-- Mobs API mobs = { mod = "redo", version = "20191116", invis = minetest.global_exists("invisibility") and invisibility or {} } -- Intllib local S = intllib.make_gettext_pair() -- localize math functions local abs = math.abs local atan = function(x) return x and math.atan(x) or 0 end local ceil = math.ceil local cos = math.cos local floor = math.floor local add_vector = vector.add local get_distance = vector.distance local get_direction = vector.direction local multiply = vector.multiply local subtract = vector.subtract local min = math.min local max = math.max local pi = math.pi local rad = math.rad local random = math.random local sin = math.sin -- Load settings local peaceful_only = false local disable_blood = true local mobs_griefing = true local creative = minetest.settings:get_bool("creative_mode") local spawn_protected = false local remove_far = false local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 local show_health = true local max_per_block = tonumber(minetest.settings:get("max_objects_per_block")) local singleplayer = minetest.is_singleplayer() local lifetime = 1200 -- 20 min local spawn_interval = 15 -- creative check function mobs.is_creative(name) return creative or minetest.check_player_privs(name, {creative = true}) end -- pathfinding settings local enable_pathfinding = singleplayer -- disable pathfinder in multiplayer 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 -- default nodes local node_fire = "fire:basic_flame" local node_permanent_flame = "fire:permanent_flame" local node_ice = "default:ice" local node_snowblock = "default:snowblock" local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" local mob_class = { attack_type = "dogfight", stepheight = 1.1, fly_in = "air", owner = "", order = "", jump_height = 4, lifetimer = lifetime, physical = true, collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, visual_size = {x = 1, y = 1}, makes_footstep_sound = false, view_range = 5, walk_velocity = 1, run_velocity = 2, light_damage = 0, light_damage_min = 12, light_damage_max = 15, water_damage = 0, lava_damage = 5, suffocation = 2, fall_damage = 1, fall_speed = -9.81, -- must be lower than -2 drops = {}, armor = 100, runaway = false, sounds = {}, jump = true, knock_back = true, walk_chance = 50, stand_chance = 30, attack_chance = 5, passive = false, blood_amount = 5, blood_texture = "mobs_blood.png", shoot_offset = 0, floats = true, -- floats in water by default replace_offset = 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 = 2, htimer = 0, docile_by_day = false, time_of_day = 0.5, fear_height = 0, runaway_timer = 0, immune_to = {}, explosion_timer = 3, allow_fuse_reset = true, stop_to_explode = true, dogshoot_count = 0, dogshoot_count_max = 5, dogshoot_count2_max = 5, group_attack = false, attack_monsters = false, attack_animals = false, attack_players = true, attack_npcs = false, facing_fence = false, obj_is_mob = true } local mob_class_meta = {__index = mob_class} -- play sound function mob_class:mob_sound(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 function mob_class:do_attack(player) if self.state == "attack" then return end self.attack = player self.state = "attack" if random(0, 10) < 9 then self:mob_sound(self.sounds.war_cry) end end -- collision function based on jordan4ibanez' open_ai mod function mob_class:collision() local pos = self.object:get_pos() local vel = self.object:get_velocity() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _, object in pairs(minetest.get_objects_inside_radius(pos, width)) do if object:is_player() or (object:get_luaentity() and object:get_luaentity().obj_is_mob and object ~= self.object) then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} x = x + vec.x z = z + vec.z end end return ({x, z}) end -- move mob in facing direction function mob_class:set_velocity(v) local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_y = unpack(self:collision()) end -- halt mob if it has been ordered to stay if self.order == "stand" then self.object:set_velocity({x = 0, y = 0, z = 0}) return end local yaw = (self.object:get_yaw() or 0) + self.rotate self.object:set_velocity({ x = (sin(yaw) * -v) + c_x, y = self.object:get_velocity().y, z = (cos(yaw) * v) + c_y, }) end -- global version of above function function mobs:set_velocity(entity, v) mob_class.set_velocity(entity, v) end -- calculate mob velocity function mob_class:get_velocity() local v = self.object:get_velocity() return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end delay = delay or 0 if delay == 0 then self.object:set_yaw(yaw) return yaw end self.target_yaw = yaw self.delay = delay return self.target_yaw end -- global function to set mob yaw function mobs:yaw(entity, yaw, delay) mob_class.set_yaw(entity, yaw, delay) end -- set defined animation function mob_class:set_animation(anim, force) if not self.animation or not anim then return end self.animation.current = self.animation.current or "" -- only use different animation for attacks when using same set if force ~= true and anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end -- check for more than one animation local num = 0 for n = 1, 4 do if self.animation[anim .. n .. "_start"] and self.animation[anim .. n .. "_end"] then num = n end end -- choose random animation from set if num > 0 then num = random(0, num) anim = anim .. (num ~= 0 and num or "") 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, 0, self.animation[anim .. "_loop"] ~= false) end -- above function exported for mount.lua function mobs:set_animation(entity, anim) mob_class.set_animation(entity, anim) end -- check line of sight (BrunoMine) local line_of_sight = function(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 then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r then return true end -- 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 which counts as 'normal' nodebox. while minetest.registered_nodes[nn] and not minetest.registered_nodes[nn].walkable do -- or minetest.registered_nodes[nn].drawtype == "nodebox") do -- Check if you can still move forward if td < ad + stepsize then return true -- Reached the target end -- Moves the analyzed pos local d = get_distance(pos1, pos2) 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 -- 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 then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight (by BrunoMine, tweaked by Astrobe) local new_line_of_sight = function(self, pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 local stepv = multiply(get_direction(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r then return true end -- Nodename found local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'normal' nodebox. while minetest.registered_nodes[nn] and not minetest.registered_nodes[nn].walkable do -- or minetest.registered_nodes[nn].drawtype == "nodebox") do npos1 = add_vector(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight using raycasting (thanks Astrobe) local ray_line_of_sight = function(self, pos1, pos2) local ray = minetest.raycast(pos1, pos2, true, false) local