diff --git a/api.lua b/api.lua index 172e317..a441a28 100644 --- a/api.lua +++ b/api.lua @@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", - version = "20210610", + version = "20210613", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {} } @@ -28,8 +28,7 @@ local rad = math.rad local atann = math.atan local atan = function(x) if not x or x ~= x then - --error("atan bassed NaN") - return 0 + return 0 -- NaN else return atann(x) end @@ -225,9 +224,6 @@ function mob_class:collision() for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do if object:is_player() then --- or (object:get_luaentity() --- and object:get_luaentity()._cmi_is_mob == true --- and object ~= self.object) then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} @@ -406,7 +402,6 @@ function mob_class:set_animation(anim, force) 0, self.animation[anim .. "_loop"] ~= false) end --- above function exported for mount.lua function mobs:set_animation(entity, anim) entity.set_animation(entity, anim) end @@ -593,7 +588,7 @@ function mob_class:attempt_flight_correction(override) local escape_direction = vdirection(pos, escape_target) self.object:set_velocity( - vmultiply(escape_direction, 1)) --self.run_velocity)) + vmultiply(escape_direction, 1)) return true end @@ -645,7 +640,7 @@ function mobs:yaw_to_pos(self, target, rot) end --- if stay near set then check periodically for nodes and turn towards them +-- 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 @@ -742,9 +737,15 @@ function mob_class:update_tag() col = "#FF0000" end + -- build infotext + self.infotext = "Health: " .. self.health .. " / " .. self.hp_max + .. "\n" .. "Owner: " .. self.owner + + -- set changes self.object:set_properties({ nametag = self.nametag, - nametag_color = col + nametag_color = col, + infotext = self.infotext }) end @@ -792,10 +793,7 @@ function mob_class:item_drop() end -- only drop rare items (drops.min = 0) if killed by player - if death_by_player then - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) - - elseif self.drops[n].min ~= 0 then + if death_by_player or self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end @@ -870,18 +868,17 @@ function mob_class:check_for_death(cmi_cause) end -- backup nametag so we can show health stats - if not self.nametag2 then - self.nametag2 = self.nametag or "" - end +-- if not self.nametag2 then +-- self.nametag2 = self.nametag or "" +-- end - if show_health - and (cmi_cause and cmi_cause.type == "punch") then - - self.htimer = 2 - self.nametag = "♥ " .. self.health .. " / " .. self.hp_max +-- if show_health +-- and (cmi_cause and cmi_cause.type == "punch") then +-- self.htimer = 2 +-- self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() - end +-- end return false end @@ -1051,13 +1048,13 @@ function mob_class:do_env_damage() end -- reset nametag after showing health stats - if self.htimer < 1 and self.nametag2 then +-- if self.htimer < 1 and self.nametag2 then - self.nametag = self.nametag2 - self.nametag2 = nil +-- self.nametag = self.nametag2 +-- self.nametag2 = nil self:update_tag() - end +-- end local pos = self.object:get_pos() ; if not pos then return end @@ -1081,8 +1078,7 @@ function mob_class:do_env_damage() local nodef = minetest.registered_nodes[self.standing_in] -- water - if self.water_damage ~= 0 - and nodef.groups.water then + if self.water_damage ~= 0 and nodef.groups.water then self.health = self.health - self.water_damage @@ -1094,8 +1090,7 @@ function mob_class:do_env_damage() end -- lava damage - elseif self.lava_damage ~= 0 - and nodef.groups.lava then + elseif self.lava_damage ~= 0 and nodef.groups.lava then self.health = self.health - self.lava_damage @@ -1107,8 +1102,7 @@ function mob_class:do_env_damage() end -- fire damage - elseif self.fire_damage ~= 0 - and nodef.groups.fire then + elseif self.fire_damage ~= 0 and nodef.groups.fire then self.health = self.health - self.fire_damage @@ -1245,54 +1239,51 @@ function mob_class:do_jump() --print("in front:", nod.name, pos.y + 0.5) --print("in front above:", nodt.name, pos.y + 1.5) - -- jump if standing on solid node (not snow) and not blocked above - if (self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable) - and not blocked - and nod.name ~= node_snow then - - if not nod.name:find("fence") - and not nod.name:find("gate") - and not nod.name:find("wall") then - - local v = self.object:get_velocity() - - v.y = self.jump_height - - self:set_animation("jump") -- only when defined - - self.object:set_velocity(v) - - -- when in air move forward - minetest.after(0.3, function(self, v) - - if self.object:get_luaentity() then - - self.object:set_acceleration({ - x = v.x * 2, - y = 0, - z = v.z * 2 - }) - end - end, self, v) - - if self:get_velocity() > 0 then - self:mob_sound(self.sounds.jump) - end - - return true - else - self.facing_fence = true - end + -- are we facing a fence or wall + if nod.name:find("fence") or nod.name:find("gate") or nod.name:find("wall") then + self.facing_fence = true end - -- if blocked against a block/wall for 5 counts then turn - if not self.following - and (self.facing_fence or blocked) then + -- jump if standing on solid node (not snow) and not blocked above + if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) + and not blocked and nod.name ~= node_snow then + + local v = self.object:get_velocity() + + v.y = self.jump_height + + self:set_animation("jump") -- only when defined + + self.object:set_velocity(v) + + -- when in air move forward + minetest.after(0.3, function(self, v) + + if self.object:get_luaentity() then + + self.object:set_acceleration({ + x = v.x * 2, + y = 0, + z = v.z * 2 + }) + end + end, self, v) + + 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 > 4 then + if self.jump_count > 2 then local yaw = self.object:get_yaw() or 0 local turn = random(0, 2) + 1.35 @@ -1363,7 +1354,7 @@ end -- Thanks Wuzzy for the following editable settings local HORNY_TIME = 30 -local HORNY_AGAIN_TIME = 300 +local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes local CHILD_GROW_TIME = 60 * 20 -- 20 minutes -- find two animals of same type and breed if nearby and horny @@ -1391,16 +1382,15 @@ function mob_class:breed() if self.on_grown then self.on_grown(self) else - -- jump when fully grown so as not to fall into ground --- self.object:set_velocity({ --- x = 0, --- y = self.jump_height, --- z = 0 --- }) 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) - 0.4 + self.object:set_pos(pos) + + -- jump slightly when fully grown so as not to fall into ground + self.object:set_velocity({x = 0, y = 0.5, z = 0 }) end end @@ -1623,6 +1613,40 @@ end local los_switcher = false local height_switcher = false +local can_dig_drop = function(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 -- path finding and smart mob routine by rnd, -- line_of_sight and other edits by Elkien3 @@ -1788,8 +1812,8 @@ function mob_class:smart_mobs(s, p, dist, dtime) -- lets make way by digging/building if not accessible if self.pathfinding == 2 and mobs_griefing then - -- is player higher than mob? - if s.y < p1.y 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 @@ -1797,8 +1821,7 @@ function mob_class:smart_mobs(s, p, dist, dtime) 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}) + minetest.set_node(s, {name = mobs.fallback_node}) end end @@ -1808,27 +1831,19 @@ function mob_class:smart_mobs(s, p, dist, dtime) s.y = s.y + sheight -- remove one block above to make room to jump - if not minetest.is_protected(s, "") then - - local node1 = node_ok(s, "air").name - local ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.set_node(s, {name = "air"}) - minetest.add_item(s, ItemStack(node1)) - - end - end + 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 @@ -1838,37 +1853,12 @@ function mob_class:smart_mobs(s, p, dist, dtime) z = s.z + sin(yaw1) } - if not minetest.is_protected(p1, "") then + -- dig bottom node first incase of door + can_dig_drop(p1) - local node1 = node_ok(p1, "air").name - local ndef1 = minetest.registered_nodes[node1] + p1.y = p1.y + 1 - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.add_item(p1, ItemStack(node1)) - minetest.set_node(p1, {name = "air"}) - end - - p1.y = p1.y + 1 - node1 = node_ok(p1, "air").name - ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.add_item(p1, ItemStack(node1)) - minetest.set_node(p1, {name = "air"}) - end - end + can_dig_drop(p1) end end @@ -2600,7 +2590,10 @@ function mob_class:do_states(dtime) self:smart_mobs(s, p, dist, dtime) end - if self.at_cliff then + -- distance padding to stop spinning mob + local pad = abs(p.x - s.x) + abs(p.z - s.z) + + if self.at_cliff or pad < 0.2 then self:set_velocity(0) self:set_animation("stand") @@ -2618,7 +2611,6 @@ function mob_class:do_states(dtime) self:set_animation("walk") end end - else -- rnd: if inside reach range self.path.stuck = false @@ -2765,11 +2757,7 @@ function mob_class:falling(pos) end -- fall at set speed - self.object:set_acceleration({ - x = 0, - y = fall_speed, - z = 0 - }) + self.object:set_acceleration({x = 0, y = fall_speed, z = 0}) end @@ -2792,8 +2780,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) -- error checking when mod profiling is enabled if not tool_capabilities then - minetest.log("warning", - "[mobs] Mod profiling enabled, damage not enabled") + + minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") + return true end @@ -2869,6 +2858,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 + break -- if "all" then no tools deal damage unless it's specified in list @@ -2881,13 +2871,14 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, 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 + and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then return true end @@ -2906,10 +2897,8 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) end end - if tr then - if weapon_def.original_description then - toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) - end + if tr and weapon_def.original_description then + toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) else weapon:add_wear(wear) end @@ -2957,20 +2946,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then return true end - - --[[ add healthy afterglow when hit (causes lag with large textures) - minetest.after(0.1, function() - - if not self.object:get_luaentity() then return end - - self.object:set_texture_mod("^[colorize:#c9900070") - - minetest.after(0.3, function() - if not self.object:get_luaentity() then return end - self.object:set_texture_mod(self.texture_mods) - end) - end) ]] - end -- END if damage -- knock back effect (only on full punch) @@ -2996,11 +2971,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) -- 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 - }) + self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb}) self.pause_timer = 0.25 end @@ -3247,10 +3218,8 @@ function mob_class:mob_activate(staticdata, def, dtime) local armor if type(self.armor) == "table" then armor = table_copy(self.armor) --- armor.immortal = 1 else --- armor = {immortal = 1, fleshy = self.armor} - armor = {fleshy = self.armor} + armor = {fleshy = self.armor} -- immortal = 1 end self.object:set_armor_groups(armor) @@ -3348,23 +3317,7 @@ end -- main mob function function mob_class:on_step(dtime, moveresult) - --[[ moveresult contains this for physical mobs - { - touching_ground = boolean, - collides = boolean, - standing_on_object = boolean, - collisions = { - { - type = string, -- "node" or "object", - axis = string, -- "x", "y" or "z" - node_pos = vector, -- if type is "node" - object = ObjectRef, -- if type is "object" - old_velocity = vector, - new_velocity = vector, - }} - }]] - -if self.state == "die" then return end ---------------- + if self.state == "die" then return end if use_cmi then cmi.notify_step(self.object, dtime) @@ -3890,11 +3843,13 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, inter 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 @@ -4678,14 +4633,14 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame) self.health = self.hp_max - if self.htimer < 1 then +-- if self.htimer < 1 then - minetest.chat_send_player(clicker:get_player_name(), - S("@1 at full health (@2)", - self.name:split(":")[2], tostring(self.health))) +-- minetest.chat_send_player(clicker:get_player_name(), +-- S("@1 at full health (@2)", +-- self.name:split(":")[2], tostring(self.health))) - self.htimer = 5 - end +-- self.htimer = 5 +-- end end self.object:set_hp(self.health)