general
8ddc921789
* backport commit 9e27f45663cc0c0df0e329bfbcf92466cca2ce3c from upstream and fix previous commit of this version that for rare reason mixed only one line
5031 lines
117 KiB
Lua
5031 lines
117 KiB
Lua
local MP = minetest.get_modpath("mobs")
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-- Check for translation method
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local S
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if minetest.get_translator ~= nil then
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S = minetest.get_translator("mobs")
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else
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if minetest.get_modpath("intllib") then
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dofile(minetest.get_modpath("intllib").."/init.lua")
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if intllib.make_gettext_pair then
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S = intllib.make_gettext_pair() -- new gettext method
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else
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S = intllib.Getter() -- old text file method
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end
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else -- boilerplate function
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S = function(str, ...)
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local args = {...}
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return str:gsub("@%d+", function(match)
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return args[tonumber(match:sub(2))]
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end)
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end
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end
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end
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local FS = function(...) return minetest.formspec_escape(S(...)) end
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-- CMI support check
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local use_cmi = minetest.global_exists("cmi")
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-- MineClone2 check
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local use_mc2 = minetest.get_modpath("mcl_core")
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-- Global
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mobs = {
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mod = "redo",
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version = "20231106",
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translate = S, intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {},
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node_ice = "default:ice",
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node_snow = minetest.registered_aliases["mapgen_snow"]
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or (use_mc2 and "mcl_core:snow") or "default:snow",
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node_dirt = minetest.registered_aliases["mapgen_dirt"]
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or (use_mc2 and "mcl_core:dirt") or "default:dirt"
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}
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mobs.fallback_node = mobs.node_dirt
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-- localize common functions
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local pi = math.pi
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local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local random = math.random
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local floor = math.floor
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local ceil = math.ceil
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local rad = math.rad
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local deg = math.deg
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local atann = math.atan
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local atan = function(x)
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if not x or x ~= x then
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return 0 -- NaN
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else
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return atann(x)
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end
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end
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local table_copy = table.copy
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local table_remove = table.remove
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local vadd = vector.add
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local vdirection = vector.direction
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local vmultiply = vector.multiply
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local vsubtract = vector.subtract
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local settings = minetest.settings
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-- creative check
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local creative_cache = minetest.settings:get_bool("creative_mode")
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function mobs.is_creative(name)
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return creative_cache or minetest.check_player_privs(name, {creative = true})
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end
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-- Load settings
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local damage_enabled = settings:get_bool("enable_damage")
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local mobs_spawn = settings:get_bool("mobs_spawn") ~= false
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local peaceful_only = settings:get_bool("only_peaceful_mobs")
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local disable_blood = settings:get_bool("mobs_disable_blood")
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local mob_hit_effect = settings:get_bool("mob_hit_effect")
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local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false
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local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false
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local remove_far = settings:get_bool("remove_far_mobs") ~= false
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local mob_area_spawn = settings:get_bool("mob_area_spawn")
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local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0
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local max_per_block = tonumber(settings:get("max_objects_per_block") or 99)
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local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12)
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local active_limit = tonumber(settings:get("mob_active_limit") or 0)
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local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1)
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local peaceful_player_enabled = settings:get_bool("enable_peaceful_player")
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local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false
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local mob_height_fix = settings:get_bool("mob_height_fix") ~= false
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local mob_log_spawn = settings:get_bool("mob_log_spawn") == true
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local active_mobs = 0
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-- get loop timers for node and main functions
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local node_timer_interval = tonumber(settings:get("mob_node_timer_interval") or 0.25)
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local main_timer_interval = tonumber(settings:get("mob_main_timer_interval") or 1.0)
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-- pathfinding settings
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local pathfinding_enable = settings:get_bool("mob_pathfinding_enable") or true
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-- Use pathfinder mod if available
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local pathfinder_enable = settings:get_bool("mob_pathfinder_enable") or true
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-- how long before stuck mobs start searching
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local pathfinding_stuck_timeout = tonumber(
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settings:get("mob_pathfinding_stuck_timeout")) or 3.0
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-- how long will mob follow path before giving up
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local pathfinding_stuck_path_timeout = tonumber(
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settings:get("mob_pathfinding_stuck_path_timeout")) or 5.0
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-- which algorithm to use, Dijkstra(default) or A*_noprefetch or A*
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-- fix settings not allowing "*"
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local pathfinding_algorithm = settings:get("mob_pathfinding_algorithm") or "Dijkstra"
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if pathfinding_algorithm == "AStar_noprefetch" then
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pathfinding_algorithm = "A*_noprefetch"
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elseif pathfinding_algorithm == "AStar" then
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pathfinding_algorithm = "A*"
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end
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-- max search distance from search positions (default 16)
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local pathfinding_searchdistance = tonumber(
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settings:get("mob_pathfinding_searchdistance") or 16)
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-- max jump height (default 4)
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local pathfinding_max_jump = tonumber(settings:get("mob_pathfinding_max_jump") or 4)
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-- max drop height (default 6)
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local pathfinding_max_drop = tonumber(settings:get("mob_pathfinding_max_drop") or 6)
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-- Peaceful mode message so players will know there are no monsters
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if peaceful_only then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("** Peaceful Mode Active - No Monsters Will Spawn"))
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end)
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end
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-- calculate aoc range for mob count
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local aoc_range = tonumber(settings:get("active_block_range")) * 16
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-- can we attack Creatura mobs ?
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local creatura = minetest.get_modpath("creatura") and
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settings:get_bool("mobs_attack_creatura") == true
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mobs.mob_class = {
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stepheight = 1.1,
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fly_in = "air",
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owner = "",
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order = "",
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jump_height = 4,
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lifetimer = 180, -- 3 minutes
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physical = true,
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collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
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visual_size = {x = 1, y = 1},
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texture_mods = "",
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makes_footstep_sound = false,
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view_range = 5,
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walk_velocity = 1,
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run_velocity = 2,
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light_damage = 0,
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light_damage_min = 14,
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light_damage_max = 15,
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water_damage = 0,
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lava_damage = 4,
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fire_damage = 4,
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air_damage = 0,
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suffocation = 2,
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fall_damage = 1,
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fall_speed = -10, -- must be lower than -2 (default: -10)
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drops = {},
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armor = 100,
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sounds = {},
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jump = true,
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knock_back = true,
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walk_chance = 50,
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stand_chance = 30,
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attack_chance = 5,
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attack_patience = 11
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passive = false,
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blood_amount = 5,
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blood_texture = "mobs_blood.png",
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shoot_offset = 0,
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floats = 1, -- floats in water by default
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replace_offset = 0,
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timer = 0,
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env_damage_timer = 0, -- only used when state = "attack"
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tamed = false,
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pause_timer = 0,
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horny = false,
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hornytimer = 0,
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child = false,
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gotten = false,
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health = 0,
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reach = 3,
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docile_by_day = false,
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time_of_day = 0.5,
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fear_height = 0,
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runaway_timer = 0,
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immune_to = {},
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explosion_timer = 3,
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allow_fuse_reset = true,
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stop_to_explode = true,
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dogshoot_count = 0,
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dogshoot_count_max = 5,
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dogshoot_count2_max = 5,
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group_attack = false,
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attack_monsters = false,
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attack_animals = false,
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attack_players = true,
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attack_npcs = true,
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friendly_fire = true,
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facing_fence = false,
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_breed_countdown = nil,
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_tame_countdown = nil,
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_cmi_is_mob = true
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}
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local mob_class = mobs.mob_class -- Compatibility
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local mob_class_meta = {__index = mob_class}
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-- play sound
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function mob_class:mob_sound(sound)
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if not sound then return end
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-- higher pitch for a child
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local pitch = self.child and 1.5 or 1.0
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-- a little random pitch to be different
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pitch = pitch + random(-10, 10) * 0.005
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = (self.sounds and self.sounds.distance) or 10,
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pitch = pitch
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}, true)
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end
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-- attack player/mob
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function mob_class:do_attack(player)
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if self.state == "attack" then
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return
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end
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self.attack = player
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self.state = "attack"
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if random(0, 100) < 90 then
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self:mob_sound(self.sounds.war_cry)
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end
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end
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-- calculate distance
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local get_distance = function(a, b)
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if not a or not b then return 50 end -- nil check and default distance
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local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
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return square(x * x + y * y + z * z)
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end
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-- are we a real player ?
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local function is_player(player)
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if player and type(player) == "userdata" then
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return true
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end
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end
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-- collision function based on jordan4ibanez' open_ai mod
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function mob_class:collision()
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local pos = self.object:get_pos() ; if not pos then return {0, 0} end
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local x, z = 0, 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
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if is_player(object) then
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local force = (width + 0.5) - vector.distance(
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{x = pos.x, y = 0, z = pos.z},
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{x = pos2.x, y = 0, z = pos2.z})
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x = x + (vec.x * force)
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z = z + (vec.z * force)
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end
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end
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return({x, z})
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end
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-- check if string exists in another string or table
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local function check_for(look_for, look_inside)
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if type(look_inside) == "string" and look_inside == look_for then
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return true
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elseif type(look_inside) == "table" then
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for _, str in pairs(look_inside) do
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if not str then goto continue end
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if not str or not str.find then print("Every node list (fly_in, follow, specific_attack or runaway_from) should contain strings, but entry '" .. _ .. "' is a " .. type(str) .. ".") end
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if not str.find then goto continue end
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if str then
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if str:find("group:") then
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local group = str:split(":")[2] or ""
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if minetest.get_item_group(look_for, group) ~= 0 then
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return true
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end
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end
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end
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if str == look_for then
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return true
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end
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::continue::
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end
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end
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return false
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end
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-- move mob in facing direction
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function mob_class:set_velocity(v)
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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local vel = self.object:get_velocity() or {y = 0}
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self.object:set_velocity({x = 0, y = vel.y, z = 0})
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return
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end
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(self:collision())
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end
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local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0)
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-- nil check for velocity
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v = v or 0.01
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-- check if standing in liquid with max viscosity of 7
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local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
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-- only slow mob trying to move while inside a viscous fluid that
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-- they aren't meant to be in (fish in water, spiders in cobweb etc)
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if v > 0 and visc and visc > 0 and not check_for(self.standing_in, self.fly_in) then
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v = v / (visc + 1)
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end
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-- set velocity
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local vel = self.object:get_velocity() or {x = 0, y = 0, z = 0}
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local new_vel = {
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x = (sin(yaw) * -v) + c_x,
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y = vel.y,
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z = (cos(yaw) * v) + c_y}
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self.object:set_velocity(new_vel)
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end
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-- global version of above function
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function mobs:set_velocity(entity, v)
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mob_class.set_velocity(entity, v)
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end
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-- calculate mob velocity
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function mob_class:get_velocity()
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local v = self.object:get_velocity()
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if not v then return 0 end
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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-- set and return valid yaw
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function mob_class:set_yaw(yaw, delay)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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delay = mob_smooth_rotate and delay or 0
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-- simplified yaw clamp
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if yaw > 6.283185 then
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yaw = yaw - 6.283185
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elseif yaw < 0 then
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yaw = 6.283185 + yaw
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end
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if delay == 0 then
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(entity, yaw, delay)
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mob_class.set_yaw(entity, yaw, delay)
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end
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-- set defined animation
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function mob_class:set_animation(anim, force)
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if not self.animation or not anim then return end
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self.animation.current = self.animation.current or ""
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-- only use different animation for attacks when using same set
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if force ~= true and anim ~= "punch" and anim ~= "shoot"
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and string.find(self.animation.current, anim) then
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return
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end
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local num = 0
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-- check for more than one animation (max 4)
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for n = 1, 4 do
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if self.animation[anim .. n .. "_start"]
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and self.animation[anim .. n .. "_end"] then
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num = n
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end
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end
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-- choose random animation from set
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if num > 0 then
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num = random(0, num)
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anim = anim .. (num ~= 0 and num or "")
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end
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if (anim == self.animation.current and force ~= true)
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"] then
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return
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end
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self.animation.current = anim
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self.object:set_animation({
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x = self.animation[anim .. "_start"],
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y = self.animation[anim .. "_end"]},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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function mobs:set_animation(entity, anim)
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entity.set_animation(entity, anim)
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end
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-- check line of sight (BrunoMine)
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local function line_of_sight(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = get_distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'walkable' nodebox.
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while minetest.registered_nodes[nn]
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|
and (minetest.registered_nodes[nn].walkable == false) do
|
|
|
|
-- Check if you can still move forward
|
|
if td < ad + stepsize then
|
|
return true -- Reached the target
|
|
end
|
|
|
|
-- Moves the analyzed pos
|
|
local d = get_distance(pos1, pos2)
|
|
|
|
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
|
|
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
|
|
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
|
|
|
|
-- NaN checks
|
|
if d == 0
|
|
or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then
|
|
return false
|
|
end
|
|
|
|
ad = ad + stepsize
|
|
|
|
-- scan again
|
|
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
|
|
|
if r == true then return true end
|
|
|
|
-- New Nodename found
|
|
nn = minetest.get_node(pos).name
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- check line of sight (by BrunoMine, tweaked by Astrobe)
|
|
local function new_line_of_sight(self, pos1, pos2, stepsize)
|
|
|
|
if not pos1 or not pos2 then return end
|
|
|
|
stepsize = stepsize or 1
|
|
|
|
local stepv = vmultiply(vdirection(pos1, pos2), stepsize)
|
|
|
|
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
|
|
|
|
-- normal walking and flying mobs can see you through air
|
|
if s == true then return true end
|
|
|
|
-- New pos1 to be analyzed
|
|
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
|
|
|
|
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
|
|
|
-- Checks the return
|
|
if r == true then return true end
|
|
|
|
-- Nodename found
|
|
local nn = minetest.get_node(pos).name
|
|
|
|
-- It continues to advance in the line of sight in search of a real
|
|
-- obstruction which counts as 'walkable' nodebox.
|
|
while minetest.registered_nodes[nn]
|
|
and (minetest.registered_nodes[nn].walkable == false) do
|
|
|
|
npos1 = vadd(npos1, stepv)
|
|
|
|
if get_distance(npos1, pos2) < stepsize then return true end
|
|
|
|
-- scan again
|
|
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
|
|
|
if r == true then return true end
|
|
|
|
-- New Nodename found
|
|
nn = minetest.get_node(pos).name
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- check line of sight using raycasting (thanks Astrobe)
|
|
local function ray_line_of_sight(self, pos1, pos2)
|
|
|
|
local ray = minetest.raycast(pos1, pos2, true, false)
|
|
local thing = ray:next()
|
|
|
|
while thing do -- thing.type, thing.ref
|
|
|
|
if thing.type == "node" then
|
|
|
|
local name = minetest.get_node(thing.under).name
|
|
|
|
if minetest.registered_items[name]
|
|
and minetest.registered_items[name].walkable then
|
|
return false
|
|
end
|
|
end
|
|
|
|
thing = ray:next()
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
function mob_class:line_of_sight(pos1, pos2, stepsize)
|
|
|
|
if minetest.raycast then -- only use if minetest 5.0 is detected
|
|
return ray_line_of_sight(self, pos1, pos2)
|
|
end
|
|
|
|
return line_of_sight(self, pos1, pos2, stepsize)
|
|
end
|
|
|
|
-- global function
|
|
function mobs:line_of_sight(entity, pos1, pos2, stepsize)
|
|
return entity:line_of_sight(pos1, pos2, stepsize)
|
|
end
|
|
|
|
|
|
function mob_class:attempt_flight_correction(override)
|
|
|
|
if self:flight_check() and override ~= true then return true end
|
|
|
|
-- We are not flying in what we are supposed to.
|
|
-- See if we can find intended flight medium and return to it
|
|
local pos = self.object:get_pos() ; if not pos then return true end
|
|
local searchnodes = self.fly_in
|
|
|
|
if type(searchnodes) == "string" then
|
|
searchnodes = {self.fly_in}
|
|
end
|
|
|
|
local flyable_nodes = minetest.find_nodes_in_area(
|
|
{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
|
|
{x = pos.x + 1, y = pos.y + 2, z = pos.z + 1}, searchnodes)
|
|
|
|
if #flyable_nodes < 1 then
|
|
return false
|
|
end
|
|
|
|
local escape_target = flyable_nodes[random(#flyable_nodes)]
|
|
local escape_direction = vdirection(pos, escape_target)
|
|
|
|
self.object:set_velocity(vmultiply(escape_direction, 1))
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- are we flying in what we are suppose to? (taikedz)
|
|
function mob_class:flight_check()
|
|
|
|
local def = minetest.registered_nodes[self.standing_in]
|
|
|
|
if not def then return false end
|
|
|
|
-- are we standing inside what we should be to fly/swim ?
