mod - mobs_redo - update 20231111 minetest.org best compatible, works with multicraft

* make api compatible with minetesty 0.4 and 5.0 and also multicraft 2.0.3
  fix offset vector and upgrade api issue
* stupid tenplus1 does not care others only him. so i sustitute
  the crap of modernish using equivalent to vector.offset that is just
  movement to the collisionbox offset
* closes minenux/minetest-mod-mobs_redo#108
* Updated api txt documentation
* Added entity:is_inside(itemtable) function (thx cora)
  and also check for fire/lava in mob collisionbox area
* Added self.attack_patience value so mobs stop attacking unseen players
* Tidied breeding function
* Better MineClone2 / MineClonia support added
* Tweaked and tidied code in places
* Added self.node_damage flag which is true by default to enable damage_per_second node damage
* mobs:add_mob() can now set mob texture
* do not regiter mobs if there is not a mob
* property check player object as must be cos engine returns false positives
This commit is contained in:
mckaygerhard 2024-04-09 22:25:03 -04:00
parent 841133e4ad
commit e19cb34416
4 changed files with 189 additions and 94 deletions

View File

@ -33,7 +33,7 @@ local use_mc2 = minetest.get_modpath("mcl_core")
-- Global -- Global
mobs = { mobs = {
mod = "redo", mod = "redo",
version = "20231105", version = "20231111",
translate = S, intllib = S, translate = S, intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}, invis = minetest.global_exists("invisibility") and invisibility or {},
node_ice = "default:ice", node_ice = "default:ice",
@ -151,6 +151,7 @@ local creatura = minetest.get_modpath("creatura") and
mobs.mob_class = { mobs.mob_class = {
state = "stand",
stepheight = 1.1, stepheight = 1.1,
fly_in = "air", fly_in = "air",
owner = "", owner = "",
@ -183,6 +184,7 @@ mobs.mob_class = {
walk_chance = 50, walk_chance = 50,
stand_chance = 30, stand_chance = 30,
attack_chance = 5, attack_chance = 5,
attack_patience = 11,
passive = false, passive = false,
blood_amount = 5, blood_amount = 5,
blood_texture = "mobs_blood.png", blood_texture = "mobs_blood.png",
@ -226,7 +228,7 @@ local mob_class = mobs.mob_class -- Compatibility
local mob_class_meta = {__index = mob_class} local mob_class_meta = {__index = mob_class}
-- play sound -- function mob_sound play sound
function mob_class:mob_sound(sound) function mob_class:mob_sound(sound)
if not sound then return end if not sound then return end
@ -246,7 +248,7 @@ function mob_class:mob_sound(sound)
end end
-- attack player/mob -- function do_class attack player/mob
function mob_class:do_attack(player) function mob_class:do_attack(player)
if self.state == "attack" then if self.state == "attack" then
@ -282,7 +284,7 @@ local function is_player(player)
end end
-- collision function based on jordan4ibanez' open_ai mod -- function collision based on jordan4ibanez' open_ai mod
function mob_class:collision() function mob_class:collision()
local pos = self.object:get_pos() ; if not pos then return {0, 0} end local pos = self.object:get_pos() ; if not pos then return {0, 0} end
@ -344,7 +346,7 @@ local function check_for(look_for, look_inside)
end end
-- move mob in facing direction -- function set_velocity move mob in facing direction
function mob_class:set_velocity(v) function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay -- halt mob if it has been ordered to stay
@ -389,13 +391,13 @@ function mob_class:set_velocity(v)
self.object:set_velocity(new_vel) self.object:set_velocity(new_vel)
end end
-- global version of above function -- global version of above function [deprecated]
function mobs:set_velocity(entity, v) function mobs:set_velocity(entity, v)
mob_class.set_velocity(entity, v) mob_class.set_velocity(entity, v)
end end
-- calculate mob velocity -- function get_velocity calculate mob velocity
function mob_class:get_velocity() function mob_class:get_velocity()
local v = self.object:get_velocity() local v = self.object:get_velocity()
@ -406,7 +408,7 @@ function mob_class:get_velocity()
end end
-- set and return valid yaw -- function set_yaw set and return valid yaw
function mob_class:set_yaw(yaw, delay) function mob_class:set_yaw(yaw, delay)
if not yaw or yaw ~= yaw then if not yaw or yaw ~= yaw then
@ -441,7 +443,7 @@ function mobs:yaw(entity, yaw, delay)
end end
-- set defined animation -- function set_animation set defined animation
function mob_class:set_animation(anim, force) 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
@ -486,6 +488,7 @@ function mob_class:set_animation(anim, force)
0, self.animation[anim .. "_loop"] ~= false) 0, self.animation[anim .. "_loop"] ~= false)
end end
-- global function to set mob animation [deprecated
function mobs:set_animation(entity, anim) function mobs:set_animation(entity, anim)
entity.set_animation(entity, anim) entity.set_animation(entity, anim)
end end
@ -629,7 +632,7 @@ local function ray_line_of_sight(self, pos1, pos2)
