4252 lines
92 KiB
Lua
4252 lines
92 KiB
Lua
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-- Mobs Api
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local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20190520",
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invis = minetest.global_exists("invisibility") and invisibility or {},
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}
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-- creative check
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local creative_cache = minetest.settings:get_bool("creative_mode")
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function mobs.is_creative(name)
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return creative_cache or minetest.check_player_privs(name, {creative = true})
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end
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-- localize math functions
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local pi = math.pi
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local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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local atan = function(x)
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if not x or x ~= x then
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--error("atan bassed NaN")
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return 0
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else
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return atann(x)
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end
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end
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-- Load settings
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
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local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood") ~= true
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local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local creative = minetest.settings:get_bool("creative_mode")
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = minetest.settings:get_bool("mob_show_health") ~= true
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local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
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local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
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-- Peaceful mode message so players will know there are no monsters
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if peaceful_only then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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"** Peaceful Mode Active - No Monsters Will Spawn")
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end)
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end
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-- calculate aoc range for mob count
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local aoc_range = tonumber(minetest.settings:get("active_block_range")) * 16
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-- pathfinding settings
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local enable_pathfinding = minetest.is_singleplayer() -- disable pathfinder in multiplayer
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- default nodes
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local node_fire = "fire:basic_flame"
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local node_permanent_flame = "fire:permanent_flame"
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local node_ice = "default:ice"
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local node_snowblock = "default:snowblock"
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local node_snow = "default:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt"
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local mob_class = {
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stepheight = 1.1, -- was 0.6
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fly_in = "air",
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owner = "",
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order = "",
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jump_height = 4,
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lifetimer = 1200, -- was 20 minutes
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physical = true,
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collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
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visual_size = {x = 1, y = 1},
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makes_footstep_sound = false,
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view_range = 5,
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walk_velocity = 1,
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run_velocity = 2,
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light_damage = 0,
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light_damage_min = 12,
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light_damage_max = 15,
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water_damage = 0,
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lava_damage = 0,
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suffocation = 2,
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fall_damage = 1,
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fall_speed = -10, -- must be lower than -2 (default: -10)
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drops = {},
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armor = 100,
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sounds = {},
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jump = true,
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knock_back = true,
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walk_chance = 50,
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stand_chance = 30,
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attack_chance = 5,
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passive = false,
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blood_amount = 5,
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blood_texture = "mobs_blood.png",
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shoot_offset = 0,
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floats = 1, -- floats in water by default
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replace_offset = 0,
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timer = 0,
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env_damage_timer = 0, -- only used when state = "attack"
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tamed = false,
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pause_timer = 0,
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horny = false,
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hornytimer = 0,
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child = false,
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gotten = false,
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health = 0,
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reach = 3,
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htimer = 0,
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docile_by_day = false,
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time_of_day = 0.5,
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fear_height = 0,
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runaway_timer = 0,
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immune_to = {},
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explosion_timer = 3,
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allow_fuse_reset = true,
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stop_to_explode = true,
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dogshoot_count = 0,
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dogshoot_count_max = 5,
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dogshoot_count2_max = 5,
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group_attack = false,
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attack_monsters = false,
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attack_animals = false,
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attack_players = true,
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attack_npcs = true,
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facing_fence = false,
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_cmi_is_mob = true,
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}
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local mob_class_meta = {__index = mob_class}
