Erinfest/mods/ENTITIES/mcl_mobs/physics.lua

1013 lines
26 KiB
Lua

local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class
local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48
local show_health = false
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
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]
end
-- check if within physical map limits (-30911 to 30927)
local function within_limits(pos, radius)
local wmin, wmax = -30912, 30928
if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
end
end
if radius then
wmin = wmin - radius
wmax = wmax + radius
end
if not pos then return true end
for _,v in pairs(pos) do
if v < wmin or v > wmax then return false end
end
return true
end
function mob_class:player_in_active_range()
for _,p in pairs(minetest.get_connected_players()) do
local pos = self.object:get_pos()
if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end
-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
end
end
-- Return true if object is in view_range
function mob_class:object_in_range(object)
if not object then
return false
end
local factor
-- Apply view range reduction for special player armor
if object:is_player() then
local factors = mcl_armor.player_view_range_factors[object]
factor = factors and factors[self.name]
end
-- Distance check
local dist
if factor and factor == 0 then
return false
elseif factor then
dist = self.view_range * factor
else
dist = self.view_range
end
local p1, p2 = self.object:get_pos(), object:get_pos()
return p1 and p2 and (vector.distance(p1, p2) <= dist)
end
function mob_class:item_drop(cooked, looting_level)
if not mobs_drop_items then return end
looting_level = looting_level or 0
if (self.child and self.type ~= "monster") then
return
end
local obj, item, num
local pos = self.object:get_pos()
self.drops = self.drops or {}
for n = 1, #self.drops do
local dropdef = self.drops[n]
local chance = 1 / dropdef.chance
local looting_type = dropdef.looting
if looting_level > 0 then
local chance_function = dropdef.looting_chance_function
if chance_function then
chance = chance_function(looting_level)
elseif looting_type == "rare" then
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
end
end
local num = 0
local do_common_looting = (looting_level > 0 and looting_type == "common")
if math.random() < chance then
num = math.random(dropdef.min or 1, dropdef.max or 1)
elseif not dropdef.looting_ignore_chance then
do_common_looting = false
end
if do_common_looting then
num = num + math.floor(math.random(0, looting_level) + 0.5)
end
if num > 0 then
item = dropdef.name
if cooked 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
for x = 1, num do
obj = minetest.add_item(pos, ItemStack(item .. " " .. 1))
end
if obj and obj:get_luaentity() then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 6,
z = math.random(-10, 10) / 9,
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
-- collision function borrowed amended from jordan4ibanez open_ai mod
function mob_class:collision()
local pos = self.object:get_pos()
if not pos then return {0,0} end
local vel = self.object:get_velocity()
local x = 0
local z = 0
local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
local ent = object:get_luaentity()
if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
if object:is_player() and mcl_burning.is_burning(self.object) then
mcl_burning.set_on_fire(object, 4)
end
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
local force = (width + 0.5) - vector.distance(
{x = pos.x, y = 0, z = pos.z},
{x = pos2.x, y = 0, z = pos2.z})
x = x + (vec.x * force)
z = z + (vec.z * force)
end
end
return({x,z})
end
function mob_class:check_death_and_slow_mob()
local d = 0.85
local dying = self:check_dying()
if dying then d = 0.92 end
local v = self.object:get_velocity()
if v then
--diffuse object velocity
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
end
return dying
end
-- move mob in facing direction
function mob_class:set_velocity(v)
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
if self.pushable then
c_x, c_y = unpack(self:collision())
end
-- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then
self.acc=vector.new(0,0,0)
return
end
local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity()
if vv then
self.acc={
x = ((math.sin(yaw) * -v) + c_x)*.27,
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
end
end
-- calculate mob velocity
function mob_class:get_velocity()
local v = self.object:get_velocity()
if v then
return (v.x * v.x + v.z * v.z) ^ 0.5
end
return 0
end
function mob_class:update_roll()
local is_Fleckenstein = self.nametag == "Fleckenstein"
local was_Fleckenstein = false
local rot = self.object:get_rotation()
rot.z = is_Fleckenstein and pi or 0
self.object:set_rotation(rot)
local cbox = table.copy(self.collisionbox)
local acbox = self.object:get_properties().collisionbox
if math.abs(cbox[2] - acbox[2]) > 0.1 then
was_Fleckenstein = true
end
if is_Fleckenstein ~= was_Fleckenstein then
local pos = self.object:get_pos()
pos.y = pos.y + (acbox[2] + acbox[5])
self.object:set_pos(pos)
end
if is_Fleckenstein then
cbox[2], cbox[5] = -cbox[5], -cbox[2]
self.object:set_properties({collisionbox = cbox})
-- This leads to child mobs having the wrong collisionbox
-- and seeing as it seems to be nothing but an easter egg
-- i've put it inside the if. Which just makes it be upside
-- down lol.
