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MineClone2_For_PRs/mods/ENTITIES/mcl_mobs/api.lua

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-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
-- current state of things: Why?
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-- lua locals
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--localize minetest functions
local minetest_settings = minetest.settings
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities
local minetest_line_of_sight = minetest.line_of_sight
local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_add_particlespawner = minetest.add_particlespawner
local minetest_registered_items = minetest.registered_items
local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item
local minetest_get_craft_result = minetest.get_craft_result
local minetest_find_path = minetest.find_path
local minetest_is_protected = minetest.is_protected
local minetest_is_creative_enabled = minetest.is_creative_enabled
local minetest_find_node_near = minetest.find_node_near
local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local minetest_raycast = minetest.raycast
local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity
local minetest_get_natural_light = minetest.get_natural_light
local minetest_get_node_or_nil = minetest.get_node_or_nil
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-- localize math functions
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_abs = math.abs
local math_min = math.min
local math_max = math.max
local math_atan = math.atan
local math_random = math.random
local math_floor = math.floor
-- localize vector functions
local vector_new = vector.new
local vector_length = vector.length
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mobs = {}
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-- mob constants
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local MAX_MOB_NAME_LENGTH = 30
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local BREED_TIME = 30
local BREED_TIME_AGAIN = 300
local CHILD_GROW_TIME = 60*20
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = -10
local FLOP_HEIGHT = 5.0
local FLOP_HOR_SPEED = 1.5
local MOB_CAP = {}
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MOB_CAP.hostile = 70
MOB_CAP.passive = 10
MOB_CAP.ambient = 15
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MOB_CAP.water = 15
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-- Load main settings
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local damage_enabled = minetest_settings:get_bool("enable_damage")
local disable_blood = minetest_settings:get_bool("mobs_disable_blood")
local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = true
local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0
local show_health = false
local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64)
local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5)
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
-- default nodes
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
local mod_weather = minetest_get_modpath("mcl_weather") ~= nil
local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil
local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil
local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil
local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil
local mod_armor = minetest_get_modpath("mcl_armor") ~= nil
local mod_experience = minetest_get_modpath("mcl_experience") ~= nil
-- random locals I found
local los_switcher = false
local height_switcher = false
-- Get translator
local S = minetest.get_translator("mcl_mobs")
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-- CMI support check
local use_cmi = minetest.global_exists("cmi")
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-- Invisibility mod check
mobs.invis = {}
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if minetest.global_exists("invisibility") then
mobs.invis = invisibility
end
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-- creative check
function mobs.is_creative(name)
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return minetest.is_creative_enabled(name)
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end
local atan = function(x)
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if not x or x ~= x then
return 0
else
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return math_atan(x)
end
end
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-- Shows helpful debug info above each mob
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local mobs_debug = minetest_settings:get_bool("mobs_debug", false)
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-- Peaceful mode message so players will know there are no monsters
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if minetest_settings:get_bool("only_peaceful_mobs", false) then
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minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("Peaceful mode active! No monsters will spawn."))
