rm knockback and fix nodes
This commit is contained in:
parent
cb9130a421
commit
d27ee2ddb0
@ -10,6 +10,57 @@
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mobs = {}
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mobs.mod = "redo"
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--minetest.register_alias("esmobs:dirt", "default:gravel")
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--minetest.register_alias("esmobs:stone", "default:gravel")
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--[[
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-- rnd: special stone that disappears after 30 seconds, used by mobs
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minetest.register_node("esmobs:stone", {
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description = "Stone",
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tiles = {"default_stone.png"},
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groups = {cracky=3, stone=1},
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drop = 'default:cobble',
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legacy_mineral = true,
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sounds = default.node_sound_stone_defaults(),
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on_construct = function(pos)
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minetest.after(30, function()
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minetest.set_node(pos, {name = "air"})
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end)
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end
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})
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minetest.register_node("esmobs:dirt", {
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description = "Dirt",
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tiles = {"default_dirt.png"},
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groups = {crumbly=2, dirt=1},
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drop = 'default:dirt',
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legacy_mineral = true,
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sounds = default.node_sound_stone_defaults(),
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on_construct = function(pos)
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minetest.after(30, function()
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minetest.set_node(pos, {name = "air"})
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end)
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end
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})
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]]
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-- maikerumine: special stone that disappears after 30 seconds, used by mobs
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minetest.register_node("esmobs:stone", {
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description = "Stone",
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tiles = {"default_stone.png"},
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is_ground_content = false,
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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})
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minetest.register_node("esmobs:dirt", {
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description = "Dirt",
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tiles = {"default_dirt.png"},
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is_ground_content = false,
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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})
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-- Load settings
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local damage_enabled = minetest.setting_getbool("enable_damage")
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local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
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@ -20,8 +71,8 @@ local remove_far = minetest.setting_getbool("remove_far_mobs")
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-- PATHFINDING settings
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local enable_pathfinding = true
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local enable_pathfind_digging = true
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local stuck_timeout = 5 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 15 -- how long will mob follow path before giving up
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local stuck_timeout = 12 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 25 -- how long will mob follow path before giving up
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--bones settings maikerumine bones code
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local enable_mob_bones = true
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@ -699,6 +750,162 @@ function day_docile(self)
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end
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end
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-- path finding and smart mob routine by rnd
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function smart_mobs(self, s, p, dtime)
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local s1 = self.path.lastpos
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-- is it becoming stuck?
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if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < 1.5 then
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self.path.stuck_timer = self.path.stuck_timer + dtime
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else
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self.path.stuck_timer = 0
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end
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self.path.lastpos = {x = s.x, y = s.y, z = s.z}
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-- im stuck, search for path
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if (self.path.stuck_timer > stuck_timeout and not self.path.following)
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or (self.path.stuck_timer > stuck_path_timeout
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and self.path.following) then
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self.path.stuck_timer = 0
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-- lets try find a path, first take care of positions
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-- since pathfinder is very sensitive
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local sheight = self.collisionbox[5] - self.collisionbox[2]
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-- round position to center of node to avoid stuck in walls
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-- also adjust height for player models!