|
|
if check_for(self.standing_in, self.fly_in) then
|
|
return true
|
|
end
|
|
|
|
-- stops mobs getting stuck inside stairs and plantlike nodes
|
|
if def.drawtype ~= "airlike"
|
|
and def.drawtype ~= "liquid"
|
|
and def.drawtype ~= "flowingliquid" then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- turn mob to face position
|
|
local function yaw_to_pos(self, target, rot)
|
|
|
|
rot = rot or 0
|
|
|
|
local pos = self.object:get_pos()
|
|
local vec = {x = target.x - pos.x, z = target.z - pos.z}
|
|
local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate
|
|
|
|
if target.x > pos.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
yaw = self:set_yaw(yaw, rot)
|
|
|
|
return yaw
|
|
end
|
|
|
|
function mobs:yaw_to_pos(self, target, rot)
|
|
return yaw_to_pos(self, target, rot)
|
|
end
|
|
|
|
|
|
-- 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
|
|
|
|
local pos = self.object:get_pos()
|
|
local searchnodes = self.stay_near[1]
|
|
local chance = self.stay_near[2] or 10
|
|
|
|
if not pos or random(chance) > 1 then
|
|
return false
|
|
end
|
|
|
|
if type(searchnodes) == "string" then
|
|
searchnodes = {self.stay_near[1]}
|
|
end
|
|
|
|
local r = self.view_range
|
|
local nearby_nodes = minetest.find_nodes_in_area(
|
|
{x = pos.x - r, y = pos.y - 1, z = pos.z - r},
|
|
{x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes)
|
|
|
|
if #nearby_nodes < 1 then
|
|
return false
|
|
end
|
|
|
|
yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)])
|
|
|
|
self:set_animation("walk")
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- custom particle effects
|
|
local function effect(
|
|
pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
|
|
|
|
radius = radius or 2
|
|
min_size = min_size or 0.5
|
|
max_size = max_size or 1
|
|
gravity = gravity or -10
|
|
glow = glow or 0
|
|
|
|
if fall == true then
|
|
fall = 0
|
|
elseif fall == false then
|
|
fall = radius
|
|
else
|
|
fall = -radius
|
|
end
|
|
|
|
minetest.add_particlespawner({
|
|
amount = amount,
|
|
time = 0.25,
|
|
minpos = pos,
|
|
maxpos = pos,
|
|
minvel = {x = -radius, y = fall, z = -radius},
|
|
maxvel = {x = radius, y = radius, z = radius},
|
|
minacc = {x = 0, y = gravity, z = 0},
|
|
maxacc = {x = 0, y = gravity, z = 0},
|
|
minexptime = 0.1,
|
|
maxexptime = 1,
|
|
minsize = min_size,
|
|
maxsize = max_size,
|
|
texture = texture,
|
|
glow = glow
|
|
})
|
|
end
|
|
|
|
function mobs:effect(
|
|
pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
|
|
|
|
effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
|
|
end
|
|
|
|
|
|
-- Thanks Wuzzy for the following editable settings
|
|
|
|
local HORNY_TIME = 30
|
|
local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes
|
|
local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
|
|
|
|
|
|
-- update nametag and infotext
|
|
function mob_class:update_tag()
|
|
|
|
local col
|
|
local qua = self.hp_max / 6
|
|
|
|
if self.health <= qua then
|
|
col = "#FF0000"
|
|
elseif self.health <= (qua * 2) then
|
|
col = "#FF7A00"
|
|
elseif self.health <= (qua * 3) then
|
|
col = "#FFB500"
|
|
elseif self.health <= (qua * 4) then
|
|
col = "#FFFF00"
|
|
elseif self.health <= (qua * 5) then
|
|
col = "#B4FF00"
|
|
elseif self.health > (qua * 5) then
|
|
col = "#00FF00"
|
|
end
|
|
|
|
local text = ""
|
|
|
|
if self.horny == true then
|
|
text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME))
|
|
elseif self.child == true then
|
|
text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME)
|
|
elseif self._tame_countdown then
|
|
text = "\nTaming: " .. self._tame_countdown
|
|
elseif self._breed_countdown then
|
|
text = "\nBreeding: " .. self._breed_countdown
|
|
end
|
|
|
|
if self.protected then
|
|
if self.protected == 2 then
|
|
text = text .. "\nProtection: Level 2"
|
|
else
|
|
text = text .. "\nProtection: Level 1"
|
|
end
|
|
end
|
|
|
|
self.infotext = "Health: " .. self.health .. " / " .. self.hp_max
|
|
.. (self.owner == "" and "" or "\nOwner: " .. self.owner)
|
|
.. text
|
|
|
|
-- set changes
|
|
self.object:set_properties({
|
|
nametag = self.nametag, nametag_color = col, infotext = self.infotext})
|
|
end
|
|
|
|
|
|
-- drop items
|
|
function mob_class:item_drop()
|
|
|
|
-- no drops if disabled by setting or mob is child
|
|
if not mobs_drop_items or self.child then return end
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
-- check for drops function
|
|
self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops
|
|
|
|
-- check for nil or no drops
|
|
if not self.drops or #self.drops == 0 then
|
|
return
|
|
end
|
|
|
|
-- was mob killed by player?
|
|
local death_by_player = self.cause_of_death
|
|
and self.cause_of_death.puncher
|
|
and is_player(self.cause_of_death.puncher)
|
|
|
|
-- check for tool 'looting_level' under tool_capabilities as default, or use
|
|
-- meta string 'looting_level' if found (max looting level is 3).
|
|
local looting = 0
|
|
|
|
if death_by_player then
|
|
|
|
local wield_stack = self.cause_of_death.puncher:get_wielded_item()
|
|
local wield_name = wield_stack:get_name()
|
|
local wield_stack_meta = wield_stack:get_meta()
|
|
local item_def = minetest.registered_items[wield_name]
|
|
local item_looting = item_def and item_def.tool_capabilities and
|
|
item_def.tool_capabilities.looting_level or 0
|
|
|
|
looting = tonumber(wield_stack_meta:get_string("looting_level")) or item_looting
|
|
looting = min(looting, 3)
|
|
end
|
|
|
|
--print("--- looting level", looting)
|
|
|
|
local obj, item, num
|
|
|
|
for n = 1, #self.drops do
|
|
|
|
if random(self.drops[n].chance) == 1 then
|
|
|
|
num = random(self.drops[n].min or 0, self.drops[n].max or 1)
|
|
item = self.drops[n].name
|
|
|
|
-- cook items on a hot death
|
|
if self.cause_of_death.hot then
|
|
|
|
local output = minetest.get_craft_result({
|
|
method = "cooking", width = 1, items = {item}})
|
|
|
|
if output and output.item and not output.item:is_empty() then
|
|
item = output.item:get_name()
|
|
end
|
|
end
|
|
|
|
-- only drop rare items (drops.min = 0) if killed by player
|
|
if death_by_player or self.drops[n].min ~= 0 then
|
|
obj = minetest.add_item(pos, ItemStack(item .. " " .. (num + looting)))
|
|
end
|
|
|
|
if obj and obj:get_luaentity() then
|
|
|
|
obj:set_velocity({
|
|
x = random(-10, 10) / 9,
|
|
y = 6,
|
|
z = random(-10, 10) / 9
|
|
})
|
|
|
|
elseif obj then
|
|
obj:remove() -- item does not exist
|
|
end
|
|
end
|
|
end
|
|
|
|
self.drops = {}
|
|
end
|
|
|
|
|
|
-- remove mob and descrease counter
|
|
local function remove_mob(self, decrease)
|
|
|
|
self.object:remove()
|
|
|
|
if decrease and active_limit > 1 then
|
|
active_mobs = active_mobs - 1
|
|
|
|
if active_mobs < 0 then
|
|
active_mobs = 0
|
|
end
|
|
end
|
|
--print("-- active mobs: " .. active_mobs .. " / " .. active_limit)
|
|
end
|
|
|
|
-- global function for removing mobs
|
|
function mobs:remove(self, decrease)
|
|
remove_mob(self, decrease)
|
|
end
|
|
|
|
|
|
-- check if mob is dead or only hurt
|
|
function mob_class:check_for_death(cmi_cause)
|
|
|
|
-- We dead already
|
|
if self.state == "die" then
|
|
return true
|
|
end
|
|
|
|
-- has health actually changed?
|
|
if self.health == self.old_health and self.health > 0 then
|
|
return false
|
|
end
|
|
|
|
local damaged = self.health < self.old_health
|
|
|
|
self.old_health = self.health
|
|
|
|
-- still got some health? play hurt sound
|
|
if self.health > 0 then
|
|
|
|
-- only play hurt sound if damaged
|
|
if damaged then
|
|
self:mob_sound(self.sounds.damage)
|
|
end
|
|
|
|
-- make sure health isn't higher than max
|
|
if self.health > self.hp_max then
|
|
self.health = self.hp_max
|
|
end
|
|
|
|
self:update_tag()
|
|
|
|
return false
|
|
end
|
|
|
|
self.cause_of_death = cmi_cause
|
|
|
|
-- drop items and play death sound
|
|
self:item_drop()
|
|
self:mob_sound(self.sounds.death)
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
-- execute custom death function
|
|
if pos and self.on_die then
|
|
|
|
self:on_die(pos)
|
|
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
end
|
|
|
|
remove_mob(self, true)
|
|
|
|
return true
|
|
end
|
|
|
|
-- reset vars and set state
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.passive = true
|
|
self.state = "die"
|
|
self.fly = false
|
|
|
|
-- check for custom death function and die animation
|
|
if self.animation
|
|
and self.animation.die_start
|
|
and self.animation.die_end then
|
|
|
|
local frames = self.animation.die_end - self.animation.die_start
|
|
local speed = self.animation.die_speed or 15
|
|
local length = max((frames / speed), 0)
|
|
local rot = self.animation.die_rotate and 5
|
|
|
|
self.object:set_properties({
|
|
pointable = false, collide_with_objects = false,
|
|
automatic_rotate = rot, static_save = false
|
|
})
|
|
self:set_velocity(0)
|
|
self:set_animation("die")
|
|
|
|
minetest.after(length, function(self)
|
|
|
|
if self.object:get_luaentity() then
|
|
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
end
|
|
|
|
remove_mob(self, true)
|
|
end
|
|
end, self)
|
|
|
|
return true
|
|
|
|
elseif pos then -- otherwise remove mob and show particle effect
|
|
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
end
|
|
|
|
remove_mob(self, true)
|
|
|
|
effect(pos, 20, "tnt_smoke.png")
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- get node but use fallback for nil or unknown
|
|
local function node_ok(pos, fallback)
|
|
|
|
local node = minetest.get_node_or_nil(pos)
|
|
|
|
if node and minetest.registered_nodes[node.name] then
|
|
return node
|
|
end
|
|
|
|
return minetest.registered_nodes[(fallback or mobs.fallback_node)]
|
|
end
|
|
|
|
|
|
-- Returns true is node can deal damage to self
|
|
function mobs:is_node_dangerous(mob_object, nodename)
|
|
|
|
if mob_object.water_damage > 0
|
|
and minetest.get_item_group(nodename, "water") ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if mob_object.lava_damage > 0
|
|
and minetest.get_item_group(nodename, "lava") ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if mob_object.fire_damage > 0
|
|
and minetest.get_item_group(nodename, "fire") ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if minetest.registered_nodes[nodename].damage_per_second > 0 then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
local function is_node_dangerous(mob_object, nodename)
|
|
return mobs:is_node_dangerous(mob_object, nodename)
|
|
end
|
|
|
|
|
|
-- 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!
|
|
return false
|
|
end
|
|
|
|
-- get yaw but if nil returned object no longer exists
|
|
local yaw = self.object:get_yaw()
|
|
|
|
if not yaw then return false end
|
|
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
local pos = self.object:get_pos()
|
|
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
|
|
|
local free_fall, blocker = minetest.line_of_sight(
|
|
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
|
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
|
|
|
|
-- check for straight drop
|
|
if free_fall then
|
|
return true
|
|
end
|
|
|
|
local bnode = node_ok(blocker, "air")
|
|
|
|
-- will we drop onto dangerous node?
|
|
if is_node_dangerous(self, bnode.name) then
|
|
return true
|
|
end
|
|
|
|
local def = minetest.registered_nodes[bnode.name]
|
|
|
|
return (not def and def.walkable)
|
|
end
|
|
|
|
|
|
-- environmental damage (water, lava, fire, light etc.)
|
|
function mob_class:do_env_damage()
|
|
|
|
self:update_tag()
|
|
|
|
local pos = self.object:get_pos() ; if not pos then return end
|
|
|
|
self.time_of_day = minetest.get_timeofday()
|
|
|
|
-- halt mob if standing inside ignore node
|
|
if self.standing_in == "ignore" then
|
|
|
|
self.object:set_velocity({x = 0, y = 0, z = 0})
|
|
|
|
return true
|
|
end
|
|
|
|
-- particle appears at random mob height
|
|
local py = {
|
|
x = pos.x,
|
|
y = pos.y + random(self.collisionbox[2], self.collisionbox[5]),
|
|
z = pos.z
|
|
}
|
|
|
|
local nodef = minetest.registered_nodes[self.standing_in]
|
|
|
|
-- water
|
|
if self.water_damage ~= 0 and nodef.groups.water then
|
|
|
|
self.health = self.health - self.water_damage
|
|
|
|
effect(py, 5, "bubble.png", nil, nil, 1, nil)
|
|
|
|
if self:check_for_death({type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
|
|
-- lava damage
|
|
elseif self.lava_damage ~= 0 and nodef.groups.lava then
|
|
|
|
self.health = self.health - self.lava_damage
|
|
|
|
effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
|
|
|
|
if self:check_for_death({type = "environment", pos = pos,
|
|
node = self.standing_in, hot = true}) then
|
|
return true
|
|
end
|
|
|
|
-- fire damage
|
|
elseif self.fire_damage ~= 0 and nodef.groups.fire then
|
|
|
|
self.health = self.health - self.fire_damage
|
|
|
|
effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
|
|
|
|
if self:check_for_death({type = "environment", pos = pos,
|
|
node = self.standing_in, hot = true}) then
|
|
return true
|
|
end
|
|
|
|
-- damage_per_second node check (not fire and lava)
|
|
elseif nodef.damage_per_second and nodef.damage_per_second ~= 0
|
|
and nodef.groups.lava == nil and nodef.groups.fire == nil then
|
|
|
|
self.health = self.health - nodef.damage_per_second
|
|
|
|
effect(py, 5, "tnt_smoke.png")
|
|
|
|
if self:check_for_death({type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- air damage
|
|
if self.air_damage ~= 0 and self.standing_in == "air" then
|
|
|
|
self.health = self.health - self.air_damage
|
|
|
|
effect(py, 3, "bubble.png", 1, 1, 1, 0.2)
|
|
|
|
if self:check_for_death({type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- is mob light sensitive, or scared of the dark :P
|
|
if self.light_damage ~= 0 then
|
|
|
|
local light
|
|
|
|
-- if max set to 16 then only kill mob with natural sunlight
|
|
if self.light_damage_max == 16 then
|
|
light = minetest.get_natural_light(pos) or 0
|
|
else
|
|
light = minetest.get_node_light(pos) or 0
|
|
end
|
|
|
|
if light >= self.light_damage_min
|
|
and light <= self.light_damage_max then
|
|
|
|
self.health = self.health - self.light_damage
|
|
|
|
effect(py, 5, "tnt_smoke.png")
|
|
|
|
if self:check_for_death({type = "light"}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
--- suffocation inside solid node
|
|
if (self.suffocation and self.suffocation ~= 0)
|
|
and (nodef.walkable == nil or nodef.walkable == true)
|
|
and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
|
|
and (nodef.node_box == nil or nodef.node_box.type == "regular")
|
|
and (nodef.groups.disable_suffocation ~= 1) then
|
|
|
|
local damage
|
|
|
|
if self.suffocation == true then
|
|
damage = 2
|
|
else
|
|
damage = (self.suffocation or 2)
|
|
end
|
|
|
|
self.health = self.health - damage
|
|
|
|
if self:check_for_death({type = "suffocation",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
|
|
-- try to jump out of block
|
|
self.object:set_velocity({x = 0, y = self.jump_height, z = 0})
|
|
end
|
|
|
|
return self:check_for_death({type = "unknown"})
|
|
end
|
|
|
|
|
|
-- 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
|
|
|
|
-- don't jump if ordered to stand or already in mid-air or moving forwards
|
|
if self.state == "stand" or vel.y ~= 0 or self:get_velocity() > 0.2 then
|
|
return false
|
|
end
|
|
|
|
-- we can only jump if standing on solid node
|
|
if minetest.registered_nodes[self.standing_on].walkable == false then
|
|
return false
|
|
end
|
|
|
|
-- is there anything stopping us from jumping up onto a block?
