local textures_b = { "amogus_entity.png", "amogus_entity_b.png", "amogus_entity_g.png", "amogus_entity_br.png" } local entity = { physical = true, collisionbox = {-0.25, 0, -0.25, 0.25, 0.5, 0.25}, visual = "mesh", visual_size = {x=5, y=5, z=5}, mesh = "amogus_entity.obj", on_rightclick = function(self, clicker) minetest.chat_send_player(clicker:get_player_name(), "SO SUSSY!") --minetest.sound_play("amogus_sound", { -- pos = self.object:get_pos(), -- gain = 1.0, -- max_hear_distance = 5, -- pitch = 2 --}) amogus_general.play_random_sound( "amogus_sound", self.object:get_pos(), 1.0, -- gain 40, -- max_hear_distance 2 -- pitch ) end, -- mini crewmate config -- walk_acceleration_speed = 0.05, -- acceleration speed when no panic, no stress run_acceleration_speed = 0.2, -- acceleration speed when chasing player run_away_acceleration_speed = 0.4, -- acceleration speed when running away from player rotation_acceleration_speed = 0.5, -- self explainatory gravity = 9.81, -- m/s^2 jump_force = 10, -- self explainatory friction = 0.8, -- friction (0.0 - no friction like perfectly smooth ice | 1.0 - full friction and can't even move) rotation_friction = 0.9, -- the same but for rotation largest_distance_to_find_player = 8, -- largest distance to find player smallest_distance_to_lost_player = 12, -- smallest distance to lost player largest_distance_to_stand_still = 3, -- largest distance to stand still next to the player smallest_distance_to_stop_run_away = 30, -- smallest distance to stop run away from player -------------------------- block_lastly_in_front = false, rotation_velocity = 0, rotation_direction = nil, sound_pitch = nil, sound_propability = nil, -- player detection variables player = nil, player_pos = nil, mini_crewmate_pos = nil, crewmate_player_vector = nil, distance = nil, current_distance = nil, current_crewmate_player_vector = nil, mode = 0, -- | 0 - stand still | 1 - walk | 2 - chase | 3 - run away | 4 - rest mode | on_activate = function(self, staticdata) local texture = textures_b[math.random(#textures_b)] self.object:set_properties({textures = {texture}}) self.object:set_yaw(math.random() * 2 * math.pi) self.rotation_direction = math.random(-1, 1) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) self.mode = 3 end, on_step = function(self, dtime) -- play amogus sound randomly with different pitch depending on situation if self.mode == 0 or self.mode == 1 then -- stand still or walk sound_pitch = 1.8 sound_propability = 100 elseif self.mode == 2 then -- chase sound_pitch = 2.5 sound_propability = 50 elseif self.mode == 3 then -- run away sound_pitch = 3 sound_propability = 10 else -- rest mode (4) sound_pitch = 2 sound_propability = 300 end if math.random(sound_propability) == 1 then --minetest.sound_play("amogus_sound", { -- pos = self.object:get_pos(), -- gain = 1.0, -- max_hear_distance = 50, -- pitch = sound_pitch --}) amogus_general.play_random_sound( "amogus_sound", self.object:get_pos(), 1.0, -- gain 40, -- max_hear_distance sound_pitch -- pitch ) end -- if on singpleplayer mode or only one player is connected, calculate distance between player and mini crewmate if minetest.is_singleplayer() or #minetest.get_connected_players() == 1 then -- get first player self.player = minetest.get_connected_players()[1] self.player_pos = self.player:get_pos() self.mini_crewmate_pos = self.object:get_pos() self.crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos) self.distance = vector.length(self.crewmate_player_vector) -- if on multiplayer mode, calculate distance between nearest player and mini crewmate else self.player = minetest.get_connected_players() self.distance = nil self.crewmate_player_vector = nil self.mini_crewmate_pos = self.object:get_pos() -- iterate over all players for i = 1, #self.player do minetest.chat_send_all("player " .. i) self.player_pos = self.player[i]:get_pos() --self.crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos) self.current_crewmate_player_vector = vector.subtract(self.player_pos, self.mini_crewmate_pos) self.current_distance = vector.length(self.current_crewmate_player_vector) -- if distance is nil or current_distance is smaller than distance, set distance to current_distance if self.distance == nil or self.current_distance < self.distance then self.distance = self.current_distance self.crewmate_player_vector = self.current_crewmate_player_vector end end end -- if mode is 0 or 1 (stand still or walk) and distance is smaller or equal to largest_distance_to_find_player, set mode to 2 (chase) if (self.mode == 0 or self.mode == 1) and self.distance <= self.largest_distance_to_find_player then self.mode = 2 -- elseif mode is 2 (chase) elseif self.mode == 2 then -- if distance is greater or equal to smallest_distance_to_lost_player, set mode to 0 (stand still) if self.distance >= self.smallest_distance_to_lost_player then self.mode = 0 -- elif distance is smaller or equal to largest_distance_to_stand_still, set mode to 4 (rest mode) elseif self.distance <= self.largest_distance_to_stand_still then self.mode = 4 end -- if mode is 4 (rest mode) and distance is greater than largest_distance_to_stand_still, set mode to 2 (chase) elseif self.mode == 4 and self.distance > self.largest_distance_to_stand_still then self.mode = 2 -- running away mode elseif self.mode == 3 then -- if distance is greater than smallest_distance_to_lost_player, set mode to 0 (stand still) if self.distance > self.smallest_distance_to_stop_run_away then self.mode = 1 else -- jump if on ground local pos = self.object:get_pos() pos.y = pos.y - 0.2 local bnode = minetest.get_node(pos) if bnode.name ~= "air" then local vel = self.object:get_velocity() vel.y = vel.y + self.jump_force self.object:set_velocity(vel) end end end -- if if not performing an action related to the player if (self.mode == 0 or self.mode == 1) then -- make mini crewmate sometimes stand still and sometimes walk if math.random(100) == 1 then if self.mode == 0 then self.mode = 1 else self.mode = 0 end end -- some chance of chaning rotation_direction to random value if math.random(10) == 1 then --self.rotation_direction = math.random(-1, 1) local rand = math.random() if rand < 0.2 then self.rotation_direction = 1 elseif rand < 0.4 then self.rotation_direction = -1 else self.rotation_direction = 0 end end -- update rotation_velocity self.rotation_velocity = self.rotation_velocity + self.rotation_direction * self.rotation_acceleration_speed * dtime -- update rotation self.object:set_yaw(self.object:get_yaw() + self.rotation_velocity * dtime) -- apply rotation_friction self.rotation_velocity = self.rotation_velocity * (1 - self.rotation_friction * dtime) else -- else performing an action related to the player self.rotation_velocity = 0; -- if mode is 3 (run away) set rotation so mini crewmate is facing either at the player or away from the player depending on situation if self.mode == 3 then -- look away from the player self.object:set_yaw(math.atan2(-self.crewmate_player_vector.z, -self.crewmate_player_vector.x)) else -- look at the player self.object:set_yaw(math.atan2(self.crewmate_player_vector.z, self.crewmate_player_vector.x)) end end -- perform calculations on direction local dir = self.object:get_yaw() local dir_cos = math.cos(dir) local dir_sin = math.sin(dir) -- if not standing still and not in rest mode if self.mode ~= 0 and self.mode ~= 4 then -- make mini crewmate walk or run local vel = self.object:get_velocity() -- if walking if self.mode == 1 then vel.x = vel.x + dir_cos * self.walk_acceleration_speed vel.z = vel.z + dir_sin * self.walk_acceleration_speed -- elif chasing elseif self.mode == 2 then vel.x = vel.x + dir_cos * self.run_acceleration_speed vel.z = vel.z + dir_sin * self.run_acceleration_speed else -- else running away (3) vel.x = vel.x + dir_cos * self.run_away_acceleration_speed vel.z = vel.z + dir_sin * self.run_away_acceleration_speed end self.object:set_velocity(vel) end -- Make it also jump when some block is in front of it local pos = self.object:get_pos() pos.x = pos.x + dir_cos pos.z = pos.z + dir_sin local bnode = minetest.get_node(pos) if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then self.block_lastly_in_front = false else if self.block_lastly_in_front == false then self.block_lastly_in_front = true local vel = self.object:get_velocity() vel.y = vel.y + self.jump_force self.object:set_velocity(vel) end end local vel = self.object:get_velocity() -- change velocity by gravity vel.y = vel.y - self.gravity * dtime * 2 -- change velocity by friction vel.x = vel.x * (1 - self.friction * dtime) vel.z = vel.z * (1 - self.friction * dtime) self.object:set_velocity(vel) end } minetest.register_entity("amogus_entities:mini_crewmate", entity)