From 2bb416765c53efd48de58be5493861f7501d5f1b Mon Sep 17 00:00:00 2001 From: cora Date: Sun, 13 Feb 2022 21:40:12 +0100 Subject: [PATCH] revert to old mobs ( 32c03dc27e ) This reverts the hierarchies ENTITIES/mcl_mobs, ENTITIES/mobs_mc and ENTITIES/mobs_mc_gameconfig to the state of commit 32c03dc27eb835fb60fdc2e396f6c3d5e5fc010d --- .../backup_code_api.txt => api.lua} | 4264 +++++++++++------ mods/ENTITIES/mcl_mobs/api.txt | 32 +- mods/ENTITIES/mcl_mobs/api/api.lua | 736 --- .../mcl_mobs/api/mob_functions/ai.lua | 1128 ----- .../mcl_mobs/api/mob_functions/animation.lua | 257 - .../attack_type_instructions.lua | 347 -- .../mcl_mobs/api/mob_functions/breeding.lua | 179 - .../mcl_mobs/api/mob_functions/collision.lua | 135 - .../api/mob_functions/death_logic.lua | 161 - .../api/mob_functions/environment.lua | 250 - .../mcl_mobs/api/mob_functions/flow_lib.lua | 78 - .../mcl_mobs/api/mob_functions/head_logic.lua | 98 - .../api/mob_functions/interaction.lua | 276 -- .../api/mob_functions/mob_effects.lua | 150 - .../mcl_mobs/api/mob_functions/movement.lua | 390 -- .../api/mob_functions/projectile_handling.lua | 43 - .../mcl_mobs/api/mob_functions/set_up.lua | 224 - .../api/mob_functions/sound_handling.lua | 59 - mods/ENTITIES/mcl_mobs/crafts.lua | 2 +- mods/ENTITIES/mcl_mobs/init.lua | 8 +- mods/ENTITIES/mcl_mobs/locale/mcl_mobs.pl.tr | 11 - mods/ENTITIES/mcl_mobs/lucky_block.lua | 8 + mods/ENTITIES/mcl_mobs/mod.conf | 2 +- mods/ENTITIES/mcl_mobs/{api => }/mount.lua | 91 +- .../mcl_mobs/{README.md => readme.MD} | 0 mods/ENTITIES/mcl_mobs/sounds/attributes.txt | 4 - .../mcl_mobs/sounds/default_punch.1.ogg | Bin 12658 -> 0 bytes .../mcl_mobs/sounds/default_punch.2.ogg | Bin 12801 -> 0 bytes .../mcl_mobs/sounds/default_punch.3.ogg | Bin 12943 -> 0 bytes .../mcl_mobs/sounds/default_punch.ogg | Bin 0 -> 5946 bytes mods/ENTITIES/mcl_mobs/{api => }/spawning.lua | 334 +- mods/ENTITIES/mcl_mobs/todo.txt | 1 - mods/ENTITIES/mobs_mc/0_gameconfig.lua | 5 +- mods/ENTITIES/mobs_mc/1_items_default.lua | 6 +- mods/ENTITIES/mobs_mc/2_throwing.lua | 20 +- mods/ENTITIES/mobs_mc/4_heads.lua | 3 +- mods/ENTITIES/mobs_mc/LICENSE-media.md | 5 +- mods/ENTITIES/mobs_mc/agent.lua | 2 +- mods/ENTITIES/mobs_mc/bat.lua | 7 +- mods/ENTITIES/mobs_mc/blaze.lua | 35 +- mods/ENTITIES/mobs_mc/chicken.lua | 105 +- mods/ENTITIES/mobs_mc/cow+mooshroom.lua | 115 +- mods/ENTITIES/mobs_mc/creeper.lua | 61 +- mods/ENTITIES/mobs_mc/ender_dragon.lua | 33 +- mods/ENTITIES/mobs_mc/enderman.lua | 72 +- mods/ENTITIES/mobs_mc/endermite.lua | 5 +- mods/ENTITIES/mobs_mc/ghast.lua | 54 +- mods/ENTITIES/mobs_mc/guardian.lua | 7 +- mods/ENTITIES/mobs_mc/guardian_elder.lua | 7 +- mods/ENTITIES/mobs_mc/horse.lua | 113 +- mods/ENTITIES/mobs_mc/init.lua | 2 +- mods/ENTITIES/mobs_mc/iron_golem.lua | 11 +- mods/ENTITIES/mobs_mc/llama.lua | 133 +- mods/ENTITIES/mobs_mc/locale/mobs_mc.de.tr | 1 - mods/ENTITIES/mobs_mc/locale/mobs_mc.es.tr | 1 - mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr | 1 - mods/ENTITIES/mobs_mc/locale/mobs_mc.pl.tr | 75 - mods/ENTITIES/mobs_mc/locale/mobs_mc.ru.tr | 1 - mods/ENTITIES/mobs_mc/locale/template.txt | 1 - mods/ENTITIES/mobs_mc/models/attributes.txt | 1 - .../ENTITIES/mobs_mc/models/mobs_mc_ghast.b3d | Bin 69843 -> 75657 bytes mods/ENTITIES/mobs_mc/ocelot.lua | 12 +- mods/ENTITIES/mobs_mc/parrot.lua | 11 +- mods/ENTITIES/mobs_mc/pig.lua | 112 +- mods/ENTITIES/mobs_mc/polar_bear.lua | 4 +- mods/ENTITIES/mobs_mc/rabbit.lua | 73 +- mods/ENTITIES/mobs_mc/sheep.lua | 107 +- mods/ENTITIES/mobs_mc/shulker.lua | 4 +- mods/ENTITIES/mobs_mc/silverfish.lua | 15 +- mods/ENTITIES/mobs_mc/skeleton+stray.lua | 38 +- mods/ENTITIES/mobs_mc/skeleton_wither.lua | 4 +- mods/ENTITIES/mobs_mc/slime+magma_cube.lua | 28 +- mods/ENTITIES/mobs_mc/snowman.lua | 10 +- .../mobs_mc/sounds/mobs_mc_villager.4.ogg | Bin 14731 -> 10341 bytes .../mobs_mc/sounds/mobs_mc_villager.5.ogg | Bin 11187 -> 14731 bytes .../mobs_mc/sounds/mobs_mc_villager.6.ogg | Bin 11068 -> 11187 bytes .../mobs_mc/sounds/mobs_mc_villager.7.ogg | Bin 0 -> 11068 bytes .../sounds/mobs_mc_villager_hurt.1.ogg | Bin 10341 -> 0 bytes mods/ENTITIES/mobs_mc/spider.lua | 15 +- mods/ENTITIES/mobs_mc/squid.lua | 7 +- .../mobs_mc/textures/mobs_mc_llama_chest.png | Bin 20594 -> 0 bytes .../textures/mobs_mc_llama_decor_black.png | Bin 4602 -> 0 bytes .../textures/mobs_mc_llama_decor_blue.png | Bin 6585 -> 0 bytes .../textures/mobs_mc_llama_decor_brown.png | Bin 6231 -> 0 bytes .../textures/mobs_mc_llama_decor_cyan.png | Bin 7612 -> 0 bytes .../textures/mobs_mc_llama_decor_gray.png | Bin 5236 -> 0 bytes .../textures/mobs_mc_llama_decor_green.png | Bin 5809 -> 0 bytes .../mobs_mc_llama_decor_light_blue.png | Bin 7643 -> 0 bytes .../mobs_mc_llama_decor_light_gray.png | Bin 6354 -> 0 bytes .../textures/mobs_mc_llama_decor_lime.png | Bin 7388 -> 0 bytes .../textures/mobs_mc_llama_decor_magenta.png | Bin 7352 -> 0 bytes .../textures/mobs_mc_llama_decor_orange.png | Bin 7396 -> 0 bytes .../textures/mobs_mc_llama_decor_pink.png | Bin 7732 -> 0 bytes .../textures/mobs_mc_llama_decor_purple.png | Bin 5790 -> 0 bytes .../textures/mobs_mc_llama_decor_red.png | Bin 6659 -> 0 bytes .../textures/mobs_mc_llama_decor_white.png | Bin 6866 -> 0 bytes .../textures/mobs_mc_llama_decor_yellow.png | Bin 7571 -> 0 bytes .../mobs_mc_spawn_icon_rabbit_caerbannog.png | Bin 1897 -> 0 bytes .../mobs_mc/textures/mobs_mc_spit.png | Bin 677 -> 0 bytes mods/ENTITIES/mobs_mc/vex.lua | 3 +- mods/ENTITIES/mobs_mc/villager.lua | 12 +- mods/ENTITIES/mobs_mc/villager_evoker.lua | 4 +- mods/ENTITIES/mobs_mc/villager_illusioner.lua | 8 +- mods/ENTITIES/mobs_mc/villager_vindicator.lua | 4 +- mods/ENTITIES/mobs_mc/villager_zombie.lua | 9 +- mods/ENTITIES/mobs_mc/witch.lua | 4 +- mods/ENTITIES/mobs_mc/wither.lua | 7 +- mods/ENTITIES/mobs_mc/wolf.lua | 47 +- mods/ENTITIES/mobs_mc/zombie.lua | 28 +- mods/ENTITIES/mobs_mc/zombiepig.lua | 23 +- mods/ENTITIES/mobs_mc_gameconfig/init.lua | 16 +- 111 files changed, 3448 insertions(+), 7307 deletions(-) rename mods/ENTITIES/mcl_mobs/{api/mob_functions/backup_code_api.txt => api.lua} (55%) delete mode 100644 mods/ENTITIES/mcl_mobs/api/api.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/flow_lib.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua delete mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua delete mode 100644 mods/ENTITIES/mcl_mobs/locale/mcl_mobs.pl.tr create mode 100644 mods/ENTITIES/mcl_mobs/lucky_block.lua rename mods/ENTITIES/mcl_mobs/{api => }/mount.lua (88%) rename mods/ENTITIES/mcl_mobs/{README.md => readme.MD} (100%) delete mode 100644 mods/ENTITIES/mcl_mobs/sounds/attributes.txt delete mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.1.ogg delete mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.2.ogg delete mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.3.ogg create mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.ogg rename mods/ENTITIES/mcl_mobs/{api => }/spawning.lua (65%) delete mode 100644 mods/ENTITIES/mcl_mobs/todo.txt delete mode 100644 mods/ENTITIES/mobs_mc/locale/mobs_mc.pl.tr delete mode 100644 mods/ENTITIES/mobs_mc/models/attributes.txt create mode 100644 mods/ENTITIES/mobs_mc/sounds/mobs_mc_villager.7.ogg delete mode 100644 mods/ENTITIES/mobs_mc/sounds/mobs_mc_villager_hurt.1.ogg delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_chest.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_black.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_blue.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_brown.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_cyan.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_gray.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_green.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_light_blue.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_light_gray.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_lime.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_magenta.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_orange.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_pink.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_purple.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_red.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_white.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_yellow.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_spawn_icon_rabbit_caerbannog.png delete mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_spit.png diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.txt b/mods/ENTITIES/mcl_mobs/api.lua similarity index 55% rename from mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.txt rename to mods/ENTITIES/mcl_mobs/api.lua index 48233d0b4f..bc4d3067d8 100644 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.txt +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -1,7 +1,119 @@ -local math = math -local vector = vector -local function disable_physics(object, luaentity, ignore_check, reset_movement) +-- 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 +local HORNY_AGAIN_TIME = 300 +local CHILD_GROW_TIME = 60*20 +local DEATH_DELAY = 0.5 +local DEFAULT_FALL_SPEED = -10 +local FLOP_HEIGHT = 5.0 +local FLOP_HOR_SPEED = 1.5 + +local MOB_CAP = {} +MOB_CAP.hostile = 70 +MOB_CAP.passive = 10 +MOB_CAP.ambient = 15 +MOB_CAP.water = 15 + +-- Localize +local S = minetest.get_translator("mcl_mobs") + +-- CMI support check +local use_cmi = minetest.global_exists("cmi") + + +-- Invisibility mod check +mobs.invis = {} +if minetest.global_exists("invisibility") then + mobs.invis = invisibility +end + + +-- creative check +function mobs.is_creative(name) + return minetest.is_creative_enabled(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) + end +end + + +-- Load settings +local damage_enabled = minetest.settings:get_bool("enable_damage") +local disable_blood = minetest.settings:get_bool("mobs_disable_blood") +local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false +local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false +local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false +local remove_far = true +local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 +local show_health = false +local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 64) +local mobs_spawn_chance = tonumber(minetest.settings:get("mobs_spawn_chance") or 2.5) + +-- Shows helpful debug info above each mob +local mobs_debug = minetest.settings:get_bool("mobs_debug", false) + +-- Peaceful mode message so players will know there are no monsters +if minetest.settings:get_bool("only_peaceful_mobs", false) then + minetest.register_on_joinplayer(function(player) + minetest.chat_send_player(player:get_player_name(), + S("Peaceful mode active! No monsters will spawn.")) + end) +end + +-- pathfinding settings +local enable_pathfinding = true +local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching +local stuck_path_timeout = 10 -- how long will mob follow path before giving up + +-- default nodes +local node_ice = "mcl_core:ice" +local node_snowblock = "mcl_core:snowblock" +local node_snow = "mcl_core:snow" +mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" + +local mod_weather = minetest.get_modpath("mcl_weather") ~= nil +local mod_explosions = minetest.get_modpath("mcl_explosions") ~= nil +local mod_mobspawners = minetest.get_modpath("mcl_mobspawners") ~= nil +local mod_hunger = minetest.get_modpath("mcl_hunger") ~= nil +local mod_worlds = minetest.get_modpath("mcl_worlds") ~= nil +local mod_armor = minetest.get_modpath("mcl_armor") ~= nil +local mod_experience = minetest.get_modpath("mcl_experience") ~= nil + +----For Water Flowing: +local enable_physics = function(object, luaentity, ignore_check) + if luaentity.physical_state == false or ignore_check == true then + luaentity.physical_state = true + object:set_properties({ + physical = true + }) + object:set_velocity({x=0,y=0,z=0}) + object:set_acceleration({x=0,y=-9.81,z=0}) + end +end + +local disable_physics = function(object, luaentity, ignore_check, reset_movement) if luaentity.physical_state == true or ignore_check == true then luaentity.physical_state = false object:set_properties({ @@ -14,912 +126,630 @@ local function disable_physics(object, luaentity, ignore_check, reset_movement) end end -----For Water Flowing: -local function enable_physics(object, luaentity, ignore_check) - if luaentity.physical_state == false or ignore_check == true then - luaentity.physical_state = true - object:set_properties({ - physical = true - }) - object:set_velocity({x=0,y=0,z=0}) - object:set_acceleration({x=0,y=-9.81,z=0}) + +-- play sound +local mob_sound = function(self, soundname, is_opinion, fixed_pitch) + + local soundinfo + if self.sounds_child and self.child then + soundinfo = self.sounds_child + elseif self.sounds then + soundinfo = self.sounds + end + if not soundinfo then + return + end + local sound = soundinfo[soundname] + if sound then + if is_opinion and self.opinion_sound_cooloff > 0 then + return + end + local pitch + if not fixed_pitch then + local base_pitch = soundinfo.base_pitch + if not base_pitch then + base_pitch = 1 + end + if self.child and (not self.sounds_child) then + -- Children have higher pitch + pitch = base_pitch * 1.5 + else + pitch = base_pitch + end + -- randomize the pitch a bit + pitch = pitch + math.random(-10, 10) * 0.005 + end + minetest.sound_play(sound, { + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance, + pitch = pitch, + }, true) + self.opinion_sound_cooloff = 1 end end ---[[ -local timer = 0 -minetest.register_globalstep(function(dtime) - timer = timer + dtime - if timer < 1 then return end - for _, player in pairs(minetest.get_connected_players()) do - local pos = player:get_pos() - for _, obj in pairs(minetest_get_objects_inside_radius(pos, 47)) do - local lua = obj:get_luaentity() - if lua and lua._cmi_is_mob then - lua.lifetimer = math.max(20, lua.lifetimer) - lua.despawn_immediately = false - end - end +-- Return true if object is in view_range +local function object_in_range(self, object) + if not object then + return false + end + local factor + -- Apply view range reduction for special player armor + if object:is_player() and mod_armor then + local factors = mcl_armor.player_view_range_factors[object] + factor = factors and factors[self.name] + end + -- Distance check + local dist + if factor and factor == 0 then + return false + elseif factor then + dist = self.view_range * factor + else + dist = self.view_range end - timer = 0 -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 - }) + local p1, p2 = self.object:get_pos(), object:get_pos() + return p1 and p2 and (vector.distance(p1, p2) <= dist) end --- Spawn a child -function mobs:spawn_child(pos, mob_type) - local child = minetest_add_entity(pos, mob_type) - if not child then +-- attack player/mob +local do_attack = function(self, player) + + if self.state == "attack" or self.state == "die" then return end - local ent = child:get_luaentity() - effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) + self.attack = player + self.state = "attack" - ent.child = true + -- TODO: Implement war_cry sound without being annoying + --if random(0, 100) < 90 then + --mob_sound(self, "war_cry", true) + --end +end - local textures - -- using specific child texture (if found) - if ent.child_texture then - textures = ent.child_texture[1] + +-- collision function borrowed amended from jordan4ibanez open_ai mod +local collision = function(self) + + local pos = self.object:get_pos() + local vel = self.object:get_velocity() + local x = 0 + local z = 0 + local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 + + for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do + + if object:is_player() + or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then + + local pos2 = object:get_pos() + local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} + local force = (width + 0.5) - vector.distance( + {x = pos.x, y = 0, z = pos.z}, + {x = pos2.x, y = 0, z = pos2.z}) + + x = x + (vec.x * force) + z = z + (vec.z * force) + end end - -- 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({x,z}) +end - return child +-- move mob in facing direction +local set_velocity = function(self, v) + + local c_x, c_y = 0, 0 + + -- can mob be pushed, if so calculate direction + if self.pushable then + c_x, c_y = unpack(collision(self)) + end + + -- halt mob if it has been ordered to stay + if self.order == "stand" then + self.object:set_velocity({x = 0, y = 0, z = 0}) + return + end + + local yaw = (self.object:get_yaw() or 0) + self.rotate + + self.object:set_velocity({ + x = (sin(yaw) * -v) + c_x, + y = self.object:get_velocity().y, + z = (cos(yaw) * v) + c_y, + }) end --- feeding, taming and breeding (thanks blert2112) -function mobs:feed_tame(self, clicker, feed_count, breed, tame) - if not self.follow then - return false +-- calculate mob velocity +local get_velocity = function(self) + + local v = self.object:get_velocity() + if v then + return (v.x * v.x + v.z * v.z) ^ 0.5 end - -- can eat/tame with item in hand - if follow_holding(self, clicker) then + return 0 +end - -- if not in creative then take item - if not mobs.is_creative(clicker:get_player_name()) then +local function update_roll(self) + local is_Fleckenstein = self.nametag == "Fleckenstein" + local was_Fleckenstein = false - local item = clicker:get_wielded_item() + local rot = self.object:get_rotation() + rot.z = is_Fleckenstein and pi or 0 + self.object:set_rotation(rot) - item:take_item() + local cbox = table.copy(self.collisionbox) + local acbox = self.object:get_properties().collisionbox - clicker:set_wielded_item(item) + if math.abs(cbox[2] - acbox[2]) > 0.1 then + was_Fleckenstein = true + end + + if is_Fleckenstein ~= was_Fleckenstein then + local pos = self.object:get_pos() + pos.y = pos.y + (acbox[2] + acbox[5]) + self.object:set_pos(pos) + end + + if is_Fleckenstein then + cbox[2], cbox[5] = -cbox[5], -cbox[2] + end + + self.object:set_properties({collisionbox = cbox}) +end + +-- set and return valid yaw +local set_yaw = function(self, yaw, delay, dtime) + + if not yaw or yaw ~= yaw then + yaw = 0 + end + + delay = delay or 0 + + if delay == 0 then + if self.shaking and dtime then + yaw = yaw + (math.random() * 2 - 1) * 5 * dtime end + self.object:set_yaw(yaw) + update_roll(self) + return yaw + end - mob_sound(self, "eat", nil, true) + self.target_yaw = yaw + self.delay = delay - -- increase health - self.health = self.health + 4 + return self.target_yaw +end - if self.health >= self.hp_max then +-- global function to set mob yaw +function mobs:yaw(self, yaw, delay, dtime) + set_yaw(self, yaw, delay, dtime) +end - self.health = self.hp_max - - if self.htimer < 1 then - self.htimer = 5 - end +local add_texture_mod = function(self, mod) + local full_mod = "" + local already_added = false + for i=1, #self.texture_mods do + if mod == self.texture_mods[i] then + already_added = true end + full_mod = full_mod .. self.texture_mods[i] + end + if not already_added then + full_mod = full_mod .. mod + table.insert(self.texture_mods, mod) + end + self.object:set_texture_mod(full_mod) +end +local remove_texture_mod = function(self, mod) + local full_mod = "" + local remove = {} + for i=1, #self.texture_mods do + if self.texture_mods[i] ~= mod then + full_mod = full_mod .. self.texture_mods[i] + else + table.insert(remove, i) + end + end + for i=#remove, 1 do + table.remove(self.texture_mods, remove[i]) + end + self.object:set_texture_mod(full_mod) +end - self.object:set_hp(self.health) +-- set defined animation +local set_animation = function(self, anim, fixed_frame) + if not self.animation or not anim then + return + end + if self.state == "die" and anim ~= "die" and anim ~= "stand" then + return + end - update_tag(self) + self.animation.current = self.animation.current or "" - -- make children grow quicker - if self.child == true then + if (anim == self.animation.current + or not self.animation[anim .. "_start"] + or not self.animation[anim .. "_end"]) and self.state ~= "die" then + return + end - -- deduct 10% of the time to adulthood - self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) + self.animation.current = anim + local a_start = self.animation[anim .. "_start"] + local a_end + if fixed_frame then + a_end = a_start + else + a_end = self.animation[anim .. "_end"] + end + + self.object:set_animation({ + x = a_start, + y = a_end}, + self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, + 0, self.animation[anim .. "_loop"] ~= false) +end + + +-- above function exported for mount.lua +function mobs:set_animation(self, anim) + set_animation(self, anim) +end + +-- Returns true is node can deal damage to self +local is_node_dangerous = function(self, nodename) + local nn = nodename + if self.lava_damage > 0 then + if minetest.get_item_group(nn, "lava") ~= 0 then return true end + end + if self.fire_damage > 0 then + if minetest.get_item_group(nn, "fire") ~= 0 then + return true + end + end + if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then + return true + end + return false +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 +-- Returns true if node is a water hazard +local is_node_waterhazard = function(self, nodename) + local nn = nodename + if self.water_damage > 0 then + if minetest.get_item_group(nn, "water") ~= 0 then + return true + end + end + if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then + if self.breath_max ~= -1 then + -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case + -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous + if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then + return true end + end + end + return false +end - if tame then - self.tamed = true +-- check line of sight (BrunoMine) +local line_of_sight = function(self, pos1, pos2, stepsize) - if not self.owner or self.owner == "" then - self.owner = clicker:get_player_name() - end - end + stepsize = stepsize or 1 - -- make sound when fed so many times - mob_sound(self, "random", true) + local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) + + -- normal walking and flying mobs can see you through air + if s == true then + return true + end + + -- New pos1 to be analyzed + local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} + + local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) + + -- Checks the return + if r == true then return true end + + -- Nodename found + local nn = minetest.get_node(pos).name + + -- Target Distance (td) to travel + local td = vector.distance(pos1, pos2) + + -- Actual Distance (ad) traveled + local ad = 0 + + -- It continues to advance in the line of sight in search of a real + -- obstruction which counts as 'normal' nodebox. + while minetest.registered_nodes[nn] + and minetest.registered_nodes[nn].walkable == false do + + -- Check if you can still move forward + if td < ad + stepsize then + return true -- Reached the target end - return true + -- Moves the analyzed pos + local d = vector.distance(pos1, pos2) + + npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x + npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y + npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z + + -- NaN checks + if d == 0 + or npos1.x ~= npos1.x + or npos1.y ~= npos1.y + or npos1.z ~= npos1.z then + return false + end + + ad = ad + stepsize + + -- scan again + r, pos = minetest.line_of_sight(npos1, pos2, stepsize) + + if r == true then return true end + + -- New Nodename found + nn = minetest.get_node(pos).name + end return false end --- no damage to nodes explosion -function mobs:safe_boom(self, pos, strength) - minetest_sound_play(self.sounds and self.sounds.explode or "tnt_explode", { + +-- are we flying in what we are suppose to? (taikedz) +local flight_check = function(self) + + local nod = self.standing_in + local def = minetest.registered_nodes[nod] + + if not def then return false end -- nil check + + local fly_in + if type(self.fly_in) == "string" then + fly_in = { self.fly_in } + elseif type(self.fly_in) == "table" then + fly_in = self.fly_in + else + return false + end + + for _,checknode in pairs(fly_in) do + if nod == checknode then + return true + elseif checknode == "__airlike" and def.walkable == false and + (def.liquidtype == "none" or minetest.get_item_group(nod, "fake_liquid") == 1) then + return true + end + end + + return false +end + + +-- custom particle effects +local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) + + radius = radius or 2 + min_size = min_size or 0.5 + max_size = max_size or 1 + gravity = gravity or -10 + glow = glow or 0 + go_down = go_down or false + + local ym + if go_down then + ym = 0 + else + ym = -radius + end + + minetest.add_particlespawner({ + amount = amount, + time = 0.25, + minpos = pos, + maxpos = pos, + minvel = {x = -radius, y = ym, z = -radius}, + maxvel = {x = radius, y = radius, z = radius}, + minacc = {x = 0, y = gravity, z = 0}, + maxacc = {x = 0, y = gravity, z = 0}, + minexptime = 0.1, + maxexptime = 1, + minsize = min_size, + maxsize = max_size, + texture = texture, + glow = glow, + }) +end + +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_small = damage % 2 + + local pos = self.object:get_pos() + + pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 + + local texture = "mobs_blood.png" + -- full heart damage (one particle for each 2 HP damage) + if amount_large > 0 then + effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) + end + -- half heart damage (one additional particle if damage is an odd number) + if amount_small > 0 then + -- TODO: Use "half heart" + effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) + end + end +end + +mobs.death_effect = function(pos, yaw, collisionbox, rotate) + local min, max + if collisionbox then + min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} + max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} + else + min = { x = -0.5, y = 0, z = -0.5 } + max = { x = 0.5, y = 0.5, z = 0.5 } + end + 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, max = vector.sort(min, max) + min = vector.multiply(min, 0.5) + max = vector.multiply(max, 0.5) + end + + minetest.add_particlespawner({ + amount = 50, + time = 0.001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector.new(-5,-5,-5), + maxvel = vector.new(5,5,5), + minexptime = 1.1, + maxexptime = 1.5, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "mcl_particles_mob_death.png^[colorize:#000000:255", + }) + + minetest.sound_play("mcl_mobs_mob_poof", { pos = pos, gain = 1.0, - max_hear_distance = self.sounds and self.sounds.distance or 32 + max_hear_distance = 8, }, true) - local radius = strength - entity_physics(pos, radius) - effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) end - --- make explosion with protection and tnt mod check -function mobs:boom(self, pos, strength, fire) - self.object:remove() - if mod_explosions then - if mobs_griefing and not minetest_is_protected(pos, "") then - mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) - else - mobs:safe_boom(self, pos, strength) - end +local update_tag = function(self) + local tag + if mobs_debug then + tag = "nametag = '"..tostring(self.nametag).."'\n".. + "state = '"..tostring(self.state).."'\n".. + "order = '"..tostring(self.order).."'\n".. + "attack = "..tostring(self.attack).."\n".. + "health = "..tostring(self.health).."\n".. + "breath = "..tostring(self.breath).."\n".. + "gotten = "..tostring(self.gotten).."\n".. + "tamed = "..tostring(self.tamed).."\n".. + "horny = "..tostring(self.horny).."\n".. + "hornytimer = "..tostring(self.hornytimer).."\n".. + "runaway_timer = "..tostring(self.runaway_timer).."\n".. + "following = "..tostring(self.following) else - mobs:safe_boom(self, pos, strength) + tag = self.nametag end + self.object:set_properties({ + nametag = tag, + }) + + update_roll(self) end --- falling and fall damage --- returns true if mob died -local falling = function(self, pos) +-- drop items +local item_drop = function(self, cooked, looting_level) - if self.fly and self.state ~= "die" then + -- no drops if disabled by setting + if not mobs_drop_items then return end + + looting_level = looting_level or 0 + + -- no drops for child mobs (except monster) + if (self.child and self.type ~= "monster") then return end - if mcl_portals ~= nil then - if mcl_portals.nether_portal_cooloff(self.object) then - return false -- mob has teleported through Nether portal - it's 99% not falling - end - end + local obj, item, num + local pos = self.object:get_pos() - -- floating in water (or falling) - local v = self.object:get_velocity() + self.drops = self.drops or {} -- nil check - if v.y > 0 then + for n = 1, #self.drops do + local dropdef = self.drops[n] + local chance = 1 / dropdef.chance + local looting_type = dropdef.looting - -- 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 - - if minetest_registered_nodes[node_ok(pos).name].groups.lava then - - if self.floats_on_lava == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 2), - z = 0 - }) - end - end - - -- in water then float up - if minetest_registered_nodes[node_ok(pos).name].groups.water then - - if self.floats == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (math.max(1, v.y) ^ 2), - z = 0 - }) - end - else - - end -end - - - - --- find someone to runaway from -local runaway_from = function(self) - - if not self.runaway_from and self.state ~= "flop" 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() - or (not object_in_range(self, objs[n])) 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 "" + if looting_level > 0 then + local chance_function = dropdef.looting_chance_function + if chance_function then + chance = chance_function(looting_level) + elseif looting_type == "rare" then + chance = chance + (dropdef.looting_factor or 0.01) * looting_level end end - -- 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 = vector.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 * math_pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + math_pi + 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) + elseif not dropdef.looting_ignore_chance then + do_common_looting = false end - yaw = set_yaw(self, yaw, 4) - self.state = "runaway" - self.runaway_timer = 3 - self.following = nil - 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 - - --- 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.order ~= "sit" - and self.state ~= "runaway" then - - local s = self.object:get_pos() - local players = minetest.get_connected_players() - - for n = 1, #players do - - if (object_in_range(self, players[n])) - 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.order ~= "sit" - 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, - -- mob is horny, fleeing or attacking - if self.following - and self.following:is_player() - and (follow_holding(self, self.following) == false or - self.horny or self.state == "runaway") then - self.following = nil + if do_common_looting then + num = num + math.floor(math.random(0, looting_level) + 0.5) end - end + if num > 0 then + item = dropdef.name - -- follow that thing - if self.following then + -- cook items when true + if cooked then - local s = self.object:get_pos() - local p + local output = minetest.get_craft_result({ + method = "cooking", width = 1, items = {item}}) - 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 = vector.distance(p, s) - - -- dont follow if out of range - if (not object_in_range(self, self.following)) then - self.following = nil - else - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + math_pi end - - set_yaw(self, yaw, 2.35) - - -- anyone but standing npc's can move along - if dist > 3 - and self.order ~= "stand" then - - set_velocity(self, self.follow_velocity) - - if self.walk_chance ~= 0 then - set_animation(self, "run") - end - else - set_velocity(self, 0) - set_animation(self, "stand") + if output and output.item and not output.item:is_empty() then + item = output.item:get_name() 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 + -- add item if it exists + for x = 1, num do + obj = minetest.add_item(pos, ItemStack(item .. " " .. 1)) + end - self.state = "flop" - self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) + if obj and obj:get_luaentity() then - local sdef = minetest_registered_nodes[self.standing_on] - -- Flop on ground - if sdef and sdef.walkable then - mob_sound(self, "flop") - self.object:set_velocity({ - x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), - y = FLOP_HEIGHT, - z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + obj:set_velocity({ + x = random(-10, 10) / 9, + y = 6, + z = random(-10, 10) / 9, }) + elseif obj then + obj:remove() -- item does not exist end - - set_animation(self, "stand", true) - - return - elseif self.state == "flop" then - self.state = "stand" - self.object:set_acceleration({x = 0, y = 0, z = 0}) - set_velocity(self, 0) end end + + self.drops = {} 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 = vector.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 - - --- monster find someone to attack -local monster_attack = function(self) - - if self.type ~= "monster" - or not damage_enabled - or minetest_is_creative_enabled("") - or self.passive - 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() ] or (not object_in_range(self, objs[n])) 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 = vector.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 - - --- 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 - - --- dogfight 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 - --- 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 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 - 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 = 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) - - -- determine node above ground - if not ssight then - s.y = sground.y + 1 - end - - local p1 = self.attack:get_pos() - - 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 - local jumpheight = 0 - if self.jump and self.jump_height >= 4 then - jumpheight = math.min(math.ceil(self.jump_height / 4), 4) - elseif self.stepheight > 0.5 then - jumpheight = 1 - end - self.path.way = minetest_find_path(s, p1, 16, jumpheight, 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() + math_pi / 2 - local p1 = { - x = s.x + math_cos(yaw1), - y = s.y, - z = s.z + math_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 seconds - self.path.stuck_timer = stuck_timeout - 2 - elseif s.y < p1.y and (not self.fly) then - do_jump(self) --add jump to pathfinding - self.path.following = true - -- Yay, I found path! - -- TODO: Implement war_cry sound without being annoying - --mob_sound(self, "war_cry", true) - else - set_velocity(self, self.walk_velocity) - - -- follow path now that it has it - self.path.following = true - end - end -end - - - - - - -- check if mob is dead or only hurt local check_for_death = function(self, cause, cmi_cause) @@ -946,7 +776,7 @@ local check_for_death = function(self, cause, cmi_cause) -- play damage sound if health was reduced and make mob flash red. if damaged then add_texture_mod(self, "^[colorize:red:130") - minetest_after(.2, function(self) + minetest.after(.2, function(self) if self and self.object then remove_texture_mod(self, "^[colorize:red:130") end @@ -989,7 +819,7 @@ local check_for_death = function(self, cause, cmi_cause) local looting = mcl_enchanting.get_enchantment(wielditem, "looting") 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 + 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)) end end @@ -1055,7 +885,7 @@ local check_for_death = function(self, cause, cmi_cause) set_animation(self, "die") else local rot = self.object:get_rotation() - rot.z = math_pi/2 + rot.z = pi/2 self.object:set_rotation(rot) length = 1 + DEATH_DELAY set_animation(self, "stand", true) @@ -1082,366 +912,34 @@ local check_for_death = function(self, cause, cmi_cause) if length <= 0 then kill(self) else - minetest_after(length, kill, self) + minetest.after(length, kill, self) end return true end -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_small = damage % 2 - - local pos = self.object:get_pos() - - pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 - - local texture = "mobs_blood.png" - -- full heart damage (one particle for each 2 HP damage) - if amount_large > 0 then - effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) - end - -- half heart damage (one additional particle if damage is an odd number) - if amount_small > 0 then - -- TODO: Use "half heart" - effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) - end - end -end - - --- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) - - radius = radius or 2 - min_size = min_size or 0.5 - max_size = max_size or 1 - gravity = gravity or -10 - glow = glow or 0 - go_down = go_down or false - - local ym - if go_down then - ym = 0 - else - ym = -radius - end - - minetest_add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = ym, z = -radius}, - maxvel = {x = radius, y = radius, z = radius}, - minacc = {x = 0, y = gravity, z = 0}, - maxacc = {x = 0, y = gravity, z = 0}, - minexptime = 0.1, - maxexptime = 1, - minsize = min_size, - maxsize = max_size, - texture = texture, - glow = glow, - }) -end - - --- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self) - - local nod = self.standing_in - local def = minetest_registered_nodes[nod] - - if not def then return false end -- nil check - - local fly_in - if type(self.fly_in) == "string" then - fly_in = { self.fly_in } - elseif type(self.fly_in) == "table" then - fly_in = self.fly_in - else - return false - end - - for _,checknode in pairs(fly_in) do - if nod == checknode then - return true - elseif checknode == "__airlike" and def.walkable == false and - (def.liquidtype == "none" or minetest_get_item_group(nod, "fake_liquid") == 1) then - return true - end - end - - return false -end - - --- check line of sight (BrunoMine) -local line_of_sight = function(self, pos1, pos2, stepsize) - - stepsize = stepsize or 1 - - local s, pos = minetest_line_of_sight(pos1, pos2, stepsize) - - -- normal walking and flying mobs can see you through air - if s == true then - return true - end - - -- New pos1 to be analyzed - local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} - - local r, pos = minetest_line_of_sight(npos1, pos2, stepsize) - - -- Checks the return - if r == true then return true end - - -- Nodename found - local nn = minetest_get_node(pos).name - - -- Target Distance (td) to travel - local td = vector.distance(pos1, pos2) - - -- Actual Distance (ad) traveled - local ad = 0 - - -- It continues to advance in the line of sight in search of a real - -- obstruction which counts as 'normal' nodebox. - while minetest_registered_nodes[nn] - and minetest_registered_nodes[nn].walkable == false do - - -- Check if you can still move forward - if td < ad + stepsize then - return true -- Reached the target - end - - -- Moves the analyzed pos - local d = vector.distance(pos1, pos2) - - npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x - npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y - npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z - - -- NaN checks - if d == 0 - or npos1.x ~= npos1.x - or npos1.y ~= npos1.y - or npos1.z ~= npos1.z then - return false - end - - ad = ad + stepsize - - -- scan again - r, pos = minetest_line_of_sight(npos1, pos2, stepsize) - - if r == true then return true end - - -- New Nodename found - nn = minetest_get_node(pos).name - - end - - return false -end - --- Returns true if node is a water hazard -local is_node_waterhazard = function(self, nodename) - local nn = nodename - if self.water_damage > 0 then - if minetest_get_item_group(nn, "water") ~= 0 then - return true - end - end - if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].drowning and minetest_registered_nodes[nn].drowning > 0 then - if self.breath_max ~= -1 then - -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case - -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous - if not self.breathes_in_water and minetest_get_item_group(nn, "water") ~= 0 then - return true +-- check if within physical map limits (-30911 to 30927) +local within_limits, wmin, wmax = nil, -30913, 30928 +within_limits = function(pos, radius) + if mcl_vars then + if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then + wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max + within_limits = function(pos, radius) + return pos + and (pos.x - radius) > wmin and (pos.x + radius) < wmax + and (pos.y - radius) > wmin and (pos.y + radius) < wmax + and (pos.z - radius) > wmin and (pos.z + radius) < wmax end end end - return false + return pos + and (pos.x - radius) > wmin and (pos.x + radius) < wmax + and (pos.y - radius) > wmin and (pos.y + radius) < wmax + and (pos.z - radius) > wmin and (pos.z + radius) < wmax end --- Returns true is node can deal damage to self -local is_node_dangerous = function(self, nodename) - local nn = nodename - if self.lava_damage > 0 then - if minetest_get_item_group(nn, "lava") ~= 0 then - return true - end - end - if self.fire_damage > 0 then - if minetest_get_item_group(nn, "fire") ~= 0 then - return true - end - end - if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].damage_per_second and minetest_registered_nodes[nn].damage_per_second > 0 then - return true - end - return false -end - - -local add_texture_mod = function(self, mod) - local full_mod = "" - local already_added = false - for i=1, #self.texture_mods do - if mod == self.texture_mods[i] then - already_added = true - end - full_mod = full_mod .. self.texture_mods[i] - end - if not already_added then - full_mod = full_mod .. mod - table.insert(self.texture_mods, mod) - end - self.object:set_texture_mod(full_mod) -end - - -local remove_texture_mod = function(self, mod) - local full_mod = "" - local remove = {} - for i=1, #self.texture_mods do - if self.texture_mods[i] ~= mod then - full_mod = full_mod .. self.texture_mods[i] - else - table.insert(remove, i) - end - end - for i=#remove, 1 do - table.remove(self.texture_mods, remove[i]) - end - self.object:set_texture_mod(full_mod) -end - - --- Return true if object is in view_range -local function object_in_range(self, object) - if not object then - return false - end - local factor - -- Apply view range reduction for special player armor - if not object then - return false - end - local factor - -- Apply view range reduction for special player armor - if object:is_player() and mod_armor then - local factors = mcl_armor.player_view_range_factors[object] - factor = factors and factors[self.name] - end - -- Distance check - local dist - if factor and factor == 0 then - return false - elseif factor then - dist = self.view_range * factor - else - dist = self.view_range - end - - local p1, p2 = self.object:get_pos(), object:get_pos() - return p1 and p2 and (vector.distance(p1, p2) <= dist) -end - --- attack player/mob -local do_attack = function(self, player) - - if self.state == "attack" or self.state == "die" then - return - end - - self.attack = player - self.state = "attack" - - -- TODO: Implement war_cry sound without being annoying - --if math.random(0, 100) < 90 then - --mob_sound(self, "war_cry", true) - --end -end - - --- play sound -local mob_sound = function(self, soundname, is_opinion, fixed_pitch) - local soundinfo - if self.sounds_child and self.child then - soundinfo = self.sounds_child - elseif self.sounds then - soundinfo = self.sounds - end - if not soundinfo then - return - end - local sound = soundinfo[soundname] - if sound then - if is_opinion and self.opinion_sound_cooloff > 0 then - return - end - local pitch - if not fixed_pitch then - local base_pitch = soundinfo.base_pitch - if not base_pitch then - base_pitch = 1 - end - if self.child and (not self.sounds_child) then - -- Children have higher pitch - pitch = base_pitch * 1.5 - else - pitch = base_pitch - end - -- randomize the pitch a bit - pitch = pitch + math.random(-10, 10) * 0.005 - end - minetest_sound_play(sound, { - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance, - pitch = pitch, - }, true) - self.opinion_sound_cooloff = 1 - end -end - - -local function update_roll(self) - local is_Fleckenstein = self.nametag == "Fleckenstein" - local was_Fleckenstein = false - - local rot = self.object:get_rotation() - 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 - was_Fleckenstein = true - end - - if is_Fleckenstein ~= was_Fleckenstein then - local pos = self.object:get_pos() - pos.y = pos.y + (acbox[2] + acbox[5]) - self.object:set_pos(pos) - end - - if is_Fleckenstein then - cbox[2], cbox[5] = -cbox[5], -cbox[2] - end - - self.object:set_properties({collisionbox = cbox}) -end - - - -- is mob facing a cliff or danger local is_at_cliff_or_danger = function(self) @@ -1453,23 +951,23 @@ local is_at_cliff_or_danger = function(self) return false end local yaw = self.object:get_yaw() - local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) + 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 - local free_fall, blocker = minetest_line_of_sight( + local free_fall, blocker = 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}) if free_fall then return true else - local bnode = minetest_get_node(blocker) + local bnode = minetest.get_node(blocker) local danger = is_node_dangerous(self, bnode.name) if danger then return true else - local def = minetest_registered_nodes[bnode.name] + local def = minetest.registered_nodes[bnode.name] if def and def.walkable then return false end @@ -1488,18 +986,18 @@ local is_at_water_danger = function(self) return false end local yaw = self.object:get_yaw() - local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) + 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 - local free_fall, blocker = minetest_line_of_sight( + local free_fall, blocker = minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z}) if free_fall then return true else - local bnode = minetest_get_node(blocker) + local bnode = minetest.get_node(blocker) local waterdanger = is_node_waterhazard(self, bnode.name) if waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then @@ -1507,7 +1005,7 @@ local is_at_water_danger = function(self) elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then return true else - local def = minetest_registered_nodes[bnode.name] + local def = minetest.registered_nodes[bnode.name] if def and def.walkable then return false end @@ -1517,10 +1015,25 @@ local is_at_water_danger = function(self) 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 + local function get_light(pos, tod) - local ok, light = pcall(minetest.get_natural_light or minetest.get_node_light, pos, tod) - if ok then - return light + if minetest.get_node_or_nil(pos) then + local lightfunc = minetest.get_natural_light or minetest.get_node_light + return lightfunc(pos, tod) else return 0 end @@ -1608,7 +1121,7 @@ local do_env_damage = function(self) self.object:set_velocity({x = 0, y = 0, z = 0}) end - local nodef = minetest_registered_nodes[self.standing_in] + local nodef = minetest.registered_nodes[self.standing_in] -- rain if self.rain_damage > 0 and mod_weather then @@ -1649,8 +1162,6 @@ local do_env_damage = function(self) self.health = self.health - self.lava_damage - mcl_burning.set_on_fire(self.object, 15) - effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) if check_for_death(self, "lava", {type = "environment", @@ -1667,8 +1178,6 @@ local do_env_damage = function(self) self.health = self.health - self.fire_damage - mcl_burning.set_on_fire(self.object, 8) - effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) if check_for_death(self, "fire", {type = "environment", @@ -1694,7 +1203,7 @@ local do_env_damage = function(self) if self.breath_max ~= -1 then local drowning = false if self.breathes_in_water then - if minetest_get_item_group(self.standing_in, "water") == 0 then + if minetest.get_item_group(self.standing_in, "water") == 0 then drowning = true end elseif nodef.drowning > 0 then @@ -1720,7 +1229,7 @@ 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 @@ -1786,13 +1295,13 @@ local do_jump = function(self) local nod = node_ok(pos) - if minetest_registered_nodes[nod.name].walkable == false then + if minetest.registered_nodes[nod.name].walkable == false then return false end -- where is front - local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) + 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? nod = node_ok({ @@ -1810,7 +1319,7 @@ local do_jump = function(self) }, "air") -- we don't attempt to jump if there's a stack of blocks blocking - if minetest_registered_nodes[nodTop.name].walkable == true then + if minetest.registered_nodes[nodTop.name].walkable == true then return false end @@ -1820,11 +1329,11 @@ local do_jump = function(self) end if self.walk_chance == 0 - or minetest_registered_items[nod.name].walkable then + or minetest.registered_items[nod.name].walkable then - if minetest_get_item_group(nod.name, "fence") == 0 - and minetest_get_item_group(nod.name, "fence_gate") == 0 - and minetest_get_item_group(nod.name, "wall") == 0 then + if minetest.get_item_group(nod.name, "fence") == 0 + and minetest.get_item_group(nod.name, "fence_gate") == 0 + and minetest.get_item_group(nod.name, "wall") == 0 then local v = self.object:get_velocity() @@ -1835,7 +1344,7 @@ local do_jump = function(self) self.object:set_velocity(v) -- when in air move forward - minetest_after(0.3, function(self, v) + minetest.after(0.3, function(self, v) if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then return end @@ -1882,7 +1391,7 @@ local entity_physics = function(pos, radius) radius = radius * 2 - local objs = minetest_get_objects_inside_radius(pos, radius) + local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do @@ -1892,7 +1401,7 @@ local entity_physics = function(pos, radius) dist = vector.distance(pos, obj_pos) if dist < 1 then dist = 1 end - local damage = math_floor((4 / dist) * radius) + local damage = floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players @@ -1972,14 +1481,14 @@ local breed = function(self) return end - -- horny animal can mate for BREED_TIME seconds, - -- afterwards horny animal cannot mate again for BREED_TIME_AGAIN seconds + -- horny animal can mate for HORNY_TIME seconds, + -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds if self.horny == true - and self.hornytimer < BREED_TIME + BREED_TIME_AGAIN then + and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = self.hornytimer + 1 - if self.hornytimer >= BREED_TIME + BREED_TIME_AGAIN then + if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = 0 self.horny = false end @@ -1987,13 +1496,13 @@ local breed = function(self) -- find another same animal who is also horny and mate if nearby if self.horny == true - and self.hornytimer <= BREED_TIME then + and self.hornytimer <= HORNY_TIME 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 objs = minetest.get_objects_inside_radius(pos, 3) local num = 0 local ent = nil @@ -2026,18 +1535,18 @@ local breed = function(self) if ent and canmate == true and ent.horny == true - and ent.hornytimer <= BREED_TIME then + and ent.hornytimer <= HORNY_TIME then num = num + 1 end -- found your mate? then have a baby if num > 1 then - self.hornytimer = BREED_TIME + 1 - ent.hornytimer = BREED_TIME + 1 + self.hornytimer = HORNY_TIME + 1 + ent.hornytimer = HORNY_TIME + 1 -- spawn baby - minetest_after(5, function(parent1, parent2, pos) + minetest.after(5, function(parent1, parent2, pos) if not parent1.object:get_luaentity() then return end @@ -2087,6 +1596,7 @@ local breed = function(self) end end + -- find and replace what mob is looking for (grass, wheat etc.) local replace = function(self, pos) @@ -2094,7 +1604,7 @@ local replace = function(self, pos) or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 - or math.random(1, self.replace_rate) > 1 then + or random(1, self.replace_rate) > 1 then return end @@ -2102,7 +1612,7 @@ local replace = function(self, pos) if type(self.replace_what[1]) == "table" then - local num = math.random(#self.replace_what) + local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" @@ -2115,7 +1625,7 @@ local replace = function(self, pos) pos.y = pos.y + y_offset - local node = minetest_get_node(pos) + local node = minetest.get_node(pos) if node.name == what then local oldnode = {name = what, param2 = node.param2} @@ -2129,7 +1639,7 @@ local replace = function(self, pos) if on_replace_return ~= false then if mobs_griefing then - minetest_set_node(pos, newnode) + minetest.set_node(pos, newnode) end end @@ -2153,24 +1663,650 @@ local day_docile = function(self) end +local los_switcher = false +local height_switcher = false -local mob_detach_child = function(self, child) +-- 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) - if self.driver == child then - self.driver = nil + 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 = 12 + if self.fear_height ~= 0 then dropheight = self.fear_height end + local jumpheight = 0 + if self.jump and self.jump_height >= 4 then + jumpheight = math.min(math.ceil(self.jump_height / 4), 4) + elseif self.stepheight > 0.5 then + jumpheight = 1 + end + self.path.way = minetest.find_path(s, p1, 16, jumpheight, 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 seconds + self.path.stuck_timer = stuck_timeout - 2 + elseif s.y < p1.y and (not self.fly) then + do_jump(self) --add jump to pathfinding + self.path.following = true + -- Yay, I found path! + -- TODO: Implement war_cry sound without being annoying + --mob_sound(self, "war_cry", true) + else + set_velocity(self, self.walk_velocity) + + -- follow path now that it has it + self.path.following = true + end + end end -function do_states(self) + +-- 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 minetest.is_creative_enabled("") + or self.passive + 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() ] or (not object_in_range(self, objs[n])) 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 = vector.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 = vector.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 and self.state ~= "flop" 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() + or (not object_in_range(self, objs[n])) 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 = vector.