|
|
local blocked = minetest.registered_nodes[self.looking_above].walkable
|
|
|
|
-- if mob can leap then remove blockages and let them try
|
|
if self.can_leap == true then
|
|
blocked = false
|
|
self.facing_fence = false
|
|
end
|
|
|
|
-- jump if possible
|
|
if self.jump and self.jump_height > 0 and not self.fly and not self.child
|
|
and self.order ~= "stand"
|
|
and (self.walk_chance == 0 or minetest.registered_items[self.looking_at].walkable)
|
|
and not blocked
|
|
and not self.facing_fence
|
|
and self.looking_at ~= mobs.node_snow then
|
|
|
|
vel.y = self.jump_height
|
|
|
|
self:set_animation("jump") -- only if defined
|
|
|
|
self.object:set_velocity(vel)
|
|
|
|
-- when in air move forward
|
|
minetest.after(0.3, function(self, vel)
|
|
|
|
if self.object:get_luaentity() then
|
|
|
|
self.object:set_acceleration({
|
|
x = vel.x * 2,
|
|
y = 0,
|
|
z = vel.z * 2
|
|
})
|
|
end
|
|
end, self, vel)
|
|
|
|
if self:get_velocity() > 0 then
|
|
self:mob_sound(self.sounds.jump)
|
|
end
|
|
|
|
self.jump_count = 0
|
|
|
|
return true
|
|
end
|
|
|
|
-- if blocked for 3 counts then turn
|
|
if not self.following and (self.facing_fence or blocked) then
|
|
|
|
self.jump_count = (self.jump_count or 0) + 1
|
|
|
|
if self.jump_count > 2 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
local turn = random(0, 2) + 1.35
|
|
|
|
self:set_yaw(yaw + turn, 12)
|
|
|
|
self.jump_count = 0
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- blast damage to entities nearby (modified from TNT mod)
|
|
local function entity_physics(pos, radius)
|
|
|
|
radius = radius * 2
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, radius)
|
|
local obj_pos, dist
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj_pos = objs[n]:get_pos()
|
|
|
|
dist = get_distance(pos, obj_pos)
|
|
|
|
if dist < 1 then dist = 1 end
|
|
|
|
local damage = floor((4 / dist) * radius)
|
|
|
|
-- punches work on entities AND players
|
|
objs[n]:punch(objs[n], 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage}
|
|
}, pos)
|
|
end
|
|
end
|
|
|
|
|
|
-- can mob see player
|
|
local function is_invisible(self, player_name)
|
|
|
|
if mobs.invis[player_name] and not self.ignore_invisibility then
|
|
return true
|
|
end
|
|
end
|
|
|
|
|
|
-- should mob follow what I'm holding ?
|
|
function mob_class:follow_holding(clicker)
|
|
|
|
if is_invisible(self, clicker:get_player_name()) then
|
|
return false
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
-- are we holding an item mob can follow ?
|
|
if check_for(item:get_name(), self.follow) then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- 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
|
|
if self.child == true then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer > CHILD_GROW_TIME then
|
|
|
|
self.child = false
|
|
self.hornytimer = 0
|
|
|
|
-- replace child texture with adult one
|
|
if self.mommy_tex then
|
|
self.base_texture = self.mommy_tex
|
|
self.mommy_tex = nil
|
|
end
|
|
|
|
self.object:set_properties({
|
|
textures = self.base_texture,
|
|
mesh = self.base_mesh,
|
|
visual_size = self.base_size,
|
|
collisionbox = self.base_colbox,
|
|
selectionbox = self.base_selbox
|
|
})
|
|
|
|
-- custom function when child grows up
|
|
if self.on_grown then
|
|
self.on_grown(self)
|
|
else
|
|
local pos = self.object:get_pos() ; if not pos then return end
|
|
local ent = self.object:get_luaentity()
|
|
|
|
pos.y = pos.y + (ent.collisionbox[2] * -1)
|
|
|
|
self.object:set_pos(pos)
|
|
|
|
-- jump slightly when fully grown so as not to fall into ground
|
|
self.object:set_velocity({x = 0, y = 2, z = 0 })
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- horny animal can mate for HORNY_TIME seconds,
|
|
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
|
|
if self.horny == true
|
|
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
|
|
self.hornytimer = 0
|
|
self.horny = false
|
|
end
|
|
|
|
self:update_tag()
|
|
end
|
|
|
|
-- find another same animal who is also horny and mate if nearby
|
|
if self.horny == true
|
|
and self.hornytimer <= HORNY_TIME then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, 3)
|
|
local ent
|
|
|
|
for n = 1, #objs do
|
|
|
|
ent = objs[n]:get_luaentity()
|
|
|
|
-- check for same animal with different colour
|
|
local canmate = false
|
|
|
|
if ent then
|
|
|
|
if ent.name == self.name then
|
|
canmate = true
|
|
else
|
|
local entname = ent.name:split(":")
|
|
local selfname = self.name:split(":")
|
|
|
|
if entname[1] == selfname[1] then
|
|
|
|
entname = entname[2]:split("_")
|
|
selfname = selfname[2]:split("_")
|
|
|
|
if entname[1] == selfname[1] then
|
|
canmate = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- found another similar horny animal that isn't self?
|
|
if ent and ent.object ~= self.object
|
|
and canmate == true
|
|
and ent.horny == true
|
|
and ent.hornytimer <= HORNY_TIME then
|
|
|
|
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.hornytimer = HORNY_TIME + 1
|
|
ent.hornytimer = HORNY_TIME + 1
|
|
|
|
self:update_tag()
|
|
|
|
-- have we reached active mob limit
|
|
if active_limit > 0 and active_mobs >= active_limit then
|
|
minetest.chat_send_player(self.owner,
|
|
S("Active Mob Limit Reached!")
|
|
.. " (" .. active_mobs
|
|
.. " / " .. active_limit .. ")")
|
|
return
|
|
end
|
|
|
|
-- spawn baby
|
|
minetest.after(5, function(self, ent)
|
|
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
|
|
-- reset parent movement
|
|
self.follow_stop = false
|
|
ent.follow_stop = false
|
|
|
|
-- custom breed function
|
|
if self.on_breed then
|
|
|
|
-- when false skip going any further
|
|
if self:on_breed(ent) == false then
|
|
return
|
|
end
|
|
else
|
|
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
|
|
end
|
|
|
|
pos.y = pos.y + 0.5 -- spawn child a little higher
|
|
|
|
local mob = minetest.add_entity(pos, self.name)
|
|
local ent2 = mob:get_luaentity()
|
|
local textures = self.base_texture
|
|
|
|
-- make sure baby is actually there
|
|
if ent2 then
|
|
|
|
textures = self.base_texture
|
|
|
|
-- using specific child texture (if found)
|
|
if self.child_texture then
|
|
textures = self.child_texture[1]
|
|
ent2.mommy_tex = self.base_texture
|
|
end
|
|
|
|
-- and resize to half height
|
|
mob:set_properties({
|
|
textures = textures,
|
|
visual_size = {
|
|
x = self.base_size.x * .5,
|
|
y = self.base_size.y * .5
|
|
},
|
|
collisionbox = {
|
|
self.base_colbox[1] * .5,
|
|
self.base_colbox[2] * .5,
|
|
self.base_colbox[3] * .5,
|
|
self.base_colbox[4] * .5,
|
|
self.base_colbox[5] * .5,
|
|
self.base_colbox[6] * .5
|
|
},
|
|
selectionbox = {
|
|
self.base_selbox[1] * .5,
|
|
self.base_selbox[2] * .5,
|
|
self.base_selbox[3] * .5,
|
|
self.base_selbox[4] * .5,
|
|
self.base_selbox[5] * .5,
|
|
self.base_selbox[6] * .5
|
|
}
|
|
})
|
|
|
|
-- tamed and owned by parents' owner
|
|
ent2.child = true
|
|
ent2.tamed = true
|
|
ent2.owner = self.owner
|
|
ent2.base_texture = textures
|
|
end
|
|
end, self, ent)
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
function mob_class:replace(pos)
|
|
|
|
local vel = self.object:get_velocity()
|
|
if not vel then return end
|
|
|
|
if not mobs_griefing
|
|
or not self.replace_rate
|
|
or not self.replace_what
|
|
or self.child == true
|
|
or vel.y ~= 0
|
|
or random(self.replace_rate) > 1 then
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
local num = random(#self.replace_what)
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
with = self.replace_what[num][2] or ""
|
|
y_offset = self.replace_what[num][3] or 0
|
|
else
|
|
what = self.replace_what
|
|
with = self.replace_with or ""
|
|
y_offset = self.replace_offset or 0
|
|
end
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
|
|
|
|
-- print("replace node = ".. minetest.get_node(pos).name, pos.y)
|
|
|
|
if self.on_replace then
|
|
|
|
local oldnode = what or ""
|
|
local newnode = with
|
|
|
|
-- pass actual node name when using table or groups
|
|
if type(oldnode) == "table"
|
|
or oldnode:find("group:") then
|
|
oldnode = minetest.get_node(pos).name
|
|
end
|
|
|
|
if self:on_replace(pos, oldnode, newnode) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
minetest.set_node(pos, {name = with})
|
|
end
|
|
end
|
|
|
|
|
|
-- check if daytime and also if mob is docile during daylight hours
|
|
function mob_class:day_docile()
|
|
|
|
if self.docile_by_day == false then
|
|
return false
|
|
elseif self.docile_by_day == true
|
|
and self.time_of_day > 0.2
|
|
and self.time_of_day < 0.8 then
|
|
return true
|
|
end
|
|
end
|
|
|
|
|
|
local los_switcher = false
|
|
local height_switcher = false
|
|
|
|
-- are we able to dig this node and add drops?
|
|
local function can_dig_drop(pos)
|
|
|
|
if minetest.is_protected(pos, "") then
|
|
return false
|
|
end
|
|
|
|
local node = node_ok(pos, "air").name
|
|
local ndef = minetest.registered_nodes[node]
|
|
|
|
if node ~= "ignore"
|
|
and ndef
|
|
and ndef.drawtype ~= "airlike"
|
|
and not ndef.groups.level
|
|
and not ndef.groups.unbreakable
|
|
and not ndef.groups.liquid then
|
|
|
|
local drops = minetest.get_node_drops(node)
|
|
|
|
for _, item in ipairs(drops) do
|
|
|
|
minetest.add_item({
|
|
x = pos.x - 0.5 + random(),
|
|
y = pos.y - 0.5 + random(),
|
|
z = pos.z - 0.5 + random()
|
|
}, item)
|
|
end
|
|
|
|
minetest.remove_node(pos)
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
local pathfinder_mod = minetest.get_modpath("pathfinder")
|
|
|
|
-- 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)
|
|
|
|
local s1 = self.path.lastpos
|
|
local target_pos = p
|
|
|
|
|
|
-- is it becoming stuck?
|
|
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
|
|
self.path.stuck_timer = self.path.stuck_timer + dtime
|
|
else
|
|
self.path.stuck_timer = 0
|
|
end
|
|
|
|
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
|
|
|
|
local use_pathfind = false
|
|
local has_lineofsight = minetest.line_of_sight(
|
|
{x = s.x, y = (s.y) + .5, z = s.z},
|
|
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
|
|
|
|
-- im stuck, search for path
|
|
if not has_lineofsight then
|
|
|
|
if los_switcher == true then
|
|
use_pathfind = true
|
|
los_switcher = false
|
|
end -- cannot see target!
|
|
else
|
|
if los_switcher == false then
|
|
|
|
los_switcher = true
|
|
use_pathfind = false
|
|
|
|
minetest.after(1, function(self)
|
|
|
|
if self.object:get_luaentity() then
|
|
|
|
if has_lineofsight then
|
|
self.path.following = false
|
|
end
|
|
end
|
|
end, self)
|
|
end -- can see target!
|
|
end
|
|
|
|
if self.path.stuck_timer > pathfinding_stuck_timeout and not self.path.following then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
|
|
if self.object:get_luaentity() then
|
|
|
|
if has_lineofsight then
|
|
self.path.following = false
|
|
end
|
|
end
|
|
end, self)
|
|
end
|
|
|
|
if self.path.stuck_timer > pathfinding_stuck_path_timeout and self.path.following then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
|
|
if self.object:get_luaentity() then
|
|
|
|
if has_lineofsight then
|
|
self.path.following = false
|
|
end
|
|
end
|
|
end, self)
|
|
end
|
|
|
|
if abs(vsubtract(s, target_pos).y) > self.stepheight then
|
|
|
|
if height_switcher then
|
|
use_pathfind = true
|
|
height_switcher = false
|
|
end
|
|
else
|
|
if not height_switcher then
|
|
use_pathfind = false
|
|
height_switcher = true
|
|
end
|
|
end
|
|
|
|
-- lets try find a path, first take care of positions
|
|
-- since pathfinder is very sensitive
|
|
if use_pathfind then
|
|
|
|
-- round position to center of node to avoid stuck in walls
|
|
-- also adjust height for player models!
|
|
s.x = floor(s.x + 0.5)
|
|
s.z = floor(s.z + 0.5)
|
|
|
|
local ssight, sground = minetest.line_of_sight(s, {
|
|
x = s.x, y = s.y - 4, z = s.z}, 1)
|
|
|
|
-- determine node above ground
|
|
if not ssight then
|
|
s.y = sground.y + 1
|
|
end
|
|
|
|
local p1 = self.attack and self.attack:get_pos()
|
|
|
|
if not p1 then return end
|
|
|
|
p1.x = floor(p1.x + 0.5)
|
|
p1.y = floor(p1.y + 0.5)
|
|
p1.z = floor(p1.z + 0.5)
|
|
|
|
local dropheight = pathfinding_max_drop
|
|
|
|
if self.fear_height ~= 0 then dropheight = self.fear_height end
|
|
|
|
local jumpheight = 0
|
|
|
|
if self.jump and self.jump_height >= pathfinding_max_jump then
|
|
jumpheight = min(ceil(
|
|
self.jump_height / pathfinding_max_jump), pathfinding_max_jump)
|
|
|
|
elseif self.stepheight > 0.5 then
|
|
jumpheight = 1
|
|
end
|
|
|
|
if pathfinder_mod and pathfinder_enable then
|
|
self.path.way = pathfinder.find_path(s, p1, self, dtime)
|
|
else
|
|
self.path.way = minetest.find_path(s, p1, pathfinding_searchdistance,
|
|
jumpheight, dropheight, pathfinding_algorithm)
|
|
end
|
|
--[[
|
|
-- show path using particles
|
|
if self.path.way and #self.path.way > 0 then
|
|
|
|
print("-- path length:" .. tonumber(#self.path.way))
|
|
|
|
for _,pos in pairs(self.path.way) do
|
|
|
|
minetest.add_particle({
|
|
pos = pos,
|
|
velocity = {x=0, y=0, z=0},
|
|
acceleration = {x=0, y=0, z=0},
|
|
expirationtime = 1,
|
|
size = 4,
|
|
collisiondetection = false,
|
|
vertical = false,
|
|
texture = "heart.png",
|
|
})
|
|
end
|
|
end
|
|
]]
|
|
|
|
self.state = ""
|
|
|
|
if self.attack then
|
|
self:do_attack(self.attack)
|
|
end
|
|
|
|
-- no path found, try something else
|
|
if not self.path.way then
|
|
|
|
self.path.following = false
|
|
|
|
-- lets make way by digging/building if not accessible
|
|
if self.pathfinding == 2 and mobs_griefing then
|
|
|
|
-- is player more than 1 block higher than mob?
