303 lines
10 KiB
Lua
303 lines
10 KiB
Lua
--local textures_b = {
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-- "amogus_entity.png",
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-- "amogus_entity_b.png",
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-- "amogus_entity_g.png",
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-- "amogus_entity_br.png"
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--}
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local entity = {
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physical = true,
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collisionbox = {-0.75, 0, -0.75, 0.75, 1.5, 0.75},
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visual = "mesh",
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visual_size = {x=15, y=15, z=15},
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mesh = "sussy_imposter_entity.obj",
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textures = {"sussy_imposter_entity.png"},
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on_rightclick = function(self, clicker)
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minetest.chat_send_player(clicker:get_player_name(), "YOU MET THE MOST SUS THING IN THE WORLD!")
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amogus_general.play_random_sound(
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"sus_sound",
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self.object:get_pos(),
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1.0, -- gain
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40, -- max_hear_distance
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1.0 -- pitch
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)
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end,
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-- impostor config --
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walk_acceleration_speed = 0.08, -- acceleration speed when no panic, no stress
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run_acceleration_speed = 0.15, -- acceleration speed when chasing player
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rotation_acceleration_speed = 0.5, -- self explainatory
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gravity = 9.81, -- m/s^2
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jump_force = 8, -- 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 = 0.8, -- the same but for rotation
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largest_distance_to_find_player = 12, -- largest distance to find player
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smallest_distance_to_lost_player = 16, -- smallest distance to lost player
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largest_distance_to_hurt_player = 1.5, -- largest distance to hurt player
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--------------------------
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block_lastly_in_front = false,
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rotation_velocity = 0,
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rotation_direction = nil,
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sound_pitch = nil,
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sound_propability = nil,
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-- player detection variables
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player = nil,
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player_pos = nil,
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entity_pos = nil,
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entity_player_vector = nil,
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distance = nil,
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current_distance = nil,
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current_entity_player_vector = nil,
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nearest_player_index = nil,
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mode = 0, -- | 0 - stand still | 1 - walk | 2 - chase
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on_activate = function(self, staticdata)
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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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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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amogus_general.play_random_sound(
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"sus_sound",
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self.object:get_pos(),
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1.0, -- gain
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40, -- max_hear_distance
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1.5 -- pitch
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)
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end,
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on_step = function(self, dtime)
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-- play sus sound randomly with different pitch depending on situation
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if self.mode == 0 or self.mode == 1 then -- stand still or walk
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sound_pitch = 0.8
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sound_propability = 100
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else -- chase (2)
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sound_pitch = 1.2
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sound_propability = 50
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end
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if math.random(sound_propability) == 1 then
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amogus_general.play_random_sound(
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"sus_sound",
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self.object:get_pos(),
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1.0, -- gain
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40, -- max_hear_distance
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sound_pitch -- pitch
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)
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end
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-- if on singpleplayer mode or only one player is connected, calculate distance between player and mini crewmate
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if minetest.is_singleplayer() or #minetest.get_connected_players() == 1 then
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-- get first player
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self.player = minetest.get_connected_players()[1]
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self.player_pos = self.player:get_pos()
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self.entity_pos = self.object:get_pos()
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self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
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self.distance = vector.length(self.entity_player_vector)
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-- if on multiplayer mode, calculate distance between nearest player and mini crewmate
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else
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self.player = minetest.get_connected_players()
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self.distance = nil
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self.entity_player_vector = nil
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self.nearest_player_index = nil
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self.entity_pos = self.object:get_pos()
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-- iterate over all players
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for i = 1, #self.player do
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self.player_pos = self.player[i]:get_pos()
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--self.entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
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self.current_entity_player_vector = vector.subtract(self.player_pos, self.entity_pos)
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self.current_distance = vector.length(self.current_entity_player_vector)
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-- if distance is nil or current_distance is smaller than distance, set distance to current_distance
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if self.distance == nil or self.current_distance < self.distance then
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self.distance = self.current_distance
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self.entity_player_vector = self.current_entity_player_vector