return true return true
end end
-- function line_of_sight autodetectyion with raycasting support if any
function mob_class:line_of_sight(pos1, pos2, stepsize) function mob_class:line_of_sight(pos1, pos2, stepsize)
if minetest.raycast then -- only use if minetest 5.0 is detected if minetest.raycast then -- only use if minetest 5.0 is detected
@ -639,12 +642,13 @@ function mob_class:line_of_sight(pos1, pos2, stepsize)
return line_of_sight(self, pos1, pos2, stepsize) return line_of_sight(self, pos1, pos2, stepsize)
end end
-- global function -- global function line of sight [deprecated]
function mobs:line_of_sight(entity, pos1, pos2, stepsize) function mobs:line_of_sight(entity, pos1, pos2, stepsize)
return entity:line_of_sight(pos1, pos2, stepsize) return entity:line_of_sight(pos1, pos2, stepsize)
end end
-- function attempt_flight_correction internal
function mob_class:attempt_flight_correction(override) function mob_class:attempt_flight_correction(override)
if self:flight_check() and override ~= true then return true end if self:flight_check() and override ~= true then return true end
@ -675,7 +679,7 @@ function mob_class:attempt_flight_correction(override)
end end
-- are we flying in what we are suppose to? (taikedz) -- function flight_check - are we flying in what we are suppose to? (taikedz)
function mob_class:flight_check() function mob_class:flight_check()
local def = minetest.registered_nodes[self.standing_in] local def = minetest.registered_nodes[self.standing_in]
@ -698,8 +702,8 @@ function mob_class:flight_check()
end end
-- turn mob to face position -- function yaw_to_pos turn mob to face position
local function yaw_to_pos(self, target, rot) function mob_class:yaw_to_pos(target, rot)
rot = rot or 0 rot = rot or 0
@ -716,12 +720,13 @@ local function yaw_to_pos(self, target, rot)
return yaw return yaw
end end
-- global [deprecated]
function mobs:yaw_to_pos(self, target, rot) function mobs:yaw_to_pos(self, target, rot)
return yaw_to_pos(self, target, rot) return self:yaw_to_pos(target, rot)
end end
-- if stay near set then periodically check for nodes and turn towards them -- function do_stay_near if stay near set then periodically check for nodes and turn towards them
function mob_class:do_stay_near() function mob_class:do_stay_near()
if not self.stay_near then return false end if not self.stay_near then return false end
@ -747,7 +752,7 @@ function mob_class:do_stay_near()
return false return false
end end
yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) self:yaw_to_pos(nearby_nodes[random(#nearby_nodes)])
self:set_animation("walk") self:set_animation("walk")
@ -793,6 +798,7 @@ local function effect(
}) })
end end
-- global function effect
function mobs:effect( function mobs:effect(
pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
@ -807,7 +813,7 @@ local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes
local CHILD_GROW_TIME = 60 * 20 -- 20 minutes local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
-- update nametag and infotext -- function update_tag update nametag and infotext
function mob_class:update_tag() function mob_class:update_tag()
local col local col
@ -857,7 +863,7 @@ function mob_class:update_tag()
end end
-- drop items -- function item_drop drop items
function mob_class:item_drop() function mob_class:item_drop()
-- no drops if disabled by setting or mob is child -- no drops if disabled by setting or mob is child
@ -940,7 +946,7 @@ function mob_class:item_drop()
end end
-- remove mob and descrease counter -- TODO make object class function - remove mob and descrease counter
local function remove_mob(self, decrease) local function remove_mob(self, decrease)
self.object:remove() self.object:remove()
@ -961,7 +967,7 @@ function mobs:remove(self, decrease)
end end
-- check if mob is dead or only hurt -- function check_for_deathcheck if mob is dead or only hurt
function mob_class:check_for_death(cmi_cause) function mob_class:check_for_death(cmi_cause)
-- We dead already -- We dead already
@ -1086,6 +1092,11 @@ local function node_ok(pos, fallback)
return minetest.registered_nodes[(fallback or mobs.fallback_node)] return minetest.registered_nodes[(fallback or mobs.fallback_node)]
end end
-- global function node_ok
function mobs:node_ok(pos, fallback)
return node_ok(pos, fallback)
end
-- Returns true is node can deal damage to self -- Returns true is node can deal damage to self
function mobs:is_node_dangerous(mob_object, nodename) function mobs:is_node_dangerous(mob_object, nodename)
@ -1117,7 +1128,7 @@ local function is_node_dangerous(mob_object, nodename)
end end
-- is mob facing a cliff -- function is_at_cliff is mob facing a cliff
function mob_class:is_at_cliff() function mob_class:is_at_cliff()
if self.driver or self.fear_height == 0 then -- 0 for no falling protection! if self.driver or self.fear_height == 0 then -- 0 for no falling protection!
