From c04280576bb4ce577171304d71b693a93d0b9d9d Mon Sep 17 00:00:00 2001 From: AntumDeluge Date: Sat, 15 Apr 2017 21:42:02 -0700 Subject: [PATCH] [mobs_redo] Update to commit e64530a --- README.md | 3 +- mods/mobs/mobs_redo/api.lua | 1650 +++++---- mods/mobs/mobs_redo/api.txt | 271 +- mods/mobs/mobs_redo/crafts.lua | 35 +- mods/mobs/mobs_redo/depends.txt | 1 + mods/mobs/mobs_redo/init.lua | 14 +- mods/mobs/mobs_redo/locale/pt.txt | 38 + mods/mobs/mobs_redo/lucky_block.lua | 15 + mods/mobs/mobs_redo/mount.lua | 437 +++ mods/mobs/mobs_redo/readme.MD | 7 + mods/mobs/mobs_redo/spawner.lua | 19 +- mods/mobs/mobs_redo/textures/mobs_blood.png | Bin 115 -> 267 bytes .../mobs_redo/textures/mobs_protector.png | Bin 0 -> 164 bytes mods/mobs/mobs_redo/textures/mobs_saddle.png | Bin 0 -> 166 bytes mods/mobs/mobs_redo_old/api.lua | 3018 +++++++++++++++++ mods/mobs/mobs_redo_old/api.txt | 235 ++ mods/mobs/mobs_redo_old/crafts.lua | 86 + mods/mobs/mobs_redo_old/depends.txt | 3 + mods/mobs/mobs_redo_old/description.txt | 1 + mods/mobs/mobs_redo_old/init.lua | 13 + mods/mobs/mobs_redo_old/license.txt | 21 + mods/mobs/mobs_redo_old/locale/de.txt | 38 + mods/mobs/mobs_redo_old/locale/template.txt | 36 + mods/mobs/mobs_redo_old/mod.conf | 1 + mods/mobs/mobs_redo_old/readme.MD | 63 + .../mobs_redo_old/sounds/default_punch.ogg | Bin 0 -> 5946 bytes mods/mobs/mobs_redo_old/spawner.lua | 163 + .../mobs_redo_old/textures/mob_spawner.png | Bin 0 -> 108 bytes .../mobs_redo_old/textures/mobs_blood.png | Bin 0 -> 115 bytes .../textures/mobs_chicken_egg.png | Bin 0 -> 235 bytes .../textures/mobs_chicken_egg_overlay.png | Bin 0 -> 191 bytes .../mobs_redo_old/textures/mobs_leather.png | Bin 0 -> 196 bytes .../textures/mobs_magic_lasso.png | Bin 0 -> 176 bytes .../mobs/mobs_redo_old/textures/mobs_meat.png | Bin 0 -> 411 bytes .../mobs_redo_old/textures/mobs_meat_raw.png | Bin 0 -> 426 bytes .../mobs_redo_old/textures/mobs_nametag.png | Bin 0 -> 247 bytes mods/mobs/mobs_redo_old/textures/mobs_net.png | Bin 0 -> 195 bytes .../mobs_redo_old/textures/mobs_shears.png | Bin 0 -> 224 bytes .../mobs/mobs_redo_old/textures/tnt_smoke.png | Bin 0 -> 202 bytes 39 files changed, 5473 insertions(+), 695 deletions(-) create mode 100644 mods/mobs/mobs_redo/locale/pt.txt create mode 100644 mods/mobs/mobs_redo/lucky_block.lua create mode 100644 mods/mobs/mobs_redo/mount.lua create mode 100644 mods/mobs/mobs_redo/textures/mobs_protector.png create mode 100644 mods/mobs/mobs_redo/textures/mobs_saddle.png create mode 100644 mods/mobs/mobs_redo_old/api.lua create mode 100644 mods/mobs/mobs_redo_old/api.txt create mode 100644 mods/mobs/mobs_redo_old/crafts.lua create mode 100644 mods/mobs/mobs_redo_old/depends.txt create mode 100644 mods/mobs/mobs_redo_old/description.txt create mode 100644 mods/mobs/mobs_redo_old/init.lua create mode 100644 mods/mobs/mobs_redo_old/license.txt create mode 100644 mods/mobs/mobs_redo_old/locale/de.txt create mode 100644 mods/mobs/mobs_redo_old/locale/template.txt create mode 100644 mods/mobs/mobs_redo_old/mod.conf create mode 100644 mods/mobs/mobs_redo_old/readme.MD create mode 100644 mods/mobs/mobs_redo_old/sounds/default_punch.ogg create mode 100644 mods/mobs/mobs_redo_old/spawner.lua create mode 100644 mods/mobs/mobs_redo_old/textures/mob_spawner.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_blood.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_chicken_egg.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_chicken_egg_overlay.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_leather.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_magic_lasso.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_meat.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_meat_raw.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_nametag.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_net.png create mode 100644 mods/mobs/mobs_redo_old/textures/mobs_shears.png create mode 100644 mods/mobs/mobs_redo_old/textures/tnt_smoke.png diff --git a/README.md b/README.md index c1a818ba..1a6f8e97 100644 --- a/README.md +++ b/README.md @@ -55,7 +55,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m * [unifieddyes][] ([GPL](mods/materials/unifieddyes/LICENSE)) * mobs/ * [kpgmobs][] ([MIT](mods/mobs/kpgmobs/README.txt)) - * [mobs_redo][] ([MIT](mods/mobs/mobs_redo/license.txt)) + * [mobs_redo][] ([MIT](mods/mobs/mobs_redo/license.txt)) -- version: [e64530a Git][ver.mobs_redo] * mobs_aggressive/ * [creeper][] ([WTFPL][lic.creeper]) -- version [036666e Git][ver.creeper] * [mobs_goblins][] ([CC-BY-SA / CC-BY / CC0](mods/mobs_aggressive/mobs_goblins/README.md)) @@ -346,6 +346,7 @@ The game includes the mods from the default [minetest_game](https://github.com/m [ver.invisibility]: https://github.com/tenplus1/invisibility/tree/bf4156b [ver.jukebox]: https://github.com/minetest-mods/jukebox/tree/e6a507f [ver.mobs_monster]: https://github.com/tenplus1/mobs_monster/tree/91cbcf7 +[ver.mobs_redo]: https://github.com/tenplus1/mobs_redo/tree/e64530a [ver.mywoodslopes]: https://github.com/minetest-mods/mywoodslopes/tree/3a1b531 [ver.playeranim]: https://github.com/minetest-mods/playeranim/tree/f1c542e [ver.privilegeareas]: https://github.com/minetest-mods/privilegeareas/tree/aebaa00 diff --git a/mods/mobs/mobs_redo/api.lua b/mods/mobs/mobs_redo/api.lua index 1d966e44..9d18e9c3 100644 --- a/mods/mobs/mobs_redo/api.lua +++ b/mods/mobs/mobs_redo/api.lua @@ -1,42 +1,55 @@ --- Mobs Api (17th August 2016) +-- Mobs Api (13th March 2017) mobs = {} mobs.mod = "redo" + -- Intllib local S + if minetest.get_modpath("intllib") then S = intllib.Getter() else - S = function(s, a, ...) - if a == nil then - return s - end - a = {a, ...} - return s:gsub("(@?)@(%(?)(%d+)(%)?)", - function(e, o, n, c) - if e == "" then - return a[tonumber(n)] .. (o == "" and c or "") - else - return "@" .. o .. n .. c - end - end) + S = function(s, a, ...) a = {a, ...} + return s:gsub("@(%d+)", function(n) + return a[tonumber(n)] + end) end + end + mobs.intllib = S + -- Invisibility mod check - -function check_global(name) - return rawget(_G, name) ~= nil +mobs.invis = {} +if rawget(_G, "invisibility") then + mobs.invis = invisibility end -local invis = {} -if check_global("invisibility") then - invis = invisibility + +-- localize math functions +local pi = math.pi +local square = math.sqrt +local sin = math.sin +local cos = math.cos +local abs = math.abs +local min = math.min +local max = math.max +local atann = math.atan +local random = math.random +local floor = math.floor +local atan = function(x) + if not x or x ~= x then + --error("atan bassed NaN") + return 0 + else + return atann(x) + end end + -- Load settings local damage_enabled = minetest.setting_getbool("enable_damage") local peaceful_only = minetest.setting_getbool("only_peaceful_mobs") @@ -44,53 +57,54 @@ local disable_blood = minetest.setting_getbool("mobs_disable_blood") local creative = minetest.setting_getbool("creative_mode") local spawn_protected = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1 local remove_far = minetest.setting_getbool("remove_far_mobs") +local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0 +local show_health = minetest.setting_getbool("mob_show_health") ~= false +local max_per_block = tonumber(minetest.setting_get("max_objects_per_block") or 99) + +-- calculate aoc range for mob count +local aosrb = tonumber(minetest.setting_get("active_object_send_range_blocks")) +local abr = tonumber(minetest.setting_get("active_block_range")) +local aoc_range = max(aosrb, abr) * 16 -- pathfinding settings local enable_pathfinding = true local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching local stuck_path_timeout = 10 -- how long will mob follow path before giving up --- localize functions -local pi = math.pi -local square = math.sqrt -local sin = math.sin -local cos = math.cos -local abs = math.abs -local atann = math.atan -local random = math.random -local floor = math.floor -local atan = function(x) - if x ~= x then - --error("atan bassed NaN") - --print ("atan based NaN") - return 0 - else - return atann(x) +-- play sound +mob_sound = function(self, sound) + + if sound then + minetest.sound_play(sound, { + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance + }) end end + +-- attack player/mob do_attack = function(self, player) - if self.state ~= "attack" then + if self.state == "attack" then + return + end - if random(0,100) < 90 - and self.sounds.war_cry then + self.attack = player + self.state = "attack" - minetest.sound_play(self.sounds.war_cry,{ - object = self.object, - max_hear_distance = self.sounds.distance - }) - end - - self.state = "attack" - self.attack = player + if random(0, 100) < 90 then + mob_sound(self, self.sounds.war_cry) end end + +-- move mob in facing direction set_velocity = function(self, v) - local yaw = self.object:getyaw() + self.rotate or 0 + local yaw = (self.object:getyaw() or 0) + self.rotate self.object:setvelocity({ x = sin(yaw) * -v, @@ -99,6 +113,8 @@ set_velocity = function(self, v) }) end + +-- get overall speed of mob get_velocity = function(self) local v = self.object:getvelocity() @@ -106,143 +122,151 @@ get_velocity = function(self) return (v.x * v.x + v.z * v.z) ^ 0.5 end -set_animation = function(self, type) - if not self.animation then - return +-- set yaw +set_yaw = function(self, yaw) + + if not yaw or yaw ~= yaw then + yaw = 0 end + self:setyaw(yaw) + + return yaw +end + + +-- set defined animation +set_animation = function(self, anim) + + if not self.animation then return end + self.animation.current = self.animation.current or "" - self.animation.speed_normal = self.animation.speed_normal or 15 - - if type == "stand" - and self.animation.current ~= "stand" then - - if self.animation.stand_start - and self.animation.stand_end then - - self.object:set_animation({ - x = self.animation.stand_start, - y = self.animation.stand_end}, - (self.animation.speed_stand or self.animation.speed_normal), 0) - - self.animation.current = "stand" - end - - elseif type == "walk" - and self.animation.current ~= "walk" then - - if self.animation.walk_start - and self.animation.walk_end then - - self.object:set_animation({ - x = self.animation.walk_start, - y = self.animation.walk_end}, - (self.animation.speed_walk or self.animation.speed_normal), 0) - - self.animation.current = "walk" - end - - elseif type == "run" - and self.animation.current ~= "run" then - - if self.animation.run_start - and self.animation.run_end then - - self.object:set_animation({ - x = self.animation.run_start, - y = self.animation.run_end}, - (self.animation.speed_run or self.animation.speed_normal), 0) - - self.animation.current = "run" - end - - elseif type == "punch" - and self.animation.current ~= "punch" then - - if self.animation.punch_start - and self.animation.punch_end then - - self.object:set_animation({ - x = self.animation.punch_start, - y = self.animation.punch_end}, - (self.animation.speed_punch or self.animation.speed_normal), 0) - - self.animation.current = "punch" - end - elseif type == "punch2" - and self.animation.current ~= "punch2" then - - if self.animation.punch2_start - and self.animation.punch2_end then - - self.object:set_animation({ - x = self.animation.punch2_start, - y = self.animation.punch2_end}, - (self.animation.speed_punch2 or self.animation.speed_normal), 0) - - self.animation.current = "punch2" - end - elseif type == "shoot" - and self.animation.current ~= "shoot" then - - if self.animation.shoot_start - and self.animation.shoot_end then - - self.object:set_animation({ - x = self.animation.shoot_start, - y = self.animation.shoot_end}, - (self.animation.speed_shoot or self.animation.speed_normal), 0) - - self.animation.current = "shoot" - end + if anim == self.animation.current + or not self.animation[anim .. "_start"] + or not self.animation[anim .. "_end"] then + return end + + self.animation.current = anim + + self.object:set_animation({ + x = self.animation[anim .. "_start"], + y = self.animation[anim .. "_end"] + }, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15) + end --- check line of sight for walkers and swimmers alike -function line_of_sight_water(self, pos1, pos2, stepsize) - local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize) +-- this is a faster way to calculate distance +local get_distance = function(a, b) + + local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z + + return square(x * x + y * y + z * z) +end + + +-- check line of sight (BrunoMine) +function line_of_sight(self, pos1, pos2, stepsize) + + stepsize = stepsize or 1 + + local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end - -- swimming mobs can see you through water - if s == false - and self.fly - and self.fly_in == "default:water_source" then + -- New pos1 to be analyzed + local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} - local nod = minetest.get_node(pos_w).name + local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) - if nod == "default:water_source" - or nod == "default:water_flowing" then + -- Checks the return + if r == true then return true end - return true + -- Nodename found + local nn = minetest.get_node(pos).name + + -- Target Distance (td) to travel + local td = get_distance(pos1, pos2) + + -- Actual Distance (ad) traveled + local ad = 0 + + -- It continues to advance in the line of sight in search of a real obstruction. + while minetest.registered_nodes[nn] + and minetest.registered_nodes[nn].walkable == false do + + -- Check if you can still move forward + if td < ad + stepsize then + return true -- Reached the target end - -- just incase we have a special node for flying/swimming mobs - elseif s == false - and self.fly - and self.fly_in then + -- Moves the analyzed pos + local d = get_distance(pos1, pos2) - local nod = minetest.get_node(pos_w).name + npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x + npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y + npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z - if nod == self.fly_in then - return true + -- NaN checks + if d == 0 + or npos1.x ~= npos1.x + or npos1.y ~= npos1.y + or npos1.z ~= npos1.z then + return false end + + ad = ad + stepsize + + -- scan again + r, pos = minetest.line_of_sight(npos1, pos2, stepsize) + + if r == true then return true end + + -- New Nodename found + nn = minetest.get_node(pos).name + end return false - end + +-- are we flying in what we are suppose to? (taikedz) +local function flight_check(self, pos_w) + + local nod = self.standing_in + + if type(self.fly_in) == "string" + and (nod == self.fly_in or nod == self.fly_in:gsub("_source", "_flowing")) then + + return true + + elseif type(self.fly_in) == "table" then + + for _,fly_in in pairs(self.fly_in) do + + if nod == fly_in or nod == fly_in:gsub("_source", "_flowing") then + + return true + end + end + end +end + + -- particle effects -function effect(pos, amount, texture, max_size, radius) +function effect(pos, amount, texture, min_size, max_size, radius, gravity) radius = radius or 2 + min_size = min_size or 0.5 + max_size = max_size or 1 + gravity = gravity or -10 minetest.add_particlespawner({ amount = amount, @@ -251,16 +275,17 @@ function effect(pos, amount, texture, max_size, radius) maxpos = pos, minvel = {x = -radius, y = -radius, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, - minacc = {x = -radius, y = -radius, z = -radius}, - maxacc = {x = radius, y = radius, z = radius}, + minacc = {x = 0, y = gravity, z = 0}, + maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, - minsize = 0.5, - maxsize = (max_size or 1), + minsize = min_size, + maxsize = max_size, texture = texture, }) end + -- update nametag colour function update_tag(self) @@ -286,6 +311,7 @@ function update_tag(self) end + -- check if mob is dead or only hurt function check_for_death(self) @@ -299,14 +325,7 @@ function check_for_death(self) -- still got some health? play hurt sound if self.health > 0 then - if self.sounds.damage then - - minetest.sound_play(self.sounds.damage,{ - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance - }) - end + mob_sound(self, self.sounds.damage) -- make sure health isn't higher than max if self.health > self.hp_max then @@ -318,11 +337,13 @@ function check_for_death(self) self.nametag2 = self.nametag or "" end - self.htimer = 2 + if show_health then - self.nametag = "health: " .. self.health .. " of " .. self.hp_max + self.htimer = 2 + self.nametag = "♥ " .. self.health .. " / " .. self.hp_max - update_tag(self) + update_tag(self) + end return false end @@ -330,6 +351,7 @@ function check_for_death(self) -- drop items when dead local obj local pos = self.object:getpos() + self.drops = self.drops or {} -- nil check for n = 1, #self.drops do @@ -343,36 +365,52 @@ function check_for_death(self) obj:setvelocity({ x = random(-10, 10) / 9, - y = 5, + y = 6, z = random(-10, 10) / 9, }) end end end - -- play death sound - if self.sounds.death then - - minetest.sound_play(self.sounds.death,{ - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance - }) - end + mob_sound(self, self.sounds.death) -- execute custom death function if self.on_die then + self.on_die(self, pos) + self.object:remove() + + return true end - self.object:remove() + -- default death function and die animation (if defined) + if self.animation + and self.animation.die_start + and self.animation.die_end then + + self.attack = nil + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.passive = true + self.state = "die" + set_velocity(self, 0) + set_animation(self, "die") + + minetest.after(2, function(self) + self.object:remove() + end, self) + else + self.object:remove() + end effect(pos, 20, "tnt_smoke.png") return true end --- check if within map limits (-30911 to 30927) + +-- check if within physical map limits (-30911 to 30927) function within_limits(pos, radius) if (pos.x - radius) > -30913 @@ -387,6 +425,7 @@ function within_limits(pos, radius) return false -- beyond limits end + -- is mob facing a cliff local function is_at_cliff(self) @@ -411,6 +450,7 @@ local function is_at_cliff(self) return false end + -- get node but use fallback for nil or unknown local function node_ok(pos, fallback) @@ -429,6 +469,7 @@ local function node_ok(pos, fallback) return minetest.registered_nodes[fallback] end + -- environmental damage (water, lava, fire, light) do_env_damage = function(self) @@ -473,6 +514,12 @@ do_env_damage = function(self) self.standing_in = node_ok(pos, "air").name --print ("standing in " .. self.standing_in) + -- don't fall when on ignore, just stand still + if self.standing_in == "ignore" then + self.object:setvelocity({x = 0, y = 0, z = 0}) + --print ("--- stopping on ignore") + end + if self.water_damage ~= 0 or self.lava_damage ~= 0 then @@ -486,33 +533,52 @@ do_env_damage = function(self) self.health = self.health - self.water_damage - effect(pos, 5, "bubble.png") - end + effect(pos, 5, "bubble.png", nil, nil, 1, nil) -- lava or fire - if self.lava_damage ~= 0 + elseif self.lava_damage ~= 0 and (nodef.groups.lava or self.standing_in == "fire:basic_flame" or self.standing_in == "fire:permanent_flame") then self.health = self.health - self.lava_damage - effect(pos, 5, "fire_basic_flame.png") + effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) + + -- damage_per_second node check +-- elseif minetest.registered_nodes[self.standing_in].damage_per_second ~= 0 then + +-- local dps = minetest.registered_nodes[self.standing_in].damage_per_second + +-- self.health = self.health - dps + +-- effect(pos, 5, "tnt_smoke.png") end end check_for_death(self) end + -- jump if facing a solid node (not fences or gates) do_jump = function(self) - if self.fly + if not self.jump + or self.jump_height == 0 + or self.fly or self.child then - return + return false + end + + -- something stopping us while moving? + if self.state ~= "stand" + and get_velocity(self) > 0.5 + and self.object:getvelocity().y ~= 0 then + return false end local pos = self.object:getpos() + local yaw = self.object:getyaw() -- what is mob standing on? pos.y = pos.y + self.collisionbox[2] - 0.2 @@ -522,11 +588,10 @@ do_jump = function(self) --print ("standing on:", nod.name, pos.y) if minetest.registered_nodes[nod.name].walkable == false then - return + return false end -- where is front - local yaw = self.object:getyaw() local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) @@ -539,7 +604,7 @@ do_jump = function(self) -- thin blocks that do not need to be jumped if nod.name == "default:snow" then - return + return false end --print ("in front:", nod.name, pos.y + 0.5) @@ -551,33 +616,20 @@ do_jump = function(self) local v = self.object:getvelocity() - v.y = self.jump_height + 1 + v.y = self.jump_height -- + 1 + + set_animation(self, "jump") -- only when defined self.object:setvelocity(v) - if self.sounds.jump then + mob_sound(self, self.sounds.jump) - minetest.sound_play(self.sounds.jump, { - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance - }) - end - else - if self.state ~= "attack" then - self.state = "stand" - set_animation(self, "stand") - end + return true end + + return false end --- this is a faster way to calculate distance -local get_distance = function(a, b) - - local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z - - return square(x * x + y * y + z * z) -end -- blast damage to entities nearby (modified from TNT mod) function entity_physics(pos, radius) @@ -597,24 +649,19 @@ function entity_physics(pos, radius) local damage = floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() - if objs[n]:is_player() then - objs[n]:set_hp(objs[n]:get_hp() - damage) - - else --if ent.health then - - objs[n]:punch(objs[n], 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, nil) - - end + -- punches work on entities AND players + objs[n]:punch(objs[n], 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = damage}, + }, nil) end end + -- should mob follow what I'm holding ? function follow_holding(self, clicker) - if invis[clicker:get_player_name()] then + if mobs.invis[clicker:get_player_name()] then return false end @@ -640,10 +687,11 @@ function follow_holding(self, clicker) return false end + -- find two animals of same type and breed if nearby and horny local function breed(self) - -- child take 240 seconds before growing into adult + -- child takes 240 seconds before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 @@ -690,7 +738,7 @@ local function breed(self) local pos = self.object:getpos() - effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png") + effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius(pos, 3) local num = 0 @@ -736,7 +784,7 @@ local function breed(self) ent.hornytimer = 41 -- spawn baby - minetest.after(5, function(dtime) + minetest.after(5, function() local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() @@ -774,35 +822,50 @@ local function breed(self) end end + -- find and replace what mob is looking for (grass, wheat etc.) function replace(self, pos) - if self.replace_rate - and self.child == false - and random(1, self.replace_rate) == 1 then + if not self.replace_rate + or not self.replace_what + or self.child == true + or self.object:getvelocity().y ~= 0 + or random(1, self.replace_rate) > 1 then + return + end - local pos = self.object:getpos() + local what, with, y_offset - pos.y = pos.y + self.replace_offset + if type(self.replace_what[1]) == "table" then + + local num = random(#self.replace_what) + + what = self.replace_what[num][1] or "" + with = self.replace_what[num][2] or "" + y_offset = self.replace_what[num][3] or 0 + else + what = self.replace_what + with = self.replace_with or "" + y_offset = self.replace_offset or 0 + end + + pos.y = pos.y + y_offset + + if #minetest.find_nodes_in_area(pos, pos, what) > 0 then -- print ("replace node = ".. minetest.get_node(pos).name, pos.y) - if self.replace_what - and self.replace_with - and self.object:getvelocity().y == 0 - and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then + minetest.set_node(pos, {name = with}) - minetest.set_node(pos, {name = self.replace_with}) - - -- when cow/sheep eats grass, replace wool and milk - if self.gotten == true then - self.gotten = false - self.object:set_properties(self) - end + -- when cow/sheep eats grass, replace wool and milk + if self.gotten == true then + self.gotten = false + self.object:set_properties(self) end end end + -- check if daytime and also if mob is docile during daylight hours function day_docile(self) @@ -818,6 +881,7 @@ function day_docile(self) end end + -- path finding and smart mob routine by rnd function smart_mobs(self, s, p, dist, dtime) @@ -834,8 +898,7 @@ function smart_mobs(self, s, p, dist, dtime) -- im stuck, search for path if (self.path.stuck_timer > stuck_timeout and not self.path.following) - or (self.path.stuck_timer > stuck_path_timeout - and self.path.following) then + or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then self.path.stuck_timer = 0 @@ -849,8 +912,7 @@ function smart_mobs(self, s, p, dist, dtime) s.y = floor(s.y + 0.5) - sheight s.z = floor(s.z + 0.5) - local ssight, sground - ssight, sground = minetest.line_of_sight(s, { + local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground @@ -864,7 +926,7 @@ function smart_mobs(self, s, p, dist, dtime) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) - self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch") + self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") -- attempt to unstick mob that is "daydreaming" self.object:setpos({ @@ -884,12 +946,18 @@ function smart_mobs(self, s, p, dist, dtime) -- lets make way by digging/building if not accessible if self.pathfinding == 2 then - -- add block and remove one block above so - -- there is room to jump if needed + -- is player higher than mob? if s.y < p1.y then + -- build upwards if not minetest.is_protected(s, "") then - minetest.set_node(s, {name = "default:dirt"}) + + local ndef1 = minetest.registered_nodes[self.standing_in] + + if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then + + minetest.set_node(s, {name = "default:dirt"}) + end end local sheight = math.ceil(self.collisionbox[5]) + 1 @@ -897,14 +965,21 @@ function smart_mobs(self, s, p, dist, dtime) -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight + -- remove one block above to make room to jump if not minetest.is_protected(s, "") then - local node1 = minetest.get_node(s).name + local node1 = node_ok(s, "air").name + local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" - and node1 ~= "ignore" then + and node1 ~= "ignore" + and ndef1 + and not ndef1.groups.level + and not ndef1.groups.unbreakable then + minetest.set_node(s, {name = "air"}) minetest.add_item(s, ItemStack(node1)) + end end @@ -914,7 +989,6 @@ function smart_mobs(self, s, p, dist, dtime) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:getyaw() + pi / 2 - local p1 = { x = s.x + cos(yaw1), y = s.y, @@ -923,19 +997,29 @@ function smart_mobs(self, s, p, dist, dtime) if not minetest.is_protected(p1, "") then - local node1 = minetest.get_node(p1).name + local node1 = node_ok(p1, "air").name + local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" - and node1 ~= "ignore" then + and node1 ~= "ignore" + and ndef1 + and not ndef1.groups.level + and not ndef1.groups.unbreakable then + minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 - node1 = minetest.get_node(p1).name + node1 = node_ok(p1, "air").name + ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" - and node1 ~= "ignore" then + and node1 ~= "ignore" + and ndef1 + and not ndef1.groups.level + and not ndef1.groups.unbreakable then + minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end @@ -948,25 +1032,12 @@ function smart_mobs(self, s, p, dist, dtime) self.path.stuck_timer = stuck_timeout - 2 -- frustration! cant find the damn path :( - if self.sounds.random then - minetest.sound_play(self.sounds.random, { - object = self.object, - max_hear_distance = self.sounds.distance - }) - end - + mob_sound(self, self.sounds.random) else - -- yay i found path - if self.sounds.attack then + mob_sound(self, self.sounds.attack) - set_velocity(self, self.walk_velocity) - - minetest.sound_play(self.sounds.attack, { - object = self.object, - max_hear_distance = self.sounds.distance - }) - end + set_velocity(self, self.walk_velocity) -- follow path now that it has it self.path.following = true @@ -974,6 +1045,27 @@ function smart_mobs(self, s, p, dist, dtime) end end + +-- specific attacks +local specific_attack = function(list, what) + + -- no list so attack default (player, animals etc.) + if list == nil then + return true + end + + -- is found entity on list to attack? + for no = 1, #list do + + if list[no] == what then + return true + end + end + + return false +end + + -- monster find someone to attack local monster_attack = function(self) @@ -986,7 +1078,8 @@ local monster_attack = function(self) local s = self.object:getpos() local p, sp, dist - local player, type, obj, min_player = nil, nil, nil, nil + local player, obj, min_player + local type, name = "", "" local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) @@ -994,12 +1087,13 @@ local monster_attack = function(self) if objs[n]:is_player() then - if invis[ objs[n]:get_player_name() ] then + if mobs.invis[ objs[n]:get_player_name() ] then type = "" else player = objs[n] type = "player" + name = "player" end else obj = objs[n]:get_luaentity() @@ -1007,11 +1101,14 @@ local monster_attack = function(self) if obj then player = obj.object type = obj.type + name = obj.name or "" end end - if type == "player" - or type == "npc" then + -- find specific mob to attack, failing that attack player/npc/animal + if specific_attack(self.specific_attack, name) + and (type == "player" or type == "npc" + or (type == "animal" and self.attack_animals == true)) then s = self.object:getpos() p = player:getpos() @@ -1027,7 +1124,7 @@ local monster_attack = function(self) -- field of view check goes here -- choose closest player to attack - if line_of_sight_water(self, sp, p, 2) == true + if line_of_sight(self, sp, p, 2) == true and dist < min_dist then min_dist = dist min_player = player @@ -1042,6 +1139,7 @@ local monster_attack = function(self) end end + -- npc, find closest monster to attack local npc_attack = function(self) @@ -1060,8 +1158,7 @@ local npc_attack = function(self) obj = objs[n]:get_luaentity() - if obj - and obj.type == "monster" then + if obj and obj.type == "monster" then p = obj.object:getpos() @@ -1079,6 +1176,7 @@ local npc_attack = function(self) end end + -- follow player if owner or holding item, if fish outta water then flop local follow_flop = function(self) @@ -1095,7 +1193,7 @@ local follow_flop = function(self) for n = 1, #players do if get_distance(players[n]:getpos(), s) < self.view_range - and not invis[ players[n]:get_player_name() ] then + and not mobs.invis[ players[n]:get_player_name() ] then self.following = players[n] @@ -1150,31 +1248,20 @@ local follow_flop = function(self) else local vec = { x = p.x - s.x, - y = p.y - s.y, z = p.z - s.z } local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then - yaw = yaw + pi - end + if p.x > s.x then yaw = yaw + pi end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then - if (self.jump - and get_velocity(self) <= 0.5 - and self.object:getvelocity().y == 0) - or (self.object:getvelocity().y == 0 - and self.jump_chance > 0) then - - do_jump(self) - end - set_velocity(self, self.walk_velocity) if self.walk_chance ~= 0 then @@ -1190,20 +1277,24 @@ local follow_flop = function(self) end end - -- water swimmers flop when on land - if self.fly - and self.fly_in == "default:water_source" - and self.standing_in ~= self.fly_in then + -- swimmers flop when out of their element, and swim again when back in + if self.fly then + local s = self.object:getpos() + if not flight_check(self, s) then - self.state = "flop" - self.object:setvelocity({x = 0, y = -5, z = 0}) + self.state = "flop" + self.object:setvelocity({x = 0, y = -5, z = 0}) - set_animation(self, "stand") + set_animation(self, "stand") - return + return + elseif self.state == "flop" then + self.state = "stand" + end end end + -- dogshoot attack switch and counter function local dogswitch = function(self, dtime) @@ -1215,7 +1306,10 @@ local dogswitch = function(self, dtime) self.dogshoot_count = self.dogshoot_count + dtime - if self.dogshoot_count > self.dogshoot_count_max then + if (self.dogshoot_switch == 1 + and self.dogshoot_count > self.dogshoot_count_max) + or (self.dogshoot_switch == 2 + and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 @@ -1229,6 +1323,7 @@ local dogswitch = function(self, dtime) return self.dogshoot_switch end + -- execute current state (stand, walk, run, attacks) local do_states = function(self, dtime) @@ -1240,17 +1335,13 @@ local do_states = function(self, dtime) local lp = nil local s = self.object:getpos() + local objs = minetest.get_objects_inside_radius(s, 3) - if self.type == "npc" then + for n = 1, #objs do - local objs = minetest.get_objects_inside_radius(s, 3) - - for n = 1, #objs do - - if objs[n]:is_player() then - lp = objs[n]:getpos() - break - end + if objs[n]:is_player() then + lp = objs[n]:getpos() + break end end @@ -1259,20 +1350,18 @@ local do_states = function(self, dtime) local vec = { x = lp.x - s.x, - y = lp.y - s.y, z = lp.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if lp.x > s.x then - yaw = yaw + pi - end + if lp.x > s.x then yaw = yaw + pi end else yaw = (random(0, 360) - 180) / 180 * pi end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) end set_velocity(self, 0) @@ -1289,6 +1378,15 @@ local do_states = function(self, dtime) set_velocity(self, self.walk_velocity) self.state = "walk" set_animation(self, "walk") + + -- fly up/down randombly for flying mobs + if self.fly and random(1, 100) <= self.walk_chance then + + local v = self.object:getvelocity() + local ud = random(-1, 2) / 9 + + self.object:setvelocity({x = v.x, y = ud, z = v.z}) + end end end @@ -1312,43 +1410,65 @@ local do_states = function(self, dtime) lp = minetest.find_node_near(s, 1, {"group:lava"}) end - -- if something then avoid if lp then - local vec = { - x = lp.x - s.x, - y = lp.y - s.y, - z = lp.z - s.z - } + -- if mob in water or lava then look for land + if (self.lava_damage + and minetest.registered_nodes[self.standing_in].groups.lava) + or (self.water_damage + and minetest.registered_nodes[self.standing_in].groups.water) then - yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate + lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", + "group:sand", "default:ice", "default:snowblock"}) - if lp.x > s.x then - yaw = yaw + pi + -- did we find land? + if lp then + + local vec = { + x = lp.x - s.x, + z = lp.z - s.z + } + + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + + if lp.x > s.x then yaw = yaw + pi end + + -- look towards land and jump/move in that direction +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) + do_jump(self) + set_velocity(self, self.walk_velocity) + else + yaw = (random(0, 360) - 180) / 180 * pi + end + + else + + local vec = { + x = lp.x - s.x, + z = lp.z - s.z + } + + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + + if lp.x > s.x then yaw = yaw + pi end end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) -- otherwise randomly turn elseif random(1, 100) <= 30 then - local yaw = (random(0, 360) - 180) / 180 * pi + yaw = random() * 2 * pi - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) end -- stand for great fall in front local temp_is_cliff = is_at_cliff(self) - -- jump when walking comes to a halt - if temp_is_cliff == false - and self.jump - and get_velocity(self) <= 0.5 - and self.object:getvelocity().y == 0 then - - do_jump(self) - end - if temp_is_cliff or random(1, 100) <= 30 then @@ -1357,7 +1477,15 @@ local do_states = function(self, dtime) set_animation(self, "stand") else set_velocity(self, self.walk_velocity) - set_animation(self, "walk") + + if flight_check(self) + and self.animation + and self.animation.fly_start + and self.animation.fly_end then + set_animation(self, "fly") + else + set_animation(self, "walk") + end end -- runaway when punched @@ -1365,8 +1493,8 @@ local do_states = function(self, dtime) self.runaway_timer = self.runaway_timer + 1 - -- stop after 3 seconds or when at cliff - if self.runaway_timer > 3 + -- stop after 5 seconds or when at cliff + if self.runaway_timer > 5 or is_at_cliff(self) then self.runaway_timer = 0 set_velocity(self, 0) @@ -1377,14 +1505,6 @@ local do_states = function(self, dtime) set_animation(self, "walk") end - -- jump when walking comes to a halt - if self.jump - and get_velocity(self) <= 0.5 - and self.object:getvelocity().y == 0 then - - do_jump(self) - end - -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then @@ -1398,7 +1518,7 @@ local do_states = function(self, dtime) or not self.attack or not self.attack:getpos() or self.attack:get_hp() <= 0 - or (self.attack:is_player() and invis[ self.attack:get_player_name() ]) then + or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then --print(" ** stop attacking **", dist, self.view_range) self.state = "stand" @@ -1416,17 +1536,15 @@ local do_states = function(self, dtime) local vec = { x = p.x - s.x, - y = p.y - s.y, z = p.z - s.z } - yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then - yaw = yaw + pi - end + if p.x > s.x then yaw = yaw + pi end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) if dist > self.reach then @@ -1440,14 +1558,6 @@ local do_states = function(self, dtime) self.timer = 0 self.blinktimer = 0 - if get_velocity(self) <= 0.5 - and self.object:getvelocity().y == 0 then - - local v = self.object:getvelocity() - v.y = 5 - self.object:setvelocity(v) - end - set_velocity(self, self.run_velocity) end @@ -1477,35 +1587,30 @@ local do_states = function(self, dtime) local pos = self.object:getpos() local radius = self.explosion_radius or 1 - -- hurt player/mobs caught in blast area - entity_physics(pos, radius) - -- dont damage anything if area protected or next to water if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then - if self.sounds.explode then - - minetest.sound_play(self.sounds.explode, { - object = self.object, - gain = 1.0, - max_hear_distance = 16 - }) - end + mob_sound(self, self.sounds.explode) self.object:remove() - effect(pos, 15, "tnt_smoke.png", 5) + effect(pos, 15, "tnt_smoke.png") + + -- hurt player/mobs caught in blast area + entity_physics(pos, radius) return end pos.y = pos.y - 1 - mobs:explosion(pos, radius, 0, 1, self.sounds.explode) + mobs:explosion(pos, radius, 1, 1, self.sounds.explode) self.object:remove() + entity_physics(pos, radius) + return end end @@ -1517,14 +1622,13 @@ local do_states = function(self, dtime) if self.fly and dist > self.reach then - local nod = node_ok(s) local p1 = s local me_y = floor(p1.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:getvelocity() - if nod.name == self.fly_in then + if flight_check(self, s) then if me_y < p_y then @@ -1593,17 +1697,15 @@ local do_states = function(self, dtime) local vec = { x = p.x - s.x, - y = p.y - s.y, z = p.z - s.z } yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then - yaw = yaw + pi - end + if p.x > s.x then yaw = yaw + pi end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) -- move towards enemy if beyond mob reach if dist > self.reach then @@ -1615,16 +1717,6 @@ local do_states = function(self, dtime) smart_mobs(self, s, p, dist, dtime) end - -- jump attack - if (self.jump - and get_velocity(self) <= 0.5 - and self.object:getvelocity().y == 0) - or (self.object:getvelocity().y == 0 - and self.jump_chance > 0) then - - do_jump(self) - end - if is_at_cliff(self) then set_velocity(self, 0) @@ -1664,21 +1756,19 @@ local do_states = function(self, dtime) local p2 = p local s2 = s - p2.y = p2.y + 1.5 - s2.y = s2.y + 1.5 + p2.y = p2.y + .5 + s2.y = s2.y + .5 - if line_of_sight_water(self, p2, s2) == true then + if line_of_sight(self, p2, s2) == true then -- play attack sound - if self.sounds.attack then + mob_sound(self, self.sounds.attack) - minetest.sound_play(self.sounds.attack, { - object = self.object, - max_hear_distance = self.sounds.distance - }) + -- punch player (or what player is attached to) + local attached = self.attack:get_attach() + if attached then + self.attack = attached end - - -- punch player self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = self.damage} @@ -1712,11 +1802,10 @@ local do_states = function(self, dtime) yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then - yaw = yaw + pi - end + if p.x > s.x then yaw = yaw + pi end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) set_velocity(self, 0) @@ -1728,13 +1817,7 @@ local do_states = function(self, dtime) set_animation(self, "shoot") -- play shoot attack sound - if self.sounds.shoot_attack then - - minetest.sound_play(self.sounds.shoot_attack, { - object = self.object, - max_hear_distance = self.sounds.distance - }) - end + mob_sound(self, self.sounds.shoot_attack) local p = self.object:getpos() @@ -1742,22 +1825,27 @@ local do_states = function(self, dtime) local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() - local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 - local v = ent.velocity or 1 -- or set to default - ent.switch = 1 - -- offset makes shoot aim accurate - vec.y = vec.y + self.shoot_offset - vec.x = vec.x * (v / amount) - vec.y = vec.y * (v / amount) - vec.z = vec.z * (v / amount) + if ent then + local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 + local v = ent.velocity or 1 -- or set to default + ent.switch = 1 + ent.owner_id = tostring(self.object) -- add unique owner id to arrow - obj:setvelocity(vec) + -- offset makes shoot aim accurate + vec.y = vec.y + self.shoot_offset + vec.x = vec.x * (v / amount) + vec.y = vec.y * (v / amount) + vec.z = vec.z * (v / amount) + + obj:setvelocity(vec) + end end end end end + -- falling and fall damage local falling = function(self, pos) @@ -1785,7 +1873,7 @@ local falling = function(self, pos) self.object:setacceleration({ x = 0, - y = -self.fall_speed / (math.max(1, v.y) ^ 2), + y = -self.fall_speed / (max(1, v.y) ^ 2), z = 0 }) end @@ -1801,13 +1889,13 @@ local falling = function(self, pos) if self.fall_damage == 1 and self.object:getvelocity().y == 0 then - local d = self.old_y - self.object:getpos().y + local d = (self.old_y or 0) - self.object:getpos().y if d > 5 then self.health = self.health - floor(d - 5) - effect(pos, 5, "tnt_smoke.png") + effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) if check_for_death(self) then return @@ -1819,16 +1907,28 @@ local falling = function(self, pos) end end + +-- deal damage and effects when mob punched local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) + -- mob health check + if self.health <= 0 then + return + end + -- error checking when mod profiling is enabled if not tool_capabilities then print (S("[MOBS] mod profiling enabled, damage not enabled")) return end - -- direction error check - dir = dir or {x = 0, y = 0, z = 0} + -- is mob protected? + if self.protected and hitter:is_player() + and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then + minetest.chat_send_player(hitter:get_player_name(), "Mob has been protected!") + return + end + -- weapon wear local weapon = hitter:get_wielded_item() @@ -1868,7 +1968,13 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) end end - -- print ("Mob Damage is", damage) + -- healing + if damage <= -1 then + self.health = self.health - floor(damage) + return + end + +-- print ("Mob Damage is", damage) -- add weapon wear if tool_capabilities then @@ -1882,73 +1988,80 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) hitter:set_wielded_item(weapon) end - -- weapon sounds - if weapon:get_definition().sounds ~= nil then + -- only play hit sound and show blood effects if damage is 1 or over + if damage >= 1 then - local s = random(0, #weapon:get_definition().sounds) + -- weapon sounds + if weapon:get_definition().sounds ~= nil then - minetest.sound_play(weapon:get_definition().sounds[s], { - object = hitter, - max_hear_distance = 8 - }) - else - minetest.sound_play("default_punch", { - object = hitter, - max_hear_distance = 5 - }) - end + local s = random(0, #weapon:get_definition().sounds) - -- do damage - self.health = self.health - floor(damage) - - -- exit here if dead - if check_for_death(self) then - return - end - - -- add healthy afterglow when hit - core.after(0.1, function() - self.object:settexturemod("^[colorize:#c9900070") - - core.after(0.3, function() - self.object:settexturemod("") - end) - end) - - -- blood_particles - if self.blood_amount > 0 - and not disable_blood then - - local pos = self.object:getpos() - - pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 2 - - effect(pos, self.blood_amount, self.blood_texture) - end - - -- knock back effect (only on full punch) - if self.knock_back > 0 - and tflp > punch_interval then - - local v = self.object:getvelocity() - local r = 1.4 - math.min(punch_interval, 1.4) - local kb = r * 5 - local up = 2 - - -- if already in air then dont go up anymore when hit - if v.y > 0 - or self.fly then - up = 0 + minetest.sound_play(weapon:get_definition().sounds[s], { + object = hitter, + max_hear_distance = 8 + }) + else + minetest.sound_play("default_punch", { + object = hitter, + max_hear_distance = 5 + }) end - self.object:setvelocity({ - x = dir.x * kb, - y = up, - z = dir.z * kb - }) + -- blood_particles + if self.blood_amount > 0 + and not disable_blood then - self.pause_timer = r - end + local pos = self.object:getpos() + + pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 + + effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) + end + + -- do damage + self.health = self.health - floor(damage) + + -- exit here if dead + if check_for_death(self) then + return + end + + --[[ add healthy afterglow when hit (can cause hit lag with larger textures) + core.after(0.1, function() + self.object:settexturemod("^[colorize:#c9900070") + + core.after(0.3, function() + self.object:settexturemod("") + end) + end) ]] + + -- knock back effect (only on full punch) + if self.knock_back > 0 + and tflp >= punch_interval then + + local v = self.object:getvelocity() + local r = 1.4 - min(punch_interval, 1.4) + local kb = r * 5 + local up = 2 + + -- if already in air then dont go up anymore when hit + if v.y > 0 + or self.fly then + up = 0 + end + + -- direction error check + dir = dir or {x = 0, y = 0, z = 0} + + self.object:setvelocity({ + x = dir.x * kb, + y = up, + z = dir.z * kb + }) + + self.pause_timer = r + end + end -- END if damage -- if skittish then run away if self.runaway == true then @@ -1962,13 +2075,14 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) z = lp.z - s.z } - local yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate + local yaw = atan(vec.z / vec.x) + 3 * pi / 2 if lp.x > s.x then yaw = yaw + pi end - self.object:setyaw(yaw) +-- self.object:setyaw(yaw) + yaw = set_yaw(self.object, yaw) self.state = "runaway" self.runaway_timer = 0 self.following = nil @@ -1979,7 +2093,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) and self.state ~= "flop" and self.child == false and hitter:get_player_name() ~= self.owner - and not invis[ hitter:get_player_name() ] then + and not mobs.invis[ hitter:get_player_name() ] then -- attack whoever punched mob self.state = "" @@ -2004,11 +2118,57 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) end end -local mob_activate = function(self, staticdata, dtime_s, def) + +-- get entity staticdata +local mob_staticdata = function(self) + + -- remove mob when out of range unless tamed + if remove_far + and self.remove_ok + and not self.tamed + and self.lifetimer < 20000 then + + --print ("REMOVED " .. self.name) + + self.object:remove() + + return ""-- nil + end + + self.remove_ok = true + self.attack = nil + self.following = nil + self.state = "stand" + + -- used to rotate older mobs + if self.drawtype + and self.drawtype == "side" then + self.rotate = math.rad(90) + end + + local tmp = {} + + for _,stat in pairs(self) do + + local t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + tmp[_] = self[_] + end + end + + --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') + return minetest.serialize(tmp) +end + + +-- activate mob and reload settings +local mob_activate = function(self, staticdata, def) -- remove monsters in peaceful mode, or when no data - if (self.type == "monster" and peaceful_only) - or not staticdata then + if (self.type == "monster" and peaceful_only) then self.object:remove() @@ -2019,7 +2179,6 @@ local mob_activate = function(self, staticdata, dtime_s, def) local tmp = minetest.deserialize(staticdata) if tmp then - for _,stat in pairs(tmp) do self[_] = stat end @@ -2028,6 +2187,11 @@ local mob_activate = function(self, staticdata, dtime_s, def) -- select random texture, set model and size if not self.base_texture then + -- compatiblity with old simple mobs textures + if type(def.textures[1]) == "string" then + def.textures = {def.textures} + end + self.base_texture = def.textures[random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size @@ -2090,7 +2254,6 @@ local mob_activate = function(self, staticdata, dtime_s, def) self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) self.old_y = self.object:getpos().y self.old_health = self.health - self.object:setyaw((random(0, 360) - 180) / 180 * pi) self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh @@ -2100,13 +2263,17 @@ local mob_activate = function(self, staticdata, dtime_s, def) -- set anything changed above self.object:set_properties(self) +-- self.object:setyaw((random(0, 360) - 180) / 180 * pi) + set_yaw(self.object, (random(0, 360) - 180) / 180 * pi) update_tag(self) end + +-- main mob function local mob_step = function(self, dtime) local pos = self.object:getpos() - local yaw = self.object:getyaw() or 0 + local yaw = 0 -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" @@ -2132,10 +2299,10 @@ local mob_step = function(self, dtime) end end - minetest.log("action", - S("lifetimer expired, removed @1", self.name)) +-- minetest.log("action", +-- S("lifetimer expired, removed @1", self.name)) - effect(pos, 15, "tnt_smoke.png") + effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) self.object:remove() @@ -2187,13 +2354,8 @@ local mob_step = function(self, dtime) replace(self, pos) -- mob plays random sound at times - if self.sounds.random - and random(1, 100) == 1 then - - minetest.sound_play(self.sounds.random, { - object = self.object, - max_hear_distance = self.sounds.distance - }) + if random(1, 100) == 1 then + mob_sound(self, self.sounds.random) end -- environmental damage timer (every 1 second) @@ -2217,8 +2379,11 @@ local mob_step = function(self, dtime) do_states(self, dtime) + do_jump(self) + end + -- default function when mobs are blown up with TNT local do_tnt = function(obj, damage) @@ -2232,16 +2397,17 @@ local do_tnt = function(obj, damage) return false, true, {} end + mobs.spawning_mobs = {} --- register mob function +-- register mob entity function mobs:register_mob(name, def) mobs.spawning_mobs[name] = true minetest.register_entity(name, { - stepheight = def.stepheight or 0.6, + stepheight = def.stepheight or 1.1, -- was 0.6 name = name, type = def.type, attack_type = def.attack_type, @@ -2251,13 +2417,12 @@ minetest.register_entity(name, { order = def.order or "", on_die = def.on_die, do_custom = def.do_custom, - jump_height = def.jump_height or 6, - jump_chance = def.jump_chance or 0, + jump_height = def.jump_height or 4, -- was 6 drawtype = def.drawtype, -- DEPRECATED, use rotate instead rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 lifetimer = def.lifetimer or 180, -- 3 minutes - hp_min = def.hp_min or 5, - hp_max = def.hp_max or 10, + hp_min = max(1, (def.hp_min or 5) * difficulty), + hp_max = max(1, (def.hp_max or 10) * difficulty), physical = true, collisionbox = def.collisionbox, visual = def.visual, @@ -2267,7 +2432,7 @@ minetest.register_entity(name, { view_range = def.view_range or 5, walk_velocity = def.walk_velocity or 1, run_velocity = def.run_velocity or 2, - damage = def.damage or 0, + damage = max(1, (def.damage or 0) * difficulty), light_damage = def.light_damage or 0, water_damage = def.water_damage or 0, lava_damage = def.lava_damage or 0, @@ -2281,11 +2446,10 @@ minetest.register_entity(name, { sounds = def.sounds or {}, animation = def.animation, follow = def.follow, - jump = def.jump or true, + jump = def.jump ~= false, walk_chance = def.walk_chance or 50, attacks_monsters = def.attacks_monsters or false, group_attack = def.group_attack or false, - --fov = def.fov or 120, passive = def.passive or false, recovery_time = def.recovery_time or 0.5, knock_back = def.knock_back or 3, @@ -2308,6 +2472,7 @@ minetest.register_entity(name, { health = 0, reach = def.reach or 3, htimer = 0, + texture_list = def.textures, child_texture = def.child_texture, docile_by_day = def.docile_by_day or false, time_of_day = 0.5, @@ -2322,6 +2487,9 @@ minetest.register_entity(name, { dogshoot_switch = def.dogshoot_switch, dogshoot_count = 0, dogshoot_count_max = def.dogshoot_count_max or 5, + dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), + attack_animals = def.attack_animals or false, + specific_attack = def.specific_attack, on_blast = def.on_blast or do_tnt, @@ -2329,74 +2497,70 @@ minetest.register_entity(name, { on_punch = mob_punch, - on_activate = function(self, staticdata, dtime_s) - mob_activate(self, staticdata, dtime_s, def) + on_activate = function(self, staticdata) + return mob_activate(self, staticdata, def) end, get_staticdata = function(self) - - -- remove mob when out of range unless tamed - if remove_far - and self.remove_ok - and not self.tamed then - - --print ("REMOVED " .. self.name) - - self.object:remove() - - return nil - end - - self.remove_ok = true - self.attack = nil - self.following = nil - self.state = "stand" - - -- used to rotate older mobs - if self.drawtype - and self.drawtype == "side" then - self.rotate = math.rad(90) - end - - local tmp = {} - - for _,stat in pairs(self) do - - local t = type(stat) - - if t ~= 'function' - and t ~= 'nil' - and t ~= 'userdata' then - tmp[_] = self[_] - end - end - - -- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') - return minetest.serialize(tmp) + return mob_staticdata(self) end, }) end -- END mobs:register_mob function + +-- count how many mobs of one type are inside an area +local count_mobs = function(pos, type) + + local num_type = 0 + local num_total = 0 + local objs = minetest.get_objects_inside_radius(pos, aoc_range) + + for n = 1, #objs do + + if not objs[n]:is_player() then + + local obj = objs[n]:get_luaentity() + + -- count mob type and add to total also + if obj and obj.name and obj.name == type then + + num_type = num_type + 1 + num_total = num_total + 1 + + -- add to total mobs + elseif obj and obj.name and obj.health ~= nil then + + num_total = num_total + 1 + end + end + end + + return num_type, num_total +end + + -- global functions function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, - interval, chance, aoc, min_height, max_height, day_toggle) + interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) - -- chance override in minetest.conf for registered mob - local new_chance = tonumber(minetest.setting_get(name .. "_chance")) + -- chance/spawn number override in minetest.conf for registered mob + local numbers = minetest.setting_get(name) - if new_chance ~= nil then + if numbers then + numbers = numbers:split(",") + chance = tonumber(numbers[1]) or chance + aoc = tonumber(numbers[2]) or aoc - if new_chance == 0 then + if chance == 0 then print(S("[Mobs Redo] @1 has spawning disabled", name)) return end - chance = new_chance - - print (S("[Mobs Redo] Chance setting for @1 changed to @2", name, chance)) + print (S("[Mobs Redo] Chance setting for @1 changed to @2", name, chance) + .. " (total: " .. aoc .. ")") end @@ -2411,10 +2575,16 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, action = function(pos, node, active_object_count, active_object_count_wider) - -- do not spawn if too many active entities in area - if active_object_count_wider >= aoc - or not mobs.spawning_mobs[name] then + -- is mob actually registered? + if not mobs.spawning_mobs[name] then +--print ("--- mob doesn't exist", name) + return + end + -- do not spawn if too many of same mob in area + if active_object_count_wider >= max_per_block + or count_mobs(pos, name) >= aoc then +--print ("--- too many entities", name, aoc, active_object_count_wider) return end @@ -2426,11 +2596,13 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, if tod > 4500 and tod < 19500 then -- daylight, but mob wants night if day_toggle == false then +--print ("--- mob needs night", name) return end else -- night time but mob wants day if day_toggle == true then +--print ("--- mob needs day", name) return end end @@ -2445,6 +2617,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, for n = 1, #objs do if objs[n]:is_player() then +--print ("--- player too close", name) return end end @@ -2452,27 +2625,36 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, -- mobs cannot spawn in protected areas when enabled if spawn_protected == 1 and minetest.is_protected(pos, "") then +--print ("--- inside protected area", name) return end - -- check if light and height levels are ok to spawn + -- are we spawning within height limits? + if pos.y > max_height + or pos.y < min_height then +--print ("--- height limits not met", name, pos.y) + return + end + + -- are light levels ok? local light = minetest.get_node_light(pos) if not light or light > max_light - or light < min_light - or pos.y > max_height - or pos.y < min_height then + or light < min_light then +--print ("--- light limits not met", name, light) return end -- are we spawning inside solid nodes? if minetest.registered_nodes[node_ok(pos).name].walkable == true then +--print ("--- feet in block", name, node_ok(pos).name) return end pos.y = pos.y + 1 if minetest.registered_nodes[node_ok(pos).name].walkable == true then +--print ("--- head in block", name, node_ok(pos).name) return end @@ -2485,6 +2667,9 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, -- print ("[mobs] Spawned " .. name .. " at " -- .. minetest.pos_to_string(pos) .. " on " -- .. node.name .. " near " .. neighbors[1]) + if on_spawn and not on_spawn(mob, pos) then + return + end else print (S("[mobs] @1 failed to spawn at @2", name, minetest.pos_to_string(pos))) @@ -2494,6 +2679,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, }) end + -- compatibility with older mob registration function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) @@ -2501,6 +2687,7 @@ function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_o chance, active_object_count, -31000, max_height, day_toggle) end + -- MarkBu's spawn function function mobs:spawn(def) @@ -2514,18 +2701,21 @@ function mobs:spawn(def) local active_object_count = def.active_object_count or 1 local min_height = def.min_height or -31000 local max_height = def.max_height or 31000 - local day_toggle = def.day_toggle or nil + local day_toggle = def.day_toggle + local on_spawn = def.on_spawn mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, - chance, active_object_count, min_height, max_height, day_toggle) + chance, active_object_count, min_height, max_height, day_toggle, on_spawn) end + -- set content id's local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_obsidian = minetest.get_content_id("default:obsidian") local c_brick = minetest.get_content_id("default:obsidianbrick") local c_chest = minetest.get_content_id("default:chest_locked") +local c_fire = minetest.get_content_id("fire:basic_flame") -- explosion (cannot break protected or unbreakable nodes) function mobs:explosion(pos, radius, fire, smoke, sound) @@ -2574,14 +2764,21 @@ function mobs:explosion(pos, radius, fire, smoke, sound) and data[vi] ~= c_ignore and data[vi] ~= c_obsidian and data[vi] ~= c_brick - and data[vi] ~= c_chest then + and data[vi] ~= c_chest + and data[vi] ~= c_fire then local n = node_ok(p).name local on_blast = minetest.registered_nodes[n].on_blast if on_blast then + return on_blast(p) + + elseif minetest.registered_nodes[n].groups.unbreakable == 1 then + + -- do nothing else + -- after effects if fire > 0 and (minetest.registered_nodes[n].groups.flammable @@ -2592,7 +2789,7 @@ function mobs:explosion(pos, radius, fire, smoke, sound) minetest.set_node(p, {name = "air"}) if smoke > 0 then - effect(p, 2, "tnt_smoke.png", 5) + effect(p, 2, "tnt_smoke.png") end end end @@ -2605,6 +2802,7 @@ function mobs:explosion(pos, radius, fire, smoke, sound) end end + -- register arrow for shoot attack function mobs:register_arrow(name, def) @@ -2620,10 +2818,14 @@ function mobs:register_arrow(name, def) hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, - drop = def.drop or false, + drop = def.drop or false, -- drops arrow as registered item when true collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows timer = 0, switch = 0, + owner_id = def.owner_id, + rotate = def.rotate, + automatic_face_movement_dir = def.rotate + and (def.rotate - (pi / 180)) or false, on_step = def.on_step or function(self, dtime) @@ -2644,15 +2846,24 @@ function mobs:register_arrow(name, def) if def.tail and def.tail == 1 and def.tail_texture then - effect(pos, 1, def.tail_texture, 10, 0) + + minetest.add_particle({ + pos = pos, + velocity = {x = 0, y = 0, z = 0}, + acceleration = {x = 0, y = 0, z = 0}, + expirationtime = def.expire or 0.25, + collisiondetection = false, + texture = def.tail_texture, + size = def.tail_size or 5, + glow = def.glow or 0, + }) end if self.hit_node then local node = node_ok(pos).name - --if minetest.registered_nodes[node].walkable then - if node ~= "air" then + if minetest.registered_nodes[node].walkable then self.hit_node(self, pos, node) @@ -2671,9 +2882,7 @@ function mobs:register_arrow(name, def) end end - if (self.hit_player or self.hit_mob) - -- clear mob entity before arrow becomes active - and self.timer > (10 - (self.velocity / 2)) then + if self.hit_player or self.hit_mob then for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do @@ -2685,17 +2894,21 @@ function mobs:register_arrow(name, def) return end + local entity = player:get_luaentity() + and player:get_luaentity().name or "" + if self.hit_mob - and player:get_luaentity() - and player:get_luaentity().name ~= self.object:get_luaentity().name - and player:get_luaentity().name ~= "__builtin:item" - and player:get_luaentity().name ~= "gauges:hp_bar" - and player:get_luaentity().name ~= "signs:text" - and player:get_luaentity().name ~= "itemframes:item" then + and tostring(player) ~= self.owner_id + and entity ~= self.object:get_luaentity().name + and entity ~= "__builtin:item" + and entity ~= "__builtin:falling_node" + and entity ~= "gauges:hp_bar" + and entity ~= "signs:text" + and entity ~= "itemframes:item" then self.hit_mob(self, player) - self.object:remove() ; -- print ("hit mob") + self.object:remove() ; --print ("hit mob") return end @@ -2707,7 +2920,8 @@ function mobs:register_arrow(name, def) }) end --- Spawn Egg + +-- register spawn eggs function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {} @@ -2724,6 +2938,56 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) "^[mask:mobs_chicken_egg_overlay.png)" end + -- register new spawn egg containing mob information + minetest.register_craftitem(mob .. "_set", { + + description = desc .. " (Tamed)", + inventory_image = invimg, + groups = {not_in_creative_inventory = 1}, + stack_max = 1, + + on_place = function(itemstack, placer, pointed_thing) + + local pos = pointed_thing.above + + -- am I clicking on something with existing on_rightclick function? + local under = minetest.get_node(pointed_thing.under) + local def = minetest.registered_nodes[under.name] + if def and def.on_rightclick then + return def.on_rightclick(pointed_thing.under, under, placer, itemstack) + end + + if pos + and within_limits(pos, 0) + and not minetest.is_protected(pos, placer:get_player_name()) then + + pos.y = pos.y + 1 + + local data = itemstack:get_metadata() + local mob = minetest.add_entity(pos, mob, data) + local ent = mob:get_luaentity() + + if not ent then + mob:remove() + return + end + + if ent.type ~= "monster" then + -- set owner and tame if not monster + ent.owner = placer:get_player_name() + ent.tamed = true + end + + -- since mob is unique we remove egg once spawned + itemstack:take_item() + end + + return itemstack + end, + }) + + + -- register old stackable mob egg minetest.register_craftitem(mob, { description = desc, @@ -2734,6 +2998,13 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) local pos = pointed_thing.above + -- am I clicking on something with existing on_rightclick function? + local under = minetest.get_node(pointed_thing.under) + local def = minetest.registered_nodes[under.name] + if def and def.on_rightclick then + return def.on_rightclick(pointed_thing.under, under, placer, itemstack) + end + if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then @@ -2763,85 +3034,153 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) return itemstack end, }) + end + -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) - if not self.child - and clicker:is_player() - and clicker:get_inventory() then + if self.child + or not clicker:is_player() + or not clicker:get_inventory() then + return false + end - -- get name of clicked mob - local mobname = self.name + -- get name of clicked mob + local mobname = self.name - -- if not nil change what will be added to inventory - if replacewith then - mobname = replacewith + -- if not nil change what will be added to inventory + if replacewith then + mobname = replacewith + end + + local name = clicker:get_player_name() + + -- is mob tamed? + if self.tamed == false + and force_take == false then + + minetest.chat_send_player(name, S("Not tamed!")) + + return false + end + + -- cannot pick up if not owner + if self.owner ~= name + and force_take == false then + + minetest.chat_send_player(name, S("@1 is owner!", self.owner)) + + return false + end + + if clicker:get_inventory():room_for_item("main", mobname) then + + -- was mob clicked with hand, net, or lasso? + local tool = clicker:get_wielded_item() + local chance = 0 + + if tool:is_empty() then + chance = chance_hand + + elseif tool:get_name() == "mobs:net" then + + chance = chance_net + + tool:add_wear(4000) -- 17 uses + + clicker:set_wielded_item(tool) + + elseif tool:get_name() == "mobs:magic_lasso" then + + chance = chance_lasso + + tool:add_wear(650) -- 100 uses + + clicker:set_wielded_item(tool) end - local name = clicker:get_player_name() + -- calculate chance.. add to inventory if successful? + if chance > 0 and random(1, 100) <= chance then - -- is mob tamed? - if self.tamed == false - and force_take == false then + -- default mob egg + local new_stack = ItemStack(mobname) - minetest.chat_send_player(name, S("Not tamed!")) + -- add special mob egg with all mob information + -- unless 'replacewith' contains new item to use + if not replacewith then - return - end + new_stack = ItemStack(mobname .. "_set") - -- cannot pick up if not owner - if self.owner ~= name - and force_take == false then + local tmp = {} - minetest.chat_send_player(name, S("@1 is owner!", self.owner)) + for _,stat in pairs(self) do + local t = type(stat) + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + tmp[_] = self[_] + end + end - return - end + local data_str = minetest.serialize(tmp) - if clicker:get_inventory():room_for_item("main", mobname) then - - -- was mob clicked with hand, net, or lasso? - local tool = clicker:get_wielded_item() - local chance = 0 - - if tool:is_empty() then - chance = chance_hand - - elseif tool:get_name() == "mobs:net" then - - chance = chance_net - - tool:add_wear(4000) -- 17 uses - - clicker:set_wielded_item(tool) - - elseif tool:get_name() == "mobs:magic_lasso" then - - chance = chance_lasso - - tool:add_wear(650) -- 100 uses - - clicker:set_wielded_item(tool) + new_stack:set_metadata(data_str) end - -- return if no chance - if chance == 0 then return end + local inv = clicker:get_inventory() - -- calculate chance.. add to inventory if successful? - if random(1, 100) <= chance then - - clicker:get_inventory():add_item("main", mobname) - - self.object:remove() + if inv:room_for_item("main", new_stack) then + inv:add_item("main", new_stack) else - minetest.chat_send_player(name, S("Missed!")) + minetest.add_item(clicker:getpos(), new_stack) end + + self.object:remove() + + return true + else + minetest.chat_send_player(name, S("Missed!")) end end + + return false end + +-- protect tamed mob with rune item +function mobs:protect(self, clicker) + + local name = clicker:get_player_name() + + if self.tamed == false then + minetest.chat_send_player(name, S("Not tamed!")) + return false + end + + if self.protected == true then + minetest.chat_send_player(name, S("Already protected!")) + return false + end + + local tool = clicker:get_wielded_item() + + if tool:get_name() == "mobs:protector" then + + tool:take_item() -- take 1 protection rune + clicker:set_wielded_item(tool) + + self.protected = true + minetest.chat_send_player(name, S("Protected!")) + + return true + end + + return false +end + + local mob_obj = {} local mob_sta = {} @@ -2922,13 +3261,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) end -- make sound when fed so many times - if self.sounds.random then - - minetest.sound_play(self.sounds.random, { - object = self.object, - max_hear_distance = self.sounds.distance - }) - end + mob_sound(self, self.sounds.random) end return true @@ -2960,6 +3293,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) end + -- inspired by blockmen's nametag mod minetest.register_on_player_receive_fields(function(player, formname, fields) @@ -2975,6 +3309,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields) return end + -- limit name entered to 64 characters long + if string.len(fields.name) > 64 then + fields.name = string.sub(fields.name, 1, 64) + end + -- update nametag mob_obj[name].nametag = fields.name @@ -2995,6 +3334,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields) end end) + -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) diff --git a/mods/mobs/mobs_redo/api.txt b/mods/mobs/mobs_redo/api.txt index f421b988..c7e9beca 100644 --- a/mods/mobs/mobs_redo/api.txt +++ b/mods/mobs/mobs_redo/api.txt @@ -1,5 +1,5 @@ -MOB API (23rd May 2016) +MOB API (10th March 2017) The mob api is a function that can be called on by other mods to add new animals or monsters into minetest. @@ -10,8 +10,9 @@ The mob api is a function that can be called on by other mods to add new animals 'mobs_disable_blood' if false blood effects appear when mob is hit (default is false) 'mobs_spawn_protected' if set to 1 then mobs will not spawn in protected areas (default is 0) 'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false) - 'mobname_chance' can change specific mob chance rates or set to 0 to disable e.g. mobs_animal:cow_chance = 1000 - + 'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5 + 'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0. + 'mob_show_health' if false then punching mob will not show health status (true by default) mobs:register_mob(name, definition) @@ -24,6 +25,8 @@ This functions registers a new mob as a Minetest entity. 'docile_by_day' when true, mob will not attack during daylight hours unless provoked 'attacks_monsters' usually for npc's to attack monsters in area 'group_attack' true to defend same kind of mobs from attack in area + 'attack_animals' true for monster to attack animals as well as player and npc's + 'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"} 'hp_min' minimum health 'hp_max' maximum health (mob health is randomly selected between both) 'physical' same is in minetest.register_entity() @@ -39,14 +42,13 @@ This functions registers a new mob as a Minetest entity. 'makes_footstep_sound' same is in minetest.register_entity() 'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"} 'view_range' the range in that the monster will see the playerand follow him - 'walk_chance' chance of mob walking around - 'jump_chance' chance of mob jumping around, set above to 0 for jumping mob only + 'walk_chance' chance of mob walking around, set above to 0 for jumping mob only 'walk_velocity' the velocity when the monster is walking around 'run_velocity' the velocity when the monster is attacking a player 'runaway' when true mob will turn and run away when punched 'stepheight' minimum node height mob can walk onto without jumping (default: 0.6) 'jump' can mob jump, true or false - 'jump_height' height mob can jump, default is 6 + 'jump_height' height mob can jump, default is 6 (0 to disable jump) 'fly' can mob fly, true or false (used for swimming mobs also) 'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish 'damage' the damage per second @@ -79,8 +81,9 @@ This functions registers a new mob as a Minetest entity. 'shoot' shoots defined arrows when player is within range 'explode' follows player in range and will flash and explode when in reach 'dogshoot' shoots arrows when in range and one on one attack when in reach - 'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) - 'dogshoot_count_max' number of seconds before switching above modes. + 'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) + 'dogshoot_count_max' number of seconds before switching to dogfight mode. + 'dogshoot_count2_max' number of seconds before switching back to shoot mode. 'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack) 'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations 'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops) @@ -99,29 +102,31 @@ This functions registers a new mob as a Minetest entity. 'jump' sound when jumping 'explode' sound when exploding 'distance' maximum distance sounds are heard from (default is 10) - 'animation' a table with the animation ranges and speed of the model - 'stand_start' start frame of stand animation - 'stand_end' end frame of stand animation - 'walk_start' start frame of walk animation - 'walk_end' end frame of walk animation - 'run_start' start frame of run animation - 'run_end' end frame of run animation - 'punch_start' start frame of punch animation - 'punch_end' end frame of punch animation - 'punch2_start' start frame of alt.punch animation - 'punch2_end' end frame of alt.punch animation - 'shoot_start' start frame of shoot animation - 'shoot_end' end frame of shoot animation - 'speed_normal' normal animation speed - 'speed_run' running animation speed - 'speed_punch' punching animation speed - 'speed_punch2' alternative punching animation speed - 'speed_shoot' shooting animation speed + +Mobs can look for specific nodes as they walk and replace them to mimic eating + 'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" 'replace_rate' how random should the replace rate be (typically 10) 'replace_offset' +/- value to check specific node to replace +The 'replace_what' has been updated to use tables for what, with and y_offset e.g. + + replace_what = { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} } + +Mob animation comes in three parts, start_frame, end_frame and frame_speed which +can be added to the mob definition under pre-defined mob animation names like: + + 'animation' a table with the animation ranges and speed of the model + 'stand_start', 'stand_end', 'stand_speed' when mob stands still + 'walk_start', 'walk_end', 'walk_speed' when mob walks + 'run_start', 'run_end', 'run_speed' when mob runs + 'fly_start', 'fly_end', 'fly_speed' when mob flies + 'punch_start', 'punch_end', 'punch_speed' when mob attacks + 'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative) + 'die_start', 'die_end', 'die_speed' when mob dies +also 'speed_normal' for compatibility with older mobs for animation speed (deprecated) + The mob api also has some preset variables and functions that it will remember for each mob @@ -130,13 +135,14 @@ The mob api also has some preset variables and functions that it will remember f 'self.child' used for when breeding animals have child, will use child_texture and be half size 'self.owner' string used to set owner of npc mobs, typically used for dogs 'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground + 'self.nametag' contains the name of the mob which it can show above 'on_die' a function that is called when mob is killed - 'do_custom' a custom function that is called while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API. + 'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API. mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) -mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle) +mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn. @@ -148,9 +154,10 @@ These functions register a spawn algorithm for the mob. Without this function th 'interval' is same as in register_abm() (default is 30 for mobs:register_spawn) 'chance' is same as in register_abm() 'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this - 'min_height' is the maximum height the mob can spawn + 'min_height' is the minimum height the mob can spawn 'max_height' is the maximum height the mob can spawn 'day_toggle' true for day spawning, false for night or nil for anytime + 'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values. ... also a simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: @@ -186,6 +193,10 @@ This function registers a arrow for mobs with the attack type shoot. the parameters are (self, pos, node) 'tail' when set to 1 adds a trail or tail to mob arrows 'tail_texture' texture string used for above effect + 'tail_size' has size for above texture (defaults to between 5 and 10) + 'expire' contains float value for how long tail appears for (defaults to 0.25) + 'glow' has value for how brightly tail glows 1 to 10 (default is 0, no glow) + 'rotate' integer value in degrees to rotate arrow 'on_step' is a custom function when arrow is active, nil for default. @@ -221,7 +232,7 @@ This function is generally called inside the on_rightclick section of the mob ap 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable 'force_take' take mob by force, even if tamed (true or false) - 'replacewith' once captured replace mob with this item instead + 'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information) mobs:feed_tame(self, clicker, feed_count, breed) @@ -233,3 +244,203 @@ This function allows the mob to be fed the item inside self.follow be it apple, 'feed_count' number of times mob must be fed to tame or breed 'breed' true or false stating if mob can be bred and a child created afterwards 'tame' true or false stating if mob can be tamed so player can pick them up + + +mobs:protect(self, clicker) + +This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. + + 'self' mob information + 'clicker' player information + + +Useful Internal Variables + + 'self.health' contains current health of mob + 'self.texture_list' contains list of all mob textures + 'self.child_texture' contains mob child texture when growing up + 'self.base_texture' contains current skin texture which was randomly selected from textures list + 'self.gotten' true when sheep have been sheared or cows have been milked, a toggle switch which can be used for many functions + 'self.child' true when mob is currently a child (when two mobs have bred and current mob is the outcome) + 'self.hornytimer' background timer that controls breeding functions and mob childhood timings + + +Mobs can now be ridden by players and the following shows the functions and usage: + + +mobs:attach(self, player) + +This function attaches a player to the mob so it can be ridden. + + 'self' mob information + 'player' player information + + +mobs:detach(player, offset) + +This function will detach the player currently riding a mob to an offset position. + + 'player' player information + 'offset' position table containing offset values + + +mobs:drive(self, move_animation, stand_animation, can_fly, dtime) + +This function allows an attached player to move the mob around and animate it at same time. + + 'self' mob information + 'move_animation' string containing movement animation e.g. "walk" + 'stand_animation' string containing standing animation e.g. "stand" + 'can_fly' if true then jump and sneak controls will allow mob to fly up and down + 'dtime' tick time used inside drive function + + +mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation) + +This function allows an attached player to fly the mob around using directional controls. + + 'self' mob information + 'dtime' tick time used inside fly function + 'speed' speed of flight + 'can_shoot' true if mob can fire arrow (sneak and left mouse button fires) + 'arrow_entity' name of arrow entity used for firing + 'move_animation' string containing movement animation e.g. "walk" + 'stand_animation' string containing movement animation e.g. "stand" + + +Certain variables need to be set before using the above functions: + + 'self.v2' toggle switch + 'self.max_speed_forward' max speed mob can move forward + 'self.max_speed_reverse' max speed mob can move backwards + 'self.accel' acceleration speed + 'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land) + 'self.driver_attach_at' position offset for attaching player to mob + 'self.driver_eye_offset' position offset for attached player view + 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} + + +Here is an example mob to show how the above functions work: + + +-- rideable horse +mobs:register_mob("mob_horse:horse", { + type = "animal", + visual = "mesh", + visual_size = {x = 1.20, y = 1.20}, + mesh = "mobs_horse.x", + collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4}, + animation = { + speed_normal = 15, + speed_run = 30, + stand_start = 25, + stand_end = 75, + walk_start = 75, + walk_end = 100, + run_start = 75, + run_end = 100, + }, + textures = { + {"mobs_horse.png"}, + {"mobs_horsepeg.png"}, + {"mobs_horseara.png"} + }, + fear_height = 3, + runaway = true, + fly = false, + walk_chance = 60, + view_range = 5, + follow = {"farming:wheat"}, + passive = true, + hp_min = 12, + hp_max = 16, + armor = 200, + lava_damage = 5, + fall_damage = 5, + water_damage = 1, + makes_footstep_sound = true, + drops = { + {name = "mobs:meat_raw", chance = 1, min = 2, max = 3} + }, + + do_custom = function(self, dtime) + + -- set needed values if not already present + if not self.v2 then + self.v2 = 0 + self.max_speed_forward = 6 + self.max_speed_reverse = 2 + self.accel = 6 + self.terrain_type = 3 + self.driver_attach_at = {x = 0, y = 20, z = -2} + self.driver_eye_offset = {x = 0, y = 3, z = 0} + self.driver_scale = {x = 1, y = 1} + end + + -- if driver present allow control of horse + if self.driver then + + mobs.drive(self, "walk", "stand", false, dtime) + + return false -- skip rest of mob functions + end + + return true + end, + + on_die = function(self, pos) + + -- drop saddle when horse is killed while riding + -- also detach from horse properly + if self.driver then + minetest.add_item(pos, "mobs:saddle") + mobs.detach(self.driver, {x = 1, y = 0, z = 1}) + end + + end, + + on_rightclick = function(self, clicker) + + -- make sure player is clicking + if not clicker or not clicker:is_player() then + return + end + + -- feed, tame or heal horse + if mobs:feed_tame(self, clicker, 10, true, true) then + return + end + + -- make sure tamed horse is being clicked by owner only + if self.tamed and self.owner == clicker:get_player_name() then + + local inv = clicker:get_inventory() + + -- detatch player already riding horse + if self.driver and clicker == self.driver then + + mobs.detach(clicker, {x = 1, y = 0, z = 1}) + + -- add saddle back to inventory + if inv:room_for_item("main", "mobs:saddle") then + inv:add_item("main", "mobs:saddle") + else + minetest.add_item(clicker.getpos(), "mobs:saddle") + end + + -- attach player to horse + elseif not self.driver + and clicker:get_wielded_item():get_name() == "mobs:saddle" then + + self.object:set_properties({stepheight = 1.1}) + mobs.attach(self, clicker) + + -- take saddle from inventory + inv:remove_item("main", "mobs:saddle") + end + end + + -- used to capture horse with magic lasso + mobs:capture_mob(self, clicker, 0, 0, 80, false, nil) + end +}) diff --git a/mods/mobs/mobs_redo/crafts.lua b/mods/mobs/mobs_redo/crafts.lua index 53daf050..eb5dcda9 100644 --- a/mods/mobs/mobs_redo/crafts.lua +++ b/mods/mobs/mobs_redo/crafts.lua @@ -40,7 +40,7 @@ minetest.register_craft({ cooktime = 5, }) --- golden lasso +-- magic lasso minetest.register_tool("mobs:magic_lasso", { description = S("Magic Lasso (right-click animal to put in inventory)"), inventory_image = "mobs_magic_lasso.png", @@ -70,7 +70,6 @@ minetest.register_craft({ } }) ---[[ DISABLE shears that don't work with sheep from creatures_mob_engine -- shears (right click to shear animal) minetest.register_tool("mobs:shears", { description = S("Steel Shears (right-click to shear)"), @@ -83,4 +82,34 @@ minetest.register_craft({ {'', 'default:steel_ingot', ''}, {'', 'group:stick', 'default:steel_ingot'}, } -})--]] +}) + +-- protection rune +minetest.register_craftitem("mobs:protector", { + description = S("Mob Protection Rune"), + inventory_image = "mobs_protector.png", +}) + +minetest.register_craft({ + output = "mobs:protector", + recipe = { + {"default:stone", "default:stone", "default:stone"}, + {"default:stone", "default:goldblock", "default:stone"}, + {"default:stone", "default:stone", "default:stone"}, + } +}) + +-- saddle +minetest.register_craftitem("mobs:saddle", { + description = "Saddle", + inventory_image = "mobs_saddle.png" +}) + +minetest.register_craft({ + output = "mobs:saddle", + recipe = { + {"mobs:leather", "mobs:leather", "mobs:leather"}, + {"mobs:leather", "default:steel_ingot", "mobs:leather"}, + {"mobs:leather", "default:steel_ingot", "mobs:leather"}, + } +}) diff --git a/mods/mobs/mobs_redo/depends.txt b/mods/mobs/mobs_redo/depends.txt index 2631f615..5eb2f179 100644 --- a/mods/mobs/mobs_redo/depends.txt +++ b/mods/mobs/mobs_redo/depends.txt @@ -1,3 +1,4 @@ default invisibility? intllib? +lucky_block? diff --git a/mods/mobs/mobs_redo/init.lua b/mods/mobs/mobs_redo/init.lua index eac1e7a3..8a625b62 100644 --- a/mods/mobs/mobs_redo/init.lua +++ b/mods/mobs/mobs_redo/init.lua @@ -2,12 +2,18 @@ local path = minetest.get_modpath("mobs") -- Mob API -dofile(path.."/api.lua") +dofile(path .. "/api.lua") + +-- Rideable Mobs +dofile(path .. "/mount.lua") -- Mob Items -dofile(path.."/crafts.lua") +dofile(path .. "/crafts.lua") --- Spawner -dofile(path.."/spawner.lua") +-- Mob Spawner +dofile(path .. "/spawner.lua") + +-- Lucky Blocks +dofile(path .. "/lucky_block.lua") print ("[MOD] Mobs Redo loaded") diff --git a/mods/mobs/mobs_redo/locale/pt.txt b/mods/mobs/mobs_redo/locale/pt.txt new file mode 100644 index 00000000..064631fe --- /dev/null +++ b/mods/mobs/mobs_redo/locale/pt.txt @@ -0,0 +1,38 @@ +# Portuguese Translation for mobs_redo mod +# Tradução em Portugues do mod mobs_redo +# Ultima revisao: 30/Ago/2016 +# Autor: BrunoMine + +#init.lua +[MOD] Mobs Redo loaded = [MOD] Mobs Redo carregado + +#api.lua +[MOBS] mod profiling enabled, damage not enabled = [MOBS] Mod criador de perfis ativado, dano desabilitado +lifetimer expired, removed @1 = tempo de vida expirado, @1 removido +[Mobs Redo] @1 has spawning disabled = [Mobs Redo] @1 teve spawn desabilitado +[Mobs Redo] Chance setting for @1 is now @2 = [Mobs Redo] Chances para @1 agora vai ser @2 +[mobs] @1 failed to spawn at @2 = [mobs] @1 falhou ao spawnar em @2 +Not tamed! = Indomesticado! +@1 is owner! = Dono @1! +Missed! = Faltou! +@1 at full health (@2) = @1 em plena saude (@2) +@1 has been tamed! = @1 foi domesticado! +Enter name: = Insira um nome: +Rename = Renomear + +#crafts.lua +Nametag = Etiqueta +Leather = Couro +Raw Meat = Carne crua +Meat = Carne +Magic Lasso (right-click animal to put in inventory) = Laço Magico (clique-direito no animal para por no inventario) +Net (right-click animal to put in inventory) = Net (clique-direito no animal para por no inventario) +Steel Shears (right-click to shear) = Tesoura de Aço (clique-direito para tosquiar) + +#spawner.lua +Mob Spawner = Spawnador de Mob +Mob MinLight MaxLight Amount PlayerDist = Mob LuzMinima LuzMaxima Valor DistJogador +Spawner Not Active (enter settings) = Spawnador Inativo (configurar) +Spawner Active (@1) = Spawnador Ativo (@1) +Mob Spawner settings failed! = Configuraçao de Spawnador do Mob falhou! +> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = > nome luz_min[0-14] luz_max[0-14] max_mobs_na_area[0 para desabilitar] distancia[1-20] y_offset[-10 a 10] diff --git a/mods/mobs/mobs_redo/lucky_block.lua b/mods/mobs/mobs_redo/lucky_block.lua new file mode 100644 index 00000000..0c2794f6 --- /dev/null +++ b/mods/mobs/mobs_redo/lucky_block.lua @@ -0,0 +1,15 @@ + +if minetest.get_modpath("lucky_block") then + + lucky_block:add_blocks({ + {"dro", {"mobs:meat_raw"}, 5}, + {"dro", {"mobs:meat"}, 5}, + {"dro", {"mobs:nametag"}, 1}, + {"dro", {"mobs:leather"}, 5}, + {"dro", {"mobs:net"}, 1}, + {"dro", {"mobs:magic_lasso"}, 1}, + {"dro", {"mobs:shears"}, 1}, + {"dro", {"mobs:protector"}, 1}, + {"lig"}, + }) +end diff --git a/mods/mobs/mobs_redo/mount.lua b/mods/mobs/mobs_redo/mount.lua new file mode 100644 index 00000000..84874ef2 --- /dev/null +++ b/mods/mobs/mobs_redo/mount.lua @@ -0,0 +1,437 @@ + +-- lib_mount by Blert2112 (edited by TenPlus1) + +local enable_crash = true +local crash_threshold = 6.5 -- ignored if enable_crash=false + +------------------------------------------------------------------------------ + +-- +-- Helper functions +-- + +local function node_is(pos) + + local node = minetest.get_node(pos) + + if node.name == "air" then + return "air" + end + + if minetest.get_item_group(node.name, "lava") ~= 0 then + return "lava" + end + + if minetest.get_item_group(node.name, "liquid") ~= 0 then + return "liquid" + end + + if minetest.get_item_group(node.name, "walkable") ~= 0 then + return "walkable" + end + + return "other" +end + + +local function get_sign(i) + + i = i or 0 + + if i == 0 then + return 0 + else + return i / math.abs(i) + end +end + + +local function get_velocity(v, yaw, y) + + local x = -math.sin(yaw) * v + local z = math.cos(yaw) * v + + return {x = x, y = y, z = z} +end + + +local function get_v(v) + return math.sqrt(v.x * v.x + v.z * v.z) +end + + +local function force_detach(player) + + local attached_to = player:get_attach() + + if not attached_to then + return + end + + local entity = attached_to:get_luaentity() + + if entity.driver + and entity.driver == player then + + entity.driver = nil + end + + player:set_detach() + default.player_attached[player:get_player_name()] = false + player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) + default.player_set_animation(player, "stand" , 