end
end
local function shortest_term_of_yaw_rotation(self, rot_origin, rot_target, nums)
if not rot_origin or not rot_target then
return
end
rot_origin = math.deg(rot_origin)
rot_target = math.deg(rot_target)
if rot_origin < rot_target then
if math.abs(rot_origin-rot_target)<180 then
if nums then
return rot_target-rot_origin
else
return 1
end
else
if nums then
return -(rot_origin-(rot_target-360))
else
return -1
end
end
else
if math.abs(rot_origin-rot_target)<180 then
if nums then
return rot_target-rot_origin
else
return -1
end
else
if nums then
return (rot_target-(rot_origin-360))
else
return 1
end
end
end
end
-- set and return valid yaw
function mob_class:set_yaw(yaw, delay, dtime)
if self.noyaw then return end
if not self.object:get_yaw() or not self.object:get_pos() then return end
if self.state ~= PATHFINDING then
self._turn_to = yaw
end
--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
--clamp our yaw to a 360 range
if math.deg(self.object:get_yaw()) > 360 then
self.object:set_yaw(math.rad(0))
elseif math.deg(self.object:get_yaw()) < 0 then
self.object:set_yaw(math.rad(360))
end
if math.deg(yaw) > 360 then
yaw=yaw%360
elseif math.deg(yaw) < 0 then
yaw=((360*5)-yaw)%360
end
--calculate the shortest way to turn to find our target
local target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, false)
local target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, true)
--turn in the shortest path possible toward our target. if we are attacking, don't dance.
if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
if self.following then
target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), false)
else
target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), false)
end
end
local ddtime = 0.05 --set_tick_rate
if dtime then
ddtime = dtime
end
if math.abs(target_shortest_path_nums) > 5 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end
end
delay = delay or 0
yaw = self.object:get_yaw()
if delay == 0 then
if self.shaking and dtime then
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
end
--self:update_roll()
return yaw
end
self.target_yaw = yaw
self.delay = delay
return self.target_yaw
end
-- global function to set mob yaw
function mcl_mobs.yaw(self, yaw, delay, dtime)
return mob_class.set_yaw(self, yaw, delay, dtime)
end
-- are we flying in what we are suppose to? (taikedz)
function mob_class:flight_check()
local nod = self.standing_in
local def = minetest.registered_nodes[nod]
if not def then return false end -- nil check
local fly_in
if type(self.fly_in) == "string" then
fly_in = { self.fly_in }
elseif type(self.fly_in) == "table" then
fly_in = self.fly_in
else
return false
end
for _,checknode in pairs(fly_in) do
if nod == checknode or nod == "ignore" then
return true
end
end
return false
end
-- check if mob is dead or only hurt
function mob_class:check_for_death(cause, cmi_cause)
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?
if self.health > 0 then
-- make sure health isn't higher than max
if self.health > self.hp_max then
self.health = self.hp_max
end
-- play damage sound if health was reduced and make mob flash red.