@ -1156,7 +1167,30 @@ function mob_class:is_at_cliff()
end end
-- environmental damage (water, lava, fire, light etc.) -- function is_inside check for nodes or groups inside mob
function mob_class:is_inside(itemtable)
local cb
if not self.collisionbox then
if self.object:get_properties().collisionbox then
cb = self.object:get_properties().collisionbox
else
return false
end
else
cb = self.collisionbox
end
local pos = self.object:get_pos()
local vo1 = {}
local nn = minetest.find_nodes_in_area(
{x = pos.x + cb[1], y = pos.y + cb[2], z = pos.z + cb[3]},
{x = pos.x + cb[4], y = pos.y + cb[5], z = pos.z + cb[6]}, itemtable)
if nn and #nn > 0 then return true else return false end
end
-- function do_env_damage environmental damage (water, lava, fire, light etc.)
function mob_class:do_env_damage() function mob_class:do_env_damage()
self:update_tag() self:update_tag()
@ -1195,7 +1229,7 @@ function mob_class:do_env_damage()
end end
-- lava damage -- lava damage
elseif self.lava_damage ~= 0 and nodef.groups.lava then elseif self.lava_damage ~= 0 and self:is_inside("group:lava") then -- nodef.groups.lava then
self.health = self.health - self.lava_damage self.health = self.health - self.lava_damage
@ -1300,7 +1334,7 @@ function mob_class:do_env_damage()
end end
-- jump if facing a solid node (not fences or gates) -- function do_jump jump if facing a solid node (not fences or gates)
function mob_class:do_jump() function mob_class:do_jump()
local vel = self.object:get_velocity() ; if not vel then return false end local vel = self.object:get_velocity() ; if not vel then return false end
@ -1416,7 +1450,7 @@ local function is_invisible(self, player_name)
end end
-- should mob follow what I'm holding ? -- function follow_holding should mob follow what I'm holding ?
