diff --git a/api.lua b/api.lua index 9f76b64..3860921 100644 --- a/api.lua +++ b/api.lua @@ -183,7 +183,7 @@ mobs.mob_class = { walk_chance = 50, stand_chance = 30, attack_chance = 5, - attack_patience = 11 + attack_patience = 11, passive = false, blood_amount = 5, blood_texture = "mobs_blood.png", @@ -227,7 +227,7 @@ local mob_class = mobs.mob_class -- Compatibility local mob_class_meta = {__index = mob_class} --- play sound +-- function mob_sound play sound function mob_class:mob_sound(sound) if not sound then return end @@ -247,7 +247,7 @@ function mob_class:mob_sound(sound) end --- attack player/mob +-- function do_class attack player/mob function mob_class:do_attack(player) if self.state == "attack" then @@ -283,7 +283,7 @@ local function is_player(player) end --- collision function based on jordan4ibanez' open_ai mod +-- function collision based on jordan4ibanez' open_ai mod function mob_class:collision() local pos = self.object:get_pos() ; if not pos then return {0, 0} end @@ -345,7 +345,7 @@ local function check_for(look_for, look_inside) end --- move mob in facing direction +-- function set_velocity move mob in facing direction function mob_class:set_velocity(v) -- halt mob if it has been ordered to stay @@ -390,13 +390,13 @@ function mob_class:set_velocity(v) self.object:set_velocity(new_vel) end --- global version of above function +-- global version of above function [deprecated] function mobs:set_velocity(entity, v) mob_class.set_velocity(entity, v) end --- calculate mob velocity +-- function get_velocity calculate mob velocity function mob_class:get_velocity() local v = self.object:get_velocity() @@ -407,7 +407,7 @@ function mob_class:get_velocity() end --- set and return valid yaw +-- function set_yaw set and return valid yaw function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then @@ -442,7 +442,7 @@ function mobs:yaw(entity, yaw, delay) end --- set defined animation +-- function set_animation set defined animation function mob_class:set_animation(anim, force) if not self.animation or not anim then return end @@ -487,6 +487,7 @@ function mob_class:set_animation(anim, force) 0, self.animation[anim .. "_loop"] ~= false) end +-- global function to set mob animation [deprecated function mobs:set_animation(entity, anim) entity.set_animation(entity, anim) end @@ -630,7 +631,7 @@ local function ray_line_of_sight(self, pos1, pos2) return true end - +-- function line_of_sight autodetectyion with raycasting support if any function mob_class:line_of_sight(pos1, pos2, stepsize) if minetest.raycast then -- only use if minetest 5.0 is detected @@ -640,12 +641,13 @@ function mob_class:line_of_sight(pos1, pos2, stepsize) return line_of_sight(self, pos1, pos2, stepsize) end --- global function +-- global function line of sight [deprecated] function mobs:line_of_sight(entity, pos1, pos2, stepsize) return entity:line_of_sight(pos1, pos2, stepsize) end +-- function attempt_flight_correction internal function mob_class:attempt_flight_correction(override) if self:flight_check() and override ~= true then return true end @@ -676,7 +678,7 @@ function mob_class:attempt_flight_correction(override) 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() local def = minetest.registered_nodes[self.standing_in] @@ -699,8 +701,8 @@ function mob_class:flight_check() end --- turn mob to face position -local function yaw_to_pos(self, target, rot) +-- function yaw_to_pos turn mob to face position +function mob_class:yaw_to_pos(target, rot) rot = rot or 0 @@ -717,12 +719,13 @@ local function yaw_to_pos(self, target, rot) return yaw end +-- global [deprecated] function mobs:yaw_to_pos(self, target, rot) - return yaw_to_pos(self, target, rot) + return self:yaw_to_pos(target, rot) 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() if not self.stay_near then return false end @@ -748,7 +751,7 @@ function mob_class:do_stay_near() return false end - yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) + self:yaw_to_pos(nearby_nodes[random(#nearby_nodes)]) self:set_animation("walk") @@ -794,6 +797,7 @@ local function effect( }) end +-- global function effect function mobs:effect( pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) @@ -808,7 +812,7 @@ local HORNY_AGAIN_TIME = 60 * 5 -- 5 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() local col @@ -858,7 +862,7 @@ function mob_class:update_tag() end --- drop items +-- function item_drop drop items function mob_class:item_drop() -- no drops if disabled by setting or mob is child @@ -941,7 +945,7 @@ function mob_class:item_drop() end --- remove mob and descrease counter +-- TODO make object class function - remove mob and descrease counter local function remove_mob(self, decrease) self.object:remove() @@ -962,7 +966,7 @@ function mobs:remove(self, decrease) 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) -- We dead already @@ -1087,6 +1091,11 @@ local function node_ok(pos, fallback) return minetest.registered_nodes[(fallback or mobs.fallback_node)] 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 function mobs:is_node_dangerous(mob_object, nodename) @@ -1118,7 +1127,7 @@ local function is_node_dangerous(mob_object, nodename) end --- is mob facing a cliff +-- function is_at_cliff is mob facing a cliff function mob_class:is_at_cliff() if self.driver or self.fear_height == 0 then -- 0 for no falling protection! @@ -1157,7 +1166,29 @@ function mob_class:is_at_cliff() 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 self.object:get_properties() then + if self.object:get_properties().collisionbox then + cb = self.object:get_properties().collisionbox + else + cb = self.collisionbox + end + else + cb = self.collisionbox + end + local pos = self.object:get_pos() + local nn = minetest.find_nodes_in_area( + vector.offset(pos, cb[1], cb[2], cb[3]), + vector.offset(pos, cb[4], cb[5], 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() self:update_tag() @@ -1301,7 +1332,7 @@ function mob_class:do_env_damage() 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() local vel = self.object:get_velocity() ; if not vel then return false end @@ -1417,7 +1448,7 @@ local function is_invisible(self, player_name) end --- should mob follow what I'm holding ? +-- function follow_holding should mob follow what I'm holding ? function mob_class:follow_holding(clicker) if is_invisible(self, clicker:get_player_name()) then @@ -1435,7 +1466,7 @@ function mob_class:follow_holding(clicker) 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() -- child takes a long time before growing into adult @@ -1543,8 +1574,8 @@ function mob_class:breed() local pos2 = ent.object:get_pos() -- Have mobs face one another - yaw_to_pos(self, pos2) - yaw_to_pos(ent, self.object:get_pos()) + self:yaw_to_pos(pos2) + ent:yaw_to_pos(self.object:get_pos()) self.hornytimer = HORNY_TIME + 1 ent.hornytimer = HORNY_TIME + 1 @@ -1639,7 +1670,7 @@ function mob_class:breed() 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) local vel = self.object:get_velocity() @@ -1696,7 +1727,7 @@ function mob_class:replace(pos) 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() if self.docile_by_day == false then @@ -1751,6 +1782,7 @@ end local pathfinder_mod = minetest.get_modpath("pathfinder") +-- function smart_mobs -- path finding and smart mob routine by rnd, -- line_of_sight and other edits by Elkien3 function mob_class:smart_mobs(s, p, dist, dtime) @@ -2015,7 +2047,7 @@ local function is_peaceful_player(player) end --- general attack function for all mobs +-- function general_attack function for all mobs function mob_class:general_attack() -- return if already attacking, passive or docile during day @@ -2042,8 +2074,7 @@ function mob_class:general_attack() or self.attack_players == false or (self.owner and self.type ~= "monster") or is_invisible(self, objs[n]:get_player_name()) - or (self.specific_attack - and not check_for("player", self.specific_attack)) then + or (self.specific_attack and not check_for("player", self.specific_attack)) then objs[n] = nil --print("- pla", n) end @@ -2055,10 +2086,8 @@ function mob_class:general_attack() -- monsters attack all creatura mobs, npc and animals will only attack -- if the animal owner is currently being attacked by creatura mob if self.name == ent.name - or (self.type ~= "monster" - 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.type ~= "monster" 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 objs[n] = nil --print("-- creatura", ent.name) @@ -2072,8 +2101,7 @@ function mob_class:general_attack() or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") - or (self.specific_attack - and not check_for(ent.name, self.specific_attack)) then + or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then objs[n] = nil --print("- mob", n, self.name, ent.name) end @@ -2117,7 +2145,7 @@ function mob_class:general_attack() end --- find someone to runaway from +-- function do_runaway_from find someone to runaway from function mob_class:do_runaway_from() if not self.runaway_from then @@ -2177,7 +2205,7 @@ function mob_class:do_runaway_from() 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.runaway_timer = 3 @@ -2191,7 +2219,7 @@ function mob_class:do_runaway_from() if objs then - yaw_to_pos(self, objs, 3) + self:yaw_to_pos(objs, 3) self.state = "runaway" self.runaway_timer = 3 @@ -2200,7 +2228,7 @@ function mob_class:do_runaway_from() 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() -- find player to follow @@ -2239,7 +2267,7 @@ function