minetest.register_entity("mobs:dirt_monster", { hp_max = 5, physical = true, 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, timer = 0, attack = {player=nil, dist=nil}, state = "stand", v_start = false, VIEW_RANGE = 15, 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 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, 1) 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, 3) 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, 3) end else self.set_velocity(self, 0) self.v_start = false if self.timer > 1 then self.timer = 0 self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, groupcaps={ fleshy={times={[2]=1/1,[3]=1/2}}, } }, vec) end 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(0,3)+2 do hitter:get_inventory():add_item("main", ItemStack("default:dirt")) end else for i=1,math.random(0,3)+2 do local obj = minetest.env:add_item(self.object:getpos(), "default:dirt") 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, }) minetest.register_abm({ nodenames = {"default:dirt_with_grass"}, neighbors = {"default:dirt", "default:dirt_with_grass"}, interval = 60, chance = 5000, action = function(pos, node) pos.y = pos.y+1 if minetest.env:get_node_light(pos) > 3 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 minetest.env:add_entity(pos, "mobs:dirt_monster") end })