forked from VoxeLibre/VoxeLibre
Complete mob breeding, make cows breedable
This commit is contained in:
parent
79cb6ddc49
commit
531253008a
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@ -245,7 +245,6 @@ function mobs:register_mob(name, def)
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shoot_interval = def.shoot_interval,
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sounds = def.sounds or {},
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animation = def.animation,
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follow = def.follow,
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jump = def.jump ~= false,
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walk_chance = def.walk_chance or 50,
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attacks_monsters = def.attacks_monsters or false,
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@ -329,11 +328,24 @@ function mobs:register_mob(name, def)
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lifetimer_reset = 30, --30 seconds
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lifetimer = 30, --30 seconds
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--breeding stuff
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breedable = def.breedable,
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breed_timer = 0,
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breed_cooloff_timer = 5*60, -- 5 minutes
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breed_lookout_timer = 0,
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breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding
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breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate)
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breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again)
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bred = false,
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follow = def.follow, --this item is also used for the breeding mechanism
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follow_distance = def.follow_distance or 2,
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baby_size = def.baby_size or 0.5,
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baby = false,
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grow_up_timer = 0,
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grow_up_goal = 20*60, --in 20 minutes the mob grows up
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backup_visual_size = def.visual_size,
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backup_collisionbox = collisionbox,
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backup_selectionbox = def.selectionbox or def.collisionbox,
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--end j4i stuff
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-- MCL2 extensions
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@ -81,8 +81,20 @@ local land_state_switch = function(self, dtime)
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--continue
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end
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--ignore everything else if breeding
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if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
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self.state = "breed"
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return
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--reset the state timer to get the mob out of
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--the breed state
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elseif self.state == "breed" then
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self.state_timer = 0
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end
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--ignore everything else if following
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if mobs.check_following(self) then
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if mobs.check_following(self) and
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(not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and
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(not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then
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self.state = "follow"
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return
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--reset the state timer to get the mob out of
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@ -109,17 +121,37 @@ end
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-- states are executed here
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local land_state_execution = function(self,dtime)
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--[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster
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print(self.breed_timer)
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if self.breed_timer > 0 then
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self.breed_timer = self.breed_timer - (dtime * 100)
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if self.breed_timer <= 0 then
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self.breed_timer = 0
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end
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end
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]]--
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--no collisionbox exception
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if not self.object:get_properties() then
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return
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end
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--timer to time out looking for mate
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if self.breed_lookout_timer and self.breed_lookout_timer > 0 then
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self.breed_lookout_timer = self.breed_lookout_timer - dtime
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--looking for mate failed
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if self.breed_lookout_timer <= 0 then
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self.breed_lookout_timer = 0
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end
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end
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--cool off after breeding
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if self.breed_timer and self.breed_timer > 0 then
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self.breed_timer = self.breed_timer - dtime
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--do this to skip the first check, using as switch
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if self.breed_timer <= 0 then
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self.breed_timer = nil
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self.breed_timer = 0
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end
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end
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@ -165,7 +197,6 @@ local land_state_execution = function(self,dtime)
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end
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mobs.lock_yaw(self)
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elseif self.state == "follow" then
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--always look at players
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@ -288,6 +319,48 @@ local land_state_execution = function(self,dtime)
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mobs.projectile_attack_walk(self,dtime)
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end
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elseif self.state == "breed" then
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mobs.breeding_effect(self)
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local mate = mobs.look_for_mate(self)
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--found a mate
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if mate then
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mobs.set_yaw_while_breeding(self,mate)
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mobs.set_velocity(self, self.walk_velocity)
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--smoosh together basically
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if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then
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mobs.set_mob_animation(self, "stand")
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if self.special_breed_timer == 0 then
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self.special_breed_timer = 2 --breeding takes 2 seconds
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end
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self.special_breed_timer = self.special_breed_timer - dtime
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if self.special_breed_timer <= 0 then
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--pop a baby out, it's a miracle!