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s.x = math.floor(s.x + 0.5)
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s.y = math.floor(s.y + 0.5) - sheight
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s.z = math.floor(s.z + 0.5)
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local ssight, sground
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ssight, sground = minetest.line_of_sight(s, {
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x = s.x, y = s.y - 4, z = s.z}, 1)
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-- determine node above ground
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if not ssight then
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s.y = sground.y + 1
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end
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local p1 = self.attack:getpos()
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p1.x = math.floor(p1.x + 0.5)
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p1.y = math.floor(p1.y + 0.5)
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p1.z = math.floor(p1.z + 0.5)
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self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch"
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-- attempt to unstuck mob that is "daydreaming"
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self.object:setpos({x=s.x+0.1*(math.random()*2-1),y=s.y+1,z=s.z+0.1*(math.random()*2-1)}) -- try to unstuck position
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self.state = ""
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do_attack(self, self.attack)
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-- no path found, try something else
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if not self.path.way then
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self.path.following = false
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-- lets make way by digging/building if not accessible
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if enable_pathfind_digging then
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-- add block and remove one block above so
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-- there is room to jump if needed
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if s.y < p1.y then
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if not minetest.is_protected(s, "") then
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minetest.set_node(s, {name = "esmobs:stone"})
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end
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local sheight = math.ceil(self.collisionbox[5]) + 1
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-- assume mob is 2 blocks high so it digs above its head
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s.y = s.y + sheight
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if not minetest.is_protected(s, "") then
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local node1 = minetest.get_node(s).name
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if node1 ~= "air"
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and node1 ~= "ignore" then
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minetest.set_node(s, {name = "air"})
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minetest.add_item(s, ItemStack(node1))
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end
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end
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s.y = s.y - sheight
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self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
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else -- dig 2 blocks to make door toward player direction
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local yaw = self.object:getyaw()+ pi / 2
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local p1 = {
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x = s.x + math.cos(yaw),
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y = s.y,
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z = s.z + math.sin(yaw)
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}
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if not minetest.is_protected(p1, "") then
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local node1 = minetest.get_node(p1).name
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if node1 ~= "air"
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and node1 ~= "ignore" then
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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p1.y = p1.y + 1
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node1 = minetest.get_node(p1).name
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if node1 ~= "air"
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and node1 ~= "ignore" then
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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end
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end
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end
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-- will try again in 2 seconds
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self.path.stuck_timer = stuck_timeout - 2
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-- frustration! cant find the damn path :(
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if self.sounds.random then
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minetest.sound_play(self.sounds.random, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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end
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else
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-- yay i found path
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if self.sounds.attack then
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set_velocity(self, self.walk_velocity)
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minetest.sound_play(self.sounds.attack, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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end
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-- follow path now that it has it
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self.path.following = true
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end
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end
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end
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-- register mob function
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function mobs:register_mob(name, def)
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@ -778,7 +985,7 @@ minetest.register_entity(name, {
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fear_height = def.fear_height or 0,
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runaway = def.runaway,
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runaway_timer = 0,
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pathfinding = def.pathfinding,
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on_step = function(self, dtime)
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local pos = self.object:getpos()
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@ -1479,6 +1686,129 @@ minetest.register_entity(name, {
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end
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-- rnd: new movement direction
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if self.path.following
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and self.path.way
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and self.attack_type ~= "dogshoot" then
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-- no paths longer than 50
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if #self.path.way > 50
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or dist < self.reach then
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self.path.following = false
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return
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end
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local p1 = self.path.way[1]
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if not p1 then
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self.path.following = false
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return
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end
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if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
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-- reached waypoint, remove it from queue
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table.remove(self.path.way, 1)
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end
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-- set new temporary target
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p = {x = p1.x, y = p1.y, z = p1.z}
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end
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local vec = {
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x = p.x - s.x,
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y = p.y - s.y,
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z = p.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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yaw = (math.atan(vec.z / vec.x) + pi / 2) - self.rotate
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if p.x > s.x then
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yaw = yaw + pi
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end
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self.object:setyaw(yaw)
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end
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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-- path finding by rnd
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if enable_pathfinding then
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smart_mobs(self, s, p, dtime)
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end
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-- jump attack
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if (self.jump
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and get_velocity(self) <= 0.5
