From 71d8eb3ec4f5ac76b04b7541d38c174b5bf873b7 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Sat, 28 Nov 2020 15:37:53 +0100 Subject: [PATCH] Import new Mobs Redo version --- mods/mobs/api.lua | 3357 +++++++++++------ mods/mobs/api.txt | 236 +- mods/mobs/crafts.lua | 1 - mods/mobs/description.txt | 1 - mods/mobs/init.lua | 3 - mods/mobs/locale/mobs.es.tr | 44 +- mods/mobs/locale/mobs.fr.tr | 44 +- mods/mobs/locale/mobs.it.tr | 48 +- mods/mobs/locale/mobs.ms.tr | 44 +- mods/mobs/locale/mobs.pt.tr | 46 +- mods/mobs/locale/mobs.ru.tr | 44 +- mods/mobs/locale/mobs.tr.tr | 46 +- mods/mobs/locale/mobs.zh_CN.tr | 34 + mods/mobs/locale/mobs.zh_TW.tr | 34 + mods/mobs/lucky_block.lua | 5 +- mods/mobs/mod.conf | 1 + mods/mobs/mount.lua | 37 +- mods/mobs/readme.MD | 165 +- mods/mobs/settingtypes.txt | 32 + mods/mobs/spawner.lua | 34 +- mods/mobs/textures/fire_basic_flame.png | Bin 594 -> 0 bytes mods/mobs/textures/mob_spawner.png | Bin 106 -> 108 bytes mods/mobs/textures/mobs_blood.png | Bin 149 -> 267 bytes mods/mobs/textures/mobs_chicken_egg.png | Bin 231 -> 235 bytes .../textures/mobs_chicken_egg_overlay.png | Bin 120 -> 191 bytes mods/mobs/textures/mobs_leather.png | Bin 194 -> 0 bytes mods/mobs/textures/mobs_magic_lasso.png | Bin 173 -> 0 bytes mods/mobs/textures/mobs_meat.png | Bin 180 -> 0 bytes mods/mobs/textures/mobs_meat_raw.png | Bin 180 -> 0 bytes mods/mobs/textures/mobs_nametag.png | Bin 172 -> 0 bytes mods/mobs/textures/mobs_net.png | Bin 191 -> 0 bytes mods/mobs/textures/mobs_noentry_particle.png | Bin 165 -> 0 bytes mods/mobs/textures/mobs_protect_particle.png | Bin 99 -> 0 bytes mods/mobs/textures/mobs_protector.png | Bin 163 -> 0 bytes mods/mobs/textures/mobs_saddle.png | Bin 166 -> 0 bytes mods/mobs/textures/mobs_shears.png | Bin 220 -> 0 bytes mods/mobs/textures/tnt_smoke.png | Bin 168 -> 202 bytes 37 files changed, 2762 insertions(+), 1494 deletions(-) delete mode 100644 mods/mobs/crafts.lua delete mode 100644 mods/mobs/description.txt create mode 100644 mods/mobs/locale/mobs.zh_CN.tr create mode 100644 mods/mobs/locale/mobs.zh_TW.tr create mode 100644 mods/mobs/settingtypes.txt delete mode 100644 mods/mobs/textures/fire_basic_flame.png delete mode 100644 mods/mobs/textures/mobs_leather.png delete mode 100644 mods/mobs/textures/mobs_magic_lasso.png delete mode 100644 mods/mobs/textures/mobs_meat.png delete mode 100644 mods/mobs/textures/mobs_meat_raw.png delete mode 100644 mods/mobs/textures/mobs_nametag.png delete mode 100644 mods/mobs/textures/mobs_net.png delete mode 100644 mods/mobs/textures/mobs_noentry_particle.png delete mode 100644 mods/mobs/textures/mobs_protect_particle.png delete mode 100644 mods/mobs/textures/mobs_protector.png delete mode 100644 mods/mobs/textures/mobs_saddle.png delete mode 100644 mods/mobs/textures/mobs_shears.png diff --git a/mods/mobs/api.lua b/mods/mobs/api.lua index 166d125..63a833b 100644 --- a/mods/mobs/api.lua +++ b/mods/mobs/api.lua @@ -1,31 +1,14 @@ - --- Mobs Api - -mobs = {} -mobs.mod = "hades" -mobs.version = "20201113" - - --- Intllib local MP = minetest.get_modpath(minetest.get_current_modname()) local S = minetest.get_translator("mobs") -- CMI support check local use_cmi = minetest.global_exists("cmi") - --- Invisibility mod check -mobs.invis = {} -if minetest.global_exists("invisibility") then - mobs.invis = invisibility -end - - --- creative check -function mobs.is_creative(name) - return minetest.is_creative_enabled(name) -end - +mobs = { + mod = "hades", + version = "20201128", + invis = minetest.global_exists("invisibility") and invisibility or {} +} -- localize math functions local pi = math.pi @@ -35,9 +18,11 @@ local cos = math.cos local abs = math.abs local min = math.min local max = math.max -local atann = math.atan local random = math.random local floor = math.floor +local ceil = math.ceil +local rad = math.rad +local atann = math.atan local atan = function(x) if not x or x ~= x then --error("atan bassed NaN") @@ -46,38 +31,51 @@ local atan = function(x) return atann(x) end end +local table_copy = table.copy +local table_remove = table.remove +local vadd = vector.add +local vdirection = vector.direction +local vmultiply = vector.multiply +local vsubtract = vector.subtract +local settings = minetest.settings +-- creative check +function mobs.is_creative(name) + return minetest.is_creative_enabled(name) +end -- Load settings -local damage_enabled = minetest.settings:get_bool("enable_damage") -local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false -local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") -local disable_blood = minetest.settings:get_bool("mobs_disable_blood") -local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false -local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false -local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false -local remove_far = minetest.settings:get_bool("remove_far_mobs") -local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 -local show_health = false --minetest.settings:get_bool("mob_show_health") ~= false -local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) -local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1) +local damage_enabled = settings:get_bool("enable_damage") +local mobs_spawn = settings:get_bool("mobs_spawn") ~= false +local peaceful_only = settings:get_bool("only_peaceful_mobs") +local disable_blood = settings:get_bool("mobs_disable_blood") +local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false +local mobs_griefing = settings:get_bool("mobs_griefing") ~= false +local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false +local remove_far = settings:get_bool("remove_far_mobs") ~= false +local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0 +local show_health = false +local max_per_block = tonumber(settings:get("max_objects_per_block") or 99) +local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12) +local active_limit = tonumber(settings:get("mob_active_limit") or 0) +local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1) +local active_mobs = 0 + -- Peaceful mode message so players will know there are no monsters if peaceful_only then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), - "** "..S("Peaceful Mode active - No monsters will spawn")) + S("** Peaceful Mode Active - No Monsters Will Spawn")) end) end -- calculate aoc range for mob count -local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks")) -local abr = tonumber(minetest.settings:get("active_block_range")) -local aoc_range = max(aosrb, abr) * 16 +local aoc_range = tonumber(settings:get("active_block_range")) * 16 -- pathfinding settings local enable_pathfinding = true -local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching +local stuck_timeout = 3 -- how long before stuck mod starts searching local stuck_path_timeout = 10 -- how long will mob follow path before giving up -- default nodes @@ -86,24 +84,102 @@ local node_permanent_flame = "fire:permanent_flame" local node_ice = "hades_core:stone" local node_snowblock = "hades_core:stone" local node_snow = "hades_core:stone" -mobs.fallback_node = minetest.registered_aliases["mapgen_sand"] or "hades_core:ash" +mobs.fallback_node = "hades_core:dirt" +local mob_class = { + stepheight = 1.1, + fly_in = "air", + owner = "", + order = "", + jump_height = 4, + lifetimer = 180, -- 3 minutes + physical = true, + collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, + visual_size = {x = 1, y = 1}, + texture_mods = "", + makes_footstep_sound = false, + view_range = 5, + walk_velocity = 1, + run_velocity = 2, + light_damage = 0, + light_damage_min = 14, + light_damage_max = 15, + water_damage = 0, + lava_damage = 0, + suffocation = 2, + fall_damage = 1, + fall_speed = -10, -- must be lower than -2 (default: -10) + drops = {}, + armor = 100, + sounds = {}, + jump = true, + knock_back = true, + walk_chance = 50, + stand_chance = 30, + attack_chance = 5, + passive = false, + blood_amount = 5, + blood_texture = "mobs_blood.png", + shoot_offset = 0, + floats = 1, -- floats in water by default + replace_offset = 0, + timer = 0, + env_damage_timer = 0, -- only used when state = "attack" + tamed = false, + pause_timer = 0, + horny = false, + hornytimer = 0, + child = false, + gotten = false, + health = 0, + reach = 3, + htimer = 0, + docile_by_day = false, + time_of_day = 0.5, + fear_height = 0, + runaway_timer = 0, + immune_to = {}, + explosion_timer = 3, + allow_fuse_reset = true, + stop_to_explode = true, + dogshoot_count = 0, + dogshoot_count_max = 5, + dogshoot_count2_max = 5, + group_attack = false, + attack_monsters = false, + attack_animals = false, + attack_players = true, + attack_npcs = true, + facing_fence = false, + _cmi_is_mob = true +} + +local mob_class_meta = {__index = mob_class} -- play sound -local mob_sound = function(self, sound) +function mob_class:mob_sound(sound) + + local pitch = 1.0 + + -- higher pitch for a child + if self.child then pitch = pitch * 1.5 end + + -- a little random pitch to be different + pitch = pitch + random(-10, 10) * 0.005 if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, - max_hear_distance = self.sounds.distance + max_hear_distance = self.sounds.distance, + pitch = pitch }, true) end end -- attack player/mob -local do_attack = function(self, player) +function mob_class:do_attack(player) if self.state == "attack" then return @@ -113,55 +189,187 @@ local do_attack = function(self, player) self.state = "attack" if random(0, 100) < 90 then - mob_sound(self, self.sounds.war_cry) + self:mob_sound(self.sounds.war_cry) end end +-- calculate distance +local get_distance = function(a, b) + + if not a or not b then return 50 end -- nil check + + local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z + + return square(x * x + y * y + z * z) +end + + +-- collision function based on jordan4ibanez' open_ai mod +function mob_class:collision() + + local pos = self.object:get_pos() + local x, z = 0, 0 + local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 + + for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do + + if object:is_player() + or (object:get_luaentity() + and object:get_luaentity()._cmi_is_mob == true + and object ~= self.object) then + + local pos2 = object:get_pos() + local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} + + x = x + vec.x + z = z + vec.z + end + end + + return({x, z}) +end + + +-- check if string exists in another string or table +local check_for = function(look_for, look_inside) + + if type(look_inside) == "string" and look_inside == look_for then + + return true + + elseif type(look_inside) == "table" then + + for _, str in pairs(look_inside) do + + if str == look_for then + + return true + end + end + end + + return false +end + + -- move mob in facing direction -local set_velocity = function(self, v) +function mob_class:set_velocity(v) + + -- halt mob if it has been ordered to stay + if self.order == "stand" then + + self.object:set_velocity({x = 0, y = 0, z = 0}) + + return + end + + local c_x, c_y = 0, 0 + + -- can mob be pushed, if so calculate direction + if self.pushable then + c_x, c_y = unpack(self:collision()) + end local yaw = (self.object:get_yaw() or 0) + self.rotate - local vel self.object:get_velocity() - self.object:set_velocity({ - x = sin(yaw) * -v, - y = (vel and vel.y) or 0, - z = cos(yaw) * v - }) + -- nil check for velocity + v = v or 0 + + -- check if standing in liquid with max viscosity of 7 + local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + + -- only slow mob trying to move while inside a viscous fluid that + -- they aren't meant to be in (fish in water, spiders in cobweb etc) + if v > 0 and visc and visc > 0 + and not check_for(self.standing_in, self.fly_in) then + v = v / (visc + 1) + end + + -- set velocity with hard limit of 10 + local vel = self.object:get_velocity() + + local new_vel = { + x = (sin(yaw) * -v) + c_x, + y = vel.y, + z = (cos(yaw) * v) + c_y} + + self.object:set_velocity(new_vel) +end + +-- global version of above function +function mobs:set_velocity(entity, v) + mob_class.set_velocity(entity, v) end -- calculate mob velocity -local get_velocity = function(self) +function mob_class:get_velocity() local v = self.object:get_velocity() + if not v then return 0 end + return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw -local set_yaw = function(self, yaw) +function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end - self:set_yaw(yaw) + delay = delay or 0 - return yaw + if delay == 0 then + self.object:set_yaw(yaw) + return yaw + end + + self.target_yaw = yaw + self.delay = delay + + return self.target_yaw +end + +-- global function to set mob yaw +function mobs:yaw(entity, yaw, delay) + mob_class.set_yaw(entity, yaw, delay) end -- set defined animation -local set_animation = function(self, anim) +function mob_class:set_animation(anim, force) - if not self.animation - or not anim then return end + if not self.animation or not anim then return end self.animation.current = self.animation.current or "" + -- only use different animation for attacks when using same set + if force ~= true and anim ~= "punch" and anim ~= "shoot" + and string.find(self.animation.current, anim) then + return + end + + local num = 0 + + -- check for more than one animation (max 4) + for n = 1, 4 do + + if self.animation[anim .. n .. "_start"] + and self.animation[anim .. n .. "_end"] then + num = n + end + end + + -- choose random animation from set + if num > 0 then + num = random(0, num) + anim = anim .. (num ~= 0 and num or "") + end + if anim == self.animation.current or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"] then @@ -173,23 +381,14 @@ local set_animation = function(self, anim) self.object:set_animation({ x = self.animation[anim .. "_start"], y = self.animation[anim .. "_end"]}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, + self.animation[anim .. "_speed"] or + self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end - -- above function exported for mount.lua -function mobs:set_animation(self, anim) - set_animation(self, anim) -end - - --- calculate distance -local get_distance = function(a, b) - - local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z - - return square(x * x + y * y + z * z) +function mobs:set_animation(entity, anim) + entity.set_animation(entity, anim) end @@ -223,10 +422,9 @@ local line_of_sight = function(self, pos1, pos2, stepsize) local ad = 0 -- It continues to advance in the line of sight in search of a real - -- obstruction which counts as 'normal' nodebox. + -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] - and (minetest.registered_nodes[nn].walkable == false - or minetest.registered_nodes[nn].drawtype == "nodebox") do + and (minetest.registered_nodes[nn].walkable == false) do -- Check if you can still move forward if td < ad + stepsize then @@ -257,35 +455,141 @@ local line_of_sight = function(self, pos1, pos2, stepsize) -- New Nodename found nn = minetest.get_node(pos).name - end return false end --- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self, pos_w) +-- check line of sight (by BrunoMine, tweaked by Astrobe) +local new_line_of_sight = function(self, pos1, pos2, stepsize) - local nod = self.standing_in - local def = minetest.registered_nodes[nod] + if not pos1 or not pos2 then return end - if not def then return false end -- nil check + stepsize = stepsize or 1 - if type(self.fly_in) == "string" - and nod == self.fly_in then + local stepv = vmultiply(vdirection(pos1, pos2), stepsize) - return true + local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) - elseif type(self.fly_in) == "table" then + -- normal walking and flying mobs can see you through air + if s == true then return true end - for _,fly_in in pairs(self.fly_in) do + -- New pos1 to be analyzed + local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} - if nod == fly_in then + local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) - return true + -- Checks the return + if r == true then return true end + + -- Nodename found + local nn = minetest.get_node(pos).name + + -- It continues to advance in the line of sight in search of a real + -- obstruction which counts as 'walkable' nodebox. + while minetest.registered_nodes[nn] + and (minetest.registered_nodes[nn].walkable == false) do + + npos1 = vadd(npos1, stepv) + + if get_distance(npos1, pos2) < stepsize then return true end + + -- scan again + r, pos = minetest.line_of_sight(npos1, pos2, stepsize) + + if r == true then return true end + + -- New Nodename found + nn = minetest.get_node(pos).name + end + + return false +end + +-- check line of sight using raycasting (thanks Astrobe) +local ray_line_of_sight = function(self, pos1, pos2) + + local ray = minetest.raycast(pos1, pos2, true, false) + local thing = ray:next() + + while thing do -- thing.type, thing.ref + + if thing.type == "node" then + + local name = minetest.get_node(thing.under).name + + if minetest.registered_items[name] + and minetest.registered_items[name].walkable then + return false end end + + thing = ray:next() + end + + return true +end + +-- 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 + return ray_line_of_sight(self, pos1, pos2) + 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(override) + + if self:flight_check() and override ~= true then return true end + + -- We are not flying in what we are supposed to. + -- See if we can find intended flight medium and return to it + local pos = self.object:get_pos() + local searchnodes = self.fly_in + + if type(searchnodes) == "string" then + searchnodes = {self.fly_in} + end + + local flyable_nodes = minetest.find_nodes_in_area( + {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, + {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}, searchnodes) + + if #flyable_nodes < 1 then + return false + end + + local escape_target = flyable_nodes[random(#flyable_nodes)] + local escape_direction = vdirection(pos, escape_target) + + self.object:set_velocity( + vmultiply(escape_direction, 1)) --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 + + -- are we standing inside what we should be to fly/swim ? + if check_for(self.standing_in, self.fly_in) then + return true end -- stops mobs getting stuck inside stairs and plantlike nodes @@ -299,8 +603,68 @@ local flight_check = function(self, pos_w) end +-- turn mob to face position +local yaw_to_pos = function(self, target, rot) + + rot = rot or 0 + + local pos = self.object:get_pos() + local vec = {x = target.x - pos.x, z = target.z - pos.z} + local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate + + if target.x > pos.x then + yaw = yaw + pi + end + + yaw = self:set_yaw(yaw, rot) + + return yaw +end + +function mobs:yaw_to_pos(self, target, rot) + return yaw_to_pos(self, target, rot) +end + + +-- if stay near set then check periodically for nodes and turn towards them +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 not pos or random(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 + + yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) + + 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) +local effect = function(pos, amount, texture, min_size, max_size, + radius, gravity, glow, fall) radius = radius or 