|
|
if p1.y > (s.y + 1) then
|
|
|
|
-- build upwards
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local ndef1 = minetest.registered_nodes[self.standing_in]
|
|
|
|
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
|
|
minetest.set_node(s, {name = mobs.fallback_node})
|
|
end
|
|
end
|
|
|
|
local sheight = ceil(self.collisionbox[5]) + 1
|
|
|
|
-- assume mob is 2 blocks high so it digs above its head
|
|
s.y = s.y + sheight
|
|
|
|
-- remove one block above to make room to jump
|
|
can_dig_drop(s)
|
|
|
|
s.y = s.y - sheight
|
|
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
|
|
|
|
-- is player more than 1 block lower than mob
|
|
elseif p1.y < (s.y - 1) then
|
|
|
|
-- dig down
|
|
s.y = s.y - self.collisionbox[4] - 0.2
|
|
|
|
can_dig_drop(s)
|
|
|
|
else -- dig 2 blocks to make door toward player direction
|
|
|
|
local yaw1 = self.object:get_yaw() + pi / 2
|
|
local p1 = {
|
|
x = s.x + cos(yaw1),
|
|
y = s.y,
|
|
z = s.z + sin(yaw1)
|
|
}
|
|
|
|
-- dig bottom node first incase of door
|
|
can_dig_drop(p1)
|
|
|
|
p1.y = p1.y + 1
|
|
|
|
can_dig_drop(p1)
|
|
end
|
|
end
|
|
|
|
-- will try again in 2 second
|
|
self.path.stuck_timer = pathfinding_stuck_timeout - 2
|
|
|
|
elseif s.y < p1.y and (not self.fly) then
|
|
self:do_jump() --add jump to pathfinding
|
|
self.path.following = true
|
|
else
|
|
-- yay i found path
|
|
if self.attack then
|
|
self:mob_sound(self.sounds.war_cry)
|
|
else
|
|
self:mob_sound(self.sounds.random)
|
|
end
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
-- follow path now that it has it
|
|
self.path.following = true
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- peaceful player privilege support
|
|
local function is_peaceful_player(player)
|
|
|
|
-- main setting enabled
|
|
if peaceful_player_enabled and player:is_player() then
|
|
|
|
local player_name = player:get_player_name()
|
|
|
|
-- player priv enabled
|
|
if player_name and minetest.check_player_privs(player_name, "peaceful_player") then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- general attack function for all mobs
|
|
function mob_class:general_attack()
|
|
|
|
-- return if already attacking, passive or docile during day
|
|
if self.passive
|
|
or self.state == "runaway"
|
|
or self.state == "attack"
|
|
or self:day_docile() then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos() ; if not s then return end
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
-- remove entities we aren't interested in
|
|
for n = 1, #objs do
|
|
|
|
local ent = objs[n]:get_luaentity()
|
|
|
|
-- are we a player?
|
|
if is_player(objs[n]) then
|
|
|
|
-- if player invisible or mob cannot attack then remove from list
|
|
if not damage_enabled
|
|
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
|
|
objs[n] = nil
|
|
--print("- pla", n)
|
|
end
|
|
|
|
-- are we a creatura mob?
|
|
elseif creatura and ent and ent._cmi_is_mob ~= true
|
|
and ent.hitbox and ent.stand_node then
|
|
|
|
-- 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
|
|
|
|
objs[n] = nil
|
|
--print("-- creatura", ent.name)
|
|
end
|
|
|
|
-- or are we a mob?
|
|
elseif ent and ent._cmi_is_mob then
|
|
|
|
-- remove mobs not to attack
|
|
if self.name == ent.name
|
|
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
|
|
objs[n] = nil
|
|
--print("- mob", n, self.name, ent.name)
|
|
end
|
|
|
|
-- remove all other entities
|
|
else
|
|
--print(" -obj", n)
|
|
objs[n] = nil
|
|
end
|
|
end
|
|
|
|
local p, sp, dist, min_player
|
|
local min_dist = self.view_range + 1
|
|
|
|
-- go through remaining entities and select closest
|
|
for _,player in pairs(objs) do
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
dist = get_distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
-- choose closest player to attack that isnt self
|
|
if dist ~= 0
|
|
and dist < min_dist
|
|
and self:line_of_sight(sp, p, 2) == true
|
|
and not is_peaceful_player(player) then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
|
|
-- attack closest player or mob
|
|
if min_player and random(100) > self.attack_chance then
|
|
self:do_attack(min_player)
|
|
end
|
|
end
|
|
|
|
|
|
-- find someone to runaway from
|
|
function mob_class:do_runaway_from()
|
|
|
|
if not self.runaway_from then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos() ; if not s then return end
|
|
local p, sp, dist, pname
|
|
local player, obj, min_player, name
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
-- loop through entities surrounding mob
|
|
for n = 1, #objs do
|
|
|
|
if is_player(objs[n]) then
|
|
|
|
pname = objs[n]:get_player_name()
|
|
|
|
if is_invisible(self, pname)
|
|
or self.owner == pname then
|
|
|
|
name = ""
|
|
else
|
|
player = objs[n]
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
name = obj.name or ""
|
|
end
|
|
end
|
|
|
|
-- find specific mob to runaway from
|
|
if name ~= "" and name ~= self.name
|
|
and (self.runaway_from and check_for(name, self.runaway_from)) then
|
|
|
|
sp = s
|
|
p = player and player:get_pos() or s
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
dist = get_distance(p, s)
|
|
|
|
-- choose closest player/mob to runaway from
|
|
if dist < min_dist and self:line_of_sight(sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
|
|
yaw_to_pos(self, min_player:get_pos(), 3)
|
|
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
|
|
return
|
|
end
|
|
|
|
-- check for nodes to runaway from
|
|
objs = minetest.find_node_near(s, self.view_range, self.runaway_from, true)
|
|
|
|
if objs then
|
|
|
|
yaw_to_pos(self, objs, 3)
|
|
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
function mob_class:follow_flop()
|
|
|
|
-- find player to follow
|
|
if (self.follow ~= "" or self.order == "follow")
|
|
and not self.following
|
|
and self.state ~= "attack"
|
|
and self.state ~= "runaway" then
|
|
|
|
local s = self.object:get_pos() ; if not s then return end
|
|
local players = minetest.get_connected_players()
|
|
|
|
for n = 1, #players do
|
|
|
|
if players[n] then
|
|
if players[n]:is_player() then
|
|
if not is_invisible(self, players[n]:get_player_name())
|
|
and get_distance(players[n]:get_pos(), s) < self.view_range then
|
|
self.following = players[n]
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc"
|
|
and self.order == "follow"
|
|
and self.state ~= "attack"
|
|
and self.owner ~= "" then
|
|
|
|
-- npc stop following player if not owner
|
|
if self.following
|
|
and self.owner and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
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
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
|
|
local s = self.object:get_pos()
|
|
local p
|
|
|
|
if is_player(self.following) then
|
|
p = self.following:get_pos()
|
|
elseif self.following.object then
|
|
p = self.following.object:get_pos()
|
|
end
|
|
|
|
if p then
|
|
|
|
local dist = get_distance(p, s)
|
|
|
|
-- dont follow if out of range
|
|
if dist > self.view_range then
|
|
self.following = nil
|
|
else
|
|
yaw_to_pos(self, p)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist >= self.reach
|
|
and self.order ~= "stand" then
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
self.follow_stop = nil
|
|
|
|
if self.walk_chance ~= 0 then
|
|
self:set_animation("walk")
|
|
end
|
|
else
|
|
self:set_velocity(0)
|
|
self:set_animation("stand")
|
|
self.follow_stop = true
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
if self.fly then
|
|
|
|
if not self:attempt_flight_correction() then
|
|
|
|
self.state = "flop"
|
|
|
|
-- do we have a custom on_flop function?
|
|
if self.on_flop then
|
|
|
|
if self:on_flop(self) then
|
|
return
|
|
end
|
|
end
|
|
|
|
self.object:set_velocity({x = 0, y = -5, z = 0})
|
|
|
|
self:set_animation("stand")
|
|
|
|
return
|
|
|
|
elseif self.state == "flop" then
|
|
self.state = "stand"
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- dogshoot attack switch and counter function
|
|
function mob_class:dogswitch(dtime)
|
|
|
|
-- switch mode not activated
|
|
if not self.dogshoot_switch or not dtime then
|
|
return 0
|
|
end
|
|
|
|
self.dogshoot_count = self.dogshoot_count + dtime
|
|
|
|
if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max)
|
|
or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then
|
|
|
|
self.dogshoot_count = 0
|
|
|
|
if self.dogshoot_switch == 1 then
|
|
self.dogshoot_switch = 2
|
|
else
|
|
self.dogshoot_switch = 1
|
|
end
|
|
end
|
|
|
|
return self.dogshoot_switch
|
|
end
|
|
|
|
|
|
-- stop attack
|
|
function mob_class:stop_attack()
|
|
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.path.way = nil
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation("stand", true)
|
|
end
|
|
|
|
|
|
-- 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
|
|
|
|
-- are we standing in something that hurts ? Try to get out
|
|
if is_node_dangerous(self, self.standing_in) then
|
|
|
|
local s = self.object:get_pos()
|
|
local grps = {}
|
|
|
|
if self.water_damage > 0 then table.insert(grps, "group:water") end
|
|
if self.fire_damage > 0 then table.insert(grps, "group:fire") end
|
|
if self.lava_damage > 0 then table.insert(grps, "group:lava") end
|
|
|
|
local lp = minetest.find_node_near(s, 1, grps)
|
|
|
|
if lp then
|
|
|
|
if self.pause_timer <= 0 then
|
|
|
|
lp = minetest.find_nodes_in_area_under_air(
|
|
{x = s.x - 5, y = s.y , z = s.z - 5},
|
|
{x = s.x + 5, y = s.y + 2, z = s.z + 5},
|
|
{"group:cracky", "group:crumbly", "group:choppy", "group:solid", "group:stone", "group:sand", mobs.node_ice, mobs.node_snow})
|
|
|
|
-- did we find land?
|
|
if lp and #lp > 0 then
|
|
|
|
-- select position of random block to climb onto
|
|
lp = lp[random(#lp)]
|
|
|
|
yaw = yaw_to_pos(self, lp)
|
|
end
|
|
|
|
self.pause_timer = 3
|
|
self.following = nil
|
|
|
|
self:set_velocity(self.run_velocity)
|
|
self:set_animation("walk")
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.state == "stand" and not self.follow_stop then
|
|
|
|
if self.randomly_turn and random(4) == 1 then
|
|
|
|
local lp
|
|
local s = self.object:get_pos()
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if is_player(objs[n]) then
|
|
lp = objs[n]:get_pos()
|
|
break
|
|
end
|
|
end
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp then
|
|
yaw = yaw_to_pos(self, lp)
|
|
else
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
end
|
|
|
|
self:set_yaw(yaw, 8)
|
|
end
|
|
|
|
self:set_velocity(0)
|
|
self:set_animation("stand")
|
|
|
|
-- mobs ordered to stand stay standing
|
|
if self.order ~= "stand"
|
|
and self.walk_chance ~= 0
|
|
and self.facing_fence ~= true
|
|
and random(100) <= self.walk_chance
|
|
and self.at_cliff == false then
|
|
|
|
self:set_velocity(self.walk_velocity)
|
|
self.state = "walk"
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
elseif self.state == "walk" then
|
|
|
|
if self.randomly_turn and random(100) <= 30 then
|
|
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
|
|
self:set_yaw(yaw, 8)
|
|
|
|
-- for flying/swimming mobs randomly move up and down also
|
|
if self.fly_in and not self.following then
|
|
self:attempt_flight_correction(true)
|
|
end
|
|
end
|
|
|
|
-- stand for great fall in front
|
|
if self.facing_fence == true
|
|
or self.at_cliff
|
|
or random(100) <= self.stand_chance then
|
|
|
|
-- don't stand if mob flies and keep_flying set
|
|
if (self.fly and not self.keep_flying) or not self.fly then
|
|
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation("stand", true)
|
|
end
|
|
else
|
|
self:set_velocity(self.walk_velocity)
|
|
|
|
-- figure out which animation to use while in motion
|
|
if self:flight_check()
|
|
and self.animation
|
|
and self.animation.fly_start
|
|
and self.animation.fly_end then
|
|
|
|
local on_ground = minetest.registered_nodes[self.standing_on].walkable
|
|
local in_water = minetest.registered_nodes[self.standing_in].groups.water
|
|
|
|
if on_ground and in_water then
|
|
self:set_animation("fly")
|
|
elseif on_ground then
|
|
self:set_animation("walk")
|
|
else
|
|
self:set_animation("fly")
|
|
end
|
|
else
|
|
self:set_animation("walk")
|
|
end
|
|
end
|
|
|
|
-- runaway when punched
|
|
elseif self.state == "runaway" then
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5
|
|
or self.at_cliff
|
|
or self.order == "stand" then
|
|
self.runaway_timer = 0
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation("stand")
|
|
|
|
-- try to turn so we are not stuck
|
|
yaw = yaw + random(-1, 1) * 1.5
|
|
yaw = self:set_yaw(yaw, 4)
|
|
|
|
else
|
|
self:set_velocity(self.run_velocity)
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
elseif self.state == "attack" then
|
|
|
|
-- get mob and enemy positions and distance between
|
|
local s = self.object:get_pos()
|
|
local p = self.attack and self.attack:get_pos()
|
|
local dist = p and get_distance(p, s) or 500
|
|
|
|
-- stop attacking if player out of range or invisible
|
|
if dist > self.view_range
|
|
or not self.attack
|
|
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)
|
|
|
|
self:stop_attack()
|
|
|
|
return
|
|
end
|
|
|
|
-- check enemy is in sight
|
|
local in_sight = self:line_of_sight(
|
|
{x = s.x, y = s.y + 0.5, z = s.z},
|
|
{x = p.x, y = p.y + 0.5, z = p.z})
|
|
|
|
-- stop attacking when enemy not seen for 11 seconds
|
|
if not in_sight then
|
|
|
|
self.target_time_lost = (self.target_time_lost or 0) + dtime
|
|
|
|
if self.target_time_lost > self.attack_patience then
|
|
self:stop_attack()
|
|
end
|
|
else
|
|
self.target_time_lost = 0
|
|
end
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
yaw_to_pos(self, p)
|
|
|
|
local node_break_radius = self.explosion_radius or 1
|
|
local entity_damage_radius = self.explosion_damage_radius
|
|
or (node_break_radius * 2)
|
|
|
|
-- look a little higher to fix raycast
|
|
s.y = s.y + 0.5 ; p.y = p.y + 0.5
|
|
|
|
-- start timer when in reach and line of sight
|
|
if not self.v_start
|
|
and dist <= self.reach
|
|
and in_sight then
|
|
|
|
self.v_start = true
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self:mob_sound(self.sounds.fuse)
|
|
|
|
--print("=== explosion timer started", self.explosion_timer)
|
|
|
|
-- stop timer if out of reach or direct line of sight
|
|
elseif self.allow_fuse_reset
|
|
and self.v_start
|
|
and (dist > self.reach or not in_sight) then
|
|
|
|
--print("=== explosion timer stopped")
|
|
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
self.object:set_texture_mod("")
|
|
end
|
|
|
|
-- walk right up to player unless the timer is active
|
|
if self.v_start and (self.stop_to_explode or dist < 1.5) then
|
|
self:set_velocity(0)
|
|
else
|
|
self:set_velocity(self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
self:set_animation("run")
|
|
else
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
if self.v_start then
|
|
|
|
self.timer = self.timer + dtime
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
if self.blinktimer > 0.2 then
|
|
|
|
self.blinktimer = 0
|
|
|
|
if self.blinkstatus then
|
|
self.object:set_texture_mod(self.texture_mods)
|
|
else
|
|
self.object:set_texture_mod(self.texture_mods .. "^[brighten")
|
|
end
|
|
|
|
self.blinkstatus = not self.blinkstatus
|
|
end
|
|
|
|
--print("=== explosion timer", self.timer)
|
|
|
|
if self.timer > self.explosion_timer then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
-- dont damage anything if area protected or next to water
|
|
if minetest.find_node_near(pos, 1, {"group:water"})
|
|
or minetest.is_protected(pos, "") then
|
|
node_break_radius = 1
|
|
end
|
|
|
|
remove_mob(self, true)
|
|
|
|
mobs:boom(self, pos, entity_damage_radius, node_break_radius)
|
|
|
|
return true
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "dogfight"
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2)
|
|
or (self.attack_type == "dogshoot" and dist <= self.reach
|
|
and self:dogswitch() == 0) then
|
|
|
|
if self.fly
|
|
and dist > self.reach then
|
|
|
|
local p1 = s
|
|
local me_y = floor(p1.y)
|
|
local p2 = p
|
|
local p_y = floor(p2.y + 1)
|
|
local v = self.object:get_velocity()
|
|
|
|
if self:flight_check() then
|
|
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x, y = 1 * self.walk_velocity, z = v.z})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x, y = -1 * self.walk_velocity, z = v.z})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({x = v.x, y = 0.01, z = v.z})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({x = v.x, y = -0.01, z = v.z})
|
|
end
|
|
end
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50 or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table_remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
yaw_to_pos(self, p)
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
if dist > (self.reach + (self.reach_ext or 0)) then
|
|
|
|
-- path finding by rnd (only when enabled in setting and mob)
|
|
if self.pathfinding and pathfinding_enable then
|
|
self:smart_mobs(s, p, dist, dtime)
|
|
end
|
|
|
|
-- distance padding to stop spinning mob
|
|
local pad = abs(p.x - s.x) + abs(p.z - s.z)
|
|
|
|
self.reach_ext = 0 -- extended ready off by default
|
|
|
|
if self.at_cliff or pad < 0.2 then
|
|
|
|
-- when on top of player extend reach slightly so player can
|
|
-- still be attacked.