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-- play sound
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function mob_class:mob_sound(sound)
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if sound then
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance
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})
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end
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end
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-- attack player/mob
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function mob_class:do_attack(player)
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if self.state == "attack" then
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return
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end
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self.attack = player
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self.state = "attack"
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if random(0, 100) < 90 then
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self:mob_sound(self.sounds.war_cry)
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end
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end
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-- calculate distance
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local get_distance = function(a, b)
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local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
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return square(x * x + y * y + z * z)
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end
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-- collision function based on jordan4ibanez' open_ai mod
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function mob_class:collision()
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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local x, z = 0, 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
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if object:is_player()
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or (object:get_luaentity()
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and object:get_luaentity()._cmi_is_mob == true
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and object ~= self.object) then
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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x = x + vec.x
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z = z + vec.z
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end
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end
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return({x, z})
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end
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-- move mob in facing direction
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function mob_class:set_velocity(v)
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(self:collision())
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end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:set_velocity({
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x = (sin(yaw) * -v) + c_x,
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y = self.object:get_velocity().y,
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z = (cos(yaw) * v) + c_y,
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})
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end
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-- global version of above function
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function mobs:set_velocity(entity, v)
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mob_class.set_velocity(entity, v)
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end
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-- calculate mob velocity
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function mob_class:get_velocity()
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local v = self.object:get_velocity()
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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-- set and return valid yaw
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function mob_class:set_yaw(yaw, delay)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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delay = delay or 0
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if delay == 0 then
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(entity, yaw, delay)
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mob_class.set_yaw(entity, yaw, delay)
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end
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-- set defined animation
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function mob_class:set_animation(anim, force)
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if not self.animation
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or not anim then return end
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self.animation.current = self.animation.current or ""
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-- only set different animation for attacks when using same set
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if force ~= true and anim ~= "punch" and anim ~= "shoot"
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and string.find(self.animation.current, anim) then
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return
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end
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-- check for more than one animation
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local num = 0
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for n = 1, 4 do
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if self.animation[anim .. n .. "_start"]
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and self.animation[anim .. n .. "_end"] then
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num = n
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end
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end
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-- choose random animation from set
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if num > 0 then
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num = random(0, num)
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anim = anim .. (num ~= 0 and num or "")
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end
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if anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"] then
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return
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end
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self.animation.current = anim
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self.object:set_animation({
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x = self.animation[anim .. "_start"],
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y = self.animation[anim .. "_end"]},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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-- above function exported for mount.lua
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function mobs:set_animation(entity, anim)
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mob_class.set_animation(entity, anim)
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end
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = get_distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and (minetest.registered_nodes[nn].walkable == false) do
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-- or minetest.registered_nodes[nn].drawtype == "nodebox") do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = get_distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- check line of sight (by BrunoMine, tweaked by Astrobe)
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local new_line_of_sight = function(self, pos1, pos2, stepsize)
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if not pos1 or not pos2 then return end
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stepsize = stepsize or 1
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local stepv = vector.multiply(vector.direction(pos1, pos2), stepsize)
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then return true end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
|
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local nn = minetest.get_node(pos).name
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-- It continues to advance in the line of sight in search of a real
|