thing = ray:next() while thing do if thing.type == "object" and thing.ref ~= self.object and not thing.ref:is_player() then return false end if thing.type == "node" then local name = minetest.get_node(thing.under).name if minetest.registered_items[name] and minetest.registered_items[name].walkable then return false end end thing = ray:next() end return true end function mob_class:line_of_sight(pos1, pos2, stepsize) return line_of_sight(self, pos1, pos2, stepsize) -- return ray_line_of_sight(self, pos1, pos2) -- MT 5.0 end -- global function function mobs:line_of_sight(entity, pos1, pos2, stepsize) return entity:line_of_sight(pos1, pos2, stepsize) end function mob_class:attempt_flight_correction() if self:flight_check() then return true end -- We are not flying in what we are supposed to. -- See if we can find intended flight medium and return to it local pos = self.object:get_pos() local searchnodes = self.fly_in if type(searchnodes) == "string" then searchnodes = {self.fly_in} end local flyable_nodes = minetest.find_nodes_in_area( {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}, searchnodes) if #flyable_nodes < 1 then return false end local escape_target = flyable_nodes[random(1, #flyable_nodes)] local escape_direction = get_direction(pos, escape_target) self.object:set_velocity(multiply(escape_direction, self.run_velocity)) return true end -- are we flying in what we are suppose to? (taikedz) function mob_class:flight_check() local def = minetest.registered_nodes[self.standing_in] if not def then return false end if type(self.fly_in) == "string" and self.standing_in == self.fly_in then return true elseif type(self.fly_in) == "table" then for _, fly_in in pairs(self.fly_in) do if self.standing_in == fly_in then return true end end end -- stops mobs getting stuck inside stairs and plantlike nodes if def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then return true end return false end -- if self.stay_near set then check periodically for nodes and turn to face/move function mob_class:do_stay_near() if not self.stay_near then return false end local pos = self.object:get_pos() local searchnodes = self.stay_near[1] local chance = self.stay_near[2] or 10 if random(1, chance) > 1 then return false end if type(searchnodes) == "string" then searchnodes = {self.stay_near[1]} end local r = self.view_range local nearby_nodes = minetest.find_nodes_in_area( {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) if #nearby_nodes < 1 then return false end local target = nearby_nodes[random(1, #nearby_nodes)] local direction = get_direction(pos, target) local vec = {x = target.x - pos.x, z = target.z - pos.z} local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate if target.x > pos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, 4) self:set_animation("walk") self:set_velocity(self.walk_velocity) return true end -- custom particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -9.81 glow = glow or 0 if not minetest.is_valid_pos(pos) then return end minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = -radius, z = -radius}, maxvel = {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 = min_size, maxsize = max_size, texture = texture, glow = glow }) end -- update nametag colour function mob_class:update_tag() local col = "#00FF00" local qua = self.hp_max / 4 if self.health <= floor(qua * 3) then col = "#FFFF00" end if self.health <= floor(qua * 2) then col = "#FF6600" end if self.health <= floor(qua) then col = "#FF0000" end self.object:set_properties({ nametag = self.nametag, nametag_color = col }) end -- drop items function mob_class:item_drop() local pos = self.object:get_pos() self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops -- XP -- check for nil or no drops if not self.drops or #self.drops == 0 then return end -- no drops for child mobs if self.child then return end -- was mob killed by player? local death_by_player = self.cause_of_death and self.cause_of_death.puncher and self.cause_of_death.puncher:is_player() or nil local obj, item, num for n = 1, #self.drops do if random(1, self.drops[n].chance or 1) == 1 then num = random(self.drops[n].min or 1, self.drops[n].max or 1) item = self.drops[n].name -- cook items on a hot death if self.cause_of_death.hot then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item} }) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- only drop rare items (drops.min=0) if killed by player if death_by_player then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) elseif self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = random(-10, 10) / 9, y = 6, z = random(-10, 10) / 9 }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- check if mob is dead or only hurt function mob_class:check_for_death(cmi_cause) -- has health actually changed? if self.health == self.old_health and self.health > 0 then return end self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then self:mob_sound(self.sounds.damage) -- 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 if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "Health: " .. self.health .. " / " .. self.hp_max self:update_tag() end return false end self.cause_of_death = cmi_cause -- drop items self:item_drop() self:mob_sound(self.sounds.death) local pos = self.object:get_pos() -- execute custom death function if self.on_die then self:on_die(pos) self.object:remove() return true end -- default death function and die animation (if defined) if self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 local length = max(frames / speed, 0) self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" self:set_velocity(0) self:set_animation("die") minetest.after(length, function(self) self.object:remove() end, self) else self.object:remove() end return true end -- is mob facing a cliff function mob_class:is_at_cliff() if self.fear_height == 0 then -- 0 for no falling protection! return false end local yaw = self.object:get_yaw() local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() 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 node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- environmental damage (water, lava, fire, light etc.) function mob_class:do_env_damage() -- 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 self:update_tag() end local pos = self.object:get_pos() pos.y = pos.y + 1 -- for particle effect position self.time_of_day = minetest.get_timeofday() -- remove mob if standing inside ignore node if self.standing_in == "ignore" then self.object:remove() return end -- is mob light sensative, or scared of the dark :P if self.light_damage ~= 0 then local light = minetest.get_node_light(pos) or 0 if light >= self.light_damage_min and light <= self.light_damage_max then self.health = self.health - self.light_damage effect(pos, 5, "heart.png") if show_health then self.nametag = "Health: " .. self.health .. " / " .. self.hp_max self:update_tag() end if self:check_for_death({type = "light"}) then return end end end local nodef = minetest.registered_nodes[self.standing_in] -- water