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end)
end
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local integer_test = {-1,1}
local collision = function(self)
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local pos = self.object:get_pos()
--do collision detection from the base of the mob
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local collisionbox = self.object:get_properties().collisionbox
pos.y = pos.y + collisionbox[2]
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local collision_boundary = collisionbox[4]
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local radius = collision_boundary
if collisionbox[5] > collision_boundary then
radius = collisionbox[5]
end
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local collision_count = 0
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for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do
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if object and object ~= self.object and (object:is_player() or object:get_luaentity()._cmi_is_mob == true) then--and
--don't collide with rider, rider don't collide with thing
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--(not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and
--(not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then
--stop infinite loop
collision_count = collision_count + 1
if collision_count > 100 then
break
end
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local pos2 = object:get_pos()
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local object_collisionbox = object:get_properties().collisionbox
pos2.y = pos2.y + object_collisionbox[2]
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local object_collision_boundary = object_collisionbox[4]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
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local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y
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local y_top_diff = (pos.y + collisionbox[5]) - pos2.y
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local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z))
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
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local dir = vector.direction(pos,pos2)
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
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--slightly adjust mob position to prevent equal length
--corner/wall sticking
dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)])
dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)])
end
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local velocity = dir
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--0.5 is the max force multiplier
local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary))
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local vel1 = vector.multiply(velocity, -1.5)
local vel2 = vector.multiply(velocity, 1.5)
vel1 = vector.multiply(vel1, force)
vel2 = vector.multiply(vel2, force)
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self.object:add_velocity(vel1)
object:add_velocity(vel2)
end
end
end
end
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-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
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local set_velocity = function(self, v)
local yaw = (self.yaw or 0)
local current_velocity = self.object:get_velocity()
local goal_velocity = {
x = (math_sin(yaw) * -v),
y = 0,
z = (math_cos(yaw) * v),
}
local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)
if vector_length(new_velocity_addition) > vector_length(goal_velocity) then
vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition)))
end
new_velocity_addition.y = 0
--smooths out mobs a bit
if vector_length(new_velocity_addition) >= 0.0001 then
self.object:add_velocity(new_velocity_addition)
end
end
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-- calculate mob velocity
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local get_velocity = function(self)
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local v = self.object:get_velocity()
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v.y = 0
if v then
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return vector_length(v)
end
return 0
end
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-- set defined animation
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local set_animation = function(self, anim, fixed_frame)
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if not self.animation or not anim then
return
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
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self.animation.current = self.animation.current or ""
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if (anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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return
end
self.animation.current = anim
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local a_start = self.animation[anim .. "_start"]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation[anim .. "_end"]
end
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self.object:set_animation({
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x = a_start,
y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
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-- above function exported for mount.lua
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function mobs:set_animation(self, anim)
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set_animation(self, anim)
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end
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mobs.death_effect = function(pos, yaw, collisionbox, rotate)
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local min, max
if collisionbox then
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
else
min = { x = -0.5, y = 0, z = -0.5 }
max = { x = 0.5, y = 0.5, z = 0.5 }
end
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if rotate then
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min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2})
max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2})
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min, max = vector.sort(min, max)
min = vector.multiply(min, 0.5)
max = vector.multiply(max, 0.5)
end
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minetest_add_particlespawner({
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amount = 50,
time = 0.001,
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minpos = vector.add(pos, min),
maxpos = vector.add(pos, max),
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minvel = vector.new(-5,-5,-5),
maxvel = vector.new(5,5,5),
minexptime = 1.1,
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maxexptime = 1.5,
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minsize = 1,
maxsize = 2,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
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})
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minetest_sound_play("mcl_mobs_mob_poof", {
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pos = pos,
gain = 1.0,
max_hear_distance = 8,
}, true)
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end
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
local do_states = function(self, dtime)
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local yaw = self.object:get_yaw() or 0
self.state_timer = self.state_timer - dtime
if self.state_timer <= 0 then
self.state_timer = math.random(0,2) + math.random()
--let's do a random state
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self.yaw = (math_random() * (math.pi * 2))
end
set_velocity(self,1)
end
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local state_randomization = {"stand", "walk"}
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-- get entity staticdata
local mob_staticdata = function(self)
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--[[
