
  1. 1
      depends.txt
  2. 488
      init.lua
  3. 269
      init.lua~
  4. 174
      peaceful.lua~
  5. BIN
      textures/celeron55.png
  6. BIN
      textures/herobrine.png
  7. BIN
      textures/jordan4ibanez.png
  8. BIN
      textures/mobspawnegg.png
  9. BIN
      textures/spawnegg.png
  10. BIN
      textures/steve.png
  11. BIN
      textures/zombie.png

1
depends.txt

@ -0,0 +1 @@
default

488
init.lua

@ -0,0 +1,488 @@
-- NPC max walk speed
walk_limit = 2
-- Player animation speed
animation_speed = 30
-- 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.x"
available_npc_textures = {
texture_1 = {"jordan4ibanez.png", },
texture_2 = {"zombie.png", },
texture_3 = {"celeron55.png", },
texture_4 = {"steve.png", }
}
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.x" 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 player_model = {}
local player_anim = {}
local player_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 player_update_visuals(self)
--local name = get_player_name()
visual = default_model
player_anim = 0 -- Animation will be set further below immediately
--player_sneak[name] = false
prop = {
mesh = default_model,
textures = default_textures,
textures = available_npc_textures["texture_"..math.random(1,4)],
visual_size = {x=1, y=1},
}
self.object:set_properties(prop)
end
NPC_ENTITY = {
physical = true,
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
visual = "mesh",
mesh = "character.x",
textures = {"character.png"},
player_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.on_activate = function(self)
player_update_visuals(self)
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-10,z=0})
self.state = 1
end
NPC_ENTITY.on_punch = function(self, puncher)
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
if not object:is_player() then
if object:get_luaentity().name == "npc:npc" 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
end
NPC_ENTITY.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
--collision detection prealpha
--[[
for _,object in ipairs(minetest.env: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 == "npc:npc" then
print("moo")
end
end
end
]]--
--set npc to hostile in night, and revert npc back to peaceful in daylight
if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then
self.state = 4
elseif minetest.env: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.env: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.player_anim ~= ANIM_STAND then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
end
end
--WALKING
if self.state == 2 then
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)}
--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
--self.object:setacceleration(self.direction)
end
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
--open a door [alpha]
if self.direction ~= nil then
if self.door_timer > 2 then
local is_a_door = minetest.env: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.env: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.env:get_node(self.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
--jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
if minetest.env: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
--ATTACKING
if self.state == 3 then
if self.attacking_timer > 0.25 then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if object:is_player() then
if object:get_player_name() == self.attacker then
if object:get_hp() > 0 then
object:punch(object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=1, [2]=1, [3]=1}},
snappy={times={[1]=1, [2]=1, [3]=1}},
}
}, nil)
self.attacking_timer = 0
elseif object:get_hp() <= 0 then
self.state = 1
self.attacker = ""
end
end
end
end
end
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
if object:is_player() then
if object:get_player_name() == self.attacker then
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
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.env: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.env: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.env: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.env:get_node(self.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
return
elseif object:get_player_name() ~= self.attacker then
self.state = 1
self.attacker = ""
return
end
elseif not object:is_player() then
self.state = 1
self.attacker = ""
end
end
end
--WANDERING CONSTANTLY AT NIGHT
if self.state == 4 then
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
if self.attacking_timer > 0.25 then
for _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
if object:is_player() then
if object:get_hp() > 0 then
object:punch(object, 1.0, {
full_punch_interval=1.0,
groupcaps={
fleshy={times={[1]=1, [2]=1, [3]=1}},
snappy={times={[1]=1, [2]=1, [3]=1}},
}
}, nil)
self.attacking_timer = 0
elseif object:get_hp() <= 0 then
self.state = 1
self.attacker = ""
end
end
end
end
for _,object in ipairs(minetest.env: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.env: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.env: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.env: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.env:get_node(self.object:getpos()).name
if is_in_door == "doors:door_wood_t_1" then
minetest.env: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.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
--open a door [alpha]
if self.direction ~= nil then
if self.door_timer > 2 then
local is_a_door = minetest.env: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.env: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.env:get_node(self.object:getpos()).name
--print(dump(is_in_door))
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
--jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
--print(dump(minetest.env: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.env: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("npc:npc", NPC_ENTITY)
minetest.register_node("npc:spawnegg", {
description = "spawnegg",
image = "mobspawnegg.png",
inventory_image = "mobspawnegg.png",
wield_image = "mobspawnegg.png",
paramtype = "light",
tiles = {"spawnegg.png"},
is_ground_content = true,
drawtype = "glasslike",
groups = {crumbly=3},
selection_box = {
type = "fixed",
fixed = {0,0,0,0,0,0}
},
sounds = default.node_sound_dirt_defaults(),
on_place = function(itemstack, placer, pointed)
pos = pointed.above
pos.y = pos.y + 1
minetest.env:add_entity(pointed.above,"npc:npc")
end
})
--[[
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
--use pilzadam's spawning algo
npcs = {}
npcs.spawning_mobs = {}
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
npcs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = nodes,
interval = 30,
chance = chance,
action = function(pos, node)
if not npcs.spawning_mobs[name] then
return
end
pos.y = pos.y+1
if not minetest.env:get_node_light(pos) then
return
end
if minetest.env:get_node_light(pos) > max_light then
return
end
if minetest.env:get_node_light(pos) < min_light then
return
end
if pos.y > max_height then
return
end
if minetest.env:get_node(pos).name ~= "air" then
return
end
pos.y = pos.y+1
if minetest.env:get_node(pos).name ~= "air" then
return
end
local count = 0
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
if obj:is_player() then
return
elseif obj:get_luaentity() and obj:get_luaentity().name == name then
count = count+1
end
end
if count > mobs_per_30_block_radius then
return
end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
end
minetest.env:add_entity(pos, name)
end
})
end
npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
]]--

