From 2456e3cd1ef6954415e4a771bb704a12364895eb Mon Sep 17 00:00:00 2001 From: jordan4ibanez Date: Sun, 11 Apr 2021 12:52:31 -0400 Subject: [PATCH] Adjust math localizations in api.lua --- mods/ENTITIES/mcl_mobs/api.lua | 235 ++++++++++++++++----------------- 1 file changed, 115 insertions(+), 120 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index ad60a508d..37a1cc473 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -1,9 +1,23 @@ +-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition + +-- current state of things: "why are these not in the same table as those?", and, "why are these not localized?" + +-- lua locals + +-- localize math functions +local math_pi = math.pi +local math_sin = math.sin +local math_cos = math.cos +local math_abs = math.abs +local math_min = math.min +local math_max = math.max +local math_atan = math.atan +local math_random = math.random +local math_floor = math.floor + --- API for Mobs Redo: MineClone 2 Edition (MRM) mobs = {} -mobs.mod = "mrm" -mobs.version = "20210106" -- don't rely too much on this, rarely updated, if ever local MAX_MOB_NAME_LENGTH = 30 local HORNY_TIME = 30 @@ -40,21 +54,13 @@ function mobs.is_creative(name) end --- localize math functions -local pi = math.pi -local sin = math.sin -local cos = math.cos -local abs = math.abs -local min = math.min -local max = math.max -local atann = math.atan -local random = math.random -local floor = math.floor + + local atan = function(x) if not x or x ~= x then return 0 else - return atann(x) + return math_atan(x) end end @@ -157,7 +163,7 @@ local mob_sound = function(self, soundname, is_opinion, fixed_pitch) pitch = base_pitch end -- randomize the pitch a bit - pitch = pitch + math.random(-10, 10) * 0.005 + pitch = pitch + math_random(-10, 10) * 0.005 end minetest.sound_play(sound, { object = self.object, @@ -204,7 +210,7 @@ local do_attack = function(self, player) self.state = "attack" -- TODO: Implement war_cry sound without being annoying - --if random(0, 100) < 90 then + --if math_random(0, 100) < 90 then --mob_sound(self, "war_cry", true) --end end @@ -306,7 +312,7 @@ local collision = function(self) --eliminate mob being stuck in corners if dir.x == 0 and dir.z == 0 then - dir = vector.new(math.random(-1,1)*math.random(),0,math.random(-1,1)*math.random()) + dir = vector.new(math_random(-1,1)*math_random(),0,math_random(-1,1)*math_random()) end local velocity = vector.multiply(dir,1.1) @@ -385,9 +391,9 @@ local set_velocity = function(self, v) local yaw = (self.object:get_yaw() or 0) + self.rotate self.object:add_velocity({ - x = (sin(yaw) * -v) + c_x, + x = (math_sin(yaw) * -v) + c_x, y = self.object:get_velocity().y, - z = (cos(yaw) * v) + c_y, + z = (math_cos(yaw) * v) + c_y, }) if self.pushable then @@ -415,13 +421,13 @@ local function update_roll(self) local was_Fleckenstein = false local rot = self.object:get_rotation() - rot.z = is_Fleckenstein and pi or 0 + rot.z = is_Fleckenstein and math_pi or 0 self.object:set_rotation(rot) local cbox = table.copy(self.collisionbox) local acbox = self.object:get_properties().collisionbox - if math.abs(cbox[2] - acbox[2]) > 0.1 then + if math_abs(cbox[2] - acbox[2]) > 0.1 then was_Fleckenstein = true end @@ -449,7 +455,7 @@ local set_yaw = function(self, yaw, delay, dtime) if delay == 0 then if self.shaking and dtime then - yaw = yaw + (math.random() * 2 - 1) * 5 * dtime + yaw = yaw + (math_random() * 2 - 1) * 5 * dtime end self.object:set_yaw(yaw) update_roll(self) @@ -718,7 +724,7 @@ local damage_effect = function(self, damage) -- damage particles if (not disable_blood) and damage > 0 then - local amount_large = math.floor(damage / 2) + local amount_large = math_floor(damage / 2) local amount_small = damage % 2 local pos = self.object:get_pos() @@ -748,8 +754,8 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate) max = { x = 0.5, y = 0.5, z = 0.5 } end if rotate then - min = vector.rotate(min, {x=0, y=yaw, z=pi/2}) - max = vector.rotate(max, {x=0, y=yaw, z=pi/2}) + min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2}) + max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2}) min, max = vector.sort(min, max) min = vector.multiply(min, 0.5) max = vector.multiply(max, 0.5) @@ -837,14 +843,14 @@ local item_drop = function(self, cooked, looting_level) local num = 0 local do_common_looting = (looting_level > 0 and looting_type == "common") - if random() < chance then - num = random(dropdef.min or 1, dropdef.max or 1) + if math_random() < chance then + num = math_random(dropdef.min or 1, dropdef.max or 1) elseif not dropdef.looting_ignore_chance then do_common_looting = false end if do_common_looting then - num = num + math.floor(math.random(0, looting_level) + 