Dump mob_punch from backup_code_api.lua back into interaction.lua
This commit is contained in:
parent
cc2a0ae52c
commit
f1dc286442
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@ -2300,280 +2300,6 @@ local day_docile = function(self)
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end
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-- deal damage and effects when mob punched
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local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- custom punch function
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if self.do_punch then
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-- when false skip going any further
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if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
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return
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end
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end
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-- error checking when mod profiling is enabled
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if not tool_capabilities then
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minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
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return
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end
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local is_player = hitter:is_player()
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if is_player then
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-- is mob protected?
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if self.protected and minetest_is_protected(self.object:get_pos(), hitter:get_player_name()) then
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return
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end
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-- set/update 'drop xp' timestamp if hitted by player
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self.xp_timestamp = minetest_get_us_time()
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end
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-- punch interval
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local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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-- exhaust attacker
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if mod_hunger and is_player then
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mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
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end
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-- calculate mob damage
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local damage = 0
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local armor = self.object:get_armor_groups() or {}
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local tmp
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-- quick error check incase it ends up 0 (serialize.h check test)
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if tflp == 0 then
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tflp = 0.2
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end
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if use_cmi then
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damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
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else
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for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
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tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
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if tmp < 0 then
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tmp = 0.0
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elseif tmp > 1 then
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tmp = 1.0
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end
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damage = damage + (tool_capabilities.damage_groups[group] or 0)
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* tmp * ((armor[group] or 0) / 100.0)
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end
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end
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if weapon then
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local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
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if fire_aspect_level > 0 then
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mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
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end
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end
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-- check for tool immunity or special damage
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for n = 1, #self.immune_to do
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if self.immune_to[n][1] == weapon:get_name() then
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damage = self.immune_to[n][2] or 0
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break
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end
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end
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-- healing
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if damage <= -1 then
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self.health = self.health - math_floor(damage)
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return
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end
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if use_cmi then
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local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
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if cancel then return end
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end
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if tool_capabilities then
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punch_interval = tool_capabilities.full_punch_interval or 1.4
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end
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-- add weapon wear manually
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-- Required because we have custom health handling ("health" property)
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if minetest_is_creative_enabled("") ~= true
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and tool_capabilities then
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if tool_capabilities.punch_attack_uses then
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-- Without this delay, the wear does not work. Quite hacky ...
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minetest_after(0, function(name)
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local player = minetest.get_player_by_name(name)
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if not player then return end
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local weapon = hitter:get_wielded_item(player)
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local def = weapon:get_definition()
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if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
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local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
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weapon:add_wear(wear)
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hitter:set_wielded_item(weapon)
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end
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end, hitter:get_player_name())
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end
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end
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local die = false
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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if damage >= 0.1 then
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-- weapon sounds
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if weapon:get_definition().sounds ~= nil then
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local s = math_random(0, #weapon:get_definition().sounds)
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minetest_sound_play(weapon:get_definition().sounds[s], {
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object = self.object, --hitter,
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max_hear_distance = 8
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}, true)
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else
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minetest_sound_play("default_punch", {
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object = self.object,
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max_hear_distance = 5
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}, true)
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end
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damage_effect(self, damage)
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-- do damage
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self.health = self.health - damage
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-- skip future functions if dead, except alerting others
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if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
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die = true
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end
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-- knock back effect (only on full punch)
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if not die
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and self.knock_back
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and tflp >= punch_interval then
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local v = self.object:get_velocity()
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local r = 1.4 - math_min(punch_interval, 1.4)
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local kb = r * 2.0
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local up = 2
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-- if already in air then dont go up anymore when hit
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if v.y ~= 0
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or self.fly then
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up = 0
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end
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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-- check if tool already has specific knockback value
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if tool_capabilities.damage_groups["knockback"] then
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kb = tool_capabilities.damage_groups["knockback"]
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else
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kb = kb * 1.5
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end
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local luaentity
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if hitter then
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luaentity = hitter:get_luaentity()
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end
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if hitter and is_player then
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local wielditem = hitter:get_wielded_item()