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local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2)
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local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true}))
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self.special_breed_timer = 0
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self.breed_lookout_timer = 0
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self.breed_timer = self.breed_timer_cooloff
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mate:get_luaentity().special_breed_timer = 0
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mate:get_luaentity().breed_lookout_timer = 0
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mate:get_luaentity().breed_timer = self.breed_timer_cooloff -- can reuse because it's the same mob
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end
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else
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mobs.set_mob_animation(self, "walk")
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end
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--couldn't find a mate, just stand there until the player pushes it towards one
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--or the timer runs out
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else
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mobs.set_mob_animation(self, "stand")
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mobs.set_velocity(self,0)
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end
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end
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@ -777,6 +850,24 @@ mobs.mob_step = function(self, dtime)
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return
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end
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--baby grows up
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if self.baby then
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--print(self.grow_up_timer)
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--catch missing timer
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if not self.grow_up_timer then
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self.grow_up_timer = self.grow_up_goal
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end
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self.grow_up_timer = self.grow_up_timer - dtime
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--baby grows up!
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if self.grow_up_timer <= 0 then
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self.grow_up_timer = 0
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mobs.baby_grow_up(self)
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end
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end
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--do custom mob instructions
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if self.do_custom then
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@ -236,3 +236,24 @@ mobs.set_yaw_while_following = function(self)
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self.object:set_yaw(new_yaw)
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self.yaw = new_yaw
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end
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--this is used for when mobs breed
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mobs.set_yaw_while_breeding = function(self, mate)
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if self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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end
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--turn positions into pseudo 2d vectors
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = mate:get_pos()
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pos2.y = 0
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local new_direction = vector_direction(pos1,pos2)
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local new_yaw = minetest_dir_to_yaw(new_direction)
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self.object:set_yaw(new_yaw)
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self.yaw = new_yaw
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end
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@ -1,3 +1,7 @@
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local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
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local vector_distance = vector.distance
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--check to see if someone nearby has some tasty food
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mobs.check_following = function(self) -- returns true or false
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@ -18,8 +22,8 @@ mobs.check_following = function(self) -- returns true or false
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self.following_person = nil
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return(false)
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end
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local item_name = stack:get_name()
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local item_name = stack:get_name()
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--all checks have passed, that guy has some good looking food
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if item_name == self.follow then
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self.following_person = follower
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@ -31,3 +35,143 @@ mobs.check_following = function(self) -- returns true or false
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self.following_person = nil
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return(false)
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end
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--a function which attempts to make mobs enter
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--the breeding state
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mobs.enter_breed_state = function(self,clicker)
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--do not breed if baby
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if self.baby then
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return(false)
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end
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--do not do anything if looking for mate or
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--if cooling off from breeding
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if self.breed_lookout_timer > 0 or self.breed_timer > 0 then
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return(false)
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end
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--if this is caught, that means something has gone
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--seriously wrong
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if not clicker or not clicker:is_player() then
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return(false)
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end
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local stack = clicker:get_wielded_item()
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--safety check
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if not stack then
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return(false)
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end
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local item_name = stack:get_name()
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--all checks have passed, that guy has some good looking food
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if item_name == self.follow then
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if not minetest.is_creative_enabled(clicker:get_player_name()) then
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stack:take_item()
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clicker:set_wielded_item(stack)
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end
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self.breed_lookout_timer = self.breed_lookout_timer_goal
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self.bred = true
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return(true)
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end
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--everything failed
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return(false)
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end
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--find the closest mate in the area
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mobs.look_for_mate = function(self)
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local pos1 = self.object:get_pos()
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pos1.y = pos1.y + self.eye_height
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local mates_in_area = {}
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local winner_mate = nil
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local mates_detected = 0
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local radius = self.view_range
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--get mates in radius
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for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do
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--look for a breeding mate
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if mate and mate:get_luaentity()
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and mate:get_luaentity()._cmi_is_mob
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and mate:get_luaentity().name == self.name
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and mate:get_luaentity().breed_lookout_timer > 0
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and mate:get_luaentity() ~= self then
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local pos2 = mate:get_pos()
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local distance = vector_distance(pos1,pos2)
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if distance <= radius then
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if line_of_sight then
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--must add eye height or stuff breaks randomly because of
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--seethrough nodes being a blocker (like grass)
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if minetest_line_of_sight(
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vector_new(pos1.x, pos1.y, pos1.z),
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vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z)
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) then
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mates_detected = mates_detected + 1
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mates_in_area[mate] = distance
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end
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else
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mates_detected = mates_detected + 1