2 min_size = min_size or 0.5 @@ -308,12 +672,20 @@ local effect = function(pos, amount, texture, min_size, max_size, radius, gravit gravity = gravity or -10 glow = glow or 0 + if fall == true then + fall = 0 + elseif fall == false then + fall = radius + else + fall = -radius + end + minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, - minvel = {x = -radius, y = -radius, z = -radius}, + minvel = {x = -radius, y = fall, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, @@ -322,13 +694,19 @@ local effect = function(pos, amount, texture, min_size, max_size, radius, gravit minsize = min_size, maxsize = max_size, texture = texture, - glow = glow, + glow = glow }) end +function mobs:effect(pos, amount, texture, min_size, max_size, + radius, gravity, glow, fall) + + effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) +end + -- update nametag colour -local update_tag = function(self) +function mob_class:update_tag() local col = "#00FF00" local qua = self.hp_max / 4 @@ -349,33 +727,42 @@ local update_tag = function(self) nametag = self.nametag, nametag_color = col }) - end -- drop items -local item_drop = function(self, cooked) +function mob_class:item_drop() - -- no drops if disabled by setting - if not mobs_drop_items then return end + -- no drops if disabled by setting or mob is child + if not mobs_drop_items or self.child then return end - -- no drops for child mobs - if self.child then return end - - local obj, item, num local pos = self.object:get_pos() - self.drops = self.drops or {} -- nil check + -- check for drops function + self.drops = type(self.drops) == "function" + and self.drops(pos) or self.drops + + -- check for nil or no drops + if not self.drops or #self.drops == 0 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() + + local obj, item, num for n = 1, #self.drops do - if random(1, self.drops[n].chance) == 1 then + if random(self.drops[n].chance) == 1 then - num = random(self.drops[n].min or 1, self.drops[n].max or 1) + num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name - -- cook items when true - if cooked then + -- 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}}) @@ -385,16 +772,22 @@ local item_drop = function(self, cooked) end end - -- add item if it exists - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) + -- 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, + z = random(-10, 10) / 9 }) + elseif obj then obj:remove() -- item does not exist end @@ -405,20 +798,47 @@ local item_drop = function(self, cooked) end +-- remove mob and descrease counter +local remove_mob = function(self, decrease) + + self.object:remove() + + if decrease and active_limit > 0 then + + active_mobs = active_mobs - 1 + + if active_mobs < 0 then + active_mobs = 0 + end + end +--print("-- active mobs: " .. active_mobs .. " / " .. active_limit) +end + +-- global function for removing mobs +function mobs:remove(self, decrease) + remove_mob(self, decrease) +end + + -- check if mob is dead or only hurt -local check_for_death = function(self, cause, cmi_cause) +function mob_class:check_for_death(cmi_cause) -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end + local damaged = self.health < self.old_health + self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then - mob_sound(self, self.sounds.damage) + -- only play hurt sound if damaged + if damaged then + self:mob_sound(self.sounds.damage) + end -- make sure health isn't higher than max if self.health > self.hp_max then @@ -436,45 +856,43 @@ local check_for_death = function(self, cause, cmi_cause) self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max - update_tag(self) + self:update_tag() end return false end - -- dropped cooked item if mob died in lava - if cause == "lava" then - item_drop(self, true) - else - item_drop(self, nil) - end + self.cause_of_death = cmi_cause - mob_sound(self, self.sounds.death) + -- 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 + if pos and self.on_die then - self.on_die(self, pos) + self:on_die(pos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end - self.object:remove() + remove_mob(self, true) return true end - -- default death function and die animation (if defined) + -- check for custom death function and die animation 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) + local length = max((frames / speed), 0) self.attack = nil self.v_start = false @@ -482,73 +900,38 @@ local check_for_death = function(self, cause, cmi_cause) self.blinktimer = 0 self.passive = true self.state = "die" - set_velocity(self, 0) - set_animation(self, "die") + self:set_velocity(0) + self:set_animation("die") minetest.after(length, function(self) - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end + if self.object:get_luaentity() then - self.object:remove() + if use_cmi then + cmi.notify_die(self.object, cmi_cause) + end + + remove_mob(self, true) + end end, self) - else + + return true + + elseif pos then -- otherwise remove mod and show particle effect if use_cmi then cmi.notify_die(self.object, cmi_cause) end - self.object:remove() - end + remove_mob(self, true) - effect(pos, 20, "tnt_smoke.png") + effect(pos, 20, "tnt_smoke.png") + end return true end --- check if within physical map limits (-30911 to 30927) -local within_limits = function(pos, radius) - - if (pos.x - radius) > -30913 - and (pos.x + radius) < 30928 - and (pos.y - radius) > -30913 - and (pos.y + radius) < 30928 - and (pos.z - radius) > -30913 - and (pos.z + radius) < 30928 then - return true -- within limits - end - - return false -- beyond limits -end - - --- is mob facing a cliff -local is_at_cliff = function(self) - - 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) @@ -560,12 +943,72 @@ local node_ok = function(pos, fallback) return node end - return minetest.registered_nodes[fallback] -- {name = fallback} + return minetest.registered_nodes[fallback] +end + + +-- Returns true is node can deal damage to self +local is_node_dangerous = function(self, nodename) + + if self.water_damage > 0 + and minetest.get_item_group(nodename, "water") ~= 0 then + return true + end + + if self.lava_damage > 0 + and minetest.get_item_group(nodename, "igniter") ~= 0 then + return true + end + + if minetest.registered_nodes[nodename].damage_per_second > 0 then + return true + end + + return false +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 + + -- get yaw but if nil returned object no longer exists + local yaw = self.object:get_yaw() + + if not yaw then return false end + + 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 + + local free_fall, blocker = 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}) + + -- check for straight drop + if free_fall then + return true + end + + local bnode = node_ok(blocker) + + -- will we drop onto dangerous node? + if is_node_dangerous(self, bnode.name) then + return true + end + + local def = minetest.registered_nodes[bnode.name] + + return (not def and def.walkable) end -- environmental damage (water, lava, fire, light etc.) -local do_env_damage = function(self) +function mob_class:do_env_damage() -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then @@ -578,56 +1021,28 @@ local do_env_damage = function(self) self.nametag = self.nametag2 self.nametag2 = nil - update_tag(self) + self:update_tag() end - local pos = self.object:get_pos() + local pos = self.object:get_pos() ; if not pos then return end self.time_of_day = minetest.get_timeofday() - -- remove mob if beyond map limits - if not within_limits(pos, 0) then - self.object:remove() + -- halt mob if standing inside ignore node + if self.standing_in == "ignore" then + + self.object:set_velocity({x = 0, y = 0, z = 0}) + return true end - -- bright light harms mob - if self.light_damage ~= 0 --- and pos.y > 0 --- and self.time_of_day > 0.2 --- and self.time_of_day < 0.8 - and (minetest.get_node_light(pos) or 0) > 12 then - - self.health = self.health - self.light_damage - - effect(pos, 5, "tnt_smoke.png") - - if check_for_death(self, "light", {type = "light"}) then return true end - end - - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - pos.y = pos.y + y_level + 0.25 -- foot level - self.standing_in = node_ok(pos, "air").name --- print ("standing in " .. self.standing_in) - - -- don't fall when on ignore, just stand still - if self.standing_in == "ignore" then - self.object:set_velocity({x = 0, y = 0, z = 0}) - end + -- particle appears at random mob height + pos.y = pos.y + random(self.collisionbox[2], self.collisionbox[5]) 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 and nodef.groups.water then if self.water_damage ~= 0 then @@ -635,24 +1050,25 @@ local do_env_damage = function(self) effect(pos, 5, "bubble.png", nil, nil, 1, nil) - if check_for_death(self, "water", {type = "environment", - pos = pos, node = self.standing_in}) then return true end + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end end - -- lava or fire - elseif self.lava_damage - and (nodef.groups.lava - or self.standing_in == node_fire - or self.standing_in == node_permanent_flame) then + -- ignition source (fire or lava) + elseif self.lava_damage and nodef.groups.igniter 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) + effect(pos, 15, "tnt_smoke.png", 1, 2, 1, 0.2, 15, true) - if check_for_death(self, "lava", {type = "environment", - pos = pos, node = self.standing_in}) then return true end + if self:check_for_death({type = "environment", pos = pos, + node = self.standing_in, hot = true}) then + return true + end end -- damage_per_second node check @@ -662,33 +1078,65 @@ local do_env_damage = function(self) effect(pos, 5, "tnt_smoke.png") - if check_for_death(self, "dps", {type = "environment", - pos = pos, node = self.standing_in}) then return true end + if self:check_for_death({type = "environment", + pos = pos, node = self.standing_in}) then + return true + end end ---[[ + + -- is mob light sensative, or scared of the dark :P + if self.light_damage ~= 0 then + + local light = minetest.get_node_light(pos) or 0 + + if light >= self.light_damage_min + and light <= self.light_damage_max then + + self.health = self.health - self.light_damage + + effect(pos, 5, "tnt_smoke.png") + + if self:check_for_death({type = "light"}) then + return true + end + 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 + if (self.suffocation and self.suffocation ~= 0) + and (nodef.walkable == nil or nodef.walkable == true) + and (nodef.collision_box == nil or nodef.collision_box.type == "regular") + and (nodef.node_box == nil or nodef.node_box.type == "regular") + and (nodef.groups.disable_suffocation ~= 1) then - self.health = self.health - self.suffocation + local damage - if check_for_death(self, "suffocation", {type = "environment", - pos = pos, node = self.standing_in}) then return true end + if self.suffocation == true then + damage = 2 + else + damage = (self.suffocation or 2) + end + + self.health = self.health - damage + + if self:check_for_death({type = "suffocation", + pos = pos, node = self.standing_in}) then + return true + end end -]] - if check_for_death(self, "", {type = "unknown"}) then return true end + + return self:check_for_death({type = "unknown"}) end -- jump if facing a solid node (not fences or gates) -local do_jump = function(self) +function mob_class:do_jump() if not self.jump or self.jump_height == 0 or self.fly - or self.child then + or self.child + or self.order == "stand" then return false end @@ -696,7 +1144,7 @@ local do_jump = function(self) -- something stopping us while moving? if self.state ~= "stand" - and get_velocity(self) > 0.5 + and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end @@ -704,14 +1152,11 @@ local do_jump = function(self) 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 + -- sanity check + if not yaw then return false end - local nod = node_ok(pos) - ---print ("standing on:", nod.name, pos.y) - - if minetest.registered_nodes[nod.name].walkable == false then + -- we can only jump if standing on solid node + if minetest.registered_nodes[self.standing_on].walkable == false then return false end @@ -719,42 +1164,81 @@ local do_jump = function(self) local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + -- set y_pos to base of mob + pos.y = pos.y + self.collisionbox[2] + -- 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 + 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 + -- what is above and in front? + local nodt = node_ok({ + x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z + }) ---print ("in front:", nod.name, pos.y + 0.5) + local blocked = minetest.registered_nodes[nodt.name].walkable - if self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable then +--print("standing on:", self.standing_on, pos.y - 0.25) +--print("in front:", nod.name, pos.y + 0.5) +--print("in front above:", nodt.name, pos.y + 1.5) + + -- jump if standing on solid node (not snow) and not blocked above + if (self.walk_chance == 0 + or minetest.registered_items[nod.name].walkable) + and not blocked + and nod.name ~= node_snow then if not nod.name:find("fence") - and not nod.name:find("gate") then + and not nod.name:find("gate") + and not nod.name:find("wall") then local v = self.object:get_velocity() v.y = self.jump_height - set_animation(self, "jump") -- only when defined + self:set_animation("jump") -- only when defined self.object:set_velocity(v) -if get_velocity(self) > 0 then - mob_sound(self, self.sounds.jump) -end + -- when in air move forward + minetest.after(0.3, function(self, v) + + if self.object:get_luaentity() then + + self.object:set_acceleration({ + x = v.x * 2, + y = 0, + z = v.z * 2 + }) + end + end, self, v) + + if self:get_velocity() > 0 then + self:mob_sound(self.sounds.jump) + end + + return true else self.facing_fence = true end + end - return true + -- if blocked against a block/wall for 5 counts then turn + if not self.following + and (self.facing_fence or blocked) then + + self.jump_count = (self.jump_count or 0) + 1 + + if self.jump_count > 4 then + + local yaw = self.object:get_yaw() or 0 + local turn = random(0, 2) + 1.35 + + yaw = self:set_yaw(yaw + turn, 12) + + self.jump_count = 0 + end end return false @@ -774,6 +1258,7 @@ local entity_physics = function(pos, radius) 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) @@ -789,29 +1274,17 @@ end -- should mob follow what I'm holding ? -local follow_holding = function(self, clicker) +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 + -- are we holding an item mob can follow ? + if check_for(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 @@ -819,7 +1292,7 @@ end -- find two animals of same type and breed if nearby and horny -local breed = function(self) +function mob_class:breed() -- child takes 240 seconds before growing into adult if self.child == true then @@ -836,7 +1309,7 @@ local breed = function(self) mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, - selectionbox = self.base_selbox, + selectionbox = self.base_selbox }) -- custom function when child grows up @@ -874,11 +1347,12 @@ local breed = function(self) 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) + 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 + local ent for n = 1, #objs do @@ -892,12 +1366,12 @@ local breed = function(self) if ent.name == self.name then canmate = true else - local entname = string.split(ent.name,":") - local selfname = string.split(self.name,":") + local entname = ent.name:split(":") + local selfname = self.name:split(":") if entname[1] == selfname[1] then - entname = string.split(entname[2],"_") - selfname = string.split(selfname[2],"_") + entname = entname[2]:split("_") + selfname = selfname[2]:split("_") if entname[1] == selfname[1] then canmate = true @@ -919,14 +1393,27 @@ local breed = function(self) self.hornytimer = 41 ent.hornytimer = 41 + -- have we reached active mob limit + if active_limit > 0 and active_mobs >= active_limit then + minetest.chat_send_player(self.owner, + S("Active Mob Limit Reached!") + .. " (" .. active_mobs + .. " / " .. active_limit .. ")") + return + end + -- spawn baby - minetest.after(5, function() + 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(self, ent) == false then + if self:on_breed(ent) == false then return end else @@ -947,7 +1434,7 @@ local breed = function(self) textures = textures, visual_size = { x = self.base_size.x * .5, - y = self.base_size.y * .5, + y = self.base_size.y * .5 }, collisionbox = { self.base_colbox[1] * .5, @@ -955,7 +1442,7 @@ local breed = function(self) self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, - self.base_colbox[6] * .5, + self.base_colbox[6] * .5 }, selectionbox = { self.base_selbox[1] * .5, @@ -963,14 +1450,14 @@ local breed = function(self) self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, - self.base_selbox[6] * .5, + self.base_selbox[6] * .5 }, }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner - end) + end, self, ent) num = 0 @@ -982,14 +1469,17 @@ end -- find and replace what mob is looking for (grass, wheat etc.) -local replace = function(self, pos) +function mob_class:replace(pos) + + local vel = self.object:get_velocity() + if not vel then return end 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 + or vel.y ~= 0 + or random(self.replace_rate) > 1 then return end @@ -1012,32 +1502,31 @@ local replace = function(self, pos) 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 +-- print("replace node = ".. minetest.get_node(pos).name, pos.y) if self.on_replace then - on_replace_return = self.on_replace(self, pos, oldnode, newnode) - end - if on_replace_return ~= false then + local oldnode = what or "" + local newnode = with - minetest.set_node(pos, {name = with}) + -- pass actual node name when using table or groups + if type(oldnode) == "table" + or oldnode:find("group:") then + oldnode = minetest.get_node(pos).name + end - -- when cow/sheep eats grass, replace wool and milk - if self.gotten == true then - self.gotten = false - self.object:set_properties(self) + if self:on_replace(pos, oldnode, newnode) == false then + return end end + + minetest.set_node(pos, {name = with}) end end -- check if daytime and also if mob is docile during daylight hours -local day_docile = function(self) +function mob_class:day_docile() if self.docile_by_day == false then @@ -1052,13 +1541,19 @@ local day_docile = function(self) end --- path finding and smart mob routine by rnd -local smart_mobs = function(self, s, p, dist, dtime) +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 = p + -- is it becoming stuck? - if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then + 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 @@ -1066,20 +1561,88 @@ local smart_mobs = function(self, s, p, dist, dtime) self.path.lastpos = {x = s.x, y = s.y, z = s.z} - -- im stuck, search for path - if (self.path.stuck_timer > stuck_timeout and not self.path.following) - or (self.path.stuck_timer > stuck_path_timeout and self.path.following) then + 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 - -- lets try find a path, first take care of positions - -- since pathfinder is very sensitive - local sheight = self.collisionbox[5] - self.collisionbox[2] + 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(vsubtract(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 + + -- lets try find a path, first take care of positions + -- since pathfinder is very sensitive + if use_pathfind then -- 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, { @@ -1097,22 +1660,45 @@ local smart_mobs = function(self, s, p, dist, dtime) 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, 2, 6, "Dijkstra") - self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch") + local jumpheight = 0 - -- attempt to unstick mob that is "daydreaming" - --[[ BUT NOT IN HADES REVISITED, SILLY! - self.object:set_pos({ - x = s.x + 0.1 * (random() * 2 - 1), - y = s.y + 1, - z = s.z + 0.1 * (random() * 2 - 1) - }) - ]] + if self.jump and self.jump_height >= 4 then + jumpheight = min(ceil(self.jump_height / 4), 4) + + elseif self.stepheight > 0.5 then + jumpheight = 1 + end + + self.path.way = minetest.find_path(s, p1, 16, jumpheight, + 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 = "" - do_attack(self, self.attack) + + if self.attack then + self:do_attack(self.attack) + end -- no path found, try something else if not self.path.way then @@ -1136,7 +1722,7 @@ local smart_mobs = function(self, s, p, dist, dtime) end end - local sheight = math.ceil(self.collisionbox[5]) + 1 + local sheight = ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight @@ -1178,11 +1764,11 @@ local smart_mobs = function(self, s, p, dist, dtime) 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 + 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"}) @@ -1202,7 +1788,6 @@ local smart_mobs = function(self, s, p, dist, dtime) minetest.add_item(p1, ItemStack(node1)) minetest.set_node(p1, {name = "air"}) end - end end end @@ -1210,13 +1795,18 @@ local smart_mobs = function(self, s, p, dist, dtime) -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 - -- frustration! cant find the damn path :( - mob_sound(self, self.sounds.random) + elseif s.y < p1.y and (not self.fly) then + self:do_jump() --add jump to pathfinding + self.path.following = true else -- yay i found path - mob_sound(self, self.sounds.war_cry) + if self.attack then + self:mob_sound(self.sounds.war_cry) + else + self:mob_sound(self.sounds.random) + end - set_velocity(self, self.walk_velocity) + self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true @@ -1225,169 +1815,101 @@ local smart_mobs = function(self, s, p, dist, dtime) end --- specific attacks -local specific_attack = function(list, what) +-- general attack function for all mobs +function mob_class:general_attack() - -- 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 - - --- monster find someone to attack -local monster_attack = function(self) - - if self.type ~= "monster" - or not damage_enabled - or creative + -- return if already attacking, passive or docile during day + if self.passive + or self.state == "runaway" or self.state == "attack" - or day_docile(self) then + or self:day_docile() then return end - local s = self.object:get_pos() - local p, sp, dist - local player, obj, min_player - local type, name = "", "" - local min_dist = self.view_range + 1 + local s = self.object:get_pos() ; if not s then return end 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 mobs.invis[ objs[n]:get_player_name() ] then - - type = "" - else - player = objs[n] - type = "player" - name = "player" + -- if player invisible or mob cannot attack then remove from list + if not damage_enabled + or self.attack_players == false + or (self.owner and self.type ~= "monster") + or mobs.invis[objs[n]:get_player_name()] + or (self.specific_attack + and not check_for("player", self.specific_attack)) 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 (self.specific_attack + and not check_for(ent.name, self.specific_attack)) then + objs[n] = nil +--print("- mob", n, self.name, ent.name) + end + + -- remove all other entities else - obj = objs[n]:get_luaentity() - - if obj then - player = obj.object - type = obj.type - name = obj.name or "" - end - end - - -- find specific mob to attack, failing that attack player/npc/animal - if specific_attack(self.specific_attack, name) - and (type == "player" or type == "npc" - or (type == "animal" and self.attack_animals == true)) then - - s = self.object:get_pos() - 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) - - if dist < self.view_range then - -- field of view check goes here - - -- choose closest player to attack - if line_of_sight(self, sp, p, 2) == true - and dist < min_dist then - min_dist = dist - min_player = player - end - end +--print(" -obj", n) + objs[n] = nil end end - -- attack player - if min_player then - do_attack(self, min_player) - end -end - - --- npc, find closest monster to attack -local npc_attack = function(self) - - if self.type ~= "npc" - or not self.attacks_monsters - or self.state == "attack" then - return - end - - local p, sp, obj, min_player - local s = self.object:get_pos() + local p, sp, dist, min_player local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - for n = 1, #objs do + -- go through remaining entities and select closest + for _,player in pairs(objs) do - obj = objs[n]:get_luaentity() + p = player:get_pos() + sp = s - if obj and obj.type == "monster" then + dist = get_distance(p, s) - p = obj.object:get_pos() + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 - dist = get_distance(p, s) - - if dist < min_dist then - min_dist = dist - min_player = obj.object - end + -- 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 - if min_player then - do_attack(self, min_player) + -- attack closest player or mob + if min_player and random(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 or list[no] == "player" then - return true - end - end - - return false -end - - -- find someone to runaway from -local runaway_from = function(self) +function mob_class:do_runaway_from() if not self.runaway_from then return end - local s = self.object:get_pos() - local p, sp, dist - local player, obj, min_player - local type, name = "", "" + local s = self.object:get_pos() ; if not s then return end + 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) @@ -1395,13 +1917,14 @@ local runaway_from = function(self) if objs[n]:is_player() then - if mobs.invis[ objs[n]:get_player_name() ] - or self.owner == objs[n]:get_player_name() then + pname = objs[n]:get_player_name() - type = "" + if mobs.invis[pname] + or self.owner == pname then + + name = "" else player = objs[n] - type = "player" name = "player" end else @@ -1409,18 +1932,16 @@ local runaway_from = function(self) if obj then player = obj.object - type = obj.type 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 + and (self.runaway_from and check_for(name, self.runaway_from)) then - s = self.object:get_pos() - p = player:get_pos() sp = s + p = player and player:get_pos() or s -- aim higher to make looking up hills more realistic p.y = p.y + 1 @@ -1428,35 +1949,19 @@ local runaway_from = function(self) dist = get_distance(p, s) - if dist < self.view_range then - -- field of view check goes here - - -- choose closest player/mpb to runaway from - if line_of_sight(self, sp, p, 2) == true - and dist < min_dist then - min_dist = dist - min_player = player - end + -- 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 - } + yaw_to_pos(self, min_player:get_pos(), 3) - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self.object, yaw) self.state = "runaway" self.runaway_timer = 3 self.following = nil @@ -1465,16 +1970,15 @@ end -- follow player if owner or holding item, if fish outta water then flop -local follow_flop = function(self) +function mob_class:follow_flop() -- find player to follow - if (self.follow ~= "" - or self.order == "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 s = self.object:get_pos() ; if not s then return end local players = minetest.get_connected_players() for n = 1, #players do @@ -1504,7 +2008,7 @@ local follow_flop = function(self) -- stop following player if not holding specific item if self.following and self.following:is_player() - and follow_holding(self, self.following) == false then + and self:follow_holding(self.following) == false then self.following = nil end @@ -1533,29 +2037,20 @@ local follow_flop = function(self) 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 = set_yaw(self.object, yaw) + yaw_to_pos(self, p) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then - set_velocity(self, self.walk_velocity) + self:set_velocity(self.walk_velocity) if self.walk_chance ~= 0 then - set_animation(self, "walk") + self:set_animation("walk") end else - set_velocity(self, 0) - set_animation(self, "stand") + self:set_velocity(0) + self:set_animation("stand") end return @@ -1565,15 +2060,16 @@ local follow_flop = function(self) -- 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 flight_check(self, s) then + + if not self:attempt_flight_correction() then self.state = "flop" self.object:set_velocity({x = 0, y = -5, z = 0}) - set_animation(self, "stand") + self:set_animation("stand") return + elseif self.state == "flop" then self.state = "stand" end @@ -1582,7 +2078,7 @@ end -- dogshoot attack switch and counter function -local dogswitch = function(self, dtime) +function mob_class:dogswitch(dtime) -- switch mode not activated if not self.dogshoot_switch @@ -1611,15 +2107,15 @@ end -- execute current state (stand, walk, run, attacks) -local do_states = function(self, dtime) +function mob_class:do_states(dtime) - local yaw = self.object:get_yaw() or 0 + local yaw = self.object:get_yaw() ; if not yaw then return end if self.state == "stand" then - if random(1, 4) == 1 then + if self.randomly_turn and random(4) == 1 then - local lp = nil + local lp local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) @@ -1633,59 +2129,39 @@ local do_states = function(self, dtime) -- 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 + yaw = yaw_to_pos(self, lp) else yaw = yaw + random(-0.5, 0.5) end - yaw = set_yaw(self.object, yaw) + yaw = self:set_yaw(yaw, 8) end - set_velocity(self, 0) - set_animation(self, "stand") + self:set_velocity(0) + self:set_animation("stand") - -- npc's ordered to stand stay standing - if self.type ~= "npc" - or self.order ~= "stand" then + -- mobs ordered to stand stay standing + if self.order ~= "stand" + and self.walk_chance ~= 0 + and self.facing_fence ~= true + and random(100) <= self.walk_chance + and self.at_cliff == false then - if self.walk_chance ~= 0 - and self.facing_fence ~= true - and random(1, 100) <= self.walk_chance - and is_at_cliff(self) == false then - - set_velocity(self, self.walk_velocity) - self.state = "walk" - set_animation(self, "walk") - - -- fly up/down randomly for flying mobs - if self.fly and random(1, 100) <= self.walk_chance then - - local v = self.object:get_velocity() - local ud = random(-1, 2) / 9 - - self.object:set_velocity({x = v.x, y = ud, z = v.z}) - end - end + 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 + local lp -- 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"}) + lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) elseif self.water_damage > 0 then @@ -1693,82 +2169,74 @@ local do_states = function(self, dtime) elseif self.lava_damage > 0 then - lp = minetest.find_node_near(s, 1, {"group:lava"}) + lp = minetest.find_node_near(s, 1, {"group:igniter"}) 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 + -- if mob in dangerous node then look for land + if not is_node_dangerous(self, self.standing_in) then - lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone", - "group:sand", "group:ash", node_ice, node_snowblock}) + lp = minetest.find_nodes_in_area_under_air( + {s.x - 5, s.y - 1, s.z - 5}, + {s.x + 5, s.y + 2, s.z + 5}, + {"group:soil", "group:stone", "group:sand", + node_ice, node_snowblock}) + + -- select position of random block to climb onto + lp = #lp > 0 and lp[random(#lp)] -- did we find land? if lp then - local vec = { - x = lp.x - s.x, - z = lp.z - s.z - } + yaw = yaw_to_pos(self, lp) - 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 = set_yaw(self.object, yaw) - do_jump(self) - set_velocity(self, self.walk_velocity) + 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 = set_yaw(self.object, yaw) + yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn - elseif random(1, 100) <= 30 then + elseif self.randomly_turn and random(100) <= 30 then yaw = yaw + random(-0.5, 0.5) - yaw = set_yaw(self.object, yaw) + yaw = self:set_yaw(yaw, 8) + + -- for flying/swimming mobs randomly move up and down also + if self.fly_in + and not self.following then + self:attempt_flight_correction(true) + end end -- stand for great fall in front - local temp_is_cliff = is_at_cliff(self) - if self.facing_fence == true - or temp_is_cliff - or random(1, 100) <= 30 then + or self.at_cliff + or random(100) <= self.stand_chance then - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") + -- don't stand if mob flies and keep_flying set + if (self.fly and not self.keep_flying) + or not self.fly then + + self:set_velocity(0) + self.state = "stand" + self:set_animation("stand", true) + end else - set_velocity(self, self.walk_velocity) + self:set_velocity(self.walk_velocity) - if flight_check(self) + if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then - set_animation(self, "fly") + self:set_animation("fly") else - set_animation(self, "walk") + self:set_animation("walk") end end @@ -1779,94 +2247,95 @@ local do_states = function(self, dtime) -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 - or is_at_cliff(self) then + or self.at_cliff + or self.order == "stand" then self.runaway_timer = 0 - set_velocity(self, 0) + self:set_velocity(0) self.state = "stand" - set_animation(self, "stand") + self:set_animation("stand") else - set_velocity(self, self.run_velocity) - set_animation(self, "walk") + 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 + -- get mob and enemy positions and distance between local s = self.object:get_pos() - local p = self.attack:get_pos() or s - local dist = get_distance(p, s) + local p = self.attack and self.attack:get_pos() + local dist = p and get_distance(p, s) or 500 - -- stop attacking if player invisible or out of range + -- stop attacking if player out of range or invisible 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 + or (self.attack:is_player() + and mobs.invis[ self.attack:get_player_name() ]) then + +--print(" ** stop attacking **", dist, self.view_range) --- print(" ** stop attacking **", dist, self.view_range) self.state = "stand" - set_velocity(self, 0) - set_animation(self, "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 = set_yaw(self.object, yaw) + yaw = yaw_to_pos(self, p) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) + -- look a little higher to fix raycast + s.y = s.y + 0.5 ; p.y = p.y + 0.5 + -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach - and line_of_sight(self, s, p, 2) then + and self:line_of_sight(s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 - mob_sound(self, self.sounds.fuse) --- print ("=== explosion timer started", self.explosion_timer) + self:mob_sound(self.sounds.fuse) - -- stop timer if out of blast radius or direct line of sight +--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 > max(self.reach, entity_damage_radius) + 0.5 - or not line_of_sight(self, s, p, 2)) then + and (dist > self.reach or not self:line_of_sight(s, p, 2)) then + +--print("=== explosion timer stopped") + self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false - self.object:settexturemod("") + self.object:set_texture_mod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then - set_velocity(self, 0) + self:set_velocity(0) else - set_velocity(self, self.run_velocity) + self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then - set_animation(self, "run") + self:set_animation("run") else - set_animation(self, "walk") + self:set_animation("walk") end if self.v_start then @@ -1879,15 +2348,18 @@ local do_states = function(self, dtime) self.blinktimer = 0 if self.blinkstatus then - self.object:settexturemod("") + + self.object:set_texture_mod(self.texture_mods) else - self.object:settexturemod("^[brighten") + + self.object:set_texture_mod(self.texture_mods + .. "^[brighten") end self.blinkstatus = not self.blinkstatus end --- print ("=== explosion timer", self.timer) +--print("=== explosion timer", self.timer) if self.timer > self.explosion_timer then @@ -1897,10 +2369,10 @@ local do_states = function(self, dtime) if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then - node_break_radius = 0 + node_break_radius = 1 end - self.object:remove() + remove_mob(self, true) if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then @@ -1908,7 +2380,7 @@ local do_states = function(self, dtime) tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, - sound = self.sounds.explode, + sound = self.sounds.explode }) else @@ -1916,10 +2388,12 @@ local do_states = function(self, dtime) pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 - }, true) + }) entity_physics(pos, entity_damage_radius) - effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) + + effect(pos, 32, "tnt_smoke.png", nil, nil, + node_break_radius, 1, 0) end return true @@ -1927,8 +2401,9 @@ local do_states = function(self, dtime) end elseif self.attack_type == "dogfight" - or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) - or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then + 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 @@ -1939,7 +2414,7 @@ local do_states = function(self, dtime) local p_y = floor(p2.y + 1) local v = self.object:get_velocity() - if flight_check(self, s) then + if self:flight_check() then if me_y < p_y then @@ -1975,7 +2450,6 @@ local do_states = function(self, dtime) }) end end - end -- rnd: new movement direction @@ -1997,25 +2471,16 @@ local do_states = function(self, dtime) return end - if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then + 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) + 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 = set_yaw(self.object, yaw) + yaw = yaw_to_pos(self, p) -- move towards enemy if beyond mob reach if dist > self.reach then @@ -2024,25 +2489,25 @@ local do_states = function(self, dtime) if self.pathfinding -- only if mob has pathfinding enabled and enable_pathfinding then - smart_mobs(self, s, p, dist, dtime) + self:smart_mobs(s, p, dist, dtime) end - if is_at_cliff(self) then + if self.at_cliff then - set_velocity(self, 0) - set_animation(self, "stand") + self:set_velocity(0) + self:set_animation("stand") else if self.path.stuck then - set_velocity(self, self.walk_velocity) + self:set_velocity(self.walk_velocity) else - set_velocity(self, self.run_velocity) + self:set_velocity(self.run_velocity) end if self.animation and self.animation.run_start then - set_animation(self, "run") + self:set_animation("run") else - set_animation(self, "walk") + self:set_animation("walk") end end @@ -2052,20 +2517,16 @@ local do_states = function(self, dtime) self.path.stuck_timer = 0 self.path.following = false -- not stuck anymore - set_velocity(self, 0) + self:set_velocity(0) - if not self.custom_attack then + if self.timer > 1 then - if self.timer > 1 then + -- no custom attack or custom attack returns true to continue + if not