forked from VoxeLibre/VoxeLibre
3872 lines
86 KiB
Lua
3872 lines
86 KiB
Lua
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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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mobs = {}
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mobs.mod = "mrm"
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mobs.version = "20180531" -- don't rely too much on this, rarely updated, if ever
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local MAX_MOB_NAME_LENGTH = 30
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-- Localize
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S = minetest.get_translator("mcl_mobs")
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-- CMI support check
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local use_cmi = minetest.global_exists("cmi")
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-- Invisibility mod check
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mobs.invis = {}
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if minetest.global_exists("invisibility") then
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mobs.invis = invisibility
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end
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-- creative check
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local creative_mode_cache = minetest.settings:get_bool("creative_mode")
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function mobs.is_creative(name)
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return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
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end
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-- localize math functions
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local pi = math.pi
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local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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local atan = function(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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-- Load settings
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
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local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local creative = minetest.settings:get_bool("creative_mode")
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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-- TODO
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local remove_far = false
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = false
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local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
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local mobs_spawn_chance = tonumber(minetest.settings:get("mobs_spawn_chance") or 2.5)
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-- Peaceful mode message so players will know there are no monsters
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if peaceful_only then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("Peaceful mode active! No monsters will spawn."))
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end)
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end
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-- calculate aoc range for mob count
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local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks"))
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local abr = tonumber(minetest.settings:get("active_block_range"))
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local aoc_range = max(aosrb, abr) * 16
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-- pathfinding settings
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- default nodes
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local node_fire = "mcl_fire:fire"
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local node_permanent_flame = "mcl_fire:eternal_fire"
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local node_ice = "mcl_core:ice"
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local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
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local mod_weather = minetest.get_modpath("mcl_weather") ~= nil
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local mod_tnt = minetest.get_modpath("mcl_tnt") ~= nil
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local mod_mobspawners = minetest.get_modpath("mcl_mobspawners") ~= nil
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local mod_hunger = minetest.get_modpath("mcl_hunger") ~= nil
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-- play sound
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local mob_sound = function(self, sound, is_opinion, fixed_pitch)
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
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return
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end
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local pitch
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if not fixed_pitch then
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local base_pitch = self.sounds.base_pitch
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if not base_pitch then
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base_pitch = 1
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end
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if self.child then
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-- Children have higher pitch
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pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
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-- randomize the pitch a bit
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pitch = pitch + math.random(-10, 10) * 0.005
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end
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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pitch = pitch,
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})
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self.opinion_sound_cooloff = 1
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end
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end
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-- attack player/mob
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local do_attack = function(self, player)
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if self.state == "attack" then
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return
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end
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self.attack = player
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self.state = "attack"
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-- TODO: Implement war_cry sound without being annoying
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--if random(0, 100) < 90 then
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--mob_sound(self, self.sounds.war_cry, true)
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--end
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end
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-- move mob in facing direction
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local set_velocity = function(self, v)
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-- do not move if mob has been ordered to stay
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if self.order == "stand" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:set_velocity({
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x = sin(yaw) * -v,
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y = self.object:get_velocity().y,
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z = cos(yaw) * v
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})
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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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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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delay = delay or 0
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if delay == 0 then
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(self, yaw, delay)
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set_yaw(self, yaw, delay)
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end
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local add_texture_mod = function(self, mod)
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local full_mod = ""
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local already_added = false
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for i=1, #self.texture_mods do
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if mod == self.texture_mods[i] then
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already_added = true
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end
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full_mod = full_mod .. self.texture_mods[i]
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end
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if not already_added then
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full_mod = full_mod .. mod
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table.insert(self.texture_mods, mod)
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end
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self.object:set_texture_mod(full_mod)
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end
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local remove_texture_mod = function(self, mod)
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local full_mod = ""
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local remove = {}
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for i=1, #self.texture_mods do
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if self.texture_mods[i] ~= mod then
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full_mod = full_mod .. self.texture_mods[i]
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else
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table.insert(remove, i)
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end
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end
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for i=#remove, 1 do
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table.remove(self.texture_mods, remove[i])
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end
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self.object:set_texture_mod(full_mod)
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end
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-- set defined animation
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local set_animation = function(self, anim)
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if not self.animation
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or not anim 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"] then
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return
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end
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self.animation.current = anim
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self.object:set_animation({
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x = self.animation[anim .. "_start"],
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y = self.animation[anim .. "_end"]},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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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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-- calculate distance
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local get_distance = function(a, b)
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local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
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return square(x * x + y * y + z * z)
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end
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = get_distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = get_distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- are we flying in what we are suppose to? (taikedz)
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local flight_check = function(self, pos_w)
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local nod = self.standing_in
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local def = minetest.registered_nodes[nod]
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if not def then return false end -- nil check
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if type(self.fly_in) == "string"
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and nod == self.fly_in then
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return true
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elseif type(self.fly_in) == "table" then
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for _,fly_in in pairs(self.fly_in) do
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if nod == fly_in then
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return true
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end
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end
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end
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-- stops mobs getting stuck inside stairs and plantlike nodes
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if def.drawtype ~= "airlike"
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and def.drawtype ~= "liquid"
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and def.drawtype ~= "flowingliquid" then
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return true
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end
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return false
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end
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-- custom particle effects
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local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
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radius = radius or 2
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min_size = min_size or 0.5
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max_size = max_size or 1
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gravity = gravity or -10
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glow = glow or 0
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minetest.add_particlespawner({
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amount = amount,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = {x = 0, y = gravity, z = 0},
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maxacc = {x = 0, y = gravity, z = 0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = min_size,
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maxsize = max_size,
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texture = texture,
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glow = glow,
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})
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end
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local update_tag = function(self)
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self.object:set_properties({
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nametag = self.nametag,
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})
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end
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-- drop items
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local item_drop = function(self, cooked)
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-- no drops if disabled by setting
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if not mobs_drop_items then return end
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-- no drops for child mobs (except monster)
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if (self.child and self.type ~= "monster") then
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return
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end
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local obj, item, num
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local pos = self.object:get_pos()
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self.drops = self.drops or {} -- nil check
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for n = 1, #self.drops do
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if random(1, self.drops[n].chance) == 1 then
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num = random(self.drops[n].min or 1, self.drops[n].max or 1)
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item = self.drops[n].name
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-- cook items when true
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if cooked then
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local output = minetest.get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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-- add item if it exists
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obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = random(-10, 10) / 9,
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y = 6,
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z = random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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-- check if mob is dead or only hurt
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local check_for_death = function(self, cause, cmi_cause)
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-- has health actually changed?
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if self.health == self.old_health and self.health > 0 then
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return
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end
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local damaged = self.health < self.old_health
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self.old_health = self.health
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-- still got some health?
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if self.health > 0 then
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-- make sure health isn't higher than max
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if self.health > self.hp_max then
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self.health = self.hp_max
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end
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-- play damage sound if health was reduced and make mob flash red.
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if damaged then
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add_texture_mod(self, "^[colorize:#FF000040")
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minetest.after(.2, function(self)
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if self and self.object then
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remove_texture_mod(self, "^[colorize:#FF000040")
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end
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end, self)
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mob_sound(self, self.sounds.damage)
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end
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-- backup nametag so we can show health stats
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if not self.nametag2 then
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self.nametag2 = self.nametag or ""
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end
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if show_health
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and (cmi_cause and cmi_cause.type == "punch") then
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self.htimer = 2
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self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
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update_tag(self)
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end
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return false
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end
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-- dropped cooked item if mob died in lava
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if cause == "lava" then
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item_drop(self, true)
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else
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item_drop(self, nil)
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end
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mob_sound(self, self.sounds.death)
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local pos = self.object:get_pos()
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-- execute custom death function
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if self.on_die then
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self.on_die(self, pos)
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if use_cmi then
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cmi.notify_die(self.object, cmi_cause)
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end
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self.object:remove()
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return true
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end
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-- default death function and die animation (if defined)
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if self.animation
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and self.animation.die_start
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and self.animation.die_end then
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local frames = self.animation.die_end - self.animation.die_start
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local speed = self.animation.die_speed or 15
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local length = max(frames / speed, 0)
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self.attack = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.passive = true
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self.state = "die"
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set_velocity(self, 0)
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set_animation(self, "die")
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minetest.after(length, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if use_cmi then
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cmi.notify_die(self.object, cmi_cause)
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end
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self.object:remove()
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end, self)
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else
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|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
end
|
|
|
|
self.object:remove()
|
|
end
|
|
|
|
effect(pos, 20, "tnt_smoke.png")
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- check if within physical map limits (-30911 to 30927)
|
|
local within_limits = function(pos, radius)
|
|
|
|
if (pos.x - radius) > -30913
|
|
and (pos.x + radius) < 30928
|
|
and (pos.y - radius) > -30913
|
|
and (pos.y + radius) < 30928
|
|
and (pos.z - radius) > -30913
|
|
and (pos.z + radius) < 30928 then
|
|
return true -- within limits
|
|
end
|
|
|
|
return false -- beyond limits
|
|
end
|
|
|
|
|
|
-- is mob facing a cliff
|
|
local is_at_cliff = function(self)
|
|
|
|
if self.fear_height == 0 then -- 0 for no falling protection!
