From 21cf18990b4179512bf5e9504a46876368a3ec85 Mon Sep 17 00:00:00 2001 From: general Date: Sun, 7 Apr 2024 20:31:25 -0400 Subject: [PATCH] backport and tweak internal functions and document it * backported internal fucntions cos the narcisits tenplus1 dont property document the changes.. the commit 457eb1838cd1e694052298a42c84cd7b061d809d of main master upstream tag has bugs inside changes and undocumented changes too, this commit was named "code tweaks" only! * also backported commit ed74f3c4c4d3f4c7e17127fa26ac4f0adbd2900d named "add :is_inside() function (thx cora for idea)" non credited in changes * add global node_ok, effect and yaw_to_pos global deprecated functions for backguard compatibility * add selft mob_class list of functions also is_inside, yaw_to_pos, set_velocity --- api.lua | 158 +++++++++++++++++++++++++++++++++----------------------- api.txt | 19 ++++++- 2 files changed, 111 insertions(+), 66 deletions(-) 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