self.custom_attack + or self:custom_attack(self, p) == true then self.timer = 0 - - if self.double_melee_attack - and random(1, 2) == 1 then - set_animation(self, "punch2") - else - set_animation(self, "punch") - end + self:set_animation("punch") local p2 = p local s2 = s @@ -2073,64 +2534,50 @@ local do_states = function(self, dtime) p2.y = p2.y + .5 s2.y = s2.y + .5 - if line_of_sight(self, p2, s2) == true then + if self:line_of_sight(p2, s2) == true then -- play attack sound - mob_sound(self, self.sounds.attack) + 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(self, p) - end end end elseif self.attack_type == "shoot" - or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1) - or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then + 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 - } + 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 + yaw = yaw_to_pos(self, p) - if p.x > s.x then yaw = yaw + pi end - - yaw = set_yaw(self.object, yaw) - - set_velocity(self, 0) + self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval - and random(1, 100) <= 60 then + and random(100) <= 60 then self.timer = 0 - set_animation(self, "shoot") + self:set_animation("shoot") -- play shoot attack sound - mob_sound(self, self.sounds.shoot_attack) + self:mob_sound(self.sounds.shoot_attack) local p = self.object:get_pos() @@ -2161,48 +2608,45 @@ end -- falling and fall damage -local falling = function(self, pos) +function mob_class:falling(pos) - if self.fly then + 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 + -- sanity check + if not v then return end - -- apply gravity when moving up - self.object:set_acceleration({ - x = 0, - y = -10, - z = 0 - }) + local fall_speed = -10 -- gravity - 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}) + -- don't exceed mob fall speed + if v.y < self.fall_speed then + fall_speed = self.fall_speed end - -- in water then float up --- if minetest.registered_nodes[node_ok(pos).name].groups.liquid then - if minetest.registered_nodes[node_ok(pos).name].groups.water then + -- in water then use liquid viscosity for float/sink speed + if (self.standing_in + and minetest.registered_nodes[self.standing_in].groups.liquid) + or (self.standing_on + and minetest.registered_nodes[self.standing_in].groups.liquid) then + + local visc = min( + minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) if self.floats == 1 then - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 2), - z = 0 - }) + -- floating up + if visc > 0 then + fall_speed = max(1, v.y) / (visc + 1) + end + else + -- sinking down + if visc > 0 then + fall_speed = -(max(1, v.y) / (visc + 1)) + end end else @@ -2218,7 +2662,7 @@ local falling = function(self, pos) effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) - if check_for_death(self, "fall", {type = "fall"}) then + if self:check_for_death({type = "fall"}) then return true end end @@ -2226,42 +2670,53 @@ local falling = function(self, pos) self.old_y = self.object:get_pos().y end end + + -- fall at set speed + self.object:set_acceleration({ + x = 0, + y = fall_speed, + z = 0 + }) end +-- is Took Ranks mod active? +local tr = minetest.get_modpath("toolranks") + -- deal damage and effects when mob punched -local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - - -- custom punch function - if self.do_punch then - - -- when false skip going any further - if self.do_punch(self, hitter, tflp, tool_caps, dir) == false then - return - end - end +function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) -- mob health check --- if self.health <= 0 then --- return --- end + if self.health <= 0 then + return true + end + + -- custom punch function + if self.do_punch + and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then + return true + end -- error checking when mod profiling is enabled if not tool_capabilities then - minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") - return + minetest.log("warning", + "[mobs] Mod profiling enabled, damage not enabled") + return true 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(), S("Mob has been protected!")) - return + and minetest.is_protected(self.object:get_pos(), + hitter:get_player_name()) then + + minetest.chat_send_player(hitter:get_player_name(), + S("Mob has been protected!")) + + return true end - - -- weapon wear local weapon = hitter:get_wielded_item() + local weapon_def = weapon:get_definition() or {} local punch_interval = 1.4 -- calculate mob damage @@ -2296,146 +2751,166 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- check for tool immunity or special damage for n = 1, #self.immune_to do - if self.immune_to[n][1] == weapon:get_name() then + if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 break + + -- if "all" then no tools deal 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 +--print("Mob Damage is", damage) + -- healing if damage <= -1 then self.health = self.health - floor(damage) - return + return true end --- print ("Mob Damage is", damage) - - if use_cmi then - - local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) - - if cancel then return end + if use_cmi + and cmi.notify_punch( + self.object, hitter, tflp, tool_capabilities, dir, damage) then + return true end -- add weapon wear - if tool_capabilities then - punch_interval = tool_capabilities.full_punch_interval or 1.4 + 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 weapon:get_definition() - and weapon:get_definition().tool_capabilities then - - weapon:add_wear(floor((punch_interval / 75) * 9000)) - hitter:set_wielded_item(weapon) + 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 - minetest.sound_play("default_punch", { - object = self.object, --hitter, - max_hear_distance = 6 - }, true) + 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 + }, true) + else + minetest.sound_play("default_punch", { + object = self.object, + max_hear_distance = 5 + }, true) + end -- blood_particles - if self.blood_amount > 0 - and not disable_blood then + if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() + local blood = self.blood_texture + local amount = self.blood_amount - pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 + pos.y = pos.y + (-self.collisionbox[2] + + self.collisionbox[5]) * .5 + + -- lots of damage = more blood :) + if damage > 10 then + amount = self.blood_amount * 2 + end -- 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) + blood = self.blood_texture[random(#self.blood_texture)] end + + effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) + end -- do damage self.health = self.health - floor(damage) - -- exit here if dead, special item check - if weapon:get_name() == "mobs:pick_lava" then - if check_for_death(self, "lava", {type = "punch", - puncher = hitter}) then - return - end - else - if check_for_death(self, "hit", {type = "punch", - puncher = hitter}) then - return - end + -- 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 true end - --[[ add healthy afterglow when hit (can cause hit lag with larger textures) - core.after(0.1, function() - self.object:settexturemod("^[colorize:#c9900070") + --[[ add healthy afterglow when hit (causes lag with large textures) + minetest.after(0.1, function() - core.after(0.3, function() - self.object:settexturemod("") + if not self.object:get_luaentity() then return end + + self.object:set_texture_mod("^[colorize:#c9900070") + + minetest.after(0.3, function() + if not self.object:get_luaentity() then return end + self.object:set_texture_mod(self.texture_mods) end) end) ]] - -- knock back effect (only on full punch) - if self.knock_back > 0 - and tflp >= punch_interval then - - local v = self.object:get_velocity() - local r = 1.4 - min(punch_interval, 1.4) - local kb = r * 5 - 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} - - -- check if tool already has specific knockback value - if tool_capabilities.damage_groups["knockback"] then - kb = tool_capabilities.damage_groups["knockback"] - else - kb = kb * 1.5 - end - - self.object:set_velocity({ - x = dir.x * kb, - y = up, - z = dir.z * kb - }) - - self.pause_timer = 0.25 - end end -- END if damage - -- if skittish then run away - if self.runaway == true then + -- knock back effect (only on full punch) + if self.knock_back + and tflp >= punch_interval 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 v = self.object:get_velocity() - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate + -- sanity check + if not v then return true end - if lp.x > s.x then - yaw = yaw + pi + 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 - yaw = set_yaw(self.object, yaw) + -- 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 + + 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 yaw = yaw_to_pos(self, lp, 3) + self.state = "runaway" self.runaway_timer = 0 self.following = nil @@ -2447,34 +2922,39 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) 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 + and not mobs.invis[ name ] + and self.object ~= hitter then -- attack whoever punched mob self.state = "" - do_attack(self, hitter) + 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 + local objs = minetest.get_objects_inside_radius( + hitter:get_pos(), self.view_range) + local obj for n = 1, #objs do obj = objs[n]:get_luaentity() - if obj then + if obj and obj._cmi_is_mob then - -- only alert members of same mob + -- only alert members of same mob and assigned helper if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name - and obj.name == self.name then - do_attack(obj, hitter) + and (obj.name == self.name + or obj.name == self.group_helper) then + + obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then - do_attack(obj, self.object) + obj:do_attack(self.object) end end end @@ -2483,7 +2963,14 @@ end -- get entity staticdata -local mob_staticdata = function(self) +function mob_class:mob_staticdata() + + -- this handles mob count for mobs activated, unloaded, reloaded + if active_limit > 0 and self.active_toggle then + active_mobs = active_mobs + self.active_toggle + self.active_toggle = -self.active_toggle +--print("-- staticdata", active_mobs, active_limit, self.active_toggle) + end -- remove mob when out of range unless tamed if remove_far @@ -2493,11 +2980,11 @@ local mob_staticdata = function(self) and not self.tamed and self.lifetimer < 20000 then - --print ("REMOVED " .. self.name) +--print("REMOVED " .. self.name) - self.object:remove() + remove_mob(self, true) - return ""-- nil + return minetest.serialize({remove_ok = true, static_save = true}) end self.remove_ok = true @@ -2506,20 +2993,20 @@ local mob_staticdata = function(self) self.state = "stand" -- used to rotate older mobs - if self.drawtype - and self.drawtype == "side" then - self.rotate = math.rad(90) + if self.drawtype and self.drawtype == "side" then + self.rotate = rad(90) end if use_cmi then - self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) + self.serialized_cmi_components = cmi.serialize_components( + self._cmi_components) end - local tmp = {} + local tmp, t = {} for _,stat in pairs(self) do - local t = type(stat) + t = type(stat) if t ~= "function" and t ~= "nil" @@ -2529,19 +3016,33 @@ local mob_staticdata = function(self) end end - --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') +--print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') + return minetest.serialize(tmp) end -- activate mob and reload settings -local mob_activate = function(self, staticdata, def, dtime) +function mob_class:mob_activate(staticdata, def, dtime) + + -- if dtime == 0 then entity has just been created + -- anything higher means it is respawning (thanks SorceryKid) + if dtime == 0 and active_limit > 0 then + self.active_toggle = 1 + end + + -- remove mob if not tamed and mob total reached + if active_limit > 0 and active_mobs >= active_limit and not self.tamed then + + remove_mob(self) +--print("-- mob limit reached, removing " .. self.name) + return + end -- remove monsters in peaceful mode - if self.type == "monster" - and peaceful_only then + if self.type == "monster" and peaceful_only then - self.object:remove() + remove_mob(self, true) return end @@ -2550,20 +3051,37 @@ local mob_activate = function(self, staticdata, def, dtime) local tmp = minetest.deserialize(staticdata) if tmp then + + local t + for _,stat in pairs(tmp) do - self[_] = stat + + t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" then + self[_] = stat + end 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 type(def.textures[1]) == "string" then + if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end - self.base_texture = def.textures[random(1, #def.textures)] + self.base_texture = def.textures and + def.textures[random(#def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox @@ -2583,49 +3101,37 @@ local mob_activate = function(self, staticdata, def, dtime) local selbox = self.base_selbox -- specific texture if gotten - if self.gotten == true - and def.gotten_texture then + 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 + 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, - } + 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 - } + 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 - } + 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) + self.health = random(self.hp_min, self.hp_max) end -- pathfinding init @@ -2636,8 +3142,18 @@ local mob_activate = function(self, staticdata, def, dtime) self.path.following = false -- currently following path? self.path.stuck_timer = 0 -- if stuck for too long search for path + -- Armor groups (immortal = 1 for custom damage handling) + local armor + if type(self.armor) == "table" then + armor = table_copy(self.armor) +-- armor.immortal = 1 + else +-- armor = {immortal = 1, fleshy = self.armor} + armor = {fleshy = self.armor} + end + self.object:set_armor_groups(armor) + -- 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 @@ -2646,7 +3162,8 @@ local mob_activate = function(self, staticdata, def, dtime) self.collisionbox = colbox self.selectionbox = selbox self.visual_size = vis_size - self.standing_in = "" + self.standing_in = "air" + self.standing_on = "air" -- check existing nametag if not self.nametag then @@ -2655,14 +3172,22 @@ local mob_activate = function(self, staticdata, def, dtime) -- set anything changed above self.object:set_properties(self) - set_yaw(self.object, (random(0, 360) - 180) / 180 * pi) - update_tag(self) - set_animation(self, "stand") + self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) + self:update_tag() + self:set_animation("stand") + + -- apply any texture mods + self.object:set_texture_mod(self.texture_mods) + + -- set 5.x flag to remove monsters when map area unloaded + if remove_far and self.type == "monster" then + self.static_save = false + end -- 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 + self.on_spawn_run = true -- if true, set flag to run once only end end @@ -2672,21 +3197,15 @@ local mob_activate = function(self, staticdata, def, dtime) end if use_cmi then - self._cmi_components = cmi.activate_components(self.serialized_cmi_components) + self._cmi_components = cmi.activate_components( + self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end --- main mob function -local mob_step = function(self, dtime) - - if use_cmi then - cmi.notify_step(self.object, dtime) - end - - local pos = self.object:get_pos() - local yaw = 0 +-- 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" @@ -2712,18 +3231,133 @@ local mob_step = function(self, dtime) end end +-- minetest.log("action", +-- S("lifetimer expired, removed @1", self.name)) + effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) - self.object:remove() + remove_mob(self, true) return end end +end - if falling(self, pos) then + +-- main mob function +function mob_class:on_step(dtime, moveresult) + + --[[ moveresult contains this for physical mobs + { + touching_ground = boolean, + collides = boolean, + standing_on_object = boolean, + collisions = { + { + type = string, -- "node" or "object", + axis = string, -- "x", "y" or "z" + node_pos = vector, -- if type is "node" + object = ObjectRef, -- if type is "object" + old_velocity = vector, + new_velocity = vector, + }} + }]] + + if use_cmi then + cmi.notify_step(self.object, dtime) + end + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + + -- early warning check, if no yaw then no entity, skip rest of function + if not yaw then return end + + -- 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 + + self.standing_on = node_ok({ + x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name + +--print("standing in " .. self.standing_in) + + -- if standing inside solid block then jump to escape + if minetest.registered_nodes[self.standing_in].walkable + and minetest.registered_nodes[self.standing_in].drawtype + == "normal" then + + self.object:set_velocity({ + x = 0, + y = self.jump_height, + z = 0 + }) + end + + -- check and stop if standing at cliff and fear of heights + self.at_cliff = self:is_at_cliff() + + if self.at_cliff then + self:set_velocity(0) + end + + -- has mob expired (0.25 instead of dtime since were in a timer) + self:mob_expire(pos, 0.25) + end + + -- check if falling, flying, floating and return if player died + if self:falling(pos) then return end + -- smooth rotation by ThomasMonroe314 + if self.delay and self.delay > 0 then + + 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 + -- knockback timer if self.pause_timer > 0 then @@ -2736,7 +3370,7 @@ local mob_step = function(self, dtime) if self.do_custom then -- when false skip going any further - if self.do_custom(self, dtime) == false then + if self:do_custom(dtime) == false then return end end @@ -2758,12 +3392,9 @@ local mob_step = function(self, dtime) self.timer = 1 end - -- node replace check (cow eats grass etc.) - replace(self, pos) - -- mob plays random sound at times - if random(1, 100) == 1 then - mob_sound(self, self.sounds.random) + if random(100) == 1 then + self:mob_sound(self.sounds.random) end -- environmental damage timer (every 1 second) @@ -2774,37 +3405,41 @@ local mob_step = function(self, dtime) self.env_damage_timer = 0 - if do_env_damage(self) then return end + -- check for environmental damage (water, fire, lava etc.) + if self:do_env_damage() then return end + + -- node replace check (cow eats grass etc.) + self:replace(pos) end - monster_attack(self) + self:general_attack() - npc_attack(self) + self:breed() - breed(self) + self:follow_flop() - follow_flop(self) + if self:do_states(dtime) then return end - do_states(self, dtime) + self:do_jump() - do_jump(self) - - runaway_from(self) + self:do_runaway_from(self) + self:do_stay_near() end -- default function when mobs are blown up with TNT -local do_tnt = function(obj, damage) +function mob_class:on_blast(damage) - --print ("----- Damage", damage) +--print("-- blast damage", damage) - obj.object:punch(obj.object, 1.0, { + self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) - return false, true, {} + -- return no damage, no knockback, no item drops, mob api handles all + return false, false, {} end @@ -2813,180 +3448,333 @@ mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob(name, def) - mobs.spawning_mobs[name] = true + mobs.spawning_mobs[name] = {} -minetest.register_entity(name, { +minetest.register_entity(name, setmetatable({ - stepheight = def.stepheight or 1.1, -- was 0.6 + stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, - fly_in = def.fly_in or "air", - owner = def.owner or "", - order = def.order or "", + fly_in = def.fly_in, + keep_flying = def.keep_flying, + owner = def.owner, + order = def.order, on_die = def.on_die, do_custom = def.do_custom, - jump_height = def.jump_height or 4, -- was 6 + 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 or 180, -- 3 minutes + rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 + glow = def.glow, + lifetimer = def.lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), - physical = true, collisionbox = def.collisionbox, selectionbox = def.selectionbox or def.collisionbox, visual = def.visual, - visual_size = def.visual_size or {x = 1, y = 1}, + visual_size = def.visual_size, mesh = def.mesh, - makes_footstep_sound = def.makes_footstep_sound or false, - view_range = def.view_range or 5, - walk_velocity = def.walk_velocity or 1, - run_velocity = def.run_velocity or 2, + 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 or 0, - water_damage = def.water_damage or 0, - lava_damage = def.lava_damage or 0, - suffocation = def.suffocation or 2, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or -10, -- must be lower than -2 (hades_core: -10) - drops = def.drops or {}, - armor = def.armor or 100, + 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 or {}, + sounds = def.sounds, animation = def.animation, follow = def.follow, - jump = def.jump ~= false, - walk_chance = def.walk_chance or 50, - attacks_monsters = def.attacks_monsters or false, - group_attack = def.group_attack or false, - passive = def.passive or false, - knock_back = def.knock_back or 3, - blood_amount = def.blood_amount or 5, - blood_texture = def.blood_texture or "mobs_blood.png", - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default + 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 or 0, + replace_offset = def.replace_offset, on_replace = def.on_replace, - timer = 0, - env_damage_timer = 0, -- only used when state = "attack" - tamed = false, - pause_timer = 0, - horny = false, - hornytimer = 0, - child = false, - gotten = false, - health = 0, - reach = def.reach or 3, - htimer = 0, + reach = def.reach, texture_list = def.textures, + texture_mods = def.texture_mods or "", child_texture = def.child_texture, - docile_by_day = def.docile_by_day or false, - time_of_day = 0.5, - fear_height = def.fear_height or 0, + docile_by_day = def.docile_by_day, + fear_height = def.fear_height, runaway = def.runaway, - runaway_timer = 0, pathfinding = def.pathfinding, - immune_to = def.immune_to or {}, + immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, - explosion_timer = def.explosion_timer or 3, - allow_fuse_reset = def.allow_fuse_reset ~= false, - stop_to_explode = def.stop_to_explode ~= false, + 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 = 0, - dogshoot_count_max = def.dogshoot_count_max or 5, - dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), - attack_animals = def.attack_animals or false, + dogshoot_count_max = def.dogshoot_count_max, + dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, + group_attack = def.group_attack, + group_helper = def.group_helper, + 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, - facing_fence = false, - _cmi_is_mob = true, + pushable = def.pushable, + stay_near = def.stay_near, + randomly_turn = def.randomly_turn ~= false, on_spawn = def.on_spawn, - on_blast = def.on_blast or do_tnt, - - on_step = mob_step, + on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, - on_punch = mob_punch, - on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) - return mob_activate(self, staticdata, def, dtime) + return self:mob_activate(staticdata, def, dtime) end, get_staticdata = function(self) - return mob_staticdata(self) + return self:mob_staticdata(self) end, -}) +}, mob_class_meta)) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area +-- will also return true for second value if player is inside area local count_mobs = function(pos, type) - local num_type = 0 - local num_total = 0 - local objs = minetest.get_objects_inside_radius(pos, aoc_range) + local total = 0 + local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) + local ent + local players for n = 1, #objs do if not objs[n]:is_player() then - local obj = objs[n]:get_luaentity() + ent = objs[n]:get_luaentity() -- count mob type and add to total also - if obj and obj.name and obj.name == type then - - num_type = num_type + 1 - num_total = num_total + 1 - - -- add to total mobs - elseif obj and obj.name and obj.health ~= nil then - - num_total = num_total + 1 + if ent and ent.name and ent.name == type then + total = total + 1 end + else + players = true end end - return num_type, num_total + return total, players +end + + +-- do we have enough space to spawn mob? (thanks wuzzy) +local can_spawn = function(pos, name) + + local ent = minetest.registered_entities[name] + local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1])) + local min_x, max_x + + if width_x % 2 == 0 then + max_x = floor(width_x / 2) + min_x = -(max_x - 1) + else + max_x = floor(width_x / 2) + min_x = -max_x + end + + local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3])) + local min_z, max_z + + if width_z % 2 == 0 then + max_z = floor(width_z / 2) + min_z = -(max_z - 1) + else + max_z = floor(width_z / 2) + min_z = -max_z + end + + local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) + local pos2 + + for y = 0, max_y do + for x = min_x, max_x do + for z = min_z, max_z do + + pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z} + + if minetest.registered_nodes[node_ok(pos2).name].walkable == true then + return nil + end + end + end + end + + -- spawn mob 1/2 node above ground + pos.y = pos.y + 0.5 + + -- tweak X/Z spawn pos + if width_x % 2 == 0 then + pos.x = pos.x + 0.5 + end + + if width_z % 2 == 0 then + pos.z = pos.z + 0.5 + end + + return pos +end + +function mobs:can_spawn(pos, name) + return can_spawn(pos, name) end -- global functions +function mobs:add_mob(pos, def) + + -- is mob actually registered? + if not mobs.spawning_mobs[def.name] + or not minetest.registered_entities[def.name] then +--print("--- mob doesn't exist", def.name) + return + end + + -- are we over active mob limit + if active_limit > 0 and active_mobs >= active_limit then +--print("--- active mob limit reached", active_mobs, active_limit) + return + end + + -- get total number of this mob in area + local num_mob, is_pla = count_mobs(pos, def.name) + + if not is_pla then +--print("--- no players within active area, will not spawn " .. def.name) + return + end + + local aoc = mobs.spawning_mobs[def.name] + and mobs.spawning_mobs[def.name].aoc or 1 + + if def.ignore_count ~= true and num_mob >= aoc then +--print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) + return + end + + local mob = minetest.add_entity(pos, def.name) + +--print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) + + local ent = mob:get_luaentity() + + if not ent then +--print("[mobs] entity not found " .. def.name) + return false + end + + if def.child then + + local textures = ent.base_texture + + -- using specific child texture (if found) + if ent.child_texture then + textures = ent.child_texture[1] + end + + -- and resize to half height + mob:set_properties({ + textures = textures, + visual_size = { + x = ent.base_size.x * .5, + y = ent.base_size.y * .5 + }, + collisionbox = { + ent.base_colbox[1] * .5, + ent.base_colbox[2] * .5, + ent.base_colbox[3] * .5, + ent.base_colbox[4] * .5, + ent.base_colbox[5] * .5, + ent.base_colbox[6] * .5 + }, + selectionbox = { + ent.base_selbox[1] * .5, + ent.base_selbox[2] * .5, + ent.base_selbox[3] * .5, + ent.base_selbox[4] * .5, + ent.base_selbox[5] * .5, + ent.base_selbox[6] * .5 + }, + }) + + ent.child = true + end + + if def.owner then + ent.tamed = true + ent.owner = def.owner + end + + if def.nametag then + + -- limit name entered to 64 characters long + if def.nametag:len() > 64 then + def.nametag = def.nametag:sub(1, 64) + end + + ent.nametag = def.nametag + + ent:update_tag() + end + + return ent +end + + 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) +function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, + chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load) -- Do mobs spawn at all? - if not mobs_spawn then + if not mobs_spawn or not mobs.spawning_mobs[name] then +--print ("--- spawning not registered for " .. name) return end -- chance/spawn number override in minetest.conf for registered mob - local numbers = minetest.settings:get(name) + local numbers = settings:get(name) if numbers then numbers = numbers:split(",") @@ -2994,162 +3782,205 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, aoc = tonumber(numbers[2]) or aoc if chance == 0 then - minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) + 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)) - + minetest.log("action", string.format( + "[mobs] Chance setting for %s changed to %s (total: %s)", + name, chance, aoc)) end - minetest.register_abm({ + mobs.spawning_mobs[name].aoc = aoc - label = name .. " spawning", - nodenames = nodes, - neighbors = neighbors, - interval = interval, - chance = max(1, (chance * mob_chance_multiplier)), - catch_up = false, + local spawn_action = function(pos, node, active_object_count, + active_object_count_wider) - action = function(pos, node, active_object_count, active_object_count_wider) + -- use instead of abm's chance setting when using lbm + if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then + return + end - -- 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 + -- use instead of abm's neighbor setting when using lbm + if map_load and not minetest.find_node_near(pos, 1, neighbors) then +--print("--- lbm neighbors not found") + return + end - -- additional custom checks for spawning mob - if mobs:spawn_abm_check(pos, node, name) == true then - return - end + -- 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 - -- do not spawn if too many of same mob in area - if active_object_count_wider >= max_per_block - or count_mobs(pos, name) >= aoc then ---print ("--- too many entities", name, aoc, active_object_count_wider) - return - end + -- are we over active mob limit + if active_limit > 0 and active_mobs >= active_limit then +--print("--- active mob limit reached", active_mobs, active_limit) + 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 + and active_object_count_wider >= max_per_block then +--print("--- too many entities in area", active_object_count_wider) + return + end + + -- get total number of this mob in area + local num_mob, is_pla = count_mobs(pos, name) + + if not is_pla then +--print("--- no players within active area, will not spawn " .. name) + return + end + + if num_mob >= aoc then +--print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) + return + end -- if toggle set to nil then ignore day/night check - if day_toggle ~= nil then + if day_toggle ~= nil then - local tod = (minetest.get_timeofday() or 0) * 24000 + 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 - - -- 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) + if tod > 4500 and tod < 19500 then + -- daylight, but mob wants night + if day_toggle == false then +--print("--- mob needs night", 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 - - -- 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 - - -- do we have enough height clearance to spawn mob? - local ent = minetest.registered_entities[name] - local height = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 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) + else + -- night time but mob wants day + if day_toggle == true then +--print("--- mob needs day", name) return end end - - -- spawn mob half block higher than ground - pos.y = pos.y + 0.5 - - local mob = minetest.add_entity(pos, name) ---[[ - print ("[mobs] Spawned " .. name .. " at " - .. minetest.pos_to_string(pos) .. " on " - .. node.name .. " near " .. neighbors[1]) -]] - if on_spawn then - - local ent = mob:get_luaentity() - - on_spawn(ent, pos) - end end - }) + + -- 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 + + -- 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 + + -- only spawn a set distance away from player + local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range) + + for n = 1, #objs do + + if objs[n]:is_player() then +--print("--- player too close", name) + return + end + end + + -- returns position if we have enough space to spawn mob + pos = can_spawn(pos, name) + + if pos then + + 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 + on_spawn(mob:get_luaentity(), pos) + end + else +--print("--- not enough space to spawn", name) + end + end + + + -- are we registering an abm or lbm? + if map_load == true then + + minetest.register_lbm({ + name = name .. "_spawning", + label = name .. " spawning", + nodenames = nodes, + run_at_every_load = false, + + action = function(pos, node) + spawn_action(pos, node) + end + }) + + else + + 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) + spawn_action(pos, node, active_object_count, active_object_count_wider) + 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) +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 +-- MarkBu's spawn function (USE this one please) function mobs:spawn(def) - local name = def.name - local nodes = def.nodes or {"group:soil", "group:stone"} - local neighbors = def.neighbors or {"air"} - local min_light = def.min_light or 0 - local max_light = def.max_light or 15 - local interval = def.interval or 30 - local chance = def.chance or 5000 - local active_object_count = def.active_object_count or 1 - local min_height = def.min_height or -31000 - local max_height = def.max_height or 31000 - local day_toggle = def.day_toggle - local on_spawn = def.on_spawn - - mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, - chance, active_object_count, min_height, max_height, day_toggle, on_spawn) + 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, + def.on_map_load) end @@ -3168,9 +3999,11 @@ function mobs:register_arrow(name, def) hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, + hit_object = def.hit_object, drop = def.drop or false, -- drops arrow as registered item when true - collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows + collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, timer = 0, + lifetime = def.lifetime or 4.5, switch = 0, owner_id = def.owner_id, rotate = def.rotate, @@ -3179,25 +4012,25 @@ function mobs:register_arrow(name, def) 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 + self.timer = self.timer + dtime local pos = self.object:get_pos() - if self.switch == 0 - or self.timer > 150 - or not within_limits(pos, 0) then + if self.switch == 0 or self.timer > self.lifetime then - self.object:remove() ; -- print ("removed arrow") + 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 + if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, @@ -3207,7 +4040,7 @@ function mobs:register_arrow(name, def) collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, - glow = def.glow or 0, + glow = def.glow or 0 }) end @@ -3217,7 +4050,7 @@ function mobs:register_arrow(name, def) if minetest.registered_nodes[node].walkable then - self.hit_node(self, pos, node) + self:hit_node(pos, node) if self.drop == true then @@ -3225,24 +4058,27 @@ function mobs:register_arrow(name, def) self.lastpos = (self.lastpos or pos) - minetest.add_item(self.lastpos, self.object:get_luaentity().name) + minetest.add_item(self.lastpos, + self.object:get_luaentity().name) end - self.object:remove() ; -- print ("hit node") + self.object:remove() ; -- print("hit node") return end end - if self.hit_player or self.hit_mob then + if self.hit_player or self.hit_mob or self.hit_object then - for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do + for _,player in pairs( + minetest.get_objects_inside_radius(pos, 1.0)) do - if self.hit_player - and player:is_player() then + if self.hit_player and player:is_player() then + + self:hit_player(player) + + self.object:remove() ; -- print("hit player") - self.hit_player(self, player) - self.object:remove() ; -- print ("hit player") return end @@ -3254,9 +4090,22 @@ function mobs:register_arrow(name, def) and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then - self.hit_mob(self, player) + self:hit_mob(player) - self.object:remove() ; --print ("hit mob") + self.object:remove() ; --print("hit mob") + + return + end + + if entity + and self.hit_object + and (not entity._cmi_is_mob) + and tostring(player) ~= self.owner_id + and entity.name ~= self.object:get_luaentity().name then + + self:hit_object(player) + + self.object:remove() ; -- print("hit object") return end @@ -3271,9 +4120,7 @@ end -- compatibility function function mobs:explosion(pos, radius) - local self = {sounds = {}} - self.sounds.explode = "tnt_explode" - mobs:boom(self, pos, radius) + mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius) end @@ -3287,6 +4134,7 @@ function mobs:safe_boom(self, pos, radius) }, true) entity_physics(pos, radius) + effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end @@ -3320,7 +4168,7 @@ 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 + if no_creative == true then grp.not_in_creative_inventory = 1 end @@ -3343,15 +4191,17 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) local pos = pointed_thing.above - -- am I clicking on something with existing on_rightclick function? + -- does existing on_rightclick function exist? 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) + + return def.on_rightclick( + pointed_thing.under, under, placer, itemstack) end if pos - and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then @@ -3361,8 +4211,10 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) pos.y = pos.y + 1 local data = itemstack:get_metadata() - local mob = minetest.add_entity(pos, mob, data) - local ent = mob:get_luaentity() + local smob = minetest.add_entity(pos, mob, data) + local ent = smob and smob:get_luaentity() + + if not ent then return end -- sanity check -- set owner if not a monster if ent.type ~= "monster" then @@ -3390,25 +4242,38 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) local pos = pointed_thing.above - -- am I clicking on something with existing on_rightclick function? + -- does existing on_rightclick function exist? 