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-- obstruction which counts as 'normal' nodebox.
|
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while minetest.registered_nodes[nn]
|
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and (minetest.registered_nodes[nn].walkable == false) do
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-- or minetest.registered_nodes[nn].drawtype == "nodebox") do
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npos1 = vector.add(npos1, stepv)
|
||
|
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if get_distance(npos1, pos2) < stepsize then return true end
|
||
|
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
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|
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if r == true then return true end
|
||
|
||
-- New Nodename found
|
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nn = minetest.get_node(pos).name
|
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end
|
||
|
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return false
|
||
end
|
||
|
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-- check line of sight using raycasting (thanks Astrobe)
|
||
local ray_line_of_sight = function(self, pos1, pos2)
|
||
|
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local ray = minetest.raycast(pos1, pos2, true, false)
|
||
local thing = ray:next()
|
||
|
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while thing do
|
||
|
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if thing.type == "object"
|
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and thing.ref ~= self.object
|
||
and not thing.ref:is_player() then return false end
|
||
|
||
if thing.type == "node" then
|
||
|
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local name = minetest.get_node(thing.under).name
|
||
|
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if minetest.registered_items[name]
|
||
and minetest.registered_items[name].walkable then return false end
|
||
end
|
||
|
||
thing = ray:next()
|
||
end
|
||
|
||
return true
|
||
end
|
||
|
||
-- detect if using minetest 5.0 by searching for permafrost node
|
||
local is_50 = minetest.registered_nodes["default:permafrost"]
|
||
|
||
function mob_class:line_of_sight(pos1, pos2, stepsize)
|
||
|
||
if is_50 then -- only use if minetest 5.0 is detected
|
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return ray_line_of_sight(self, pos1, pos2)
|
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end
|
||
|
||
return line_of_sight(self, pos1, pos2, stepsize)
|
||
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[math.random(1,#flyable_nodes)]
|
||
local escape_direction = vector.direction(pos, escape_target)
|
||
|
||
self.object:set_velocity(
|
||
vector.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 -- nil check
|
||
|
||
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[math.random(1, #nearby_nodes)]
|
||
local direction = vector.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 -10
|
||
glow = glow or 0
|
||
|
||
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()
|
||
|
||
-- check for nil or no drops
|
||
if not self.drops or #self.drops == 0 then
|
||
return
|
||
end
|
||
|
||
-- no drops if disabled by setting
|
||
if not mobs_drop_items 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
|
||
local pos = self.object:get_pos()
|
||
|
||
for n = 1, #self.drops do
|
||
|
||
if random(1, self.drops[n].chance) == 1 then
|
||
|
||
num = random(self.drops[n].min or 0, 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)
|
||
|
||
if use_cmi then
|
||
cmi.notify_die(self.object, cmi_cause)
|
||
end
|
||
|
||
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)
|
||
|
||
if use_cmi and self.object:get_luaentity() then
|
||
cmi.notify_die(self.object, cmi_cause)
|
||
end
|
||
|
||
self.object:remove()
|
||
end, self)
|
||
else
|
||
|
||
if use_cmi then
|
||
cmi.notify_die(self.object, cmi_cause)
|
||
end
|
||
|
||
self.object:remove()
|
||
end
|
||
|
||
-- effect(pos, 20, "item_smoke.png")
|
||
|
||
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()
|
||
|
||
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
|
||
pos.y = pos.y + 0.75 -- for particle effect position
|
||
effect(pos, 5, "heart.png")
|
||
self.nametag = "Health: " .. self.health .. " / " .. self.hp_max
|
||
self:update_tag()
|
||
|
||
if self:check_for_death({type = "light"}) then return end
|
||
end
|
||
end
|
||
|
||
local nodef = minetest.registered_nodes[self.standing_in]
|
||
|
||
pos.y = pos.y + 1 -- for particle effect position
|
||
|
||
-- 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 == true
|
||
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 minetest.registered_nodes[nod.name].walkable == false 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,--1.5,
|
||
y = 0,
|
||
z = v.z * 2,--1.5
|
||
})
|
||
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 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
|
||
function mob_class:breed()
|
||
|
||
-- child takes 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,
|
||
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
|
||
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 nearby
|
||
if self.horny == true
|
||
and self.hornytimer <= 40 then
|
||
|
||
local pos = self.object:get_pos()
|
||
|
||
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
|
||
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(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)
|
||
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 == true
|
||
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 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 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
|
||
|
||
|
||
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 == true then
|
||
use_pathfind = true
|
||
los_switcher = false
|
||
end -- cannot see target!
|
||
else
|
||
if los_switcher == false 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(vector.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 = math.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 self.attack_players == false
|
||
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._cmi_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) == true 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) == true 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
|
||
|
||
local s = self.object:get_pos()
|
||
local players = minetest.get_connected_players()
|
||
|
||
for n = 1, #players do
|
||
|
||
if get_distance(players[n]:get_pos(), s) < self.view_range
|
||
and not mobs.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 self:follow_holding(self.following) == false 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
|
||
|
||
local s = self.object:get_pos()
|
||
|
||
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 lp = nil
|
||
local s = 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 self:is_at_cliff() == false then
|
||
|
||
self:set_velocity(self.walk_velocity)
|
||
self.state = "walk"
|
||
self:set_animation("walk")
|
||
end
|
||
|
||
elseif self.state == "walk" then
|
||
|
||
local s = self.object:get_pos()
|
||
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 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, 100) <= 30 then
|
||
|
||
yaw = yaw + random(-0.5, 0.5)
|
||
|
||
yaw = self:set_yaw(yaw, 8)
|
||
end
|
||
|
||
-- stand for great fall in front
|
||
local temp_is_cliff = self:is_at_cliff()
|
||
|
||
if self.facing_fence == true
|
||
or temp_is_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:is_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:settexturemod("")
|
||
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:settexturemod("")
|
||
else
|
||
self.object:settexturemod("^[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 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:is_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
|
||
|
||
-- if self.double_melee_attack
|
||
-- and random(1, 2) == 1 then
|
||
-- self:set_animation("punch2")
|
||
-- else
|
||
self:set_animation("punch")
|
||
-- end
|
||
|
||
local p2 = p
|
||
local s2 = s
|
||
|
||
p2.y = p2.y + .5
|
||
s2.y = s2.y + .5
|
||
|
||
if self:line_of_sight(p2, s2) == true 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, 100) <= 60 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 = -10,
|
||
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 == 1 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 self:do_punch(hitter, tflp, tool_capabilities, dir) == false 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
|
||
|
||
-- is mob protected?
|
||
if self.protected and hitter:is_player()
|
||
and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
|
||
minetest.chat_send_player(hitter:get_player_name(), "Mob has been protected!")