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.order ~= "sit" + and self.state ~= "runaway" then + + local s = self.object:get_pos() + local players = minetest.get_connected_players() + + for n = 1, #players do + + if (object_in_range(self, players[n])) + 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.order ~= "sit" + 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, + -- mob is horny, fleeing or attacking + if self.following + and self.following:is_player() + and (follow_holding(self, self.following) == false or + self.horny or self.state == "runaway") 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 = vector.distance(p, s) + + -- dont follow if out of range + if (not object_in_range(self, self.following)) 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 + + set_yaw(self, yaw, 2.35) + + -- anyone but standing npc's can move along + if dist > 3 + and self.order ~= "stand" then + + set_velocity(self, self.follow_velocity) + + if self.walk_chance ~= 0 then + set_animation(self, "run") + 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_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) + + local sdef = minetest.registered_nodes[self.standing_on] + -- Flop on ground + if sdef and sdef.walkable then + mob_sound(self, "flop") + self.object:set_velocity({ + x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + y = FLOP_HEIGHT, + z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + }) + end + + set_animation(self, "stand", true) + + return + elseif self.state == "flop" then + self.state = "stand" + self.object:set_acceleration({x = 0, y = 0, z = 0}) + set_velocity(self, 0) + 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) +-- returns true if mob has died +local do_states = function(self, dtime) + + local yaw = self.object:get_yaw() or 0 if self.state == "stand" then - if math.random(1, 4) == 1 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) + local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do @@ -2188,11 +2324,11 @@ function do_states(self) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if lp.x > s.x then yaw = yaw + math_pi end + if lp.x > s.x then yaw = yaw + pi end else - yaw = yaw + math.random(-0.5, 0.5) + yaw = yaw + random(-0.5, 0.5) end yaw = set_yaw(self, yaw, 8) @@ -2207,7 +2343,7 @@ function do_states(self) if self.walk_chance ~= 0 and self.facing_fence ~= true - and math.random(1, 100) <= self.walk_chance + and random(1, 100) <= self.walk_chance and is_at_cliff_or_danger(self) == false then set_velocity(self, self.walk_velocity) @@ -2226,19 +2362,19 @@ function do_states(self) and self.lava_damage > 0) or self.breath_max ~= -1 then - lp = minetest_find_node_near(s, 1, {"group:water", "group:lava"}) + 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"}) + lp = minetest.find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then - lp = minetest_find_node_near(s, 1, {"group:lava"}) + lp = minetest.find_node_near(s, 1, {"group:lava"}) elseif self.fire_damage > 0 then - lp = minetest_find_node_near(s, 1, {"group:fire"}) + lp = minetest.find_node_near(s, 1, {"group:fire"}) end @@ -2252,12 +2388,12 @@ function do_states(self) -- If mob in or on dangerous block, look for land if is_in_danger then -- Better way to find shore - copied from upstream - lp = minetest_find_nodes_in_area_under_air( + lp = minetest.find_nodes_in_area_under_air( {x = s.x - 5, y = s.y - 0.5, z = s.z - 5}, {x = s.x + 5, y = s.y + 1, z = s.z + 5}, {"group:solid"}) - lp = #lp > 0 and lp[math.random(#lp)] + lp = #lp > 0 and lp[random(#lp)] -- did we find land? if lp then @@ -2267,10 +2403,10 @@ function do_states(self) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if lp.x > s.x then yaw = yaw + math_pi end + if lp.x > s.x then yaw = yaw + pi end -- look towards land and move in that direction yaw = set_yaw(self, yaw, 6) @@ -2283,8 +2419,8 @@ function do_states(self) else -- Randomly turn - if math.random(1, 100) <= 30 then - yaw = yaw + math.random(-0.5, 0.5) + if random(1, 100) <= 30 then + yaw = yaw + random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end end @@ -2292,9 +2428,9 @@ function do_states(self) yaw = set_yaw(self, yaw, 8) -- otherwise randomly turn - elseif math.random(1, 100) <= 30 then + elseif random(1, 100) <= 30 then - yaw = yaw + math.random(-0.5, 0.5) + yaw = yaw + random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end @@ -2305,7 +2441,7 @@ function do_states(self) end if self.facing_fence == true or cliff_or_danger - or math.random(1, 100) <= 30 then + or random(1, 100) <= 30 then set_velocity(self, 0) self.state = "stand" @@ -2380,9 +2516,9 @@ function do_states(self) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + math_pi end + if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2448,10 +2584,10 @@ function do_states(self) local pos = self.object:get_pos() if mod_explosions then - if mobs_griefing and not minetest_is_protected(pos, "") then + if mobs_griefing and not minetest.is_protected(pos, "") then mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object) else - minetest_sound_play(self.sounds.explode, { + minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 @@ -2476,9 +2612,9 @@ function do_states(self) and dist > self.reach then local p1 = s - local me_y = math_floor(p1.y) + local me_y = floor(p1.y) local p2 = p - local p_y = math_floor(p2.y + 1) + local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if flight_check(self, s) then @@ -2539,7 +2675,7 @@ function do_states(self) return end - if math_abs(p1.x-s.x) + math_abs(p1.z - s.z) < 0.6 then + 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 @@ -2553,9 +2689,9 @@ function do_states(self) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + math_pi end + if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2605,7 +2741,7 @@ function do_states(self) self.timer = 0 if self.double_melee_attack - and math.random(1, 2) == 1 then + and random(1, 2) == 1 then set_animation(self, "punch2") else set_animation(self, "punch") @@ -2658,9 +2794,9 @@ function do_states(self) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + math_pi end + if p.x > s.x then yaw = yaw + pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2671,8 +2807,8 @@ function do_states(self) if self.shoot_interval and self.timer > self.shoot_interval - and not minetest_raycast(p, self.attack:get_pos(), false, false):next() - and math.random(1, 100) <= 60 then + and not minetest.raycast(p, self.attack:get_pos(), false, false):next() + and random(1, 100) <= 60 then self.timer = 0 set_animation(self, "shoot") @@ -2681,16 +2817,16 @@ function do_states(self) mob_sound(self, "shoot_attack") -- Shoot arrow - if minetest_registered_entities[self.arrow] then + if minetest.registered_entities[self.arrow] then local arrow, ent local v = 1 if not self.shoot_arrow then self.firing = true - minetest_after(1, function() + minetest.after(1, function() self.firing = false end) - arrow = minetest_add_entity(p, self.arrow) + arrow = minetest.add_entity(p, self.arrow) ent = arrow:get_luaentity() if ent.velocity then v = ent.velocity @@ -2718,251 +2854,807 @@ function do_states(self) end +-- falling and fall damage +-- returns true if mob died +local falling = function(self, pos) - --- above function exported for mount.lua -function mobs:set_animation(self, anim) - set_animation(self, anim) -end - - --- set defined animation -local set_animation = function(self, anim, fixed_frame) - if not self.animation or not anim then - return - end - if self.state == "die" and anim ~= "die" and anim ~= "stand" then + if self.fly and self.state ~= "die" then return end - self.animation.current = self.animation.current or "" - - if (anim == self.animation.current - or not self.animation[anim .. "_start"] - or not self.animation[anim .. "_end"]) and self.state ~= "die" then - return + if mcl_portals ~= nil then + if mcl_portals.nether_portal_cooloff(self.object) then + return false -- mob has teleported through Nether portal - it's 99% not falling + end end - self.animation.current = anim + -- floating in water (or falling) + local v = self.object:get_velocity() - local a_start = self.animation[anim .. "_start"] - local a_end - if fixed_frame then - a_end = a_start + 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 - a_end = self.animation[anim .. "_end"] + -- stop accelerating once max fall speed hit + self.object:set_acceleration({x = 0, y = 0, z = 0}) end - self.object:set_animation({ - x = a_start, - y = a_end}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, - 0, self.animation[anim .. "_loop"] ~= false) -end + if minetest.registered_nodes[node_ok(pos).name].groups.lava then + if self.floats_on_lava == 1 then --- Code to execute before custom on_rightclick handling -local function on_rightclick_prefix(self, clicker) - local item = clicker:get_wielded_item() + self.object:set_acceleration({ + x = 0, + y = -self.fall_speed / (max(1, v.y) ^ 2), + z = 0 + }) + end + end - -- Name mob with nametag - if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then + -- in water then float up + if minetest.registered_nodes[node_ok(pos).name].groups.water 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) + 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 + + local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent") + local damage = d - 5 + if add ~= 0 then + damage = damage + damage * (add/100) + end + damage = floor(damage) + if damage > 0 then + self.health = self.health - damage + + effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil) + + if check_for_death(self, "fall", {type = "fall"}) then + return true + end + end 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 + self.old_y = self.object:get_pos().y end - end - return false end ---[[local function create_mob_on_rightclick(on_rightclick) - return function(self, clicker) - local stop = on_rightclick_prefix(self, clicker) - if (not stop) and (on_rightclick) then - on_rightclick(self, clicker) +local teleport = function(self, target) + if self.do_teleport then + if self.do_teleport(self, target) == false then + return end end -end]] - --- set and return valid yaw -local function set_yaw(self, yaw, delay, dtime) - - if not yaw or yaw ~= yaw then - yaw = 0 - end - - delay = delay or 0 - - if delay == 0 then - if self.shaking and dtime then - yaw = yaw + (math.random() * 2 - 1) * 5 * dtime - end - self.yaw(yaw) - update_roll(self) - return yaw - end - - self.target_yaw = yaw - self.delay = delay - - return self.target_yaw end --- global function to set mob yaw -function mobs:yaw(self, yaw, delay, dtime) - set_yaw(self, yaw, delay, dtime) -end +-- deal damage and effects when mob punched +local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - ---mob_step = function() - --if self.state == "die" then - -- print("need custom die stop moving thing") - -- return - --end - - --if not self.fire_resistant then - -- mcl_burning.tick(self.object, dtime, self) - --end - - --if use_cmi then - --cmi.notify_step(self.object, dtime) - --end - - --local pos = self.object:get_pos() - --local yaw = 0 - - --if mobs_debug then - --update_tag(self) - --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 - - --if falling(self, pos) then - -- Return if mob died after falling - -- return - --end - - - -- run custom function (defined in mob lua file) - --if self.do_custom then + -- custom punch function + if self.do_punch then -- when false skip going any further - --if self.do_custom(self, dtime) == false then - -- return - --end - --end + if self.do_punch(self, hitter, tflp, tool_capabilities, 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 + + local is_player = hitter:is_player() + + if is_player then + -- is mob protected? + if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then + return + end + + -- set/update 'drop xp' timestamp if hitted by player + self.xp_timestamp = minetest.get_us_time() + end + + + -- punch interval + local weapon = hitter:get_wielded_item() + local punch_interval = 1.4 + + -- exhaust attacker + if mod_hunger and 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 + + if weapon then + local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") + if fire_aspect_level > 0 then + mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) + 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 manually + -- Required because we have custom health handling ("health" property) + if minetest.is_creative_enabled("") ~= true + and tool_capabilities then + if tool_capabilities.punch_attack_uses then + -- Without this delay, the wear does not work. Quite hacky ... + minetest.after(0, function(name) + local player = minetest.get_player_by_name(name) + if not player then return end + 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) + weapon:add_wear(wear) + hitter:set_wielded_item(weapon) + end + end, hitter:get_player_name()) + end + end + + local die = false + + -- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately. + if damage >= 0.1 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 + }, true) + else + minetest.sound_play("default_punch", { + object = self.object, + max_hear_distance = 5 + }, true) + end + + damage_effect(self, damage) + + -- do damage + self.health = self.health - 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 + + + local luaentity + if hitter then + luaentity = hitter:get_luaentity() + end + if hitter and is_player then + local wielditem = hitter:get_wielded_item() + kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback") + elseif luaentity and luaentity._knockback then + kb = kb + luaentity._knockback + end + + self.object:set_velocity({ + x = dir.x * kb, + y = dir.y * kb + up * 2, + 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 and self.state ~= "flop" 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 + +local mob_detach_child = function(self, child) + + if self.driver == child then + self.driver = nil + 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(), 1)) + mcl_burning.extinguish(self.object) + self.object:remove() + + return ""-- nil + end +--]] + self.remove_ok = true + self.attack = nil + self.following = nil + self.state = "stand" + + 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 minetest.settings:get_bool("only_peaceful_mobs", false) then + mcl_burning.extinguish(self.object) + self.object:remove() + + return + end + + -- load entity variables + local tmp = minetest.deserialize(staticdata) + + if tmp then + for _,stat in pairs(tmp) do + self[_] = stat + end + end + + -- select random texture, set model and size + if not self.base_texture then + + -- 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 + if self.breath == nil then + self.breath = self.breath_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 + + -- Armor groups + -- immortal=1 because we use custom health + -- handling (using "health" property) + local armor + if type(self.armor) == "table" then + armor = table.copy(self.armor) + armor.immortal = 1 + else + armor = {immortal=1, fleshy = self.armor} + end + self.object:set_armor_groups(armor) + 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 = "ignore" + self.standing_on = "ignore" + 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 = {} + self.object:set_texture_mod("") + + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.blinkstatus = false + + -- 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 not self.fire_resistant then + mcl_burning.tick(self.object, dtime, self) + end + + if use_cmi then + cmi.notify_step(self.object, dtime) + end + + local pos = self.object:get_pos() + local yaw = 0 + + if mobs_debug then + update_tag(self) + end + + if self.state == "die" then + return + 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 + if falling(self, pos) then + -- Return if mob died after falling + return + end + + -- smooth rotation by ThomasMonroe314 + + if self.delay and self.delay > 0 then + + local yaw = self.object:get_yaw() or 0 + + 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 + if self.shaking then + yaw = yaw + (math.random() * 2 - 1) * 5 * dtime + end + self.object:set_yaw(yaw) + update_roll(self) + end + + -- end rotation + + -- 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 -- knockback timer - --if self.pause_timer > 0 then + if self.pause_timer > 0 then - -- self.pause_timer = self.pause_timer - dtime + self.pause_timer = self.pause_timer - dtime - -- return - --end + return + end -- attack timer - --self.timer = self.timer + dtime + self.timer = self.timer + dtime - --[[ if self.state ~= "attack" then if self.timer < 1 then - print("returning>>error code 1") return end self.timer = 0 end - ]]-- -- never go over 100 - --if self.timer > 100 then - -- self.timer = 1 - --end + if self.timer > 100 then + self.timer = 1 + end -- mob plays random sound at times - --if math.random(1, 70) == 1 then - -- mob_sound(self, "random", true) - --end + if random(1, 70) == 1 then + mob_sound(self, "random", true) + end -- environmental damage timer (every 1 second) - --self.env_damage_timer = self.env_damage_timer + dtime + self.env_damage_timer = self.env_damage_timer + dtime + + if (self.state == "attack" and self.env_damage_timer > 1) + or self.state ~= "attack" then + + self.env_damage_timer = 0 + + -- check for environmental damage (water, fire, lava etc.) + if do_env_damage(self) then + return + end - --if (self.state == "attack" and self.env_damage_timer > 1) - --or self.state ~= "attack" then - -- - -- self.env_damage_timer = 0 - -- - -- -- check for environmental damage (water, fire, lava etc.) - -- if do_env_damage(self) then - -- return - -- end - -- -- node replace check (cow eats grass etc.) - -- replace(self, pos) - --end + replace(self, pos) + end - --monster_attack(self) + monster_attack(self) - --npc_attack(self) + npc_attack(self) - --breed(self) + breed(self) - --do_jump(self) - - --runaway_from(self) - - - --if is_at_water_danger(self) and self.state ~= "attack" then - -- if math.random(1, 10) <= 6 then - -- set_velocity(self, 0) - -- self.state = "stand" - -- set_animation(self, "stand") - -- yaw = yaw + math.random(-0.5, 0.5) - -- yaw = set_yaw(self, yaw, 8) - -- end - --end - - - -- Add water flowing for mobs from mcl_item_entity - --[[ - local p, node, nn, def - p = self.object:get_pos() - node = minetest_get_node_or_nil(p) - if node then - nn = node.name - def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid - self._flowing = false - enable_physics(self.object, self, true) + if do_states(self, dtime) then return end + if not self.object:get_luaentity() then + return false + end + + do_jump(self) + + runaway_from(self) + + if is_at_water_danger(self) and self.state ~= "attack" then + if random(1, 10) <= 6 then + set_velocity(self, 0) + self.state = "stand" + set_animation(self, "stand") + yaw = yaw + random(-0.5, 0.5) + yaw = set_yaw(self, yaw, 8) + end + end + + -- Add water flowing for mobs from mcl_item_entity + local p, node, nn, def + p = self.object:get_pos() + node = minetest.get_node_or_nil(p) + if node then + nn = node.name + def = minetest.registered_nodes[nn] + end + + -- Move item around on flowing liquids + if def and def.liquidtype == "flowing" then + + --[[ Get flowing direction (function call from flowlib), if there's a liquid. + NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. + Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] + local vec = flowlib.quick_flow(p, node) + -- Just to make sure we don't manipulate the speed for no reason + if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then + -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" + local f = 1.39 + -- Set new item moving speed into the direciton of the liquid + local newv = vector.multiply(vec, f) + self.object:set_acceleration({x = 0, y = 0, z = 0}) + self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) + + self.physical_state = true + self._flowing = true + self.object:set_properties({ + physical = true + }) + return + end + elseif self._flowing == true then + -- Disable flowing physics if not on/in flowing liquid + self._flowing = false + enable_physics(self.object, self, true) + return + end + --Mob following code. follow_flop(self) - if is_at_cliff_or_danger(self) then set_velocity(self, 0) self.state = "stand" @@ -2991,6 +3683,696 @@ end end end end - ]]-- +end ---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 +elseif def.spawn_class == "passive" then + can_despawn = false +else + can_despawn = true +end + +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) + end +end + +local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} +-- Workaround for : +-- Increase upper Y limit to avoid mobs glitching through solid nodes. +-- FIXME: Remove workaround if it's no longer needed. +if collisionbox[5] < 0.79 then + collisionbox[5] = 0.79 +end + +minetest.register_entity(name, { + + use_texture_alpha = def.use_texture_alpha, + stepheight = def.stepheight or 0.6, + name = name, + description = def.description, + type = def.type, + attack_type = def.attack_type, + fly = def.fly, + fly_in = def.fly_in or {"air", "__airlike"}, + owner = def.owner or "", + order = def.order or "", + on_die = def.on_die, + spawn_small_alternative = def.spawn_small_alternative, + do_custom = def.do_custom, + jump_height = def.jump_height or 4, -- was 6 + rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 + lifetimer = def.lifetimer or 57.73, + hp_min = scale_difficulty(def.hp_min, 5, 1), + hp_max = scale_difficulty(def.hp_max, 10, 1), + xp_min = def.xp_min or 0, + xp_max = def.xp_max or 0, + xp_timestamp = 0, + breath_max = def.breath_max or 15, + breathes_in_water = def.breathes_in_water or false, + physical = true, + collisionbox = collisionbox, + 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 = scale_difficulty(def.damage, 0, 0), + light_damage = def.light_damage or 0, + sunlight_damage = def.sunlight_damage or 0, + water_damage = def.water_damage or 0, + lava_damage = def.lava_damage or 8, + fire_damage = def.fire_damage or 1, + suffocation = def.suffocation or true, + fall_damage = def.fall_damage or 1, + fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2 + drops = def.drops or {}, + armor = def.armor or 100, + on_rightclick = create_mob_on_rightclick(def.on_rightclick), + arrow = def.arrow, + shoot_interval = def.shoot_interval, + sounds = def.sounds or {}, + animation = def.animation, + follow = def.follow, + 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, + shoot_offset = def.shoot_offset or 0, + floats = def.floats or 1, -- floats in water by default + floats_on_lava = def.floats_on_lava or 0, + replace_rate = def.replace_rate, + replace_what = def.replace_what, + replace_with = def.replace_with, + replace_offset = def.replace_offset or 0, + on_replace = def.on_replace, + timer = 0, + env_damage_timer = 0, + tamed = false, + pause_timer = 0, + horny = false, + hornytimer = 0, + gotten = false, + health = 0, + reach = def.reach or 3, + htimer = 0, + texture_list = def.textures, + child_texture = def.child_texture, + docile_by_day = def.docile_by_day or false, + time_of_day = 0.5, + fear_height = def.fear_height or 0, + runaway = def.runaway, + runaway_timer = 0, + pathfinding = def.pathfinding, + immune_to = def.immune_to or {}, + explosion_radius = def.explosion_radius, -- LEGACY + explosion_damage_radius = def.explosion_damage_radius, -- LEGACY + explosiontimer_reset_radius = def.explosiontimer_reset_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, + pushable = def.pushable or true, + + + -- MCL2 extensions + teleport = teleport, + do_teleport = def.do_teleport, + spawn_class = def.spawn_class, + 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 = {}, + shoot_arrow = def.shoot_arrow, + sounds_child = def.sounds_child, + explosion_strength = def.explosion_strength, + suffocation_timer = 0, + follow_velocity = def.follow_velocity or 2.4, + instant_death = def.instant_death or false, + fire_resistant = def.fire_resistant or false, + fire_damage_resistant = def.fire_damage_resistant or false, + ignited_by_sunlight = def.ignited_by_sunlight or false, + -- 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_detach_child = mob_detach_child, + + on_activate = function(self, staticdata, dtime) + --this is a temporary hack so mobs stop + --glitching and acting really weird with the + --default built in engine collision detection + self.object:set_properties({ + collide_with_objects = false, + }) + return mob_activate(self, staticdata, def, dtime) + end, + + get_staticdata = function(self) + return mob_staticdata(self) + end, + + harmed_by_heal = def.harmed_by_heal, + +}) + +if minetest.get_modpath("doc_identifier") ~= nil then + doc.sub.identifier.register_object(name, "basics", "mobs") +end + +end -- END mobs:register_mob function + + +-- 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, + hit_object = def.hit_object, + drop = def.drop or false, -- drops arrow as registered item when true + collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows + timer = 0, + switch = 0, + owner_id = def.owner_id, + rotate = def.rotate, + 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 + or self.timer > 150 + or not within_limits(pos, 0) then + mcl_burning.extinguish(self.object) + 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 or self.hit_object then + + for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do + + if self.hit_player + and player:is_player() then + + self.hit_player(self, player) + 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 + + if entity + and self.hit_object + and (not entity._cmi_is_mob) + and tostring(player) ~= self.owner_id + and entity.name ~= self.object:get_luaentity().name then + self.hit_object(self, player) + self.object:remove(); + return + end + end + end + + self.lastpos = pos + end + }) +end + + +-- no damage to nodes explosion +function mobs:safe_boom(self, pos, strength) + 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 + }, true) + local radius = strength + entity_physics(pos, radius) + effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) +end + + +-- make explosion with protection and tnt mod check +function mobs:boom(self, pos, strength, fire) + self.object:remove() + if mod_explosions then + if mobs_griefing and not minetest.is_protected(pos, "") then + mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) + else + mobs:safe_boom(self, pos, strength) + end + else + mobs:safe_boom(self, pos, strength) + 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 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 mobs.is_creative(name) then + itemstack:take_item() + end + return itemstack + end + + if not minetest.registered_entities[mob] then + return itemstack + end + + if minetest.settings:get_bool("only_peaceful_mobs", false) + and minetest.registered_entities[mob].type == "monster" then + minetest.chat_send_player(name, S("Only peaceful mobs allowed!")) + return itemstack + end + + pos.y = pos.y - 0.5 + + local mob = minetest.add_entity(pos, mob) + minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos)) + 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 + + +-- 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 + + mob_sound(self, "eat", nil, true) + + -- 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 + + -- deduct 10% of the time to adulthood + self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) + + 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 + + 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, "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, "mcl_particles_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 + + +local timer = 0 +minetest.register_globalstep(function(dtime) + timer = timer + dtime + if timer < 1 then return end + for _, player in pairs(minetest.get_connected_players()) do + local pos = player:get_pos() + for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do + local lua = obj:get_luaentity() + if lua and lua._cmi_is_mob then + lua.lifetimer = math.max(20, lua.lifetimer) + lua.despawn_immediately = false + end + end + end + timer = 0 +end) diff --git a/mods/ENTITIES/mcl_mobs/api.txt b/mods/ENTITIES/mcl_mobs/api.txt index 2d8cef5b0e..eda74aeb42 100644 --- a/mods/ENTITIES/mcl_mobs/api.txt +++ b/mods/ENTITIES/mcl_mobs/api.txt @@ -502,6 +502,20 @@ and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage. +mobs:capture_mob +---------------- + +mobs:capture_mob(...) + +Does nothing and returns false. + +This function is provided for compability with Mobs Redo for an attempt to +capture a mob. +Mobs cannot be captured in MineClone 2. + +In Mobs Redo, this is generally called inside the on_rightclick section of the mob +api code, it provides a chance of capturing the mob. See Mobs Redo documentation +of parameters. Feeding and Taming/Breeding --------------------------- @@ -521,6 +535,19 @@ Will return true when mob is fed with item it likes. them up +Protecting Mobs +--------------- + +mobs:protect(self, clicker) + +This function can be used to right-click any tamed mob with mobs:protector item, +this will protect the mob from harm inside of a protected area from other +players. Will return true when mob right-clicked with mobs:protector item. + + 'self' mob information + 'clicker' player information + + Riding Mobs ----------- @@ -578,7 +605,7 @@ Note: animation names above are from the pre-defined animation lists inside mob registry without extensions. -mobs.set_mob_animation(self, name) +mobs:set_animation(self, name) This function sets the current animation for mob, defaulting to "stand" if not found. @@ -754,5 +781,8 @@ mobs:register_mob("mob_horse:horse", { inv:remove_item("main", "mobs:saddle") end end + + -- used to capture horse with magic lasso + mobs:capture_mob(self, clicker, 0, 0, 80, false, nil) end }) diff --git a/mods/ENTITIES/mcl_mobs/api/api.lua b/mods/ENTITIES/mcl_mobs/api/api.lua deleted file mode 100644 index 639eb517d4..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/api.lua +++ /dev/null @@ -1,736 +0,0 @@ --- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition - --- mobs library -mobs = {} - --- lua locals - can grab from this to easily plop them into the api lua files - ---localize minetest functions -local minetest_settings = minetest.settings -local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius -local minetest_get_modpath = minetest.get_modpath -local minetest_registered_nodes = minetest.registered_nodes -local minetest_get_node = minetest.get_node ---local minetest_get_item_group = minetest.get_item_group -local minetest_registered_entities = minetest.registered_entities ---local minetest_line_of_sight = minetest.line_of_sight ---local minetest_after = minetest.after ---local minetest_sound_play = minetest.sound_play ---local minetest_add_particlespawner = minetest.add_particlespawner ---local minetest_registered_items = minetest.registered_items ---local minetest_set_node = minetest.set_node -local minetest_add_item = minetest.add_item ---local minetest_get_craft_result = minetest.get_craft_result ---local minetest_find_path = minetest.find_path -local minetest_is_creative_enabled = minetest.is_creative_enabled ---local minetest_find_node_near = minetest.find_node_near ---local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air ---local minetest_raycast = minetest.raycast ---local minetest_get_us_time = minetest.get_us_time -local minetest_add_entity = minetest.add_entity ---local minetest_get_natural_light = minetest.get_natural_light ---local minetest_get_node_or_nil = minetest.get_node_or_nil - --- localize math functions -local math = math - --- localize vector functions -local vector = vector - -local string = string - --- mob constants ---local BREED_TIME = 30 ---local BREED_TIME_AGAIN = 300 ---local CHILD_GROW_TIME = 60*20 ---local DEATH_DELAY = 0.5 -local DEFAULT_FALL_SPEED = -10 ---local FLOP_HEIGHT = 5.0 ---local FLOP_HOR_SPEED = 1.5 -local GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81 - -local MAX_MOB_NAME_LENGTH = 30 - - ---[[local MOB_CAP = {} -MOB_CAP.hostile = 70 -MOB_CAP.passive = 10 -MOB_CAP.ambient = 15 -MOB_CAP.water = 15 -]] - --- Load main settings ---local damage_enabled = minetest_settings:get_bool("enable_damage") ---local disable_blood = minetest_settings:get_bool("mobs_disable_blood") ---local mobs_drop_items = minetest_settings:get_bool("mobs_drop_items") ~= false ---local mobs_griefing = minetest_settings:get_bool("mobs_griefing") ~= false ---local spawn_protected = minetest_settings:get_bool("mobs_spawn_protected") ~= false ---local remove_far = true -local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0 ---local show_health = false ---local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64) ----local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5) - --- pathfinding settings ---local enable_pathfinding = true ---local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching ---local stuck_path_timeout = 10 -- how long will mob follow path before giving up - --- default nodes ---local node_ice = "mcl_core:ice" ---local node_snowblock = "mcl_core:snowblock" ---local node_snow = "mcl_core:snow" -mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" - ---local mod_weather = minetest_get_modpath("mcl_weather") ---local mod_explosions = minetest_get_modpath("mcl_explosions") -local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ---local mod_hunger = minetest_get_modpath("mcl_hunger") ---local mod_worlds = minetest_get_modpath("mcl_worlds") ---local mod_armor = minetest_get_modpath("mcl_armor") ---local mod_experience = minetest_get_modpath("mcl_experience") - - --- random locals I found ---local los_switcher = false ---local height_switcher = false - --- Get translator -local S = minetest.get_translator(minetest.get_current_modname()) - --- CMI support check ---local use_cmi = minetest.global_exists("cmi") - --- creative check -function mobs.is_creative(name) - return minetest_is_creative_enabled(name) -end - ---[[local function atan(x) - if not x or x ~= x then - return 0 - else - return math.atan(x) - end -end]] - --- Shows helpful debug info above each mob ---local mobs_debug = minetest_settings:get_bool("mobs_debug", false) - --- Peaceful mode message so players will know there are no monsters -if minetest_settings:get_bool("only_peaceful_mobs", false) then - minetest.register_on_joinplayer(function(player) - minetest.chat_send_player(player:get_player_name(), - S("Peaceful mode active! No monsters will spawn.")) - end) -end - - -local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/" - ---ignite all parts of the api -dofile(api_path .. "flow_lib.lua") -dofile(api_path .. "ai.lua") -dofile(api_path .. "animation.lua") -dofile(api_path .. "collision.lua") -dofile(api_path .. "environment.lua") -dofile(api_path .. "interaction.lua") -dofile(api_path .. "movement.lua") -dofile(api_path .. "set_up.lua") -dofile(api_path .. "attack_type_instructions.lua") -dofile(api_path .. "sound_handling.lua") -dofile(api_path .. "death_logic.lua") -dofile(api_path .. "mob_effects.lua") -dofile(api_path .. "projectile_handling.lua") -dofile(api_path .. "breeding.lua") -dofile(api_path .. "head_logic.lua") - - -mobs.spawning_mobs = {} - - - - --- register mob entity -function mobs:register_mob(name, def) - - local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} - - -- Workaround for : - -- Increase upper Y limit to avoid mobs glitching through solid nodes. - -- FIXME: Remove workaround if it's no longer needed. - - if collisionbox[5] < 0.79 then - collisionbox[5] = 0.79 - end - - mobs.spawning_mobs[name] = true - - local function scale_difficulty(value, default, min, special) - if (not value) or (value == default) or (value == special) then - return default - else - return math.max(min, value * difficulty) - end - end - - minetest.register_entity(name, { - description = def.description, - use_texture_alpha = def.use_texture_alpha, - stepheight = def.stepheight or 0.6, - stepheight_backup = def.stepheight or 0.6, - name = name, - type = def.type, - attack_type = def.attack_type, - fly = def.fly, - fly_in = def.fly_in or {"air", "__airlike"}, - owner = def.owner or "", - order = def.order or "", - on_die = def.on_die, - spawn_small_alternative = def.spawn_small_alternative, - do_custom = def.do_custom, - jump_height = def.jump_height or 4, -- was 6 - rotate = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2 - hp_min = scale_difficulty(def.hp_min, 5, 1), - hp_max = scale_difficulty(def.hp_max, 10, 1), - xp_min = def.xp_min or 1, - xp_max = def.xp_max or 5, - breath_max = def.breath_max or 6, - breathes_in_water = def.breathes_in_water or false, - physical = true, - collisionbox = collisionbox, - collide_with_objects = def.collide_with_objects or false, - 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 = scale_difficulty(def.damage, 0, 0), - light_damage = def.light_damage or 0, - sunlight_damage = def.sunlight_damage or 0, - water_damage = def.water_damage or 0, - lava_damage = def.lava_damage or 8, - fire_damage = def.fire_damage or 1, - suffocation = def.suffocation or true, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2 - drops = def.drops or {}, - armor = def.armor or 100, - on_rightclick = mobs.create_mob_on_rightclick(def.on_rightclick), - arrow = def.arrow, - shoot_interval = def.shoot_interval, - sounds = def.sounds or {}, - animation = def.animation, - 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, - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default - floats_on_lava = def.floats_on_lava or 0, - replace_rate = def.replace_rate, - replace_what = def.replace_what, - replace_with = def.replace_with, - replace_offset = def.replace_offset or 0, - on_replace = def.on_replace, - timer = 0, - state_timer = 0, - env_damage_timer = 0, - tamed = false, - pause_timer = 0, - gotten = false, - 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, -- LEGACY - explosion_damage_radius = def.explosion_damage_radius, -- LEGACY - explosiontimer_reset_radius = def.explosiontimer_reset_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, - - pushable = def.pushable or true, - - --j4i stuff - yaw = 0, - automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2 - automatic_face_movement_max_rotation_per_sec = 360, --degrees - backface_culling = true, - walk_timer = 0, - stand_timer = 0, - current_animation = "", - gravity = GRAVITY, - swim = def.swim, - swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source}, - pitch_switch = "static", - jump_only = def.jump_only, - hostile = def.hostile, - neutral = def.neutral, - attacking = nil, - visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1}, - punch_timer_cooloff = def.punch_timer_cooloff or 0.5, - death_animation_timer = 0, - hostile_cooldown = def.hostile_cooldown or 15, - tilt_fly = def.tilt_fly, - tilt_swim = def.tilt_swim, - fall_slow = def.fall_slow, - projectile_cooldown_min = def.projectile_cooldown_min or 2, - projectile_cooldown_max = def.projectile_cooldown_max or 6, - skittish = def.skittish, - - minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath - - memory = 0, -- memory timer if chasing/following - fly_random_while_attack = def.fly_random_while_attack, - - --for spiders - always_climb = def.always_climb, - - --despawn mechanic variables - lifetimer_reset = 30, --30 seconds - lifetimer = 30, --30 seconds - - --breeding stuff - breed_timer = 0, - breed_lookout_timer = 0, - breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding - breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate) - breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again) - bred = false, - follow = def.follow, --this item is also used for the breeding mechanism - follow_distance = def.follow_distance or 2, - baby_size = def.baby_size or 0.5, - baby = false, - grow_up_timer = 0, - grow_up_goal = 20*60, --in 20 minutes the mob grows up - special_breed_timer = 0, --this is used for the AHEM AHEM part of breeding - - backup_visual_size = def.visual_size, - backup_collisionbox = collisionbox, - backup_selectionbox = def.selectionbox or def.collisionbox, - - - --fire timer - burn_timer = 0, - - ignores_cobwebs = def.ignores_cobwebs, - breath = def.breath_max or 6, - - random_sound_timer_min = 3, - random_sound_timer_max = 10, - - --head code variables - --defaults are for the cow's default - --because I don't know what else to set them - --to :P - - --you must use these to adjust the mob's head positions - - --has_head is used as a logic gate (quick easy check) - has_head = def.has_head or false, - --head_bone is the actual bone in the model which the head - --is attached to for animation - head_bone = def.head_bone or "head", - - --this part controls the base position of the head calculations - --localized to the mob's visual yaw when gotten (self.object:get_yaw()) - --you can enable the debug in /mob_functions/head_logic.lua by uncommenting the - --particle spawner code - head_height_offset = def.head_height_offset or 1.0525, - head_direction_offset = def.head_direction_offset or 0.5, - - --this part controls the visual of the head - head_bone_pos_y = def.head_bone_pos_y or 3.6, - head_bone_pos_z = def.head_bone_pos_z or -0.6, - head_pitch_modifier = def.head_pitch_modifier or 0, - - --these variables are switches in case the model - --moves the wrong way - swap_y_with_x = def.swap_y_with_x or false, - reverse_head_yaw = def.reverse_head_yaw or false, - - --END HEAD CODE VARIABLES - - --end j4i stuff - - -- MCL2 extensions - teleport = mobs.teleport, - do_teleport = def.do_teleport, - spawn_class = def.spawn_class, - 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 = {}, - shoot_arrow = def.shoot_arrow, - sounds_child = def.sounds_child, - explosion_strength = def.explosion_strength, - suffocation_timer = 0, - follow_velocity = def.follow_velocity or 2.4, - instant_death = def.instant_death or false, - fire_resistant = def.fire_resistant or false, - fire_damage_resistant = def.fire_damage_resistant or false, - ignited_by_sunlight = def.ignited_by_sunlight or false, - eye_height = def.eye_height or 1.5, - defuse_reach = def.defuse_reach or 4, - -- End of MCL2 extensions - - on_spawn = def.on_spawn, - - --on_blast = def.on_blast or do_tnt, - - on_step = mobs.mob_step, - - --do_punch = def.do_punch, - - on_punch = mobs.mob_punch, - - --on_breed = def.on_breed, - - --on_grown = def.on_grown, - - --on_detach_child = mob_detach_child, - - on_activate = function(self, staticdata, dtime) - self.object:set_acceleration(vector.new(0,-GRAVITY, 0)) - return mobs.mob_activate(self, staticdata, def, dtime) - end, - - get_staticdata = function(self) - return mobs.mob_staticdata(self) - end, - - --harmed_by_heal = def.harmed_by_heal, - }) - - if minetest_get_modpath("doc_identifier") then - doc.sub.identifier.register_object(name, "basics", "mobs") - end - -end -- END mobs:register_mob function - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --- register arrow for shoot attack -function mobs:register_arrow(name, def) - - -- errorcheck - if not name or not def then - print("failed to register arrow entity") - return - end - - minetest.register_entity(name.."_entity", { - - 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, - hit_object = def.hit_object, - drop = def.drop or false, -- drops arrow as registered item when true - collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows - timer = 0, - switch = 0, - owner_id = def.owner_id, - rotate = def.rotate, - speed = def.speed or nil, - on_step = function(self) - - local vel = self.object:get_velocity() - - local pos = self.object:get_pos() - - if self.timer > 150 - or not mobs.within_limits(pos, 0) then - mcl_burning.extinguish(self.object) - self.object:remove(); - return - end - - -- does arrow have a tail (fireball) - if def.tail - and def.tail == 1 - and def.tail_texture then - - --do this to prevent clipping through main entity sprite - local pos_adjustment = vector.multiply(vector.normalize(vel), -1) - local divider = def.tail_distance_divider or 1 - pos_adjustment = vector.divide(pos_adjustment, divider) - local new_pos = vector.add(pos, pos_adjustment) - minetest.add_particle({ - pos = new_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 = minetest_get_node(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 or self.hit_object then - - for _,player in pairs(minetest_get_objects_inside_radius(pos, 1.5)) do - - if self.hit_player - and player:is_player() then - - if self.hit_player then - self.hit_player(self, player) - else - mobs.arrow_hit(self, player) - end - - 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 - and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then - - --self.hit_mob(self, player) - self.object:remove(); - return - end - ]]-- - - --[[ - if entity - and self.hit_object - and (not entity._cmi_is_mob) - and tostring(player) ~= self.owner_id - and entity.name ~= self.object:get_luaentity().name - and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then - - --self.hit_object(self, player) - self.object:remove(); - return - end - ]]-- - end - end - - self.lastpos = pos - 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 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 mobs.is_creative(name) then - itemstack:take_item() - end - return itemstack - end - - if not minetest_registered_entities[mob] then - return itemstack - end - - if minetest_settings:get_bool("only_peaceful_mobs", false) - and minetest_registered_entities[mob].type == "monster" then - minetest.chat_send_player(name, S("Only peaceful mobs allowed!")) - return itemstack - end - - local mob = minetest_add_entity(pos, mob) - minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos)) - 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 - - diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua deleted file mode 100644 index 88ce3274bb..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua +++ /dev/null @@ -1,1128 +0,0 @@ -local math = math -local vector = vector -local string = string - -local tonumber = tonumber - -local minetest_yaw_to_dir = minetest.yaw_to_dir -local minetest_get_item_group = minetest.get_item_group -local minetest_get_node = minetest.get_node -local minetest_line_of_sight = minetest.line_of_sight -local minetest_get_node_light = minetest.get_node_light -local minetest_registered_nodes = minetest.registered_nodes -local flow = mobs.get_flowing_dir - -local DOUBLE_PI = math.pi * 2 -local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125 - ---a simple helper function which is too small to move into movement.lua -local function quick_rotate(self,dtime) - self.yaw = self.yaw + THIRTY_SECONDTH_PI - if self.yaw > DOUBLE_PI then - self.yaw = self.yaw - DOUBLE_PI - end -end - ---a simple helper function for rounding ---http://lua-users.org/wiki/SimpleRound -local function round2(num, numDecimalPlaces) - return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num)) -end - - ---[[ - _ _ -| | | | -| | __ _ _ __ __| | -| | / _` | '_ \ / _` | -| |___| (_| | | | | (_| | -\_____/\__,_|_| |_|\__,_| -]]-- - ---this is basically reverse jump_check -local function cliff_check(self,dtime) - --mobs will flip out if they are falling without this - if self.object:get_velocity().y ~= 0 then - return false - end - - local pos = self.object:get_pos() - local dir = minetest_yaw_to_dir(self.yaw) - local collisionbox = self.object:get_properties().collisionbox - local radius = collisionbox[4] + 0.5 - - dir = vector.multiply(dir,radius) - - local free_fall = minetest_line_of_sight( - {x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z}, - {x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z}) - - return free_fall -end - --- state switching logic (stand, walk, run, attacks) -local land_state_list_wandering = {"stand", "walk"} - -local function land_state_switch(self, dtime) - - --do math before sure not attacking, following, or running away so continue - --doing random walking for mobs if all states are not met - self.state_timer = self.state_timer - dtime - - --only run away - if self.skittish and self.state == "run" then - self.run_timer = self.run_timer - dtime - if self.run_timer > 0 then - return - end - --continue - end - - --ignore everything else if breeding - if self.breed_lookout_timer and self.breed_lookout_timer > 0 then - self.state = "breed" - return - --reset the state timer to get the mob out of - --the breed state - elseif self.state == "breed" then - self.state_timer = 0 - end - - --ignore everything else if following - if mobs.check_following(self) and - (not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and - (not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then - self.state = "follow" - return - --reset the state timer to get the mob out of - --the follow state - not the cleanest option - --but the easiest - elseif self.state == "follow" then - self.state_timer = 0 - end - - --only attack - if self.hostile and self.attacking then - self.state = "attack" - return - end - - --if finally reached here then do random wander - if self.state_timer <= 0 then - self.state_timer = math.random(4,10) + math.random() - self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)] - end - -end - --- states are executed here -local function land_state_execution(self, dtime) - - --[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster - print(self.breed_timer) - if self.breed_timer > 0 then - self.breed_timer = self.breed_timer - (dtime * 100) - if self.breed_timer <= 0 then - self.breed_timer = 0 - end - end - ]]-- - - --no collisionbox exception - if not self.object:get_properties() then - return - end - - --timer to time out looking for mate - if self.breed_lookout_timer and self.breed_lookout_timer > 0 then - self.breed_lookout_timer = self.breed_lookout_timer - dtime - --looking for mate failed - if self.breed_lookout_timer <= 0 then - self.breed_lookout_timer = 0 - end - end - - --cool off after breeding - if self.breed_timer and self.breed_timer > 0 then - self.breed_timer = self.breed_timer - dtime - --do this to skip the first check, using as switch - if self.breed_timer <= 0 then - self.breed_timer = 0 - end - end - - - local pos = self.object:get_pos() - local collisionbox = self.object:get_properties().collisionbox - --get the center of the mob - pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2) - local current_node = minetest_get_node(pos).name - local float_now = false - - --recheck if in water or lava - if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then - float_now = true - end - - --make slow falling mobs fall slow - if self.fall_slow then - local velocity = self.object:get_velocity() - if velocity then - if velocity.y < 0 then - --lua is acting really weird so we have to help it - if round2(self.object:get_acceleration().y, 1) == -self.gravity then - self.object:set_acceleration(vector.new(0,0,0)) - mobs.mob_fall_slow(self) - end - else - if round2(self.object:get_acceleration().y, 1) == 0 then - self.object:set_acceleration(vector.new(0,-self.gravity,0)) - end - end - end - end - - --calculate fall damage - if self.fall_damage then - mobs.calculate_fall_damage(self) - end - - if self.state == "stand" then - - --do animation - mobs.set_mob_animation(self, "stand") - - --set the velocity of the mob - mobs.set_velocity(self,0) - - --animation fixes for explosive mobs - if self.attack_type == "explode" then - mobs.reverse_explosion_animation(self,dtime) - end - - mobs.lock_yaw(self) - elseif self.state == "follow" then - --always look at players - mobs.set_yaw_while_following(self) - - --check distance - local distance_from_follow_person = vector.distance(self.object:get_pos(), self.following_person:get_pos()) - local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos()) - --don't push the player if too close - --don't spin around randomly - if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then - mobs.set_mob_animation(self, "run") - mobs.set_velocity(self,self.run_velocity) - - if mobs.jump_check(self) == 1 then - mobs.jump(self) - end - else - mobs.set_mob_animation(self, "stand") - mobs.set_velocity(self,0) - end - - elseif self.state == "walk" then - - self.walk_timer = self.walk_timer - dtime - - --reset the walk timer - if self.walk_timer <= 0 then - - --re-randomize the walk timer - self.walk_timer = math.random(1,6) + math.random() - - --set the mob into a random direction - self.yaw = (math.random() * (math.pi * 2)) - end - - --do animation - mobs.set_mob_animation(self, "walk") - - --enable rotation locking - mobs.movement_rotation_lock(self) - - --check for nodes to jump over - local node_in_front_of = mobs.jump_check(self) - - if node_in_front_of == 1 then - mobs.jump(self) - --turn if on the edge of cliff - --(this is written like this because unlike - --jump_check which simply tells the mob to jump - --this requires a mob to turn, removing the - --ease of a full implementation for it in a single - --function) - elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then - --turn 45 degrees if so - quick_rotate(self,dtime) - --stop the mob so it doesn't fall off - mobs.set_velocity(self,0) - end - - --only move forward if path is clear - if node_in_front_of == 0 or node_in_front_of == 1 then - --set the velocity of the mob - mobs.set_velocity(self,self.walk_velocity) - end - - --animation fixes for explosive mobs - if self.attack_type == "explode" then - mobs.reverse_explosion_animation(self,dtime) - end - - elseif self.state == "run" then - - --do animation - mobs.set_mob_animation(self, "run") - - --enable rotation locking - mobs.movement_rotation_lock(self) - - --check for nodes to jump over - local node_in_front_of = mobs.jump_check(self) - - if node_in_front_of == 1 then - mobs.jump(self) - --turn if on the edge of cliff - --(this is written like this because unlike - --jump_check which simply tells the mob to jump - --this requires a mob to turn, removing the - --ease of a full implementation for it in a single - --function) - elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then - --turn 45 degrees if so - quick_rotate(self,dtime) - --stop the mob so it doesn't fall off - mobs.set_velocity(self,0) - end - - --only move forward if path is clear - if node_in_front_of == 0 or node_in_front_of == 1 then - --set the velocity of the mob - mobs.set_velocity(self,self.run_velocity) - end - - elseif self.state == "attack" then - - --execute mob attack type - if self.attack_type == "explode" then - - mobs.explode_attack_walk(self, dtime) - - elseif self.attack_type == "punch" then - - mobs.punch_attack_walk(self,dtime) - - elseif self.attack_type == "projectile" then - - mobs.projectile_attack_walk(self,dtime) - - end - elseif self.state == "breed" then - - mobs.breeding_effect(self) - - local mate = mobs.look_for_mate(self) - - --found a mate - if mate then - mobs.set_yaw_while_breeding(self,mate) - mobs.set_velocity(self, self.walk_velocity) - - --smoosh together basically - if vector.distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then - mobs.set_mob_animation(self, "stand") - if self.special_breed_timer == 0 then - self.special_breed_timer = 2 --breeding takes 2 seconds - end - - self.special_breed_timer = self.special_breed_timer - dtime - if self.special_breed_timer <= 0 then - - --pop a baby out, it's a miracle! - local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2) - minetest.add_entity(baby_pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true})) - - mobs.play_sound_specific(self,"item_drop_pickup") - - self.special_breed_timer = 0 - self.breed_lookout_timer = 0 - self.breed_timer = self.breed_timer_cooloff - - mate:get_luaentity().special_breed_timer = 0 - mate:get_luaentity().breed_lookout_timer = 0 - mate:get_luaentity().breed_timer = self.breed_timer_cooloff -- can reuse because it's the same mob - end - else - mobs.set_mob_animation(self, "walk") - end - --couldn't find a mate, just stand there until the player pushes it towards one - --or the timer runs out - else - mobs.set_mob_animation(self, "stand") - mobs.set_velocity(self,0) - end - - end - if float_now then - mobs.float(self) - else - local acceleration = self.object:get_acceleration() - if acceleration and acceleration.y == 0 then - self.object:set_acceleration(vector.new(0,-self.gravity,0)) - end - end -end - - - - ---[[ - _____ _ -/ ___| (_) -\ `--.__ ___ _ __ ___ - `--. \ \ /\ / / | '_ ` _ \ -/\__/ /\ V V /| | | | | | | -\____/ \_/\_/ |_|_| |_| |_| -]]-- - - - --- state switching logic (stand, walk, run, attacks) -local swim_state_list_wandering = {"stand", "swim"} - -local function swim_state_switch(self, dtime) - self.state_timer = self.state_timer - dtime - if self.state_timer <= 0 then - self.state_timer = math.random(4,10) + math.random() - self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)] - end -end - - ---check if a mob needs to turn while swimming -local function swim_turn_check(self,dtime) - - local pos = self.object:get_pos() - pos.y = pos.y + 0.1 - local dir = minetest_yaw_to_dir(self.yaw) - - local collisionbox = self.object:get_properties().collisionbox - local radius = collisionbox[4] + 0.5 - - vector.multiply(dir, radius) - - local test_dir = vector.add(pos,dir) - - local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 - - return green_flag_1 -end - ---this is to swap the built in engine acceleration modifier -local function swim_physics_swapper(self, inside_swim_node) - --should be swimming, gravity is applied, switch to floating - if inside_swim_node and self.object:get_acceleration().y ~= 0 then - self.object:set_acceleration(vector.new(0,0,0)) - --not be swim, gravity isn't applied, switch to falling - elseif not inside_swim_node and self.object:get_acceleration().y == 0 then - self.pitch = 0 - self.object:set_acceleration(vector.new(0,-self.gravity,0)) - end -end - - -local random_pitch_multiplier = {-1,1} --- states are executed here -local function swim_state_execution(self, dtime) - - local pos = self.object:get_pos() - - pos.y = pos.y + self.object:get_properties().collisionbox[5] - local current_node = minetest_get_node(pos).name - local inside_swim_node = false - - --quick scan everything to see if inside swim node - for _,id in pairs(self.swim_in) do - if id == current_node then - inside_swim_node = true - break - end - end - - --turn gravity on or off - swim_physics_swapper(self, inside_swim_node) - - --swim properly if inside swim node - if inside_swim_node then - - if self.state == "stand" then - - --do animation - mobs.set_mob_animation(self, "stand") - - mobs.set_swim_velocity(self,0) - - if self.tilt_swim then - mobs.set_static_pitch(self) - end - - mobs.lock_yaw(self) - elseif self.state == "swim" then - self.walk_timer = self.walk_timer - dtime - --reset the walk timer - if self.walk_timer <= 0 then - --re-randomize the walk timer - self.walk_timer = math.random(1,6) + math.random() - --set the mob into a random direction - self.yaw = (math.random() * (math.pi * 2)) - - --create a truly random pitch, since there is no easy access to pitch math that I can find - self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)] - end - - --do animation - mobs.set_mob_animation(self, "walk") - - --do a quick turn to make mob continuously move - --if in a fish tank or something - if swim_turn_check(self,dtime) then - quick_rotate(self,dtime) - end - - mobs.set_swim_velocity(self,self.walk_velocity) - - --only enable tilt swimming if enabled - if self.tilt_swim then - mobs.set_dynamic_pitch(self) - end - - --enable rotation locking - mobs.movement_rotation_lock(self) - end - --flop around if not inside swim node - else - --do animation - mobs.set_mob_animation(self, "stand") - - mobs.flop(self) - - if self.tilt_swim then - mobs.set_static_pitch(self) - end - end - -end - - ---[[ -______ _ -| ___| | -| |_ | |_ _ -| _| | | | | | -| | | | |_| | -\_| |_|\__, | - __/ | - |___/ -]]-- - --- state switching logic (stand, walk, run, attacks) -local fly_state_list_wandering = {"stand", "fly"} - -local function fly_state_switch(self, dtime) - - if self.hostile and self.attacking then - self.state = "attack" - return - end - - self.state_timer = self.state_timer - dtime - if self.state_timer <= 0 then - self.state_timer = math.random(4,10) + math.random() - self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)] - end -end - - ---check if a mob needs to turn while flying -local function fly_turn_check(self, dtime) - - local pos = self.object:get_pos() - pos.y = pos.y + 0.1 - local dir = minetest_yaw_to_dir(self.yaw) - - local collisionbox = self.object:get_properties().collisionbox - local radius = collisionbox[4] + 0.5 - - vector.multiply(dir, radius) - - local test_dir = vector.add(pos,dir) - - local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 - - return green_flag_1 -end - ---this is to swap the built in engine acceleration modifier -local function fly_physics_swapper(self, inside_fly_node) - - --should be flyming, gravity is applied, switch to floating - if inside_fly_node and self.object:get_acceleration().y ~= 0 then - self.object:set_acceleration(vector.new(0,0,0)) - --not be fly, gravity isn't applied, switch to falling - elseif not inside_fly_node and self.object:get_acceleration().y == 0 then - self.pitch = 0 - self.object:set_acceleration(vector.new(0,-self.gravity,0)) - end -end - - -local random_pitch_multiplier = {-1,1} --- states are executed here -local function fly_state_execution(self, dtime) - local pos = self.object:get_pos() - pos.y = pos.y + 0.1 - local current_node = minetest_get_node(pos).name - local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0 - - local float_now = false - --recheck if in water or lava - if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then - inside_fly_node = false - float_now = true - end - - --turn gravity on or off - fly_physics_swapper(self,inside_fly_node) - - --fly properly if inside fly node - if inside_fly_node then - if self.state == "stand" then - - --do animation - mobs.set_mob_animation(self, "stand") - - mobs.set_fly_velocity(self,0) - - if self.tilt_fly then - mobs.set_static_pitch(self) - end - - mobs.lock_yaw(self) - - elseif self.state == "fly" then - - self.walk_timer = self.walk_timer - dtime - - --reset the walk timer - if self.walk_timer <= 0 then - --re-randomize the walk timer - self.walk_timer = math.random(1,6) + math.random() - --set the mob into a random direction - self.yaw = (math.random() * (math.pi * 2)) - - --create a truly random pitch, since there is no easy access to pitch math that I can find - self.pitch = math.random() * math.random(1,3) * random_pitch_multiplier[math.random(1,2)] - end - - --do animation - mobs.set_mob_animation(self, "walk") - - --do a quick turn to make mob continuously move - --if in a bird cage or something - if fly_turn_check(self,dtime) then - quick_rotate(self,dtime) - end - - if self.tilt_fly then - mobs.set_dynamic_pitch(self) - end - - mobs.set_fly_velocity(self,self.walk_velocity) - - --enable rotation locking - mobs.movement_rotation_lock(self) - elseif self.state == "attack" then - --execute mob attack type - --if self.attack_type == "explode" then - - --mobs.explode_attack_fly(self, dtime) - - --elseif self.attack_type == "punch" then - - --mobs.punch_attack_fly(self,dtime) - - if self.attack_type == "projectile" then - - mobs.projectile_attack_fly(self,dtime) - - end - end - else - --make the mob float - if self.floats and float_now then - mobs.set_velocity(self, 0) - - mobs.float(self) - - if self.tilt_fly then - mobs.set_static_pitch(self) - end - end - end -end - - ---[[ - ___ - |_ | - | |_ _ _ __ ___ _ __ - | | | | | '_ ` _ \| '_ \ -/\__/ / |_| | | | | | | |_) | -\____/ \__,_|_| |_| |_| .__/ - | | - |_| -]]-- - - ---check if a mob needs to turn while jumping ---[[local function jump_turn_check(self, dtime) - local pos = self.object:get_pos() - pos.y = pos.y + 0.1 - local dir = minetest_yaw_to_dir(self.yaw) - - local collisionbox = self.object:get_properties().collisionbox - local radius = collisionbox[4] + 0.5 - - vector.multiply(dir, radius) - - local test_dir = vector.add(pos,dir) - - local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 - - return green_flag_1 -end]] - --- state switching logic (stand, jump, run, attacks) -local jump_state_list_wandering = {"stand", "jump"} - -local function jump_state_switch(self, dtime) - self.state_timer = self.state_timer - dtime - if self.state_timer <= 0 then - self.state_timer = math.random(4,10) + math.random() - self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)] - end -end - --- states are executed here -local function jump_state_execution(self, dtime) - local node_in_front_of = mobs.jump_check(self) - local pos = self.object:get_pos() - local collisionbox = self.object:get_properties().collisionbox - --get the center of the mob - pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2) - local current_node = minetest_get_node(pos).name - - local float_now = false - - --recheck if in water or lava - if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then - float_now = true - end - - if self.state == "stand" then - - --do animation - mobs.set_mob_animation(self, "stand") - - --set the velocity of the mob - mobs.set_velocity(self,0) - - mobs.lock_yaw(self) - - elseif self.state == "jump" then - - self.walk_timer = self.walk_timer - dtime - - --reset the jump timer - if self.walk_timer <= 0 then - - --re-randomize the jump timer - self.walk_timer = math.random(1,6) + math.random() - - --set the mob into a random direction - self.yaw = (math.random() * (math.pi * 2)) - end - - --do animation - mobs.set_mob_animation(self, "walk") - - --enable rotation locking - mobs.movement_rotation_lock(self) - - --jumping mobs are more loosey goosey - if node_in_front_of == 1 then - quick_rotate(self,dtime) - end - - --only move forward if path is clear - mobs.jump_move(self,self.walk_velocity) - - elseif self.state == "run" then - print("run") - elseif self.state == "attack" then - print("attack") - end - if float_now then - mobs.float(self) - end -end - - - - ---[[ -___ ___ _ _ _ -| \/ | (_) | | (_) -| . . | __ _ _ _ __ | | ___ __ _ _ ___ -| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __| -| | | | (_| | | | | | | |___| (_) | (_| | | (__ -\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___| - __/ | - |___/ -]]-- - ---the main loop -function mobs.mob_step(self, dtime) - - --do not continue if non-existent - if not self or not self.object or not self.object:get_luaentity() then - self.object:remove() - return false - end - - - --DEBUG TIME! - --REMEMBER TO MOVE THIS AFTER DEATH CHECK - - --if self.has_head then - -- mobs.do_head_logic(self,dtime) - --end - - - - --if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG - -- return - --end - - --despawn mechanism - --don't despawned tamed or bred mobs - if not self.tamed and not self.bred then - self.lifetimer = self.lifetimer - dtime - if self.lifetimer <= 0 then - self.lifetimer = self.lifetimer_reset - if not mobs.check_for_player_within_area(self, 64) then - --print("removing in MAIN LOGIC!") - self.object:remove() - return - end - end - end - - --color modifier which coincides with the pause_timer - if self.old_health and self.health < self.old_health then - self.object:set_texture_mod("^[colorize:red:120") - --fix double death sound - if self.health > 0 then - mobs.play_sound(self,"damage") - end - end - self.old_health = self.health - - --do death logic (animation, poof, explosion, etc) - if self.health <= 0 or self.dead then - --play death sound once - if not self.played_death_sound then - self.dead = true - mobs.play_sound(self,"death") - self.played_death_sound = true - end - - mobs.death_logic(self, dtime) - - --this is here because the mob must continue to move - --while stunned before coming to a complete halt even during - --the death tilt - if self.pause_timer > 0 then - self.pause_timer = self.pause_timer - dtime - --perfectly reset pause_timer - if self.pause_timer < 0 then - self.pause_timer = 0 - end - end - - return - end - - mobs.random_sound_handling(self,dtime) - - --mobs drowning mechanic - if not self.breathes_in_water then - - local pos = self.object:get_pos() - - pos.y = pos.y + self.eye_height - - local node = minetest_get_node(pos).name - - if minetest_get_item_group(node, "water") ~= 0 then - self.breath = self.breath - dtime - - --reset breath when drowning - if self.breath <= 0 then - self.health = self.health - 4 - self.breath = 1 - self.pause_timer = 0.5 - end - - elseif self.breath < self.breath_max then - self.breath = self.breath + dtime - --clean timer reset - if self.breath > self.breath_max then - self.breath = self.breath_max - end - end - end - - --set mobs on fire when burned by sunlight - if self.ignited_by_sunlight then - local pos = self.object:get_pos() - pos.y = pos.y + 0.1 - - if self.burn_timer > 0 then - self.burn_timer = self.burn_timer - dtime - - if self.burn_timer <= 0 then - self.health = self.health - 4 - self.burn_timer = 0 - end - end - - if self.burn_timer == 0 then - local light_current, light_day = minetest_get_node_light(pos), minetest_get_node_light(pos, 0.5) - if light_current and light_day and light_current > 12 and light_day == 15 then - mcl_burning.set_on_fire(self.object, 1) - self.burn_timer = 1 --1.7 seconds - self.pause_timer = 0.4 - end - end - end - - --baby grows up - if self.baby then - --print(self.grow_up_timer) - --catch missing timer - if not self.grow_up_timer then - self.grow_up_timer = self.grow_up_goal - end - - self.grow_up_timer = self.grow_up_timer - dtime - - --baby grows up! - if self.grow_up_timer <= 0 then - self.grow_up_timer = 0 - mobs.baby_grow_up(self) - end - end - - --do custom mob instructions - if self.do_custom then - -- when false skip going any further - if self.do_custom(self, dtime) == false then - --this needs to be here or the mob becomes immortal - if self.pause_timer > 0 then - self.pause_timer = self.pause_timer - dtime - --perfectly reset pause_timer - if self.pause_timer <= 0 then - self.pause_timer = 0 - self.object:set_texture_mod("") - end - end - --this overrides internal lua collision detection - return - end - end - - local attacking = nil - - --scan for players within eyesight - if self.hostile then - --true for line_of_sight is debug - attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height) - - --go get the closest player - if attacking then - - self.memory = 6 --6 seconds of memory - - --set initial punch timer - if self.attacking == nil then - if self.attack_type == "punch" then - self.punch_timer = -1 - end - end - self.attacking = attacking - - --no player in area - elseif self.memory > 0 then - --try to remember - self.memory = self.memory - dtime - --get if memory player is within viewing range - if self.attacking and self.attacking:is_player() then - local distance = vector.distance(self.object:get_pos(), self.attacking:get_pos()) - if distance > self.view_range then - self.memory = 0 - end - --out of viewing range, forget em - else - self.memory = 0 - end - - if self.memory <= 0 then - - --reset states when coming out of hostile state - if self.attacking then - self.state_timer = -1 - end - - self.attacking = nil - self.memory = 0 - end - end - end - - --count down hostile cooldown timer when no players in range - if self.neutral and self.hostile and not attacking and self.hostile_cooldown_timer then - - self.hostile_cooldown_timer = self.hostile_cooldown_timer - dtime - - if self.hostile_cooldown_timer <= 0 then - self.hostile = false - self.hostile_cooldown_timer = 0 - end - end - - --mobs flow from Crafter - local pos = self.object:get_pos() - if pos then - local flow_dir = flow(pos) - if flow_dir then - flow_dir = vector.multiply(flow_dir,10) - local vel = self.object:get_velocity() - local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z) - acceleration = vector.multiply(acceleration, 0.01) - self.object:add_velocity(acceleration) - end - end - - --mob is stunned after being hit - if self.pause_timer > 0 then - self.pause_timer = self.pause_timer - dtime - --don't break eye contact - if self.hostile and self.attacking then - mobs.set_yaw_while_attacking(self) - end - - --perfectly reset pause_timer - if self.pause_timer <= 0 then - self.pause_timer = 0 - self.object:set_texture_mod("") - end - - --stop walking mobs from falling through the water - if not self.jump_only and not self.swim and not self.fly then - local pos = self.object:get_pos() - local collisionbox = self.object:get_properties().collisionbox - --get the center of the mob - pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2) - local current_node = minetest_get_node(pos).name - - --recheck if in water or lava - if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then - mobs.float(self) - end - end - - --stop projectile mobs from being completely disabled while stunned - if self.projectile_timer and self.projectile_timer > 0.01 then - self.projectile_timer = self.projectile_timer - dtime - if self.projectile_timer < 0.01 then - self.projectile_timer = 0.01 - end - end - - return -- don't allow collision detection - --do normal ai - else - --jump only (like slimes) - if self.jump_only then - jump_state_switch(self, dtime) - jump_state_execution(self, dtime) - --swimming - elseif self.swim then - swim_state_switch(self, dtime) - swim_state_execution(self, dtime) - --flying - elseif self.fly then - fly_state_switch(self, dtime) - fly_state_execution(self,dtime) - --regular mobs that walk around - else - land_state_switch(self, dtime) - land_state_execution(self,dtime) - end - end - - --do not continue if non-existent - if not self or not self.object or not self.object:get_luaentity() then - self.object:remove() - return false - end - - --make it so mobs do not glitch out when walking around/jumping - mobs.swap_auto_step_height_adjust(self) - - - -- can mob be pushed, if so calculate direction -- do this last (overrides everything) - if self.pushable then - mobs.collision(self) - end - - --overrides absolutely everything - --mobs get stuck in cobwebs like players - if not self.ignores_cobwebs then - local pos = self.object:get_pos() - local node = pos and minetest_get_node(pos).name - if node == "mcl_core:cobweb" then - --fight the rest of the api - if self.object:get_acceleration().y ~= 0 then - self.object:set_acceleration(vector.new(0,0,0)) - end - mobs.stick_in_cobweb(self) - self.was_stuck_in_cobweb = true - else - --do not override other functions - if self.was_stuck_in_cobweb == true then - --return the mob back to normal - self.was_stuck_in_cobweb = nil - if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then - self.object:set_acceleration(vector.new(0,-self.gravity,0)) - end - end - end - end - - self.old_velocity = self.object:get_velocity() - self.old_pos = self.object:get_pos() -end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua deleted file mode 100644 index cea6d838b2..