|
|
return false
|
|
end
|
|
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
local pos = self.object:get_pos()
|
|
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
|
|
|
if minetest.line_of_sight(
|
|
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
|
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
|
|
, 1) then
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- get node but use fallback for nil or unknown
|
|
local node_ok = function(pos, fallback)
|
|
|
|
fallback = fallback or 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
|
|
|
|
|
|
-- environmental damage (water, lava, fire, light etc.)
|
|
local do_env_damage = function(self)
|
|
|
|
-- 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
|
|
|
|
update_tag(self)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
self.time_of_day = minetest.get_timeofday()
|
|
|
|
-- remove mob if beyond map limits
|
|
if not within_limits(pos, 0) then
|
|
self.object:remove()
|
|
return
|
|
end
|
|
|
|
|
|
local deal_light_damage = function(self, pos, damage)
|
|
if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
|
|
self.health = self.health - damage
|
|
|
|
effect(pos, 5, "tnt_smoke.png")
|
|
|
|
if check_for_death(self, "light", {type = "light"}) then return end
|
|
end
|
|
end
|
|
|
|
-- bright light harms mob
|
|
if self.light_damage ~= 0 and (minetest.get_node_light(pos) or 0) > 12 then
|
|
deal_light_damage(self, pos, self.light_damage)
|
|
end
|
|
local _, dim = mcl_worlds.y_to_layer(pos.y)
|
|
if self.sunlight_damage ~= 0 and (minetest.get_node_light(pos) or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
|
|
deal_light_damage(self, pos, self.sunlight_damage)
|
|
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
|
|
self.standing_in = node_ok(pos, "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]
|
|
|
|
-- rain
|
|
if self.rain_damage and mod_weather then
|
|
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
|
|
|
|
self.health = self.health - self.rain_damage
|
|
|
|
if check_for_death(self, "rain", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then return end
|
|
end
|
|
end
|
|
|
|
pos.y = pos.y + 1 -- for particle effect position
|
|
|
|
-- water
|
|
if self.water_damage
|
|
and nodef.groups.water then
|
|
|
|
if self.water_damage ~= 0 then
|
|
|
|
self.health = self.health - self.water_damage
|
|
|
|
effect(pos, 5, "bubble.png", nil, nil, 1, nil)
|
|
|
|
if check_for_death(self, "water", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then return end
|
|
end
|
|
|
|
-- lava or fire
|
|
elseif self.lava_damage
|
|
and (nodef.groups.lava
|
|
or self.standing_in == node_fire
|
|
or self.standing_in == node_permanent_flame) then
|
|
|
|
if self.lava_damage ~= 0 then
|
|
|
|
self.health = self.health - self.lava_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
|
|
if check_for_death(self, "lava", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then return end
|
|
end
|
|
|
|
-- damage_per_second node check
|
|
elseif nodef.damage_per_second ~= 0 then
|
|
|
|
self.health = self.health - nodef.damage_per_second
|
|
|
|
effect(pos, 5, "tnt_smoke.png")
|
|
|
|
if check_for_death(self, "dps", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then return 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
|
|
|
|
-- 2 damage per second
|
|
-- TODO: Deal this damage once every 1/2 second
|
|
self.health = self.health - 2
|
|
|
|
if check_for_death(self, "suffocation", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then return end
|
|
end
|
|
|
|
check_for_death(self, "", {type = "unknown"})
|
|
end
|
|
|
|
|
|
-- jump if facing a solid node (not fences or gates)
|
|
local do_jump = function(self)
|
|
|
|
if not self.jump
|
|
or self.jump_height == 0
|
|
or self.fly
|
|
or (self.child and self.type ~= "monster")
|
|
or self.order == "stand" then
|
|
return false
|
|
end
|
|
|
|
self.facing_fence = false
|
|
|
|
-- something stopping us while moving?
|
|
if self.state ~= "stand"
|
|
and get_velocity(self) > 0.5
|
|
and self.object:get_velocity().y ~= 0 then
|
|
return false
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = self.object:get_yaw()
|
|
|
|
-- what is mob standing on?
|
|
pos.y = pos.y + self.collisionbox[2] - 0.2
|
|
|
|
local nod = node_ok(pos)
|
|
|
|
if minetest.registered_nodes[nod.name].walkable == false then
|
|
return false
|
|
end
|
|
|
|
-- where is front
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
|
|
-- what is in front of mob?
|
|
local nod = node_ok({
|
|
x = pos.x + dir_x,
|
|
y = pos.y + 0.5,
|
|
z = pos.z + dir_z
|
|
})
|
|
|
|
-- this is used to detect if there's a block on top of the block in front of the mob.
|
|
-- If there is, there is no point in jumping as we won't manage.
|
|
local nodTop = node_ok({
|
|
x = pos.x + dir_x,
|
|
y = pos.y + 1.5,
|
|
z = pos.z + dir_z
|
|
}, "air")
|
|
|
|
-- we don't attempt to jump if there's a stack of blocks blocking
|
|
if minetest.registered_nodes[nodTop.name] == true then
|
|
return false
|
|
end
|
|
|
|
-- thin blocks that do not need to be jumped
|
|
if nod.name == node_snow then
|
|
return false
|
|
end
|
|
|
|
if self.walk_chance == 0
|
|
or minetest.registered_items[nod.name].walkable then
|
|
|
|
if not nod.name:find("fence")
|
|
and not nod.name:find("fence_gate")
|
|
and not nod.name:find("wall") then
|
|
|
|
local v = self.object:get_velocity()
|
|
|
|
v.y = self.jump_height
|
|
|
|
set_animation(self, "jump") -- only when defined
|
|
|
|
self.object:set_velocity(v)
|
|
|
|
-- when in air move forward
|
|
minetest.after(0.3, function(self, v)
|
|
if not self.object or not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
self.object:set_acceleration({
|
|
x = v.x * 2,
|
|
y = 0,
|
|
z = v.z * 2,
|
|
})
|
|
end, self, v)
|
|
|
|
if self.jump_sound_cooloff <= 0 then
|
|
mob_sound(self, self.sounds.jump)
|
|
self.jump_sound_cooloff = 0.5
|
|
end
|
|
else
|
|
self.facing_fence = true
|
|
end
|
|
|
|
-- if we jumped against a block/wall 4 times then turn
|
|
if self.object:get_velocity().x ~= 0
|
|
and self.object:get_velocity().z ~= 0 then
|
|
|
|
self.jump_count = (self.jump_count or 0) + 1
|
|
|
|
if self.jump_count == 4 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
yaw = set_yaw(self, yaw + 1.35, 8)
|
|
|
|
self.jump_count = 0
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- blast damage to entities nearby (modified from TNT mod)
|
|
local entity_physics = function(pos, radius)
|
|
|
|
radius = radius * 2
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, radius)
|
|
local obj_pos, dist
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj_pos = objs[n]:get_pos()
|
|
|
|
dist = get_distance(pos, obj_pos)
|
|
if dist < 1 then dist = 1 end
|
|
|
|
local damage = floor((4 / dist) * radius)
|
|
local ent = objs[n]:get_luaentity()
|
|
|
|
-- punches work on entities AND players
|
|
objs[n]:punch(objs[n], 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, pos)
|
|
end
|
|
end
|
|
|
|
|
|
-- should mob follow what I'm holding ?