function mob_class:follow_holding(clicker) function mob_class:follow_holding(clicker)
if is_invisible(self, clicker:get_player_name()) then if is_invisible(self, clicker:get_player_name()) then
@ -1434,7 +1468,7 @@ function mob_class:follow_holding(clicker)
end end
-- find two animals of same type and breed if nearby and horny -- function breed find two animals of same type and breed if nearby and horny
function mob_class:breed() function mob_class:breed()
-- child takes a long time before growing into adult -- child takes a long time before growing into adult
@ -1542,8 +1576,8 @@ function mob_class:breed()
local pos2 = ent.object:get_pos() local pos2 = ent.object:get_pos()
-- Have mobs face one another -- Have mobs face one another
yaw_to_pos(self, pos2) self:yaw_to_pos(pos2)
yaw_to_pos(ent, self.object:get_pos()) ent:yaw_to_pos(self.object:get_pos())
self.hornytimer = HORNY_TIME + 1 self.hornytimer = HORNY_TIME + 1
ent.hornytimer = HORNY_TIME + 1 ent.hornytimer = HORNY_TIME + 1
@ -1638,7 +1672,7 @@ function mob_class:breed()
end end
-- find and replace what mob is looking for (grass, wheat etc.) -- function replace find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace(pos) function mob_class:replace(pos)
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
@ -1695,7 +1729,7 @@ function mob_class:replace(pos)
end end
-- check if daytime and also if mob is docile during daylight hours -- function day_docile check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
if self.docile_by_day == false then if self.docile_by_day == false then
@ -1750,6 +1784,7 @@ end
local pathfinder_mod = minetest.get_modpath("pathfinder") local pathfinder_mod = minetest.get_modpath("pathfinder")
-- function smart_mobs
-- path finding and smart mob routine by rnd, -- path finding and smart mob routine by rnd,
-- line_of_sight and other edits by Elkien3 -- line_of_sight and other edits by Elkien3
function mob_class:smart_mobs(s, p, dist, dtime) function mob_class:smart_mobs(s, p, dist, dtime)
@ -1859,7 +1894,9 @@ function mob_class:smart_mobs(s, p, dist, dtime)
s.y = sground.y + 1 s.y = sground.y + 1
end end
local p1 = self.attack:get_pos() local p1 = self.attack and self.attack:get_pos()
if not p1 then return end
p1.x = floor(p1.x + 0.5) p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5) p1.y = floor(p1.y + 0.5)
@ -1998,12 +2035,12 @@ end
local function is_peaceful_player(player) local function is_peaceful_player(player)
-- main setting enabled -- main setting enabled
if peaceful_player_enabled and player:is_player() then if is_player(player) then
local player_name = player:get_player_name() local player_name = player:get_player_name()
-- player priv enabled -- player priv enabled
if player_name and minetest.check_player_privs(player_name, "peaceful_player") then if player_name and peaceful_player_enabled and minetest.check_player_privs(player_name, "peaceful_player") then
return true return true
end end
end end
@ -2012,7 +2049,7 @@ local function is_peaceful_player(player)
end end
-- general attack function for all mobs -- function general_attack function for all mobs
function mob_class:general_attack() function mob_class:general_attack()
-- return if already attacking, passive or docile during day -- return if already attacking, passive or docile during day
@ -2039,8 +2076,7 @@ function mob_class:general_attack()
or self.attack_players == false or self.attack_players == false
or (self.owner and self.type ~= "monster") or (self.owner and self.type ~= "monster")
or is_invisible(self, objs[n]:get_player_name()) or is_invisible(self, objs[n]:get_player_name())
or (self.specific_attack or (self.specific_attack and not check_for("player", self.specific_attack)) then
and not check_for("player", self.specific_attack)) then
objs[n] = nil objs[n] = nil
--print("- pla", n) --print("- pla", n)
end end
@ -2052,10 +2088,8 @@ function mob_class:general_attack()
-- monsters attack all creatura mobs, npc and animals will only attack -- monsters attack all creatura mobs, npc and animals will only attack
-- if the animal owner is currently being attacked by creatura mob -- if the animal owner is currently being attacked by creatura mob
if self.name == ent.name if self.name == ent.name
or (self.type ~= "monster" or (self.type ~= "monster" and self.owner ~= (ent._target and ent._target:get_player_name() or "."))