|
|
self.reach_ext = 0.8
|
|
self:set_velocity(0)
|
|
self:set_animation("stand")
|
|
else
|
|
|
|
if self.path.stuck then
|
|
self:set_velocity(self.walk_velocity)
|
|
else
|
|
self:set_velocity(self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
self:set_animation("run")
|
|
else
|
|
self:set_animation("walk")
|
|
end
|
|
end
|
|
else -- rnd: if inside reach range
|
|
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
self:set_velocity(0)
|
|
|
|
if self.timer > 1 then
|
|
|
|
-- no custom attack or custom attack returns true to continue
|
|
if not self.custom_attack
|
|
or self:custom_attack(self, p) == true then
|
|
|
|
self.timer = 0
|
|
self:set_animation("punch")
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if self:line_of_sight(p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
self:mob_sound(self.sounds.attack)
|
|
|
|
-- punch player (or what player is attached to)
|
|
local attached = self.attack:get_attach()
|
|
|
|
if attached then
|
|
self.attack = attached
|
|
end
|
|
|
|
local dgroup = self.damage_group or "fleshy"
|
|
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {[dgroup] = self.damage}
|
|
}, nil)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "shoot"
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and dist > self.reach and
|
|
self:dogswitch() == 0) then
|
|
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
|
|
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
|
|
|
|
yaw_to_pos(self, p)
|
|
|
|
self:set_velocity(0)
|
|
|
|
if self.shoot_interval and self.timer > self.shoot_interval
|
|
and random(100) <= 60 then
|
|
|
|
self.timer = 0
|
|
self:set_animation("shoot")
|
|
|
|
-- play shoot attack sound
|
|
self:mob_sound(self.sounds.shoot_attack)
|
|
|
|
local p = self.object:get_pos()
|
|
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
local obj = minetest.add_entity(p, self.arrow)
|
|
local ent = obj:get_luaentity()
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
|
|
-- check for custom override for arrow
|
|
if self.arrow_override then
|
|
self.arrow_override(ent)
|
|
end
|
|
|
|
local v = ent.velocity or 1 -- or set to default
|
|
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
-- offset makes shoot aim accurate
|
|
vec.y = vec.y + self.shoot_offset
|
|
vec.x = vec.x * (v / amount)
|
|
vec.y = vec.y * (v / amount)
|
|
vec.z = vec.z * (v / amount)
|
|
|
|
obj:set_velocity(vec)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- falling and fall damage
|
|
function mob_class:falling(pos)
|
|
|
|
if self.fly or self.disable_falling then
|
|
return
|
|
end
|
|
|
|
-- floating in water (or falling)
|
|
local v = self.object:get_velocity()
|
|
|
|
-- sanity check
|
|
if not v then return end
|
|
|
|
local fall_speed = self.fall_speed
|
|
|
|
-- in water then use liquid viscosity for float/sink speed
|
|
if self.floats == 1 and self.standing_in
|
|
and minetest.registered_nodes[self.standing_in].groups.liquid then
|
|
|
|
local visc = min(
|
|
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1
|
|
|
|
self.object:set_velocity({x = v.x, y = 0.6, z = v.z})
|
|
fall_speed = -1.2 / visc
|
|
else
|
|
|
|
-- fall damage onto solid ground
|
|
if self.fall_damage == 1
|
|
and self.object:get_velocity().y == 0 then
|
|
|
|
local d = (self.old_y or 0) - self.object:get_pos().y
|
|
|
|
if d > 5 then
|
|
|
|
self.health = self.health - floor(d - 5)
|
|
|
|
effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
|
|
|
|
if self:check_for_death({type = "fall"}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
self.old_y = self.object:get_pos().y
|
|
end
|
|
end
|
|
|
|
-- fall at set speed
|
|
self.object:set_acceleration({x = 0, y = fall_speed, z = 0})
|
|
end
|
|
|
|
|
|
-- is Took Ranks mod active?
|
|
local tr = minetest.get_modpath("toolranks")
|
|
|
|
-- deal damage and effects when mob punched
|
|
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
|
|
|
|
-- mob health check
|
|
if self.health <= 0 then
|
|
return true
|
|
end
|
|
|
|
-- custom punch function (if false returned, do not continue and return true)
|
|
if self.do_punch and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then
|
|
return true
|
|
end
|
|
|
|
-- error checking when mod profiling is enabled
|
|
if not tool_capabilities then
|
|
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
|
|
return true
|
|
end
|
|
|
|
-- is mob protected
|
|
if self.protected then
|
|
|
|
-- did player hit mob and if so is it in protected area
|
|
if is_player(hitter) then
|
|
|
|
local player_name = hitter:get_player_name()
|
|
|
|
if player_name ~= self.owner
|
|
and minetest.is_protected(self.object:get_pos(), player_name) then
|
|
|
|
minetest.chat_send_player(hitter:get_player_name(),
|
|
S("Mob has been protected!"))
|
|
|
|
return true
|
|
end
|
|
|
|
-- if protection is on level 2 then dont let arrows harm mobs
|
|
elseif self.protected == 2 then
|
|
|
|
local ent = hitter and hitter:get_luaentity()
|
|
|
|
if ent and ent._is_arrow then
|
|
return true -- arrow entity
|
|
elseif not ent then
|
|
return true -- non entity
|
|
end
|
|
end
|
|
end
|
|
|
|
local weapon = hitter:get_wielded_item()
|
|
local weapon_def = weapon:get_definition() or {}
|
|
|
|
-- calculate mob damage
|
|
local damage = 0
|
|
local armor = self.object:get_armor_groups() or {}
|
|
local tmp
|
|
|
|
-- quick error check incase it ends up 0 (serialize.h check test)
|
|
if tflp == 0 then
|
|
tflp = 0.2
|
|
end
|
|
|
|
if use_cmi then
|
|
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
|
|
else
|
|
|
|
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
|
|
|
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
|
|
|
if tmp < 0 then
|
|
tmp = 0.0
|
|
elseif tmp > 1 then
|
|
tmp = 1.0
|
|
end
|
|
|
|
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
|
* tmp * ((armor[group] or 0) / 100.0)
|
|
end
|
|
end
|
|
|
|
-- check if hit by player item or entity
|
|
local hit_item = weapon_def.name
|
|
|
|
if not is_player(hitter) then
|
|
hit_item = hitter:get_luaentity().name
|
|
end
|
|
|
|
-- check for tool immunity or special damage
|
|
for n = 1, #self.immune_to do
|
|
|
|
if self.immune_to[n][1] == hit_item then
|
|
|
|
damage = self.immune_to[n][2] or 0
|
|
|
|
break
|
|
|
|
-- if "all" then no tools deal damage unless it's specified in list
|
|
elseif self.immune_to[n][1] == "all" then
|
|
damage = self.immune_to[n][2] or 0
|
|
end
|
|
end
|
|
|
|
--print("Mob Damage is", damage)
|
|
|
|
-- healing
|
|
if damage <= -1 then
|
|
|
|
self.health = self.health - floor(damage)
|
|
|
|
return true
|
|
end
|
|
|
|
if use_cmi
|
|
and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then
|
|
return true
|
|
end
|
|
|
|
-- add weapon wear
|
|
local punch_interval = tool_capabilities.full_punch_interval or 1.4
|
|
|
|
-- toolrank support
|
|
local wear = floor((punch_interval / 75) * 9000)
|
|
|
|
if mobs.is_creative(hitter:get_player_name()) then
|
|
wear = tr and 1 or 0
|
|
end
|
|
|
|
if tr and weapon_def.original_description then
|
|
toolranks.new_afteruse(weapon, hitter, nil, {wear = wear})
|
|
else
|
|
weapon:add_wear(wear)
|
|
end
|
|
|
|
hitter:set_wielded_item(weapon)
|
|
|
|
-- only play hit sound and show blood effects if damage is 1 or over
|
|
if damage >= 1 then
|
|
|
|
-- select tool use sound if found, or fallback to default
|
|
local snd = weapon_def.sound and weapon_def.sound.use or "mobs_punch"
|
|
|
|
minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true)
|
|
|
|
-- blood_particles
|
|
if not disable_blood and self.blood_amount > 0 then
|
|
|
|
local pos = self.object:get_pos()
|
|
local blood = self.blood_texture
|
|
local amount = self.blood_amount
|
|
|
|
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
|
|
|
|
-- lots of damage = more blood :)
|
|
if damage > 10 then
|
|
amount = self.blood_amount * 2
|
|
end
|
|
|
|
-- do we have a single blood texture or multiple?
|
|
if type(self.blood_texture) == "table" then
|
|
blood = self.blood_texture[random(#self.blood_texture)]
|
|
end
|
|
|
|
effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true)
|
|
end
|
|
|
|
-- add healthy afterglow when hit (can cause lag with larger textures)
|
|
if mob_hit_effect then
|
|
|
|
self.old_texture_mods = self.texture_mods
|
|
|
|
self.object:set_texture_mod(self.texture_mods .. self.damage_texture_modifier)
|
|
|
|
minetest.after(0.3, function()
|
|
|
|
if self and self.object and self.object:get_pos() then
|
|
|
|
self.texture_mods = self.old_texture_mods
|
|
self.old_texture_mods = nil
|
|
self.object:set_texture_mod(self.texture_mods)
|
|
end
|
|
end)
|
|
end
|
|
|
|
-- check for friendly fire (arrows from same mob)
|
|
if self.friendly_fire then
|
|
self.health = self.health - floor(damage) -- do damage regardless
|
|
else
|
|
local entity = hitter and hitter:get_luaentity()
|
|
|
|
-- check if arrow from same mob, if so then do no damage
|
|
if (entity and entity.name ~= self.arrow) or is_player(hitter) then
|
|
self.health = self.health - floor(damage)
|
|
end
|
|
end
|
|
|
|
-- exit here if dead, check for tools with fire damage
|
|
local hot = tool_capabilities and tool_capabilities.damage_groups
|
|
and tool_capabilities.damage_groups.fire
|
|
|
|
if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- knock back effect (only on full punch)
|
|
if self.knock_back and tflp >= punch_interval then
|
|
|
|
local v = self.object:get_velocity()
|
|
|
|
-- sanity check
|
|
if not v then return true end
|
|
|
|
local kb = damage or 1
|
|
local up = 2
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if v.y > 0 or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
-- use tool knockback value or default
|
|
kb = tool_capabilities.damage_groups["knockback"] or kb
|
|
|
|
self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb})
|
|
|
|
-- turn mob on knockback and play run/walk animation
|
|
self:set_yaw((random(0, 360) - 180) / 180 * pi, 12)
|
|
|
|
if self.animation and self.animation.injured_end and damage >= 1 then
|
|
self:set_animation("injured")
|
|
else
|
|
self:set_animation("walk")
|
|
end
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
|
|
-- if skittish then run away
|
|
if self.runaway == true and self.order ~= "stand" then
|
|
|
|
local lp = hitter:get_pos()
|
|
|
|
yaw_to_pos(self, lp, 3)
|
|
|
|
self.state = "runaway"
|
|
self.runaway_timer = 0
|
|
self.following = nil
|
|
end
|
|
|
|
local hitter_name = ""
|
|
if hitter then if is_player(hitter) then hitter_name = hitter:get_player_name() end end
|
|
|
|
-- attack puncher and call other mobs for help
|
|
if self.passive == false
|
|
and self.state ~= "flop"
|
|
and self.child == false
|
|
and self.attack_players == true
|
|
and not (is_player(hitter) and hitter_name == self.owner)
|
|
and not is_invisible(self, hitter_name)
|
|
and self.object ~= hitter then
|
|
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
self:do_attack(hitter)
|
|
|
|
-- alert others to the attack
|
|
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
|
local ent
|
|
|
|
for n = 1, #objs do
|
|
|
|
ent = objs[n] and objs[n]:get_luaentity()
|
|
|
|
if ent and ent._cmi_is_mob then
|
|
|
|
-- only alert members of same mob and assigned helper
|
|
if ent.group_attack == true
|
|
and ent.state ~= "attack"
|
|
and not (is_player(hitter) and ent.owner == hitter_name)
|
|
and (ent.name == self.name or ent.name == self.group_helper) then
|
|
ent:do_attack(hitter)
|
|
end
|
|
|
|
-- have owned mobs attack player threat
|
|
if is_player(hitter) and ent.owner == hitter_name and ent.owner_loyal then
|
|
ent:do_attack(self.object)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- helper function to clean mob staticdata
|
|
local function clean_staticdata(self)
|
|
|
|
local tmp, t = {}
|
|
|
|
for _,stat in pairs(self) do
|
|
|
|
t = type(stat)
|
|
|
|
if t ~= "function"
|
|
and t ~= "nil"
|
|
and t ~= "userdata"
|
|
and _ ~= "object"
|
|
and _ ~= "_cmi_components" then
|
|
tmp[_] = self[_]
|
|
end
|
|
end
|
|
|
|
return tmp
|
|
end
|
|
|
|
|
|
-- get entity staticdata
|
|
function mob_class:mob_staticdata()
|
|
|
|
-- this handles mob count for mobs activated, unloaded, reloaded
|
|
if active_limit > 0 and self.active_toggle then
|
|
active_mobs = active_mobs + self.active_toggle
|
|
self.active_toggle = -self.active_toggle
|
|
--print("-- staticdata", active_mobs, active_limit, self.active_toggle)
|
|
end
|
|
|
|
-- remove mob when out of range unless tamed
|
|
if remove_far
|
|
and self.remove_ok
|
|
and self.type ~= "npc"
|
|
and self.state ~= "attack"
|
|
and not self.tamed
|
|
and self.lifetimer < 20000 then
|
|
|
|
--print("REMOVED " .. self.name)
|
|
|
|
remove_mob(self, true)
|
|
|
|
return minetest.serialize({remove_ok = true, static_save = true})
|
|
end
|
|
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
-- used to rotate older mobs
|
|
if self.drawtype and self.drawtype == "side" then
|
|
self.rotate = rad(90)
|
|
end
|
|
|
|
if use_cmi then
|
|
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
|
|
end
|
|
|
|
-- move existing variables to new table for future compatibility
|
|
-- using self.initial_properties lost some variables when backing up?!?
|
|
if not self.backup_properties then
|
|
|
|
self.backup_properties = {
|
|
hp_max = self.hp_max,
|
|
physical = self.physical,
|
|
collisionbox = self.collisionbox,
|
|
selectionbox = self.selectionbox,
|
|
visual = self.visual,
|
|
visual_size = self.visual_size,
|
|
mesh = self.mesh,
|
|
textures = self.textures,
|
|
make_footstep_sound = self.make_footstep_sound,
|
|
stepheight = self.stepheight,
|
|
glow = self.glow,
|
|
nametag = self.nametag,
|
|
damage_texture_modifier = self.damage_texture_modifier,
|
|
infotext = self.infotext
|
|
}
|
|
end
|
|
|
|
return minetest.serialize(clean_staticdata(self))
|
|
end
|
|
|
|
|
|
-- activate mob and reload settings
|
|
function mob_class:mob_activate(staticdata, def, dtime)
|
|
|
|
-- if dtime == 0 then entity has just been created
|
|
-- anything higher means it is respawning (thanks SorceryKid)
|
|
if dtime == 0 and active_limit > 0 then
|
|
self.active_toggle = 1
|
|
end
|
|
|
|
-- remove mob if not tamed and mob total reached
|
|
if active_limit > 0 and active_mobs >= active_limit and not self.tamed then
|
|
|
|
remove_mob(self)
|
|
--print("-- mob limit reached, removing " .. self.name)
|
|
return
|
|
end
|
|
|
|
-- remove monsters in peaceful mode
|
|
if self.type == "monster" and peaceful_only then
|
|
|
|
remove_mob(self, true)
|
|
|
|
return
|
|
end
|
|
|
|
-- load entity variables from staticdata into self.
