mobs = {} function mobs:register_monster(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_resistant = def.light_resistant, drop = def.drop, drop_count = def.drop_count, armor = def.armor, timer = 0, attack = {player=nil, dist=nil}, state = "stand", v_start = false, set_velocity = function(self, v) local yaw = self.object:getyaw() 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() 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 self.timer = self.timer+dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end if not self.light_resistant 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={[3]=1/10}}, } }, nil) end if 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={[3]=1/1}}, } }, nil) end if 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={[3]=1/2}}, } }, nil) end 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 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" 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 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 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 i=1,math.random(0,2)-1+self.drop_count do hitter:get_inventory():add_item("main", ItemStack(self.drop)) end else for i=1,math.random(0,2)-1+self.drop_count do local obj = minetest.env:add_item(self.object:getpos(), self.drop) 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 function mobs:register_animal(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, walk_velocity = def.walk_velocity, drop = def.drop, on_rightclick = def.on_rightclick, drop_count = def.drop_count, timer = 0, state = "stand", set_velocity = function(self, v) local yaw = self.object:getyaw() yaw = yaw+(math.pi/2) 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() yaw = yaw+(math.pi/2) 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 self.timer = self.timer+dtime if self.timer < 1 then return end self.timer = 0 if 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={[3]=1/2}}, } }, nil) 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 end end, on_activate = function(self, staticdata) self.object:set_armor_groups({fleshy=3}) 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 i=1,math.random(0,2)-1+self.drop_count do hitter:get_inventory():add_item("main", ItemStack(self.drop)) end else for i=1,math.random(0,2)-1+self.drop_count do local obj = minetest.env:add_item(self.object:getpos(), self.drop) 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 function mobs:register_spawn(name, nodes, max_light, min_light) minetest.register_abm({ nodenames = nodes, neighbors = nodes, interval = 60, chance = 5000, 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 > 5 then return end --minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos)) minetest.env:add_entity(pos, name) end }) end mobs:register_monster("mobs:dirt_monster", { hp_max = 5, collisionbox = {-0.4, -1, -0.4, 0.4, 1, 0.4}, visual = "upright_sprite", visual_size = {x=1, y=2}, textures = {"mobs_dirt_monster.png", "mobs_dirt_monster_back.png"}, makes_footstep_sound = true, view_range = 15, walk_velocity = 1, run_velocity = 3, damage = 2, drop = "default:dirt", drop_count = 3, armor = 3, }) mobs:register_spawn("mobs:dirt_monster", {"default:dirt_with_grass"}, 3, -1) mobs:register_monster("mobs:stone_monster", { hp_max = 10, collisionbox = {-0.4, -1, -0.4, 0.4, 1, 0.4}, visual = "upright_sprite", visual_size = {x=1, y=2}, textures = {"mobs_stone_monster.png", "mobs_stone_monster_back.png"}, makes_footstep_sound = true, view_range = 10, walk_velocity = 0.5, run_velocity = 2, damage = 3, drop = "default:mossycobble", drop_count = 3, light_resistant = true, armor = 2, }) mobs:register_spawn("mobs:stone_monster", {"default:stone"}, 3, -1) mobs:register_monster("mobs:sand_monster", { hp_max = 3, collisionbox = {-0.4, -1, -0.4, 0.4, 1, 0.4}, visual = "upright_sprite", visual_size = {x=1, y=2}, textures = {"mobs_sand_monster.png", "mobs_sand_monster_back.png"}, makes_footstep_sound = true, view_range = 15, walk_velocity = 1.5, run_velocity = 4, damage = 1, drop = "default:sand", drop_count = 3, light_resistant = true, armor = 3, }) mobs:register_spawn("mobs:sand_monster", {"default:desert_sand"}, 20, -1) mobs:register_animal("mobs:sheep", { hp_max = 5, collisionbox = {-0.6, -0.625, -0.6, 0.6, 0.625, 0.6}, visual = "upright_sprite", visual_size = {x=2, y=1.25}, textures = {"mobs_sheep.png", "mobs_sheep.png"}, makes_footstep_sound = true, walk_velocity = 1, drop = "mobs:meat_raw", drop_count = 2, on_rightclick = function(self, clicker) if self.naked then return end if clicker:get_inventory() then self.naked = true, clicker:get_inventory():add_item("main", ItemStack("wool:white "..math.random(1,3))) self.object:set_properties({ textures = {"mobs_sheep_naked.png", "mobs_sheep_naked.png"}, }) end end, }) mobs:register_spawn("mobs:sheep", {"default:dirt_with_grass"}, 20, 8) minetest.register_craftitem("mobs:meat_raw", { description = "Raw Meat", inventory_image = "mobs_meat_raw.png", }) minetest.register_craftitem("mobs:meat", { description = "Meat", inventory_image = "mobs_meat.png", on_use = minetest.item_eat(8), }) minetest.register_craft({ type = "cooking", output = "mobs:meat", recipe = "mobs:meat_raw", cooktime = 5, })