and self.owner ~= (ent._target and ent._target:get_player_name() or ".")) or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then
or (self.specific_attack
and not check_for(ent.name, self.specific_attack)) then
objs[n] = nil objs[n] = nil
--print("-- creatura", ent.name) --print("-- creatura", ent.name)
@ -2069,8 +2103,7 @@ function mob_class:general_attack()
or (not self.attack_animals and ent.type == "animal") or (not self.attack_animals and ent.type == "animal")
or (not self.attack_monsters and ent.type == "monster") or (not self.attack_monsters and ent.type == "monster")
or (not self.attack_npcs and ent.type == "npc") or (not self.attack_npcs and ent.type == "npc")
or (self.specific_attack or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then
and not check_for(ent.name, self.specific_attack)) then
objs[n] = nil objs[n] = nil
--print("- mob", n, self.name, ent.name) --print("- mob", n, self.name, ent.name)
end end
@ -2114,7 +2147,7 @@ function mob_class:general_attack()
end end
-- find someone to runaway from -- function do_runaway_from find someone to runaway from
function mob_class:do_runaway_from() function mob_class:do_runaway_from()
if not self.runaway_from then if not self.runaway_from then
@ -2174,7 +2207,7 @@ function mob_class:do_runaway_from()
if min_player then if min_player then
yaw_to_pos(self, min_player:get_pos(), 3) self:yaw_to_pos(min_player:get_pos(), 3)
self.state = "runaway" self.state = "runaway"
self.runaway_timer = 3 self.runaway_timer = 3
@ -2188,7 +2221,7 @@ function mob_class:do_runaway_from()
if objs then if objs then
yaw_to_pos(self, objs, 3) self:yaw_to_pos(objs, 3)
self.state = "runaway" self.state = "runaway"
self.runaway_timer = 3 self.runaway_timer = 3
@ -2197,7 +2230,7 @@ function mob_class:do_runaway_from()
end end
-- follow player if owner or holding item, if fish outta water then flop -- function follow_flop follow player if owner or holding item, if fish outta water then flop
function mob_class:follow_flop() function mob_class:follow_flop()
-- find player to follow -- find player to follow
@ -2212,7 +2245,7 @@ function mob_class:follow_flop()
for n = 1, #players do for n = 1, #players do
if players[n] then if players[n] then
if players[n]:is_player() then if is_player(players[n]) then
if not is_invisible(self, players[n]:get_player_name()) if not is_invisible(self, players[n]:get_player_name())
and get_distance(players[n]:get_pos(), s) < self.view_range then and get_distance(players[n]:get_pos(), s) < self.view_range then
self.following = players[n] self.following = players[n]
@ -2236,7 +2269,7 @@ function mob_class:follow_flop()
else else
-- stop following player if not holding specific item or mob is horny -- stop following player if not holding specific item or mob is horny
if self.following and is_player(self.following) if self.following and is_player(self.following)
and (self:follow_holding(self.following) == false or self.horny) then and (self.horny or not self:follow_holding(self.following)) then
self.following = nil self.following = nil
end end
@ -2262,7 +2295,7 @@ function mob_class:follow_flop()
if dist > self.view_range then if dist > self.view_range then
self.following = nil self.following = nil
else else
yaw_to_pos(self, p) self:yaw_to_pos(p)
-- anyone but standing npc's can move along -- anyone but standing npc's can move along
if dist >= self.reach if dist >= self.reach
@ -2313,7 +2346,7 @@ function mob_class:follow_flop()
end end
-- dogshoot attack switch and counter function -- function dogswitch dogshoot attack switch and counter function
function mob_class:dogswitch(dtime) function mob_class:dogswitch(dtime)
-- switch mode not activated -- switch mode not activated
@ -2339,7 +2372,7 @@ function mob_class:dogswitch(dtime)
end end
-- stop attack -- function stop_attack
function mob_class:stop_attack() function mob_class:stop_attack()
self.attack = nil self.attack = nil
@ -2354,7 +2387,7 @@ function mob_class:stop_attack()
end end
-- execute current state (stand, walk, run, attacks) -- function do_states execute current state (stand, walk, run, attacks)
function mob_class:do_states(dtime) function mob_class:do_states(dtime)
local yaw = self.object:get_yaw() ; if not yaw then return end local yaw = self.object:get_yaw() ; if not yaw then return end
@ -2386,7 +2419,7 @@ function mob_class:do_states(dtime)
-- select position of random block to climb onto -- select position of random block to climb onto
lp = lp[random(#lp)] lp = lp[random(#lp)]
yaw = yaw_to_pos(self, lp) yaw = self:yaw_to_pos(lp)
end end