|
|
local tmp = minetest.deserialize(staticdata)
|
|
|
|
if tmp then
|
|
|
|
local t
|
|
|
|
for _,stat in pairs(tmp) do
|
|
|
|
t = type(stat)
|
|
|
|
if t ~= "function" and t ~= "nil" and t ~= "userdata" then
|
|
self[_] = stat
|
|
end
|
|
end
|
|
end
|
|
|
|
-- force current model into mob
|
|
self.mesh = def.mesh
|
|
self.base_mesh = def.mesh
|
|
self.collisionbox = def.collisionbox
|
|
self.selectionbox = def.selectionbox
|
|
|
|
-- select random texture, set model and size
|
|
if not self.base_texture then
|
|
|
|
-- compatiblity with old simple mobs textures
|
|
if def.textures and type(def.textures[1]) == "string" then
|
|
def.textures = {def.textures}
|
|
end
|
|
|
|
self.base_texture = def.textures and def.textures[random(#def.textures)]
|
|
self.base_mesh = def.mesh
|
|
self.base_size = self.visual_size
|
|
self.base_colbox = self.collisionbox
|
|
self.base_selbox = self.selectionbox
|
|
end
|
|
|
|
-- for current mobs that dont have this set
|
|
if not self.base_selbox then
|
|
self.base_selbox = self.selectionbox or self.base_colbox
|
|
end
|
|
|
|
-- set texture, model and size
|
|
local textures = self.base_texture
|
|
local mesh = self.base_mesh
|
|
local vis_size = self.base_size
|
|
local colbox = self.base_colbox
|
|
local selbox = self.base_selbox
|
|
|
|
-- specific texture if gotten
|
|
if self.gotten == true and def.gotten_texture then
|
|
textures = def.gotten_texture
|
|
end
|
|
|
|
-- specific mesh if gotten
|
|
if self.gotten == true and def.gotten_mesh then
|
|
mesh = def.gotten_mesh
|
|
end
|
|
|
|
-- set child objects to half size
|
|
if self.child == true then
|
|
|
|
vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5}
|
|
|
|
if def.child_texture then
|
|
textures = def.child_texture[1]
|
|
end
|
|
|
|
colbox = {
|
|
self.base_colbox[1] * .5, self.base_colbox[2] * .5,
|
|
self.base_colbox[3] * .5, self.base_colbox[4] * .5,
|
|
self.base_colbox[5] * .5, self.base_colbox[6] * .5}
|
|
|
|
selbox = {
|
|
self.base_selbox[1] * .5, self.base_selbox[2] * .5,
|
|
self.base_selbox[3] * .5, self.base_selbox[4] * .5,
|
|
self.base_selbox[5] * .5, self.base_selbox[6] * .5}
|
|
end
|
|
|
|
if self.health == 0 then
|
|
self.health = random(self.hp_min, self.hp_max)
|
|
end
|
|
|
|
-- pathfinding init
|
|
self.path = {}
|
|
self.path.way = {} -- path to follow, table of positions
|
|
self.path.lastpos = {x = 0, y = 0, z = 0}
|
|
self.path.stuck = false
|
|
self.path.following = false -- currently following path?
|
|
self.path.stuck_timer = 0 -- if stuck for too long search for path
|
|
|
|
-- Armor groups (immortal = 1 for custom damage handling)
|
|
local armor
|
|
if type(self.armor) == "table" then
|
|
armor = table_copy(self.armor)
|
|
else
|
|
armor = {fleshy = self.armor, immortal = 1}
|
|
end
|
|
self.object:set_armor_groups(armor)
|
|
|
|
-- mob defaults
|
|
self.old_y = self.object:get_pos().y
|
|
self.old_health = self.health
|
|
self.sounds.distance = self.sounds.distance or 10
|
|
self.textures = textures
|
|
self.mesh = mesh
|
|
self.collisionbox = colbox
|
|
self.selectionbox = selbox
|
|
self.visual_size = vis_size
|
|
self.standing_in = "air"
|
|
self.standing_on = "air"
|
|
|
|
-- check for existing nametag
|
|
self.nametag = self.nametag or def.nametag
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
self:set_yaw((random(0, 360) - 180) / 180 * pi, 6)
|
|
self:update_tag()
|
|
self:set_animation("stand")
|
|
|
|
-- apply any texture mods
|
|
self.object:set_texture_mod(self.texture_mods)
|
|
|
|
-- set 5.x flag to remove monsters when map area unloaded
|
|
if remove_far and self.type == "monster" and not self.tamed then
|
|
self.static_save = false
|
|
end
|
|
|
|
-- run on_spawn function if found
|
|
if self.on_spawn and not self.on_spawn_run and self.on_spawn(self) then
|
|
self.on_spawn_run = true -- if true, set flag to run once only
|
|
end
|
|
|
|
-- run after_activate
|
|
if def.after_activate then
|
|
def.after_activate(self, staticdata, def, dtime)
|
|
end
|
|
|
|
if use_cmi then
|
|
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
|
|
cmi.notify_activate(self.object, dtime)
|
|
end
|
|
end
|
|
|
|
|
|
-- handle mob lifetimer and expiration
|
|
function mob_class:mob_expire(pos, dtime)
|
|
|
|
-- when lifetimer expires remove mob (except npc and tamed)
|
|
if self.type ~= "npc"
|
|
and not self.tamed
|
|
and self.state ~= "attack"
|
|
and remove_far ~= true
|
|
and self.lifetimer < 20000 then
|
|
|
|
self.lifetimer = self.lifetimer - dtime
|
|
|
|
if self.lifetimer <= 0 then
|
|
|
|
-- only despawn away from player
|
|
local objs = minetest.get_objects_inside_radius(pos, 15)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if is_player(objs[n]) then
|
|
|
|
self.lifetimer = 20
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
-- minetest.log("action", "lifetimer expired, removed " .. self.name)
|
|
|
|
effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
|
|
|
|
remove_mob(self, true)
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- get nodes mob is standing on/in, facing/above
|
|
function mob_class:get_nodes()
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = self.object:get_yaw()
|
|
|
|
-- child mobs have a lower y_level
|
|
local y_level = self.child and self.collisionbox[2] * 0.5 or self.collisionbox[2]
|
|
|
|
self.standing_in = node_ok({
|
|
x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name
|
|
|
|
self.standing_on = node_ok({
|
|
x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name
|
|
|
|
-- find front position
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
|
|
-- nodes in front of mob and front/above
|
|
self.looking_at = node_ok({
|
|
x = pos.x + dir_x, y = pos.y + y_level + 0.25, z = pos.z + dir_z}).name
|
|
|
|
self.looking_above = node_ok({
|
|
x = pos.x + dir_x, y = pos.y + y_level + 1.25, z = pos.z + dir_z}).name
|
|
|
|
-- are we facing a fence or wall
|
|
if self.looking_at:find("fence")
|
|
or self.looking_at:find("gate")
|
|
or self.looking_at:find("wall") then
|
|
self.facing_fence = true
|
|
else
|
|
self.facing_fence = nil
|
|
end
|
|
--[[
|
|
print("on: " .. self.standing_on
|
|
.. ", front: " .. self.looking_at
|
|
.. ", front above: " .. self.looking_above
|
|
.. ", fence: " .. (self.facing_fence and "yes" or "no")
|
|
)
|
|
]]
|
|
end
|
|
|
|
|
|
-- main mob function
|
|
function mob_class:on_step(dtime, moveresult)
|
|
|
|
if self.state == "die" then return end
|
|
|
|
if use_cmi then
|
|
cmi.notify_step(self.object, dtime)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = self.object:get_yaw()
|
|
|
|
-- early warning check, if no yaw then no entity, skip rest of function
|
|
if not yaw then return end
|
|
|
|
self.node_timer = (self.node_timer or 0) + dtime
|
|
|
|
-- get nodes every 1/4 second
|
|
if self.node_timer > node_timer_interval then
|
|
|
|
-- get nodes above, below, in front and front-above
|
|
self:get_nodes()
|
|
|
|
self.node_timer = 0
|
|
|
|
-- check and stop if standing at cliff and fear of heights
|
|
self.at_cliff = self:is_at_cliff()
|
|
|
|
if self.pause_timer < 0 and self.at_cliff then
|
|
self:set_velocity(0)
|
|
end
|
|
|
|
-- has mob expired (0.25 instead of dtime since were in a timer)
|
|
self:mob_expire(pos, node_timer_interval)
|
|
|
|
-- check if mob can jump or is blocked facing fence/gate etc.
|
|
self:do_jump()
|
|
end
|
|
|
|
-- check if falling, flying, floating and return if player died
|
|
if self:falling(pos) then
|
|
return
|
|
end
|
|
|
|
-- smooth rotation by ThomasMonroe314
|
|
if self.delay and self.delay > 0 then
|
|
|
|
if self.delay == 1 then
|
|
yaw = self.target_yaw
|
|
else
|
|
local dif = abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
|
|
elseif yaw < self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (pi * 2) end
|
|
end
|
|
|
|
self.delay = self.delay - 1
|
|
self.object:set_yaw(yaw)
|
|
end
|
|
|
|
-- environmental damage timer (every 1 second)
|
|
self.env_damage_timer = self.env_damage_timer + dtime
|
|
|
|
if self.env_damage_timer > 1 then
|
|
|
|
self.env_damage_timer = 0
|
|
|
|
-- check for environmental damage (water, fire, lava etc.)
|
|
if self:do_env_damage() then return end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
self:replace(pos)
|
|
end
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
if self.pause_timer <= 0 and self.order == "stand" then
|
|
|
|
self.pause_timer = 0
|
|
self:set_velocity(0)
|
|
self:set_animation("stand", true)
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- run custom function (defined in mob lua file) - when false skip going any further
|
|
if self.do_custom and self:do_custom(dtime, moveresult) == false then
|
|
return
|
|
end
|
|
|
|
-- attack timer
|
|
self.timer = self.timer + dtime
|
|
|
|
-- never go over 100
|
|
if self.timer > 100 then
|
|
self.timer = 1
|
|
end
|
|
|
|
-- when attacking call do_states live (return if dead)
|
|
if self.state == "attack" then
|
|
if self:do_states(dtime) then return end
|
|
end
|
|
|
|
-- one second timed calls
|
|
self.timer1 = (self.timer1 or 0) + dtime
|
|
|
|
if self.timer1 >= main_timer_interval then
|
|
|
|
-- mob plays random sound at times
|
|
if random(100) == 1 then
|
|
self:mob_sound(self.sounds.random)
|
|
end
|
|
|
|
self:general_attack()
|
|
|
|
self:breed()
|
|
|
|
self:follow_flop()
|
|
|
|
-- when not attacking call do_states every second (return if dead)
|
|
if self.state ~= "attack" then
|
|
if self:do_states(main_timer_interval) then return end
|
|
end
|
|
|
|
self:do_runaway_from(self)
|
|
|
|
self:do_stay_near()
|
|
|
|
self.timer1 = 0
|
|
end
|
|
end
|
|
|
|
|
|
-- default function when mobs are blown up with TNT
|
|
function mob_class:on_blast(damage)
|
|
|
|
--print("-- blast damage", damage)
|
|
|
|
self.object:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, nil)
|
|
|
|
-- return no damage, no knockback, no item drops, mob api handles all
|
|
return false, false, {}
|
|
end
|
|
|
|
|
|
mobs.spawning_mobs = {}
|
|
|
|
-- register mob entity
|
|
function mobs:register_mob(name, def)
|
|
|
|
mobs.spawning_mobs[name] = {}
|
|
|
|
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
|
|
|
|
-- quick fix to stop mobs glitching through nodes if too small
|
|
if mob_height_fix and -collisionbox[2] + collisionbox[5] < 1.01 then
|
|
collisionbox[5] = collisionbox[2] + 0.99
|
|
end
|
|
|
|
minetest.register_entity(name, setmetatable({
|
|
|
|
stepheight = def.stepheight or 1.1,
|
|
name = (name:find(":") and name or ":"..name),
|
|
type = def.type,
|
|
attack_type = def.attack_type,
|
|
fly = def.fly,
|
|
fly_in = def.fly_in,
|
|
keep_flying = def.keep_flying,
|
|
owner = def.owner,
|
|
order = def.order,
|
|
on_die = def.on_die,
|
|
on_flop = def.on_flop,
|
|
do_custom = def.do_custom,
|
|
jump_height = def.jump_height,
|
|
can_leap = def.can_leap,
|
|
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
|
|
rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2
|
|
glow = def.glow,
|
|
lifetimer = def.lifetimer,
|
|
hp_min = max(1, (def.hp_min or 5) * difficulty),
|
|
hp_max = max(1, (def.hp_max or 10) * difficulty),
|
|
collisionbox = collisionbox, --def.collisionbox,
|
|
selectionbox = def.selectionbox or collisionbox, --def.collisionbox,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size,
|
|
mesh = def.mesh,
|
|
makes_footstep_sound = def.makes_footstep_sound,
|
|
view_range = def.view_range,
|
|
walk_velocity = def.walk_velocity,
|
|
run_velocity = def.run_velocity,
|
|
damage = max(0, (def.damage or 0) * difficulty),
|
|
damage_group = def.damage_group,
|
|
damage_texture_modifier = def.damage_texture_modifier or "^[colorize:#c9900070",
|
|
light_damage = def.light_damage,
|
|
light_damage_min = def.light_damage_min,
|
|
light_damage_max = def.light_damage_max,
|
|
water_damage = def.water_damage,
|
|
lava_damage = def.lava_damage,
|
|
fire_damage = def.fire_damage,
|
|
air_damage = def.air_damage,
|
|
suffocation = def.suffocation,
|
|
fall_damage = def.fall_damage,
|
|
fall_speed = def.fall_speed,
|
|
drops = def.drops,
|
|
armor = def.armor,
|
|
on_rightclick = def.on_rightclick,
|
|
arrow = def.arrow,
|
|
arrow_override = def.arrow_override,
|
|
shoot_interval = def.shoot_interval,
|
|
sounds = def.sounds,
|
|
animation = def.animation,
|
|
follow = def.follow,
|
|
jump = def.jump,
|
|
walk_chance = def.walk_chance,
|
|
stand_chance = def.stand_chance,
|
|
attack_chance = def.attack_chance,
|
|
attack_patience = def.attack_patience,
|
|
passive = def.passive,
|
|
knock_back = def.knock_back,
|
|
blood_amount = def.blood_amount,
|
|
blood_texture = def.blood_texture,
|
|
shoot_offset = def.shoot_offset,
|
|
floats = def.floats,
|
|
replace_rate = def.replace_rate,
|
|
replace_what = def.replace_what,
|
|
replace_with = def.replace_with,
|
|
replace_offset = def.replace_offset,
|
|
on_replace = def.on_replace,
|
|
reach = def.reach,
|
|
texture_list = def.textures,
|
|
texture_mods = def.texture_mods or "",
|
|
child_texture = def.child_texture,
|
|
docile_by_day = def.docile_by_day,
|
|
fear_height = def.fear_height,
|
|
runaway = def.runaway,
|
|
pathfinding = def.pathfinding,
|
|
immune_to = def.immune_to,
|
|
explosion_radius = def.explosion_radius,
|
|
explosion_damage_radius = def.explosion_damage_radius,
|
|
explosion_timer = def.explosion_timer,
|
|
allow_fuse_reset = def.allow_fuse_reset,
|
|
stop_to_explode = def.stop_to_explode,
|
|
custom_attack = def.custom_attack,
|
|
double_melee_attack = def.double_melee_attack,
|
|
dogshoot_switch = def.dogshoot_switch,
|
|
dogshoot_count_max = def.dogshoot_count_max,
|
|
dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max,
|
|
group_attack = def.group_attack,
|
|
group_helper = def.group_helper,
|
|
attack_monsters = def.attacks_monsters or def.attack_monsters,
|
|
attack_animals = def.attack_animals,
|
|
attack_players = def.attack_players,
|
|
attack_npcs = def.attack_npcs,
|
|
specific_attack = def.specific_attack,
|
|
friendly_fire = def.friendly_fire,
|
|
runaway_from = def.runaway_from,
|
|
owner_loyal = def.owner_loyal,
|
|
pushable = def.pushable,
|
|
stay_near = def.stay_near,
|
|
randomly_turn = def.randomly_turn ~= false,
|
|
ignore_invisibility = def.ignore_invisibility,
|
|
messages = def.messages,
|
|
|
|
on_spawn = def.on_spawn,
|
|
on_blast = def.on_blast, -- class redifinition
|
|
do_punch = def.do_punch,
|
|
on_breed = def.on_breed,
|
|
on_grown = def.on_grown,
|
|
|
|
on_activate = function(self, staticdata, dtime)
|
|
return self:mob_activate(staticdata, def, dtime)
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
return self:mob_staticdata(self)
|
|
end
|
|
|
|
}, mob_class_meta))
|
|
|
|
end -- END mobs:register_mob function
|
|
|
|
|
|
-- count how many mobs of one type are inside an area
|
|
-- will also return true for second value if player is inside area
|
|
local function count_mobs(pos, type)
|
|
|
|
local total = 0
|
|
local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2)
|
|
local ent
|
|
local players
|
|
|
|
for n = 1, #objs do
|
|
|
|
if not is_player(objs[n]) then
|
|
|
|
ent = objs[n]:get_luaentity()
|
|
|
|
-- count mob type and add to total also
|
|
if ent and ent.name and ent.name == type then
|
|
total = total + 1
|
|
end
|
|
else
|
|
players = true
|
|
end
|
|
end
|
|
|
|
return total, players
|
|
end
|
|
|
|
|
|
-- do we have enough space to spawn mob? (thanks wuzzy)
|
|
local function can_spawn(pos, name)
|
|
|
|
local ent = minetest.registered_entities[name]
|
|
local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1]))
|
|
local min_x, max_x
|
|
|
|
if width_x % 2 == 0 then
|
|
max_x = floor(width_x / 2)
|
|
min_x = -(max_x - 1)
|
|
else
|
|
max_x = floor(width_x / 2)
|
|
min_x = -max_x
|
|
end
|
|
|
|
local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3]))
|
|
local min_z, max_z
|
|
|
|
if width_z % 2 == 0 then
|
|
max_z = floor(width_z / 2)
|
|
min_z = -(max_z - 1)
|
|
else
|
|
max_z = floor(width_z / 2)
|
|
min_z = -max_z
|
|
end
|
|
|
|
local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
|
|
local pos2
|
|
|
|
for y = 0, max_y do
|
|
for x = min_x, max_x do
|
|
for z = min_z, max_z do
|
|
|
|
pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
|
|
|
|
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
|
|
return nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- tweak X/Z spawn pos
|
|
if width_x % 2 == 0 then
|
|
pos.x = pos.x + 0.5
|
|
end
|
|
|
|
if width_z % 2 == 0 then
|
|
pos.z = pos.z + 0.5
|
|
end
|
|
|
|
return pos
|
|
end
|
|
|
|
function mobs:can_spawn(pos, name)
|
|
return can_spawn(pos, name)
|
|
end
|
|
|
|
|
|
-- global functions
|
|
|
|
function mobs:add_mob(pos, def)
|
|
|
|
-- nil check
|
|
if not pos or not def then
|
|
--print("--- no position or definition given")
|
|
return
|
|
end
|
|
|
|
-- is mob actually registered?