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) + + return def.on_rightclick( + pointed_thing.under, under, placer, itemstack) end if pos - and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end + -- have we reached active mob limit + if active_limit > 0 and active_mobs >= active_limit then + minetest.chat_send_player(placer:get_player_name(), + S("Active Mob Limit Reached!") + .. " (" .. active_mobs + .. " / " .. active_limit .. ")") + return + end + pos.y = pos.y + 1 - local mob = minetest.add_entity(pos, mob) - local ent = mob:get_luaentity() + local smob = minetest.add_entity(pos, mob) + local ent = smob and smob:get_luaentity() + + if not ent then return end -- sanity check -- don't set owner if monster or sneak pressed if ent.type ~= "monster" @@ -3426,12 +4291,49 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) 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, t = {} + + for _,stat in pairs(self) do + + 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:mob_sound("default_place_node_hard") + + remove_mob(self, true) end -- capture critter (thanks to blert2112 for idea) -function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) +function mobs:capture_mob(self, clicker, chance_hand, chance_net, + chance_lasso, force_take, replacewith) if self.child or not clicker:is_player() @@ -3458,21 +4360,19 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, end -- is mob tamed? - if self.tamed == false - and force_take == false then + if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) - return true -- false + return false end -- cannot pick up if not owner - if self.owner ~= name - and force_take == false then + if self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) - return true -- false + return false end if clicker:get_inventory():room_for_item("main", mobname) then @@ -3502,7 +4402,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, end -- calculate chance.. add to inventory if successful? - if chance > 0 and random(1, 100) <= chance then + if chance and chance > 0 and random(100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) @@ -3513,10 +4413,12 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, new_stack = ItemStack(mobname .. "_set") - local tmp = {} + local tmp, t = {} for _,stat in pairs(self) do - local t = type(stat) + + t = type(stat) + if t ~= "function" and t ~= "nil" and t ~= "userdata" then @@ -3537,15 +4439,24 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, minetest.add_item(clicker:get_pos(), new_stack) end - self.object:remove() + remove_mob(self, true) - mob_sound(self, "default_place_node_hard") + 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 - else minetest.chat_send_player(name, S("Missed!")) - mob_sound(self, "mobs_swing") + self:mob_sound("mobs_swing") + + return false + + -- when chance is nil always return a miss (used for npc walk/follow) + elseif not chance then + return false end end @@ -3583,9 +4494,10 @@ function mobs:protect(self, clicker) 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) + effect(self.object:get_pos(), 25, "mobs_protect_particle.png", + 0.5, 4, 2, 15) - mob_sound(self, "mobs_spell") + self:mob_sound("mobs_spell") return true end @@ -3597,12 +4509,9 @@ local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) - if not self.follow then - return false - end - -- can eat/tame with item in hand - if follow_holding(self, clicker) then + 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 @@ -3633,7 +4542,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) self.object:set_hp(self.health) - update_tag(self) + self:update_tag() -- make children grow quicker if self.child == true then @@ -3645,6 +4554,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) -- feed and tame self.food = (self.food or 0) + 1 + if self.food >= feed_count then self.food = 0 @@ -3653,8 +4563,6 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) self.horny = true end - self.gotten = false - if tame then if self.tamed == false then @@ -3671,7 +4579,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) end -- make sound when fed so many times - mob_sound(self, self.sounds.random) + self:mob_sound(self.sounds.random) end return true @@ -3690,15 +4598,20 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) mob_sta[name] = item local tag = self.nametag or "" + local esc = minetest.formspec_escape - minetest.show_formspec(name, "mobs_nametag", "size[8,4]" - .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]" - .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]") + minetest.show_formspec(name, "mobs_nametag", + "size[8,4]" .. + "field[0.5,1;7.5,0;name;" .. + esc(S("Enter name:")) .. + ";" .. tag .. "]" .. + "button_exit[2.5,3.5;3,1;mob_rename;" .. + esc(S("Rename")) .. "]") + return true end return false - end @@ -3725,14 +4638,14 @@ minetest.register_on_player_receive_fields(function(player, formname, fields) end -- limit name entered to 64 characters long - if string.len(fields.name) > 64 then - fields.name = string.sub(fields.name, 1, 64) + if fields.name:len() > 64 then + fields.name = fields.name:sub(1, 64) end -- update nametag mob_obj[name].nametag = fields.name - update_tag(mob_obj[name]) + mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) then @@ -3745,7 +4658,6 @@ minetest.register_on_player_receive_fields(function(player, formname, fields) -- reset external variables mob_obj[name] = nil mob_sta[name] = nil - end end) @@ -3753,6 +4665,11 @@ end) -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) + -- check old_name entity doesnt already exist + if minetest.registered_entities[old_name] then + return + end + -- spawn egg minetest.register_alias(old_name, new_name) @@ -3761,15 +4678,19 @@ function mobs:alias_mob(old_name, new_name) physical = false, - on_step = function(self) - - local pos = self.object:get_pos() + on_activate = function(self, staticdata) if minetest.registered_entities[new_name] then - minetest.add_entity(pos, new_name) + + minetest.add_entity(self.object:get_pos(), + new_name, staticdata) end - self.object:remove() + remove_mob(self) + end, + + get_staticdata = function(self) + return self end }) end diff --git a/mods/mobs/api.txt b/mods/mobs/api.txt index 50586c0..e81b750 100644 --- a/mods/mobs/api.txt +++ b/mods/mobs/api.txt @@ -31,23 +31,29 @@ functions needed for the mob to work properly which contains the following: 'hp_max' has the maximum health value the mob can spawn with. 'armor' holds strength of mob, 100 is normal, lower is more powerful and needs more hits and better weapons to kill. - 'passive' when true allows animals to defend themselves when hit, + 'passive' when false allows animals to defend themselves when hit, otherwise they amble onwards. 'walk_velocity' is the speed that your mob can walk around. 'run_velocity' is the speed your mob can run with, usually when attacking. + 'stand_chance' has a 0-100 chance value your mob will stand from walking. 'walk_chance' has a 0-100 chance value your mob will walk from standing, set to 0 for jumping mobs only. + 'randomly_turn' if set to false then mob will not turn to face player or + randomly turn while walking or standing. 'jump' when true allows your mob to jump updwards. 'jump_height' holds the height your mob can jump, 0 to disable jumping. 'stepheight' height of a block that your mob can easily walk up onto, defaults to 1.1. 'fly' when true allows your mob to fly around instead of walking. 'fly_in' holds the node name that the mob flies (or swims) around - in e.g. "air" or "hades_core:water_source". + in e.g. "air" or "default:water_source". + 'keep_flying' when true mobs like birds no longer stop and stand. + 'stay_near' when set allows mobs the chance to stay around certain nodes. + 'nodes' string or table of nodes to stay nearby e.g. "farming:straw" + 'chance' chance of searching for above node(s), default is 10. 'runaway' if true causes animals to turn and run away when hit. + 'pushable' when true mobs can be pushed by player or other mobs. 'view_range' how many nodes in distance the mob can see a player. - 'reach' how many nodes in distance a mob can attack a player while - standing. 'damage' how many health points the mob does to a player or another mob when melee attacking. 'knock_back' when true has mobs falling backwards when hit, the greater @@ -59,26 +65,35 @@ functions needed for the mob to work properly which contains the following: 'water_damage' holds the damage per second infliced to mobs when standing in water. 'lava_damage' holds the damage per second inflicted to mobs when standing - in lava or fire. - 'light_damage' holds the damage per second inflicted to mobs when it's too - bright (above 13 light). - 'suffocation' when true causes mobs to suffocate inside solid blocks. + in lava or fire or an ignition source. + 'light_damage' holds the damage per second inflicted to mobs when light + level is between the min and max values below + 'light_damage_min' minimum light value when mob is affected (default: 14) + 'light_damage_max' maximum light value when mob is affected (default: 15) + 'suffocation' when > 0 mobs will suffocate inside solid blocks and will be + hurt by the value given every second (0 to disable). 'floats' when set to 1 mob will float in water, 0 has them sink. 'follow' mobs follow player when holding any of the items which appear on this table, the same items can be fed to a mob to tame or - breed e.g. {"farming:wheat", "hades_trees:apple"} + breed e.g. {"farming:wheat", "default:apple"} 'reach' is how far the mob can attack player when standing nearby, default is 3 nodes. 'docile_by_day' when true has mobs wandering around during daylight hours and only attacking player at night or when provoked. - 'attacks_monsters' when true has npc's attacking monsters or not. - 'attack_animals' when true will have monsters attacking animals. - 'owner_loyal' when true will have tamed mobs attack anything player + 'attack_chance' 0 to 100 chance the mob will attack (default is 5). + 'attack_monsters' when true mob will attack monsters. + 'attack_animals' when true mob will attack animals. + 'attack_npcs' when true mob will attack npcs within range. + 'attack_players' when true mob will attack players nearby. + 'owner_loyal' when true non-docile tamed mobs attack anything player punches when nearby. 'group_attack' when true has same mob type grouping together to attack offender. + 'group_helper' string containing mob name that attacks alongside + current mob when group attacking. + mob is attacking in groups. 'attack_type' tells the api what a mob does when attacking the player or another mob: 'dogfight' is a melee attack when player is within mob reach. @@ -122,12 +137,14 @@ functions needed for the mob to work properly which contains the following: 'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack and when 'mobs_griefing' - in minetest.conf is not false). + in minetest.conf is not false). Adding {unbreakable=1} + to node groups stops them being broken by mobs. 'immune_to' is a table that holds specific damage when being hit by certain items e.g. - {"hades_core:sword_wood", 0} -- causes no damage. - {"hades_core:gold_lump", -10} -- heals by 10 health points. - {"hades_core:coal_block", 20} -- 20 damage when hit on head with coal blocks. + {"default:sword_wood", 0} -- causes no damage. + {"default:gold_lump", -10} -- heals by 10 health points. + {"default:coal_block", 20} -- 20 damage when hit on head with coal blocks. + {"all"} -- stops all weapons causing damage apart from those on list. 'makes_footstep_sound' when true you can hear mobs walking. 'sounds' this is a table with sounds of the mob @@ -145,8 +162,14 @@ functions needed for the mob to work properly which contains the following: 'drops' table of items that are dropped when mob is killed, fields are: 'name' name of item to drop. 'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc. - 'min' minimum number of items dropped. + 'min' minimum number of items dropped, set to 0 for rare drops. 'max' maximum number of items dropped. + Note: If weapon has {fire=1} damage group set then cooked items will drop. + Note2: A function can now be passed which can also return drops table, e.g. + drops = function(pos) + -- do something + return { {name = "farming:bread"}, {name = "default:dirt", chance = 2} } + end 'visual' holds the look of the mob you wish to create: 'cube' looks like a normal node @@ -164,16 +187,20 @@ functions needed for the mob to work properly which contains the following: 'child_texture' holds the texture table for when baby mobs are used. 'gotten_texture' holds the texture table for when self.gotten value is true, used for milking cows or shearing sheep. + 'texture_mods' holds a string which overlays a texture on top of the + mob texture e.g. "^saddle.png" 'mesh' holds the name of the external object used for mob model e.g. "mobs_cow.b3d" 'gotten_mesh" holds the name of the external object used for when self.gotten is true for mobs. 'rotate' custom model rotation, 0 = front, 90 = side, 180 = back, 270 = other side. + 'glow' has mob glow without light source, 0 to 15 or nil to disable 'double_melee_attack' when true has the api choose between 'punch' and - 'punch2' animations. + 'punch2' animations. [DEPRECATED] - 'animation' holds a table containing animation names and settings for use with mesh models: + 'animation' holds a table containing animation names and settings for use with + mesh models: 'stand_start' start frame for when mob stands still. 'stand_end' end frame of stand animation. 'stand_speed' speed of animation in frames per second. @@ -206,6 +233,9 @@ functions needed for the mob to work properly which contains the following: 'speed_normal' is used for animation speed for compatibility with some older mobs. + Note: Up to 5 different animations can be used per action e.g. + stand_start, stand_end, stand1_start, stand1_end .. up to stand4_start + Node Replacement ---------------- @@ -219,7 +249,7 @@ eating. y offset by using this instead: { {"group:grass", "air", 0}, - {"hades_core:dirt_with_grass", "hades_core:dirt", -1} + {"default:dirt_with_grass", "default:dirt", -1} } 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" 'replace_rate' how random should the replace rate be (typically 10) @@ -235,7 +265,7 @@ eating. If false is returned, the mob will not replace the node. By default, replacing sets self.gotten to true and resets the object - properties. + properties. (DEPRECATED, use on_replace to make changes). Custom Definition Functions @@ -264,8 +294,10 @@ enhance mob functionality and have them do many interesting things: time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place. 'custom_attack' when set this function is called instead of the normal mob - melee attack, parameters are (self, to_attack). - 'on_die' a function that is called when mob is killed (self, pos) + melee attack, parameters are (self, to_attack) and if true + is returned normal attack function continued. + 'on_die' a function that is called when mob is killed (self, pos), also + has access to self.cause_of_death table. 'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node @@ -299,46 +331,74 @@ for each mob. 'self.nametag' contains the name of the mob which it can show above +Adding Mobs in World +-------------------- + + mobs:add_mob(pos, { + name = "mobs_animal:chicken", + child = true, + owner = "singleplayer", + nametag = "Bessy", + ignore_count = true -- ignores mob count per map area + }) + +Returns false if mob could not be added, returns mob object if spawned ok. + + +Removing Mob from World +----------------------- + + mobs:remove(self, decrease) + +Removes mob 'self' from the world and if 'decrease' is true then the mob counter +will also be decreased by one. + + Spawning Mobs in World ---------------------- + mobs:spawn({ + name = "mobs_monster:tree_monster", + nodes = {"group:leaves"}, + max_light = 7, + }) + +Spawn functions require the following settings, some of which already have a +default setting and can be omitted: + + 'name' is the name of the animal/monster + 'nodes' is a list of nodenames on that the animal/monster can + spawn on top of (defaults to {"group:dirt", "group:stone"} + 'neighbors' is a list of nodenames on that the animal/monster will + spawn beside (default is {"air"}) + 'interval' is same as in register_abm() (default is 30) + 'chance' is same as in register_abm() (default is 5000) + 'min_light' is the minimum light level (default is 0) + 'max_light' is the maximum light (default is 15) + 'min_height' is the minimum height a mob can spawn (default: -31000) + 'max_height' is the maximum height a mob can spawn (default is 31000) + 'active_object_count' number of this type of mob to spawn at one time inside + map area (default is 1) + 'day_toggle' true for day spawning, false for night or nil for + anytime + 'on_spawn' is a custom function which runs after mob has spawned + and gives self and pos values. + 'on_map_load' when true mobs will have a chance of spawning only + when new areas of map are loaded, interval will not be + used. + +The older spawn functions are still active and working but have no defaults like +the mobs:spawn, so it is recommended to use the above instead. + mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) -These functions register a spawn algorithm for the mob. Without this function -the call the mobs won't spawn. - - 'name' is the name of the animal/monster - 'nodes' is a list of nodenames on that the animal/monster can - spawn on top of - 'neighbors' is a list of nodenames on that the animal/monster will - spawn beside (default is {"air"} for - mobs:register_spawn) - 'max_light' is the maximum of light - 'min_light' is the minimum of light - 'interval' is same as in register_abm() (default is 30 for - mobs:register_spawn) - 'chance' is same as in register_abm() - 'active_object_count' number of this type of mob to spawn at one time inside - map area - 'min_height' is the minimum height the mob can spawn - 'max_height' is the maximum height the mob can spawn - 'day_toggle' true for day spawning, false for night or nil for - anytime - 'on_spawn' is a custom function which runs after mob has spawned - and gives self and pos values. - A simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: - mobs:spawn({name = "mobs_monster:tree_monster", - nodes = {"group:leaves"}, - max_light = 7, - }) - For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can @@ -357,6 +417,24 @@ true the mob will not spawn. 'name' is the name of the animal/monster +Particle Effects +---------------- + +mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) + +This function provides a quick way to spawn particles as an effect. + + 'pos' center position of particle effect. + 'amount' how many particles. + 'texture' texture filename to use for effect. + 'min_size' smallest particle size. + 'max_size' largest particle size. + 'radius' how far particles spread outward from center. + 'gravity' gravity applied to particles once they spawn. + 'glow' number between 1 and 15 for glowing particles. + 'fall' when true particles fall, false has them rising, nil has them scatter. + + Making Arrows ------------- @@ -377,6 +455,8 @@ This function registers a arrow for mobs with the attack type shoot. 'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob, the parameters are (self, player) + 'hit_object' a function that is called when the arrow hits an object; + this function parameters are (self, player) 'hit_node' a function that is called when the arrow hits a node, the parameters are (self, pos, node) 'tail' when set to 1 adds a trail or tail to mob arrows @@ -389,6 +469,10 @@ This function registers a arrow for mobs with the attack type shoot. 