if damaged then
self:add_texture_mod("^[colorize:#d42222:175")
minetest.after(1, function(self)
if self and self.object then
self:remove_texture_mod("^[colorize:#d42222:175")
end
end, self)
self:mob_sound("damage")
end
-- backup nametag so we can show health stats
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
self:update_tag()
end
return false
end
self:mob_sound("death")
local function death_handle(self)
if cmi_cause and cmi_cause["type"] then
--minetest.log("cmi_cause: " .. tostring(cmi_cause["type"]))
end
--minetest.log("cause: " .. tostring(cause))
-- TODO other env damage shouldn't drop xp
-- "rain", "water", "drowning", "suffocation"
-- dropped cooked item if mob died in fire or lava
if cause == "lava" or cause == "fire" then
self:item_drop(true, 0)
else
local wielditem = ItemStack()
if cause == "hit" then
local puncher = cmi_cause.puncher
if puncher then
wielditem = puncher:get_wielded_item()
end
end
local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect")
local looting = mcl_enchanting.get_enchantment(wielditem, "looting")
self:item_drop(cooked, looting)
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
end
end
end
-- execute custom death function
if self.on_die then
local pos = self.object:get_pos()
local on_die_exit = self.on_die(self, pos, cmi_cause)
if on_die_exit ~= true then
death_handle(self)
end
if on_die_exit == true then
self.state = "die"
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
end
local collisionbox
if self.collisionbox then
collisionbox = table.copy(self.collisionbox)
end
self.state = "die"
self.attack = nil
self.v_start = false
self.fall_speed = DEFAULT_FALL_SPEED
self.timer = 0
self.blinktimer = 0
self:remove_texture_mod("^[colorize:#FF000040")
self:remove_texture_mod("^[brighten")
self.passive = true
self.object:set_properties({
pointable = false,
collide_with_objects = false,
})
self:set_velocity(0)
local acc = self.object:get_acceleration()
if acc then
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
self.object:set_acceleration(acc)
end
local length
-- default death function and die animation (if defined)
if self.instant_death then
length = 0
elseif 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
length = math.max(frames / speed, 0) + DEATH_DELAY
self:set_animation( "die")
else
length = 1 + DEATH_DELAY
self:set_animation( "stand", true)
end
-- Remove body after a few seconds and drop stuff
local kill = function(self)
if not self.object:get_luaentity() then
return
end
death_handle(self)
local dpos = self.object:get_pos()
local cbox = self.collisionbox
local yaw = self.object:get_rotation().y
mcl_burning.extinguish(self.object)
self.object:remove()
mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
end
if length <= 0 then
kill(self)
else
minetest.after(length, kill, self)
end
return true
end
-- Deal light damage to mob, returns true if mob died
function mob_class:deal_light_damage(pos, damage)
if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
self.health = self.health - damage
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
if self:check_for_death("light", {type = "light"}) then
return true
end
end
end
-- environmental damage (water, lava, fire, light etc.)
function mob_class:do_env_damage()
-- feed/tame text timer (so mob 'full' messages dont spam chat)
if self.htimer > 0 then
self.htimer = self.htimer - 1
end
-- reset nametag after showing health stats
if self.htimer < 1 and self.nametag2 then
self.nametag = self.nametag2
self.nametag2 = nil
self:update_tag()
end
local pos = self.object:get_pos()
if not pos then return end
self.time_of_day = minetest.get_timeofday()
-- remove mob if beyond map limits
if not within_limits(pos, 0) then
mcl_burning.extinguish(self.object)
self.object:remove()
return true
end
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
-- bright light harms mob
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then
return true
end
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
if self.ignited_by_sunlight then
mcl_burning.set_on_fire(self.object, 10)
else
self:deal_light_damage(pos, self.sunlight_damage)
return true
end
end
end
local y_level = self.collisionbox[2]
if self.child then
y_level = self.collisionbox[2] * 0.5
end
-- what is mob standing in?
pos.y = pos.y + y_level + 0.25 -- foot level
local pos2 = {x=pos.x, y=pos.y-1, z=pos.z}
self.standing_in = node_ok(pos, "air").name
self.standing_on = node_ok(pos2, "air").name
-- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0})
end
local nodef = minetest.registered_nodes[self.standing_in]
local nodef2 = minetest.registered_nodes[self.standing_on]
-- rain
if self.rain_damage > 0 then
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
self.health = self.health - self.rain_damage
if self:check_for_death("rain", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
end
pos.y = pos.y + 1 -- for particle effect position
-- water damage
if self.water_damage > 0 and nodef.groups.water then
if self.water_damage ~= 0 then
self.health = self.health - self.water_damage
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
if self:check_for_death("water", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
elseif self.lava_damage > 0 and (nodef.groups.lava) then
-- lava damage
if self.lava_damage ~= 0 then
self.health = self.health - self.lava_damage
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 10)
if self:check_for_death("lava", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
elseif self.fire_damage > 0 and (nodef2.groups.fire) then
-- magma damage
if self.fire_damage ~= 0 then
self.health = self.health - self.fire_damage
if self:check_for_death("fire", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
elseif self.fire_damage > 0 and (nodef.groups.fire) then
-- fire damage
if self.fire_damage ~= 0 then
self.health = self.health - self.fire_damage
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
mcl_burning.set_on_fire(self.object, 5)
if self:check_for_death("fire", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
-- damage_per_second node check
self.health = self.health - nodef.damage_per_second
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
if self:check_for_death("dps", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- Drowning damage
if self.breath_max ~= -1 then
local drowning = false
if self.breathes_in_water then
if minetest.get_item_group(self.standing_in, "water") == 0 then
drowning = true
end
elseif nodef.drowning > 0 then
drowning = true
end
if drowning then
self.breath = math.max(0, self.breath - 1)
mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil)
if self.breath <= 0 then
local dmg
if nodef.drowning > 0 then
dmg = nodef.drowning
else
dmg = 4
end
self:damage_effect(dmg)
self.health = self.health - dmg
end
if self:check_for_death("drowning", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
else
self.breath = math.min(self.breath_max, self.breath + 1)
end
end
--- suffocation inside solid node
-- FIXME: Redundant with mcl_playerplus
if (self.suffocation == true)
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)
and (nodef.groups.opaque == 1) then
-- Short grace period before starting to take suffocation damage.