if self.water_damage and nodef.groups.water then if self.water_damage ~= 0 then self.health = self.health - self.water_damage effect(pos, 5, "bubble.png", nil, nil, 1, nil) if self:check_for_death({ type = "environment", pos = pos, node = self.standing_in }) then return end end -- lava or fire or ignition source elseif self.lava_damage and nodef.groups.igniter then -- and (nodef.groups.lava -- or self.standing_in == node_fire -- or self.standing_in == node_permanent_flame) then if self.lava_damage ~= 0 then self.health = self.health - self.lava_damage effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) if self:check_for_death({ type = "environment", pos = pos, node = self.standing_in, hot = true }) then return end end -- damage_per_second node check elseif nodef.damage_per_second ~= 0 then self.health = self.health - nodef.damage_per_second effect(pos, 5, "item_smoke.png") if self:check_for_death({ type = "environment", pos = pos, node = self.standing_in }) then return end end --[[ -- suffocation inside solid node if self.suffocation ~= 0 and nodef.walkable and nodef.groups.disable_suffocation ~= 1 and nodef.drawtype == "normal" then self.health = self.health - self.suffocation if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return end end ]] self:check_for_death({type = "unknown"}) end -- jump if facing a solid node (not fences or gates) function mob_class:do_jump() if not self.jump or self.jump_height == 0 or self.fly or self.child or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- 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 not minetest.registered_nodes[nod.name].walkable then return false end -- where is front 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 == node_snow then return false end -- print ("in front:", nod.name, pos.y + 0.5) if self.walk_chance == 0 or minetest.registered_items[nod.name].walkable then if not nod.name:find("fence") and not nod.name:find("gate") then local v = self.object:get_velocity() v.y = self.jump_height self:set_animation("jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after(0.3, function(self, v) if self.object:get_luaentity() then self.object:set_acceleration({ x = v.x * 2, y = 0, z = v.z * 2 }) end end, self, v) if self:get_velocity() > 0 then self:mob_sound(self.sounds.jump) end else self.facing_fence = true end -- if we jumped against a block/wall 4 times then turn if self.object:get_velocity().x ~= 0 or self.object:get_velocity().z ~= 0 then self.jump_count = (self.jump_count or 0) + 1 -- print ("----", self.jump_count) if self.jump_count == 4 then local yaw = self.object:get_yaw() or 0 yaw = self:set_yaw(yaw + 1.35, 8) -- print ("---- turn") self.jump_count = 0 end end return true end return false end -- blast damage to entities nearby (modified from TNT mod) local entity_physics = function(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]:get_pos() 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() -- punches work on entities AND players objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end -- should mob follow what I'm holding? function mob_class:follow_holding(clicker) if mobs.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 or minetest.get_item_group(item:get_name(), self.follow) == 1) then return true -- multiple items elseif t == "table" then for no = 1, #self.follow do if (self.follow[no] == item:get_name() or minetest.get_item_group(item:get_name(), self.follow[no]) == 1) then return true end end end return false end -- find two animals of same type and breed if nearby and horny function mob_class:breed() -- child takes 240 seconds before growing into adult if self.child 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, selectionbox = self.base_selbox }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else -- jump when fully grown so as not to fall into ground self.object:set_velocity({ x = 0, y = self.jump_height, z = 0 }) end self:mob_sound("mobs_spell") end return end -- horny animal can mate for 40 seconds, -- afterwards horny animal cannot mate again for 200 seconds if self.horny 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 nearby if self.horny and self.hornytimer <= 40 then local pos = self.object:get_pos() local objs = minetest.get_objects_inside_radius(pos, 3) local num = 0 local ent effect({x = pos.x, y = pos.y + 1.5, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) 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 and ent.horny 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(self, ent) if not self.object:get_luaentity() then return end -- custom breed function if self.on_breed then -- when false skip going any further if self:on_breed(ent) == false then return end else effect(pos, 15, "heart.png", 1, 2, 2, 15, 5) self:mob_sound("mobs_spell") end local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture -- using specific child texture (if found) if self.child_texture then textures = self.child_texture[1] end -- and resize to half height 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 }, selectionbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 } }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner end, self, ent) num = 0 break end end end end -- find and replace what mob is looking for (grass, wheat etc.) function mob_class:replace(pos) if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child or self.object:get_velocity().y ~= 0 or random(1, self.replace_rate) > 1 then return end local what, with, y_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) local oldnode = {name = what} local newnode = {name = with} local on_replace_return if self.on_replace then on_replace_return = self:on_replace(pos, oldnode, newnode) end if on_replace_return ~= false and with ~= "" then minetest.set_node(pos, {name = with}) end end end -- check if daytime and also if mob is docile during daylight hours function mob_class:day_docile() if not self.docile_by_day then return false elseif self.docile_by_day and self.time_of_day > 0.2 and self.time_of_day < 0.8 then return true end end local los_switcher = false local height_switcher = false -- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 function mob_class:smart_mobs(s, p, dist, dtime) local s1 = self.path.lastpos local target_pos = self.attack:get_pos() -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .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} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {x = s.x, y = (s.y) + .5, z = s.z}, {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) -- im stuck, search for path if not has_lineofsight then if los_switcher then use_pathfind = true los_switcher = false end -- cannot see target! else if not los_switcher then los_switcher = true use_pathfind = false minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end -- can see target! end if (self.path.stuck_timer > stuck_timeout and not self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if abs(subtract(s, target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true height_switcher = false end else if not height_switcher then use_pathfind = false height_switcher = true end end if use_pathfind then -- 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 = 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:get_pos() p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) local dropheight = 6 if self.fear_height ~= 0 then dropheight = self.fear_height end self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "Dijkstra") --[[ -- show path using particles if self.path.way and #self.path.way > 0 then print ("-- path length:" .. tonumber(#self.path.way)) for _, pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 1, size = 4, collisiondetection = false, vertical = false, texture = "heart.png" }) end end ]] self.state = "" self:do_attack(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 and mobs_griefing then -- is player higher than mob? if s.y < p1.y then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes[self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mobs.fallback_node}) end end local sheight = ceil(self.collisionbox[5]) + 1 -- 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 = node_ok(s, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.set_node(s, {name = "air"}) minetest.add_item(s, ItemStack(node1)) end end s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + 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 = node_ok(p1, "air").name local ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid then minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end p1.y = p1.y + 1 node1 = node_ok(p1, "air").name ndef1 = minetest.registered_nodes[node1] if node1 ~= "air" and node1 ~= "ignore" and ndef1 and not ndef1.groups.level and not ndef1.groups.unbreakable and not ndef1.groups.liquid 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 :( --self:mob_sound(self.sounds.random) else -- yay i found path self:mob_sound(self.sounds.war_cry) self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true end 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 -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- general attack function for all mobs function mob_class:general_attack() -- return if already attacking, passive or docile during day if self.passive or self.state == "attack" or self:day_docile() then return end local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, self.view_range) -- remove entities we aren't interested in for n = 1, #objs do local ent = objs[n]:get_luaentity() -- are we a player? if objs[n]:is_player() then -- if player invisible or mob not setup to attack then remove from list if not self.attack_players or (self.owner and self.type ~= "monster") or mobs.invis[objs[n]:get_player_name()] or not specific_attack(self.specific_attack, "player") then objs[n] = nil -- print("- pla", n) end -- or are we a mob? elseif ent and ent.obj_is_mob then -- remove mobs not to attack if self.name == ent.name or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") or not specific_attack(self.specific_attack, ent.name) then objs[n] = nil -- print("- mob", n, self.name, ent.name) end -- remove all other entities else -- print(" -obj", n) objs[n] = nil end end local p, sp, dist, min_player local min_dist = self.view_range + 1 -- go through remaining entities and select closest for _, player in pairs(objs) do p = player:get_pos() sp = s dist = get_distance(p, s) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 -- choose closest player to attack that isnt self if dist ~= 0 and dist < min_dist and self:line_of_sight(sp, p, 2) then min_dist = dist min_player = player end end -- attack closest player or mob if min_player and random(1, 100) > self.attack_chance then self:do_attack(min_player) end end -- specific runaway local specific_runaway = function(list, what) -- no list so do not run if list == nil then return false end -- found entity on list to attack? for no = 1, #list do if list[no] == what then return true end end return false end -- find someone to runaway from function mob_class:do_runaway_from() if not self.runaway_from then return end local s = self.object:get_pos() local p, sp, dist, pname local player, obj, min_player, name 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 pname = objs[n]:get_player_name() if mobs.invis[pname] or self.owner == pname then name = "" else player = objs[n] name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and specific_runaway(self.runaway_from, name) then p = player:get_pos() 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) -- choose closest player/mob to runaway from if dist < min_dist and self:line_of_sight(sp, p, 2) then min_dist = dist min_player = player end end end if min_player then local lp = player:get_pos() 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 yaw = self:set_yaw(yaw, 4) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item, if fish outta water then flop function mob_class:follow_flop() -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.state ~= "runaway" then if self.player_iter == nil then self.player_iter = minetest.get_player_iter() end local pos = self.object:get_pos() for _ = 1, players_per_step do local name = self.player_iter() if not name then self.player_iter = nil break end local player = minetest.get_player_by_name(name) if player and not mobs.invis[name] and get_distance(player:get_pos(), pos) < self.view_range then self.following = player 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 not self:follow_holding(self.following) then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() 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, 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 yaw = self:set_yaw(yaw, 6) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then self:set_velocity(self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation("walk") end else self:set_velocity(0) self:set_animation("stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then if not self:attempt_flight_correction() then self.state = "flop" self.object:set_velocity({x = 0, y = -5, z = 0}) self:set_animation("stand") return elseif self.state == "flop" then self.state = "stand" end end end -- dogshoot attack switch and counter function function mob_class:dogswitch(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_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 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) function mob_class:do_states(dtime) local yaw = self.object:get_yaw() or 0 if self.state == "stand" then if random(1, 4) == 1 then local s, lp = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly 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 else yaw = yaw + random(-0.5, 0.5) end yaw = self:set_yaw(yaw, 8) end self:set_velocity(0) self:set_animation("stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true and random(1, 100) <= self.walk_chance and not self.at_cliff then self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation("walk") end elseif self.state == "walk" then local s, lp = self.object:get_pos() -- 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 