|
|
local follow_holding = function(self, clicker)
|
|
|
|
if mobs.invis[clicker:get_player_name()] then
|
|
return false
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
local t = type(self.follow)
|
|
|
|
-- single item
|
|
if t == "string"
|
|
and item:get_name() == self.follow then
|
|
return true
|
|
|
|
-- multiple items
|
|
elseif t == "table" then
|
|
|
|
for no = 1, #self.follow do
|
|
|
|
if self.follow[no] == item:get_name() then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find two animals of same type and breed if nearby and horny
|
|
local breed = function(self)
|
|
|
|
-- child takes 240 seconds before growing into adult
|
|
if self.child == true then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer > 240 then
|
|
|
|
self.child = false
|
|
self.hornytimer = 0
|
|
|
|
self.object:set_properties({
|
|
textures = self.base_texture,
|
|
mesh = self.base_mesh,
|
|
visual_size = self.base_size,
|
|
collisionbox = self.base_colbox,
|
|
selectionbox = self.base_selbox,
|
|
})
|
|
|
|
-- custom function when child grows up
|
|
if self.on_grown then
|
|
self.on_grown(self)
|
|
else
|
|
-- jump when fully grown so as not to fall into ground
|
|
self.object:set_velocity({
|
|
x = 0,
|
|
y = self.jump_height,
|
|
z = 0
|
|
})
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- horny animal can mate for 40 seconds,
|
|
-- afterwards horny animal cannot mate again for 200 seconds
|
|
if self.horny == true
|
|
and self.hornytimer < 240 then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= 240 then
|
|
self.hornytimer = 0
|
|
self.horny = false
|
|
end
|
|
end
|
|
|
|
-- find another same animal who is also horny and mate if nearby
|
|
if self.horny == true
|
|
and self.hornytimer <= 40 then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, 3)
|
|
local num = 0
|
|
local ent = nil
|
|
|
|
for n = 1, #objs do
|
|
|
|
ent = objs[n]:get_luaentity()
|
|
|
|
-- check for same animal with different colour
|
|
local canmate = false
|
|
|
|
if ent then
|
|
|
|
if ent.name == self.name then
|
|
canmate = true
|
|
else
|
|
local entname = string.split(ent.name,":")
|
|
local selfname = string.split(self.name,":")
|
|
|
|
if entname[1] == selfname[1] then
|
|
entname = string.split(entname[2],"_")
|
|
selfname = string.split(selfname[2],"_")
|
|
|
|
if entname[1] == selfname[1] then
|
|
canmate = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if ent
|
|
and canmate == true
|
|
and ent.horny == true
|
|
and ent.hornytimer <= 40 then
|
|
num = num + 1
|
|
end
|
|
|
|
-- found your mate? then have a baby
|
|
if num > 1 then
|
|
|
|
self.hornytimer = 41
|
|
ent.hornytimer = 41
|
|
|
|
-- spawn baby
|
|
minetest.after(5, function(parent1, parent2, pos)
|
|
if not parent1.object:get_luaentity() then
|
|
return
|
|
end
|
|
if not parent2.object:get_luaentity() then
|
|
return
|
|
end
|
|
|
|
-- custom breed function
|
|
if parent1.on_breed then
|
|
-- when false, skip going any further
|
|
if parent1.on_breed(parent1, parent2) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
local child = mobs:spawn_child(pos, parent1.name)
|
|
|
|
local ent_c = child:get_luaentity()
|
|
|
|
|
|
-- Use texture of one of the parents
|
|
local p = math.random(1, 2)
|
|
if p == 1 then
|
|
ent_c.base_texture = parent1.base_texture
|
|
else
|
|
ent_c.base_texture = parent2.base_texture
|
|
end
|
|
child:set_properties({
|
|
textures = ent_c.base_texture
|
|
})
|
|
|
|
-- tamed and owned by parents' owner
|
|
ent_c.tamed = true
|
|
ent_c.owner = parent1.owner
|
|
end, self, ent, pos)
|
|
|
|
num = 0
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
local replace = function(self, pos)
|
|
|
|
if not mobs_griefing
|
|
or not self.replace_rate
|
|
or not self.replace_what
|
|
or self.child == true
|
|
or self.object:get_velocity().y ~= 0
|
|
or random(1, self.replace_rate) > 1 then
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
local num = random(#self.replace_what)
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
with = self.replace_what[num][2] or ""
|
|
y_offset = self.replace_what[num][3] or 0
|
|
else
|
|
what = self.replace_what
|
|
with = self.replace_with or ""
|
|
y_offset = self.replace_offset or 0
|
|
end
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
|
|
|
|
local oldnode = {name = what}
|
|
local newnode = {name = with}
|
|
local on_replace_return
|
|
|
|
if self.on_replace then
|
|
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
|
end
|
|
|
|
if on_replace_return ~= false then
|
|
|
|
minetest.set_node(pos, {name = with})
|
|
|
|
-- when cow/sheep eats grass, replace wool and milk
|
|
if self.gotten == true then
|
|
self.gotten = false
|
|
self.object:set_properties(self)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- check if daytime and also if mob is docile during daylight hours
|
|
local day_docile = function(self)
|
|
|
|
if self.docile_by_day == false then
|
|
|
|
return false
|
|
|
|
elseif self.docile_by_day == true
|
|
and self.time_of_day > 0.2
|
|
and self.time_of_day < 0.8 then
|
|
|
|
return true
|
|
end
|
|
end
|
|
|
|
|
|
local los_switcher = false
|
|
local height_switcher = false
|
|
|
|
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
|
|
local smart_mobs = function(self, s, p, dist, dtime)
|
|
|
|
local s1 = self.path.lastpos
|
|
|
|
local target_pos = self.attack:get_pos()
|
|
|
|
-- is it becoming stuck?
|
|
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
|
|
self.path.stuck_timer = self.path.stuck_timer + dtime
|
|
else
|
|
self.path.stuck_timer = 0
|
|
end
|
|
|
|
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
|
|
|
|
local use_pathfind = false
|
|
local has_lineofsight = minetest.line_of_sight(
|
|
{x = s.x, y = (s.y) + .5, z = s.z},
|
|
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
|
|
|
|
-- im stuck, search for path
|
|
if not has_lineofsight then
|
|
|
|
if los_switcher == true then
|
|
use_pathfind = true
|
|
los_switcher = false
|
|
end -- cannot see target!
|
|
else
|
|
if los_switcher == false then
|
|
|
|
los_switcher = true
|
|
use_pathfind = false
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end -- can see target!
|
|
end
|
|
|
|
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end
|
|
|
|
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end
|
|
|
|
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
|
|
|
|
if height_switcher then
|
|
use_pathfind = true
|
|
height_switcher = false
|
|
end
|
|
else
|
|
if not height_switcher then
|
|
use_pathfind = false
|
|
height_switcher = true
|
|
end
|
|
end
|
|
|
|
if use_pathfind then
|
|
-- lets try find a path, first take care of positions
|
|
-- since pathfinder is very sensitive
|
|
local sheight = self.collisionbox[5] - self.collisionbox[2]
|
|
|
|
-- round position to center of node to avoid stuck in walls
|
|
-- also adjust height for player models!
|
|
s.x = floor(s.x + 0.5)
|
|
s.z = floor(s.z + 0.5)
|
|
|
|
local ssight, sground = minetest.line_of_sight(s, {
|
|
x = s.x, y = s.y - 4, z = s.z}, 1)
|
|
|
|
-- determine node above ground
|
|
if not ssight then
|
|
s.y = sground.y + 1
|
|
end
|
|
|
|
local p1 = self.attack:get_pos()
|
|
|
|
p1.x = floor(p1.x + 0.5)
|
|
p1.y = floor(p1.y + 0.5)
|
|
p1.z = floor(p1.z + 0.5)
|
|
|
|
local dropheight = 6
|
|
if self.fear_height ~= 0 then dropheight = self.fear_height end
|
|
|
|
self.path.way = minetest.find_path(s, p1, 16, self.stepheight, dropheight, "A*_noprefetch")
|
|
|
|
self.state = ""
|
|
do_attack(self, self.attack)
|
|
|
|
-- no path found, try something else
|
|
if not self.path.way then
|
|
|
|
self.path.following = false
|
|
|
|
-- lets make way by digging/building if not accessible
|
|
if self.pathfinding == 2 and mobs_griefing then
|
|
|
|
-- is player higher than mob?
|
|
if s.y < p1.y then
|
|
|
|
-- build upwards
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local ndef1 = minetest.registered_nodes[self.standing_in]
|
|
|
|
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
|
|
|
|
minetest.set_node(s, {name = mobs.fallback_node})
|
|
end
|
|
end
|
|
|
|
local sheight = math.ceil(self.collisionbox[5]) + 1
|
|
|
|
-- assume mob is 2 blocks high so it digs above its head
|
|
s.y = s.y + sheight
|
|
|
|
-- remove one block above to make room to jump
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local node1 = node_ok(s, "air").name
|
|
local ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.set_node(s, {name = "air"})
|
|
minetest.add_item(s, ItemStack(node1))
|
|
|
|
end
|
|
end
|
|
|
|
s.y = s.y - sheight
|
|
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
|
|
|
|
else -- dig 2 blocks to make door toward player direction
|
|
|
|
local yaw1 = self.object:get_yaw() + pi / 2
|
|
local p1 = {
|
|
x = s.x + cos(yaw1),
|
|
y = s.y,
|
|
z = s.z + sin(yaw1)
|
|
}
|
|
|
|
if not minetest.is_protected(p1, "") then
|
|
|
|
local node1 = node_ok(p1, "air").name
|
|
local ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
p1.y = p1.y + 1
|
|
node1 = node_ok(p1, "air").name
|
|
ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- will try again in 2 second
|
|
self.path.stuck_timer = stuck_timeout - 2
|
|
else
|
|
-- yay i found path
|
|
-- TODO: Implement war_cry sound without being annoying
|
|
--mob_sound(self, self.sounds.war_cry, true)
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
-- follow path now that it has it
|
|
self.path.following = true
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- specific attacks
|
|
local specific_attack = function(list, what)
|
|
|
|
-- no list so attack default (player, animals etc.)
