function mobs.on_step(self,dtime) --math.randomseed(os.time() + dtime) if self.lifetimer ~= false then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 and not self.tamed and self.type ~= "npc" then local player_count = 0 for _,obj in pairs(minetest.get_objects_inside_radius(self.object:getpos(), 10)) do if obj:is_player() then player_count = player_count+1 end end if player_count == 0 and self.state ~= "attack" then minetest.log("info","lifetimer expired, removed mob "..self.name) self.object:remove() return end end end if self.object:getvelocity().y > 0.1 then local yaw = self.object:getyaw() if self.drawtype == "side" then yaw = yaw+(math.pi/2) end local x = math.sin(yaw) * -2 local z = math.cos(yaw) * 2 self.object:setacceleration({x=x, y=-10, z=z}) else self.object:setacceleration({x=0, y=-10, z=0}) end if self.disable_fall_damage and self.object:getvelocity().y == 0 then if not self.old_y then self.old_y = self.object:getpos().y else local d = self.old_y - self.object:getpos().y if d > 5 then local damage = d-5 self.object:set_hp(self.object:get_hp()-damage) if self.object:get_hp() == 0 then self.object:remove() end end self.old_y = self.object:getpos().y end end -- if pause state then this is where the loop ends if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime if self.pause_timer <= 0 then self.pause_timer = 0 end return end self.timer = self.timer+dtime if self.state ~= "attack" then if self.timer < self.step then return end self.timer = 0 end if self.sounds and self.sounds.random and self.state ~= "attack" then if randomChance(self.random_freq) then if ( self.type == "npc" and randomChance(65) ) or self.type ~= "npc" then local maxhear = 50 local g = 1 if self.type == "npc" then maxhear = 30 g = 0.75 end minetest.sound_play(self.sounds.random, {object = self.object, max_hear_distance=maxhear, gain=g}) mobs.put_icon(self,"mobs:icon_notice",4) end end end local do_env_damage = function(self) local pos = self.object:getpos() local n = minetest.get_node(pos) if self.light_damage and self.light_damage ~= 0 and pos.y>0 and minetest.get_node_light(pos) and minetest.get_node_light(pos) > 4 and minetest.get_timeofday() > 0.2 and minetest.get_timeofday() < 0.8 then self.object:set_hp(self.object:get_hp()-self.light_damage) if self.object:get_hp() == 0 then self.object:remove() end end if self.water_damage and self.water_damage ~= 0 and minetest.get_item_group(n.name, "water") ~= 0 then self.object:set_hp(self.object:get_hp()-self.water_damage) if self.object:get_hp() == 0 then self.object:remove() end end if self.lava_damage and self.lava_damage ~= 0 and minetest.get_item_group(n.name, "lava") ~= 0 then self.object:set_hp(self.object:get_hp()-self.lava_damage) if self.object:get_hp() == 0 then self.object:remove() end end end self.env_damage_timer = self.env_damage_timer + dtime if self.state == "attack" and self.env_damage_timer > 1 then self.env_damage_timer = 0 do_env_damage(self) elseif self.state ~= "attack" then do_env_damage(self) end self:do_avoidance() -- if they are attacking that should take priority over everything else so move it up here if self.state == "attack" and self.attack_type == "dogfight" then if not self.attack.player or not self.attack.player:getpos() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if self.attack.dist > self.attack_range then if not self.v_start then self.v_start = true self.set_velocity(self, self.run_velocity) else if self.jump == true and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 7 self.object:setvelocity(v) end self.set_velocity(self, self.run_velocity) end self:set_animation("run") else self.set_velocity(self, 0) self:set_animation("punch") self.v_start = false if self.timer > 1 then self.timer = 0 local p2 = p local s2 = s p2.y = p2.y + 1.5 s2.y = s2.y + 1.5 if minetest.line_of_sight(p2,s2) == true then if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end if self.attack_function ~= nil then self.attack_function(self,self.attack.player) else self.attack.player:punch(self.object, 1.0, { full_punch_interval=1.0, damage_groups = {fleshy=self.damage} }, vec) end if self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) self.attack = {player=nil, dist=nil} self:set_animation("stand") end end end end return elseif self.state == "attack" and self.attack_type == "shoot" then if not self.attack.player or not self.attack.player:is_player() then self.state = "stand" self:set_animation("stand") return end local s = self.object:getpos() local p = self.attack.player:getpos() p.y = p.y - .5 s.y = s.y + .5 local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range or self.attack.player:get_hp() <= 0 then self.state = "stand" self.v_start = false self.set_velocity(self, 0) if self.type ~= "npc" then self.attack = {player=nil, dist=nil} end self:set_animation("stand") return else self.attack.dist = dist end local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) self.set_velocity(self, 0) if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then self.timer = 0 self:set_animation("punch") if self.sounds