'rotate' integer value in degrees to rotate arrow 'on_step' is a custom function when arrow is active, nil for default. + 'on_punch' is a custom function when arrow is punched, nil by default + 'collisionbox' is hitbox table for arrow, {-.1,-.1,-.1,.1,.1,.1} by default. + 'lifetime' contains float value for how many seconds arrow exists in + world before being removed (default is 4.5 seconds). Spawn Eggs @@ -396,7 +480,8 @@ Spawn Eggs mobs:register_egg(name, description, background, addegg, no_creative) -This function registers a spawn egg which can be used by admin to properly spawn in a mob. +This function registers a spawn egg which can be used to properly spawn in a mob. +Animals are spawned as tamed unless sneak/shift is held while spawning. 'name' this is the name of your new mob to spawn e.g. "mob:sheep" 'description' the name of the new egg you are creating e.g. "Spawn Sheep" @@ -443,6 +528,11 @@ replace with another item entirely. 'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information) +mobs:force_capture(self, clicker) + +Same as above but does no checks, it simply captures any and all mobs and places +inside a spawn egg containing all of the mob information. + Feeding and Taming/Breeding --------------------------- @@ -555,6 +645,28 @@ Certain variables need to be set before using the above functions: 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} +mobs:line_of_sight(self, pos1, pos2, stepsize) [DEPRECATED] + +This function is for use within the mobs definition for special use cases and +returns true if a mob can see the player or victim. + +...'self' mob information + 'pos1' position of mob + 'pos2' position of vistim or player + 'stepsize' usually set to 1 + +Use this instead: + + mob_class:line_of_sight(pos1, pos2, stepsize) + + +mobs:can_spawn(pos, name) + +This function checks the surrounding area at [pos] to see if there is enough empty +space to spawn mob [name], if so then a new position is returned for use, +otherwise nil is returned. + + External Settings for "minetest.conf" ------------------------------------ @@ -565,8 +677,8 @@ External Settings for "minetest.conf" is false) 'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true) - 'remove_far_mobs' if true then mobs that are outside players visual - range will be removed (default is false) + 'remove_far_mobs' if true then untamed mobs that are outside players + visual range will be removed (default is true) 'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5 'mob_difficulty' sets difficulty level (health and hit damage @@ -583,13 +695,21 @@ External Settings for "minetest.conf" 'mobs_griefing' when false mobs cannot break blocks when using either pathfinding level 2, replace functions or mobs:boom function. + 'mob_nospawn_range' Minimum range a mob can spawn near player (def: 12) + 'mob_active_limit' Number of active mobs in game, 0 for unlimited Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g. -mobs_animal:sheep_chance 11000 -mobs_monster:sand_monster_chance 100 +mobs_animal:sheep 11000 +mobs_monster:sand_monster 100 + +...you can also change how many of a certain mob appear in an active mapblock by +adding a comma and then a new value e.g. + +mobs_animal:cow = 8000,4 <-- 4 cows per mapblock at 8000 spawn chance +mobs_monster:dirt_monster = ,20 <-- 20 dirt monsters per mapblock Rideable Horse Example Mob @@ -601,7 +721,7 @@ mobs:register_mob("mob_horse:horse", { visual_size = {x = 1.20, y = 1.20}, mesh = "mobs_horse.x", collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4}, - animation = { + animation = { speed_normal = 15, speed_run = 30, stand_start = 25, @@ -700,7 +820,7 @@ mobs:register_mob("mob_horse:horse", { if inv:room_for_item("main", "mobs:saddle") then inv:add_item("main", "mobs:saddle") else - minetest.add_item(clicker.getpos(), "mobs:saddle") + minetest.add_item(clicker.get_pos(), "mobs:saddle") end -- attach player to horse diff --git a/mods/mobs/crafts.lua b/mods/mobs/crafts.lua deleted file mode 100644 index fec4707..0000000 --- a/mods/mobs/crafts.lua +++ /dev/null @@ -1 +0,0 @@ --- No mob-related craftitems and tools for this game. diff --git a/mods/mobs/description.txt b/mods/mobs/description.txt deleted file mode 100644 index 919852a..0000000 --- a/mods/mobs/description.txt +++ /dev/null @@ -1 +0,0 @@ -Adds a mob api for mods to add animals or monsters etc. \ No newline at end of file diff --git a/mods/mobs/init.lua b/mods/mobs/init.lua index f63fb16..1ea3756 100644 --- a/mods/mobs/init.lua +++ b/mods/mobs/init.lua @@ -7,9 +7,6 @@ dofile(path .. "/api.lua") -- Rideable Mobs dofile(path .. "/mount.lua") --- Mob Items -dofile(path .. "/crafts.lua") - -- Mob Spawner dofile(path .. "/spawner.lua") diff --git a/mods/mobs/locale/mobs.es.tr b/mods/mobs/locale/mobs.es.tr index 4425720..29ee934 100644 --- a/mods/mobs/locale/mobs.es.tr +++ b/mods/mobs/locale/mobs.es.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn= -Mob has been protected!=El mob ha sido protegido! +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= @1 (Tamed)=@1 (Domesticado) -Not tamed!=No domesticado! -@1 is owner!=@1 es el dueño! -Missed!=Perdido! -Already protected!=Ya está protegido! @1 at full health (@2)=@1 con salud llena (@2) @1 has been tamed!=@1 ha sido domesticado! +@1 is owner!=@1 es el dueño! +#Active Mob Limit Reached!= +Already protected!=Ya está protegido! +#Change= +#Command:= Enter name:=Ingrese nombre: -Rename=Renombrar -Mob Spawner=Generador de Mob -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist=Mob LuzMin LuzMax Cantidad DistJugador -Spawner Not Active (enter settings)=Generador no activo (ingrese config) -Spawner Active (@1)=Generador activo (@1) +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lazo (click derecho en animal para colocar en inventario) +Leather=Cuero +Meat=Carne +Missed!=Perdido! +#Mob Fence= +#Mob Fence Top= +Mob Protection Rune=Runa de protección de Mob +#Mob Reset Stick= +#Mob Spawner= Mob Spawner settings failed!=Configuracion de generador de Mob falló! - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”=Sintaxis: “nombre luz_min[0-14] luz_max[0-14] max_mobs_en_area[0 para deshabilitar] distancia[1-20] compensacion[-10 a 10]” +Mob has been protected!=El mob ha sido protegido! +Name Tag=Nombrar etiqueta +Net (right-click animal to put in inventory)=Red (click derecho en animal para colocar en inventario) +Not tamed!=No domesticado! +Raw Meat=Carne cruda +Rename=Renombrar +Saddle=Montura +Spawner Active (@1)=Generador activo (@1) +Spawner Not Active (enter settings)=Generador no activo (ingrese config) +Steel Shears (right-click to shear)=Tijera de acero (click derecho para esquilar) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.fr.tr b/mods/mobs/locale/mobs.fr.tr index e810007..3e137fb 100644 --- a/mods/mobs/locale/mobs.fr.tr +++ b/mods/mobs/locale/mobs.fr.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn=Mode pacifique activé - Aucun monstre ne sera généré -Mob has been protected!=L'animal a été protégé ! +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Mode pacifique activé - aucun monstre ne sera généré @1 (Tamed)=@1 (apprivoisé) -Not tamed!=Non-apprivoisé ! -@1 is owner!=Appartient à @1 ! -Missed!=Raté ! -Already protected!=Déjà protégé ! @1 at full health (@2)=@1 est en pleine forme (@2) @1 has been tamed!=@1 a été apprivoisé ! +@1 is owner!=Appartient à @1 ! +Active Mob Limit Reached!=Limite atteinte du nombre des êtres vivants actifs ! +Already protected!=Déjà protégé ! +Change=Changer +Command:=Commande : Enter name:=Saisissez un nom : +Enter texture:=Saisissez une texture : +Lasso (right-click animal to put in inventory)=Lasso (clic droit sur l'animal pour le mettre dans l'inventaire) +Leather=Cuir +Meat=Viande +Missed!=Raté ! +Mob Fence= Clôture à animaux +Mob Fence Top=Haut de clôture à animaux +Mob Protection Rune=Rune de protection des animaux +Mob Reset Stick=Baguette de réinitialisation des êtres vivants +Mob Spawner=Créateur d'êtres vivants +Mob Spawner settings failed!=Échec des paramètres du créateur d'être vivants ! +Mob has been protected!=L'animal a été protégé ! +Name Tag=Étiquette de collier +Net (right-click animal to put in inventory)=Filet (clic droit sur l'animal pour le mettre dans l'inventaire) +Not tamed!=Non-apprivoisé ! +Raw Meat=Viande crue Rename=Renommer -Mob Spawner=Générateur de mob -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist=Mob MinLumière MaxLumière Quantité DistanceJoueur -Spawner Not Active (enter settings)=Générateur non actif (entrez les paramètres) -Spawner Active (@1)=Générateur actif (@1) -Mob Spawner settings failed!=Echec des paramètres du générateur - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”=Syntaxe : “nom min_lumière[0-14] max_lumière[0-14] max_mobs_dans_zone[0 pour désactiver] distance[1-20] décalage_y[-10 à 10]“ +Saddle=Selle +Spawner Active (@1)=Créateur actif (@1) +Spawner Not Active (enter settings)=Créateur non actif (entrez les paramètres) +Steel Shears (right-click to shear)=Ciseaux à laine (clic droit pour tondre) +Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”=Syntaxe : «name min_lumière[0-14] max_lumière[0-14] max_être_vivant_dans_région[0 pour désactiver] distance_joueur[1-20] décalage_y[-10 to 10]» +lifetimer expired, removed @1=Être immortel expiré ; @1 retiré diff --git a/mods/mobs/locale/mobs.it.tr b/mods/mobs/locale/mobs.it.tr index 0df3c96..6b5edd9 100644 --- a/mods/mobs/locale/mobs.it.tr +++ b/mods/mobs/locale/mobs.it.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn= -Mob has been protected!=Il mob è stato protetto! -@1 (Tamed)=@1 (Addomesticat*) -Not tamed!=Non addomesticat*! -@1 is owner!=Proprietari* @1! -Missed!=Mancat*! -Already protected!=Già protett*! +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Modalità pacifica attiva - non comparirà nessun mostro +@1 (Tamed)=@1 (Addomesticato) @1 at full health (@2)=@1 in piena salute (@2) -@1 has been tamed!=@1 è stat* addomesticat*! +@1 has been tamed!=@1 è stato addomesticato! +@1 is owner!=Il padrone è @1! +#Active Mob Limit Reached!= +Already protected!=Già protetto! +#Change= +#Command:= Enter name:=Inserire il nome: -Rename=Rinominare -Mob Spawner=Generatore di mob -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist=Mob LuceMin LuceMax Ammontare DistGiocat. -Spawner Not Active (enter settings)=Generatore inattivo (inserire le impostazioni) -Spawner Active (@1)=Generatore attivo (@1) +#Enter texture:= +Lasso (right-click animal to put in inventory)=Lazo (click di destro per mettere l'animale nell'inventario) +Leather=Pelle +Meat=Carne +Missed!=Mancato! +Mob Fence=Recinzione per mob +#Mob Fence Top= +Mob Protection Rune=Runa di protezione per mob +#Mob Reset Stick= +#Mob Spawner= Mob Spawner settings failed!=Impostazioni del generatore di mob fallite! - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”=Sintassi: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 per disabilitare] distance[1-20] y_offset[-10 to 10]” +Mob has been protected!=Il mob è stato protetto! +Name Tag=Targhetta +Net (right-click animal to put in inventory)=Rete (click destro per mettere l'animale nell'inventario) +Not tamed!=Non addomesticato! +Raw Meat=Carne cruda +Rename=Rinomina +Saddle=Sella +Spawner Active (@1)=Generatore attivo (@1) +Spawner Not Active (enter settings)=Generatore inattivo (inserire le impostazioni) +Steel Shears (right-click to shear)=Cesoie d'acciaio (click destro per tosare) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.ms.tr b/mods/mobs/locale/mobs.ms.tr index 0f00123..f79e2fb 100644 --- a/mods/mobs/locale/mobs.ms.tr +++ b/mods/mobs/locale/mobs.ms.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn=Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul -Mob has been protected!=Mob telah pun dilindungi! +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Mod Aman Diaktifkan - Tiada Raksasa Akan Muncul @1 (Tamed)=@1 (Jinak) -Not tamed!=Belum dijinakkan! -@1 is owner!=Ini hak milik @1! -Missed!=Terlepas! -Already protected!=Telah dilindungi! @1 at full health (@2)=Mata kesihatan @1 telah penuh (@2) @1 has been tamed!=@1 telah dijinakkan! +@1 is owner!=Ini hak milik @1! +#Active Mob Limit Reached!= +Already protected!=Telah dilindungi! +#Change= +#Command:= Enter name:=Masukkan nama: -Rename=Namakan semula -Mob Spawner=Pewujud Mob -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist=Mob CahayaMin CahayaMax Amaun JarakPemain -Spawner Not Active (enter settings)=Pewujud Mob Tidak Aktif (masukkan tetapan) -Spawner Active (@1)=Pewujud Mob Aktif (@1) +#Enter texture:= +Lasso (right-click animal to put in inventory)=Tanjul (klik-kanan haiwan untuk masukkan ke inventori) +Leather=Kulit +Meat=Daging Bakar +Missed!=Terlepas! +Mob Fence=Pagar Mob +#Mob Fence Top= +Mob Protection Rune=Rune Perlindungan Mob +#Mob Reset Stick= +#Mob Spawner= Mob Spawner settings failed!=Penetapan Pewujud Mob gagal! - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”=Sintaks: "nama cahaya_minimum[0-14] cahaya_maksimum[0-14] amaun_mob_maksimum[0 untuk lumpuhkan] jarak[1-20] ketinggian[-10 hingga 10]" +Mob has been protected!=Mob telah pun dilindungi! +Name Tag=Tanda Nama +Net (right-click animal to put in inventory)=Jaring (klik-kanan haiwan untuk masukkan ke inventori) +Not tamed!=Belum dijinakkan! +Raw Meat=Daging Mentah +Rename=Namakan semula +Saddle=Pelana +Spawner Active (@1)=Pewujud Mob Aktif (@1) +Spawner Not Active (enter settings)=Pewujud Mob Tidak Aktif (masukkan tetapan) +Steel Shears (right-click to shear)=Ketam Keluli (klik-kanan untuk mengetam bulu biri-biri) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.pt.tr b/mods/mobs/locale/mobs.pt.tr index 3a23d07..b62e989 100644 --- a/mods/mobs/locale/mobs.pt.tr +++ b/mods/mobs/locale/mobs.pt.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn= -Mob has been protected!= -@1 (Tamed)= -Not tamed!=Indomesticado! -@1 is owner!=Dono @1! -Missed!=Faltou! -Already protected!= +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= @1 at full health (@2)=@1 em plena saude (@2) @1 has been tamed!=@1 foi domesticado! +@1 is owner!=Dono @1! +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= Enter name:=Insira um nome: -Rename=Renomear -Mob Spawner=Spawnador de Mob -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist=Mob LuzMinima LuzMaxima Valor DistJogador -Spawner Not Active (enter settings)=Spawnador Inativo (configurar) -Spawner Active (@1)=Spawnador Ativo (@1) +#Enter texture:= +Lasso (right-click animal to put in inventory)=Laço (clique-direito no animal para por no inventario) +Leather=Couro +Meat=Carne +Missed!=Faltou! +#Mob Fence= +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= Mob Spawner settings failed!=Configuraçao de Spawnador do Mob falhou! - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”=> nome luz_min[0-14] luz_max[0-14] max_mobs_na_area[0 para desabilitar] distancia[1-20] y_offset[-10 a 10] +#Mob has been protected!= +Name Tag=Etiqueta +Net (right-click animal to put in inventory)=Net (clique-direito no animal para por no inventario) +Not tamed!=Indomesticado! +Raw Meat=Carne crua +Rename=Renomear +#Saddle= +Spawner Active (@1)=Spawnador Ativo (@1) +Spawner Not Active (enter settings)=Spawnador Inativo (configurar) +Steel Shears (right-click to shear)=Tesoura de Aço (clique-direito para tosquiar) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.ru.tr b/mods/mobs/locale/mobs.ru.tr index 21d3c1e..f7c201a 100644 --- a/mods/mobs/locale/mobs.ru.tr +++ b/mods/mobs/locale/mobs.ru.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn=Мирный модус активирован - монстры не спаунятся -Mob has been protected!=Моб защищен! +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** Мирный модус активирован - монстры не спаунятся @1 (Tamed)=@1 (Прирученный) -Not tamed!=Не прирученный -@1 is owner!=@1 владелец -Missed!=Промазал! -Already protected!=Уже защищен! @1 at full health (@2)=@1 при полном здоровье (@2) @1 has been tamed!=@1 приручен +@1 is owner!=@1 владелец +#Active Mob Limit Reached!= +Already protected!=Уже защищен! +#Change= +#Command:= Enter name:=Введите имя: -Rename=Переименовать -Mob Spawner=Спаунер моба -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist= -Spawner Not Active (enter settings)=Спаунер не активен (введите настройки) -Spawner Active (@1)=Активные спаунер (@1) +#Enter texture:= +Lasso (right-click animal to put in inventory)=Лассо (Правый клик - положить животное в инвентарь) +Leather=Кожа +Meat=Мясо +Missed!=Промазал! +Mob Fence=Забор от мобов +#Mob Fence Top= +Mob Protection Rune=Защитная руна мобов +#Mob Reset Stick= +#Mob Spawner= Mob Spawner settings failed!=Настройки спаунера моба провалились - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”= +Mob has been protected!=Моб защищен! +Name Tag=Новый тэг +Net (right-click animal to put in inventory)=Сеть (Правый клик - положить животное в инвентарь) +Not tamed!=Не прирученный +Raw Meat=Сырое мясо +Rename=Переименовать +Saddle=Седло +Spawner Active (@1)=Активные спаунер (@1) +Spawner Not Active (enter settings)=Спаунер не активен (введите настройки) +Steel Shears (right-click to shear)=Ножницы (Правый клик - подстричь) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.tr.tr b/mods/mobs/locale/mobs.tr.tr index 1fecac9..6e28706 100644 --- a/mods/mobs/locale/mobs.tr.tr +++ b/mods/mobs/locale/mobs.tr.tr @@ -1,20 +1,34 @@ -# textdomain: mobs -Peaceful Mode active - No monsters will spawn= -Mob has been protected!= -@1 (Tamed)= -Not tamed!=Evcil değil! -@1 is owner!=Sahibi @1! -Missed!=Kaçırdın! -Already protected!= +# textdomain:mobs +#** Peaceful Mode Active - No Monsters Will Spawn= +#@1 (Tamed)= @1 at full health (@2)=@1 tam canında (@2) @1 has been tamed!=@1 tamamen evcilleştirilmiştir! +@1 is owner!=Sahibi @1! +#Active Mob Limit Reached!= +#Already protected!= +#Change= +#Command:= Enter name:=İsim gir: -Rename=Yeniden adlandır -Mob Spawner=Canavar Yaratıcı -Periodically spawns mobs around it= -Mob MinLight MaxLight Amount PlayerDist=Mob MinIşık MaxIşık Miktar OyuncuMesafesi -Spawner Not Active (enter settings)=Yaratıcı aktif değil (ayarlara gir) -Spawner Active (@1)=Yaratıcı aktif (@1) +#Enter texture:= +Lasso (right-click animal to put in inventory)=Kement (hayvana sağ tıklayarak envantere koy) +Leather=Deri +Meat=Et +Missed!=Kaçırdın! +Mob Fence=Canavar Yaratıcı +#Mob Fence Top= +#Mob Protection Rune= +#Mob Reset Stick= +#Mob Spawner= Mob Spawner settings failed!=Yaratıcı ayarları uygulanamadı. - -Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”=> isim min_isik[0-14] max_isik[0-14] alandaki_max_canavar_sayisi[kapatmak icin 0] mesafe[1-20] y_cikinti[-10 ve 10 arası] +#Mob has been protected!= +Name Tag=İsim etiketi +Net (right-click animal to put in inventory)=Ağ (hayvana sağ tıklayarak envantere koy) +Not tamed!=Evcil değil! +Raw Meat=Çiğ et +Rename=Yeniden adlandır +#Saddle= +Spawner Active (@1)=Yaratıcı aktif (@1) +Spawner Not Active (enter settings)=Yaratıcı aktif değil (ayarlara gir) +Steel Shears (right-click to shear)=Çelik makas (sağ tıklayarak kes) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.zh_CN.tr b/mods/mobs/locale/mobs.zh_CN.tr new file mode 100644 index 0000000..fe7556c --- /dev/null +++ b/mods/mobs/locale/mobs.zh_CN.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——没有怪物会产生 +@1 (Tamed)=@1(已驯服) +@1 at full health (@2)=@1已经满血(@2) +@1 has been tamed!