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kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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elseif luaentity and luaentity._knockback then
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kb = kb + luaentity._knockback
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end
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self.object:set_velocity({
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x = dir.x * kb,
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y = dir.y * kb + up * 2,
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z = dir.z * kb
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})
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self.pause_timer = 0.25
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end
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end -- END if damage
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-- if skittish then run away
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if not die and self.runaway == true and self.state ~= "flop" then
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local lp = hitter:get_pos()
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local s = self.object:get_pos()
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math_pi
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end
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yaw = set_yaw(self, yaw, 6)
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self.state = "runaway"
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self.runaway_timer = 0
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self.following = nil
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end
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local name = hitter:get_player_name() or ""
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-- attack puncher and call other mobs for help
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if self.passive == false
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and self.state ~= "flop"
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and (self.child == false or self.type == "monster")
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and hitter:get_player_name() ~= self.owner
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and not mobs.invis[ name ] then
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if not die then
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-- attack whoever punched mob
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self.state = ""
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do_attack(self, hitter)
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end
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-- alert others to the attack
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local objs = minetest_get_objects_inside_radius(hitter:get_pos(), self.view_range)
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local obj = nil
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for n = 1, #objs do
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obj = objs[n]:get_luaentity()
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if obj then
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-- only alert members of same mob or friends
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if obj.group_attack
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and obj.state ~= "attack"
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and obj.owner ~= name then
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if obj.name == self.name then
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do_attack(obj, hitter)
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elseif type(obj.group_attack) == "table" then
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for i=1, #obj.group_attack do
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if obj.name == obj.group_attack[i] then
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do_attack(obj, hitter)
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break
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end
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end
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end
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end
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-- have owned mobs attack player threat
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if obj.owner == name and obj.owner_loyal then
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do_attack(obj, self.object)
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end
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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 mob_detach_child = function(self, child)
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@ -37,4 +37,279 @@ mobs.create_mob_on_rightclick = function(on_rightclick)
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on_rightclick(self, clicker)
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end
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end
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end
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end
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-- deal damage and effects when mob punched
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local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- custom punch function
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if self.do_punch then
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-- when false skip going any further
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if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
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return
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end
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end
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-- error checking when mod profiling is enabled
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if not tool_capabilities then
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minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
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return
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end
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local is_player = hitter:is_player()
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if is_player then
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-- is mob protected?
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if self.protected and minetest_is_protected(self.object:get_pos(), hitter:get_player_name()) then
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return
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end
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-- set/update 'drop xp' timestamp if hitted by player
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self.xp_timestamp = minetest_get_us_time()
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end
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-- punch interval
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local weapon = hitter:get_wielded_item()
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local punch_interval = 1.4
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-- exhaust attacker
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if mod_hunger and is_player then
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mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
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end
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-- calculate mob damage
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local damage = 0
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local armor = self.object:get_armor_groups() or {}
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local tmp
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-- quick error check incase it ends up 0 (serialize.h check test)
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if tflp == 0 then
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tflp = 0.2
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end
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if use_cmi then
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damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
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else
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for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
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tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
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if tmp < 0 then
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tmp = 0.0
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elseif tmp > 1 then
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tmp = 1.0
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end
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damage = damage + (tool_capabilities.damage_groups[group] or 0)
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* tmp * ((armor[group] or 0) / 100.0)
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end
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end
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if weapon then
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local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
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if fire_aspect_level > 0 then
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mcl_burning.set_on_fire(self.object, fire_aspect_level * 4)
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end
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end
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-- check for tool immunity or special damage
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for n = 1, #self.immune_to do
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if self.immune_to[n][1] == weapon:get_name() then
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damage = self.immune_to[n][2] or 0
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break
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end
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end
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-- healing
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if damage <= -1 then
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self.health = self.health - math_floor(damage)
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return
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end
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if use_cmi then
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local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
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if cancel then return end
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end
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if tool_capabilities then
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punch_interval = tool_capabilities.full_punch_interval or 1.4
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end
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-- add weapon wear manually
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-- Required because we have custom health handling ("health" property)
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if minetest_is_creative_enabled("") ~= true
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and tool_capabilities then
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if tool_capabilities.punch_attack_uses then
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-- Without this delay, the wear does not work. Quite hacky ...