and self.sounds.attack then minetest.sound_play(self.sounds.attack, {object = self.object}) end local p = self.object:getpos() p.y = p.y + self.arrow_offset local obj = minetest.add_entity(p, self.arrow) local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5 local v = obj:get_luaentity().velocity vec.y = vec.y vec.x = vec.x*v/amount vec.y = vec.y*v/amount vec.z = vec.z*v/amount obj:setvelocity(vec) if obj:get_luaentity().drop_rate ~= nil then obj:setacceleration({x=vec.x, y=obj:get_luaentity().drop_rate, z=vec.z}) end end return end -- FIND SOMEONE TO ATTACK if ( self.type == "monster" or self.type == "barbarian" ) and minetest.setting_getbool("enable_damage") and self.state ~= "attack" then if mobs.api_throttling(self) then return end local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) local player = nil local type = nil for _,oir in pairs(inradius) do if oir:is_player() then player = oir type = "player" else local obj = oir:get_luaentity() if obj then player = obj.object type = obj.type end end if type == "player" or type == "npc" then local s = self.object:getpos() local p = player:getpos() local sp = s p.y = p.y + 1 sp.y = sp.y + 1 -- aim higher to make looking up hills more realistic local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 --print("Dist "..tostring(dist) .. " < " .. tostring(self.view_range) .. " in_fov " .. tostring(self.in_fov(self,p))) if dist < self.view_range and self.in_fov(self,p) then if minetest.line_of_sight(sp,p,2) == true then self.do_attack(self,player,dist) break else --print("no line of site") end end end end end -- NPC FIND A MONSTER TO ATTACK if self.type == "npc" and self.attacks_monsters and self.state ~= "attack" then if mobs.api_throttling(self) then return end local s = self.object:getpos() local inradius = minetest.get_objects_inside_radius(s,self.view_range) for _, oir in pairs(inradius) do local obj = oir:get_luaentity() if obj then if obj.type == "monster" or obj.type == "barbarian" then -- attack monster local p = obj.object:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 self.do_attack(self,obj.object,dist) break end end end end if self.follow ~= nil and not self.following then if mobs.api_throttling(self) then return end for _,player in pairs(minetest.get_connected_players()) do local s = self.object:getpos() local p = player:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if self.view_range and dist < self.view_range then self.following = player break end end end if self.following and self.following:is_player() then if self.following:get_wielded_item():get_name() ~= self.follow then self.following = nil else local s = self.object:getpos() local p = self.following:getpos() local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5 if dist > self.view_range then self.following = nil self.v_start = false else local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z} local yaw = math.atan(vec.z/vec.x)+math.pi/2 if self.drawtype == "side" then yaw = yaw+(math.pi/2) end if p.x > s.x then yaw = yaw+math.pi end self.object:setyaw(yaw) if dist > 2 then if not self.v_start then self.v_start = true self.set_velocity(self, self.walk_velocity) else if self.jump == true and self.get_velocity(self) <= 1.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 6 self.object:setvelocity(v) end self.set_velocity(self, self.walk_velocity) end self:set_animation("walk") else self.v_start = false self.set_velocity(self, 0) self:set_animation("stand") end return end end end if self.state == "stand" then -- randomly turn --math.randomseed(os.clock()) if math.random(1, 100) < self.activity_level then if mobs.api_throttling(self) then return end -- if there is a player nearby look at them local lp = nil local s = self.object:getpos() if self.type == "npc" then local o = minetest.get_objects_inside_radius(self.object:getpos(), 3) local yaw = 0 for _,o in pairs(o) do if o:is_player() then lp = o:getpos() break end end end if lp ~= nil then mobs:face_pos(self,lp) else local yaw = self.object:getyaw()+((math.random(0,360)-270)/180*math.pi) self.object:setyaw(yaw) end end self.set_velocity(self, 0) self.set_animation(self, "stand") if math.random(1, 100) <= self.activity_level and self.stationary == false then self.set_velocity(self, self.walk_velocity) self.state = "walk" self.set_animation(self, "walk") end elseif self.state == "walk" or self.state == "path" then if ( math.random(1, 100) <= 30 or ( self.get_velocity(self) < self.walk_velocity ) ) and self.state ~= "path" then self.object:setyaw(self.object:getyaw()+((math.random(0,360)-270)/180*math.pi)) end if self.jump == true and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then local v = self.object:getvelocity() v.y = 5 self.object:setvelocity(v) end self:set_animation("walk") self.set_velocity(self, self.walk_velocity) if math.random(1, 100) <= 30 and self.state ~= "path" then self.set_velocity(self, 0) self.state = "stand" self:set_animation("stand") end if self.state == "path" then self.leg_timer = self.leg_timer + dtime self.check_path(self) end end end