=@1已经被驯服! +@1 is owner!=@1 是主人 +#Active Mob Limit Reached!= +Already protected!=已经被保护! +#Change= +#Command:= +Enter name:=输入名称: +#Enter texture:= +Lasso (right-click animal to put in inventory)=套索(右键单击动物以放入物品栏) +Leather=皮革 +Meat=肉 +Missed!=没抓住! +Mob Fence=Mob 栅栏 +#Mob Fence Top= +Mob Protection Rune=Mob 保护符文 +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Mob 孵化器设置失败! +Mob has been protected!=Mob 已经被保护了! +Name Tag=名称标签 +Net (right-click animal to put in inventory)=网(右键单击动物以放入物品栏) +Not tamed!=没有驯服! +Raw Meat=生肉 +Rename=重新命名 +Saddle=鞍 +Spawner Active (@1)=孵化器正在运转(@1) +Spawner Not Active (enter settings)=孵化器未使用(输入设置) +Steel Shears (right-click to shear)=钢剪(右键单击以剪切) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/locale/mobs.zh_TW.tr b/mods/mobs/locale/mobs.zh_TW.tr new file mode 100644 index 0000000..89bed26 --- /dev/null +++ b/mods/mobs/locale/mobs.zh_TW.tr @@ -0,0 +1,34 @@ +# textdomain:mobs +** Peaceful Mode Active - No Monsters Will Spawn=** 和平模式已激活——沒有怪物會產生 +@1 (Tamed)=@1(已馴服) +@1 at full health (@2)=@1已經滿血(@2) +@1 has been tamed!=@1已經被馴服! +@1 is owner!=@1 是主人 +#Active Mob Limit Reached!= +Already protected!=已經被保護! +#Change= +#Command:= +Enter name:=輸入名稱: +#Enter texture:= +Lasso (right-click animal to put in inventory)=套索(右鍵單擊動物以放入物品欄) +Leather=皮革 +Meat=肉 +Missed!=沒抓住! +Mob Fence=Mob 柵欄 +#Mob Fence Top= +Mob Protection Rune=Mob 保護符文 +#Mob Reset Stick= +#Mob Spawner= +Mob Spawner settings failed!=Mob 孵化器設置失敗! +Mob has been protected!=Mob 已經被保護了! +Name Tag=名稱標籤 +Net (right-click animal to put in inventory)=網(右鍵單擊動物以放入物品欄) +Not tamed!=沒有馴服! +Raw Meat=生肉 +Rename=重新命名 +Saddle=鞍 +Spawner Active (@1)=孵化器正在運轉(@1) +Spawner Not Active (enter settings)=孵化器未使用(輸入設置) +Steel Shears (right-click to shear)=鋼剪(右鍵單擊以剪切) +#Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”= +#lifetimer expired, removed @1= diff --git a/mods/mobs/lucky_block.lua b/mods/mobs/lucky_block.lua index 7da0040..b823e83 100644 --- a/mods/mobs/lucky_block.lua +++ b/mods/mobs/lucky_block.lua @@ -6,10 +6,13 @@ if minetest.get_modpath("lucky_block") then {"dro", {"mobs:meat"}, 5}, {"dro", {"mobs:nametag"}, 1}, {"dro", {"mobs:leather"}, 5}, + {"dro", {"default:stick"}, 10}, {"dro", {"mobs:net"}, 1}, {"dro", {"mobs:lasso"}, 1}, {"dro", {"mobs:shears"}, 1}, {"dro", {"mobs:protector"}, 1}, - {"lig"}, + {"dro", {"mobs:fence_wood"}, 10}, + {"dro", {"mobs:fence_top"}, 12}, + {"lig"} }) end diff --git a/mods/mobs/mod.conf b/mods/mobs/mod.conf index 1a98f27..5b82448 100644 --- a/mods/mobs/mod.conf +++ b/mods/mobs/mod.conf @@ -1,3 +1,4 @@ name = mobs +description = Hades Revisited's mob API for mods to add monsters, etc. depends = hades_core, hades_player optional_depends = tnt, dye, invisibility, lucky_block, cmi diff --git a/mods/mobs/mount.lua b/mods/mobs/mount.lua index 7185122..80cce44 100644 --- a/mods/mobs/mount.lua +++ b/mods/mobs/mount.lua @@ -84,7 +84,7 @@ local function force_detach(player) local entity = attached_to:get_luaentity() - if entity.driver + if entity and entity.driver and entity.driver == player then entity.driver = nil @@ -131,7 +131,7 @@ function mobs.attach(entity, player) local rot_view = 0 if entity.player_rotation.y == 90 then - rot_view = math.pi/2 + rot_view = math.pi / 2 end attach_at = entity.driver_attach_at @@ -151,11 +151,13 @@ function mobs.attach(entity, player) } }) - minetest.after(0.2, function() - hades_player.player_set_animation(player, "sit" , 30) - end) + minetest.after(0.2, function(name) + local player = minetest.get_player_by_name(name) + if player then + hades_player.player_set_animation(player, "sit" , 30) + end + end, player:get_player_name()) - --player:set_look_yaw(entity.object:get_yaw() - rot_view) player:set_look_horizontal(entity.object:get_yaw() - rot_view) end @@ -168,11 +170,18 @@ function mobs.detach(player, offset) local pos = player:get_pos() - pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} + pos = { + x = pos.x + offset.x, + y = pos.y + 0.2 + offset.y, + z = pos.z + offset.z + } - minetest.after(0.1, function() - player:set_pos(pos) - end) + minetest.after(0.1, function(name, pos) + local player = minetest.get_player_by_name(name) + if player then + player:set_pos(pos) + end + end, player:get_player_name(), pos) end @@ -212,7 +221,8 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) end -- fix mob rotation - entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate) + local horz = entity.driver:get_look_horizontal() or 0 + entity.object:set_yaw(horz - entity.rotate) if can_fly then @@ -246,7 +256,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) acce_y = acce_y + (acce_y * 3) + 1 end end - end end @@ -259,7 +268,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) return end - + -- set moving animation if moving_anim then mobs:set_animation(entity, moving_anim) @@ -290,7 +299,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) -- Set position, velocity and acceleration local p = entity.object:get_pos() - local new_velo = {x = 0, y = 0, z = 0} + local new_velo local new_acce = {x = 0, y = -9.8, z = 0} p.y = p.y - 0.5 diff --git a/mods/mobs/readme.MD b/mods/mobs/readme.MD index 92ae3ba..1960dc0 100644 --- a/mods/mobs/readme.MD +++ b/mods/mobs/readme.MD @@ -1,75 +1,90 @@ - -MOBS REDO for MINETEST - -Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. - - -This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. - - -https://forum.minetest.net/viewtopic.php?f=11&t=9917 - - -Crafts: - - - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. - - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. - - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. - - Shears are used to right-click sheep and return 1-3 wool. - - Protection Rune lets you protect tamed mobs from harm by other players - -Lucky Blocks: 9 - - -Changelog: -- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. -- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob -- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage -- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 -- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked -- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack -- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) -- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 -- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs -- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. -- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code -- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod -- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) -- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. -- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) -- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. -- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) -- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) -- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner -- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) -- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error -- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick -- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first -- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added -- 1.16- Mobs follow multiple items now, Npc's can breed -- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. -- 1.14- All .self variables saved in staticdata, Fixed self.health bug -- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's -- 1.12- Added animal ownership so that players cannot steal your tamed animals -- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy -- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. -- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals -- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added -- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables -- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop -- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) -- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten -- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) -- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. -- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions -- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items -- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) -- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked -- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound -- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes -- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block -- 0.5 - Mobs now float in water, die from falling, and some code improvements -- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) -- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) -- 0.2 - Cooking bucket of milk into cheese now returns empty bucket -- 0.1 - Initial Release + +MOBS REDO for MINETEST + +Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. + + +This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. + + +https://forum.minetest.net/viewtopic.php?f=11&t=9917 + + +Crafts: + + - Nametag (paper, black dye, string) can be used right-click on a tamed mob to give them a name. + - Nets can be used to right-click tamed mobs to pick them up and place inside inventory as a spawn egg. + - Magic Lasso is similar to nets but with a better chance of picking up larger mobs. + - Shears are used to right-click sheep and return 1-3 wool. + - Protection Rune lets you protect tamed mobs from harm by other players + - Mob Fence and Fence Top (to stop mobs escaping/glitching through fences) + +Lucky Blocks: 9 + + +Changelog: +- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded. +- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game, +(default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs +- 1.51 - Added some node checks for dangerous nodes, jumping and falling tweaks, spawn area check (thx for idea wuzzy), re-enabled mob suffocation, add 'mob_nospawn_range' setting +- 1.50 - Added new line_of_sight function that uses raycasting if mt5.0 is found, (thanks Astrobe), dont spawn mobs if world anchor nearby (technic or simple_anchor mods), chinese local added +- 1.49- Added mobs:force_capture(self, player) function, api functions now use metatables thanks to bell07 +- 1.48- Add mobs:set_velocity(self, velocity) global function +- 1.47- Mob damage changes, min and max light level for damage added, ignition sources checked for lava damage +- 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes +- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe +- 1.44- Added ToolRanks support for swords when attacking mobs +- 1.43- Better 0.4.16 compatibility, added general attack function and settings +- 1.42- Added "all" option to immune_to table, tidied floating mobs to be less intensive +- 1.41- Mob pathfinding has been updated thanks to Elkien3 +- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. +- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob +- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage +- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 +- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked +- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack +- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) +- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 +- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs +- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. +- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code +- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod +- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) +- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. +- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) +- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. +- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) +- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) +- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner +- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) +- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error +- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick +- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first +- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added +- 1.16- Mobs follow multiple items now, Npc's can breed +- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. +- 1.14- All .self variables saved in staticdata, Fixed self.health bug +- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's +- 1.12- Added animal ownership so that players cannot steal your tamed animals +- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy +- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. +- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals +- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added +- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables +- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop +- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) +- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten +- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) +- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. +- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions +- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items +- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) +- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked +- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound +- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes +- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block +- 0.5 - Mobs now float in water, die from falling, and some code improvements +- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) +- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) +- 0.2 - Cooking bucket of milk into cheese now returns empty bucket +- 0.1 - Initial Release diff --git a/mods/mobs/settingtypes.txt b/mods/mobs/settingtypes.txt new file mode 100644 index 0000000..9bd67ca --- /dev/null +++ b/mods/mobs/settingtypes.txt @@ -0,0 +1,32 @@ +# If false then mobs no longer spawn in world without spawner or spawn egg +mobs_spawn (Spawn Mobs) bool true + +# If enabled then monsters no longer spawn in world +only_peaceful_mobs (Only spawn peaceful Mobs) bool false + +# If enabled then punching mobs no longer shows blood effects +mobs_disable_blood (Disable Mob blood) bool false + +# If disabled then Mobs no longer destroy world blocks +mobs_griefing (Griefing Mobs) bool true + +# If false then Mobs no longer spawn inside player protected areas +mobs_spawn_protected (Spawn Mobs in protected areas) bool true + +# If true Mobs will be removed once a map chunk is out of view +remove_far_mobs (Remove far Mobs) bool true + +# Sets Mob difficulty level by multiplying punch damage +mob_difficulty (Mob difficulty) float 1.0 + +# Contains a value used to multiply Mob spawn values +mob_chance_multiplier (Mob chance multiplier) float 1.0 + +# When false Mob no longer drop items when killed +mobs_drop_items (Mob drops) bool true + +# Sets minimum distance around player that mobs cannot spawn +mob_nospawn_range (Mob no-spawn range) float 12.0 + +# Sets maximum number of active mobs in game (0 for unlimited) +mob_active_limit (Mob Active Limit) float 0 diff --git a/mods/mobs/spawner.lua b/mods/mobs/spawner.lua index facd4a9..3cf617a 100644 --- a/mods/mobs/spawner.lua +++ b/mods/mobs/spawner.lua @@ -1,10 +1,9 @@ -local MP = minetest.get_modpath(minetest.get_current_modname()) local S = minetest.get_translator("mobs") -- mob spawner -local spawner_default = "mobs_hades:mutant 0 15 0 0" +local spawner_default = "mobs_hades:mutant 10 15 0 0 0" minetest.register_node("mobs:spawner", { tiles = {"mob_spawner.png"}, @@ -14,14 +13,23 @@ minetest.register_node("mobs:spawner", { description = S("Mob Spawner"), _tt_help = S("Periodically spawns mobs around it"), groups = {cracky = 1}, + sounds = hades_sounds.node_sound_metal_defaults(), on_construct = function(pos) local meta = minetest.get_meta(pos) + -- setup formspec + local head = S("(mob name) (min light) (max light) (amount)" + .. " (player distance) (Y offset)") + -- text entry formspec meta:set_string("formspec", - "field[text;" .. minetest.formspec_escape(S("Mob MinLight MaxLight Amount PlayerDist")) .. ";${command}]") + "size[9,3.5]" + .. "label[0.15,0.5;" .. minetest.formspec_escape(head) .. "]" + .. "field[1,2.5;7.5,0.8;text;" .. S("Command:") + .. ";${command}]") + meta:set_string("infotext", S("Spawner Not Active (enter settings)")) meta:set_string("command", spawner_default) end, @@ -55,11 +63,11 @@ minetest.register_node("mobs:spawner", { local pla = tonumber(comm[5]) -- player distance (0 to disable) local yof = tonumber(comm[6]) or 0 -- Y offset to spawn mob - if mob and mob ~= "" and mobs.spawning_mobs[mob] == true + if mob and mob ~= "" and mobs.spawning_mobs[mob] and num and num >= 0 and num <= 10 and mlig and mlig >= 0 and mlig <= 15 and xlig and xlig >= 0 and xlig <= 15 - and pla and pla >=0 and pla <= 20 + and pla and pla >= 0 and pla <= 20 and yof and yof > -10 and yof < 10 then meta:set_string("command", fields.text) @@ -68,9 +76,9 @@ minetest.register_node("mobs:spawner", { else minetest.chat_send_player(name, S("Mob Spawner settings failed!")) minetest.chat_send_player(name, - S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] distance[1-20] y_offset[-10 to 10]”")) + S("Syntax: “name min_light[0-14] max_light[0-14] max_mobs_in_area[0 to disable] player_distance[1-20] y_offset[-10 to 10]”")) end - end, + end }) @@ -117,10 +125,10 @@ minetest.register_abm({ -- check objects inside 9x9 area around spawner local objs = minetest.get_objects_inside_radius(pos, 9) local count = 0 - local ent = nil + local ent -- count mob objects of same type in area - for k, obj in ipairs(objs) do + for _, obj in ipairs(objs) do ent = obj:get_luaentity() @@ -138,9 +146,9 @@ minetest.register_abm({ if pla > 0 then local in_range = 0 - local objs = minetest.get_objects_inside_radius(pos, pla) + local objsp = minetest.get_objects_inside_radius(pos, pla) - for _,oir in pairs(objs) do + for _, oir in pairs(objsp) do if oir:is_player() then @@ -159,8 +167,7 @@ minetest.register_abm({ -- find air blocks within 5 nodes of spawner local air = minetest.find_nodes_in_area( {x = pos.x - 5, y = pos.y + yof, z = pos.z - 5}, - {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, - {"air"}) + {x = pos.x + 5, y = pos.y + yof, z = pos.z + 5}, {"air"}) -- spawn in random air block if air and #air > 0 then @@ -176,6 +183,5 @@ minetest.register_abm({ minetest.add_entity(pos2, mob) end end - end }) diff --git a/mods/mobs/textures/fire_basic_flame.png b/mods/mobs/textures/fire_basic_flame.png deleted file mode 100644 index 484bcb1957b80a64bdd670241c8e08b464545a3d..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 594 zcmV-Y0!nrnr9BzUj zGwLMS0cBDHfE+LoOl{llp|)+?wr$(CZR2g*wrv~xlQUurf<=3#O&z{^sbwVv;!2|` zAnfZq*5jT1;QAYyaVkLXMNMg+z-53;La#@C@97;ic~P^Qs!nrO3zL?% z^`F=XLMe;-t8Qhl>X^B$E29g2(dDgguV8{B9e9nd15m>JmKYc96F>$240@Os?-hj1 zZ<~3%qZEfWe{W|><;JAgKdPvc9Q-J%x&2cU()E!2V zvz_+xIN;_uMtS%|DUQ=Fw#s_dgS@6<(eryPgO#lG`74ornxALja~ zJvlGtm%G%Xz;PmFtitVaQF2|I^iWiIcNjR|hg3qS?rvV2eHh2cayH(y^!Mz9_g&Dc g2J_+OHJN&<0K5(ArcF)GVE_OC07*qoM6N<$f)yVa@&Et; 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