|
|
if list == nil then
|
|
return true
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- monster find someone to attack
|
|
local monster_attack = function(self)
|
|
|
|
if self.type ~= "monster"
|
|
or not damage_enabled
|
|
or creative
|
|
or self.state == "attack"
|
|
or day_docile(self) then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
local p, sp, dist
|
|
local player, obj, min_player
|
|
local type, name = "", ""
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
if mobs.invis[ objs[n]:get_player_name() ] then
|
|
|
|
type = ""
|
|
else
|
|
player = objs[n]
|
|
type = "player"
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
type = obj.type
|
|
name = obj.name or ""
|
|
end
|
|
end
|
|
|
|
-- find specific mob to attack, failing that attack player/npc/animal
|
|
if specific_attack(self.specific_attack, name)
|
|
and (type == "player" or type == "npc"
|
|
or (type == "animal" and self.attack_animals == true)) then
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
dist = get_distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
|
|
-- choose closest player to attack
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
-- attack player
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
|
|
-- npc, find closest monster to attack
|
|
local npc_attack = function(self)
|
|
|
|
if self.type ~= "npc"
|
|
or not self.attacks_monsters
|
|
or self.state == "attack" then
|
|
return
|
|
end
|
|
|
|
local p, sp, obj, min_player
|
|
local s = self.object:get_pos()
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj and obj.type == "monster" then
|
|
|
|
p = obj.object:get_pos()
|
|
sp = s
|
|
|
|
local dist = get_distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = obj.object
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
|
|
-- specific runaway
|
|
local specific_runaway = function(list, what)
|
|
|
|
-- no list so do not run
|
|
if list == nil then
|
|
return false
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find someone to runaway from
|
|
local runaway_from = function(self)
|
|
|
|
if not self.runaway_from then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
local p, sp, dist
|
|
local player, obj, min_player
|
|
local type, name = "", ""
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
if mobs.invis[ objs[n]:get_player_name() ]
|
|
or self.owner == objs[n]:get_player_name() then
|
|
|
|
type = ""
|
|
else
|
|
player = objs[n]
|
|
type = "player"
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
type = obj.type
|
|
name = obj.name or ""
|
|
end
|
|
end
|
|
|
|
-- find specific mob to runaway from
|
|
if name ~= "" and name ~= self.name
|
|
and specific_runaway(self.runaway_from, name) then
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
dist = get_distance(p, s)
|
|
|
|
|
|
-- choose closest player/mpb to runaway from
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
|
|
local lp = player:get_pos()
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 4)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
local follow_flop = function(self)
|
|
|
|
-- find player to follow
|
|
if (self.follow ~= ""
|
|
or self.order == "follow")
|
|
and not self.following
|
|
and self.state ~= "attack"
|
|
and self.state ~= "runaway" then
|
|
|
|
local s = self.object:get_pos()
|
|
local players = minetest.get_connected_players()
|
|
|
|
for n = 1, #players do
|
|
|
|
if get_distance(players[n]:get_pos(), s) < self.view_range
|
|
and not mobs.invis[ players[n]:get_player_name() ] then
|
|
|
|
self.following = players[n]
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc"
|
|
and self.order == "follow"
|
|
and self.state ~= "attack"
|
|
and self.owner ~= "" then
|
|
|
|
-- npc stop following player if not owner
|
|
if self.following
|
|
and self.owner
|
|
and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
else
|
|
-- stop following player if not holding specific item
|
|
if self.following
|
|
and self.following:is_player()
|
|
and follow_holding(self, self.following) == false then
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
|
|
local s = self.object:get_pos()
|
|
local p
|
|
|
|
if self.following:is_player() then
|
|
|
|
p = self.following:get_pos()
|
|
|
|
elseif self.following.object then
|
|
|
|
p = self.following.object:get_pos()
|
|
end
|
|
|
|
if p then
|
|
|
|
local dist = get_distance(p, s)
|
|
|
|
-- dont follow if out of range
|
|
if dist > self.view_range then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw, 6)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist > self.reach
|
|
and self.order ~= "stand" then
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
if self.walk_chance ~= 0 then
|
|
set_animation(self, "walk")
|
|
end
|
|
else
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
if self.fly then
|
|
local s = self.object:get_pos()
|
|
if not flight_check(self, s) then
|
|
|
|
self.state = "flop"
|
|
self.object:set_velocity({x = 0, y = -5, z = 0})
|
|
|
|
set_animation(self, "stand")
|
|
|
|
return
|
|
elseif self.state == "flop" then
|
|
self.state = "stand"
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- dogshoot attack switch and counter function
|
|
local dogswitch = function(self, dtime)
|
|
|
|
-- switch mode not activated
|
|
if not self.dogshoot_switch
|
|
or not dtime then
|
|
return 0
|
|
end
|
|
|
|
self.dogshoot_count = self.dogshoot_count + dtime
|
|
|
|
if (self.dogshoot_switch == 1
|
|
and self.dogshoot_count > self.dogshoot_count_max)
|
|
or (self.dogshoot_switch == 2
|
|
and self.dogshoot_count > self.dogshoot_count2_max) then
|
|
|
|
self.dogshoot_count = 0
|
|
|
|
if self.dogshoot_switch == 1 then
|
|
self.dogshoot_switch = 2
|
|
else
|
|
self.dogshoot_switch = 1
|
|
end
|
|
end
|
|
|
|
return self.dogshoot_switch
|
|
end
|
|
|
|
|
|
-- execute current state (stand, walk, run, attacks)
|
|
local do_states = function(self, dtime)
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if self.state == "stand" then
|
|
|
|
if random(1, 4) == 1 then
|
|
|
|
local lp = nil
|
|
local s = self.object:get_pos()
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
lp = objs[n]:get_pos()
|
|
break
|
|
end
|
|
end
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then yaw = yaw + pi end
|
|
else
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
|
|
-- npc's ordered to stand stay standing
|
|
if self.type ~= "npc"
|
|
or self.order ~= "stand" then
|
|
|
|
if self.walk_chance ~= 0
|
|
and self.facing_fence ~= true
|
|
and random(1, 100) <= self.walk_chance
|
|
and is_at_cliff(self) == false then
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
self.state = "walk"
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
elseif self.state == "walk" then
|
|
|
|
local s = self.object:get_pos()
|
|
local lp = nil
|
|
|
|
-- is there something I need to avoid?
|
|
if self.water_damage > 0
|
|
and self.lava_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
|
|
elseif self.water_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
|
|
elseif self.lava_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
end
|
|
|
|
if lp then
|
|
|
|
-- if mob in water or lava then look for land
|
|
if (self.lava_damage
|
|
and minetest.registered_nodes[self.standing_in].groups.lava)
|
|
or (self.water_damage
|
|
and minetest.registered_nodes[self.standing_in].groups.water) then
|
|
|
|
lp = minetest.find_node_near(s, 5, {"group:soil", "group:stone",
|
|
"group:sand", node_ice, node_snowblock})
|
|
|
|
-- did we find land?