-- This is different from players, who take damage instantly.
-- This has been done because mobs might briefly be inside solid nodes
-- when e.g. climbing up stairs.
-- This is a bit hacky because it assumes that do_env_damage
-- is called roughly every second only.
self.suffocation_timer = self.suffocation_timer + 1
if self.suffocation_timer >= 3 then
-- 2 damage per second
-- TODO: Deal this damage once every 1/2 second
self.health = self.health - 2
if self:check_for_death("suffocation", {type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
else
self.suffocation_timer = 0
end
return self:check_for_death("unknown", {type = "unknown"})
end
function mob_class:env_damage (dtime, pos)
-- 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
self:check_entity_cramming()
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then
return true
end
self:replace_node(pos) -- (sheep eats grass etc.)
end
end
function mob_class:damage_mob(reason,damage)
if not self.health then return end
damage = math.floor(damage)
if damage > 0 then
self.health = self.health - damage
mcl_mobs.effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
if self:check_for_death(reason, {type = reason}) then
return true
end
end
end
function mob_class:check_entity_cramming()
local p = self.object:get_pos()
if not p then return end
local oo = minetest.get_objects_inside_radius(p,1)
local mobs = {}
for _,o in pairs(oo) do
local l = o:get_luaentity()
if l and l.is_mob and l.health > 0 then table.insert(mobs,l) end
end
local clear = #mobs < ENTITY_CRAMMING_MAX
local ncram = {}
for _,l in pairs(mobs) do
if l then
if clear then
l.cram = nil
elseif l.cram == nil and not self.child then
table.insert(ncram,l)
elseif l.cram then
l:damage_mob("cramming",CRAMMING_DAMAGE)
end
end
end
for i,l in pairs(ncram) do
if i > ENTITY_CRAMMING_MAX then
l.cram = true
else
l.cram = nil
end
end
end
-- falling and fall damage
-- returns true if mob died
function mob_class:falling(pos)
if self.fly and self.state ~= "die" then
return
end
if not self.fall_speed then self.fall_speed = DEFAULT_FALL_SPEED end
if mcl_portals ~= nil then
if mcl_portals.nether_portal_cooloff(self.object) then
return false -- mob has teleported through Nether portal - it's 99% not falling
end
end
-- floating in water (or falling)
local v = self.object:get_velocity()
if v then
if v.y > 0 then
-- apply gravity when moving up
self.object:set_acceleration({
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
self.object:set_acceleration({
x = 0,
y = self.fall_speed,
z = 0
})
else
-- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0})
end
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if acc and self.floats_on_lava == 1 then
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
end
-- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if acc and self.floats == 1 then
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
else
-- fall damage onto solid ground
if self.fall_damage == 1 and self.object:get_velocity().y == 0 then
local n = node_ok(vector.offset(pos,0,-1,0)).name
local d = (self.old_y or 0) - self.object:get_pos().y
if d > 5 and n ~= "air" and n ~= "ignore" then
local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent")
local damage = d - 5
if add ~= 0 then
damage = damage + damage * (add/100)
end
self:damage_mob("fall",damage)
end
self.old_y = self.object:get_pos().y
end
end
end
function mob_class:check_water_flow()
-- Add water flowing for mobs from mcl_item_entity
local p, node, nn, def
p = self.object:get_pos()
node = minetest.get_node_or_nil(p)
if node then
nn = node.name
def = minetest.registered_nodes[nn]
end
-- Move item around on flowing liquids
if def and def.liquidtype == "flowing" then
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.39
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
elseif self._flowing == true then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
return
end
end
function mob_class:check_dying()
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
local rot = self.object:get_rotation()
if rot then
rot.z = ((math.pi/2-rot.z)*.2)+rot.z
self.object:set_rotation(rot)
end
return true
end
end
function mob_class:check_suspend()
local pos = self.object:get_pos()
if pos and not self:player_in_active_range() then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
self:set_animation( "stand", true)
local acc = self.object:get_acceleration()
if acc then
if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0))
self.object:set_velocity(vector.new(0,0,0))
end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end
end
return true
end
end