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-- remove mob when out of range unless tamed
if remove_far
and self.can_despawn
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and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then
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minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1))
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mcl_burning.extinguish(self.object)
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self.object:remove()
return ""-- nil
end
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--]]
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self.remove_ok = true
self.attack = nil
self.following = nil
self.state = state_randomization[math.random(1,#state_randomization)]
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if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
end
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local tmp = {}
for _,stat in pairs(self) do
local t = type(stat)
if t ~= "function"
and t ~= "nil"
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and t ~= "userdata"
and _ ~= "_cmi_components" then
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tmp[_] = self[_]
end
end
return minetest.serialize(tmp)
end
-- activate mob and reload settings
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local mob_activate = function(self, staticdata, def, dtime)
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-- remove monsters in peaceful mode
if self.type == "monster"
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and minetest_settings:get_bool("only_peaceful_mobs", false) then
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mcl_burning.extinguish(self.object)
self.object:remove()
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
for _,stat in pairs(tmp) do
self[_] = stat
end
end
-- select random texture, set model and size
if not self.base_texture then
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-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
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self.base_texture = def.textures[math_random(1, #def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
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self.base_selbox = self.selectionbox
end
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-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
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local selbox = self.base_selbox
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5,
}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
}
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selbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
self.base_selbox[4] * .5,
self.base_selbox[5] * .5,
self.base_selbox[6] * .5
}
end
if self.health == 0 then
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self.health = math_random (self.hp_min, self.hp_max)
end
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if self.breath == nil then
self.breath = self.breath_max
end
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-- pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
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-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
local armor
if type(self.armor) == "table" then
armor = table.copy(self.armor)
armor.immortal = 1
else
armor = {immortal=1, fleshy = self.armor}
end
self.object:set_armor_groups(armor)
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self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
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self.selectionbox = selbox
self.visual_size = vis_size
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self.standing_in = "ignore"
self.standing_on = "ignore"
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.texture_mods = {}
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self.object:set_texture_mod("")
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
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-- check existing nametag
if not self.nametag then
self.nametag = def.nametag
end
-- set anything changed above
self.object:set_properties(self)
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set_yaw(self, (math_random(0, 360) - 180) / 180 * math_pi, 6)
--update_tag(self)
--set_animation(self, "stand")
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-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
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if use_cmi then
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end
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--this allows auto facedir rotation while making it so mobs
--don't look like wet noodles flopping around
local movement_rotation_lock = function(self)
local current_engine_yaw = self.object:get_yaw()
local current_lua_yaw = self.yaw
if current_engine_yaw > math.pi * 2 then
current_engine_yaw = current_engine_yaw - (math.pi * 2)
end
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if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then
self.object:set_properties{automatic_face_movement_dir = false}
elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then
self.object:set_properties{automatic_face_movement_dir = self.rotate}
end
end
local mob_step = function(self, dtime)
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--do not continue if non-existent
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if not self or not self.object or not self.object:get_luaentity() then
return false
end
--print(self.object:get_yaw())
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--if self.state == "die" then
-- print("need custom die stop moving thing")
-- return
--end
2021-04-11 20:47:56 +02:00
2021-04-15 16:05:24 +02:00
do_states(self, dtime)
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movement_rotation_lock(self)
-- can mob be pushed, if so calculate direction -- do this last (overrides everything)
if self.pushable then
collision(self)
end
--if not self.fire_resistant then
-- mcl_burning.tick(self.object, dtime)
--end
--if use_cmi then
--cmi.notify_step(self.object, dtime)
--end
2017-07-05 01:52:39 +02:00
2021-04-14 01:17:48 +02:00
--local pos = self.object:get_pos()
--local yaw = 0
--if mobs_debug then
--update_tag(self)
--end
2020-12-05 13:51:29 +01:00
2020-12-05 01:30:16 +01:00
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--if self.jump_sound_cooloff > 0 then
-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
--end
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--if self.opinion_sound_cooloff > 0 then
-- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
--end
--if falling(self, pos) then
-- Return if mob died after falling
-- return
--end
2018-05-29 17:00:30 +02:00
-- run custom function (defined in mob lua file)
--if self.do_custom then
-- when false skip going any further
--if self.do_custom(self, dtime) == false then
-- return
--end
--end
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-- knockback timer
--if self.pause_timer > 0 then
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-- self.pause_timer = self.pause_timer - dtime
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-- return
--end
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-- attack timer
--self.timer = self.timer + dtime
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--[[
if self.state ~= "attack" then
if self.timer < 1 then
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print("returning>>error code 1")
return
end
self.timer = 0
end
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]]--
-- never go over 100
--if self.timer > 100 then
-- self.timer = 1
--end
-- mob plays random sound at times
--if math_random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
-- environmental damage timer (every 1 second)
--self.env_damage_timer = self.env_damage_timer + dtime
--if (self.state == "attack" and self.env_damage_timer > 1)
--or self.state ~= "attack" then
--
-- self.env_damage_timer = 0
--
-- -- check for environmental damage (water, fire, lava etc.)