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then yaw = yaw + pi end
|
|
|
|
-- look towards land and jump/move in that direction
|
|
yaw = set_yaw(self, yaw, 6)
|
|
do_jump(self)
|
|
set_velocity(self, self.walk_velocity)
|
|
else
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
end
|
|
|
|
else
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then yaw = yaw + pi end
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
|
|
-- otherwise randomly turn
|
|
elseif random(1, 100) <= 30 then
|
|
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
|
|
-- stand for great fall in front
|
|
local temp_is_cliff = is_at_cliff(self)
|
|
|
|
if self.facing_fence == true
|
|
or temp_is_cliff
|
|
or random(1, 100) <= 30 then
|
|
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
else
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
if flight_check(self)
|
|
and self.animation
|
|
and self.animation.fly_start
|
|
and self.animation.fly_end then
|
|
set_animation(self, "fly")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
-- runaway when punched
|
|
elseif self.state == "runaway" then
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5
|
|
or is_at_cliff(self) then
|
|
self.runaway_timer = 0
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
set_animation(self, "walk")
|
|
end
|
|
|
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
elseif self.state == "attack" then
|
|
|
|
-- calculate distance from mob and enemy
|
|
local s = self.object:get_pos()
|
|
local p = self.attack:get_pos() or s
|
|
local dist = get_distance(p, s)
|
|
|
|
-- stop attacking if player invisible or out of range
|
|
if dist > self.view_range
|
|
or not self.attack
|
|
or not self.attack:get_pos()
|
|
or self.attack:get_hp() <= 0
|
|
or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
|
|
|
|
self.state = "stand"
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
self.attack = nil
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.path.way = nil
|
|
|
|
return
|
|
end
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw)
|
|
|
|
local node_break_radius = self.explosion_radius or 1
|
|
local entity_damage_radius = self.explosion_damage_radius
|
|
or (node_break_radius * 2)
|
|
|
|
-- start timer when in reach and line of sight
|
|
if not self.v_start
|
|
and dist <= self.reach
|
|
and line_of_sight(self, s, p, 2) then
|
|
|
|
self.v_start = true
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
mob_sound(self, self.sounds.fuse, nil, false)
|
|
|
|
-- stop timer if out of reach or direct line of sight
|
|
elseif self.allow_fuse_reset
|
|
and self.v_start
|
|
and (dist > self.reach
|
|
or not line_of_sight(self, s, p, 2)) then
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
remove_texture_mod(self, "^[brighten")
|
|
end
|
|
|
|
-- walk right up to player unless the timer is active
|
|
if self.v_start and (self.stop_to_explode or dist < 1.5) then
|
|
set_velocity(self, 0)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
set_animation(self, "run")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
|
|
if self.v_start then
|
|
|
|
self.timer = self.timer + dtime
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
if self.blinktimer > 0.2 then
|
|
|
|
self.blinktimer = 0
|
|
|
|
if self.blinkstatus then
|
|
remove_texture_mod(self, "^[brighten")
|
|
else
|
|
add_texture_mod(self, "^[brighten")
|
|
end
|
|
|
|
self.blinkstatus = not self.blinkstatus
|
|
end
|
|
|
|
if self.timer > self.explosion_timer then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
-- dont damage anything if area protected or next to water
|
|
if minetest.find_node_near(pos, 1, {"group:water"})
|
|
or minetest.is_protected(pos, "") then
|
|
|
|
node_break_radius = 1
|
|
end
|
|
|
|
self.object:remove()
|
|
|
|
if mobs_griefing and mod_tnt and tnt and tnt.boom
|
|
and not minetest.is_protected(pos, "") then
|
|
|
|
tnt.boom(pos, {
|
|
radius = node_break_radius,
|
|
damage_radius = entity_damage_radius,
|
|
sound = self.sounds.explode,
|
|
})
|
|
else
|
|
|
|
minetest.sound_play(self.sounds.explode, {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds.distance or 32
|
|
})
|
|
|
|
entity_physics(pos, entity_damage_radius)
|
|
effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0)
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "dogfight"
|
|
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
|
|
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
|
|
|
|
if self.fly
|
|
and dist > self.reach then
|
|
|
|
local p1 = s
|
|
local me_y = floor(p1.y)
|
|
local p2 = p
|
|
local p_y = floor(p2.y + 1)
|
|
local v = self.object:get_velocity()
|
|
|
|
if flight_check(self, s) then
|
|
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 0.01,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -0.01,
|
|
z = v.z
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50
|
|
or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table.remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw)
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
if dist > self.reach then
|
|
|
|
-- path finding by rnd
|
|
if self.pathfinding -- only if mob has pathfinding enabled
|
|
and enable_pathfinding then
|
|
|
|
smart_mobs(self, s, p, dist, dtime)
|
|
end
|
|
|
|
if is_at_cliff(self) then
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
else
|
|
|
|
if self.path.stuck then
|
|
set_velocity(self, self.walk_velocity)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
set_animation(self, "run")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
else -- rnd: if inside reach range
|
|
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
set_velocity(self, 0)
|
|
|
|
if not self.custom_attack then
|
|
|
|
if self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
if self.double_melee_attack
|
|
and random(1, 2) == 1 then
|
|
set_animation(self, "punch2")
|
|
else
|
|
set_animation(self, "punch")
|
|
end
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if line_of_sight(self, p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
mob_sound(self, self.sounds.attack)
|
|
|
|
-- punch player (or what player is attached to)
|
|
local attached = self.attack:get_attach()
|
|
if attached then
|
|
self.attack = attached
|
|
end
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = self.damage}
|
|
}, nil)
|
|
end
|
|
end
|
|
else -- call custom attack every second
|
|
if self.custom_attack
|
|
and self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
self.custom_attack(self, p)
|
|
end
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "shoot"
|
|
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
|
|
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
|
|
local dist = get_distance(p, s)
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + pi end
|
|
|
|
yaw = set_yaw(self, yaw)
|
|
|
|
set_velocity(self, 0)
|
|
|
|
if self.shoot_interval
|
|
and self.timer > self.shoot_interval
|
|
and random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
set_animation(self, "shoot")
|
|
|
|
-- play shoot attack sound
|
|
mob_sound(self, self.sounds.shoot_attack)
|
|
|
|
local p = self.object:get_pos()
|
|
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
local obj = minetest.add_entity(p, self.arrow)
|
|
local ent = obj:get_luaentity()
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
local v = ent.velocity or 1 -- or set to default
|
|
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
-- offset makes shoot aim accurate
|
|
vec.y = vec.y + self.shoot_offset
|
|
vec.x = vec.x * (v / amount)
|
|
vec.y = vec.y * (v / amount)
|
|
vec.z = vec.z * (v / amount)
|
|
|
|
obj:set_velocity(vec)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- falling and fall damage
|
|
local falling = function(self, pos)
|
|
|
|
if self.fly then
|
|
return
|
|
end
|
|
|
|
-- floating in water (or falling)
|
|
local v = self.object:get_velocity()
|
|
|
|
if v.y > 0 then
|
|
|
|
-- apply gravity when moving up
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -10,
|
|
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
|
|
|
|
-- in water then float up
|
|
if minetest.registered_nodes[node_ok(pos).name].groups.water then
|
|
|
|
if self.floats == 1 then
|
|
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (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 d = (self.old_y or 0) - self.object:get_pos().y
|
|
|
|
if d > 5 then
|
|
|
|
self.health = self.health - floor(d - 5)
|
|
|
|
effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
|
|
|
|
if check_for_death(self, "fall", {type = "fall"}) then
|
|
return
|
|
end
|
|
end
|
|
|
|
self.old_y = self.object:get_pos().y
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- deal damage and effects when mob punched
|
|
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|
|
|
-- custom punch function
|
|
if self.do_punch then
|
|
|
|
-- when false skip going any further
|
|
if self.do_punch(self, hitter, tflp, tool_caps, dir) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- error checking when mod profiling is enabled
|
|
if not tool_capabilities then
|
|
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
|
|
return
|
|
end
|
|
|
|
-- is mob protected?
|
|
if self.protected and hitter:is_player()
|
|
and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
|
|
return
|
|
end
|
|
|
|
|
|
-- punch interval
|
|
local weapon = hitter:get_wielded_item()
|
|
local punch_interval = 1.4
|
|
|
|
-- exhaust attacker
|
|
if mod_hunger and hitter:is_player() then
|
|
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
|
|
end
|
|
|
|
-- calculate mob damage
|
|
local damage = 0
|
|
local armor = self.object:get_armor_groups() or {}
|
|
local tmp
|
|
|
|
-- quick error check incase it ends up 0 (serialize.h check test)
|
|
if tflp == 0 then
|
|
tflp = 0.2
|
|
end
|
|
|
|
if use_cmi then
|
|
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
|
|
else
|
|
|
|
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
|
|
|
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
|
|
|
if tmp < 0 then
|
|
tmp = 0.0
|
|
elseif tmp > 1 then
|
|
tmp = 1.0
|
|
end
|
|
|
|
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
|
* tmp * ((armor[group] or 0) / 100.0)
|
|
end
|
|
end
|
|
|
|
-- check for tool immunity or special damage
|
|
for n = 1, #self.immune_to do
|
|
|
|
if self.immune_to[n][1] == weapon:get_name() then
|
|
|
|
damage = self.immune_to[n][2] or 0
|
|
break
|
|
end
|
|
end
|
|
|
|
-- healing
|
|
if damage <= -1 then
|
|
self.health = self.health - floor(damage)
|
|
return
|
|
end
|
|
|
|
if use_cmi then
|
|
|
|
local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
|
|
|
|
if cancel then return end
|
|
end
|
|
|
|
if tool_capabilities then
|
|
punch_interval = tool_capabilities.full_punch_interval or 1.4
|
|
end
|
|
|
|
-- add weapon wear
|
|
if minetest.settings:get_bool("creative_mode") ~= true
|
|
and weapon:get_definition()
|
|
and weapon:get_definition().tool_capabilities then
|
|
|
|
weapon:add_wear(floor((punch_interval / 75) * 9000))
|
|
hitter:set_wielded_item(weapon)
|
|
end
|
|
|
|
local die = false
|
|
|
|
-- only play hit sound and show blood effects if damage is 1 or over
|
|
if damage >= 1 then
|
|
|
|
-- weapon sounds
|
|
if weapon:get_definition().sounds ~= nil then
|
|
|
|
local s = random(0, #weapon:get_definition().sounds)
|
|
|
|
minetest.sound_play(weapon:get_definition().sounds[s], {
|
|
object = self.object, --hitter,
|
|
max_hear_distance = 8
|
|
})
|
|
else
|
|
minetest.sound_play("default_punch", {
|
|
object = self.object, --hitter,
|
|
max_hear_distance = 5
|
|
})
|
|
end
|
|
|
|
-- blood_particles
|
|
if self.blood_amount > 0
|
|
and not disable_blood then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
|
|
|
|
-- do we have a single blood texture or multiple?