|
|
if not mobs.spawning_mobs[def.name]
|
|
or not minetest.registered_entities[def.name] then
|
|
--print("--- mob doesn't exist", def.name)
|
|
return
|
|
end
|
|
|
|
-- are we over active mob limit
|
|
if active_limit > 0 and active_mobs >= active_limit then
|
|
--print("--- active mob limit reached", active_mobs, active_limit)
|
|
return
|
|
end
|
|
|
|
-- get total number of this mob in area
|
|
local num_mob, is_pla = count_mobs(pos, def.name)
|
|
|
|
if not is_pla then
|
|
--print("--- no players within active area, will not spawn " .. def.name)
|
|
return
|
|
end
|
|
|
|
local aoc = mobs.spawning_mobs[def.name] and mobs.spawning_mobs[def.name].aoc or 1
|
|
|
|
if def.ignore_count ~= true and num_mob >= aoc then
|
|
--print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc)
|
|
return
|
|
end
|
|
|
|
local mob = minetest.add_entity(pos, def.name)
|
|
|
|
--print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos))
|
|
|
|
local ent = mob:get_luaentity()
|
|
|
|
if not ent then
|
|
--print("[mobs] entity not found " .. def.name)
|
|
return false
|
|
else
|
|
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
|
|
end
|
|
|
|
if def.child then
|
|
|
|
local textures = ent.base_texture
|
|
|
|
-- using specific child texture (if found)
|
|
if ent.child_texture then
|
|
textures = ent.child_texture[1]
|
|
end
|
|
|
|
-- and resize to half height (multiplication is faster than division)
|
|
mob:set_properties({
|
|
textures = textures,
|
|
visual_size = {
|
|
x = ent.base_size.x * .5,
|
|
y = ent.base_size.y * .5
|
|
},
|
|
collisionbox = {
|
|
ent.base_colbox[1] * .5,
|
|
ent.base_colbox[2] * .5,
|
|
ent.base_colbox[3] * .5,
|
|
ent.base_colbox[4] * .5,
|
|
ent.base_colbox[5] * .5,
|
|
ent.base_colbox[6] * .5
|
|
},
|
|
selectionbox = {
|
|
ent.base_selbox[1] * .5,
|
|
ent.base_selbox[2] * .5,
|
|
ent.base_selbox[3] * .5,
|
|
ent.base_selbox[4] * .5,
|
|
ent.base_selbox[5] * .5,
|
|
ent.base_selbox[6] * .5
|
|
}
|
|
})
|
|
|
|
ent.child = true
|
|
end
|
|
|
|
if def.owner then
|
|
ent.tamed = true
|
|
ent.owner = def.owner
|
|
end
|
|
|
|
if def.nametag then
|
|
|
|
-- limit name entered to 64 characters long
|
|
if def.nametag:len() > 64 then
|
|
def.nametag = def.nametag:sub(1, 64)
|
|
end
|
|
|
|
ent.nametag = def.nametag
|
|
|
|
ent:update_tag()
|
|
end
|
|
|
|
return ent
|
|
end
|
|
|
|
|
|
function mobs:spawn_abm_check(pos, node, name)
|
|
-- global function to add additional spawn checks
|
|
-- return true to stop spawning mob
|
|
end
|
|
|
|
|
|
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
|
|
chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load)
|
|
|
|
-- Do mobs spawn at all?
|
|
if not mobs_spawn or not mobs.spawning_mobs[name] then
|
|
--print ("--- spawning not registered for " .. name)
|
|
return
|
|
end
|
|
|
|
-- chance/spawn number override in minetest.conf for registered mob
|
|
local numbers = settings:get(name)
|
|
|
|
if numbers then
|
|
|
|
numbers = numbers:split(",")
|
|
chance = tonumber(numbers[1]) or chance
|
|
aoc = tonumber(numbers[2]) or aoc
|
|
|
|
if chance == 0 then
|
|
|
|
minetest.log("warning",
|
|
string.format("[mobs] %s has spawning disabled", name))
|
|
return
|
|
end
|
|
|
|
minetest.log("action", string.format(
|
|
"[mobs] Chance setting for %s changed to %s (total: %s)",
|
|
name, chance, aoc))
|
|
end
|
|
|
|
mobs.spawning_mobs[name].aoc = aoc
|
|
|
|
local spawn_action = function(
|
|
pos, node, active_object_count, active_object_count_wider)
|
|
|
|
-- use instead of abm's chance setting when using lbm
|
|
if map_load and random(max(1, (chance * mob_chance_multiplier/10))) > 1 then
|
|
return
|
|
end
|
|
|
|
-- use instead of abm's neighbor setting when using lbm
|
|
if map_load and not minetest.find_node_near(pos, 1, neighbors) then
|
|
--print("--- lbm neighbors not found")
|
|
return
|
|
end
|
|
|
|
-- is mob actually registered?
|
|
if not mobs.spawning_mobs[name]
|
|
or not minetest.registered_entities[name] then
|
|
--print("--- mob doesn't exist", name)
|
|
return
|
|
end
|
|
|
|
-- are we over active mob limit
|
|
if active_limit > 0 and active_mobs >= active_limit then
|
|
--print("--- active mob limit reached", active_mobs, active_limit)
|
|
return
|
|
end
|
|
|
|
-- additional custom checks for spawning mob
|
|
if mobs:spawn_abm_check(pos, node, name) == true then
|
|
return
|
|
end
|
|
|
|
-- do not spawn if too many entities in area
|
|
if active_object_count_wider and active_object_count_wider >= max_per_block then
|
|
--print("--- too many entities in area", active_object_count_wider)
|
|
return
|
|
end
|
|
|
|
-- get total number of this mob in area
|
|
local num_mob, is_pla = count_mobs(pos, name)
|
|
|
|
if not is_pla then
|
|
--print("--- no players within active area, will not spawn " .. name)
|
|
return
|
|
end
|
|
|
|
if num_mob >= aoc then
|
|
--print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc)
|
|
return
|
|
end
|
|
|
|
-- if toggle set to nil then ignore day/night check
|
|
if day_toggle ~= nil then
|
|
|
|
local tod = (minetest.get_timeofday() or 0) * 24000
|
|
|
|
if tod > 4500 and tod < 19500 then
|
|
-- daylight, but mob wants night
|
|
if day_toggle == false then
|
|
--print("--- mob needs night", name)
|
|
return
|
|
end
|
|
else
|
|
-- night time but mob wants day
|
|
if day_toggle == true then
|
|
--print("--- mob needs day", name)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- spawn above node
|
|
pos.y = pos.y + 1
|
|
|
|
-- are we spawning within height limits?
|
|
if pos.y > max_height or pos.y < min_height then
|
|
--print("--- height limits not met", name, pos.y)
|
|
return
|
|
end
|
|
|
|
-- are light levels ok?
|
|
local light = minetest.get_node_light(pos)
|
|
if not light or light > max_light or light < min_light then
|
|
--print("--- light limits not met", name, light)
|
|
return
|
|
end
|
|
|
|
-- check if mob can spawn inside protected areas
|
|
if (spawn_protected == false
|
|
or (spawn_monster_protected == false
|
|
and minetest.registered_entities[name].type == "monster"))
|
|
and minetest.is_protected(pos, "") then
|
|
--print("--- inside protected area", name)
|
|
return
|
|
end
|
|
|
|
-- only spawn a set distance away from player
|
|
local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if is_player(objs[n]) then
|
|
--print("--- player too close", name)
|
|
return
|
|
end
|
|
end
|
|
|
|
local ent = minetest.registered_entities[name]
|
|
|
|
-- should we check mob area for obstructions ?
|
|
if mob_area_spawn ~= true then
|
|
|
|
-- do we have enough height clearance to spawn mob?
|
|
local height = max(0, ent.collisionbox[5] - ent.collisionbox[2])
|
|
|
|
for n = 0, floor(height) do
|
|
|
|
local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
|
|
|
|
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
|
|
--print ("--- inside block", name, node_ok(pos2).name)
|
|
return
|
|
end
|
|
end
|
|
else
|
|
-- returns position if we have enough space to spawn mob
|
|
pos = can_spawn(pos, name)
|
|
end
|
|
|
|
if pos then
|
|
|
|
-- adjust for mob collision box
|
|
pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4
|
|
|
|
local mob = minetest.add_entity(pos, name)
|
|
|
|
if mob_log_spawn then
|
|
|
|
local pos_string = pos and minetest.pos_to_string(pos) or ""
|
|
|
|
minetest.log(
|
|
"[MOBS] Spawned "
|
|
.. (name or "")
|
|
.. " at "
|
|
.. pos_string
|
|
)
|
|
end
|
|
|
|
if on_spawn and mob then
|
|
on_spawn(mob:get_luaentity(), pos)
|
|
end
|
|
else
|
|
--print("--- not enough space to spawn", name)
|
|
end
|
|
end
|
|
|
|
|
|
-- are we registering an abm or lbm?
|
|
if map_load == true then
|
|
|
|
minetest.register_lbm({
|
|
name = name .. "_spawning",
|
|
label = name .. " spawning",
|
|
nodenames = nodes,
|
|
run_at_every_load = false,
|
|
|
|
action = function(pos, node)
|
|
spawn_action(pos, node)
|
|
end
|
|
})
|
|
else
|
|
minetest.register_abm({
|
|
label = name .. " spawning",
|
|
nodenames = nodes,
|
|
neighbors = neighbors,
|
|
interval = interval,
|
|
chance = max(1, (chance * (mob_chance_multiplier/10))),
|
|
catch_up = false,
|
|
|
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
|
spawn_action(pos, node, active_object_count, active_object_count_wider)
|
|
end
|
|
})
|
|
end
|
|
end
|
|
|
|
|
|
-- compatibility with older mob registration
|
|
function mobs:register_spawn(name, nodes, max_light, min_light, chance,
|
|
active_object_count, max_height, day_toggle)
|
|
|
|
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
|
|
chance, active_object_count, -31000, max_height, day_toggle)
|
|
end
|
|
|
|
|
|
-- MarkBu's spawn function (USE this one please)
|
|
function mobs:spawn(def)
|
|
|
|
mobs:spawn_specific(
|
|
def.name,
|
|
def.nodes or {"group:soil", "group:stone"},
|
|
def.neighbors or {"air"},
|
|
def.min_light or 0,
|
|
def.max_light or 15,
|
|
def.interval or 30,
|
|
def.chance or 5000,
|
|
def.active_object_count or 1,
|
|
def.min_height or -31000,
|
|
def.max_height or 31000,
|
|
def.day_toggle,
|
|
def.on_spawn,
|
|
def.on_map_load)
|
|
end
|
|
|
|
|
|
-- register arrow for shoot attack
|
|
function mobs:register_arrow(name, def)
|
|
|
|
if not name or not def then return end -- errorcheck
|
|
|
|
minetest.register_entity( (name:find(":") and name or ":"..name) , {
|
|
|
|
physical = def.physical or false,
|
|
collide_with_objects = def.collide_with_objects or false,
|
|
static_save = 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,
|
|
hit_mob = def.hit_mob,
|
|
hit_object = def.hit_object,
|
|
drop = def.drop or false, -- drops arrow as registered item when true
|
|
collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1},
|
|
timer = 0,
|
|
lifetime = def.lifetime or 4.5,
|
|
switch = 0,
|
|
owner_id = def.owner_id,
|
|
rotate = def.rotate,
|
|
automatic_face_movement_dir = def.rotate
|
|
and (def.rotate - (pi / 180)) or false,
|
|
|
|
on_activate = def.on_activate,
|
|
|
|
on_punch = def.on_punch or function(self, hitter, tflp, tool_capabilities, dir)
|
|
end,
|
|
|
|
on_step = def.on_step or function(self, dtime)
|
|
|
|
self.timer = self.timer + dtime
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if self.switch == 0 or self.timer > self.lifetime then
|
|
|
|
self.object:remove() ; -- print("removed arrow")
|
|
|
|
return
|
|
end
|
|
|
|
-- does arrow have a tail (fireball)
|
|
if def.tail and def.tail == 1 and def.tail_texture then
|
|
|
|
minetest.add_particle({
|
|
pos = pos,
|
|
velocity = {x = 0, y = 0, z = 0},
|
|
acceleration = {x = 0, y = 0, z = 0},
|
|
expirationtime = def.expire or 0.25,
|
|
collisiondetection = false,
|
|
texture = def.tail_texture,
|
|
size = def.tail_size or 5,
|
|
glow = def.glow or 0
|
|
})
|
|
end
|
|
|
|
if self.hit_node then
|
|
|
|
local node = node_ok(pos).name
|
|
|
|
if minetest.registered_nodes[node].walkable then
|
|
|
|
self:hit_node(pos, node)
|
|
|
|
if self.drop == true then
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
self.lastpos = (self.lastpos or pos)
|
|
|
|
minetest.add_item(self.lastpos, self.object:get_luaentity().name)
|
|
end
|
|
|
|
self.object:remove() ; -- print("hit node")
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
if self.hit_player or self.hit_mob or self.hit_object then
|
|
|
|
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
|
|
|
|
if self.hit_player and is_player(player) then
|
|
|
|
self:hit_player(player)
|
|
|
|
self.object:remove() ; -- print("hit player")
|
|
|
|
return
|
|
end
|
|
|
|
local entity = player:get_luaentity()
|
|
|
|
if entity
|
|
and self.hit_mob
|
|
and entity._cmi_is_mob == true
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
|
|
self:hit_mob(player)
|
|
|
|
self.object:remove() ; -- print("hit mob")
|
|
|
|
return
|
|
end
|
|
|
|
if entity
|
|
and self.hit_object
|
|
and (not entity._cmi_is_mob)
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
|
|
self:hit_object(player)
|
|
|
|
self.object:remove() ; -- print("hit object")
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
self.lastpos = pos
|
|
end
|
|
})
|
|
end
|
|
|
|
|
|
-- compatibility function (deprecated)
|
|
function mobs:explosion(pos, radius)
|
|
mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius, radius, "tnt_smoke.png")
|
|
end
|
|
|
|
|
|
-- no damage to nodes explosion
|
|
function mobs:safe_boom(self, pos, radius, texture)
|
|
|
|
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds and self.sounds.distance or 32
|
|
}, true)
|
|
|
|
entity_physics(pos, radius)
|
|
|
|
effect(pos, 32, texture, radius * 3, radius * 5, radius, 1, 0)
|
|
end
|
|
|
|
|
|
-- make explosion with protection and tnt mod check
|
|
function mobs:boom(self, pos, radius, damage_radius, texture)
|
|
|
|
if mobs_griefing
|
|
and minetest.get_modpath("tnt") and tnt and tnt.boom
|
|
and not minetest.is_protected(pos, "") then
|
|
|
|
tnt.boom(pos, {
|
|
radius = radius,
|
|
damage_radius = damage_radius,
|
|
sound = self.sounds and self.sounds.explode,
|
|
explode_center = true,
|
|
tiles = {(texture or "tnt_smoke.png")}
|
|
})
|
|
else
|
|
mobs:safe_boom(self, pos, radius, texture)
|
|
end
|
|
end
|
|
|
|
|
|
-- Register spawn eggs
|
|
-- Note: This also introduces the “spawn_egg” group:
|
|
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
|
|
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
|
|
function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|
|
|
local grp = {spawn_egg = 1}
|
|
|
|
-- do NOT add this egg to creative inventory (e.g. dungeon master)
|
|
if no_creative == true then
|
|
grp.not_in_creative_inventory = 1
|
|
end
|
|
|
|
local invimg = background
|
|
|
|
if addegg == 1 then
|
|
invimg = "mobs_chicken_egg.png^(" .. invimg ..