30) + player:set_properties({visual_size = {x = 1, y = 1} }) + +end + +------------------------------------------------------------------------------- + + +minetest.register_on_leaveplayer(function(player) + force_detach(player) +end) + +minetest.register_on_shutdown(function() + local players = minetest.get_connected_players() + for i = 1, #players do + force_detach(players[i]) + end +end) + +minetest.register_on_dieplayer(function(player) + force_detach(player) + return true +end) + +------------------------------------------------------------------------------- + +function mobs.attach(entity, player) + + local attach_at, eye_offset = {}, {} + + entity.player_rotation = entity.player_rotation or {x = 0, y = 0, z = 0} + entity.driver_attach_at = entity.driver_attach_at or {x = 0, y = 0, z = 0} + entity.driver_eye_offset = entity.driver_eye_offset or {x = 0, y = 0, z = 0} + entity.driver_scale = entity.driver_scale or {x = 1, y = 1} + + local rot_view = 0 + + if entity.player_rotation.y == 90 then + rot_view = math.pi/2 + end + + attach_at = entity.driver_attach_at + eye_offset = entity.driver_eye_offset + entity.driver = player + + force_detach(player) + + player:set_attach(entity.object, "", attach_at, entity.player_rotation) + default.player_attached[player:get_player_name()] = true + player:set_eye_offset(eye_offset, {x = 0, y = 0, z = 0}) + + player:set_properties({ + visual_size = { + x = entity.driver_scale.x, + y = entity.driver_scale.y + } + }) + + minetest.after(0.2, function() + default.player_set_animation(player, "sit" , 30) + end) + + --player:set_look_yaw(entity.object:getyaw() - rot_view) + player:set_look_horizontal(entity.object:getyaw() - rot_view) +end + + +function mobs.detach(player, offset) + + force_detach(player) + + default.player_set_animation(player, "stand" , 30) + + local pos = player:getpos() + + pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} + + minetest.after(0.1, function() + player:setpos(pos) + end) +end + + +function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) + + local rot_steer, rot_view = math.pi/2, 0 + + if entity.player_rotation.y == 90 then + rot_steer, rot_view = 0, math.pi/2 + end + + local acce_y = 0 + local velo = entity.object:getvelocity() + + entity.v = get_v(velo) * get_sign(entity.v) + + -- process controls + if entity.driver then + +--print ("---velo", get_v(velo)) + + local ctrl = entity.driver:get_player_control() + + -- move forwards + if ctrl.up then + + entity.v = entity.v + entity.accel / 10 + + -- move backwards + elseif ctrl.down then + + if entity.max_speed_reverse == 0 and entity.v == 0 then + return + end + + entity.v = entity.v - entity.accel / 10 + end + + -- fix mob rotation +-- entity.object:setyaw(entity.driver:get_look_yaw() - entity.rotate) + entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate) + + if can_fly then + + -- fly up + if ctrl.jump then + velo.y = velo.y + 1 + if velo.y > entity.accel then velo.y = entity.accel end + + elseif velo.y > 0 then + velo.y = velo.y - 0.1 + if velo.y < 0 then velo.y = 0 end + end + + -- fly down + if ctrl.sneak then + velo.y = velo.y - 1 + if velo.y < -entity.accel then velo.y = -entity.accel end + + elseif velo.y < 0 then + velo.y = velo.y + 0.1 + if velo.y > 0 then velo.y = 0 end + end + + else + + -- jump + if ctrl.jump then + + if velo.y == 0 then + velo.y = velo.y + entity.jump_height + acce_y = acce_y + (acce_y * 3) + 1 + end + end + + end + end + + -- if not moving then set animation and return + if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then + + if stand_anim then + set_animation(entity, stand_anim) + end + + return + end + + -- set moving animation + if moving_anim then + set_animation(entity, moving_anim) + end + + -- Stop! + local s = get_sign(entity.v) + + entity.v = entity.v - 0.02 * s + + if s ~= get_sign(entity.v) then + + entity.object:setvelocity({x = 0, y = 0, z = 0}) + entity.v = 0 + return + end + + -- enforce speed limit forward and reverse + local max_spd = entity.max_speed_reverse + + if get_sign(entity.v) >= 0 then + max_spd = entity.max_speed_forward + end + + if math.abs(entity.v) > max_spd then + entity.v = entity.v - get_sign(entity.v) + end + + -- Set position, velocity and acceleration + local p = entity.object:getpos() + local new_velo = {x = 0, y = 0, z = 0} + local new_acce = {x = 0, y = -9.8, z = 0} + + p.y = p.y - 0.5 + + local ni = node_is(p) + local v = entity.v + + if ni == "air" then + + if can_fly == true then + new_acce.y = 0 + end + + elseif ni == "liquid" or ni == "lava" then + + if ni == "lava" and entity.lava_damage ~= 0 then + + entity.lava_counter = (entity.lava_counter or 0) + dtime + + if entity.lava_counter > 1 then + + minetest.sound_play("default_punch", { + object = entity.object, + max_hear_distance = 5 + }) + + entity.object:punch(entity.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = entity.lava_damage} + }, nil) + + entity.lava_counter = 0 + end + end + + if entity.terrain_type == 2 + or entity.terrain_type == 3 then + + new_acce.y = 0 + p.y = p.y + 1 + + if node_is(p) == "liquid" then + + if velo.y >= 5 then + velo.y = 5 + elseif velo.y < 0 then + new_acce.y = 20 + else + new_acce.y = 5 + end + else + if math.abs(velo.y) < 1 then + local pos = entity.object:getpos() + pos.y = math.floor(pos.y) + 0.5 + entity.object:setpos(pos) + velo.y = 0 + end + end + else + v = v * 0.25 + end + end + + new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y) + new_acce.y = new_acce.y + acce_y + + entity.object:setvelocity(new_velo) + entity.object:setacceleration(new_acce) + + -- CRASH! + if enable_crash then + + local intensity = entity.v2 - v + + if intensity >= crash_threshold then + +--print("----------- crash", intensity) + + entity.object:punch(entity.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = intensity} + }, nil) + + end + end + + entity.v2 = v +end + + +-- directional flying routine by D00Med (edited by TenPlus1) + +function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) + + local ctrl = entity.driver:get_player_control() + local velo = entity.object:getvelocity() + local dir = entity.driver:get_look_dir() +-- local yaw = entity.driver:get_look_yaw() + local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands + local rot_steer, rot_view = math.pi / 2, 0 + + if entity.player_rotation.y == 90 then + rot_steer, rot_view = 0, math.pi / 2 + end + + if ctrl.up then + entity.object:setvelocity({ + x = dir.x * speed, + y = dir.y * speed + 2, + z = dir.z * speed + }) + + elseif ctrl.down then + entity.object:setvelocity({ + x = -dir.x * speed, + y = dir.y * speed + 2, + z = -dir.z * speed + }) + + elseif not ctrl.down or ctrl.up or ctrl.jump then + entity.object:setvelocity({x = 0, y = -2, z = 0}) + end + + entity.object:setyaw(yaw + math.pi + math.pi / 2 - entity.rotate) + + -- firing arrows + if ctrl.LMB and ctrl.sneak and shoots then + + local pos = entity.object:getpos() + local obj = minetest.add_entity({ + x = pos.x + 0 + dir.x * 2.5, + y = pos.y + 1.5 + dir.y, + z = pos.z + 0 + dir.z * 2.5}, arrow) + + local ent = obj:get_luaentity() + if ent then + ent.switch = 1 -- for mob specific arrows + ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding + local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6} +-- local yaw = entity.driver:get_look_yaw() + local yaw = entity.driver:get_look_horizontal() + obj:setyaw(yaw + math.pi / 2) + obj:setvelocity(vec) + else + obj:remove() + end + end + + -- change animation if stopped + if velo.x == 0 and velo.y == 0 and velo.z == 0 then + + set_animation(entity, stand_anim) + else + -- moving animation + set_animation(entity, moving_anim) + end +end diff --git a/mods/mobs/mobs_redo/readme.MD b/mods/mobs/mobs_redo/readme.MD index 22459e3e..0de922b8 100644 --- a/mods/mobs/mobs_redo/readme.MD +++ b/mods/mobs/mobs_redo/readme.MD @@ -16,10 +16,17 @@ Crafts: - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. - Shears are used to right-click sheep and return 1-3 wool. + - Protection Rune lets you protect tamed mobs from harm by other players + +Lucky Blocks: 9 Changelog: +- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) +- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 +- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs +- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. - 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code - 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod - 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) diff --git a/mods/mobs/mobs_redo/spawner.lua b/mods/mobs/mobs_redo/spawner.lua index cb7cd160..11ddfeec 100644 --- a/mods/mobs/mobs_redo/spawner.lua +++ b/mods/mobs/mobs_redo/spawner.lua @@ -71,8 +71,12 @@ minetest.register_node("mobs:spawner", { end, }) + +local max_per_block = tonumber(minetest.setting_get("max_objects_per_block") or 99) + -- spawner abm minetest.register_abm({ + label = "Mob spawner node", nodenames = {"mobs:spawner"}, interval = 10, chance = 4, @@ -80,6 +84,11 @@ minetest.register_abm({ action = function(pos, node, active_object_count, active_object_count_wider) + -- return if too many entities already + if active_object_count_wider >= max_per_block then + return + end + -- get meta and command local meta = minetest.get_meta(pos) local comm = meta:get_string("command"):split(" ") @@ -97,17 +106,23 @@ minetest.register_abm({ return end + -- are we spawning a registered mob? + if not mobs.spawning_mobs[mob] then + --print ("--- mob doesn't exist", mob) + return + end + -- check objects inside 9x9 area around spawner local objs = minetest.get_objects_inside_radius(pos, 9) local count = 0 local ent = nil -- count mob objects of same type in area - for k, obj in pairs(objs) do + for k, obj in ipairs(objs) do ent = obj:get_luaentity() - if ent and ent.name == mob then + if ent and ent.name and ent.name == mob then count = count + 1 end end diff --git a/mods/mobs/mobs_redo/textures/mobs_blood.png b/mods/mobs/mobs_redo/textures/mobs_blood.png index 4f7dfe2a018b1b087212117dbb22d69cb2086dcd..77cfbdaa665922472018ffd016e7a47c974e6bf5 100644 GIT binary patch delta 212 zcmXT!W}2YF&z9uv?!xe&0SJuMYd%j@l&inTDj>qnbgc4oI8acs#5JPCIX^cyHLrxh zxhOTUBsE2$JhLQ2!QIn0AiR-J9H^++)5S5w;`G+Z-h2%P9IWhoVdwS45BKU_af(aM zIkd_~qVB`@+lssE|0}T>gzgdDr+d(1?cze!YVjl5A7@-R!J_~C%%pQmBWF22n{p`J z`uH}J)@aVO7NG=&!dq)urYdyxwF^DCwN2pYQ?2r|HS4ylmAUjrj?Xbz@tSOUW&p_P Mp00i_>zopr06@7>qW}N^ delta 85 zcmeBXDxRR?&spFRSP>Qi6$S;_|;n|HeAjjF$#W95AdUApTLs~K;NA8j(9BGEymYSM}B)k+9l~u(h z4xi*ak`NYD6x3)qWsXRqQkQ{gSH>;{o|cnMO-)Q5c?=9cFLJ$DmQ+{;G>*a3)z4*} HQ$iB}$7V2G literal 0 HcmV?d00001 diff --git a/mods/mobs/mobs_redo/textures/mobs_saddle.png b/mods/mobs/mobs_redo/textures/mobs_saddle.png new file mode 100644 index 0000000000000000000000000000000000000000..e9d42f82e3fa7d2e840f74430bf6d6fa6d8e022e GIT binary patch literal 166 zcmeAS@N?(olHy`uVBq!ia0vp^0wB!73?$#)eFPE^3h)VW1=41Qdfxi-b^b;>c+ 0 then + + if self.sounds.damage then + + minetest.sound_play(self.sounds.damage,{ + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance + }) + end + + -- make sure health isn't higher than max + if self.health > self.hp_max then + self.health = self.hp_max + end + + -- backup nametag so we can show health stats + if not self.nametag2 then + self.nametag2 = self.nametag or "" + end + + self.htimer = 2 + + self.nametag = "health: " .. self.health .. " of " .. self.hp_max + + update_tag(self) + + return false + end + + -- drop items when dead + local obj + local pos = self.object:getpos() + + for n = 1, #self.drops do + + if random(1, self.drops[n].chance) == 1 then + + obj = minetest.add_item(pos, + ItemStack(self.drops[n].name .. " " + .. random(self.drops[n].min, self.drops[n].max))) + + if obj then + + obj:setvelocity({ + x = random(-10, 10) / 9, + y = 5, + z = random(-10, 10) / 9, + }) + end + end + end + + -- play death sound + if self.sounds.death then + + minetest.sound_play(self.sounds.death,{ + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance + }) + end + + -- execute custom death function + if self.on_die then + self.on_die(self, pos) + end + + self.object:remove() + + effect(pos, 20, "tnt_smoke.png") + + return true +end + +-- check if within map limits (-30911 to 30927) +function within_limits(pos, radius) + + if (pos.x - radius) > -30913 + and (pos.x + radius) < 30928 + and (pos.y - radius) > -30913 + and (pos.y + radius) < 30928 + and (pos.z - radius) > -30913 + and (pos.z + radius) < 30928 then + return true -- within limits + end + + return false -- beyond limits +end + +-- is mob facing a cliff +local function is_at_cliff(self) + + if self.fear_height == 0 then -- 0 for no falling protection! + return false + end + + local yaw = self.object:getyaw() + local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local pos = self.object:getpos() + local ypos = pos.y + self.collisionbox[2] -- just above floor + + if minetest.line_of_sight( + {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, + {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z} + , 1) then + + return true + end + + return false +end + +-- get node but use fallback for nil or unknown +local function node_ok(pos, fallback) + + fallback = fallback or "default:dirt" + + local node = minetest.get_node_or_nil(pos) + + if not node then + return minetest.registered_nodes[fallback] + end + + if minetest.registered_nodes[node.name] then + return node + end + + return minetest.registered_nodes[fallback] +end + +-- environmental damage (water, lava, fire, light) +do_env_damage = function(self) + + -- feed/tame text timer (so mob 'full' messages dont spam chat) + if self.htimer > 0 then + self.htimer = self.htimer - 1 + end + + -- reset nametag after showing health stats + if self.htimer < 1 and self.nametag2 then + + self.nametag = self.nametag2 + self.nametag2 = nil + + update_tag(self) + end + + local pos = self.object:getpos() + + self.time_of_day = minetest.get_timeofday() + + -- remove mob if beyond map limits + if not within_limits(pos, 0) then + self.object:remove() + return + end + + -- daylight above ground + if self.light_damage ~= 0 + and pos.y > 0 + and self.time_of_day > 0.2 + and self.time_of_day < 0.8 + and (minetest.get_node_light(pos) or 0) > 12 then + + self.health = self.health - self.light_damage + + effect(pos, 5, "tnt_smoke.png") + end + + -- what is mob standing in? + pos.y = pos.y + self.collisionbox[2] + 0.1 -- foot level + self.standing_in = node_ok(pos, "air").name + --print ("standing in " .. self.standing_in) + + if self.water_damage ~= 0 + or self.lava_damage ~= 0 then + + local nodef = minetest.registered_nodes[self.standing_in] + + pos.y = pos.y + 1 + + -- water + if self.water_damage ~= 0 + and nodef.groups.water then + + self.health = self.health - self.water_damage + + effect(pos, 5, "bubble.png") + end + + -- lava or fire + if self.lava_damage ~= 0 + and (nodef.groups.lava + or self.standing_in == "fire:basic_flame" + or self.standing_in == "fire:permanent_flame") then + + self.health = self.health - self.lava_damage + + effect(pos, 5, "fire_basic_flame.png") + end + end + + check_for_death(self) +end + +-- jump if facing a solid node (not fences or gates) +do_jump = function(self) + + if self.fly + or self.child then + return + end + + local pos = self.object:getpos() + + -- what is mob standing on? + pos.y = pos.y + self.collisionbox[2] - 0.2 + + local nod = node_ok(pos) + +--print ("standing on:", nod.name, pos.y) + + if minetest.registered_nodes[nod.name].walkable == false then + return + end + + -- where is front + local yaw = self.object:getyaw() + local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + + -- what is in front of mob? + local nod = node_ok({ + x = pos.x + dir_x, + y = pos.y + 0.5, + z = pos.z + dir_z + }) + + -- thin blocks that do not need to be jumped + if nod.name == "default:snow" then + return + end + +--print ("in front:", nod.name, pos.y + 0.5) + + if (minetest.registered_items[nod.name].walkable + and not nod.name:find("fence") + and not nod.name:find("gate")) + or self.walk_chance == 0 then + + local v = self.object:getvelocity() + + v.y = self.jump_height + 1 + + self.object:setvelocity(v) + + if self.sounds.jump then + + minetest.sound_play(self.sounds.jump, { + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance + }) + end + else + if self.state ~= "attack" then + self.state = "stand" + set_animation(self, "stand") + end + end +end + +-- this is a faster way to calculate distance +local get_distance = function(a, b) + + local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z + + return square(x * x + y * y + z * z) +end + +-- blast damage to entities nearby (modified from TNT mod) +function entity_physics(pos, radius) + + radius = radius * 2 + + local objs = minetest.get_objects_inside_radius(pos, radius) + local obj_pos, dist + + for n = 1, #objs do + + obj_pos = objs[n]:getpos() + + dist = get_distance(pos, obj_pos) + if dist < 1 then dist = 1 end + + local damage = floor((4 / dist) * radius) + local ent = objs[n]:get_luaentity() + + if objs[n]:is_player() then + objs[n]:set_hp(objs[n]:get_hp() - damage) + + else --if ent.health then + + objs[n]:punch(objs[n], 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = damage}, + }, nil) + + end + end +end + +-- should mob follow what I'm holding ? +function follow_holding(self, clicker) + + if invis[clicker:get_player_name()] then + return false + end + + local item = clicker:get_wielded_item() + local t = type(self.follow) + + -- single item + if t == "string" + and item:get_name() == self.follow then + return true + + -- multiple items + elseif t == "table" then + + for no = 1, #self.follow do + + if self.follow[no] == item:get_name() then + return true + end + end + end + + return false +end + +-- find two animals of same type and breed if nearby and horny +local function breed(self) + + -- child take 240 seconds before growing into adult + if self.child == true then + + self.hornytimer = self.hornytimer + 1 + + if self.hornytimer > 240 then + + self.child = false + self.hornytimer = 0 + + self.object:set_properties({ + textures = self.base_texture, + mesh = self.base_mesh, + visual_size = self.base_size, + collisionbox = self.base_colbox, + }) + + -- jump when fully grown so not to fall into ground + self.object:setvelocity({ + x = 0, + y = self.jump_height, + z = 0 + }) + end + + return + end + + -- horny animal can mate for 40 seconds, + -- afterwards horny animal cannot mate again for 200 seconds + if self.horny == true + and self.hornytimer < 240 then + + self.hornytimer = self.hornytimer + 1 + + if self.hornytimer >= 240 then + self.hornytimer = 0 + self.horny = false + end + end + + -- find another same animal who is also horny and mate if close enough + if self.horny == true + and self.hornytimer <= 40 then + + local pos = self.object:getpos() + + effect({x = pos.x, y = pos.y + 1, z = pos.z}, 4, "heart.png") + + local objs = minetest.get_objects_inside_radius(pos, 3) + local num = 0 + local ent = nil + + for n = 1, #objs do + + ent = objs[n]:get_luaentity() + + -- check for same animal with different colour + local canmate = false + + if ent then + + if ent.name == self.name then + canmate = true + else + local entname = string.split(ent.name,":") + local selfname = string.split(self.name,":") + + if entname[1] == selfname[1] then + entname = string.split(entname[2],"_") + selfname = string.split(selfname[2],"_") + + if entname[1] == selfname[1] then + canmate = true + end + end + end + end + + if ent + and canmate == true + and ent.horny == true + and ent.hornytimer <= 40 then + num = num + 1 + end + + -- found your mate? then have a baby + if num > 1 then + + self.hornytimer = 41 + ent.hornytimer = 41 + + -- spawn baby + minetest.after(5, function(dtime) + + local mob = minetest.add_entity(pos, self.name) + local ent2 = mob:get_luaentity() + local textures = self.base_texture + + if self.child_texture then + textures = self.child_texture[1] + end + + mob:set_properties({ + textures = textures, + visual_size = { + x = self.base_size.x * .5, + y = self.base_size.y * .5, + }, + collisionbox = { + self.base_colbox[1] * .5, + self.base_colbox[2] * .5, + self.base_colbox[3] * .5, + self.base_colbox[4] * .5, + self.base_colbox[5] * .5, + self.base_colbox[6] * .5, + }, + }) + ent2.child = true + ent2.tamed = true + ent2.owner = self.owner + end) + + num = 0 + + break + end + end + end +end + +-- find and replace what mob is looking for (grass, wheat etc.) +function replace(self, pos) + + if self.replace_rate + and self.child == false + and random(1, self.replace_rate) == 1 then + + local pos = self.object:getpos() + + pos.y = pos.y + self.replace_offset + +-- print ("replace node = ".. minetest.get_node(pos).name, pos.y) + + if self.replace_what + and self.replace_with + and self.object:getvelocity().y == 0 + and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then + + minetest.set_node(pos, {name = self.replace_with}) + + -- when cow/sheep eats grass, replace wool and milk + if self.gotten == true then + self.gotten = false + self.object:set_properties(self) + end + end + end +end + +-- check if daytime and also if mob is docile during daylight hours +function day_docile(self) + + if self.docile_by_day == false then + + return false + + elseif self.docile_by_day == true + and self.time_of_day > 0.2 + and self.time_of_day < 0.8 then + + return true + end +end + +-- path finding and smart mob routine by rnd +function smart_mobs(self, s, p, dist, dtime) + + local s1 = self.path.lastpos + + -- is it becoming stuck? + if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then + self.path.stuck_timer = self.path.stuck_timer + dtime + else + self.path.stuck_timer = 0 + end + + self.path.lastpos = {x = s.x, y = s.y, z = s.z} + + -- im stuck, search for path + if (self.path.stuck_timer > stuck_timeout and not self.path.following) + or (self.path.stuck_timer > stuck_path_timeout + and self.path.following) then + + self.path.stuck_timer = 0 + + -- lets try find a path, first take care of positions + -- since pathfinder is very sensitive + local sheight = self.collisionbox[5] - self.collisionbox[2] + + -- round position to center of node to avoid stuck in walls + -- also adjust height for player models! + s.x = floor(s.x + 0.5) + s.y = floor(s.y + 0.5) - sheight + s.z = floor(s.z + 0.5) + + local ssight, sground + ssight, sground = minetest.line_of_sight(s, { + x = s.x, y = s.y - 4, z = s.z}, 1) + + -- determine node above ground + if not ssight then + s.y = sground.y + 1 + end + + local p1 = self.attack:getpos() + + p1.x = floor(p1.x + 0.5) + p1.y = floor(p1.y + 0.5) + p1.z = floor(p1.z + 0.5) + + self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch") + + -- attempt to unstick mob that is "daydreaming" + self.object:setpos({ + x = s.x + 0.1 * (random() * 2 - 1), + y = s.y + 1, + z = s.z + 0.1 * (random() * 2 - 1) + }) + + self.state = "" + do_attack(self, self.attack) + + -- no path found, try something else + if not self.path.way then + + self.path.following = false + + -- lets make way by digging/building if not accessible + if self.pathfinding == 2 then + + -- add block and remove one block above so + -- there is room to jump if needed + if s.y < p1.y then + + if not minetest.is_protected(s, "") then + minetest.set_node(s, {name = "default:dirt"}) + end + + local sheight = math.ceil(self.collisionbox[5]) + 1 + + -- assume mob is 2 blocks high so it digs above its head + s.y = s.y + sheight + + if not minetest.is_protected(s, "") then + + local node1 = minetest.get_node(s).name + + if node1 ~= "air" + and node1 ~= "ignore" then + minetest.set_node(s, {name = "air"}) + minetest.add_item(s, ItemStack(node1)) + end + end + + s.y = s.y - sheight + self.object:setpos({x = s.x, y = s.y + 2, z = s.z}) + + else -- dig 2 blocks to make door toward player direction + + local yaw1 = self.object:getyaw() + pi / 2 + + local p1 = { + x = s.x + cos(yaw1), + y = s.y, + z = s.z + sin(yaw1) + } + + if not minetest.is_protected(p1, "") then + + local node1 = minetest.get_node(p1).name + + if node1 ~= "air" + and node1 ~= "ignore" then + minetest.add_item(p1, ItemStack(node1)) + minetest.set_node(p1, {name = "air"}) + end + + p1.y = p1.y + 1 + node1 = minetest.get_node(p1).name + + if node1 ~= "air" + and node1 ~= "ignore" then + minetest.add_item(p1, ItemStack(node1)) + minetest.set_node(p1, {name = "air"}) + end + + end + end + end + + -- will try again in 2 second + self.path.stuck_timer = stuck_timeout - 2 + + -- frustration! cant find the damn path :( + if self.sounds.random then + minetest.sound_play(self.sounds.random, { + object = self.object, + max_hear_distance = self.sounds.distance + }) + end + + else + + -- yay i found path + if self.sounds.attack then + + set_velocity(self, self.walk_velocity) + + minetest.sound_play(self.sounds.attack, { + object = self.object, + max_hear_distance = self.sounds.distance + }) + end + + -- follow path now that it has it + self.path.following = true + end + end +end + +-- monster find someone to attack +local monster_attack = function(self) + + if self.type ~= "monster" + or not damage_enabled + or self.state == "attack" + or day_docile(self) then + return + end + + local s = self.object:getpos() + local p, sp, dist + local player, type, obj, min_player = nil, nil, nil, nil + local min_dist = self.view_range + 1 + local objs = minetest.get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + if objs[n]:is_player() then + + if invis[ objs[n]:get_player_name() ] then + + type = "" + else + player = objs[n] + type = "player" + end + else + obj = objs[n]:get_luaentity() + + if obj then + player = obj.object + type = obj.type + end + end + + if type == "player" + or type == "npc" then + + s = self.object:getpos() + p = player:getpos() + sp = s + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + dist = get_distance(p, s) + + if dist < self.view_range then + -- field of view check goes here + + -- choose closest player to attack + if line_of_sight_water(self, sp, p, 2) == true + and dist < min_dist then + min_dist = dist + min_player = player + end + end + end + end + + -- attack player + if min_player then + do_attack(self, min_player) + end +end + +-- npc, find closest monster to attack +local npc_attack = function(self) + + if self.type ~= "npc" + or not self.attacks_monsters + or self.state == "attack" then + return + end + + local s = self.object:getpos() + local min_dist = self.view_range + 1 + local obj, min_player = nil, nil + local objs = minetest.get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + obj = objs[n]:get_luaentity() + + if obj + and obj.type == "monster" then + + p = obj.object:getpos() + + dist = get_distance(p, s) + + if dist < min_dist then + min_dist = dist + min_player = obj.object + end + end + end + + if min_player then + do_attack(self, min_player) + end +end + +-- follow player if owner or holding item, if fish outta water then flop +local follow_flop = function(self) + + -- find player to follow + if (self.follow ~= "" + or self.order == "follow") + and not self.following + and self.state ~= "attack" + and self.state ~= "runaway" then + + local s = self.object:getpos() + local players = minetest.get_connected_players() + + for n = 1, #players do + + if get_distance(players[n]:getpos(), s) < self.view_range + and not invis[ players[n]:get_player_name() ] then + + self.following = players[n] + + break + end + end + end + + if self.type == "npc" + and self.order == "follow" + and self.state ~= "attack" + and self.owner ~= "" then + + -- npc stop following player if not owner + if self.following + and self.owner + and self.owner ~= self.following:get_player_name() then + self.following = nil + end + else + -- stop following player if not holding specific item + if self.following + and self.following:is_player() + and follow_holding(self, self.following) == false then + self.following = nil + end + + end + + -- follow that thing + if self.following then + + local s = self.object:getpos() + local p + + if self.following:is_player() then + + p = self.following:getpos() + + elseif self.following.object then + + p = self.following.object:getpos() + end + + if p then + + local dist = get_distance(p, s) + + -- dont follow if out of range + if dist > self.view_range then + self.following = nil + else + local vec = { + x = p.x - s.x, + y = p.y - s.y, + z = p.z - s.z + } + + local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + + if p.x > s.x then + yaw = yaw + pi + end + + self.object:setyaw(yaw) + + -- anyone but standing npc's can move along + if dist > self.reach + and self.order ~= "stand" then + + if (self.jump + and get_velocity(self) <= 0.5 + and self.object:getvelocity().y == 0) + or (self.object:getvelocity().y == 0 + and self.jump_chance > 0) then + + do_jump(self) + end + + set_velocity(self, self.walk_velocity) + + if self.walk_chance ~= 0 then + set_animation(self, "walk") + end + else + set_velocity(self, 0) + set_animation(self, "stand") + end + + return + end + end + end + + -- water swimmers flop when on land + if self.fly + and self.fly_in == "default:water_source" + and self.standing_in ~= self.fly_in then + + self.state = "flop" + self.object:setvelocity({x = 0, y = -5, z = 0}) + + set_animation(self, "stand") + + return + end +end + +-- dogshoot attack switch and counter function +local dogswitch = function(self, dtime) + + -- switch mode not activated + if not self.dogshoot_switch + or not dtime then + return 0 + end + + self.dogshoot_count = self.dogshoot_count + dtime + + if self.dogshoot_count > self.dogshoot_count_max then + + self.dogshoot_count = 0 + + if self.dogshoot_switch == 1 then + self.dogshoot_switch = 2 + else + self.dogshoot_switch = 1 + end + end + + return self.dogshoot_switch +end + +-- execute current state (stand, walk, run, attacks) +local do_states = function(self, dtime) + + local yaw = 0 + + if self.state == "stand" then + + if random(1, 4) == 1 then + + local lp = nil + local s = self.object:getpos() + + if self.type == "npc" then + + local objs = minetest.get_objects_inside_radius(s, 3) + + for n = 1, #objs do + + if objs[n]:is_player() then + lp = objs[n]:getpos() + break + end + end + end + + -- look at any players nearby, otherwise turn randomly + if lp then + + local vec = { + x = lp.x - s.x, + y = lp.y - s.y, + z = lp.z - s.z + } + + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + + if lp.x > s.x then + yaw = yaw + pi + end + else + yaw = (random(0, 360) - 180) / 180 * pi + end + + self.object:setyaw(yaw) + end + + set_velocity(self, 0) + set_animation(self, "stand") + + -- npc's ordered to stand stay standing + if self.type ~= "npc" + or self.order ~= "stand" then + + if self.walk_chance ~= 0 + and random(1, 100) <= self.walk_chance + and is_at_cliff(self) == false then + + set_velocity(self, self.walk_velocity) + self.state = "walk" + set_animation(self, "walk") + end + end + + elseif self.state == "walk" then + + local s = self.object:getpos() + local lp = nil + + -- is there something I need to avoid? + if self.water_damage > 0 + and self.lava_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) + + elseif self.water_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:water"}) + + elseif self.lava_damage > 0 then + + lp = minetest.find_node_near(s, 1, {"group:lava"}) + end + + -- if something then avoid + if lp then + + local vec = { + x = lp.x - s.x, + y = lp.y - s.y, + z = lp.z - s.z + } + + yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate + + if lp.x > s.x then + yaw = yaw + pi + end + + self.object:setyaw(yaw) + + -- otherwise randomly turn + elseif random(1, 100) <= 30 then + + local yaw = (random(0, 360) - 180) / 180 * pi + + self.object:setyaw(yaw) + end + + -- stand for great fall in front + local temp_is_cliff = is_at_cliff(self) + + -- jump when walking comes to a halt + if temp_is_cliff == false + and self.jump + and get_velocity(self) <= 0.5 + and self.object:getvelocity().y == 0 then + + do_jump(self) + end + + if temp_is_cliff + or random(1, 100) <= 30 then + + set_velocity(self, 0) + self.state = "stand" + set_animation(self, "stand") + else + set_velocity(self, self.walk_velocity) + set_animation(self, "walk") + end + + -- runaway when punched + elseif self.state == "runaway" then + + self.runaway_timer = self.runaway_timer + 1 + + -- stop after 3 seconds or when at cliff + if self.runaway_timer > 3 + or is_at_cliff(self) then + self.runaway_timer = 0 + set_velocity(self, 0) + self.state = "stand" + set_animation(self, "stand") + else + set_velocity(self, self.run_velocity) + set_animation(self, "walk") + end + + -- jump when walking comes to a halt + if self.jump + and get_velocity(self) <= 0.5 + and self.object:getvelocity().y == 0 then + + do_jump(self) + end + + -- attack routines (explode, dogfight, shoot, dogshoot) + elseif self.state == "attack" then + + -- calculate distance from mob and enemy + local s = self.object:getpos() + local p = self.attack:getpos() or s + local dist = get_distance(p, s) + + -- stop attacking if player or out of range + if dist > self.view_range + or not self.attack + or not self.attack:getpos() + or self.attack:get_hp() <= 0 + or (self.attack:is_player() and invis[ self.attack:get_player_name() ]) then + + --print(" ** stop attacking **", dist, self.view_range) + self.state = "stand" + set_velocity(self, 0) + set_animation(self, "stand") + self.attack = nil + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + + return + end + + if self.attack_type == "explode" then + + local vec = { + x = p.x - s.x, + y = p.y - s.y, + z = p.z - s.z + } + + yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate + + if p.x > s.x then + yaw = yaw + pi + end + + self.object:setyaw(yaw) + + if dist > self.reach then + + if not self.v_start then + + self.v_start = true + set_velocity(self, self.run_velocity) + self.timer = 0 + self.blinktimer = 0 + else + self.timer = 0 + self.blinktimer = 0 + + if get_velocity(self) <= 0.5 + and self.object:getvelocity().y == 0 then + + local v = self.object:getvelocity() + v.y = 5 + self.object:setvelocity(v) + end + + set_velocity(self, self.run_velocity) + end + + set_animation(self, "run") + else + set_velocity(self, 0) + set_animation(self, "punch") + + self.timer = self.timer + dtime + self.blinktimer = (self.blinktimer or 0) + dtime + + if self.blinktimer > 0.2 then + + self.blinktimer = 0 + + if self.blinkstatus then + self.object:settexturemod("") + else + self.object:settexturemod("^[brighten") + end + + self.blinkstatus = not self.blinkstatus + end + + if self.timer > 3 then + + local pos = self.object:getpos() + local radius = self.explosion_radius or 1 + + -- hurt player/mobs caught in blast area + entity_physics(pos, radius) + + -- dont damage anything if area protected or next to water + if minetest.find_node_near(pos, 1, {"group:water"}) + or minetest.is_protected(pos, "") then + + if self.sounds.explode then + + minetest.sound_play(self.sounds.explode, { + object = self.object, + gain = 1.0, + max_hear_distance = 16 + }) + end + + self.object:remove() + + effect(pos, 15, "tnt_smoke.png", 5) + + return + end + + pos.y = pos.y - 1 + + mobs:explosion(pos, radius, 0, 1, self.sounds.explode) + + self.object:remove() + + return + end + end + + elseif self.attack_type == "dogfight" + or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) + or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then + + if self.fly + and dist > self.reach then + + local nod = node_ok(s) + local p1 = s + local me_y = floor(p1.y) + local p2 = p + local p_y = floor(p2.y + 1) + local v = self.object:getvelocity() + + if nod.name == self.fly_in then + + if me_y < p_y then + + self.object:setvelocity({ + x = v.x, + y = 1 * self.walk_velocity, + z = v.z + }) + + elseif me_y > p_y then + + self.object:setvelocity({ + x = v.x, + y = -1 * self.walk_velocity, + z = v.z + }) + end + else + if me_y < p_y then + + self.object:setvelocity({ + x = v.x, + y = 0.01, + z = v.z + }) + + elseif me_y > p_y then + + self.object:setvelocity({ + x = v.x, + y = -0.01, + z = v.z + }) + end + end + + end + + -- rnd: new movement direction + if self.path.following + and self.path.way + and self.attack_type ~= "dogshoot" then + + -- no paths longer than 50 + if #self.path.way > 50 + or dist < self.reach then + self.path.following = false + return + end + + local p1 = self.path.way[1] + + if not p1 then + self.path.following = false + return + end + + if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then + -- reached waypoint, remove it from queue + table.remove(self.path.way, 1) + end + + -- set new temporary target + p = {x = p1.x, y = p1.y, z = p1.z} + end + + local vec = { + x = p.x - s.x, + y = p.y - s.y, + z = p.z - s.z + } + + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + + if p.x > s.x then + yaw = yaw + pi + end + + self.object:setyaw(yaw) + + -- move towards enemy if beyond mob reach + if dist > self.reach then + + -- path finding by rnd + if self.pathfinding -- only if mob has pathfinding enabled + and enable_pathfinding then + + smart_mobs(self, s, p, dist, dtime) + end + + -- jump attack + if (self.jump + and get_velocity(self) <= 0.5 + and self.object:getvelocity().y == 0) + or (self.object:getvelocity().y == 0 + and self.jump_chance > 0) then + + do_jump(self) + end + + if is_at_cliff(self) then + + set_velocity(self, 0) + set_animation(self, "stand") + else + + if self.path.stuck then + set_velocity(self, self.walk_velocity) + else + set_velocity(self, self.run_velocity) + end + + set_animation(self, "run") + end + + else -- rnd: if inside reach range + + self.path.stuck = false + self.path.stuck_timer = 0 + self.path.following = false -- not stuck anymore + + set_velocity(self, 0) + + if not self.custom_attack then + + if self.timer > 1 then + + self.timer = 0 + + if self.double_melee_attack + and random(1, 2) == 1 then + set_animation(self, "punch2") + else + set_animation(self, "punch") + end + + local p2 = p + local s2 = s + + p2.y = p2.y + 1.5 + s2.y = s2.y + 1.5 + + if line_of_sight_water(self, p2, s2) == true then + + -- play attack sound + if self.sounds.attack then + + minetest.sound_play(self.sounds.attack, { + object = self.object, + max_hear_distance = self.sounds.distance + }) + end + + -- punch player + self.attack:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = self.damage} + }, nil) + end + end + else -- call custom attack every second + if self.custom_attack + and self.timer > 1 then + + self.timer = 0 + + self.custom_attack(self, p) + end + end + end + + elseif self.attack_type == "shoot" + or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1) + or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then + + p.y = p.y - .5 + s.y = s.y + .5 + + local dist = get_distance(p, s) + local vec = { + x = p.x - s.x, + y = p.y - s.y, + z = p.z - s.z + } + + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + + if p.x > s.x then + yaw = yaw + pi + end + + self.object:setyaw(yaw) + + set_velocity(self, 0) + + if self.shoot_interval + and self.timer > self.shoot_interval + and random(1, 100) <= 60 then + + self.timer = 0 + set_animation(self, "shoot") + + -- play shoot attack sound + if self.sounds.shoot_attack then + + minetest.sound_play(self.sounds.shoot_attack, { + object = self.object, + max_hear_distance = self.sounds.distance + }) + end + + local p = self.object:getpos() + + p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 + + local obj = minetest.add_entity(p, self.arrow) + local ent = obj:get_luaentity() + local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 + local v = ent.velocity or 1 -- or set to default + ent.switch = 1 + + -- offset makes shoot aim accurate + vec.y = vec.y + self.shoot_offset + vec.x = vec.x * (v / amount) + vec.y = vec.y * (v / amount) + vec.z = vec.z * (v / amount) + + obj:setvelocity(vec) + end + end + end +end + +-- falling and fall damage +local falling = function(self, pos) + + if self.fly then + return + end + + -- floating in water (or falling) + local v = self.object:getvelocity() + + -- going up then apply gravity + if v.y > 0.1 then + + self.object:setacceleration({ + x = 0, + y = self.fall_speed, + z = 0 + }) + end + + -- in water then float up + if minetest.registered_nodes[node_ok(pos).name].groups.liquid then + + if self.floats == 1 then + + self.object:setacceleration({ + x = 0, + y = -self.fall_speed / (math.max(1, v.y) ^ 2), + z = 0 + }) + end + else + -- fall downwards + self.object:setacceleration({ + x = 0, + y = self.fall_speed, + z = 0 + }) + + -- fall damage + if self.fall_damage == 1 + and self.object:getvelocity().y == 0 then + + local d = self.old_y - self.object:getpos().y + + if d > 5 then + + self.health = self.health - floor(d - 5) + + effect(pos, 5, "tnt_smoke.png") + + if check_for_death(self) then + return + end + end + + self.old_y = self.object:getpos().y + end + end +end + +local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) + + -- error checking when mod profiling is enabled + if not tool_capabilities then + print (S("[MOBS] mod profiling enabled, damage not enabled")) + return + end + + -- direction error check + dir = dir or {x = 0, y = 0, z = 0} + + -- weapon wear + local weapon = hitter:get_wielded_item() + local punch_interval = 1.4 + + -- calculate mob damage + local damage = 0 + local armor = self.object:get_armor_groups() or {} + local tmp + + -- quick error check incase it ends up 0 (serialize.h check test) + if tflp == 0 then + tflp = 0.2 + end + + for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do + + tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) + + if tmp < 0 then + tmp = 0.0 + elseif tmp > 1 then + tmp = 1.0 + end + + damage = damage + (tool_capabilities.damage_groups[group] or 0) + * tmp * ((armor[group] or 0) / 100.0) + end + + -- check for tool immunity or special damage + for n = 1, #self.immune_to do + + if self.immune_to[n][1] == weapon:get_name() then + + damage = self.immune_to[n][2] or 0 + break + end + end + + -- print ("Mob Damage is", damage) + + -- add weapon wear + if tool_capabilities then + punch_interval = tool_capabilities.full_punch_interval or 1.4 + end + + if weapon:get_definition() + and weapon:get_definition().tool_capabilities then + + weapon:add_wear(floor((punch_interval / 75) * 9000)) + hitter:set_wielded_item(weapon) + end + + -- weapon sounds + if weapon:get_definition().sounds ~= nil then + + local s = random(0, #weapon:get_definition().sounds) + + minetest.sound_play(weapon:get_definition().sounds[s], { + object = hitter, + max_hear_distance = 8 + }) + else + minetest.sound_play("default_punch", { + object = hitter, + max_hear_distance = 5 + }) + end + + -- do damage + self.health = self.health - floor(damage) + + -- exit here if dead + if check_for_death(self) then + return + end + + -- add healthy afterglow when hit + core.after(0.1, function() + self.object:settexturemod("^[colorize:#c9900070") + + core.after(0.3, function() + self.object:settexturemod("") + end) + end) + + -- blood_particles + if self.blood_amount > 0 + and not disable_blood then + + local pos = self.object:getpos() + + pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 2 + + effect(pos, self.blood_amount, self.blood_texture) + end + + -- knock back effect (only on full punch) + if self.knock_back > 0 + and tflp > punch_interval then + + local v = self.object:getvelocity() + local r = 1.4 - math.min(punch_interval, 1.4) + local kb = r * 5 + local up = 2 + + -- if already in air then dont go up anymore when hit + if v.y > 0 + or self.fly then + up = 0 + end + + self.object:setvelocity({ + x = dir.x * kb, + y = up, + z = dir.z * kb + }) + + self.pause_timer = r + end + + -- if skittish then run away + if self.runaway == true then + + local lp = hitter:getpos() + local s = self.object:getpos() + + local vec = { + x = lp.x - s.x, + y = lp.y - s.y, + z = lp.z - s.z + } + + local yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate + + if lp.x > s.x then + yaw = yaw + pi + end + + self.object:setyaw(yaw) + self.state = "runaway" + self.runaway_timer = 0 + self.following = nil + end + + -- attack puncher and call other mobs for help + if self.passive == false + and self.state ~= "flop" + and self.child == false + and hitter:get_player_name() ~= self.owner + and not invis[ hitter:get_player_name() ] then + + -- attack whoever punched mob + self.state = "" + do_attack(self, hitter) + + -- alert others to the attack + local objs = minetest.get_objects_inside_radius(hitter:getpos(), self.view_range) + local obj = nil + + for n = 1, #objs do + + obj = objs[n]:get_luaentity() + + if obj then + + if obj.group_attack == true + and obj.state ~= "attack" then + do_attack(obj, hitter) + end + end + end + end +end + +local mob_activate = function(self, staticdata, dtime_s, def) + + -- remove monsters in peaceful mode, or when no data + if (self.type == "monster" and peaceful_only) + or not staticdata then + + self.object:remove() + + return + end + + -- load entity variables + local tmp = minetest.deserialize(staticdata) + + if tmp then + + for _,stat in pairs(tmp) do + self[_] = stat + end + end + + -- select random texture, set model and size + if not self.base_texture then + + self.base_texture = def.textures[random(1, #def.textures)] + self.base_mesh = def.mesh + self.base_size = self.visual_size + self.base_colbox = self.collisionbox + end + + -- set texture, model and size + local textures = self.base_texture + local mesh = self.base_mesh + local vis_size = self.base_size + local colbox = self.base_colbox + + -- specific texture if gotten + if self.gotten == true + and def.gotten_texture then + textures = def.gotten_texture + end + + -- specific mesh if gotten + if self.gotten == true + and def.gotten_mesh then + mesh = def.gotten_mesh + end + + -- set child objects to half size + if self.child == true then + + vis_size = { + x = self.base_size.x * .5, + y = self.base_size.y * .5, + } + + if def.child_texture then + textures = def.child_texture[1] + end + + colbox = { + self.base_colbox[1] * .5, + self.base_colbox[2] * .5, + self.base_colbox[3] * .5, + self.base_colbox[4] * .5, + self.base_colbox[5] * .5, + self.base_colbox[6] * .5 + } + end + + if self.health == 0 then + self.health = random (self.hp_min, self.hp_max) + end + + -- rnd: pathfinding init + self.path = {} + self.path.way = {} -- path to follow, table of positions + self.path.lastpos = {x = 0, y = 0, z = 0} + self.path.stuck = false + self.path.following = false -- currently following path? + self.path.stuck_timer = 0 -- if stuck for too long search for path + -- end init + + self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) + self.old_y = self.object:getpos().y + self.old_health = self.health + self.object:setyaw((random(0, 360) - 180) / 180 * pi) + self.sounds.distance = self.sounds.distance or 10 + self.textures = textures + self.mesh = mesh + self.collisionbox = colbox + self.visual_size = vis_size + self.standing_in = "" + + -- set anything changed above + self.object:set_properties(self) + update_tag(self) +end + +local mob_step = function(self, dtime) + + local pos = self.object:getpos() + local yaw = self.object:getyaw() or 0 + + -- when lifetimer expires remove mob (except npc and tamed) + if self.type ~= "npc" + and not self.tamed + and self.state ~= "attack" + and remove_far ~= true + and self.lifetimer < 20000 then + + self.lifetimer = self.lifetimer - dtime + + if self.lifetimer <= 0 then + + -- only despawn away from player + local objs = minetest.get_objects_inside_radius(pos, 15) + + for n = 1, #objs do + + if objs[n]:is_player() then + + self.lifetimer = 20 + + return + end + end + + minetest.log("action", + S("lifetimer expired, removed @1", self.name)) + + effect(pos, 15, "tnt_smoke.png") + + self.object:remove() + + return + end + end + + falling(self, pos) + + -- knockback timer + if self.pause_timer > 0 then + + self.pause_timer = self.pause_timer - dtime + + if self.pause_timer < 1 then + self.pause_timer = 0 + end + + return + end + + -- run custom function (defined in mob lua file) + if self.do_custom then + + -- when false skip going any further + if self.do_custom(self, dtime) == false then + return + end + end + + -- attack timer + self.timer = self.timer + dtime + + if self.state ~= "attack" then + + if self.timer < 1 then + return + end + + self.timer = 0 + end + + -- never go over 100 + if self.timer > 100 then + self.timer = 1 + end + + -- node replace check (cow eats grass etc.) + replace(self, pos) + + -- mob plays random sound at times + if self.sounds.random + and random(1, 100) == 1 then + + minetest.sound_play(self.sounds.random, { + object = self.object, + max_hear_distance = self.sounds.distance + }) + end + + -- environmental damage timer (every 1 second) + self.env_damage_timer = self.env_damage_timer + dtime + + if (self.state == "attack" and self.env_damage_timer > 1) + or self.state ~= "attack" then + + self.env_damage_timer = 0 + + do_env_damage(self) + end + + monster_attack(self) + + npc_attack(self) + + breed(self) + + follow_flop(self) + + do_states(self, dtime) + +end + +-- default function when mobs are blown up with TNT +local do_tnt = function(obj, damage) + + --print ("----- Damage", damage) + + obj.object:punch(obj.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = damage}, + }, nil) + + return false, true, {} +end + +mobs.spawning_mobs = {} + +-- register mob function +function mobs:register_mob(name, def) + + mobs.spawning_mobs[name] = true + +minetest.register_entity(name, { + + stepheight = def.stepheight or 0.6, + name = name, + type = def.type, + attack_type = def.attack_type, + fly = def.fly, + fly_in = def.fly_in or "air", + owner = def.owner or "", + order = def.order or "", + on_die = def.on_die, + do_custom = def.do_custom, + jump_height = def.jump_height or 6, + jump_chance = def.jump_chance or 0, + drawtype = def.drawtype, -- DEPRECATED, use rotate instead + rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 + lifetimer = def.lifetimer or 180, -- 3 minutes + hp_min = def.hp_min or 5, + hp_max = def.hp_max or 10, + physical = true, + collisionbox = def.collisionbox, + visual = def.visual, + visual_size = def.visual_size or {x = 1, y = 1}, + mesh = def.mesh, + makes_footstep_sound = def.makes_footstep_sound or false, + view_range = def.view_range or 5, + walk_velocity = def.walk_velocity or 1, + run_velocity = def.run_velocity or 2, + damage = def.damage or 0, + light_damage = def.light_damage or 0, + water_damage = def.water_damage or 0, + lava_damage = def.lava_damage or 0, + fall_damage = def.fall_damage or 1, + fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10) + drops = def.drops or {}, + armor = def.armor or 100, + on_rightclick = def.on_rightclick, + arrow = def.arrow, + shoot_interval = def.shoot_interval, + sounds = def.sounds or {}, + animation = def.animation, + follow = def.follow, + jump = def.jump or true, + walk_chance = def.walk_chance or 50, + attacks_monsters = def.attacks_monsters or false, + group_attack = def.group_attack or false, + --fov = def.fov or 120, + passive = def.passive or false, + recovery_time = def.recovery_time or 0.5, + knock_back = def.knock_back or 3, + blood_amount = def.blood_amount or 5, + blood_texture = def.blood_texture or "mobs_blood.png", + shoot_offset = def.shoot_offset or 0, + floats = def.floats or 1, -- floats in water by default + replace_rate = def.replace_rate, + replace_what = def.replace_what, + replace_with = def.replace_with, + replace_offset = def.replace_offset or 0, + timer = 0, + env_damage_timer = 0, -- only used when state = "attack" + tamed = false, + pause_timer = 0, + horny = false, + hornytimer = 0, + child = false, + gotten = false, + health = 0, + reach = def.reach or 3, + htimer = 0, + child_texture = def.child_texture, + docile_by_day = def.docile_by_day or false, + time_of_day = 0.5, + fear_height = def.fear_height or 0, + runaway = def.runaway, + runaway_timer = 0, + pathfinding = def.pathfinding, + immune_to = def.immune_to or {}, + explosion_radius = def.explosion_radius, + custom_attack = def.custom_attack, + double_melee_attack = def.double_melee_attack, + dogshoot_switch = def.dogshoot_switch, + dogshoot_count = 0, + dogshoot_count_max = def.dogshoot_count_max or 5, + + on_blast = def.on_blast or do_tnt, + + on_step = mob_step, + + on_punch = mob_punch, + + on_activate = function(self, staticdata, dtime_s) + mob_activate(self, staticdata, dtime_s, def) + end, + + get_staticdata = function(self) + + -- remove mob when out of range unless tamed + if remove_far + and self.remove_ok + and not self.tamed then + + --print ("REMOVED " .. self.name) + + self.object:remove() + + return nil + end + + self.remove_ok = true + self.attack = nil + self.following = nil + self.state = "stand" + + -- used to rotate older mobs + if self.drawtype + and self.drawtype == "side" then + self.rotate = math.rad(90) + end + + local tmp = {} + + for _,stat in pairs(self) do + + local t = type(stat) + + if t ~= 'function' + and t ~= 'nil' + and t ~= 'userdata' then + tmp[_] = self[_] + end + end + + -- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') + return minetest.serialize(tmp) + end, + +}) + +end -- END mobs:register_mob function + +-- global functions + +function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, + interval, chance, aoc, min_height, max_height, day_toggle) + + -- chance override in minetest.conf for registered mob + local new_chance = tonumber(minetest.setting_get(name .. "_chance")) + + if new_chance ~= nil then + + if new_chance == 0 then + print(S("[Mobs Redo] @1 has spawning disabled", name)) + return + end + + chance = new_chance + + print (S("[Mobs Redo] Chance setting for @1 changed to @2", name, chance)) + + end + + minetest.register_abm({ + + label = name .. " spawning", + nodenames = nodes, + neighbors = neighbors, + interval = interval, + chance = chance, + catch_up = false, + + action = function(pos, node, active_object_count, active_object_count_wider) + + -- do not spawn if too many active entities in area + if active_object_count_wider >= aoc + or not mobs.spawning_mobs[name] then + + return + end + + -- if toggle set to nil then ignore day/night check + if day_toggle ~= nil then + + local tod = (minetest.get_timeofday() or 0) * 24000 + + if tod > 4500 and tod < 19500 then + -- daylight, but mob wants night + if day_toggle == false then + return + end + else + -- night time but mob wants day + if day_toggle == true then + return + end + end + end + + -- spawn above node + pos.y = pos.y + 1 + + -- only spawn away from player + local objs = minetest.get_objects_inside_radius(pos, 10) + + for n = 1, #objs do + + if objs[n]:is_player() then + return + end + end + + -- mobs cannot spawn in protected areas when enabled + if spawn_protected == 1 + and minetest.is_protected(pos, "") then + return + end + + -- check if light and height levels are ok to spawn + local light = minetest.get_node_light(pos) + if not light + or light > max_light + or light < min_light + or pos.y > max_height + or pos.y < min_height then + return + end + + -- are we spawning inside solid nodes? + if minetest.registered_nodes[node_ok(pos).name].walkable == true then + return + end + + pos.y = pos.y + 1 + + if minetest.registered_nodes[node_ok(pos).name].walkable == true then + return + end + + -- spawn mob half block higher than ground + pos.y = pos.y - 0.5 + + local mob = minetest.add_entity(pos, name) + + if mob and mob:get_luaentity() then +-- print ("[mobs] Spawned " .. name .. " at " +-- .. minetest.pos_to_string(pos) .. " on " +-- .. node.name .. " near " .. neighbors[1]) + else + print (S("[mobs] @1 failed to spawn at @2", + name, minetest.pos_to_string(pos))) + end + + end + }) +end + +-- compatibility with older mob registration +function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) + + mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, + chance, active_object_count, -31000, max_height, day_toggle) +end + +-- MarkBu's spawn function +function mobs:spawn(def) + + local name = def.name + local nodes = def.nodes or {"group:soil", "group:stone"} + local neighbors = def.neighbors or {"air"} + local min_light = def.min_light or 0 + local max_light = def.max_light or 15 + local interval = def.interval or 30 + local chance = def.chance or 5000 + local active_object_count = def.active_object_count or 1 + local min_height = def.min_height or -31000 + local max_height = def.max_height or 31000 + local day_toggle = def.day_toggle or nil + + mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, + chance, active_object_count, min_height, max_height, day_toggle) +end + +-- set content id's +local c_air = minetest.get_content_id("air") +local c_ignore = minetest.get_content_id("ignore") +local c_obsidian = minetest.get_content_id("default:obsidian") +local c_brick = minetest.get_content_id("default:obsidianbrick") +local c_chest = minetest.get_content_id("default:chest_locked") + +-- explosion (cannot break protected or unbreakable nodes) +function mobs:explosion(pos, radius, fire, smoke, sound) + + radius = radius or 0 + fire = fire or 0 + smoke = smoke or 0 + + -- if area protected or near map limits then no blast damage + if minetest.is_protected(pos, "") + or not within_limits(pos, radius) then + return + end + + -- explosion sound + if sound + and sound ~= "" then + + minetest.sound_play(sound, { + pos = pos, + gain = 1.0, + max_hear_distance = 16 + }) + end + + pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?! + + local vm = VoxelManip() + local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius)) + local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) + local data = vm:get_data() + local p = {} + local pr = PseudoRandom(os.time()) + + for z = -radius, radius do + for y = -radius, radius do + local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z) + for x = -radius, radius do + + p.x = pos.x + x + p.y = pos.y + y + p.z = pos.z + z + + if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius) + and data[vi] ~= c_air + and data[vi] ~= c_ignore + and data[vi] ~= c_obsidian + and data[vi] ~= c_brick + and data[vi] ~= c_chest then + + local n = node_ok(p).name + local on_blast = minetest.registered_nodes[n].on_blast + + if on_blast then + return on_blast(p) + else + -- after effects + if fire > 0 + and (minetest.registered_nodes[n].groups.flammable + or random(1, 100) <= 30) then + + minetest.set_node(p, {name = "fire:basic_flame"}) + else + minetest.set_node(p, {name = "air"}) + + if smoke > 0 then + effect(p, 2, "tnt_smoke.png", 5) + end + end + end + end + + vi = vi + 1 + + end + end + end +end + +-- register arrow for shoot attack +function mobs:register_arrow(name, def) + + if not name or not def then return end -- errorcheck + + minetest.register_entity(name, { + + physical = false, + visual = def.visual, + visual_size = def.visual_size, + textures = def.textures, + velocity = def.velocity, + hit_player = def.hit_player, + hit_node = def.hit_node, + hit_mob = def.hit_mob, + drop = def.drop or false, + collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows + timer = 0, + switch = 0, + + on_step = def.on_step or function(self, dtime) + + self.timer = self.timer + 1 + + local pos = self.object:getpos() + + if self.switch == 0 + or self.timer > 150 + or not within_limits(pos, 0) then + + self.object:remove() ; -- print ("removed arrow") + + return + end + + -- does arrow have a tail (fireball) + if def.tail + and def.tail == 1 + and def.tail_texture then + effect(pos, 1, def.tail_texture, 10, 0) + end + + if self.hit_node then + + local node = node_ok(pos).name + + --if minetest.registered_nodes[node].walkable then + if node ~= "air" then + + self.hit_node(self, pos, node) + + if self.drop == true then + + pos.y = pos.y + 1 + + self.lastpos = (self.lastpos or pos) + + minetest.add_item(self.lastpos, self.object:get_luaentity().name) + end + + self.object:remove() ; -- print ("hit node") + + return + end + end + + if (self.hit_player or self.hit_mob) + -- clear mob entity before arrow becomes active + and self.timer > (10 - (self.velocity / 2)) then + + for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do + + if self.hit_player + and player:is_player() then + + self.hit_player(self, player) + self.object:remove() ; -- print ("hit player") + return + end + + if self.hit_mob + and player:get_luaentity() + and player:get_luaentity().name ~= self.object:get_luaentity().name + and player:get_luaentity().name ~= "__builtin:item" + and player:get_luaentity().name ~= "gauges:hp_bar" + and player:get_luaentity().name ~= "signs:text" + and player:get_luaentity().name ~= "itemframes:item" then + + self.hit_mob(self, player) + + self.object:remove() ; -- print ("hit mob") + + return + end + end + end + + self.lastpos = pos + end + }) +end + +-- Spawn Egg +function mobs:register_egg(mob, desc, background, addegg, no_creative) + + local grp = {} + + -- do NOT add this egg to creative inventory (e.g. dungeon master) + if creative and no_creative == true then + grp = {not_in_creative_inventory = 1} + end + + local invimg = background + + if addegg == 1 then + invimg = "mobs_chicken_egg.png^(" .. invimg .. + "^[mask:mobs_chicken_egg_overlay.png)" + end + + minetest.register_craftitem(mob, { + + description = desc, + inventory_image = invimg, + groups = grp, + + on_place = function(itemstack, placer, pointed_thing) + + local pos = pointed_thing.above + + if pos + and within_limits(pos, 0) + and not minetest.is_protected(pos, placer:get_player_name()) then + + pos.y = pos.y + 1 + + local mob = minetest.add_entity(pos, mob) + local ent = mob:get_luaentity() + + if not ent then + mob:remove() + return + end + + if ent.type ~= "monster" then + -- set owner and tame if not monster + ent.owner = placer:get_player_name() + ent.tamed = true + end + + -- if not in creative then take item + if not creative then + itemstack:take_item() + end + end + + return itemstack + end, + }) +end + +-- capture critter (thanks to blert2112 for idea) +function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) + + if not self.child + and clicker:is_player() + and clicker:get_inventory() then + + -- get name of clicked mob + local mobname = self.name + + -- if not nil change what will be added to inventory + if replacewith then + mobname = replacewith + end + + local name = clicker:get_player_name() + + -- is mob tamed? + if self.tamed == false + and force_take == false then + + minetest.chat_send_player(name, S("Not tamed!")) + + return + end + + -- cannot pick up if not owner + if self.owner ~= name + and force_take == false then + + minetest.chat_send_player(name, S("@1 is owner!", self.owner)) + + return + end + + if clicker:get_inventory():room_for_item("main", mobname) then + + -- was mob clicked with hand, net, or lasso? + local tool = clicker:get_wielded_item() + local chance = 0 + + if tool:is_empty() then + chance = chance_hand + + elseif tool:get_name() == "mobs:net" then + + chance = chance_net + + tool:add_wear(4000) -- 17 uses + + clicker:set_wielded_item(tool) + + elseif tool:get_name() == "mobs:magic_lasso" then + + chance = chance_lasso + + tool:add_wear(650) -- 100 uses + + clicker:set_wielded_item(tool) + end + + -- return if no chance + if chance == 0 then return end + + -- calculate chance.. add to inventory if successful? + if random(1, 100) <= chance then + + clicker:get_inventory():add_item("main", mobname) + + self.object:remove() + else + minetest.chat_send_player(name, S("Missed!")) + end + end + end +end + +local mob_obj = {} +local mob_sta = {} + +-- feeding, taming and breeding (thanks blert2112) +function mobs:feed_tame(self, clicker, feed_count, breed, tame) + + if not self.follow then + return false + end + + -- can eat/tame with item in hand + if follow_holding(self, clicker) then + + -- if not in creative then take item + if not creative then + + local item = clicker:get_wielded_item() + + item:take_item() + + clicker:set_wielded_item(item) + end + + -- increase health + self.health = self.health + 4 + + if self.health >= self.hp_max then + + self.health = self.hp_max + + if self.htimer < 1 then + + minetest.chat_send_player(clicker:get_player_name(), + S("@1 at full health (@2)", + self.name:split(":")[2], tostring(self.health))) + + self.htimer = 5 + end + end + + self.object:set_hp(self.health) + + update_tag(self) + + -- make children grow quicker + if self.child == true then + + self.hornytimer = self.hornytimer + 20 + + return true + end + + -- feed and tame + self.food = (self.food or 0) + 1 + if self.food >= feed_count then + + self.food = 0 + + if breed and self.hornytimer == 0 then + self.horny = true + end + + self.gotten = false + + if tame then + + if self.tamed == false then + minetest.chat_send_player(clicker:get_player_name(), + S("@1 has been tamed!", + self.name:split(":")[2])) + end + + self.tamed = true + + if not self.owner or self.owner == "" then + self.owner = clicker:get_player_name() + end + end + + -- make sound when fed so many times + if self.sounds.random then + + minetest.sound_play(self.sounds.random, { + object = self.object, + max_hear_distance = self.sounds.distance + }) + end + end + + return true + end + + local item = clicker:get_wielded_item() + + -- if mob has been tamed you can name it with a nametag + if item:get_name() == "mobs:nametag" + and clicker:get_player_name() == self.owner then + + local name = clicker:get_player_name() + + -- store mob and nametag stack in external variables + mob_obj[name] = self + mob_sta[name] = item + + local tag = self.nametag or "" + + minetest.show_formspec(name, "mobs_nametag", "size[8,4]" + .. default.gui_bg + .. default.gui_bg_img + .. "field[0.5,1;7.5,0;name;" .. S("Enter name:") .. ";" .. tag .. "]" + .. "button_exit[2.5,3.5;3,1;mob_rename;" .. S("Rename") .. "]") + + end + + return false + +end + +-- inspired by blockmen's nametag mod +minetest.register_on_player_receive_fields(function(player, formname, fields) + + -- right-clicked with nametag and name entered? + if formname == "mobs_nametag" + and fields.name + and fields.name ~= "" then + + local name = player:get_player_name() + + if not mob_obj[name] + or not mob_obj[name].object then + return + end + + -- update nametag + mob_obj[name].nametag = fields.name + + update_tag(mob_obj[name]) + + -- if not in creative then take item + if not creative then + + mob_sta[name]:take_item() + + player:set_wielded_item(mob_sta[name]) + end + + -- reset external variables + mob_obj[name] = nil + mob_sta[name] = nil + + end +end) + +-- compatibility function for old entities to new modpack entities +function mobs:alias_mob(old_name, new_name) + + -- spawn egg + minetest.register_alias(old_name, new_name) + + -- entity + minetest.register_entity(":" .. old_name, { + + physical = false, + + on_step = function(self) + + local pos = self.object:getpos() + + minetest.add_entity(pos, new_name) + + self.object:remove() + end + }) +end diff --git a/mods/mobs/mobs_redo_old/api.txt b/mods/mobs/mobs_redo_old/api.txt new file mode 100644 index 00000000..f421b988 --- /dev/null +++ b/mods/mobs/mobs_redo_old/api.txt @@ -0,0 +1,235 @@ + +MOB API (23rd May 2016) + +The mob api is a function that can be called on by other mods to add new animals or monsters into minetest. + + minetest.conf settings* + + 'enable_damage' if true monsters will attack players (default is true) + 'only_peaceful_mobs' if true only animals will spawn in game (default is false) + 'mobs_disable_blood' if false blood effects appear when mob is hit (default is false) + 'mobs_spawn_protected' if set to 1 then mobs will not spawn in protected areas (default is 0) + 'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false) + 'mobname_chance' can change specific mob chance rates or set to 0 to disable e.g. mobs_animal:cow_chance = 1000 + + +mobs:register_mob(name, definition) + +This functions registers a new mob as a Minetest entity. + + 'name' is the name of the mob (e.g. "mobs:dirt_monster") + definition is a table with the following fields + 'type' the type of the mob ("monster", "animal" or "npc") + 'passive' will mob defend itself, set to false to attack + 'docile_by_day' when true, mob will not attack during daylight hours unless provoked + 'attacks_monsters' usually for npc's to attack monsters in area + 'group_attack' true to defend same kind of mobs from