-- if do_env_damage(self) then
-- return
-- end
--
2018-05-29 17:00:30 +02:00
-- node replace check (cow eats grass etc.)
-- replace(self, pos)
--end
--monster_attack(self)
--npc_attack(self)
--breed(self)
--do_jump(self)
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--runaway_from(self)
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then
-- set_velocity(self, 0)
-- self.state = "stand"
-- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
-- 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[nnenable_physicss if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
--Mob following code.
follow_flop(self)
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if is_at_cliff_or_danger(self) then
set_velocity(self, 0)
self.state = "stand"
set_animation(self, "stand")
local yaw = self.object:get_yaw() or 0
yaw = set_yaw(self, yaw + 0.78, 8)
end
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-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
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self.lifetimer = self.lifetimer - dtime
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if self.despawn_immediately or self.lifetimer <= 0 then
minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos, 1))
mcl_burning.extinguish(self.object)
self.object:remove()
elseif self.lifetimer <= 10 then
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if math_random(10) < 4 then
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self.despawn_immediately = true
else
self.lifetimer = 20
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end
end
end
]]--
end
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-- default function when mobs are blown up with TNT
local do_tnt = function(obj, damage)
obj.object:punch(obj.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
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mobs.spawning_mobs = {}
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function(self, clicker)
local item = clicker:get_wielded_item()
-- Name mob with nametag
2018-05-31 18:32:26 +02:00
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
local tag = item:get_meta():get_string("name")
if tag ~= "" then
if string.len(tag) > MAX_MOB_NAME_LENGTH then
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
end
self.nametag = tag
update_tag(self)
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if not mobs.is_creative(clicker:get_player_name()) then
item:take_item()
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clicker:set_wielded_item(item)
end
return true
end
end
return false
end
local create_mob_on_rightclick = function(on_rightclick)
return function(self, clicker)
local stop = on_rightclick_prefix(self, clicker)
if (not stop) and (on_rightclick) then
on_rightclick(self, clicker)
end
end
end
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-- register mob entity
function mobs:register_mob(name, def)
mobs.spawning_mobs[name] = true
local can_despawn
if def.can_despawn ~= nil then
can_despawn = def.can_despawn
elseif def.spawn_class == "passive" then
can_despawn = false
else
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can_despawn = true
end
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local function scale_difficulty(value, default, min, special)
if (not value) or (value == default) or (value == special) then
return default
else
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return math_max(min, value * difficulty)
2019-10-02 18:28:28 +02:00
end
end
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox[5] < 0.79 then
collisionbox[5] = 0.79
end
minetest.register_entity(name, {
use_texture_alpha = def.use_texture_alpha,
stepheight = def.stepheight or 0.6,
name = name,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
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fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
order = def.order or "",
on_die = def.on_die,
spawn_small_alternative = def.spawn_small_alternative,
do_custom = def.do_custom,
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jump_height = def.jump_height or 4, -- was 6
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rotate = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
lifetimer = def.lifetimer or 57.73,
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hp_min = scale_difficulty(def.hp_min, 5, 1),
hp_max = scale_difficulty(def.hp_max, 10, 1),
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xp_min = def.xp_min or 0,
xp_max = def.xp_max or 0,
xp_timestamp = 0,
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breath_max = def.breath_max or 15,
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breathes_in_water = def.breathes_in_water or false,
physical = true,
collisionbox = collisionbox,
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selectionbox = def.selectionbox or def.collisionbox,
visual = def.visual,
visual_size = def.visual_size or {x = 1, y = 1},
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound or false,
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view_range = def.view_range or 16,
walk_velocity = def.walk_velocity or 1,
run_velocity = def.run_velocity or 2,
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damage = scale_difficulty(def.damage, 0, 0),
light_damage = def.light_damage or 0,
sunlight_damage = def.sunlight_damage or 0,
water_damage = def.water_damage or 0,
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lava_damage = def.lava_damage or 8,
fire_damage = def.fire_damage or 1,
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suffocation = def.suffocation or true,
fall_damage = def.fall_damage or 1,
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fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
drops = def.drops or {},
armor = def.armor or 100,
on_rightclick = create_mob_on_rightclick(def.on_rightclick),
arrow = def.arrow,
shoot_interval = def.shoot_interval,
sounds = def.sounds or {},
animation = def.animation,
follow = def.follow,
2017-05-25 10:33:19 +02:00
jump = def.jump ~= false,
walk_chance = def.walk_chance or 50,
attacks_monsters = def.attacks_monsters or false,
group_attack = def.group_attack or false,
passive = def.passive or false,
2018-05-29 17:00:30 +02:00
knock_back = def.knock_back ~= false,
shoot_offset = def.shoot_offset or 0,
floats = def.floats or 1, -- floats in water by default
2021-03-22 01:53:57 +01:00
floats_on_lava = def.floats_on_lava or 0,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
2017-07-05 01:52:39 +02:00
on_replace = def.on_replace,
timer = 0,
state_timer = 0,
env_damage_timer = 0,
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
gotten = false,
health = 0,
reach = def.reach or 3,
htimer = 0,
texture_list = def.textures,
child_texture = def.child_texture,
docile_by_day = def.docile_by_day or false,
time_of_day = 0.5,
fear_height = def.fear_height or 0,
runaway = def.runaway,
runaway_timer = 0,
pathfinding = def.pathfinding,
immune_to = def.immune_to or {},
2020-05-02 18:50:25 +02:00
explosion_radius = def.explosion_radius, -- LEGACY
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
explosiontimer_reset_radius = def.explosiontimer_reset_radius,
2017-11-04 00:22:43 +01:00
explosion_timer = def.explosion_timer or 3,
2018-03-31 00:18:40 +02:00
allow_fuse_reset = def.allow_fuse_reset ~= false,
stop_to_explode = def.stop_to_explode ~= false,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count = 0,
dogshoot_count_max = def.dogshoot_count_max or 5,
2017-05-25 10:33:19 +02:00
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack,
2018-01-26 18:06:32 +01:00
runaway_from = def.runaway_from,
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owner_loyal = def.owner_loyal,
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facing_fence = false,
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_cmi_is_mob = true,
pushable = def.pushable or true,
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--j4i stuff
--automatic_rotate = 360,
yaw = 0,
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automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2
automatic_face_movement_max_rotation_per_sec = 270, --degrees
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backface_culling = true,
walk_timer = 0,
stand_timer = 0,
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--end j4i stuff
-- MCL2 extensions
teleport = teleport,
do_teleport = def.do_teleport,
2020-04-11 02:46:03 +02:00
spawn_class = def.spawn_class,
ignores_nametag = def.ignores_nametag or false,
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rain_damage = def.rain_damage or 0,
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glow = def.glow,
can_despawn = can_despawn,
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child = def.child or false,
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texture_mods = {},
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shoot_arrow = def.shoot_arrow,
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sounds_child = def.sounds_child,
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explosion_strength = def.explosion_strength,
suffocation_timer = 0,
follow_velocity = def.follow_velocity or 2.4,
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instant_death = def.instant_death or false,
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fire_resistant = def.fire_resistant or false,
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fire_damage_resistant = def.fire_damage_resistant or false,
ignited_by_sunlight = def.ignited_by_sunlight or false,
2019-03-08 23:52:41 +01:00
-- End of MCL2 extensions
2017-11-04 00:22:43 +01:00
on_spawn = def.on_spawn,
on_blast = def.on_blast or do_tnt,
on_step = mob_step,
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do_punch = def.do_punch,
on_punch = mob_punch,
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on_breed = def.on_breed,
on_grown = def.on_grown,
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on_detach_child = mob_detach_child,
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on_activate = function(self, staticdata, dtime)
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--this is a temporary hack so mobs stop
--glitching and acting really weird with the
--default built in engine collision detection
self.object:set_properties({
collide_with_objects = false,
})
self.object:set_acceleration(vector_new(0,-9.81, 0))
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return mob_activate(self, staticdata, def, dtime)
end,
get_staticdata = function(self)
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return mob_staticdata(self)
end,
harmed_by_heal = def.harmed_by_heal,
})
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if minetest_get_modpath("doc_identifier") ~= nil then
doc.sub.identifier.register_object(name, "basics", "mobs")
end
end -- END mobs:register_mob function
2017-05-25 10:33:19 +02:00
2021-04-15 16:05:24 +02:00
-- register arrow for shoot attack
2015-06-29 19:55:56 +02:00
function mobs:register_arrow(name, def)
if not name or not def then return end -- errorcheck
2015-06-29 19:55:56 +02:00
minetest.register_entity(name, {
2015-06-29 19:55:56 +02:00
physical = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
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hit_object = def.hit_object,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
switch = 0,
owner_id = def.owner_id,
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rotate = def.rotate,
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on_punch = function(self)
local vel = self.object:get_velocity()
--self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
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local pos = self.object:get_pos()
if self.switch == 0
or self.timer > 150