|
|
"^[mask:mobs_chicken_egg_overlay.png)"
|
|
end
|
|
|
|
-- register new spawn egg containing mob information (cannot be stacked)
|
|
minetest.register_craftitem(mob .. "_set", {
|
|
|
|
description = S("@1 (Tamed)", desc),
|
|
inventory_image = invimg,
|
|
groups = {spawn_egg = 2, not_in_creative_inventory = 1},
|
|
stack_max = 1,
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
-- does existing on_rightclick function exist?
|
|
local under = minetest.get_node(pointed_thing.under)
|
|
local def = minetest.registered_nodes[under.name]
|
|
|
|
if def and def.on_rightclick then
|
|
|
|
return def.on_rightclick(
|
|
pointed_thing.under, under, placer, itemstack, pointed_thing)
|
|
end
|
|
|
|
if pos
|
|
and not minetest.is_protected(pos, placer:get_player_name()) then
|
|
|
|
if not minetest.registered_entities[mob] then
|
|
return
|
|
end
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
local data = itemstack:get_metadata()
|
|
local smob = minetest.add_entity(pos, mob, data)
|
|
local ent = smob and smob:get_luaentity()
|
|
|
|
if not ent then return end -- sanity check
|
|
|
|
-- set owner if not a monster
|
|
if ent.type ~= "monster" then
|
|
ent.owner = placer:get_player_name()
|
|
ent.tamed = true
|
|
end
|
|
|
|
-- since mob is unique we remove egg once spawned
|
|
itemstack:take_item()
|
|
end
|
|
|
|
return itemstack
|
|
end
|
|
})
|
|
|
|
|
|
-- register old stackable mob egg
|
|
minetest.register_craftitem(mob, {
|
|
|
|
description = desc,
|
|
inventory_image = invimg,
|
|
groups = grp,
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
-- does existing on_rightclick function exist?
|
|
local under = minetest.get_node(pointed_thing.under)
|
|
local def = minetest.registered_nodes[under.name]
|
|
|
|
if def and def.on_rightclick then
|
|
|
|
return def.on_rightclick(
|
|
pointed_thing.under, under, placer, itemstack, pointed_thing)
|
|
end
|
|
|
|
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
|
|
if active_limit > 0 and active_mobs >= active_limit then
|
|
minetest.chat_send_player(placer:get_player_name(),
|
|
S("Active Mob Limit Reached!")
|
|
.. " (" .. active_mobs
|
|
.. " / " .. active_limit .. ")")
|
|
return
|
|
end
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
local smob = minetest.add_entity(pos, mob)
|
|
local ent = smob and smob:get_luaentity()
|
|
|
|
if not ent then return end -- sanity check
|
|
|
|
-- don't set owner if monster or sneak pressed
|
|
if ent.type ~= "monster" and not placer:get_player_control().sneak then
|
|
ent.owner = placer:get_player_name()
|
|
ent.tamed = true
|
|
end
|
|
|
|
-- if not in creative then take item
|
|
if not mobs.is_creative(placer:get_player_name()) then
|
|
itemstack:take_item()
|
|
end
|
|
end
|
|
|
|
return itemstack
|
|
end
|
|
})
|
|
end
|
|
|
|
|
|
-- force capture a mob if space available in inventory, or drop as spawn egg
|
|
function mobs:force_capture(self, clicker)
|
|
|
|
-- add special mob egg with all mob information
|
|
local new_stack = ItemStack(self.name .. "_set")
|
|
|
|
local data_str = minetest.serialize(clean_staticdata(self))
|
|
|
|
new_stack:set_metadata(data_str)
|
|
|
|
local inv = clicker:get_inventory()
|
|
|
|
if inv:room_for_item("main", new_stack) then
|
|
inv:add_item("main", new_stack)
|
|
else
|
|
minetest.add_item(clicker:get_pos(), new_stack)
|
|
end
|
|
|
|
self:mob_sound("default_place_node_hard")
|
|
|
|
remove_mob(self, true)
|
|
end
|
|
|
|
|
|
-- capture critter (thanks to blert2112 for idea)
|
|
function mobs:capture_mob(
|
|
self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
|
|
|
if not self or not is_player(clicker) or not clicker:get_inventory() then
|
|
return false
|
|
end
|
|
|
|
-- get name of clicked mob
|
|
local mobname = self.name
|
|
|
|
-- if not nil change what will be added to inventory
|
|
if replacewith then
|
|
mobname = replacewith
|
|
end
|
|
|
|
local name = clicker:get_player_name()
|
|
local tool = clicker:get_wielded_item()
|
|
|
|
-- are we using hand, net or lasso to pick up mob?
|
|
if tool:get_name() ~= ""
|
|
and tool:get_name() ~= "mobs:net"
|
|
and tool:get_name() ~= "mobs:lasso" then
|
|
return false
|
|
end
|
|
|
|
-- is mob tamed?
|
|
if self.tamed == false and force_take == false then
|
|
|
|
minetest.chat_send_player(name, S("Not tamed!"))
|
|
|
|
return false
|
|
end
|
|
|
|
-- cannot pick up if not owner (unless player has protection_bypass priv)
|
|
if not minetest.check_player_privs(name, "protection_bypass")
|
|
and self.owner ~= name and force_take == false then
|
|
|
|
minetest.chat_send_player(name, S("@1 is owner!", self.owner))
|
|
|
|
return false
|
|
end
|
|
|
|
if clicker:get_inventory():room_for_item("main", mobname) then
|
|
|
|
-- was mob clicked with hand, net, or lasso?
|
|
local chance = 0
|
|
|
|
if tool:get_name() == "" then
|
|
chance = chance_hand
|
|
|
|
elseif tool:get_name() == "mobs:net" then
|
|
|
|
chance = chance_net
|
|
|
|
tool:add_wear(4000) -- 17 uses
|
|
|
|
clicker:set_wielded_item(tool)
|
|
|
|
elseif tool:get_name() == "mobs:lasso" then
|
|
|
|
chance = chance_lasso
|
|
|
|
tool:add_wear(650) -- 100 uses
|
|
|
|
clicker:set_wielded_item(tool)
|
|
|
|
end
|
|
|
|
-- calculate chance.. add to inventory if successful?
|
|
if chance and chance > 0 and random(100) <= chance then
|
|
|
|
-- default mob egg
|
|
local new_stack = ItemStack(mobname)
|
|
|
|
-- add special mob egg with all mob information
|
|
-- unless 'replacewith' contains new item to use
|
|
if not replacewith then
|
|
|
|
new_stack = ItemStack(mobname .. "_set")
|
|
|
|
local data_str = minetest.serialize(clean_staticdata(self))
|
|
|
|
new_stack:set_metadata(data_str)
|
|
end
|
|
|
|
local inv = clicker:get_inventory()
|
|
|
|
if inv:room_for_item("main", new_stack) then
|
|
inv:add_item("main", new_stack)
|
|
else
|
|
minetest.add_item(clicker:get_pos(), new_stack)
|
|
end
|
|
|
|
self:mob_sound("default_place_node_hard")
|
|
|
|
remove_mob(self, true)
|
|
|
|
return new_stack
|
|
|
|
-- when chance above fails or set to 0, miss!
|
|
elseif chance and chance ~= 0 then
|
|
|
|
minetest.chat_send_player(name, S("Missed!"))
|
|
|
|
self:mob_sound("mobs_swing")
|
|
|
|
return false
|
|
|
|
-- when chance is nil always return a miss (used for npc walk/follow)
|
|
elseif not chance then
|
|
return false
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- protect tamed mob with rune item
|
|
function mobs:protect(self, clicker)
|
|
|
|
local name = clicker:get_player_name()
|
|
local tool = clicker:get_wielded_item()
|
|
local tool_name = tool:get_name()
|
|
|
|
if tool_name ~= "mobs:protector" and tool_name ~= "mobs:protector2" then
|
|
return false
|
|
end
|
|
|
|
if not self.tamed then
|
|
minetest.chat_send_player(name, S("Not tamed!"))
|
|
return true
|
|
end
|
|
|
|
if (self.protected and tool_name == "mobs:protector")
|
|
or (self.protected == 2 and tool_name == "mobs:protector2") then
|
|
minetest.chat_send_player(name, S("Already protected!"))
|
|
return true
|
|
end
|
|
|
|
if not mobs.is_creative(clicker:get_player_name()) then
|
|
tool:take_item() -- take 1 protection rune
|
|
clicker:set_wielded_item(tool)
|
|
end
|
|
|
|
-- set protection level
|
|
if tool_name == "mobs:protector" then
|
|
self.protected = true
|
|
else
|
|
self.protected = 2 ; self.fire_damage = 0
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + self.collisionbox[2] + 0.5
|
|
|
|
effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
|
|
|
|
self:mob_sound("mobs_spell")
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
local mob_obj = {}
|
|
local mob_sta = {}
|
|
|
|
-- feeding, taming and breeding (thanks blert2112)
|
|
function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
|
|
|
-- can eat/tame with item in hand
|
|
if self.follow and self:follow_holding(clicker) then
|
|
|
|
-- if not in creative then take item
|
|
if not mobs.is_creative(clicker:get_player_name()) then
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
item:take_item()
|
|
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
|
|
-- increase health
|
|
self.health = self.health + 4
|
|
if self.health >= self.hp_max then self.health = self.hp_max end
|
|
|
|
self.object:set_hp(self.health)
|
|
|
|
-- make children grow quicker
|
|
if self.child == true then
|
|
|
|
-- deduct 10% of the time to adulthood
|
|
self.hornytimer = floor(self.hornytimer + (
|
|
(CHILD_GROW_TIME - self.hornytimer) * 0.1))
|
|
--print ("====", self.hornytimer)
|
|
return true
|
|
end
|
|
|
|
-- feed and tame
|
|
self.food = (self.food or 0) + 1
|
|
self._breed_countdown = breed and (feed_count - self.food)
|
|
self._tame_countdown = not self.tamed and tame and (feed_count - self.food)
|
|
|
|
if self.food >= feed_count then
|
|
|
|
self.food = 0
|
|
self._breed_countdown = nil
|
|
|
|
if breed and self.hornytimer == 0 then
|
|
self.horny = true
|
|
end
|
|
|
|
if tame then
|
|
|
|
if self.tamed == false then
|
|
minetest.chat_send_player(clicker:get_player_name(),
|
|
S("@1 has been tamed!",
|
|
self.name:split(":")[2]))
|
|
end
|
|
|
|
self.tamed = true
|
|
self.static_save = true
|
|
|
|
if not self.owner or self.owner == "" then
|
|
self.owner = clicker:get_player_name()
|
|
end
|
|
end
|
|
|
|
-- make sound when fed so many times
|
|
self:mob_sound(self.sounds.random)
|
|
end
|
|
|
|
self:update_tag()
|
|
|
|
return true
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
local name = clicker:get_player_name()
|
|
|
|
-- if mob has been tamed you can name it with a nametag
|
|
if item:get_name() == "mobs:nametag"
|
|
and (name == self.owner or minetest.check_player_privs(name, "protection_bypass")) then
|
|
|
|
-- store mob and nametag stack in external variables
|
|
mob_obj[name] = self
|
|
mob_sta[name] = item
|
|
|
|
local tag = self.nametag or ""
|
|
local esc = minetest.formspec_escape
|
|
|
|
minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
|
|
.. "field[0.5,1;7.5,0;name;" .. esc(FS("Enter name:")) .. ";" .. tag .. "]"
|
|
.. "button_exit[2.5,3.5;3,1;mob_rename;" .. esc(FS("Rename")) .. "]")
|
|
|
|
return true
|
|
end
|
|
|
|
-- if mob follows items and user right clicks while holding sneak it shows info
|
|
if self.follow then
|
|
|
|
if clicker:get_player_control().sneak then
|
|
|
|
if type(self.follow) == "string" then
|
|
self.follow = {self.follow}
|
|
end
|
|
|
|
minetest.chat_send_player(clicker:get_player_name(),
|
|
S("@1 follows:",
|
|
self.name:split(":")[2]) .. "\n" ..
|
|
table.concat(self.follow, "\n- "))
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- inspired by blockmen's nametag mod
|
|
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
|
|
|
-- right-clicked with nametag and name entered?
|
|
if formname == "mobs_nametag" and fields.name and fields.name ~= "" then
|
|
|
|
local name = player:get_player_name()
|
|
|
|
if not mob_obj[name] or not mob_obj[name].object then
|
|
return
|
|
end
|
|
|
|
-- make sure nametag is being used to name mob
|
|
local item = player:get_wielded_item()
|
|
|
|
if item:get_name() ~= "mobs:nametag" then
|
|
return
|
|
end
|
|
|
|
-- limit name entered to 64 characters long
|
|
if fields.name:len() > 64 then
|
|
fields.name = fields.name:sub(1, 64)
|
|
end
|
|
|
|
-- update nametag
|
|
mob_obj[name].nametag = fields.name
|
|
|
|
mob_obj[name]:update_tag()
|
|
|
|
-- if not in creative then take item
|
|
if not mobs.is_creative(name) then
|
|
|
|
mob_sta[name]:take_item()
|
|
|
|
player:set_wielded_item(mob_sta[name])
|
|
end
|
|
|
|
-- reset external variables
|
|
mob_obj[name] = nil
|
|
mob_sta[name] = nil
|
|
end
|
|
end)
|
|
|
|
|
|
-- compatibility function for old mobs entities to new mobs_redo modpack
|
|
function mobs:alias_mob(old_name, new_name)
|
|
|
|
-- check old_name entity doesnt already exist
|
|
if minetest.registered_entities[old_name] then
|
|
return
|
|
end
|
|
|
|
-- spawn egg
|
|
minetest.register_alias( (old_name:find(":") and old_name or ":"..old_name), new_name)
|
|
|
|
-- entity
|
|
minetest.register_entity( ":"..old_name , {
|
|
|
|
physical = false, static_save = false,
|
|
|
|
on_activate = function(self, staticdata)
|
|
|
|
if minetest.registered_entities[new_name] then
|
|
|
|
minetest.add_entity(self.object:get_pos(), new_name, staticdata)
|
|
end
|
|
|
|
remove_mob(self)
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
return minetest.serialize(clean_staticdata(self))
|
|
end
|
|
})
|
|
end
|
|
|
|
|
|
-- admin command to remove untamed mobs around players
|
|
minetest.register_chatcommand("clear_mobs", {
|
|
params = "<text>",
|
|
description = "Remove untamed mobs from around players.",
|
|
privs = {server = true},
|
|
|
|
func = function (name, param)
|
|
|
|
local count = 0
|
|
|
|
for _, player in pairs(minetest.get_connected_players()) do
|
|
|
|
if player then
|
|
|
|
local pos = player:get_pos()
|
|
local objs = minetest.get_objects_inside_radius(pos, 28)
|
|
|
|
for _, obj in pairs(objs) do
|
|
|
|
if obj then
|
|
|
|
local ent = obj:get_luaentity()
|
|
|
|
-- only remove mobs redo mobs that are not tamed
|
|
if ent and ent._cmi_is_mob and ent.tamed ~= true then
|
|
|
|
remove_mob(ent, true)
|
|
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
minetest.chat_send_player(name, S("@1 mobs removed.", count))
|
|
end
|
|
})
|