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minetest_after(0, function(name)
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local player = minetest.get_player_by_name(name)
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if not player then return end
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local weapon = hitter:get_wielded_item(player)
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local def = weapon:get_definition()
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if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
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local wear = math_floor(65535/tool_capabilities.punch_attack_uses)
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weapon:add_wear(wear)
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hitter:set_wielded_item(weapon)
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end
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end, hitter:get_player_name())
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end
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end
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local die = false
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-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
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if damage >= 0.1 then
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-- weapon sounds
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if weapon:get_definition().sounds ~= nil then
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local s = math_random(0, #weapon:get_definition().sounds)
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minetest_sound_play(weapon:get_definition().sounds[s], {
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object = self.object, --hitter,
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max_hear_distance = 8
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}, true)
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else
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minetest_sound_play("default_punch", {
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object = self.object,
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max_hear_distance = 5
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}, true)
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end
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damage_effect(self, damage)
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-- do damage
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self.health = self.health - damage
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-- skip future functions if dead, except alerting others
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if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
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die = true
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end
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-- knock back effect (only on full punch)
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if not die
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and self.knock_back
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and tflp >= punch_interval then
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local v = self.object:get_velocity()
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local r = 1.4 - math_min(punch_interval, 1.4)
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local kb = r * 2.0
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local up = 2
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-- if already in air then dont go up anymore when hit
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if v.y ~= 0
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or self.fly then
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up = 0
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end
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-- direction error check
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dir = dir or {x = 0, y = 0, z = 0}
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-- check if tool already has specific knockback value
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if tool_capabilities.damage_groups["knockback"] then
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kb = tool_capabilities.damage_groups["knockback"]
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else
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kb = kb * 1.5
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end
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local luaentity
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if hitter then
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luaentity = hitter:get_luaentity()
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end
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if hitter and is_player then
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local wielditem = hitter:get_wielded_item()
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kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
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elseif luaentity and luaentity._knockback then
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kb = kb + luaentity._knockback
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end
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self.object:set_velocity({
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x = dir.x * kb,
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y = dir.y * kb + up * 2,
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z = dir.z * kb
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})
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self.pause_timer = 0.25
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end
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end -- END if damage
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-- if skittish then run away
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if not die and self.runaway == true and self.state ~= "flop" then
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local lp = hitter:get_pos()
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local s = self.object:get_pos()
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local vec = {
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x = lp.x - s.x,
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y = lp.y - s.y,
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z = lp.z - s.z
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}
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local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + math_pi
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end
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yaw = set_yaw(self, yaw, 6)
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self.state = "runaway"
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self.runaway_timer = 0
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self.following = nil
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end
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local name = hitter:get_player_name() or ""
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-- attack puncher and call other mobs for help
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if self.passive == false
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and self.state ~= "flop"
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and (self.child == false or self.type == "monster")
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and hitter:get_player_name() ~= self.owner
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and not mobs.invis[ name ] then
|
||||
|
||||
if not die then
|
||||
-- attack whoever punched mob
|
||||
self.state = ""
|
||||
do_attack(self, hitter)
|
||||
end
|
||||
|
||||
-- alert others to the attack
|
||||
local objs = minetest_get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
||||
local obj = nil
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj then
|
||||
|
||||
-- only alert members of same mob or friends
|
||||
if obj.group_attack
|
||||
and obj.state ~= "attack"
|
||||
and obj.owner ~= name then
|
||||
if obj.name == self.name then
|
||||
do_attack(obj, hitter)
|
||||
elseif type(obj.group_attack) == "table" then
|
||||
for i=1, #obj.group_attack do
|
||||
if obj.name == obj.group_attack[i] then
|
||||
do_attack(obj, hitter)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- have owned mobs attack player threat
|
||||
if obj.owner == name and obj.owner_loyal then
|
||||
do_attack(obj, self.object)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue