SUSSY AMOGUSES are no longer sad
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@ -17,26 +17,26 @@ local entity = {
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gravity = 9.81, -- m/s^2
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walk_acceletation_speed = 0.2, -- self explainatory
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jump_force = 20, -- self explainatory
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rotation_acceletation_speed = 3, -- self explainatory
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friction = 0.5, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move)
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rotation_friction = 0.5, -- the same but for rotation
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bounciness = 0.5, -- bounciness (0.0 - no bounce at all | 1.0 - full bounce and bouces infinitely back to the same height)
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min_jump_force = 15, -- self explainatory
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max_jump_force = 25, -- self explainatory
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friction = 0.6, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move)
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rotation_friction = 0.75, -- the same but for rotation
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bounciness = 0.8, -- bounciness (0.0 - no bounce at all | 1.0 - full bounce and bouces infinitely back to the same height)
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--------------------
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is_going_forward = true,
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block_lastly_in_front = false,
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direction_velocity = 0,
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rotation_velocity = 0,
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rotation_direction = nil,
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last_y_velocity = 0,
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on_activate = function(self, staticdata)
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local direction = math.random() * 2 * math.pi
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-- procesing config values --
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--friction = 1 - self.friction
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--rotation_friction = 1 - self.rotation_friction
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bounciness = 1 - self.bounciness
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-----------------------------
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self.object:set_yaw(math.random() * 2 * math.pi)
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self.rotation_direction = math.random(-1, 1)
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self.min_max_jump_force_diff = self.max_jump_force - self.min_jump_force
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-- kill itself (debugging)
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--self.object:remove()
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@ -47,7 +47,7 @@ local entity = {
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on_step = function(self, dtime)
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-- play amogus sound randomly
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if math.random(500) == 1 then
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if math.random(300) == 1 then
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minetest.sound_play("amogus_sound", {
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pos = self.object:get_pos(),
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gain = 1.0,
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@ -77,22 +77,30 @@ local entity = {
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self.object:set_velocity(vel)
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end
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-- some chance of turning left or right
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if math.random(50) == 1 then
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self.object:set_yaw(self.object:get_yaw() + math.pi/2)
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elseif math.random(50) == 1 then
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self.object:set_yaw(self.object:get_yaw() - math.pi/2)
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-- some chance of chaning rotation_direction to random value
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if math.random(10) == 1 then
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--self.rotation_direction = math.random(-1, 1)
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local rand = math.random()
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if rand < 0.2 then
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self.rotation_direction = 1
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elseif rand < 0.4 then
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self.rotation_direction = -1
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else
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self.rotation_direction = 0
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end
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end
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-- update rotation_velocity
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self.rotation_velocity = self.rotation_velocity + self.rotation_direction * self.rotation_acceletation_speed * dtime
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-- update rotation
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self.object:set_yaw(self.object:get_yaw() + self.rotation_velocity * dtime)
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-- print curent amogus entity y position
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--minetest.chat_send_player("singleplayer", "Y: " .. pos.y)
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-- print delta time
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minetest.chat_send_player("singleplayer", "dtime: " .. dtime)
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-- apply rotation_friction
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self.rotation_velocity = self.rotation_velocity * (1 - self.rotation_friction * dtime)
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-- Make it also jump when some block is in front of it
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@ -106,7 +114,7 @@ local entity = {
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if self.block_lastly_in_front == false then
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self.block_lastly_in_front = true
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local vel = self.object:get_velocity()
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vel.y = vel.y + self.jump_force
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vel.y = vel.y + (math.random() * self.min_max_jump_force_diff + self.min_jump_force)
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self.object:set_velocity(vel)
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end
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else
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@ -114,11 +122,14 @@ local entity = {
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end
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local vel = self.object:get_velocity()
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-- apply bounciness if last_y_velocity was negative and now is 0
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if self.last_y_velocity < 0 and vel.y == 0 then
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vel.y = vel.y - self.last_y_velocity * self.bounciness
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end
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-- change velocity by gravity
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vel.y = vel.y - self.gravity * dtime * 2
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@ -128,6 +139,8 @@ local entity = {
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self.object:set_velocity(vel)
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self.last_y_velocity = vel.y
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end
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}
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minetest.register_entity("amogus_entities:amogus", entity)
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