self.pause_timer = 3 self.pause_timer = 3
@ -2418,7 +2451,7 @@ function mob_class:do_states(dtime)
-- look at any players nearby, otherwise turn randomly -- look at any players nearby, otherwise turn randomly
if lp then if lp then
yaw = yaw_to_pos(self, lp) yaw = self:yaw_to_pos(lp)
else else
yaw = yaw + random(-0.5, 0.5) yaw = yaw + random(-0.5, 0.5)
end end
@ -2496,8 +2529,8 @@ function mob_class:do_states(dtime)
self.runaway_timer = self.runaway_timer + 1 self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff -- stop early after 3 or 2 seconds or when at cliff cos defaults start at 0 but on some states is 3
if self.runaway_timer > 5 if self.runaway_timer > 4
or self.at_cliff or self.at_cliff
or self.order == "stand" then or self.order == "stand" then
self.runaway_timer = 0 self.runaway_timer = 0
@ -2523,17 +2556,11 @@ function mob_class:do_states(dtime)
local dist = p and get_distance(p, s) or 500 local dist = p and get_distance(p, s) or 500
-- stop attacking if player out of range or invisible -- stop attacking if player out of range or invisible
if dist > self.view_range if dist > self.view_range and not self.attack and not is_player(self.attack) then
or not self.attack if not self.attack:get_pos() or self.attack:get_hp() <= 0 and is_invisible(self, self.attack:get_player_name()) then
or not self.attack:get_pos()
or self.attack:get_hp() <= 0
or (is_player(self.attack)
and is_invisible(self, self.attack:get_player_name())) then
--print(" ** stop attacking **", self.name, self.health, dist, self.view_range) --print(" ** stop attacking **", self.name, self.health, dist, self.view_range)
self:stop_attack() self:stop_attack()
end
return return
end end
@ -2556,7 +2583,7 @@ function mob_class:do_states(dtime)
if self.attack_type == "explode" then if self.attack_type == "explode" then
yaw_to_pos(self, p) self:yaw_to_pos(p)
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
@ -2707,7 +2734,7 @@ function mob_class:do_states(dtime)
p = {x = p1.x, y = p1.y, z = p1.z} p = {x = p1.x, y = p1.y, z = p1.z}
end end
yaw_to_pos(self, p) self:yaw_to_pos(p)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > (self.reach + (self.reach_ext or 0)) then if dist > (self.reach + (self.reach_ext or 0)) then
@ -2799,7 +2826,7 @@ function mob_class:do_states(dtime)
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_to_pos(self, p) self:yaw_to_pos(p)
self:set_velocity(0) self:set_velocity(0)
@ -2846,7 +2873,7 @@ function mob_class:do_states(dtime)
end end
-- falling and fall damage -- function falling and fall damage
function mob_class:falling(pos) function mob_class:falling(pos)
if self.fly or self.disable_falling then if self.fly or self.disable_falling then
@ -2901,7 +2928,7 @@ end
-- is Took Ranks mod active? -- is Took Ranks mod active?
local tr = minetest.get_modpath("toolranks") local tr = minetest.get_modpath("toolranks")
-- deal damage and effects when mob punched -- function on_punch deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
-- mob health check -- mob health check
@ -3147,7 +3174,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
local lp = hitter:get_pos() local lp = hitter:get_pos()
yaw_to_pos(self, lp, 3) self:yaw_to_pos(lp, 3)
self.state = "runaway" self.state = "runaway"
self.runaway_timer = 0 self.runaway_timer = 0
@ -3222,7 +3249,7 @@ local function clean_staticdata(self)
end end
-- get entity staticdata -- function mob_staticdata get entity staticdata
function mob_class:mob_staticdata() function mob_class:mob_staticdata()
-- this handles mob count for mobs activated, unloaded, reloaded -- this handles mob count for mobs activated, unloaded, reloaded
@ -3287,7 +3314,7 @@ function mob_class:mob_staticdata()
end end
-- activate mob and reload settings -- function mob_activate activate mob and reload settings
function mob_class:mob_activate(staticdata, def, dtime) function mob_class:mob_activate(staticdata, def, dtime)
-- if dtime == 0 then entity has just been created -- if dtime == 0 then entity has just been created
@ -3459,7 +3486,7 @@ function mob_class:mob_activate(staticdata, def, dtime)
end end
-- handle mob lifetimer and expiration -- function mob_expire handle mob lifetimer and expiration
function mob_class:mob_expire(pos, dtime) function mob_class:mob_expire(pos, dtime)
-- when lifetimer expires remove mob (except npc and tamed) -- when lifetimer expires remove mob (except npc and tamed)
@ -3498,7 +3525,7 @@ function mob_class:mob_expire(pos, dtime)
end end
-- get nodes mob is standing on/in, facing/above -- function get_nodes get nodes mob is standing on/in, facing/above