|
|
if type(self.blood_texture) == "table" then
|
|
|
|
local blood = self.blood_texture[random(1, #self.blood_texture)]
|
|
|
|
effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
|
|
else
|
|
effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
|
|
end
|
|
end
|
|
|
|
-- do damage
|
|
self.health = self.health - floor(damage)
|
|
|
|
-- skip future functions if dead, except alerting others
|
|
if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
|
|
die = true
|
|
end
|
|
|
|
-- knock back effect (only on full punch)
|
|
if not die
|
|
and self.knock_back
|
|
and tflp >= punch_interval then
|
|
|
|
local v = self.object:get_velocity()
|
|
local r = 1.4 - min(punch_interval, 1.4)
|
|
local kb = r * 2.0
|
|
local up = 2
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if v.y > 0
|
|
or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
-- check if tool already has specific knockback value
|
|
if tool_capabilities.damage_groups["knockback"] then
|
|
kb = tool_capabilities.damage_groups["knockback"]
|
|
else
|
|
kb = kb * 1.5
|
|
end
|
|
|
|
self.object:set_velocity({
|
|
x = dir.x * kb,
|
|
y = up,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
end -- END if damage
|
|
|
|
-- if skittish then run away
|
|
if not die and self.runaway == true then
|
|
|
|
local lp = hitter:get_pos()
|
|
local s = self.object:get_pos()
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 6)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 0
|
|
self.following = nil
|
|
end
|
|
|
|
local name = hitter:get_player_name() or ""
|
|
|
|
-- attack puncher and call other mobs for help
|
|
if self.passive == false
|
|
and self.state ~= "flop"
|
|
and (self.child == false or self.type == "monster")
|
|
and hitter:get_player_name() ~= self.owner
|
|
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
|
|
|
|
|
|
-- get entity staticdata
|
|
local mob_staticdata = function(self)
|
|
|
|
-- remove mob when out of range unless tamed
|
|
if remove_far
|
|
and self.can_despawn
|
|
and self.remove_ok
|
|
and ((not self.nametag) or (self.nametag == ""))
|
|
and self.lifetimer <= 20 then
|
|
|
|
minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos()))
|
|
self.object:remove()
|
|
|
|
return ""-- nil
|
|
end
|
|
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
-- used to rotate older mobs
|
|
if self.drawtype
|
|
and self.drawtype == "side" then
|
|
self.rotate = math.rad(90)
|
|
end
|
|
|
|
if use_cmi then
|
|
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
|
|
end
|
|
|
|
local tmp = {}
|
|
|
|
for _,stat in pairs(self) do
|
|
|
|
local t = type(stat)
|
|
|
|
if t ~= "function"
|
|
and t ~= "nil"
|
|
and t ~= "userdata"
|
|
and _ ~= "_cmi_components" then
|
|
tmp[_] = self[_]
|
|
end
|
|
end
|
|
|
|
return minetest.serialize(tmp)
|
|
end
|
|
|
|
|
|
-- activate mob and reload settings
|
|
local mob_activate = function(self, staticdata, def, dtime)
|
|
|
|
-- remove monsters in peaceful mode
|
|
if self.type == "monster"
|
|
and peaceful_only then
|
|
|
|
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
|
|
|
|
-- compatiblity with old simple mobs textures
|
|
if type(def.textures[1]) == "string" then
|
|
def.textures = {def.textures}
|
|
end
|
|
|
|
self.base_texture = def.textures[random(1, #def.textures)]
|
|
self.base_mesh = def.mesh
|
|
self.base_size = self.visual_size
|
|
self.base_colbox = self.collisionbox
|
|
self.base_selbox = self.selectionbox
|
|
end
|
|
|
|
-- 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
|
|
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
|
|
}
|
|
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
|
|
self.health = random (self.hp_min, self.hp_max)
|
|
end
|
|
|
|
-- 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
|
|
|
|
-- mob defaults
|
|
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
|
|
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
|
|
self.selectionbox = selbox
|
|
self.visual_size = vis_size
|
|
self.standing_in = ""
|
|
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
|
|
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
|
|
|
|
self.texture_mods = {}
|
|
|
|
-- check existing nametag
|
|
if not self.nametag then
|
|
self.nametag = def.nametag
|
|
end
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
|
|
update_tag(self)
|
|
set_animation(self, "stand")
|
|
|
|
-- 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
|
|
|
|
if use_cmi then
|
|
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
|
|
cmi.notify_activate(self.object, dtime)
|
|
end
|
|
end
|
|
|
|
|
|
-- main mob function
|
|
local mob_step = function(self, dtime)
|
|
|
|
if use_cmi then
|
|
cmi.notify_step(self.object, dtime)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = 0
|
|
|
|
-- Despawning: when lifetimer expires, remove mob
|
|
if remove_far
|
|
and self.can_despawn == true
|
|
and ((not self.nametag) or (self.nametag == "")) then
|
|
|
|
-- TODO: Finish up implementation of despawning rules
|
|
|
|
self.lifetimer = self.lifetimer - dtime
|
|
|
|
if self.lifetimer <= 0 then
|
|
|
|
-- only despawn away from player
|
|
local objs = minetest.get_objects_inside_radius(pos, 32)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
self.lifetimer = 20
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
minetest.log("action", "Mob "..name.." despawns in mob_step at "..minetest.pos_to_string(pos))
|
|
self.object:remove()
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
if self.jump_sound_cooloff > 0 then
|
|
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
|
|
end
|
|
if self.opinion_sound_cooloff > 0 then
|
|
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
|
end
|
|
falling(self, pos)
|
|
|
|
-- smooth rotation by ThomasMonroe314
|
|
|
|
if self.delay and self.delay > 0 then
|
|
|
|
local yaw = self.object:get_yaw()
|
|
|
|
if self.delay == 1 then
|
|
yaw = self.target_yaw
|
|
else
|
|
local dif = abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif -- need to add
|
|
yaw = yaw + dif / self.delay
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
|
|
elseif yaw < self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (pi * 2) end
|
|
end
|
|
|
|
self.delay = self.delay - 1
|
|
self.object:set_yaw(yaw)
|
|
end
|
|
|
|
-- end rotation
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
return
|
|
end
|
|
|
|
-- 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
|
|
|
|
-- attack timer
|
|
self.timer = self.timer + dtime
|
|
|
|
if self.state ~= "attack" then
|
|
|
|
if self.timer < 1 then
|
|
return
|
|
end
|
|
|
|
self.timer = 0
|
|
end
|
|
|
|
-- never go over 100
|
|
if self.timer > 100 then
|
|
self.timer = 1
|
|
end
|
|
|
|
-- mob plays random sound at times
|
|
if random(1, 100) == 1 then
|
|
mob_sound(self, self.sounds.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.)