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mates_in_area[mate] = distance
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end
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end
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end
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end
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--return if there's no one near by
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if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen
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return nil
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end
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--do a default radius max
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local shortest_distance = radius + 1
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--sort through mates and find the closest mate
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for mate,distance in pairs(mates_in_area) do
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if distance < shortest_distance then
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shortest_distance = distance
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winner_mate = mate
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end
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end
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return(winner_mate)
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end
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--make the baby grow up
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mobs.baby_grow_up = function(self)
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self.baby = nil
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self.visual_size = self.backup_visual_size
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self.collisionbox = self.backup_collisionbox
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self.selectionbox = self.backup_selectionbox
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self.object:set_properties(self)
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end
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--makes the baby grow up faster with diminishing returns
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mobs.make_baby_grow_faster = function(self,clicker)
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if clicker and clicker:is_player() then
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local stack = clicker:get_wielded_item()
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--safety check
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if not stack then
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return
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end
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local item_name = stack:get_name()
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--all checks have passed, that guy has some good looking food
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if item_name == self.follow then
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self.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns
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if not minetest.is_creative_enabled(clicker:get_player_name()) then
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stack:take_item()
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clicker:set_wielded_item(stack)
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end
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end
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end
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end
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@ -120,3 +120,33 @@ mobs.tamed_effect = function(self)
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texture = "heart.png",
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})
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end
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--hearts when breeding
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mobs.breeding_effect = function(self)
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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local collisionbox = self.object:get_properties().collisionbox
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local min, max
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if collisionbox then
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min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
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max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
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end
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minetest_add_particlespawner({
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amount = 2,
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time = 0.0001,
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minpos = vector.add(pos, min),
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maxpos = vector.add(pos, max),
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minvel = vector.new(-1,1,-1),
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maxvel = vector.new(1,3,1),
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minexptime = 0.7,
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maxexptime = 1,
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minsize = 1,
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maxsize = 2,
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collisiondetection = false,
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vertical = false,
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texture = "heart.png",
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})
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end
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@ -107,12 +107,12 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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mesh = def.gotten_mesh
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end
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-- set child objects to half size
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if self.child == true then
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-- set baby mobs to half size
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if self.baby == true then
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vis_size = {
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x = self.base_size.x * .5,
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y = self.base_size.y * .5,
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x = self.base_size.x * self.baby_size,
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y = self.base_size.y * self.baby_size,
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}
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if def.child_texture then
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@ -120,20 +120,20 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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end
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colbox = {
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self.base_colbox[1] * .5,
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self.base_colbox[2] * .5,
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self.base_colbox[3] * .5,
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self.base_colbox[4] * .5,
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5
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self.base_colbox[1] * self.baby_size,
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self.base_colbox[2] * self.baby_size,
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self.base_colbox[3] * self.baby_size,
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self.base_colbox[4] * self.baby_size,
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self.base_colbox[5] * self.baby_size,
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self.base_colbox[6] * self.baby_size
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}
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selbox = {
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self.base_selbox[1] * .5,
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self.base_selbox[2] * .5,
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self.base_selbox[3] * .5,
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self.base_selbox[4] * .5,
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self.base_selbox[5] * .5,
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self.base_selbox[6] * .5
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self.base_selbox[1] * self.baby_size,
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self.base_selbox[2] * self.baby_size,
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self.base_selbox[3] * self.baby_size,
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self.base_selbox[4] * self.baby_size,
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self.base_selbox[5] * self.baby_size,
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self.base_selbox[6] * self.baby_size
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}
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end
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@ -48,15 +48,19 @@ local cow_def = {
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walk_end = 40, run_start = 0,
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run_end = 40,
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},
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follow = mobs_mc.follow.cow,
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--follow = mobs_mc.follow.cow,
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on_rightclick = function(self, clicker)
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--if mobs:feed_tame(self, clicker, 1, true, true) then
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--return
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--end
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--if self.child then
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-- return
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--end
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--attempt to enter breed state
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if mobs.enter_breed_state(self,clicker) then
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return
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end
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if self.baby then
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mobs.make_baby_grow_faster(self,clicker)
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--do child timer thing %10
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return
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end
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local item = clicker:get_wielded_item()
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if item:get_name() == mobs_mc.items.bucket and clicker:get_inventory() then
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@ -75,6 +79,8 @@ local cow_def = {
|
|||
end
|
||||
end,
|
||||
breedable = true,
|
||||
breed_distance = 1.5,
|
||||
baby_size = 0.5,
|
||||
follow_distance = 2,
|
||||
follow = mobs_mc.items.wheat,
|
||||
view_range = 10,
|
||||
|
|
Loading…
Reference in New Issue