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self.nearest_player_index = i
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end
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end
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-- get nearest player
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self.player = self.player[self.nearest_player_index]
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end
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-- 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)
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if (self.mode == 0 or self.mode == 1) and self.distance <= self.largest_distance_to_find_player then
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self.mode = 2
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-- elseif mode is 2 (chase)
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elseif self.mode == 2 then
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-- if distance is greater or equal to smallest_distance_to_lost_player, set mode to 0 (stand still)
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if self.distance >= self.smallest_distance_to_lost_player then
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self.mode = 0
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-- else if distance is smaller or equal to largest_distance_to_hurt_player, hurt player
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elseif self.distance <= self.largest_distance_to_hurt_player then
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if math.random(10) == 1 then
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self.player:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = 5},
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}, nil)
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end
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end
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end
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-- if if not performing an action related to the player
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if self.mode ~= 2 then
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-- make mini crewmate sometimes stand still and sometimes walk
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if math.random(100) == 1 then
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if self.mode == 0 then
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self.mode = 1
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else
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self.mode = 0
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end
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end
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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_acceleration_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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-- apply rotation_friction
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self.rotation_velocity = self.rotation_velocity * (1 - self.rotation_friction * dtime)
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else -- else performing an action related to the player
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self.rotation_velocity = 0;
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-- set rotation so entity is facing at the player
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self.object:set_yaw(math.atan2(self.entity_player_vector.z, self.entity_player_vector.x))
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end
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-- perform calculations on direction
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local dir = self.object:get_yaw()
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local dir_cos = math.cos(dir)
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local dir_sin = math.sin(dir)
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-- if not standing still
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if self.mode ~= 0 then
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-- make mini crewmate walk or run
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local vel = self.object:get_velocity()
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-- if walking
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if self.mode == 1 then
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vel.x = vel.x + dir_cos * self.walk_acceleration_speed
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vel.z = vel.z + dir_sin * self.walk_acceleration_speed
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else -- chasing (2)
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vel.x = vel.x + dir_cos * self.run_acceleration_speed
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vel.z = vel.z + dir_sin * self.run_acceleration_speed
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end
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self.object:set_velocity(vel)
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end
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-- Make it also jump when some block is in front of it
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local pos = self.object:get_pos()
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pos.x = pos.x + dir_cos
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pos.z = pos.z + dir_sin
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local bnode = minetest.get_node(pos)
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--if bnode.name == "air" or bnode.name == "amogus_blocks:water_source" or bnode.name == "amogus_blocks:water_flowing" then
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-- if node is not solid OR is a liquid
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if minetest.registered_nodes[bnode.name].walkable == false or minetest.registered_nodes[bnode.name].liquidtype ~= "none" then
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self.block_lastly_in_front = false
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-- if node next to the entity is a solid block
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else
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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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self.object:set_velocity(vel)
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-- randomly jump in the next iteration even if theres still a block in front
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elseif math.random(10) == 1 then
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self.block_lastly_in_front = false
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end
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end
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local vel = self.object:get_velocity()
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-- change velocity by gravity
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vel.y = vel.y - self.gravity * dtime * 2
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-- change velocity by friction
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vel.x = vel.x * (1 - self.friction * dtime)
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vel.z = vel.z * (1 - self.friction * dtime)
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self.object:set_velocity(vel)
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end
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}
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minetest.register_entity("amogus_entities:sussy_imposter", entity)
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-- register spawn egg
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minetest.register_craftitem("amogus_entities:sussy_imposter_spawn_egg", {
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description = "Sussy Imposter Spawn Egg",
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inventory_image = "imposta_egg.png",
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return
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end
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local pos = pointed_thing.above
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local node = minetest.get_node(pos)
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local def = minetest.registered_nodes[node.name]
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if not def or not def.buildable_to then
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return
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end
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minetest.add_entity(pos, "amogus_entities:sussy_imposter")
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itemstack:take_item()
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return itemstack
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end,
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}) |