0.5) + num = num + math_floor(math_random(0, looting_level) + 0.5) end if num > 0 then @@ -869,9 +875,9 @@ local item_drop = function(self, cooked, looting_level) if obj and obj:get_luaentity() then obj:set_velocity({ - x = random(-10, 10) / 9, + x = math_random(-10, 10) / 9, y = 6, - z = random(-10, 10) / 9, + z = math_random(-10, 10) / 9, }) elseif obj then obj:remove() -- item does not exist @@ -953,7 +959,7 @@ local check_for_death = function(self, cause, cmi_cause) item_drop(self, cooked, looting) if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then - mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max)) + mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) end end end @@ -1018,7 +1024,7 @@ local check_for_death = function(self, cause, cmi_cause) set_animation(self, "die") else local rot = self.object:get_rotation() - rot.z = pi/2 + rot.z = math_pi/2 self.object:set_rotation(rot) length = 1 + DEATH_DELAY set_animation(self, "stand", true) @@ -1084,8 +1090,8 @@ local is_at_cliff_or_danger = function(self) 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 dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor @@ -1119,8 +1125,8 @@ local is_at_water_danger = function(self) 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 dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor @@ -1337,7 +1343,7 @@ local do_env_damage = function(self) end if drowning then - self.breath = math.max(0, self.breath - 1) + self.breath = math_max(0, self.breath - 1) effect(pos, 2, "bubble.png", nil, nil, 1, nil) if self.breath <= 0 then @@ -1355,7 +1361,7 @@ local do_env_damage = function(self) return true end else - self.breath = math.min(self.breath_max, self.breath + 1) + self.breath = math_min(self.breath_max, self.breath + 1) end end @@ -1426,8 +1432,8 @@ local do_jump = function(self) end -- where is front - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) -- what is in front of mob? nod = node_ok({ @@ -1527,7 +1533,7 @@ local entity_physics = function(pos, radius) dist = vector.distance(pos, obj_pos) if dist < 1 then dist = 1 end - local damage = floor((4 / dist) * radius) + local damage = math_floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players @@ -1682,7 +1688,7 @@ local breed = function(self) -- Give XP if mod_experience then - mcl_experience.throw_experience(pos, math.random(1, 7)) + mcl_experience.throw_experience(pos, math_random(1, 7)) end -- custom breed function @@ -1699,7 +1705,7 @@ local breed = function(self) -- Use texture of one of the parents - local p = math.random(1, 2) + local p = math_random(1, 2) if p == 1 then ent_c.base_texture = parent1.base_texture else @@ -1730,7 +1736,7 @@ local replace = function(self, pos) or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 - or random(1, self.replace_rate) > 1 then + or math_random(1, self.replace_rate) > 1 then return end @@ -1738,7 +1744,7 @@ local replace = function(self, pos) if type(self.replace_what[1]) == "table" then - local num = random(#self.replace_what) + local num = math_random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" @@ -1800,7 +1806,7 @@ local smart_mobs = function(self, s, p, dist, dtime) local target_pos = self.attack:get_pos() -- is it becoming stuck? - if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then + if math_abs(s1.x - s.x) + math_abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 @@ -1861,7 +1867,7 @@ local smart_mobs = function(self, s, p, dist, dtime) end, self) end - if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then + if math_abs(vector.subtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true @@ -1881,8 +1887,8 @@ local smart_mobs = function(self, s, p, dist, dtime) -- 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) + s.x = math_floor(s.x + 0.5) + s.z = math_floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) @@ -1894,9 +1900,9 @@ local smart_mobs = function(self, s, p, dist, dtime) 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) + p1.x = math_floor(p1.x + 0.5) + p1.y = math_floor(p1.y + 0.5) + p1.z = math_floor(p1.z + 0.5) local dropheight = 12 if self.fear_height ~= 0 then dropheight = self.fear_height end @@ -1962,11 +1968,11 @@ local smart_mobs = function(self, s, p, dist, dtime) else -- dig 2 blocks to make door toward player direction - local yaw1 = self.object:get_yaw() + pi / 2 + local yaw1 = self.object:get_yaw() + math_pi / 2 local p1 = { - x = s.x + cos(yaw1), + x = s.x + math_cos(yaw1), y = s.y, - z = s.z + sin(yaw1) + z = s.z + math_sin(yaw1) } if not minetest.is_protected(p1, "") then @@ -2244,10 +2250,10 @@ local runaway_from = function(self) z = lp.z - s.z } - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate + local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate if lp.x > s.x then - yaw = yaw + pi + yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 4) @@ -2336,9 +2342,9 @@ local follow_flop = function(self) z = p.z - s.z } - local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end set_yaw(self, yaw, 2.35) @@ -2374,9 +2380,9 @@ local follow_flop = function(self) if sdef and sdef.walkable then mob_sound(self, "flop") self.object:set_velocity({ - x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), y = FLOP_HEIGHT, - z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), }) end @@ -2428,7 +2434,7 @@ local do_states = function(self, dtime) if self.state == "stand" then - if random(1, 4) == 1 then + if math_random(1, 4) == 1 then local lp = nil local s = self.object:get_pos() @@ -2450,11 +2456,11 @@ local do_states = function(self, dtime) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if lp.x > s.x then yaw = yaw + pi end + if lp.x > s.x then yaw = yaw + math_pi end else - yaw = yaw + random(-0.5, 0.5) + yaw = yaw + math_random(-0.5, 0.5) end yaw = set_yaw(self, yaw, 8) @@ -2469,7 +2475,7 @@ local do_states = function(self, dtime) if self.walk_chance ~= 0 and self.facing_fence ~= true - and random(1, 100) <= self.walk_chance + and math_random(1, 100) <= self.walk_chance and is_at_cliff_or_danger(self) == false then set_velocity(self, self.walk_velocity) @@ -2519,7 +2525,7 @@ local do_states = function(self, dtime) {x = s.x + 5, y = s.y + 1, z = s.z + 5}, {"group:solid"}) - lp = #lp > 0 and lp[random(#lp)] + lp = #lp > 0 and lp[math_random(#lp)] -- did we find land? if lp then @@ -2529,10 +2535,10 @@ local do_states = function(self, dtime) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if lp.x > s.x then yaw = yaw + pi end + if lp.x > s.x then yaw = yaw + math_pi end -- look towards land and move in that direction yaw = set_yaw(self, yaw, 6) @@ -2545,8 +2551,8 @@ local do_states = function(self, dtime) else -- Randomly turn - if random(1, 100) <= 30 then - yaw = yaw + random(-0.5, 0.5) + if math_random(1, 100) <= 30 then + yaw = yaw + math_random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end end @@ -2554,9 +2560,9 @@ local do_states = function(self, dtime) yaw = set_yaw(self, yaw, 8) -- otherwise randomly turn - elseif random(1, 100) <= 30 then + elseif math_random(1, 100) <= 30 then - yaw = yaw + random(-0.5, 0.5) + yaw = yaw + math_random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end @@ -2567,7 +2573,7 @@ local do_states = function(self, dtime) end if self.facing_fence == true or cliff_or_danger - or random(1, 100) <= 30 then + or math_random(1, 100) <= 30 then set_velocity(self, 0) self.state = "stand" @@ -2642,9 +2648,9 @@ local do_states = function(self, dtime) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2738,9 +2744,9 @@ local do_states = function(self, dtime) and dist > self.reach then local p1 = s - local me_y = floor(p1.y) + local me_y = math_floor(p1.y) local p2 = p - local p_y = floor(p2.y + 1) + local p_y = math_floor(p2.y + 1) local v = self.object:get_velocity() if flight_check(self, s) then @@ -2801,7 +2807,7 @@ local do_states = function(self, dtime) return end - if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then + if math_abs(p1.x-s.x) + math_abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table.remove(self.path.way, 1) end @@ -2815,9 +2821,9 @@ local do_states = function(self, dtime) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2867,7 +2873,7 @@ local do_states = function(self, dtime) self.timer = 0 if self.double_melee_attack - and random(1, 2) == 1 then + and math_random(1, 2) == 1 then set_animation(self, "punch2") else set_animation(self, "punch") @@ -2920,9 +2926,9 @@ local do_states = function(self, dtime) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2934,7 +2940,7 @@ local do_states = function(self, dtime) if self.shoot_interval and self.timer > self.shoot_interval and not minetest.raycast(p, self.attack:get_pos(), false, false):next() - and random(1, 100) <= 60 then + and math_random(1, 100) <= 60 then self.timer = 0 set_animation(self, "shoot") @@ -3038,7 +3044,7 @@ local falling = function(self, pos) self.object:set_acceleration({ x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 2), + y = -self.fall_speed / (math_max(1, v.y) ^ 2), z = 0 }) end @@ -3057,7 +3063,7 @@ local falling = function(self, pos) if add ~= 0 then damage = damage + damage * (add/100) end - damage = floor(damage) + damage = math_floor(damage) if damage > 0 then self.health = self.health - damage @@ -3171,7 +3177,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- healing