|
||
return
|
||
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
|
||
|
||
if use_cmi then
|
||
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
|
||
else
|
||
|
||
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
|
||
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)
|
||
|
||
if use_cmi
|
||
and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then
|
||
return
|
||
end
|
||
|
||
-- add weapon wear
|
||
punch_interval = tool_capabilities.full_punch_interval or 1.4
|
||
|
||
-- toolrank support
|
||
local wear = floor((punch_interval / 75) * 9000)
|
||
|
||
if mobs.is_creative(hitter:get_player_name()) then
|
||
|
||
if tr then
|
||
wear = 1
|
||
else
|
||
wear = 0
|
||
end
|
||
end
|
||
|
||
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
|
||
|
||
-- weapon sounds
|
||
if weapon_def.sounds then
|
||
|
||
local s = random(0, #weapon_def.sounds)
|
||
|
||
minetest.sound_play(weapon_def.sounds[s], {
|
||
object = self.object,
|
||
max_hear_distance = 8
|
||
})
|
||
else
|
||
minetest.sound_play("default_punch", {
|
||
object = self.object,
|
||
max_hear_distance = 5
|
||
})
|
||
end
|
||
|
||
-- 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:settexturemod("^[colorize:#ff000085")
|
||
|
||
core.after(0.5, function()
|
||
self.object:settexturemod("")
|
||
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 == true
|
||
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 self.passive == false
|
||
and self.state ~= "flop"
|
||
and self.child == false
|
||
and self.attack_players == true
|
||
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 = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
||
local obj = nil
|
||
|
||
for n = 1, #objs do
|
||
|
||
obj = objs[n]:get_luaentity()
|
||
|
||
if obj and obj._cmi_is_mob then
|
||
|
||
-- only alert members of same mob
|
||
if obj.group_attack == true
|
||
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.type ~= "npc"
|
||
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 = math.rad(90)
|
||
end
|
||
|
||
if use_cmi then
|
||
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
|
||
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 == 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
|
||
}
|
||
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
|
||
|
||
if use_cmi then
|
||
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
|
||
cmi.notify_activate(self.object, 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 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",
|
||
-- "lifetimer expired, removed @1", self.name)
|
||
|
||
-- 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)
|
||
|
||
if use_cmi then
|
||
cmi.notify_step(self.object, dtime)
|
||
end
|
||
|
||
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 + 0.25, z = pos.z}, "air").name
|
||
-- print ("standing in " .. self.standing_in)
|
||
|
||
-- 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 = math.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,
|
||
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 or def.attack_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
|
||
local count_mobs = function(pos, type)
|
||
|
||
local total = 0
|
||
local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2)
|
||
local ent
|
||
|
||
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
|
||
end
|
||
end
|
||
|
||
return total
|
||
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)
|
||
|
||
-- Do mobs spawn at all?
|
||
if not mobs_spawn then
|
||
return
|
||
end
|
||
|
||
-- 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 * mob_chance_multiplier)),
|
||
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) == true 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 = count_mobs(pos, name)
|
||
|
||
if num_mob >= aoc then
|
||
--print ("--- too many " .. name .. " in area", num_mob .. "/" .. aoc)
|
||
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
|
||
--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
|
||
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?
|
||
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
|
||
|
||
-- 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
|
||
--print ("--- player too close", name)
|
||
return
|
||
end
|
||
end
|
||
|
||
-- do we have enough height clearance to spawn mob?
|
||
local ent = minetest.registered_entities[name]
|
||
local height = max(1, math.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 == true then
|
||
--print ("--- inside block", name, node_ok(pos2).name)
|
||
return
|
||
end
|
||
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
|
||
|
||
-- 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
|
||
|
||
|
||
-- 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)
|
||
|
||
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 30,
|
||
def.chance or 5000,
|
||
def.active_object_count or 1,
|
||
def.min_height or -31000,
|
||
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 -- 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, -- 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() ; -- print ("removed arrow")
|
||
|
||
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 == 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 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() ; -- print ("hit player")
|
||
return
|
||
end
|
||
|
||
local entity = player:get_luaentity()
|
||
|
||
if entity
|
||
and self.hit_mob
|
||
and entity._cmi_is_mob == true
|
||
and tostring(player) ~= self.owner_id
|
||
and entity.name ~= self.object:get_luaentity().name then
|
||
|
||
self:hit_mob(player)
|
||
|
||
self.object:remove() ; --print ("hit mob")
|
||
|
||
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
|
||
|
||
|
||
-- Register spawn eggs
|
||
|
||
-- Note: This also introduces the <20>spawn_egg<67> 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 == true then
|
||
grp.not_in_creative_inventory = 1
|
||
end
|
||
|
||
local invimg = background
|
||
|
||
if addegg == 1 then
|
||
invimg = "(" .. invimg ..