|
|
do_env_damage(self)
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
replace(self, pos)
|
|
end
|
|
|
|
monster_attack(self)
|
|
|
|
npc_attack(self)
|
|
|
|
breed(self)
|
|
|
|
follow_flop(self)
|
|
|
|
do_states(self, dtime)
|
|
|
|
do_jump(self)
|
|
|
|
runaway_from(self)
|
|
|
|
end
|
|
|
|
|
|
-- 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
|
|
|
|
|
|
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
|
|
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)
|
|
|
|
if not mobs.is_creative(clicker:get_player_name()) then
|
|
item:take_item()
|
|
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
|
|
|
|
-- 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
|
|
else
|
|
can_despawn = true
|
|
end
|
|
minetest.register_entity(name, {
|
|
|
|
stepheight = def.stepheight or 1.1, -- was 0.6
|
|
name = name,
|
|
type = def.type,
|
|
attack_type = def.attack_type,
|
|
fly = def.fly,
|
|
fly_in = def.fly_in or "air",
|
|
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,
|
|
jump_height = def.jump_height or 4, -- was 6
|
|
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
|
|
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
|
|
lifetimer = def.lifetimer or 57.73,
|
|
hp_min = max(1, (def.hp_min or 5) * difficulty),
|
|
hp_max = max(1, (def.hp_max or 10) * difficulty),
|
|
physical = true,
|
|
collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
|
|
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,
|
|
view_range = def.view_range or 16,
|
|
walk_velocity = def.walk_velocity or 1,
|
|
run_velocity = def.run_velocity or 2,
|
|
damage = max(0, (def.damage or 0) * difficulty),
|
|
light_damage = def.light_damage or 0,
|
|
sunlight_damage = def.sunlight_damage or 0,
|
|
water_damage = def.water_damage or 0,
|
|
lava_damage = def.lava_damage or 0,
|
|
suffocation = def.suffocation or true,
|
|
fall_damage = def.fall_damage or 1,
|
|
fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
|
|
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,
|
|
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,
|
|
knock_back = def.knock_back ~= false,
|
|
blood_amount = def.blood_amount or 5,
|
|
blood_texture = def.blood_texture or "mobs_blood.png",
|
|
shoot_offset = def.shoot_offset or 0,
|
|
floats = def.floats or 1, -- floats in water by default
|
|
replace_rate = def.replace_rate,
|
|
replace_what = def.replace_what,
|
|
replace_with = def.replace_with,
|
|
replace_offset = def.replace_offset or 0,
|
|
on_replace = def.on_replace,
|
|
timer = 0,
|
|
env_damage_timer = 0, -- only used when state = "attack"
|
|
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 {},
|
|
explosion_radius = def.explosion_radius,
|
|
explosion_damage_radius = def.explosion_damage_radius,
|
|
explosion_timer = def.explosion_timer or 3,
|
|
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,
|
|
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,
|
|
runaway_from = def.runaway_from,
|
|
owner_loyal = def.owner_loyal,
|
|
facing_fence = false,
|
|
_cmi_is_mob = true,
|
|
|
|
-- MCL2 extensions
|
|
ignores_nametag = def.ignores_nametag or false,
|
|
rain_damage = def.rain_damage or 0,
|
|
glow = def.glow,
|
|
can_despawn = can_despawn,
|
|
child = def.child or false,
|
|
texture_mods = {},
|
|
-- End of MCL2 extensions
|
|
|
|
on_spawn = def.on_spawn,
|
|
|
|
on_blast = def.on_blast or do_tnt,
|
|
|
|
on_step = mob_step,
|
|
|
|
do_punch = def.do_punch,
|
|
|
|
on_punch = mob_punch,
|
|
|
|
on_breed = def.on_breed,
|
|
|
|
on_grown = def.on_grown,
|
|
|
|
on_activate = function(self, staticdata, dtime)
|
|
return mob_activate(self, staticdata, def, dtime)
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
return mob_staticdata(self)
|
|
end,
|
|
|
|
})
|
|
|
|
if minetest.get_modpath("doc_identifier") ~= nil then
|
|
doc.sub.identifier.register_object(name, "basics", "mobs")
|
|
end
|
|
|
|
end -- END mobs:register_mob function
|
|
|
|
|
|
-- count how many mobs of one type are inside an area
|
|
local count_mobs = function(pos, type)
|
|
|
|
local num_type = 0
|
|
local num_total = 0
|
|
local objs = minetest.get_objects_inside_radius(pos, aoc_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if not objs[n]:is_player() then
|
|
|
|
local obj = objs[n]:get_luaentity()
|
|
|
|
-- count mob type and add to total also
|
|
if obj and obj.name and obj.name == type then
|
|
|
|
num_type = num_type + 1
|
|
num_total = num_total + 1
|
|
|
|
-- add to total mobs
|
|
elseif obj and obj.name and obj.health ~= nil then
|
|
|
|
num_total = num_total + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
return num_type, num_total
|
|
end
|
|
|
|
|
|
-- global functions
|
|
|
|
function mobs:spawn_abm_check(pos, node, name)
|
|
-- global function to add additional spawn checks
|
|
-- return true to stop spawning mob
|
|
end
|
|
|
|
|
|
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
|
|
interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
|
|
|
|
-- Do mobs spawn at all?
|
|
if not mobs_spawn then
|
|
return
|
|
end
|
|
|
|
-- chance/spawn number override in minetest.conf for registered mob
|
|
local numbers = minetest.settings:get(name)
|
|
|
|
if numbers then
|
|
numbers = numbers:split(",")
|
|
chance = tonumber(numbers[1]) or chance
|
|
aoc = tonumber(numbers[2]) or aoc
|
|
|
|
if chance == 0 then
|
|
minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
|
|
return
|
|
end
|
|
|
|
minetest.log("action",
|
|
string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
|
|
|
|
end
|
|
|
|
local spawn_action
|
|
spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
|
|
|
|
local orig_pos = table.copy(pos)
|
|
-- is mob actually registered?
|
|
if not mobs.spawning_mobs[name]
|
|
or not minetest.registered_entities[name] then
|
|
minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
|
|
return
|
|
end
|
|
|
|
-- additional custom checks for spawning mob
|
|
if mobs:spawn_abm_check(pos, node, name) == true then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
|
|
return
|
|
end
|
|
|
|
-- do not spawn if too many of same mob in area
|
|
if active_object_count_wider >= max_per_block
|
|
or count_mobs(pos, name) >= aoc then
|
|
-- too many entities
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
|
|
return
|
|
end
|
|
|
|
-- if toggle set to nil then ignore day/night check
|
|
if day_toggle ~= nil then
|
|
|
|
local tod = (minetest.get_timeofday() or 0) * 24000
|
|
|
|
if tod > 4500 and tod < 19500 then
|
|
-- daylight, but mob wants night
|
|
if day_toggle == false then
|
|
-- mob needs night
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
|
|
return
|
|
end
|
|
else
|
|
-- night time but mob wants day
|
|
if day_toggle == true then
|
|
-- mob needs day
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- spawn above node
|
|
pos.y = pos.y + 1
|
|
|
|
-- only spawn away from player
|
|
local objs = minetest.get_objects_inside_radius(pos, 10)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
-- player too close
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
|
|
return
|
|
end
|
|
end
|
|
|
|
-- mobs cannot spawn in protected areas when enabled
|
|
if not spawn_protected
|
|
and minetest.is_protected(pos, "") then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
|
|
return
|
|
end
|
|
|
|
-- are we spawning within height limits?
|
|
if pos.y > max_height
|
|
or pos.y < min_height then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
|
|
return
|
|
end
|
|
|
|
-- are light levels ok?
|
|
local light = minetest.get_node_light(pos)
|
|
if not light
|
|
or light > max_light
|
|
or light < min_light then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
|
|
return
|
|
end
|
|
|
|
-- do we have enough space to spawn mob?
|
|
local ent = minetest.registered_entities[name]
|
|
local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
|
|
local min_x, max_x
|
|
if width_x % 2 == 0 then
|
|
max_x = math.floor(width_x/2)
|
|
min_x = -(max_x-1)
|
|
else
|
|
max_x = math.floor(width_x/2)
|
|
min_x = -max_x
|
|
end
|
|
|
|
local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
|
|
local min_z, max_z
|
|
if width_z % 2 == 0 then
|
|
max_z = math.floor(width_z/2)
|
|
min_z = -(max_z-1)
|
|
else
|
|
max_z = math.floor(width_z/2)
|
|
min_z = -max_z
|
|
end
|
|
|
|
local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
|
|
|
|
for y = 0, max_y do
|
|
for x = min_x, max_x do
|
|
for z = min_z, max_z do
|
|
local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z}
|
|
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
|
|
-- inside block
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
|
|
if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
|
|
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
|
|
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- spawn mob 1/2 node above ground
|
|
pos.y = pos.y + 0.5
|
|
-- tweak X/Z spawn pos
|
|
if width_x % 2 == 0 then
|
|
pos.x = pos.x + 0.5
|
|
end
|
|
if width_z % 2 == 0 then
|
|
pos.z = pos.z + 0.5
|
|
end
|
|
|
|
local mob = minetest.add_entity(pos, name)
|
|
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
|
|
|
|
if on_spawn then
|
|
|
|
local ent = mob:get_luaentity()
|
|
|
|
on_spawn(ent, pos)
|
|
end
|
|
end
|
|
|
|