function mob_class:get_nodes() function mob_class:get_nodes()
local pos = self.object:get_pos() local pos = self.object:get_pos()
@ -3542,7 +3569,7 @@ print("on: " .. self.standing_on
end end
-- main mob function -- function on_step main mob function
function mob_class:on_step(dtime, moveresult) function mob_class:on_step(dtime, moveresult)
if self.state == "die" then return end if self.state == "die" then return end
@ -3698,7 +3725,7 @@ function mob_class:on_step(dtime, moveresult)
end end
-- default function when mobs are blown up with TNT -- function on_blast default function when mobs are blown up with TNT
function mob_class:on_blast(damage) function mob_class:on_blast(damage)
--print("-- blast damage", damage) --print("-- blast damage", damage)
@ -3782,6 +3809,7 @@ minetest.register_entity(name, setmetatable({
walk_chance = def.walk_chance, walk_chance = def.walk_chance,
stand_chance = def.stand_chance, stand_chance = def.stand_chance,
attack_chance = def.attack_chance, attack_chance = def.attack_chance,
attack_patience = def.attack_patience,
passive = def.passive, passive = def.passive,
knock_back = def.knock_back, knock_back = def.knock_back,
blood_amount = def.blood_amount, blood_amount = def.blood_amount,
@ -3985,8 +4013,13 @@ function mobs:add_mob(pos, def)
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
end end
-- use new texture if found
local new_texture = def.texture or ent.base_texture
if def.child then if def.child then
ent.mommy_tex = new_texture -- how baby looks when grown
ent.base_texture = new_texture
local textures = ent.base_texture local textures = ent.base_texture
-- using specific child texture (if found) -- using specific child texture (if found)
@ -4020,6 +4053,12 @@ function mobs:add_mob(pos, def)
}) })
ent.child = true ent.child = true
-- if not child set new texture
elseif def.texture then
ent.base_texture = new_texture
mob:set_properties({textures = new_texture})
end end
if def.owner then if def.owner then
@ -4085,7 +4124,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
pos, node, active_object_count, active_object_count_wider) pos, node, active_object_count, active_object_count_wider)
-- use instead of abm's chance setting when using lbm -- use instead of abm's chance setting when using lbm
if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then if map_load and random(max(1, (chance * mob_chance_multiplier/10))) > 1 then
return return
end end
@ -4190,6 +4229,11 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
local ent = minetest.registered_entities[name] local ent = minetest.registered_entities[name]
if not ent or not ent.base_colbox then
print("[MOBS] Error spawning mob: " .. name)
return
end
-- should we check mob area for obstructions ? -- should we check mob area for obstructions ?
if mob_area_spawn ~= true then if mob_area_spawn ~= true then
@ -4257,7 +4301,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter
nodenames = nodes, nodenames = nodes,
neighbors = neighbors, neighbors = neighbors,
interval = interval, interval = interval,
chance = max(1, (chance * mob_chance_multiplier)), chance = max(1, (chance * (mob_chance_multiplier/10))),
catch_up = false, catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider) action = function(pos, node, active_object_count, active_object_count_wider)
@ -4492,6 +4536,16 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
"^[mask:mobs_chicken_egg_overlay.png)" "^[mask:mobs_chicken_egg_overlay.png)"
end end
-- does mob/entity exist
local is_mob = minetest.registered_entities[mob]
if not is_mob then
print("[Mobs Redo] Spawn Egg cannot be created for " .. mob)
return
end
-- these are only created for animals and npc mobs, not monsters TODO
-- if is_mob.type ~= "monster" then return end
-- register new spawn egg containing mob information (cannot be stacked) -- register new spawn egg containing mob information (cannot be stacked)
minetest.register_craftitem(mob .. "_set", { minetest.register_craftitem(mob .. "_set", {
@ -4514,10 +4568,15 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
pointed_thing.under, under, placer, itemstack, pointed_thing) pointed_thing.under, under, placer, itemstack, pointed_thing)
end end
if pos if pos and not minetest.is_protected(pos, placer:get_player_name()) then
and not minetest.is_protected(pos, placer:get_player_name()) then
if not minetest.registered_entities[mob] then if active_limit > 0 and active_mobs >= active_limit then
if is_player(placer) then
minetest.chat_send_player(placer:get_player_name(),
S("Active Mob Limit Reached!")
