mobs = {} dofile(minetest.get_modpath("mobs").."/step.lua") mobs.mob_list = { npc={}, barbarian={}, monster={}, animal={}, npc_special={}} mobs.api_throttle = 20 -- limits the amount of intense operations that can happen per second mobs.api_icount = 0 mobs.api_timer = 0 mobs.spawn_counter = 0 mobs.spawn_limit = 25 mobs.spawn_timer = 0 function mobs:register_mob(name, def) table.insert(mobs.mob_list[def.type],name) minetest.register_entity(name, { name = name, hp_min = def.hp_min, hp_max = def.hp_max, physical = true, collisionbox = def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, textures = def.textures, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity or 0, run_velocity = def.run_velocity or 0, damage = def.damage, light_damage = def.light_damage, water_damage = def.water_damage or 1, lava_damage = def.lava_damage, disable_fall_damage = def.disable_fall_damage, drops = def.drops, armor = def.armor, drawtype = def.drawtype, on_rightclick = def.on_rightclick, type = def.type, attack_type = def.attack_type, attack_range = def.attack_range or 2, attack_function = def.attack_function or nil, arrow = def.arrow, arrow_offset = def.arrow_offset or 1, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow or nil, jump = def.jump, exp_min = def.exp_min or 0, exp_max = def.exp_max or 0, walk_chance = def.walk_chance or 50, attacks_monsters = def.attacks_monsters or false, group_attack = def.group_attack or false, step = def.step or 0, fov = def.fov or 165, passive = def.passive or false, recovery_time = def.recovery_time or 0.5, knock_back = def.knock_back or 3, blood_offset = def.blood_offset or 0, blood_amount = def.blood_amount or 15, blood_texture = def.blood_texture or "mobs_blood.png", rewards = def.rewards or nil, stationary = def.stationary or false, activity_level = def.activity_level or 10, avoid_nodes = def.avoid_nodes or nil, avoid_range = def.avoid_range or nil, random_freq = def.random_freq or 1, stimer = 0, timer = 0, env_damage_timer = 0, -- only if state = "attack" attack = {player=nil, dist=nil}, state = "stand", v_start = false, old_y = nil, lifetimer = 600, tamed = false, last_state = nil, pause_timer = 0, path = nil, path_pos = nil, last_dist = nil, leg_timer = nil, path_callback = nil, start_path = function(self,callback) -- start on the defined path self.physical = false -- allow the mob to walk through other entities self.path_pos = 1 self.state = "path" self.set_animation(self,"walk") mobs:face_pos(self,self.path[1]) self.set_velocity(self,self.walk_velocity/2) self.last_dist = get_distance(self.object:getpos(),self.path[1]) self.leg_timer = 0 self.path_callback = callback end, check_path = function(self) local p = self.object:getpos() local pa = self.path[self.path_pos] local this_dist = get_distance(p,pa) if this_dist > self.last_dist or self.leg_timer > 1 then -- overshot the point so redirect the mob mobs:face_pos(self,self.path[self.path_pos]) self.leg_timer = 0 end self.last_dist = this_dist if math.abs(p.x - pa.x) < 1 and math.abs(p.z - pa.z) < 1 or ( self.path_pos == #self.path and this_dist < 1 ) then -- goto next position self.path_pos = self.path_pos + 1 if self.path_pos <= #self.path then -- continue to next point mobs:face_pos(self,self.path[self.path_pos]) self.set_velocity(self,self.walk_velocity) self.set_animation(self,"walk") self.leg_timer = 0 else if self.path_callback ~= nil then -- do the arrival callback self.path_callback(self) end -- stop following path self.set_velocity(self,0) self.state = "stand" self.set_animation(self,"stand") self.path = nil self.path_pos = nil self.physical = true self.leg_timer = nil end end end, do_attack = function(self, player, dist) if self.state ~= "attack" then if self.sounds.war_cry then if math.random(0,100) < 90 then minetest.sound_play(self.sounds.war_cry,{ object = self.object }) end end self.state = "attack" self.attack.player = player self.attack.dist = dist end end, do_avoidance = function(self) if self.avoid_nodes ~= nil then local avoid_range = self.avoid_range local avoid_nodes = self.avoid_nodes local pos = self.object:getpos() local minx = pos.x - math.ceil( avoid_range / 2 ) local maxx = pos.x + math.ceil( avoid_range / 2 ) local minz = pos.z - math.ceil( avoid_range / 2 ) local maxz = pos.z + math.ceil( avoid_range / 2 ) local npos = minetest.find_nodes_in_area({x=minx,y=(pos.y-1),z=minz},{x=maxx,y=(pos.y+1),z=maxz}, avoid_nodes) if #npos > 0 then local fpos = { x=(npos[1].x * -1),y=npos[1].y,z=(npos[1].z*-1) } mobs:face_pos(self,fpos) self.state="walk" self:set_animation("walk") self:set_velocity(4) end end end, set_velocity = function(self, v) local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -v local z = math.cos(yaw) * v self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z}) end, get_velocity = function(self) local v = self.object:getvelocity() return (v.x^2 + v.z^2)^(0.5) end, in_fov = function(self,pos) -- checks if POS is in self's FOV return true --[[ local yaw = (self.object:getyaw() * 180 / math.pi) if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if yaw < 0 then yaw = 360 - yaw end if yaw > 360 then yaw = yaw - 360 end --print("Yaw: "..tostring(yaw)) --print("FOV: "..tostring(self.fov)) local vx = math.sin(yaw) local vz = math.cos(yaw) local ds = math.sqrt(vx^2 + vz^2) local ps = math.sqrt(pos.x^2 + pos.z^2) local d = { x = vx / ds, z = vz / ds } local p = { x = pos.x / ps, z = pos.z / ps } --print("DS "..tostring(ds)) --print("PS "..tostring(ps)) --print("D: x="..tostring(d.x)..", z="..tostring(d.z)) --print("P: x="..tostring(p.x)..", z="..tostring(p.z)) local an = ( d.x * p.x ) + ( d.z * p.z ) --print("AN: "..tostring(an)) local a = math.deg ( math.acos( an ) ) --print("A: "..tostring(a)) if a > ( self.fov / 2 ) then return false else return true end ]] end, set_animation = function(self, type) if not self.animation then return end if not self.animation.current then self.animation.current = "" end if type == "stand" and self.animation.current ~= "stand" then if self.animation.stand_start and self.animation.stand_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.stand_start,y=self.animation.stand_end}, self.animation.speed_normal, 0 ) self.animation.current = "stand" end elseif type == "walk" and self.animation.current ~= "walk" then if self.animation.walk_start and self.animation.walk_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.walk_start,y=self.animation.walk_end}, self.animation.speed_normal, 0 ) self.animation.current = "walk" end elseif type == "run" and self.animation.current ~= "run" then if self.animation.run_start and self.animation.run_end and self.animation.speed_run then self.object:set_animation( {x=self.animation.run_start,y=self.animation.run_end}, self.animation.speed_run, 0 ) self.animation.current = "run" end elseif type == "punch" and self.animation.current ~= "punch" then if self.animation.punch_start and self.animation.punch_end and self.animation.speed_normal then self.object:set_animation( {x=self.animation.punch_start,y=self.animation.punch_end}, self.animation.speed_normal, 0 ) self.animation.current = "punch" end end end, on_step = def.on_step or mobs.on_step, on_activate = function(self, staticdata, dtime_s) -- reset HP local pos = self.object:getpos() local distance_rating = ( ( get_distance(game_origin,pos) ) / 20000 ) local newHP = self.hp_min + math.floor( self.hp_max * distance_rating ) self.object:set_hp( newHP ) self.object:set_armor_groups({fleshy=self.armor}) self.object:setacceleration({x=0, y=-10, z=0}) self.state = "stand" self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0}) self.object:setyaw(((math.random(0,360)-270)/180*math.pi)) if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then self.object:remove() end if self.type ~= "npc" then self.lifetimer = 600 - dtime_s end if staticdata then local tmp = minetest.deserialize(staticdata) if tmp and tmp.lifetimer then self.lifetimer = tmp.lifetimer - dtime_s end if tmp and tmp.tamed then self.tamed = tmp.tamed end --[[if tmp and tmp.textures then self.object:set_properties(tmp.textures) end]] end if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then self.object:remove() end end, get_staticdata = function(self) local tmp = { lifetimer = self.lifetimer, tamed = self.tamed, textures = { textures = self.textures }, } return minetest.serialize(tmp) end, on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir) if tflp == nil then tflp = 1 end process_weapon(hitter,tflp,tool_capabilities) local hpos = hitter:getpos() local pos = self.object:getpos() if self.object:get_hp() <= 0 then if hitter and hitter:is_player() and hitter:get_inventory() then local name = hitter:get_player_name() pd.increment(name,STAT_KILLS,1) for _,drop in ipairs(self.drops) do if math.random(1, 