local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
|
|
spawn_action(pos, node, active_object_count, active_object_count_wider, name)
|
|
end
|
|
|
|
minetest.register_abm({
|
|
label = name .. " spawning",
|
|
nodenames = nodes,
|
|
neighbors = neighbors,
|
|
interval = interval,
|
|
chance = floor(max(1, chance * mobs_spawn_chance)),
|
|
catch_up = false,
|
|
action = spawn_abm_action,
|
|
})
|
|
end
|
|
|
|
|
|
-- compatibility with older mob registration
|
|
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
|
|
|
|
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
|
|
chance, active_object_count, -31000, max_height, day_toggle)
|
|
end
|
|
|
|
|
|
-- MarkBu's spawn function
|
|
function mobs:spawn(def)
|
|
|
|
local name = def.name
|
|
local nodes = def.nodes or {"group:soil", "group:stone"}
|
|
local neighbors = def.neighbors or {"air"}
|
|
local min_light = def.min_light or 0
|
|
local max_light = def.max_light or 15
|
|
local interval = def.interval or 30
|
|
local chance = def.chance or 5000
|
|
local active_object_count = def.active_object_count or 1
|
|
local min_height = def.min_height or -31000
|
|
local max_height = def.max_height or 31000
|
|
local day_toggle = def.day_toggle
|
|
local on_spawn = def.on_spawn
|
|
|
|
mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
|
|
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
|
|
end
|
|
|
|
|
|
-- register arrow for shoot attack
|
|
function mobs:register_arrow(name, def)
|
|
|
|
if not name or not def then return end -- errorcheck
|
|
|
|
minetest.register_entity(name, {
|
|
|
|
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,
|
|
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,
|
|
rotate = def.rotate,
|
|
automatic_face_movement_dir = def.rotate
|
|
and (def.rotate - (pi / 180)) or false,
|
|
|
|
on_activate = def.on_activate,
|
|
|
|
on_step = def.on_step or function(self, dtime)
|
|
|
|
self.timer = self.timer + 1
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if self.switch == 0
|
|
or self.timer > 150
|
|
or not within_limits(pos, 0) then
|
|
|
|
self.object:remove();
|
|
|
|
return
|
|
end
|
|
|
|
-- does arrow have a tail (fireball)
|
|
if def.tail
|
|
and def.tail == 1
|
|
and def.tail_texture then
|
|
|
|
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,
|
|
size = def.tail_size or 5,
|
|
glow = def.glow or 0,
|
|
})
|
|
end
|
|
|
|
if self.hit_node then
|
|
|
|
local node = node_ok(pos).name
|
|
|
|
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)
|
|
|
|
minetest.add_item(self.lastpos, self.object:get_luaentity().name)
|
|
end
|
|
|
|
self.object:remove();
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
if self.hit_player or self.hit_mob then
|
|
|
|
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
|
|
|
|
if self.hit_player
|
|
and player:is_player() then
|
|
|
|
self.hit_player(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
|
|
local entity = player:get_luaentity()
|
|
|
|
if entity
|
|
and self.hit_mob
|
|
and entity._cmi_is_mob == true
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
|
|
self.hit_mob(self, player)
|
|
|
|
self.object:remove();
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
self.lastpos = pos
|
|
end
|
|
})
|
|
end
|
|
|
|
|
|
-- compatibility function
|
|
function mobs:explosion(pos, radius)
|
|
local self = {sounds = {}}
|
|
self.sounds.explode = "tnt_explode"
|
|
mobs:boom(self, pos, radius)
|
|
end
|
|
|
|
|
|
-- no damage to nodes explosion
|
|
function mobs:safe_boom(self, pos, radius)
|
|
|
|
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds and self.sounds.distance or 32
|
|
})
|
|
|
|
entity_physics(pos, radius)
|
|
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
|
|
end
|
|
|
|
|
|
-- make explosion with protection and tnt mod check
|
|
function mobs:boom(self, pos, radius)
|
|
|
|
if mobs_griefing
|
|
and mod_tnt and tnt and tnt.boom
|
|
and not minetest.is_protected(pos, "") then
|
|
|
|
tnt.boom(pos, {
|
|
radius = radius,
|
|
damage_radius = radius,
|
|
sound = self.sounds and self.sounds.explode,
|
|
explode_center = true,
|
|
})
|
|
else
|
|
mobs:safe_boom(self, pos, radius)
|
|
end
|
|
end
|
|
|
|
|
|
-- 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)
|
|
|
|
local grp = {spawn_egg = 1}
|
|
|
|
-- do NOT add this egg to creative inventory (e.g. dungeon master)
|
|
if creative and no_creative == true then
|
|
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
|
|
|
|
-- register old stackable mob egg
|
|
minetest.register_craftitem(mob, {
|
|
|
|
description = desc,
|
|
inventory_image = invimg,
|
|
groups = grp,
|
|
|
|
_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."),
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
-- am I clicking on something with existing on_rightclick function?
|
|
local under = minetest.get_node(pointed_thing.under)
|
|
local def = minetest.registered_nodes[under.name]
|
|
if def and def.on_rightclick then
|
|
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
|
|
end
|
|
|
|
if pos
|
|
and within_limits(pos, 0)
|
|
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
|
|
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())
|
|
if not minetest.settings:get_bool("creative_mode") then
|
|
itemstack:take_item()
|
|
end
|
|
return itemstack
|
|
end
|
|
|
|
if not minetest.registered_entities[mob] then
|
|
return itemstack
|
|
end
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
local mob = minetest.add_entity(pos, mob)
|
|
local ent = mob:get_luaentity()
|
|
|
|
-- don't set owner if monster or sneak pressed
|
|
if ent.type ~= "monster"
|
|
and not placer:get_player_control().sneak then
|
|
ent.owner = placer:get_player_name()
|
|
ent.tamed = true
|
|
end
|
|
|
|
-- 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
|
|
if not mobs.is_creative(placer:get_player_name()) then
|
|
itemstack:take_item()
|
|
end
|
|
end
|
|
|
|
return itemstack
|
|
end,
|
|
})
|
|
|
|
end
|
|
|
|
|
|
-- No-op in MCL2 (capturing mobs is not possible).
|
|
-- Provided for compability with Mobs Redo
|
|
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
|
return false
|
|
end
|
|
|
|
|
|
-- No-op in MCL2 (protecting mobs is not possible).
|
|
function mobs:protect(self, clicker)
|
|
return false
|
|
end
|
|
|
|
|
|
local mob_obj = {}
|
|
local mob_sta = {}
|
|
|
|
-- feeding, taming and breeding (thanks blert2112)
|
|
function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
|
if not self.follow then
|
|
return false
|
|
end
|
|
|
|
-- can eat/tame with item in hand
|
|
if follow_holding(self, clicker) then
|
|
|
|
-- if not in creative then take item
|
|
if not mobs.is_creative(clicker:get_player_name()) then
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
item:take_item()
|
|
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
|
|
-- increase health
|
|
self.health = self.health + 4
|
|
|
|
if self.health >= self.hp_max then
|
|
|
|
self.health = self.hp_max
|
|
|
|
if self.htimer < 1 then
|
|
self.htimer = 5
|
|
end
|
|
end
|
|
|
|
self.object:set_hp(self.health)
|
|
|
|
update_tag(self)
|
|
|
|
-- make children grow quicker
|
|
if self.child == true then
|
|
|
|
self.hornytimer = self.hornytimer + 20
|
|
|
|
return true
|
|
end
|
|
|
|
-- feed and tame
|
|
self.food = (self.food or 0) + 1
|
|
if self.food >= feed_count then
|
|
|
|
self.food = 0
|
|
|
|
if breed and self.hornytimer == 0 then
|
|
self.horny = true
|
|
end
|
|
|
|
self.gotten = false
|
|
|
|
if tame then
|
|
|
|
self.tamed = true
|
|
|
|
if not self.owner or self.owner == "" then
|
|
self.owner = clicker:get_player_name()
|
|
end
|
|
end
|
|
|
|
-- make sound when fed so many times
|
|
mob_sound(self, self.sounds.random, true)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- Spawn a child
|
|
function mobs:spawn_child(pos, mob_type)
|
|
local child = minetest.add_entity(pos, mob_type)
|
|
if not child then
|
|
return
|
|
end
|
|
|
|
local ent = child:get_luaentity()
|
|
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
|
|
|
|
ent.child = true
|
|
|
|
local textures
|
|
-- using specific child texture (if found)
|
|
if ent.child_texture then
|
|
textures = ent.child_texture[1]
|
|
end
|
|
|
|
-- and resize to half height
|
|
child:set_properties({
|
|
textures = textures,
|
|
visual_size = {
|
|
x = ent.base_size.x * .5,
|
|
y = ent.base_size.y * .5,
|
|
},
|
|
collisionbox = {
|
|
ent.base_colbox[1] * .5,
|
|
ent.base_colbox[2] * .5,
|
|
ent.base_colbox[3] * .5,
|
|
ent.base_colbox[4] * .5,
|
|
ent.base_colbox[5] * .5,
|
|
ent.base_colbox[6] * .5,
|
|
},
|
|
selectionbox = {
|
|
ent.base_selbox[1] * .5,
|
|
ent.base_selbox[2] * .5,
|
|
ent.base_selbox[3] * .5,
|
|
ent.base_selbox[4] * .5,
|
|
ent.base_selbox[5] * .5,
|
|
ent.base_selbox[6] * .5,
|
|
},
|
|
})
|
|
|
|
return child
|
|
end
|
|
|
|
|
|
-- compatibility function for old entities to new modpack entities
|
|
function mobs:alias_mob(old_name, new_name)
|
|
|
|
-- spawn egg
|
|
minetest.register_alias(old_name, new_name)
|
|
|
|
-- entity
|
|
minetest.register_entity(":" .. old_name, {
|
|
|
|
physical = false,
|
|
|
|
on_step = function(self)
|
|
|
|
if minetest.registered_entities[new_name] then
|
|
minetest.add_entity(self.object:get_pos(), new_name)
|
|
end
|
|
|
|
self.object:remove()
|
|
end
|
|
})
|
|
|
|
end
|