|
||
"^[mask:mobs_egg_overlay.png)"
|
||
end
|
||
|
||
-- register new spawn egg containing mob information
|
||
minetest.register_craftitem(mob .. "_set", {
|
||
|
||
description = desc.." (Tamed)",
|
||
inventory_image = invimg,
|
||
groups = {spawn_egg = 2, 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 not minetest.is_protected(pos, placer:get_player_name()) then
|
||
|
||
if not minetest.registered_entities[mob] then
|
||
return
|
||
end
|
||
|
||
pos.y = pos.y + 1
|
||
|
||
local data = itemstack:get_metadata()
|
||
local mob = minetest.add_entity(pos, mob, data)
|
||
local ent = mob:get_luaentity()
|
||
|
||
-- set owner if not a monster
|
||
if ent.type ~= "monster" then
|
||
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,
|
||
inventory_image = invimg,
|
||
groups = grp,
|
||
|
||
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 not minetest.is_protected(pos, placer:get_player_name()) then
|
||
|
||
if not minetest.registered_entities[mob] then
|
||
return
|
||
end
|
||
|
||
pos.y = pos.y + 1
|
||
|
||
local mob = minetest.add_entity(pos, mob)
|
||
local ent = mob:get_luaentity()
|
||
|
||
-- don't set owner if monster or sneak pressed
|
||
if ent.type ~= "monster"
|
||
and not placer:get_player_control().sneak then
|
||
ent.owner = placer:get_player_name()
|
||
ent.tamed = true
|
||
end
|
||
|
||
-- 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:get_player_name()) or not minetest.is_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 self.tamed == false
|
||
and force_take == false then
|
||
|
||
minetest.chat_send_player(name, "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, self.owner.." is 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, "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
|
||
|
||
|
||
-- protect tamed mob with rune item
|
||
function mobs:protect(self, clicker)
|
||
|
||
local name = clicker:get_player_name()
|
||
local tool = clicker:get_wielded_item()
|
||
|
||
if tool:get_name() ~= "mobs:protector" then
|
||
return false
|
||
end
|
||
|
||
if self.tamed == false then
|
||
minetest.chat_send_player(name, "Not tamed!")
|
||
return true -- false
|
||
end
|
||
|
||
if self.protected == true then
|
||
minetest.chat_send_player(name, "Already protected!")
|
||
return true -- false
|
||
end
|
||
|
||
if not mobs.is_creative(clicker:get_player_name()) then
|
||
tool:take_item() -- take 1 protection rune
|
||
clicker:set_wielded_item(tool)
|
||
end
|
||
|
||
self.protected = true
|
||
|
||
local pos = self.object:get_pos()
|
||
pos.y = pos.y + self.collisionbox[2] + 0.5
|
||
|
||
effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
|
||
|
||
self:mob_sound("mobs_spell")
|
||
|
||
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(),
|
||
self.name:split(":")[2]
|
||
.. " at full health (" .. tostring(self.health) .. ")")
|
||
|
||
self.htimer = 5
|
||
end
|
||
end
|
||
|
||
self.object:set_hp(self.health)
|
||
|
||
self:update_tag()
|
||
|
||
-- 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
|
||
|
||
if tame then
|
||
|
||
if self.tamed == false then
|
||
minetest.chat_send_player(clicker:get_player_name(),
|
||
self.name:split(":")[2]
|
||
.. " has been tamed!")
|
||
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[8,4]"
|
||
.. "field[0.5,1;7.5,0;name;"
|
||
.. minetest.formspec_escape("Enter name:") .. ";" .. tag .. "]"
|
||
.. "button_exit[2.5,3.5;3,1;mob_rename;"
|
||
.. minetest.formspec_escape("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)
|
||
|
||
|
||
-- 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_activate = function(self)
|
||
|
||
if minetest.registered_entities[new_name] then
|
||
minetest.add_entity(self.object:get_pos(), new_name)
|
||
end
|
||
|
||
self.object:remove()
|
||
end
|
||
})
|
||
end
|