mob_class:follow_flop() else -- stop following player if not holding specific item or mob is horny 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 end @@ -2265,7 +2293,7 @@ function mob_class:follow_flop() if dist > self.view_range then self.following = nil else - yaw_to_pos(self, p) + self:yaw_to_pos(p) -- anyone but standing npc's can move along if dist >= self.reach @@ -2316,7 +2344,7 @@ function mob_class:follow_flop() end --- dogshoot attack switch and counter function +-- function dogswitch dogshoot attack switch and counter function function mob_class:dogswitch(dtime) -- switch mode not activated @@ -2342,7 +2370,7 @@ function mob_class:dogswitch(dtime) end --- stop attack +-- function stop_attack function mob_class:stop_attack() self.attack = nil @@ -2357,7 +2385,7 @@ function mob_class:stop_attack() end --- execute current state (stand, walk, run, attacks) +-- function do_states execute current state (stand, walk, run, attacks) function mob_class:do_states(dtime) local yaw = self.object:get_yaw() ; if not yaw then return end @@ -2389,7 +2417,7 @@ function mob_class:do_states(dtime) -- select position of random block to climb onto lp = lp[random(#lp)] - yaw = yaw_to_pos(self, lp) + yaw = self:yaw_to_pos(lp) end self.pause_timer = 3 @@ -2421,7 +2449,7 @@ function mob_class:do_states(dtime) -- look at any players nearby, otherwise turn randomly if lp then - yaw = yaw_to_pos(self, lp) + yaw = self:yaw_to_pos(lp) else yaw = yaw + random(-0.5, 0.5) end @@ -2499,7 +2527,7 @@ function mob_class:do_states(dtime) self.runaway_timer = self.runaway_timer + 1 - -- stop after 5 seconds or when at cliff + -- stop after 5 seconds or when at cliff -- TODO if self.runaway_timer > 5 or self.at_cliff or self.order == "stand" then @@ -2559,7 +2587,7 @@ function mob_class:do_states(dtime) 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 entity_damage_radius = self.explosion_damage_radius @@ -2710,7 +2738,7 @@ function mob_class:do_states(dtime) p = {x = p1.x, y = p1.y, z = p1.z} end - yaw_to_pos(self, p) + self:yaw_to_pos(p) -- move towards enemy if beyond mob reach if dist > (self.reach + (self.reach_ext or 0)) then @@ -2802,7 +2830,7 @@ function mob_class:do_states(dtime) 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) @@ -2849,7 +2877,7 @@ function mob_class:do_states(dtime) end --- falling and fall damage +-- function falling and fall damage function mob_class:falling(pos) if self.fly or self.disable_falling then @@ -2904,7 +2932,7 @@ end -- is Took Ranks mod active? 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) -- mob health check @@ -3150,7 +3178,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) local lp = hitter:get_pos() - yaw_to_pos(self, lp, 3) + self:yaw_to_pos(lp, 3) self.state = "runaway" self.runaway_timer = 0 @@ -3225,7 +3253,7 @@ local function clean_staticdata(self) end --- get entity staticdata +-- function mob_staticdata get entity staticdata function mob_class:mob_staticdata() -- this handles mob count for mobs activated, unloaded, reloaded @@ -3290,7 +3318,7 @@ function mob_class:mob_staticdata() end --- activate mob and reload settings +-- function mob_activate activate mob and reload settings function mob_class:mob_activate(staticdata, def, dtime) -- if dtime == 0 then entity has just been created @@ -3462,7 +3490,7 @@ function mob_class:mob_activate(staticdata, def, dtime) end --- handle mob lifetimer and expiration +-- function mob_expire handle mob lifetimer and expiration function mob_class:mob_expire(pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) @@ -3501,7 +3529,7 @@ function mob_class:mob_expire(pos, dtime) 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() local pos = self.object:get_pos() @@ -3545,7 +3573,7 @@ print("on: " .. self.standing_on end --- main mob function +-- function on_step main mob function function mob_class:on_step(dtime, moveresult) if self.state == "die" then return end @@ -3701,7 +3729,7 @@ function mob_class:on_step(dtime, moveresult) 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) --print("-- blast damage", damage) @@ -4522,7 +4550,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then - return + return -- TODO end pos.y = pos.y + 1 @@ -4790,7 +4818,7 @@ function mobs:protect(self, clicker) 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") diff --git a/api.txt b/api.txt index ab09300..023380c 100644 --- a/api.txt +++ b/api.txt @@ -388,14 +388,31 @@ for each mob. 'self.facing_fence' True if mob facing node containing "wall", "fence", "gate" in it's name. - Internal Functions ------------------ 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: +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: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