.. " (" .. active_mobs
.. " / " .. active_limit .. ")")
end
return return
end end
@ -4567,16 +4626,14 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
if pos and not minetest.is_protected(pos, placer:get_player_name()) then if pos 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 -- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then if active_limit > 0 and active_mobs >= active_limit then
if is_player(placer) then
minetest.chat_send_player(placer:get_player_name(), minetest.chat_send_player(placer:get_player_name(),
S("Active Mob Limit Reached!") S("Active Mob Limit Reached!")
.. " (" .. active_mobs .. " (" .. active_mobs
.. " / " .. active_limit .. ")") .. " / " .. active_limit .. ")")
end
return return
end end
@ -4786,7 +4843,7 @@ function mobs:protect(self, clicker)
pos.y = pos.y + self.collisionbox[2] + 0.5 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(pos, 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
self:mob_sound("mobs_spell") self:mob_sound("mobs_spell")

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@ -104,6 +104,8 @@ functions needed for the mob to work properly which contains the following:
hours and only attacking player at night or when hours and only attacking player at night or when
provoked. provoked.
'attack_chance' 0 to 100 chance the mob will attack (default is 5). 'attack_chance' 0 to 100 chance the mob will attack (default is 5).
'attack_patience' Time in seconds before mob gives up attacking if
player isn't seen (Defaults to 11).
'attack_monsters' when true mob will attack monsters. 'attack_monsters' when true mob will attack monsters.
'attack_animals' when true mob will attack animals. 'attack_animals' when true mob will attack animals.
'attack_npcs' when true mob will attack npcs within range. 'attack_npcs' when true mob will attack npcs within range.
@ -386,14 +388,31 @@ for each mob.
'self.facing_fence' True if mob facing node containing "wall", "fence", "gate" 'self.facing_fence' True if mob facing node containing "wall", "fence", "gate"
in it's name. in it's name.
Internal Functions Internal Functions
------------------ ------------------
Each mob contains a set of functions that can be called for use internally or from Each mob contains a set of functions that can be called for use internally or from
another mod entirely, replace mob_class with the mob entity variable: another mod entirely, replace mob_class with the mob entity variable:
mob_class:mob_sound(sound) -- play sound at mob position
mob_class:do_attack(player) -- if not already attacking, attack object given
mob_class:stop_attack() -- stops mob attacking mob_class:stop_attack() -- stops mob attacking
mob_class:collision() -- checks for player collision with mob and returns {x, z} vector
mob_class:set_velocity(velocity) -- move at velocity in the facing direction
mob_class:get_velocity() -- returns mob speed value
mob_class:set_yaw(yaw, delay) -- change mob yaw, delay is for smooth rotation (default:0)
mob_class:yaw_to_pos(pos, delay) -- rotates mod to look at position and returns new yaw
mob_class:set_animation(animation, force) -- set mob animation
mob_class:line_of_sight(pos1, pos2) -- internal line of sight function
mob_class:attempt_flight_correction(override) -- check for stuck flying mobs and fix
mob_class:update_tag(newname) -- update nametag or give new name
mob_class:do_jump() -- check if mob can jump then jump
mob_class:follow_holding(clicker) -- return True if mob likes what player is holding
mob_class:day_docile() -- return True if mob docile during current daytime
mob_class:mob_expire(pos, dtime) -- check if mob is to despawn
mob_class:get_nodes() -- get specific nodes around mob
mob_class:on_blast(damage) -- function called when mob in blast area
mob_class:is_inside(itemtable) -- returns True is mob collisionbox inside any node/group in table
Adding Mobs in World Adding Mobs in World

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@ -32,6 +32,25 @@ the tenplus1 only works in last minetest, admins will not wants to constant upgr
## Changelog ## Changelog
### pending next
* Added self.homing so that arrows follow player when visible
* Added support for Visual Harm 1ndicators mod to show health bars
* Move mob and arrow entities to use initial_properties
* Spawn eggs check if mob is available when creating
* Used get/set_properties() within API for mob properties
* Moved nametag variable to self._nametag
### Version 1.60
* Updated api txt documentation
* Added entity:is_inside(itemtable) function (thx cora)
* Added self.attack_patience value so mobs stop attacking unseen players
* Tidied breeding function
* Better MineClone2 / MineClonia support added
* Tweaked and tidied code in places
* Added self.node_damage flag which is true by default to enable damage_per_second node damage
### Version 1.57 ### Version 1.57
* Added 'injured' animation when mob hurt * Added 'injured' animation when mob hurt

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