if damage <= -1 then - self.health = self.health - floor(damage) + self.health = self.health - math_floor(damage) return end @@ -3198,7 +3204,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) local weapon = hitter:get_wielded_item(player) local def = weapon:get_definition() if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then - local wear = floor(65535/tool_capabilities.punch_attack_uses) + local wear = math_floor(65535/tool_capabilities.punch_attack_uses) weapon:add_wear(wear) hitter:set_wielded_item(weapon) end @@ -3214,7 +3220,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) -- weapon sounds if weapon:get_definition().sounds ~= nil then - local s = random(0, #weapon:get_definition().sounds) + local s = math_random(0, #weapon:get_definition().sounds) minetest.sound_play(weapon:get_definition().sounds[s], { object = self.object, --hitter, @@ -3243,7 +3249,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) and tflp >= punch_interval then local v = self.object:get_velocity() - local r = 1.4 - min(punch_interval, 1.4) + local r = 1.4 - math_min(punch_interval, 1.4) local kb = r * 2.0 local up = 2 @@ -3296,10 +3302,10 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) z = lp.z - s.z } - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate + local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate if lp.x > s.x then - yaw = yaw + pi + yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 6) @@ -3440,7 +3446,7 @@ local mob_activate = function(self, staticdata, def, dtime) def.textures = {def.textures} end - self.base_texture = def.textures[random(1, #def.textures)] + self.base_texture = def.textures[math_random(1, #def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox @@ -3502,7 +3508,7 @@ local mob_activate = function(self, staticdata, def, dtime) end if self.health == 0 then - self.health = random (self.hp_min, self.hp_max) + self.health = math_random (self.hp_min, self.hp_max) end if self.breath == nil then self.breath = self.breath_max @@ -3555,7 +3561,7 @@ local mob_activate = function(self, staticdata, def, dtime) -- set anything changed above self.object:set_properties(self) - set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6) + set_yaw(self, (math_random(0, 360) - 180) / 180 * math_pi, 6) update_tag(self) set_animation(self, "stand") @@ -3620,12 +3626,12 @@ local mob_step = function(self, dtime) if self.delay == 1 then yaw = self.target_yaw else - local dif = abs(yaw - self.target_yaw) + local dif = math_abs(yaw - self.target_yaw) if yaw > self.target_yaw then - if dif > pi then - dif = 2 * pi - dif -- need to add + if dif > math_pi then + dif = 2 * math_pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract @@ -3633,21 +3639,21 @@ local mob_step = function(self, dtime) elseif yaw < self.target_yaw then - if dif > pi then - dif = 2 * pi - dif + if dif > math_pi then + dif = 2 * math_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 + if yaw > (math_pi * 2) then yaw = yaw - (math_pi * 2) end + if yaw < 0 then yaw = yaw + (math_pi * 2) end end self.delay = self.delay - 1 if self.shaking then - yaw = yaw + (math.random() * 2 - 1) * 5 * dtime + yaw = yaw + (math_random() * 2 - 1) * 5 * dtime end self.object:set_yaw(yaw) update_roll(self) @@ -3690,7 +3696,7 @@ local mob_step = function(self, dtime) end -- mob plays random sound at times - if random(1, 70) == 1 then + if math_random(1, 70) == 1 then mob_sound(self, "random", true) end @@ -3730,11 +3736,11 @@ local mob_step = function(self, dtime) runaway_from(self) if is_at_water_danger(self) and self.state ~= "attack" then - if random(1, 10) <= 6 then + if math_random(1, 10) <= 6 then set_velocity(self, 0) self.state = "stand" set_animation(self, "stand") - yaw = yaw + random(-0.5, 0.5) + yaw = yaw + math_random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end end @@ -3802,7 +3808,7 @@ local mob_step = function(self, dtime) mcl_burning.extinguish(self.object) self.object:remove() elseif self.lifetimer <= 10 then - if math.random(10) < 4 then + if math_random(10) < 4 then self.despawn_immediately = true else self.lifetimer = 20 @@ -3880,7 +3886,7 @@ local function scale_difficulty(value, default, min, special) if (not value) or (value == default) or (value == special) then return default else - return max(min, value * difficulty) + return math_max(min, value * difficulty) end end @@ -4084,17 +4090,6 @@ function mobs:register_arrow(name, def) on_punch = function(self) local vel = self.object:get_velocity() self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1}) - end, - collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, - 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