lp then -- 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 lp = minetest.find_node_near(s, 5, { "group:soil", "group:stone", "group:sand", node_ice, node_snowblock }) -- 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 yaw = self:set_yaw(yaw, 6) self:do_jump() self:set_velocity(self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) 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 yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn elseif random(1, 10) <= 3 then yaw = yaw + random(-0.5, 0.5) yaw = self:set_yaw(yaw, 8) end -- stand for great fall in front if self.facing_fence or self.at_cliff or random(1, 100) <= self.stand_chance then self:set_velocity(0) self.state = "stand" self:set_animation("stand", true) else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation("fly") else self:set_animation("walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or self.at_cliff or self.order == "stand" then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation("stand") else self:set_velocity(self.run_velocity) self:set_animation("walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- calculate distance from mob and enemy local s = self.object:get_pos() local p = self.attack:get_pos() or s local dist = get_distance(p, s) -- stop attacking if player invisible or out of range if dist > self.view_range or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 or (self.attack:is_player() and mobs.invis[self.attack:get_player_name()]) then -- print(" ** stop attacking **", dist, self.view_range) self.state = "stand" self:set_velocity(0) self:set_animation("stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end if self.attack_type == "explode" then local vec = { x = p.x - s.x, 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 yaw = self:set_yaw(yaw) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and self:line_of_sight(s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound(self.sounds.fuse) -- print ("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist > self.reach or not self:line_of_sight(s, p, 2)) then self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self.object:set_texture_mod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then self:set_velocity(0) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end if self.v_start then 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:set_texture_mod("") else self.object:set_texture_mod("^[brighten") end self.blinkstatus = not self.blinkstatus end -- print ("=== explosion timer", self.timer) if self.timer > self.explosion_timer then local pos = self.object:get_pos() -- 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 node_break_radius = 1 end self.object:remove() if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, sound = self.sounds.explode, }) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }) entity_physics(pos, entity_damage_radius) effect(pos, 32, "bubble.png", nil, nil, node_break_radius, 1, 0) end return end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = floor(p1.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check() then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ 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, 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 yaw = self:set_yaw(yaw) -- move towards enemy if beyond mob reach if dist > self.reach and (p.y - s.y) < 4 then -- path finding by rnd if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then self:smart_mobs(s, p, dist, dtime) end if self.at_cliff then self:set_velocity(0) self:set_animation("stand") else if self.path.stuck then self:set_velocity(self.walk_velocity) else self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then self:set_animation("run") else self:set_animation("walk") end end else -- rnd: if inside reach range self.path.stuck = false self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore self:set_velocity(0) if not self.custom_attack then if self.timer > 1 then self.timer = 0 self:set_animation("punch") local p2 = p local s2 = s p2.y = p2.y + .5 s2.y = s2.y + .5 if self:line_of_sight(p2, s2) and (p.y - s.y) < 4 then -- play attack sound self:mob_sound(self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end 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(p) end end end elseif self.attack_type == "shoot" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) or (self.attack_type == "dogshoot" and dist > self.reach and self:dogswitch() == 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 yaw = self:set_yaw(yaw) self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval and random(1, 10) <= 6 then self.timer = 0 self:set_animation("shoot") -- play shoot attack sound self:mob_sound(self.sounds.shoot_attack) local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if minetest.registered_entities[self.arrow] then 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 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- 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:set_velocity(vec) end end end end end -- falling and fall damage function mob_class:falling(pos) if self.fly or self.disable_falling then return end -- floating in water (or falling) local v = self.object:get_velocity() if v.y > 0 then -- apply gravity when moving up self.object:set_acceleration({ x = 0, y = -9.81, z = 0 }) elseif v.y <= 0 and v.y > self.fall_speed then -- fall downwards at set speed self.object:set_acceleration({ x = 0, y = self.fall_speed, z = 0 }) else -- stop accelerating once max fall speed hit self.object:set_acceleration({x = 0, y = 0, z = 0}) end -- in water then float up if self.standing_in and minetest.registered_nodes[self.standing_in].groups.water then if self.floats then self.object:set_acceleration({ x = 0, y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2 z = 0 }) end else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then self.health = self.health - floor(d - 5) -- effect(pos, 5, "item_smoke.png", 1, 2, 2, nil) if self:check_for_death({type = "fall"}) then return end end self.old_y = self.object:get_pos().y end end end -- is Took Ranks mod active? local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched function mob_class:on_punch(hitter, tflp, tool_capabilities, dir) -- mob health check if self.health <= 0 then return end -- custom punch function if self.do_punch and not self:do_punch(hitter, tflp, tool_capabilities, dir) then return end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return end if hitter:is_player() then -- is_protected_action check if mobs.is_creative(hitter) and minetest.is_protected_action(self.object:get_pos(), hitter:get_player_name()) then return end -- is mob protected? if self.tamed and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) return end end local weapon = hitter:get_wielded_item() local weapon_def = weapon:get_definition() or {} 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_def.name then damage = self.immune_to[n][2] or 0 break -- if "all" then no tool does damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end -- healing if damage <= -1 then self.health = self.health - floor(damage) return end -- print ("Mob Damage is", damage) -- add weapon wear punch_interval = tool_capabilities.full_punch_interval or 1.4 -- toolrank support local wear = floor((punch_interval / 75) * 9000) if tr then if weapon_def.original_description then toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) end else weapon:add_wear(wear) end hitter:set_wielded_item(weapon) -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then local blood = self.blood_texture[random(1, #self.blood_texture)] effect(pos, self.blood_amount, blood, nil, nil, 1, nil) else effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) end end -- do damage self.health = self.health - floor(damage) -- exit here if dead, check for tools with fire damage local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire if self:check_for_death({ type = "punch", puncher = hitter, hot = hot }) then return end -- add healthy afterglow when hit (can cause hit lag with larger textures) minetest.after(0.1, function() if not self.object:get_luaentity() then return end self.object:set_texture_mod("^[colorize:#ff000085") minetest.after(0.5, function() self.object:set_texture_mod("") end) end) end -- END if damage -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() local kb = damage or 1 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} -- use tool knockback value or default kb = tool_capabilities.damage_groups["knockback"] or kb -- (kb * 1.5) self.object:set_velocity({ x = dir.x * kb, y = up, z = dir.z * kb }) self.pause_timer = 0.25 end -- if skittish then run away if self.runaway and self.order ~= "stand" then local lp = hitter:get_pos() local s = self.object:get_pos() 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 yaw = self:set_yaw(yaw, 6) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if not self.passive and self.state ~= "flop" and not self.child and self.attack_players and hitter:get_player_name() ~= self.owner and not mobs.invis[name] then -- attack whoever punched mob self.state = "" self:do_attack(hitter) -- alert others to the attack local objs, obj = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) for n = 1, #objs do obj = objs[n]:get_luaentity() if obj and obj.obj_is_mob then -- only alert members of same mob if obj.group_attack and obj.state ~= "attack" and obj.owner ~= name and obj.name == self.name then obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then obj:do_attack(self.object) end end end end end -- get entity staticdata function mob_class:get_staticdata() -- remove mob when out of range unless tamed if remove_far and self.remove_ok and self.state ~= "attack" 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 = rad(90) end local tmp = {} for _, stat in pairs(self) do local t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "_cmi_components" then tmp[_] = self[_] end end -- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) end -- activate mob and reload settings function mob_class:mob_activate(staticdata, def, dtime) -- remove monsters in peaceful mode if self.type == "monster" and peaceful_only 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 -- force current model into mob self.mesh = def.mesh self.base_mesh = def.mesh self.collisionbox = def.collisionbox self.selectionbox = def.selectionbox -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures and def.textures[random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox 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 local selbox = self.base_selbox -- specific texture if gotten if self.gotten and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten and def.gotten_mesh then mesh = def.gotten_mesh end -- set child objects to half size if self.child 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 } selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5 } end if self.health == 0 then self.health = random(self.hp_min, self.hp_max) end -- 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 -- mob defaults self.object:set_armor_groups({immortal = 1, fleshy = self.armor}) self.old_y = self.object:get_pos().y self.old_health = self.health self.sounds.distance = self.sounds.distance or 10 self.textures = textures self.mesh = mesh self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size self.standing_in = "air" -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) self:update_tag() self:set_animation("stand") -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true -- if true, set flag to run once only end end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end end -- handle mob lifetimer and expiration function mob_class:mob_expire(pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) if 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 -- effect(pos, 15, "item_smoke.png", 2, 4, 2, 0) self.object:remove() return end end end -- main mob function function mob_class:on_step(dtime) local pos = self.object:get_pos() local yaw = 0 -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime if self.node_timer > 0.25 then self.node_timer = 0 local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? self.standing_in = node_ok({ x = pos.x, y = pos.y + y_level + 0.5, z = pos.z }, "air").name -- print ("standing in " .. self.standing_in) -- if standing inside solid block then jump to escape if minetest.registered_nodes[self.standing_in].walkable and minetest.registered_nodes[self.standing_in].drawtype == "normal" then self.object:set_velocity({ x = 0, y = self.jump_height, z = 0 }) end -- check and stop if standing at cliff and fear of heights self.at_cliff = self:is_at_cliff() if self.at_cliff then self:set_velocity(0) end -- check for mob expiration (0.25 instead of dtime since were in a timer) self:mob_expire(pos, 0.25) end -- check if falling, flying, floating self:falling(pos) -- smooth rotation by ThomasMonroe314 if self.delay and self.delay > 0 then local yaw = self.object:get_yaw() if self.delay == 1 then yaw = self.target_yaw else local dif = abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > pi then dif = 2 * pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif > pi then dif = 2 * pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (pi * 2) then yaw = yaw - (pi * 2) end if yaw < 0 then yaw = yaw + (pi * 2) end end self.delay = self.delay - 1 self.object:set_yaw(yaw) end -- end rotation -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime 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(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 -- mob plays random sound at times if random(1, 100) == 1 then self:mob_sound(self.sounds.random) 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 -- check for environmental damage (water, fire, lava etc.) self:do_env_damage() -- node replace check (cow eats grass etc.) self:replace(pos) end self:general_attack() self:breed() self:follow_flop() self:do_states(dtime) self:do_jump() self:do_runaway_from(self) self:do_stay_near() end -- default function when mobs are blown up with TNT function