or not within_limits(pos, 0) then
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mcl_burning.extinguish(self.object)
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self.object:remove();
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return
end
-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
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minetest.add_particle({
pos = pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = def.expire or 0.25,
collisiondetection = false,
texture = def.tail_texture,
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size = def.tail_size or 5,
glow = def.glow or 0,
})
end
if self.hit_node then
local node = node_ok(pos).name
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if minetest_registered_nodes[node].walkable then
self.hit_node(self, pos, node)
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = (self.lastpos or pos)
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minetest_add_item(self.lastpos, self.object:get_luaentity().name)
end
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self.object:remove();
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return
end
end
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if self.hit_player or self.hit_mob or self.hit_object then
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for _,player in pairs(minetest_get_objects_inside_radius(pos, 1.5)) do
if self.hit_player
and player:is_player() then
self.hit_player(self, player)
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self.object:remove();
return
end
local entity = player:get_luaentity()
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if entity
and self.hit_mob
and entity._cmi_is_mob == true
and tostring(player) ~= self.owner_id
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and entity.name ~= self.object:get_luaentity().name then
self.hit_mob(self, player)
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self.object:remove();
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return
end
2020-01-30 23:11:16 +01:00
if entity
and self.hit_object
and (not entity._cmi_is_mob)
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name then
self.hit_object(self, player)
self.object:remove();
return
end
end
end
self.lastpos = pos
2015-06-29 19:55:56 +02:00
end
})
end
2017-07-05 01:52:39 +02:00
-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mobs:register_egg(mob, desc, background, addegg, no_creative)
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local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
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if no_creative == true then
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grp.not_in_creative_inventory = 1
end
local invimg = background
if addegg == 1 then
invimg = "mobs_chicken_egg.png^(" .. invimg ..
"^[mask:mobs_chicken_egg_overlay.png)"
end
2017-05-25 10:33:19 +02:00
-- register old stackable mob egg
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
groups = grp,
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_doc_items_longdesc = S("This allows you to place a single mob."),
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
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on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
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-- am I clicking on something with existing on_rightclick function?
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local under = minetest_get_node(pointed_thing.under)
local def = minetest_registered_nodes[under.name]
2017-08-06 12:49:13 +02:00
if def and def.on_rightclick then
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return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end
if pos
--and within_limits(pos, 0)
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and not minetest_is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
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if minetest_is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
return itemstack
end
if not privs.maphack then
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
return itemstack
end
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
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if not mobs.is_creative(name) then
itemstack:take_item()
end
return itemstack
end
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if not minetest_registered_entities[mob] then
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return itemstack
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end
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if minetest_settings:get_bool("only_peaceful_mobs", false)
and minetest_registered_entities[mob].type == "monster" then
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
return itemstack
end
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pos.y = pos.y - 0.5
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local mob = minetest_add_entity(pos, mob)
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minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
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-- don't set owner if monster or sneak pressed
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if ent.type ~= "monster"
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and not placer:get_player_control().sneak then
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ent.owner = placer:get_player_name()
ent.tamed = true
end
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-- set nametag
local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
update_tag(ent)
end
-- if not in creative then take item
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if not mobs.is_creative(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
})
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end
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