269
init.lua~

@ -0,0 +1,269 @@
-- NPC max walk speed
walk_limit = 2
-- Player animation speed
animation_speed = 30
-- 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.x"
available_npc_textures = {
texture_1 = {"jordan4ibanez.png", },
texture_2 = {"zombie.png", },
texture_3 = {"celeron55.png", },
texture_4 = {"steve.png", }
}
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.x" 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 player_model = {}
local player_anim = {}
local player_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 player_update_visuals(self)
--local name = get_player_name()
visual = default_model
player_anim = 0 -- Animation will be set further below immediately
--player_sneak[name] = false
prop = {
mesh = default_model,
textures = default_textures,
textures = available_npc_textures["texture_"..math.random(1,4)],
visual_size = {x=1, y=1},
}
self.object:set_properties(prop)
end
BOAT_ENTITY = {
physical = true,
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
visual = "mesh",
mesh = "character.x",
textures = {"character.png"},
player_anim = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
jump_timer = 0,
door_timer = 0,
}
BOAT_ENTITY.on_activate = function(self)
player_update_visuals(self)
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-10,z=0})
self.state = 1
end
BOAT_ENTITY.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
if self.timer > math.random(1,20) then
self.state = math.random(1,2)
self.timer = 0
end
--STANDING
if self.state == 1 then
self.yawwer = true
for _,object in ipairs(minetest.env: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:setacceleration({x=0,y=-10,z=0})
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
if self.player_anim ~= ANIM_STAND then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
end
end
--WALKING
if self.state == 2 then
--stop NPC from walking way toooooo fast!
if self.object:getvelocity().x > walk_limit then
self.object:setvelocity({x=walk_limit,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
end
if self.object:getvelocity().x < walk_limit*-1 then
self.object:setvelocity({x=walk_limit*-1,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
end
if self.object:getvelocity().z > walk_limit then
self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit})
end
if self.object:getvelocity().z < walk_limit*-1 then
self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit*-1})
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=0,y=self.object:getvelocity().y,z=0})
self.object:setacceleration(self.direction)
end
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
--open a door [alpha]
if self.direction ~= nil then
--print(dump(minetest.env: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))
if self.door_timer > 2 then
local is_a_door = minetest.env: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.env: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.env:get_node(self.object:getpos()).name
--print(dump(is_in_door))
if is_in_door == "doors:door_wood_t_1" then
minetest.env:punch_node(self.object:getpos())
end
end
end
--jump
if self.direction ~= nil then
if self.jump_timer > 0.3 then
--print(dump(minetest.env: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.env: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("npc:npc", BOAT_ENTITY)
minetest.register_node("npc:spawnegg", {
description = "spawnegg",
image = "mobspawnegg.png",
inventory_image = "mobspawnegg.png",
wield_image = "mobspawnegg.png",
paramtype = "light",
tiles = {"spawnegg.png"},
is_ground_content = true,
drawtype = "glasslike",
groups = {crumbly=3},
selection_box = {
type = "fixed",
fixed = {0,0,0,0,0,0}
},
sounds = default.node_sound_dirt_defaults(),
on_place = function(itemstack, placer, pointed)
pos = pointed.above
pos.y = pos.y + 1
minetest.env:add_entity(pointed.above,"npc:npc")
end
})
--use pilzadam's spawning algo
npcs = {}
npcs.spawning_mobs = {}
function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
npcs.spawning_mobs[name] = true
minetest.register_abm({
nodenames = nodes,
neighbors = nodes,
interval = 30,
chance = chance,
action = function(pos, node)
if not npcs.spawning_mobs[name] then
return
end
pos.y = pos.y+1
if not minetest.env:get_node_light(pos) then
return
end
if minetest.env:get_node_light(pos) > max_light then
return
end
if minetest.env:get_node_light(pos) < min_light then
return
end
if pos.y > max_height then
return
end
if minetest.env:get_node(pos).name ~= "air" then
return
end
pos.y = pos.y+1
if minetest.env:get_node(pos).name ~= "air" then
return
end
local count = 0
for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
if obj:is_player() then
return
elseif obj:get_luaentity() and obj:get_luaentity().name == name then
count = count+1
end
end
if count > mobs_per_30_block_radius then
return
end
if minetest.setting_getbool("display_mob_spawn") then
minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
end
minetest.env:add_entity(pos, name)
end
})
end
--npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)