mob_class:on_blast(damage) -- print ("----- Damage", damage) self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) return false, true, {} end mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob(name, def) mobs.spawning_mobs[name] = true minetest.register_entity(name, setmetatable({ stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in, owner = def.owner, order = def.order, on_die = def.on_die, do_custom = def.do_custom, jump_height = def.jump_height, drawtype = def.drawtype, -- DEPRECATED, use rotate instead rotate = rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 lifetimer = def.lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), collisionbox = def.collisionbox, selectionbox = def.selectionbox or def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = max(0, (def.damage or 0) * difficulty), light_damage = def.light_damage, light_damage_min = def.light_damage_min, light_damage_max = def.light_damage_max, water_damage = def.water_damage, lava_damage = def.lava_damage, suffocation = def.suffocation, fall_damage = def.fall_damage, fall_speed = def.fall_speed, drops = def.drops, armor = def.armor, on_rightclick = def.on_rightclick, on_punch = def.on_punch, arrow = def.arrow, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = def.jump, walk_chance = def.walk_chance, stand_chance = def.stand_chance, attack_chance = def.attack_chance, passive = def.passive, knock_back = def.knock_back, blood_amount = def.blood_amount, blood_texture = def.blood_texture, shoot_offset = def.shoot_offset, floats = def.floats, replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset, on_replace = def.on_replace, reach = def.reach, texture_list = def.textures, child_texture = def.child_texture, docile_by_day = def.docile_by_day, fear_height = def.fear_height, runaway = def.runaway, pathfinding = def.pathfinding, immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, explosion_timer = def.explosion_timer, allow_fuse_reset = def.allow_fuse_reset, stop_to_explode = def.stop_to_explode, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count_max = def.dogshoot_count_max, dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, group_attack = def.group_attack, attack_monsters = def.attacks_monsters, attack_animals = def.attack_animals, attack_players = def.attack_players, attack_npcs = def.attack_npcs, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, pushable = def.pushable, stay_near = def.stay_near, on_spawn = def.on_spawn, on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) return self:mob_activate(staticdata, def, dtime) end, }, mob_class_meta)) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area -- will also return true for second value if player is inside area local count_mobs = function(pos, type) local total = 0 local objs = minetest.get_objects_inside_radius(pos, 32) local ent local players for n = 1, #objs do if not objs[n]:is_player() then ent = objs[n]:get_luaentity() -- count mob type and add to total also if ent and ent.name and ent.name == type then total = total + 1 end else players = true end end return total, players end -- global functions function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) -- chance/spawn number override in minetest.conf for registered mob local numbers = minetest.settings:get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = max(1, chance), catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) -- is mob actually registered? if not mobs.spawning_mobs[name] or not minetest.registered_entities[name] then -- print ("--- mob doesn't exist", name) return end -- additional custom checks for spawning mob if mobs:spawn_abm_check(pos, node, name) then return end -- do not spawn if too many entities in area if active_object_count_wider >= max_per_block then -- print("--- too many entities in area", active_object_count_wider) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, name) if not is_pla then -- print ("--- no players within active area, will not spawn " .. name) return end if num_mob >= aoc then -- print ("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) return end -- mobs cannot spawn in protected areas when enabled if not spawn_protected and minetest.is_protected(pos, "") then -- print ("--- inside protected area", name) 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 not day_toggle then -- print ("--- mob needs night", name) return end else -- night time but mob wants day if day_toggle then -- print ("--- mob needs day", name) return end end end -- spawn above node pos.y = pos.y + 1 -- 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? if min_light ~= 0 or max_light ~= 15 then local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light then -- print ("--- light limits not met", name, light) return end end -- do we have enough height clearance to spawn mob? local ent = minetest.registered_entities[name] local height = max(1, ceil( (ent.collisionbox[5] or 0.25) - (ent.collisionbox[2] or -0.25) - 1)) for n = 0, height do local pos2 = {x = pos.x, y = pos.y + n, z = pos.z} if minetest.registered_nodes[node_ok(pos2).name].walkable then -- print ("--- inside block", name, node_ok(pos2).name) return end end -- spawn mob half block higher than ground pos.y = pos.y + 0.5 local mob = minetest.add_entity(pos, name) --[[ print ("[mobs] Spawned " .. name .. " at " .. minetest.pos_to_string(pos) .. " on " .. node.name .. " near " .. neighbors[1]) ]] if on_spawn then local ent = mob:get_luaentity() on_spawn(ent, pos) end end }) end -- MarkBu's spawn function function mobs:spawn(def) mobs:spawn_specific( def.name, def.nodes or {"group:soil", "group:stone"}, def.neighbors or {"air"}, def.min_light or 0, def.max_light or 15, def.interval or spawn_interval, def.chance or 5000, def.active_object_count or 1, def.min_height or -64, def.max_height or 31000, def.day_toggle, def.on_spawn) end --[[ -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end 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, -- drops arrow as registered item when true collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, 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_activate = def.on_activate, on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) self.timer = self.timer + 1 local pos = self.object:get_pos() if self.switch == 0 or self.timer > 150 then self.object:remove() return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then 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 self:hit_node(pos, node) if self.drop 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() return end end if self.hit_player or self.hit_mob 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(player) self.object:remove() return end local entity = player:get_luaentity() if entity and self.hit_mob and entity.obj_is_mob and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_mob(player) self.object:remove() return end end end self.lastpos = pos end }) end -- compatibility function function mobs:explosion(pos, radius) local self = {sounds = {explode = "tnt_explode"}} mobs:boom(self, pos, radius) end -- no damage to nodes explosion function mobs:safe_boom(self, pos, radius) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }) entity_physics(pos, radius) -- effect(pos, 32, "item_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, radius) if mobs_griefing and minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, explode_center = true, }) else mobs:safe_boom(self, pos, radius) end end]] -- Mob spawning, returns true on successful placement local function spawn_mob(pos, mob, data, placer) if not pos or not placer or not minetest.registered_entities[mob] or minetest.is_protected_action(pos, placer:get_player_name()) then return end pos.y = pos.y + 1 local obj = minetest.add_entity(pos, mob) if obj then local ent = obj:get_luaentity() if ent then -- set owner if not a monster if ent.type ~= "monster" then ent.owner = placer:get_player_name() ent.tamed = true end return true else obj:remove() end end end -- Spawn egg throwing local function throw_spawn_egg(itemstack, user, pointed_thing) local playerpos = user:get_pos() if not minetest.is_valid_pos(playerpos) then return end local mob = itemstack:get_name():gsub("_set$", "") local egg_impact = function(thrower, pos, dir, hit_object) spawn_mob(pos, mob, itemstack:get_metadata(), user) end local obj = minetest.item_throw(mob .. "_set", user, 19, -3, egg_impact) if obj then local def = minetest.registered_items[mob .. "_set"] if def and def.inventory_image and def.inventory_image ~= "" then obj:set_properties({ visual = "sprite", visual_size = {x = 0.5, y = 0.5}, textures = {def.inventory_image}, }) end minetest.sound_play("throwing_sound", { pos = playerpos, gain = 0.7, max_hear_distance = 10 }) if not mobs.is_creative(user) or not singleplayer then itemstack:take_item() end end return itemstack end -- Register spawn eggs -- Note: This also introduces the "spawn_egg" group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) if creative and no_creative then grp.not_in_creative_inventory = 1 end local invimg = background if addegg then invimg = "(" .. invimg .. "^[resize:64x64^[mask:mobs_egg_overlay.png)" end -- register new spawn egg containing mob information minetest.register_craftitem(mob .. "_set", { description = Sl(desc) .. " " .. Sl("(Tamed)"), inventory_image = invimg, groups = {spawn_egg = 2, not_in_creative_inventory = 1}, stack_max = 1, on_use = throw_spawn_egg, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- am I clicking on something with existing on_rightclick function? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick(pointed_thing.under, under, placer, itemstack) end local mob = itemstack:get_name():gsub("_set$", "") if spawn_mob(pos, mob, itemstack:get_metadata(), placer) then -- 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 = Sl(desc), inventory_image = invimg, groups = grp, stack_max = 1, on_use = throw_spawn_egg, 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 local mob = itemstack:get_name():gsub("_set$", "") if spawn_mob(pos, mob, itemstack:get_metadata(), placer) then -- if not in creative then take item and minimal protection -- against creating a large number of mobs on the server if not mobs.is_creative(placer) or not singleplayer then itemstack:take_item() end end return itemstack end }) end -- force capture a mob if space available in inventory, or drop as spawn egg --[[function mobs:force_capture(self, clicker) -- add special mob egg with all mob information local new_stack = ItemStack(self.name .. "_set") 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 local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self.object:remove() self:mob_sound("default_place_node_hard") end -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) 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 -- if not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() local tool = clicker:get_wielded_item() -- are we using hand, net or lasso to pick up mob? if tool:get_name() ~= "" and tool:get_name() ~= "mobs:net" and tool:get_name() ~= "mobs:lasso" then return false end -- is mob tamed? if not self.tamed and not force_take then minetest.chat_send_player(name, S("Not tamed!")) return false end -- cannot pick up if not owner if self.owner ~= name and not force_take 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 chance = 0 if tool:get_name() == "" 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:lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- calculate chance.. add to inventory if successful? if chance and chance > 0 and random(1, 100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) -- add special mob egg with all mob information -- unless 'replacewith' contains new item to use if not replacewith then new_stack = ItemStack(mobname .. "_set") 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 local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) end local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self.object:remove() self:mob_sound("default_place_node_hard") return new_stack -- when chance above fails or set to 0, miss! elseif chance and chance ~= 0 then minetest.chat_send_player(name, S("Missed!")) self:mob_sound("mobs_swing") return false -- when chance set to nil always return a miss (used for npc walk/follow) elseif not chance then return false end end return true end]] local mob_obj = {} local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) -- can eat/tame with item in hand if self.follow and self:follow_holding(clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) 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", S(self.name:split(":")[2]:split("_")[1]:gsub("^%l", string.upper)), tostring(self.health))) self.htimer = 5 end end self.object:set_hp(self.health) self:update_tag() -- make children grow quicker if self.child 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 if tame then if self.tamed == false then minetest.chat_send_player(clicker:get_player_name(), S("\"@1\" has been tamed!", S(self.name:split(":")[2]:split("_")[1]:gsub("^%l", string.upper)))) self:mob_sound("mobs_spell") 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 self:mob_sound(self.sounds.random) 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[5,3]" .. "field[1.35,1.25;2.9,1;name;" .. S("Enter name:") .. ";" .. tag .. "]" .. "button_exit[1.06,1.65;2.9,1;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 -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:nametag" then 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 mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) 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) function mobs:alias_mob(old_name, new_name) -- check old_name entity doesnt already exist if minetest.registered_entities[old_name] then return end -- entity minetest.register_entity(":" .. old_name, { physical = false, on_activate = function(self, staticdata) if minetest.registered_entities[new_name] then minetest.add_entity(self.object:get_pos(), new_name, staticdata) end self.object:remove() end, get_staticdata = function(self) return self end }) end