--this is where mobs are defined local path = minetest.get_modpath(minetest.get_current_modname()) dofile(path.."/spawning.lua") dofile(path.."/items.lua") local max_speed = 0.5 minetest.register_entity("mob:pig", { initial_properties = { hp_max = 1, physical = true, collide_with_objects = false, collisionbox = {-0.45, -0.01, -0.45, 0.45, 0.865, 0.45}, visual = "mesh", visual_size = {x = 3, y = 3}, mesh = "pig.b3d", textures = { "nothing.png", -- baby "pig.png", -- base "nothing.png", -- saddle }, is_visible = true, pointable = true, automatic_face_movement_dir = -90.0, automatic_face_movement_max_rotation_per_sec = 300, }, timer = 0, hp = 5, direction_timer = 0, direction_timer_goal = 0, direction_change = false, change_direction = false, speed = 0, direction_goal = vector.new(0,0,0), mob = true, hostile = false, get_staticdata = function(self) return minetest.serialize({ --range = self.range, hp = self.hp, }) end, on_activate = function(self, staticdata, dtime_s) self.object:set_armor_groups({immortal = 1}) --self.object:set_velocity({x = math.random(-5,5), y = 5, z = math.random(-5,5)}) self.object:set_acceleration({x = 0, y = -9.81, z = 0}) if string.sub(staticdata, 1, string.len("return")) == "return" then local data = minetest.deserialize(staticdata) if data and type(data) == "table" then --self.range = data.range self.hp = data.hp end end self.object:set_animation({x=0,y=40}, 20, 0, true) self.object:set_hp(self.hp) end, on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir) self.jump(self,true) local hurt = tool_capabilities.damage_groups.fleshy if not hurt then hurt = 1 end local hp = self.object:get_hp() self.object:set_hp(hp-hurt) if hp > 1 then minetest.sound_play("hurt", {object=self.object, gain = 1.0, max_hear_distance = 60,pitch = math.random(80,100)/100}) end self.hp = hp-hurt end, on_death = function(self, killer) local pos = self.object:getpos() pos.y = pos.y + 0.4 minetest.sound_play("mob_die", {pos = pos, gain = 1.0}) minetest.add_particlespawner({ amount = 40, time = 0.001, minpos = pos, maxpos = pos, minvel = vector.new(-5,-5,-5), maxvel = vector.new(5,5,5), minacc = {x=0, y=0, z=0}, maxacc = {x=0, y=0, z=0}, minexptime = 1.1, maxexptime = 1.5, minsize = 1, maxsize = 2, collisiondetection = false, vertical = false, texture = "smoke.png", }) local obj = minetest.add_item(pos,"mob:raw_porkchop") obj:get_luaentity().collection_timer = 2 end, --repel from players push = function(self) local pos = self.object:getpos() local radius = 1 for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius)) do if object:is_player() or object:get_luaentity().mob == true then local player_pos = object:getpos() pos.y = 0 player_pos.y = 0 local currentvel = self.object:getvelocity() local vel = vector.subtract(pos, player_pos) vel = vector.normalize(vel) local distance = vector.distance(pos,player_pos) distance = (radius-distance)*10 vel = vector.multiply(vel,distance) local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z) self.object:add_velocity(acceleration) acceleration = vector.multiply(acceleration, -0.5) object:add_player_velocity(acceleration) end end end, --this makes the mob change it's direction when aimlessly walking direction = function(self,dtime) self.direction_timer = self.direction_timer + dtime self.change_direction = false --change direction if self.direction_timer >= self.direction_timer_goal then --print("changing direction") self.direction_timer = 0 self.direction_timer_goal = math.random(2,4) self.change_direction = true end end, --this sets a random direction and speed when walking walk_random = function(self) if self.change_direction == true then self.direction_goal = vector.new(math.random(-2,2),0,math.random(-2,2)) self.speed = math.random(1,2) --print(dump(self.direction_goal)) end end, --This makes the mob walk at a certain speed move = function(self) local vel = self.object:getvelocity() local goal = self.direction_goal local acceleration = vector.new(goal.x-vel.x,0,goal.z-vel.z) self.object:add_velocity(acceleration) end, --make the mob jump jump = function(self,punched) local pos = self.object:getpos() local ray = Raycast(pos, vector.add(pos,self.direction_goal), false, false) local vel = self.object:getvelocity() if (punched or ray:next()) and minetest.get_node(vector.new(pos.x,pos.y-0.02,pos.z)).name ~= "air" and self.swimming == false then --print("jump") local vel = self.object:getvelocity() local goal = 5 local acceleration = vector.new(0,goal-vel.y,0) self.object:add_velocity(acceleration) end end, --makes the mob swim swim = function(self) local pos = self.object:getpos() pos.y = pos.y + 0.7 local node = minetest.get_node(pos).name local vel = self.object:getvelocity() local goal = 3 local acceleration = vector.new(0,goal-vel.y,0) self.swimming = false if node == "main:water" or node =="main:waterflow" then self.swimming = true self.object:add_velocity(acceleration) end end, --sets the mob animation and speed set_animation = function(self) local distance = vector.distance(vector.new(0,0,0), self.direction_goal) self.object:set_animation_frame_speed(distance*20) end, on_step = function(self, dtime) self.push(self) self.direction(self,dtime) if not self.path then self.walk_random(self) end self.move(self) self.swim(self) self.jump(self,false) self.set_animation(self) end, })