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and self.object:getvelocity().y == 0)
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or (self.object:getvelocity().y == 0
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and self.jump_chance > 0) then
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do_jump(self)
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end
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if is_at_cliff(self) then
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set_velocity(self, 0)
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set_animation(self, "stand")
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else
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if self.path.following then
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set_velocity(self, self.walk_velocity)
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else
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set_velocity(self, self.run_velocity)
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end
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set_animation(self, "run")
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end
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else -- rnd: if inside reach range
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self.path.stuck_timer = 0
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self.path.following = false -- not stuck anymore
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set_velocity(self, 0)
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set_animation(self, "punch")
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if self.timer > 1 then
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self.timer = 0
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local p2 = p
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local s2 = s
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p2.y = p2.y + 1.5
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s2.y = s2.y + 1.5
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if minetest.line_of_sight(p2, s2) == true then
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-- play attack sound
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if self.sounds.attack then
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minetest.sound_play(self.sounds.attack, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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end
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-- punch player
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self.attack:punch(self.object, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = self.damage}
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}, nil)
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end
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end
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end
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-- rnd: following path
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if self.path.following and self.path.way then
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if #self.path.way>50 or dist<self.reach then self.path.following = false return end -- no paths longer than 50
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@ -1817,7 +2147,7 @@ minetest.register_entity(name, {
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effect(pos, self.blood_amount, self.blood_texture)
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end
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--[[ --YOU WILL BE MISSED BLOCKMEN
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-- knock back effect
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if self.knock_back > 0 then
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@ -1833,7 +2163,7 @@ minetest.register_entity(name, {
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self.pause_timer = r
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end
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]]
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-- if skittish then run away
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if self.runaway == true then
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@ -1966,15 +2296,15 @@ minetest.register_entity(name, {
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self.health = math.random (self.hp_min, self.hp_max)
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end
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-- rnd: pathfinding init
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self.path = {};
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self.path.way = {};-- path to follow, table of positions
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self.path.lastpos = {x=0,y=0,z=0};
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self.path.stuck = false;
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self.path.following = false; -- currently following path?
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self.path.stuck_timer = 0; -- if stuck for too long search for path, stuck if v.x, v.z has magnitude smaller than 0.25 for too long
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self.path = {}
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self.path.way = {} -- path to follow, table of positions
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self.path.lastpos = {x = 0, y = 0, z = 0}
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self.path.following = false -- currently following path?
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self.path.stuck_timer = 0 -- if stuck for too long search for path
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-- end init
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self.object:set_hp(self.health)
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self.object:set_armor_groups({fleshy = self.armor})
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@ -1991,6 +2321,10 @@ minetest.register_entity(name, {
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update_tag(self)
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end,
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get_staticdata = function(self)
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-- remove mob when out of range unless tamed
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@ -2585,29 +2919,30 @@ end
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-- inspired by blockmen's nametag mod
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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-- right-clicked with nametag and name entered?
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-- right-clicked with nametag, name entered and button pressed?
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if formname == "mobs_nametag"
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and fields.name
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and fields.mob_rename
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and fields.name ~= "" then
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local name = player:get_player_name()
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local ent = mob_obj[name]
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if not mob_obj[name]
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or not mob_obj[name].object then
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if not ent
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or not ent.object then
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return
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end
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-- update nametag
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mob_obj[name].nametag = fields.name
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update_tag(mob_obj[name])
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ent.nametag = fields.name
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update_tag(ent)
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-- if not in creative then take item
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if not creative then
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mob_sta[name]:take_item()
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local itemstack = mob_sta[name]
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player:set_wielded_item(mob_sta[name])
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itemstack:take_item()
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player:set_wielded_item(itemstack)
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end
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-- reset external variables
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@ -2617,20 +2952,10 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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end
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end)
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-- rnd: special stone that disappears after 30 seconds, used by mobs
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minetest.register_node("esmobs:stone", {
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description = "Stone",
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tiles = {"default_stone.png"},
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groups = {cracky=3, stone=1},
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drop = 'default:cobble',
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legacy_mineral = true,
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sounds = default.node_sound_stone_defaults(),
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on_construct = function(pos)
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minetest.after(30, function()
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minetest.set_node(pos, {name = "air"})
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end)
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end
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})
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--Brandon Reese code to face pos
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function mobs:face_pos(self,pos)
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