174
peaceful.lua~

@ -0,0 +1,174 @@
-- NPC max walk speed
walk_limit = 2
-- Player animation speed
animation_speed = 30
-- 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.x"
default_textures = {"character.png", }
-- Frame ranges for each player model
function player_get_animations(model)
if model == "character.x" 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 player_model = {}
local player_anim = {}
local player_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 player_update_visuals(self)
--local name = get_player_name()
visual = default_model
player_anim = 0 -- Animation will be set further below immediately
--player_sneak[name] = false
prop = {
mesh = default_model,
textures = default_textures,
visual = "mesh",
visual_size = {x=1, y=1},
}
self.object:set_properties(prop)
end
HUMAN_ENTITY = {
physical = true,
collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
visual = "mesh",
mesh = "character.x",
textures = {"character.png"},
player_anim = 0,
timer = 0,
turn_timer = 0,
vec = 0,
yaw = 0,
yawwer = 0,
state = 1,
jump_timer = 0,
}
HUMAN_ENTITY.on_activate = function(self)
player_update_visuals(self)
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
self.object:setacceleration({x=0,y=-10,z=0})
self.state = 1
end
HUMAN_ENTITY.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
if self.timer > math.random(1,20) then
self.state = math.random(1,2)
self.timer = 0
end
--STANDING
if self.state == 1 then
self.yawwer = true
for _,object in ipairs(minetest.env: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:setacceleration({x=0,y=-10,z=0})
self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
if self.player_anim ~= ANIM_STAND then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_STAND
end
end
--WALKING
if self.state == 2 then
--stop NPC from walking way toooooo fast!
if self.object:getvelocity().x > walk_limit then
self.object:setvelocity({x=walk_limit,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
end
if self.object:getvelocity().x < walk_limit*-1 then
self.object:setvelocity({x=walk_limit*-1,y=self.object:getvelocity().y,z=self.object:getvelocity().z})
end
if self.object:getvelocity().z > walk_limit then
self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit})
end
if self.object:getvelocity().z < walk_limit*-1 then
self.object:setvelocity({x=self.object:getvelocity().x,y=self.object:getvelocity().y,z=walk_limit*-1})
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=0,y=self.object:getvelocity().y,z=0})
self.object:setacceleration(self.direction)
end
if self.player_anim ~= ANIM_WALK then
self.anim = player_get_animations(visual)
self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
self.player_anim = ANIM_WALK
end
--jump
--[[
This was a test
if self.direction ~= nil then
if minetest.env: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" and minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
self.turn_timer = 100
self.jump_timer = 0
end
end
]]--
if self.direction ~= nil then
if self.jump_timer > 0.3 then
--print(dump(minetest.env: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.env: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("npc:npc", HUMAN_ENTITY)

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