mobs = {} function mobs:register_mob(name, def) minetest.register_entity(name, { hp_max = def.hp_max, physical = true, collisionbox = def.collisionbox, visual = def.visual, visual_size = def.visual_size, textures = def.textures, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage, lava_damage = def.lava_damage, drops = def.drops, armor = def.armor, drawtype = def.drawtype, on_rightclick = def.on_rightclick, type = def.type, attack_type = def.attack_type, arrow = def.arrow, shoot_interval = def.shoot_interval, timer = 0, attack = {player=nil, dist=nil}, state = "stand", v_start = false, old_y = nil, set_velocity = function(self, v) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z}) end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^2 + v.z^2)^(0.5) end, on_step = function(self, dtime) if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 self.object:setacceleration({x=x, y=-10, z=z}) else self.object:setacceleration({x=0, y=-10, z=0}) end if self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:punch(self.object, 1.0, { full_punch_interval=1.0, groupcaps={ fleshy={times={[self.armor]=1/damage}}, } }, nil) end self.old_y = self.object:getpos().y end end self.timer = self.timer+dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end local do_env_damage = function(self) if self.light_damage and self.light_damage ~= 0 and minetest.env:get_timeofday() > 0.2 and minetest.env:get_timeofday() < 0.8 and minetest.env:get_node_light(self.object:getpos()) > 3 then self.object:punch(self.object, 1.0, { full_punch_interval=1.0, groupcaps={ fleshy={times={[self.armor]=1/self.light_damage}}, } }, nil) end if self.water_damage and self.water_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:water") then self.object:punch(self.object, 1.0, { full_punch_interval=1.0, groupcaps={ fleshy={times={[self.armor]=1/self.water_damage}}, } }, nil) end if self.lava_damage and self.lava_damage ~= 0 and string.find(minetest.env:get_node(self.object:getpos()).name, "default:lava") then self.object:punch(self.object, 1.0, { full_punch_interval=1.0, groupcaps={ fleshy={times={[self.armor]=1/self.lava_damage}}, } }, nil) end end if self.state == "attack" and self.timer > 1 then do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end if self.type == "monster" then for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist < self.view_range then if self.attack.dist then if self.attack.dist < dist then self.state = "attack" self.attack.player = player self.attack.dist = dist end else self.state = "attack" self.attack.player = player self.attack.dist = dist end end end end if self.state == "stand" then if math.random(1, 2) == 1 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) end if math.random(1, 100) <= 50 then self.set_velocity(self, self.walk_velocity) self.state = "walk" end elseif self.state == "walk" then if math.random(1, 100) <= 30 then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi)) self.set_velocity(self, self.get_velocity(self)) end if math.random(1, 100) <= 10 then self.set_velocity(self, 0) self.state = "stand" end if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end elseif self.state == "attack" and self.attack_type == "dogfight" then local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end else self.set_velocity(self, 0) self.v_start = false if self.timer > 1 then self.timer = 0 local d1 = 10 local d2 = 10 local d3 = 10 if self.damage > 0 then d3 = 1/self.damage end if self.damage > 1 then d2 = 1/(self.damage-1) end if self.damage > 2 then d1 = 1/(self.damage-2) end self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, groupcaps={ fleshy={times={[1]=d1, [2]=d2, [3]=d3}}, } }, vec) end end elseif self.state == "attack" and self.attack_type == "shoot" then local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 local obj = minetest.env:add_entity(self.object:getpos(), self.arrow) local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5 local v = obj:get_luaentity().velocity vec.y = vec.y+1 vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) end end end, on_activate = function(self, staticdata) self.object:set_armor_groups({fleshy=self.armor}) self.object:setacceleration({x=0, y=-10, z=0}) self.state = "stand" self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) self.object:setyaw(math.random(1, 360)/180*math.pi) end, on_punch = function(self, hitter) if self.object:get_hp() <= 0 then if hitter and hitter:is_player() and hitter:get_inventory() then for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then hitter:get_inventory():add_item("main", ItemStack(drop.name.." "..math.random(drop.min, drop.max))) end end else for _,drop in ipairs(self.drops) do if math.random(1, drop.chance) == 1 then for i=1,math.random(drop.min, drop.max) do local obj = minetest.env:add_item(self.object:getpos(), drop.name) if obj then obj:get_luaentity().collect = true local x = math.random(1, 5) if math.random(1,2) == 1 then x = -x end local z = math.random(1, 5) if math.random(1,2) == 1 then z = -z end obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z}) end end end end end end end, }) end function mobs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius) minetest.register_abm({ nodenames = nodes, neighbors = nodes, interval = 30, chance = chance, action = function(pos, node) pos.y = pos.y+1 if not minetest.env:get_node_light(pos) then return end if minetest.env:get_node_light(pos) > max_light then return end if minetest.env:get_node_light(pos) < min_light then return end if minetest.env:get_node(pos).name ~= "air" then return end pos.y = pos.y+1 if minetest.env:get_node(pos).name ~= "air" then return end local count = 0 for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do if obj:is_player() then return elseif obj:get_luaentity().name == name then count = count+1 end end if count > mobs_per_30_block_radius then return end if minetest.setting_getbool("display_mob_spawn") then minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos)) end minetest.env:add_entity(pos, name) end }) end function mobs:register_arrow(name, def) 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, on_step = function(self, dtime) local pos = self.object:getpos() if minetest.env:get_node(self.object:getpos()).name ~= "air" then self.hit_node(self, pos, node) self.object:remove() return end pos.y = pos.y-1 for _,player in pairs(minetest.env:get_objects_inside_radius(pos, 1)) do if player:is_player() then self.hit_player(self, player) self.object:remove() return end end end }) end