attack in area + 'hp_min' minimum health + 'hp_max' maximum health (mob health is randomly selected between both) + 'physical' same is in minetest.register_entity() + 'collisionbox' same is in minetest.register_entity() + 'visual' same is in minetest.register_entity() + 'visual_size' same is in minetest.register_entity() + 'textures' same is in minetest.register_entity() + although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}}, + 'gotten_texture' alt. texture for when self.gotten value is set to true (used for shearing sheep) + 'child_texture' texture of mod for when self.child is set to true + 'mesh' same is in minetest.register_entity() + 'gotten_mesh' alternative mesh for when self.gotten is true (used for sheep) + 'makes_footstep_sound' same is in minetest.register_entity() + 'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"} + 'view_range' the range in that the monster will see the playerand follow him + 'walk_chance' chance of mob walking around + 'jump_chance' chance of mob jumping around, set above to 0 for jumping mob only + 'walk_velocity' the velocity when the monster is walking around + 'run_velocity' the velocity when the monster is attacking a player + 'runaway' when true mob will turn and run away when punched + 'stepheight' minimum node height mob can walk onto without jumping (default: 0.6) + 'jump' can mob jump, true or false + 'jump_height' height mob can jump, default is 6 + 'fly' can mob fly, true or false (used for swimming mobs also) + 'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish + 'damage' the damage per second + 'recovery_time' how much time from when mob is hit to recovery (default: 0.5) + 'knock_back' strength of knock-back when mob hit (default: 3) + 'immune_to' table holding special tool/item names and damage the incur e.g. + {"default:sword_wood", 0}, {"default:gold_lump", -10} immune to sword, gold lump heals + 'blood_amount' number of droplets that appear when hit + 'blood_texture' texture of blood droplets (default: "mobs_blood.png") + 'drops' is list of tables with the following fields: + 'name' itemname e.g. default:stone + 'chance' the inverted chance (same as in abm) to get the item + 'min' the minimum number of items + 'max' the maximum number of items + 'armor' the armor (integer)(3=lowest; 1=highest)(fleshy group is used) + 'drawtype' "front" or "side" (DEPRECATED, replaced with below) + 'rotate' set mob rotation, 0=front, 90=side, 180=back, 270=other side + 'water_damage' the damage per second if the mob is in water + 'lava_damage' the damage per second if the mob is in lava + 'light_damage' the damage per second if the mob is in light + 'fall_damage' will mob be hurt when falling from height + 'fall_speed' speed mob falls (default: -10 and has to be lower than -2) + 'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable) + 'on_die' a function that is called when the mob is killed the parameters are (self, pos) + 'floats' 1 to float in water, 0 to sink + 'on_rightclick' its same as in minetest.register_entity() + 'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack) + 'attack_type' the attack type of a monster + 'dogfight' follows player in range and attacks when in reach + 'shoot' shoots defined arrows when player is within range + 'explode' follows player in range and will flash and explode when in reach + 'dogshoot' shoots arrows when in range and one on one attack when in reach + 'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) + 'dogshoot_count_max' number of seconds before switching above modes. + 'custom_attack' is a function that is called when mob is in range to attack player, parameters are (self, to_attack) + 'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations + 'on_blast' is called when TNT explodes near mob, function uses (object, damage) and returns (do_damage, do_knockback, drops) + 'explosion_radius' radius of explosion attack (defaults to 1) + 'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of the arrow is required + 'shoot_interval' the minimum shoot interval + 'shoot_offset' +/- value to position arrow/fireball when fired + 'reach' how far a reach this mob has, default is 3 + 'sounds' this is a table with sounds of the mob + 'random' random sounds during gameplay + 'war_cry' sound when starting to attack player + 'attack' sound when attacking player + 'shoot_attack' sound when attacking player by shooting arrow/entity + 'damage' sound when being hit + 'death' sound when killed + 'jump' sound when jumping + 'explode' sound when exploding + 'distance' maximum distance sounds are heard from (default is 10) + 'animation' a table with the animation ranges and speed of the model + 'stand_start' start frame of stand animation + 'stand_end' end frame of stand animation + 'walk_start' start frame of walk animation + 'walk_end' end frame of walk animation + 'run_start' start frame of run animation + 'run_end' end frame of run animation + 'punch_start' start frame of punch animation + 'punch_end' end frame of punch animation + 'punch2_start' start frame of alt.punch animation + 'punch2_end' end frame of alt.punch animation + 'shoot_start' start frame of shoot animation + 'shoot_end' end frame of shoot animation + 'speed_normal' normal animation speed + 'speed_run' running animation speed + 'speed_punch' punching animation speed + 'speed_punch2' alternative punching animation speed + 'speed_shoot' shooting animation speed + 'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} + 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" + 'replace_rate' how random should the replace rate be (typically 10) + 'replace_offset' +/- value to check specific node to replace + + +The mob api also has some preset variables and functions that it will remember for each mob + + 'self.gotten' this is used for obtaining milk from cow and wool from sheep + 'self.horny' when animal fed enough it is set to true and animal can breed with same animal + 'self.child' used for when breeding animals have child, will use child_texture and be half size + 'self.owner' string used to set owner of npc mobs, typically used for dogs + 'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground + 'on_die' a function that is called when mob is killed + 'do_custom' a custom function that is called while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API. + + +mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) + +mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle) + +These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn. + + 'name' is the name of the animal/monster + 'nodes' is a list of nodenames on that the animal/monster can spawn on top of + 'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn) + 'max_light' is the maximum of light + 'min_light' is the minimum of light + 'interval' is same as in register_abm() (default is 30 for mobs:register_spawn) + 'chance' is same as in register_abm() + 'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this + 'min_height' is the maximum height the mob can spawn + 'max_height' is the maximum height the mob can spawn + 'day_toggle' true for day spawning, false for night or nil for anytime + +... also a simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: + + mobs:spawn({name = "mobs_monster:tree_monster", + nodes = {"group:leaves"}, + max_light = 7, + }) + + +Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g. + +mobs_animal:sheep_chance 11000 or mobs_monster:sand_monster_chance 100 + +For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod. + + +mobs:register_arrow(name, definition) + +This function registers a arrow for mobs with the attack type shoot. + + 'name' is the name of the arrow + -definition' is a table with the following values: + 'visual' same is in minetest.register_entity() + 'visual_size' same is in minetest.register_entity() + 'textures' same is in minetest.register_entity() + 'velocity' the velocity of the arrow + 'drop' if set to true any arrows hitting a node will drop as item + 'hit_player' a function that is called when the arrow hits a player; this function should hurt the player + the parameters are (self, player) + 'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob + the parameters are (self, player) + 'hit_node' a function that is called when the arrow hits a node + the parameters are (self, pos, node) + 'tail' when set to 1 adds a trail or tail to mob arrows + 'tail_texture' texture string used for above effect + 'on_step' is a custom function when arrow is active, nil for default. + + +mobs:register_egg(name, description, background, addegg) + +This function registers a spawn egg which can be used by admin to properly spawn in a mob. + + 'name' this is the name of your new mob to spawn e.g. "mob:sheep" + 'description' the name of the new egg you are creating e.g. "Spawn Sheep" + 'background' the texture displayed for the egg in inventory + 'addegg' would you like an egg image in front of your texture (1=yes, 0=no) + 'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters + + +mobs:explosion(pos, radius, fire, smoke) + +This function generates an explosion which removes nodes in a specific radius and replace them with fire or air. Protection nodes, obsidian and locked chests will not be destroyed although a normal chest will drop it's contents. + + 'pos' centre position of explosion + 'radius' radius of explosion (typically set to 3) + 'fire' should fire appear in explosion (1=yes, 0=no) + 'smoke' should smoke appear in explosion (1=yes, 0=no) + 'sound' sound played when mob explodes + + +mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) + +This function is generally called inside the on_rightclick section of the mob api code, it provides a chance of capturing the mob by hand, using the net or magic lasso items, and can also have the player take the mob by force if tamed and replace with another item entirely. + + 'self' mob information + 'clicker' player information + 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable + 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable + 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable + 'force_take' take mob by force, even if tamed (true or false) + 'replacewith' once captured replace mob with this item instead + + +mobs:feed_tame(self, clicker, feed_count, breed) + +This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. + + 'self' mob information + 'clicker' player information + 'feed_count' number of times mob must be fed to tame or breed + 'breed' true or false stating if mob can be bred and a child created afterwards + 'tame' true or false stating if mob can be tamed so player can pick them up diff --git a/mods/mobs/mobs_redo_old/crafts.lua b/mods/mobs/mobs_redo_old/crafts.lua new file mode 100644 index 00000000..53daf050 --- /dev/null +++ b/mods/mobs/mobs_redo_old/crafts.lua @@ -0,0 +1,86 @@ + +local S = mobs.intllib + +-- name tag +minetest.register_craftitem("mobs:nametag", { + description = S("Nametag"), + inventory_image = "mobs_nametag.png", +}) + +core.register_craft({ + type = "shapeless", + output = "mobs:nametag", + recipe = {"default:paper", "dye:black", "farming:string"}, +}) + +-- leather +minetest.register_craftitem("mobs:leather", { + description = S("Leather"), + inventory_image = "mobs_leather.png", +}) + +-- raw meat +minetest.register_craftitem("mobs:meat_raw", { + description = S("Raw Meat"), + inventory_image = "mobs_meat_raw.png", + on_use = minetest.item_eat(3), +}) + +-- cooked meat +minetest.register_craftitem("mobs:meat", { + description = S("Meat"), + inventory_image = "mobs_meat.png", + on_use = minetest.item_eat(8), +}) + +minetest.register_craft({ + type = "cooking", + output = "mobs:meat", + recipe = "mobs:meat_raw", + cooktime = 5, +}) + +-- golden lasso +minetest.register_tool("mobs:magic_lasso", { + description = S("Magic Lasso (right-click animal to put in inventory)"), + inventory_image = "mobs_magic_lasso.png", +}) + +minetest.register_craft({ + output = "mobs:magic_lasso", + recipe = { + {"farming:string", "default:gold_lump", "farming:string"}, + {"default:gold_lump", "default:diamondblock", "default:gold_lump"}, + {"farming:string", "default:gold_lump", "farming:string"}, + } +}) + +-- net +minetest.register_tool("mobs:net", { + description = S("Net (right-click animal to put in inventory)"), + inventory_image = "mobs_net.png", +}) + +minetest.register_craft({ + output = "mobs:net", + recipe = { + {"default:stick", "", "default:stick"}, + {"default:stick", "", "default:stick"}, + {"farming:string", "default:stick", "farming:string"}, + } +}) + +--[[ DISABLE shears that don't work with sheep from creatures_mob_engine +-- shears (right click to shear animal) +minetest.register_tool("mobs:shears", { + description = S("Steel Shears (right-click to shear)"), + inventory_image = "mobs_shears.png", +}) + +minetest.register_craft({ + output = 'mobs:shears', + recipe = { + {'', 'default:steel_ingot', ''}, + {'', 'group:stick', 'default:steel_ingot'}, + } +})--]] diff --git a/mods/mobs/mobs_redo_old/depends.txt b/mods/mobs/mobs_redo_old/depends.txt new file mode 100644 index 00000000..2631f615 --- /dev/null +++ b/mods/mobs/mobs_redo_old/depends.txt @@ -0,0 +1,3 @@ +default +invisibility? +intllib? diff --git a/mods/mobs/mobs_redo_old/description.txt b/mods/mobs/mobs_redo_old/description.txt new file mode 100644 index 00000000..919852a1 --- /dev/null +++ b/mods/mobs/mobs_redo_old/description.txt @@ -0,0 +1 @@ +Adds a mob api for mods to add animals or monsters etc. \ No newline at end of file diff --git a/mods/mobs/mobs_redo_old/init.lua b/mods/mobs/mobs_redo_old/init.lua new file mode 100644 index 00000000..eac1e7a3 --- /dev/null +++ b/mods/mobs/mobs_redo_old/init.lua @@ -0,0 +1,13 @@ + +local path = minetest.get_modpath("mobs") + +-- Mob API +dofile(path.."/api.lua") + +-- Mob Items +dofile(path.."/crafts.lua") + +-- Spawner +dofile(path.."/spawner.lua") + +print ("[MOD] Mobs Redo loaded") diff --git a/mods/mobs/mobs_redo_old/license.txt b/mods/mobs/mobs_redo_old/license.txt new file mode 100644 index 00000000..fec6f6aa --- /dev/null +++ b/mods/mobs/mobs_redo_old/license.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2016 TenPlus1 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/mods/mobs/mobs_redo_old/locale/de.txt b/mods/mobs/mobs_redo_old/locale/de.txt new file mode 100644 index 00000000..aa7a7a7a --- /dev/null +++ b/mods/mobs/mobs_redo_old/locale/de.txt @@ -0,0 +1,38 @@ +# German Translation for mobs_redo mod +# Deutsche Übersetzung der mobs_redo Mod +# last update: 2016/June/10 +# Author: Xanthin + +#init.lua +[MOD] Mobs Redo loaded = [MOD] Mobs Redo geladen + +#api.lua +[MOBS] mod profiling enabled, damage not enabled = [MOBS] Modanalyse aktiviert, Schaden deaktiviert +lifetimer expired, removed @1 = Lebensdauer abgelaufen, @1 wurde entfernt +[Mobs Redo] @1 has spawning disabled = [Mobs Redo] Spawnen von @1 ist deaktiviert +[Mobs Redo] Chance setting for @1 is now @2 = [Mobs Redo] Wahrscheinlichkeitswert für @1 ist jetzt @2 +[mobs] @1 failed to spawn at @2 = [mobs] @1 konnte nicht bei @2 spawnen +Not tamed! = Nicht gezähmt! +@1 is owner! = @1 ist Besitzer! +Missed! = Verfehlt! +@1 at full health (@2) = @1 bei voller Gesundheit (@2) +@1 has been tamed! = @1 ist gezähmt worden! +Enter name: = Namen eingeben: +Rename = Umbenennen + +#crafts.lua +Nametag = Namensschild +Leather = Leder +Raw Meat = Rohes Fleisch +Meat = Fleisch +Magic Lasso (right-click animal to put in inventory) = Magisches Lasso (Rechtsklick auf Tier,\num es ins Inventar zu legen) +Net (right-click animal to put in inventory) = Netz (Rechtsklick auf Tier,\num es ins Inventar zu legen) +Steel Shears (right-click to shear) = Stahlschere (Rechtsklick zum Scheren) + +#spawner.lua +Mob Spawner = Mobspawner +Mob MinLight MaxLight Amount PlayerDist = Mob MinLicht MaxLicht Menge SpielerEntfng +Spawner Not Active (enter settings) = Spawner nicht aktiv (Einstellungen eintragen) +Spawner Active (@1) = Spawner aktiv (@1) +Mob Spawner settings failed! = Mobspawnereinstellungen gescheitert! +> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = Name min. Licht[0-14] max. Licht[0-14] max. Mobs in Gebiet[0 zum deaktivieren] Entfernung zum Spieler[1-20] Höhe[-10 bis 10] \ No newline at end of file diff --git a/mods/mobs/mobs_redo_old/locale/template.txt b/mods/mobs/mobs_redo_old/locale/template.txt new file mode 100644 index 00000000..c263ce97 --- /dev/null +++ b/mods/mobs/mobs_redo_old/locale/template.txt @@ -0,0 +1,36 @@ +# Template for translations of mobs_redo mod +# last update: 2016/June/10 + +#init.lua +[MOD] Mobs Redo loaded = + +#api.lua +[MOBS] mod profiling enabled, damage not enabled = +lifetimer expired, removed @1 = +[Mobs Redo] @1 has spawning disabled = +[Mobs Redo] Chance setting for @1 is now @2 = +[mobs] @1 failed to spawn at @2 = +Not tamed! = +@1 is owner! = +Missed! = +@1 at full health (@2) = +@1 has been tamed! = +Enter name: = +Rename = + +#crafts.lua +Nametag = +Leather = +Raw Meat = +Meat = +Magic Lasso (right-click animal to put in inventory) = +Net (right-click animal to put in inventory) = +Steel Shears (right-click to shear) = + +#spawner.lua +Mob Spawner = +Mob MinLight MaxLight Amount PlayerDist = +Spawner Not Active (enter settings) = +Spawner Active (@1) = +Mob Spawner settings failed! = +> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10] = \ No newline at end of file diff --git a/mods/mobs/mobs_redo_old/mod.conf b/mods/mobs/mobs_redo_old/mod.conf new file mode 100644 index 00000000..f3a3ad74 --- /dev/null +++ b/mods/mobs/mobs_redo_old/mod.conf @@ -0,0 +1 @@ +name = mobs diff --git a/mods/mobs/mobs_redo_old/readme.MD b/mods/mobs/mobs_redo_old/readme.MD new file mode 100644 index 00000000..22459e3e --- /dev/null +++ b/mods/mobs/mobs_redo_old/readme.MD @@ -0,0 +1,63 @@ + +MOBS REDO for MINETEST + +Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. + + +This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. + + +https://forum.minetest.net/viewtopic.php?f=11&t=9917 + + +Crafts: + + - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. + - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. + - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. + - Shears are used to right-click sheep and return 1-3 wool. + + +Changelog: + +- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code +- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod +- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) +- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. +- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) +- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. +- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) +- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) +- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner +- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) +- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error +- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick +- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first +- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added +- 1.16- Mobs follow multiple items now, Npc's can breed +- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. +- 1.14- All .self variables saved in staticdata, Fixed self.health bug +- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's +- 1.12- Added animal ownership so that players cannot steal your tamed animals +- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy +- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. +- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals +- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added +- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables +- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop +- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) +- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten +- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) +- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. +- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions +- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items +- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) +- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked +- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound +- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes +- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block +- 0.5 - Mobs now float in water, die from falling, and some code improvements +- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) +- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) +- 0.2 - Cooking bucket of milk into cheese now returns empty bucket +- 0.1 - Initial Release diff 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minetest.chat_send_player(name, S("Mob Spawner settings failed!")) + minetest.chat_send_player(name, + S("> name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]")) + end + end, +}) + +-- spawner abm +minetest.register_abm({ + nodenames = {"mobs:spawner"}, + interval = 10, + chance = 4, + catch_up = false, + + action = function(pos, node, active_object_count, active_object_count_wider) + + -- get meta and command + local meta = minetest.get_meta(pos) + local comm = meta:get_string("command"):split(" ") + + -- get settings from command + local mob = comm[1] + local mlig = tonumber(comm[2]) + local xlig = tonumber(comm[3]) + local num = tonumber(comm[4]) + local pla = tonumber(comm[5]) or 0 + local yof = tonumber(comm[6]) or 0 + + -- if amount is 0 then do nothing + if num == 0 then + return + end + + -- check objects inside 9x9 area around spawner + local objs = minetest.get_objects_inside_radius(pos, 9) + local count = 0 + local ent = nil + + -- count mob objects of same type in area + for k, obj in pairs(objs) do + + ent = obj:get_luaentity() + + if ent and ent.name == mob then + count = count + 1 + end + end + + -- is there too many of same type? + if count >= num then + return + end + + -- spawn mob if player detected and in range + if pla > 0 then + + local in_range = 0 + local objs = minetest.get_objects_inside_radius(pos, pla) + + for _,oir in pairs(objs) do + + if oir:is_player() then + + in_range = 1 + + break + end + end + + -- player not found + if in_range == 0 then + return + end + end + + -- find air blocks within 5 nodes of spawner + local air = minetest.find_nodes_in_area( + {x = pos.x - 5, y = pos.y + yof, z = pos.z - 5}, + {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, + {"air"}) + + -- spawn in random air block + if air and #air > 0 then + + local pos2 = air[math.random(#air)] + local lig = minetest.get_node_light(pos2) or 0 + + pos2.y = pos2.y + 0.5 + + -- only if light levels are within range + 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