100) < drop.chance then local d = ItemStack(drop.name.." "..math.random(drop.min, drop.max)) default.drop_item(pos,d) end end if self.sounds.death ~= nil then minetest.sound_play(self.sounds.death,{ object = self.object, }) end if minetest.get_modpath("skills") and minetest.get_modpath("experience") then -- DROP experience local distance_rating = ( ( get_distance(game_origin,pos) ) / ( skills.get_player_level(hitter:get_player_name()).level * 1000 ) ) local emax = math.floor( self.exp_min + ( distance_rating * self.exp_max ) ) local expGained = math.random(self.exp_min, emax) skills.add_exp(hitter:get_player_name(),expGained) local expStack = experience.exp_to_items(expGained) for _,stack in ipairs(expStack) do default.drop_item(pos,stack) end end -- see if there are any NPCs to shower you with rewards if self.type ~= "npc" and self.type ~= "animal" then local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.type == "npc" and obj.rewards ~= nil then local lp = hitter:getpos() local s = obj.object:getpos() local yaw = mobs:face_pos(self,lp) local vec = {x=lp.x-s.x, y=1, z=lp.z-s.z} local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 local acc = {x=x, y=-5, z=z} for _, r in pairs(obj.rewards) do if math.random(0,100) < r.chance then default.drop_item(obj.object:getpos(),r.item, vec, acc) end end end end end end end end blood_particles(pos,self.blood_offset,self.blood_amount,self.blood_texture) -- knock back effect, adapted from blockmen's pyramids mod -- https://github.com/BlockMen/pyramids local kb = self.knock_back local r = self.recovery_time if tool_capabilities ~= nil then if tflp < tool_capabilities.full_punch_interval then kb = kb * ( tflp / tool_capabilities.full_punch_interval ) r = r * ( tflp / tool_capabilities.full_punch_interval ) end else kb = kb * ( tflp / 1 ) r = r * ( tflp / 1 ) end local ykb=2 local v = self.object:getvelocity() if v.y ~= 0 then ykb = 0 end if dir == nil then dir = {x=pos.x-hpos.x, y=pos.y-hpos.y, z=pos.z-hpos.z} if dir.x > 1 then dir.x = 1 end if dir.x < -1 then dir.x = -1 end if dir.z > 1 then dir.z = 1 end if dir.z < -1 then dir.z = -1 end end self.object:setvelocity({x=dir.x*kb,y=ykb,z=dir.z*kb}) self.pause_timer = r -- attack puncher and call other mobs for help if self.passive == false then if self.state ~= "attack" then self.do_attack(self,hitter,1) end -- alert other NPCs to the attack local inradius = minetest.get_objects_inside_radius(hitter:getpos(),10) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.group_attack == true and obj.state ~= "attack" and self.type == obj.type then obj.do_attack(obj,hitter,1) end end end end end, }) end mobs.spawning_mobs = {} function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, min_dist, max_dist, spawn_func) mobs.spawning_mobs[name] = true minetest.register_abm({ nodenames = nodes, --neighbors = {"air"}, interval = 30, chance = chance, action = function(pos, node, _, active_object_count_wider) if mobs.spawn_counter > mobs.spawn_limit then return end mobs.spawn_counter = mobs.spawn_counter + 1 if active_object_count_wider > active_object_count then return end if not mobs.spawning_mobs[name] then return end --[[ don't spawn inside of blocks local p2 = pos p2.y = p2.y + 1 local p3 = p2 p3.y = p3.y + 1 if minetest.registered_nodes[minetest.get_node(p2).name].walkable == false or minetest.registered_nodes[minetest.get_node(p3).name].walkable == false then return end]] if pos.y > max_height then return end pos.y = pos.y+1 if not minetest.get_node_light(pos) then return end if minetest.get_node_light(pos) > max_light then return end if minetest.get_node_light(pos) < min_light then return end if min_dist == nil then min_dist = {x=-1,z=-1} end if max_dist == nil then max_dist = {x=33000,z=33000} end if math.abs(pos.x) < min_dist.x or math.abs(pos.z) < min_dist.z then return end if math.abs(pos.x) > max_dist.x or math.abs(pos.z) > max_dist.z then return end if spawn_func and not spawn_func(pos, node) then return end if minetest.setting_getbool("display_mob_spawn") then minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos)) end mobs:spawn_mob(pos,name) end }) end function mobs:spawn_mob(pos,name) -- make sure the nodes above are walkable minetest.log("info","Attempting to spawn "..name) local nodename = minetest.get_node(pos).name if minetest.registered_nodes[nodename] ~= nil then if minetest.registered_nodes[nodename].walkable == true or minetest.registered_nodes[nodename].walkable == nil or nodename == "default:water_source" then return -1 end pos.y = pos.y + 1 nodename = minetest.get_node(pos).name if minetest.registered_nodes[nodename].walkable == true or minetest.registered_nodes[nodename].walkable == nil or nodename == "default:water_source" then return -1 end pos.y = pos.y - 1 end local mob = minetest.add_entity(pos, name) -- setup the hp, armor, drops, etc... for this specific mob local distance_rating = ( ( get_distance(game_origin,pos) ) / 15000 ) if mob ~= nil then mob = mob:get_luaentity() if mob ~= nil then minetest.log("info",name.." spawned at "..minetest.pos_to_string(pos)) local newHP = mob.hp_min + math.floor( mob.hp_max * distance_rating ) mob.object:set_hp( newHP ) mob.state = "walk" -- make them walk when they spawn so they walk away from their original spawn position -- vary the walk and run velocity when a mob is spawned so groups of mobs don't clump up so bad math.randomseed(os.clock()) mob.walk_velocity = mob.walk_velocity - ( mob.walk_velocity * ( math.random(0,12) / 100 ) ) if mob.walk_velocity < 0 then mob.walk_velocity = 0 end mob.run_velocity = mob.run_velocity - ( mob.run_velocity * ( math.random(0,12) / 100 ) ) if mob.run_velocity < 0 then mob.run_velocity = 0 end return true end end end function mobs:get_random(type) if mobs.mob_list[type] ~= nil then local seed = os.clock() + os.time() math.randomseed(seed) local idx = math.random(1,#mobs.mob_list[type]) if mobs.mob_list[type][idx] ~= nil then return mobs.mob_list[type][idx] end return false end end function mobs:register_arrow(name, def) minetest.register_entity(name, { physical = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, timer = 0, on_step = function(self, dtime) self.timer=self.timer+dtime if self.timer > 0.2 then local pos = self.object:getpos() if minetest.get_node(self.object:getpos()).name ~= "air" and minetest.get_node(self.object:getpos()).name ~= "fire:basic_flame"then self.hit_node(self, pos, node) self.object:remove() return end --pos.y = pos.y-1 local objs = minetest.get_objects_inside_radius(pos, 2) for _,player in pairs(objs) do if player:get_luaentity() ~= nil then local luae = player:get_luaentity() if luae.name ~= self.object:get_luaentity().name and luae.name ~= "__builtin:item" then self.hit_player(self, player) self.object:remove() return end else self.hit_player(self, player) self.object:remove() return end end end end }) end function mobs:face_pos(self,pos) local s = self.object:getpos() local vec = {x=pos.x-s.x, y=pos.y-s.y, z=pos.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if pos.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) --print("Yaw "..tostring(yaw)) return yaw end function get_distance(pos1,pos2) if ( pos1 ~= nil and pos2 ~= nil ) then return math.abs(math.floor(math.sqrt( (pos1.x - pos2.x)^2 + (pos1.z - pos2.z)^2 ))) else return 0 end end blood_particles = function(pos,offset,amt,tex) if amt > 0 and pos ~= nil then local p = pos p.y = p.y + offset local ps_def = { amount = amt, time = 0.25, minpos = {x=p.x-0.2, y=p.y-0.2, z=p.z-0.2}, maxpos = {x=p.x+0.2, y=p.y+0.2, z=p.z+0.2}, minvel = {x=0, y=-2, z=0}, maxvel = {x=2, y=2, z=2}, minacc = {x=-4,y=-4,z=-4}, maxacc = {x=4,y=-4,z=4}, minexptime = 0.1, maxexptime = 1, minsize = 0.5, maxsize = 1, collisiondetection = false, texture = tex } minetest.add_particlespawner(ps_def) end end function process_weapon(player, time_from_last_punch, tool_capabilities) local weapon = player:get_wielded_item() if tool_capabilities ~= nil then local wear = ( tool_capabilities.full_punch_interval / 75 ) * 65535 weapon:add_wear(wear) player:set_wielded_item(weapon) end if weapon:get_definition().sounds ~= nil then local s = math.random(0,#weapon:get_definition().sounds) minetest.sound_play(weapon:get_definition().sounds[s], { object=player, }) else minetest.sound_play("default_sword_wood", { object = player, }) end end function mobs.global_step(dtime) mobs.api_timer = mobs.api_timer + dtime mobs.spawn_timer = mobs.spawn_timer + dtime if mobs.api_timer >= 1 then mobs.api_icount = 0 mobs.api_timer = 0 end if mobs.spawn_timer >= 2 then mobs.spawn_timer = 0 mobs.spawn_counter = 0 end end function mobs.api_throttling(self) if mobs.api_icount > mobs.api_throttle then return true end mobs.api_icount = mobs.api_icount + 1 self.timer = -2 return false end