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua +++ /dev/null @@ -1,257 +0,0 @@ -local math = math -local vector = vector - -local HALF_PI = math.pi/2 - - -local vector_direction = vector.direction -local vector_distance = vector.distance -local vector_new = vector.new - -local minetest_dir_to_yaw = minetest.dir_to_yaw - --- set defined animation -mobs.set_mob_animation = function(self, anim, fixed_frame) - - if not self.animation or not anim then - return - end - - if self.state == "die" and anim ~= "die" and anim ~= "stand" then - return - end - - - if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then - return - end - - --animations break if they are constantly set - --so we put this return gate to check if it is - --already at the animation we are trying to implement - if self.current_animation == anim then - return - end - - local a_start = self.animation[anim .. "_start"] - local a_end - - if fixed_frame then - a_end = a_start - else - a_end = self.animation[anim .. "_end"] - end - - self.object:set_animation({ - x = a_start, - y = a_end}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, - 0, self.animation[anim .. "_loop"] ~= false) - - self.current_animation = anim -end - - - - -mobs.death_effect = function(pos, yaw, collisionbox, rotate) - local min, max - if collisionbox then - min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} - max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} - else - min = { x = -0.5, y = 0, z = -0.5 } - max = { x = 0.5, y = 0.5, z = 0.5 } - end - if rotate then - 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) - end - - minetest.add_particlespawner({ - amount = 50, - time = 0.001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector_new(-5,-5,-5), - maxvel = vector_new(5,5,5), - minexptime = 1.1, - maxexptime = 1.5, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "mcl_particles_mob_death.png^[colorize:#000000:255", - }) - - minetest.sound_play("mcl_mobs_mob_poof", { - pos = pos, - gain = 1.0, - max_hear_distance = 8, - }, true) -end - - ---this allows auto facedir rotation while making it so mobs ---don't look like wet noodles flopping around -mobs.movement_rotation_lock = function(self) - local current_engine_yaw = self.object:get_yaw() - local current_lua_yaw = self.yaw - - if current_engine_yaw > math.pi * 2 then - current_engine_yaw = current_engine_yaw - (math.pi * 2) - end - - if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then - self.object:set_properties{automatic_face_movement_dir = false} - elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then - self.object:set_properties{automatic_face_movement_dir = self.rotate} - end -end - - ---this is used when a mob is chasing a player -mobs.set_yaw_while_attacking = function(self) - - if self.object:get_properties().automatic_face_movement_dir then - self.object:set_properties{automatic_face_movement_dir = false} - end - - --turn positions into pseudo 2d vectors - local pos1 = self.object:get_pos() - pos1.y = 0 - - local pos2 = self.attacking:get_pos() - pos2.y = 0 - - local new_direction = vector_direction(pos1,pos2) - local new_yaw = minetest_dir_to_yaw(new_direction) - - self.object:set_yaw(new_yaw) - self.yaw = new_yaw -end - ---this is used to unlock a mob's yaw after attacking -mobs.unlock_yaw = function(self) - if self.object:get_properties().automatic_face_movement_dir == false then - self.object:set_properties{automatic_face_movement_dir = self.rotate} - end -end - ---this is used to lock a mob's yaw when they're standing -mobs.lock_yaw = function(self) - if self.object:get_properties().automatic_face_movement_dir then - self.object:set_properties{automatic_face_movement_dir = false} - end -end - - -local calculate_pitch = function(self) - local pos = self.object:get_pos() - local pos2 = self.old_pos - - if pos == nil or pos2 == nil then - return false - end - - return minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI -end - ---this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming -mobs.set_dynamic_pitch = function(self) - local pitch = calculate_pitch(self) - - if not pitch then - return - end - - local current_rotation = self.object:get_rotation() - - current_rotation.x = pitch - - self.object:set_rotation(current_rotation) - - self.pitch_switch = "dynamic" -end - ---this is a helper function used to make mobs pitch rotation reset when flying/swimming -mobs.set_static_pitch = function(self) - - if self.pitch_switch == "static" then - return - end - - local current_rotation = self.object:get_rotation() - - current_rotation.x = 0 - - self.object:set_rotation(current_rotation) - self.pitch_switch = "static" -end - ---this is a helper function for mobs explosion animation -mobs.handle_explosion_animation = function(self) - - --secondary catch-all - if not self.explosion_animation then - self.explosion_animation = 0 - end - - --the timer works from 0 for sense of a 0 based counting - --but this just bumps it up so it's usable in here - local explosion_timer_adjust = self.explosion_animation + 1 - - - local visual_size_modified = table.copy(self.visual_size_origin) - - visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3) - visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust - - self.object:set_properties({visual_size = visual_size_modified}) -end - - ---this is used when a mob is following player -mobs.set_yaw_while_following = function(self) - - if self.object:get_properties().automatic_face_movement_dir then - self.object:set_properties{automatic_face_movement_dir = false} - end - - --turn positions into pseudo 2d vectors - local pos1 = self.object:get_pos() - pos1.y = 0 - - local pos2 = self.following_person:get_pos() - pos2.y = 0 - - local new_direction = vector_direction(pos1,pos2) - local new_yaw = minetest_dir_to_yaw(new_direction) - - self.object:set_yaw(new_yaw) - self.yaw = new_yaw -end - ---this is used for when mobs breed -mobs.set_yaw_while_breeding = function(self, mate) - - if self.object:get_properties().automatic_face_movement_dir then - self.object:set_properties{automatic_face_movement_dir = false} - end - - --turn positions into pseudo 2d vectors - local pos1 = self.object:get_pos() - pos1.y = 0 - - local pos2 = mate:get_pos() - pos2.y = 0 - - local new_direction = vector_direction(pos1,pos2) - local new_yaw = minetest_dir_to_yaw(new_direction) - - self.object:set_yaw(new_yaw) - self.yaw = new_yaw -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua deleted file mode 100644 index ac10194e58..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua +++ /dev/null @@ -1,347 +0,0 @@ -local vector_direction = vector.direction ---local minetest_dir_to_yaw = minetest.dir_to_yaw -local vector_distance = vector.distance -local vector_multiply = vector.multiply -local math_random = math.random - ---[[ - _ _ _ _ -| | | | | | | | -| | | | __ _ _ __ __| | | | -| | | | / _` | '_ \ / _` | | | -|_| | |___| (_| | | | | (_| | |_| -(_) \_____/\__,_|_| |_|\__,_| (_) -]]-- - - - ---[[ - _____ _ _ -| ___| | | | | -| |____ ___ __ | | ___ __| | ___ -| __\ \/ / '_ \| |/ _ \ / _` |/ _ \ -| |___> <| |_) | | (_) | (_| | __/ -\____/_/\_\ .__/|_|\___/ \__,_|\___| - | | - |_| -]]-- - -mobs.explode_attack_walk = function(self,dtime) - - --this needs an exception - if self.attacking == nil or not self.attacking:is_player() then - self.attacking = nil - return - end - - mobs.set_yaw_while_attacking(self) - - local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) - - --make mob walk up to player within 2 nodes distance then start exploding - if distance_from_attacking >= self.reach and - --don't allow explosion to cancel unless out of the reach boundary - not (self.explosion_animation and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then - - mobs.set_velocity(self, self.run_velocity) - mobs.set_mob_animation(self,"run") - - mobs.reverse_explosion_animation(self,dtime) - else - mobs.set_velocity(self,0) - - --this is the only way I can reference this without dumping extra data on all mobs - if not self.explosion_animation then - self.explosion_animation = 0 - end - - --play ignite sound - if self.explosion_animation == 0 then - mobs.play_sound(self,"attack") - end - - mobs.set_mob_animation(self,"stand") - - mobs.handle_explosion_animation(self) - - self.explosion_animation = self.explosion_animation + (dtime/2.5) - end - - --make explosive mobs jump - --check for nodes to jump over - --explosive mobs will just ride against walls for now - local node_in_front_of = mobs.jump_check(self) - if node_in_front_of == 1 then - mobs.jump(self) - end - - --do biggening explosion thing - if self.explosion_animation and self.explosion_animation > self.explosion_timer then - mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 }) - self.object:remove() - end -end - - ---this is a small helper function to make working with explosion animations easier -mobs.reverse_explosion_animation = function(self,dtime) - --if explosion animation was greater than 0 then reverse it - if self.explosion_animation and self.explosion_animation > 0 then - self.explosion_animation = self.explosion_animation - dtime - if self.explosion_animation < 0 then - self.explosion_animation = 0 - end - end - - mobs.handle_explosion_animation(self) -end - - - - ---[[ -______ _ -| ___ \ | | -| |_/ / _ _ __ ___| |__ -| __/ | | | '_ \ / __| '_ \ -| | | |_| | | | | (__| | | | -\_| \__,_|_| |_|\___|_| |_| -]]-- - - - -mobs.punch_attack_walk = function(self,dtime) - --this needs an exception - if self.attacking == nil or not self.attacking:is_player() then - self.attacking = nil - return - end - - local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos()) - - if distance_from_attacking >= self.minimum_follow_distance then - mobs.set_velocity(self, self.run_velocity) - mobs.set_mob_animation(self, "run") - else - mobs.set_velocity(self, 0) - mobs.set_mob_animation(self, "stand") - end - - mobs.set_yaw_while_attacking(self) - - --make punchy mobs jump - --check for nodes to jump over - --explosive mobs will just ride against walls for now - local node_in_front_of = mobs.jump_check(self) - - if node_in_front_of == 1 then - mobs.jump(self) - end - - --mobs that can climb over stuff - if self.always_climb and node_in_front_of > 0 then - mobs.climb(self) - end - - - --auto reset punch_timer - if not self.punch_timer then - self.punch_timer = 0 - end - - if self.punch_timer > 0 then - self.punch_timer = self.punch_timer - dtime - end -end - -mobs.punch_attack = function(self) - - self.attacking:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = self.damage} - }, nil) - - self.punch_timer = self.punch_timer_cooloff - - - --knockback - local pos1 = self.object:get_pos() - pos1.y = 0 - local pos2 = self.attacking:get_pos() - pos2.y = 0 - local dir = vector_direction(pos1,pos2) - - dir = vector_multiply(dir,3) - - if self.attacking:get_velocity().y <= 1 then - dir.y = 5 - end - - self.attacking:add_velocity(dir) -end - - - - ---[[ -______ _ _ _ _ -| ___ \ (_) | | (_) | -| |_/ / __ ___ _ ___ ___| |_ _| | ___ -| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \ -| | | | | (_) | | __/ (__| |_| | | __/ -\_| |_| \___/| |\___|\___|\__|_|_|\___| - _/ | - |__/ -]]-- - - -mobs.projectile_attack_walk = function(self,dtime) - - --this needs an exception - if self.attacking == nil or not self.attacking:is_player() then - self.attacking = nil - return - end - - mobs.set_yaw_while_attacking(self) - - local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) - - - if distance_from_attacking >= self.reach then - mobs.set_velocity(self, self.run_velocity) - mobs.set_mob_animation(self,"run") - else - mobs.set_velocity(self,0) - mobs.set_mob_animation(self,"stand") - end - - --do this to not load data into other mobs - if not self.projectile_timer then - self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) - end - - --run projectile timer - if self.projectile_timer > 0 then - self.projectile_timer = self.projectile_timer - dtime - - --shoot - if self.projectile_timer <= 0 then - --reset timer - self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) - mobs.shoot_projectile(self) - end - end - - --make shooty mobs jump - --check for nodes to jump over - --explosive mobs will just ride against walls for now - local node_in_front_of = mobs.jump_check(self) - if node_in_front_of == 1 then - mobs.jump(self) - end - -end - - - - - - - - - ---[[ - _ ______ _ _ -| | | ___| | | | -| | | |_ | |_ _ | | -| | | _| | | | | | | | -|_| | | | | |_| | |_| -(_) \_| |_|\__, | (_) - __/ | - |___/ -]]-- - - - - ---[[ -______ _ _ _ _ -| ___ \ (_) | | (_) | -| |_/ / __ ___ _ ___ ___| |_ _| | ___ -| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \ -| | | | | (_) | | __/ (__| |_| | | __/ -\_| |_| \___/| |\___|\___|\__|_|_|\___| - _/ | - |__/ -]]-- - -local random_pitch_multiplier = {-1,1} - -mobs.projectile_attack_fly = function(self, dtime) - --this needs an exception - if self.attacking == nil or not self.attacking:is_player() then - self.attacking = nil - return - end - - --this is specifically for random ghast movement - if self.fly_random_while_attack then - - --enable rotation locking - mobs.movement_rotation_lock(self) - - self.walk_timer = self.walk_timer - dtime - - --reset the walk timer - if self.walk_timer <= 0 then - --re-randomize the walk timer - self.walk_timer = math.random(1,6) + math.random() - --set the mob into a random direction - self.yaw = (math_random() * (math.pi * 2)) - --create a truly random pitch, since there is no easy access to pitch math that I can find - self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] - end - - mobs.set_fly_velocity(self, self.run_velocity) - - else - - mobs.set_yaw_while_attacking(self) - - local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) - - if distance_from_attacking >= self.reach then - mobs.set_pitch_while_attacking(self) - mobs.set_fly_velocity(self, self.run_velocity) - mobs.set_mob_animation(self,"run") - else - mobs.set_pitch_while_attacking(self) - mobs.set_fly_velocity(self, 0) - mobs.set_mob_animation(self,"stand") - end - end - - - --do this to not load data into other mobs - if not self.projectile_timer then - self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) - end - - --run projectile timer - if self.projectile_timer > 0 then - self.projectile_timer = self.projectile_timer - dtime - - --shoot - if self.projectile_timer <= 0 then - - if self.fly_random_while_attack then - mobs.set_yaw_while_attacking(self) - self.walk_timer = 0 - end - --reset timer - self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) - mobs.shoot_projectile(self) - end - end -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua deleted file mode 100644 index c50fb63001..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua +++ /dev/null @@ -1,179 +0,0 @@ -local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius - -local vector = vector - ---check to see if someone nearby has some tasty food -mobs.check_following = function(self) -- returns true or false - --ignore - if not self.follow then - self.following_person = nil - return false - end - - --hey look, this thing works for passive mobs too! - local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height) - - --check if the follower is a player incase they log out - if follower and follower:is_player() then - local stack = follower:get_wielded_item() - --safety check - if not stack then - self.following_person = nil - return false - end - - local item_name = stack:get_name() - --all checks have passed, that guy has some good looking food - if item_name == self.follow then - self.following_person = follower - return true - end - end - - --everything failed - self.following_person = nil - return false -end - ---a function which attempts to make mobs enter ---the breeding state -mobs.enter_breed_state = function(self,clicker) - - --do not breed if baby - if self.baby then - return false - end - - --do not do anything if looking for mate or - --if cooling off from breeding - if self.breed_lookout_timer > 0 or self.breed_timer > 0 then - return false - end - - --if this is caught, that means something has gone - --seriously wrong - if not clicker or not clicker:is_player() then - return false - end - - local stack = clicker:get_wielded_item() - --safety check - if not stack then - return false - end - - local item_name = stack:get_name() - --all checks have passed, that guy has some good looking food - if item_name == self.follow then - if not minetest.is_creative_enabled(clicker:get_player_name()) then - stack:take_item() - clicker:set_wielded_item(stack) - end - self.breed_lookout_timer = self.breed_lookout_timer_goal - self.bred = true - mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") - return true - end - - --everything failed - return false -end - - ---find the closest mate in the area -mobs.look_for_mate = function(self) - - local pos1 = self.object:get_pos() - pos1.y = pos1.y + self.eye_height - - local mates_in_area = {} - local winner_mate = nil - local mates_detected = 0 - local radius = self.view_range - - --get mates in radius - for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do - - --look for a breeding mate - if mate and mate:get_luaentity() - and mate:get_luaentity()._cmi_is_mob - and mate:get_luaentity().name == self.name - and mate:get_luaentity().breed_lookout_timer > 0 - and mate:get_luaentity() ~= self then - - local pos2 = mate:get_pos() - - local distance = vector.distance(pos1,pos2) - - if distance <= radius then - if minetest.line_of_sight then - --must add eye height or stuff breaks randomly because of - --seethrough nodes being a blocker (like grass) - if minetest.line_of_sight( - vector.new(pos1.x, pos1.y, pos1.z), - vector.new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z) - ) then - mates_detected = mates_detected + 1 - mates_in_area[mate] = distance - end - else - mates_detected = mates_detected + 1 - mates_in_area[mate] = distance - end - end - end - end - - - --return if there's no one near by - if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen - return nil - end - - --do a default radius max - local shortest_distance = radius + 1 - - --sort through mates and find the closest mate - for mate,distance in pairs(mates_in_area) do - if distance < shortest_distance then - shortest_distance = distance - winner_mate = mate - end - end - return winner_mate -end - ---make the baby grow up -mobs.baby_grow_up = function(self) - self.baby = nil - self.visual_size = self.backup_visual_size - self.collisionbox = self.backup_collisionbox - self.selectionbox = self.backup_selectionbox - self.object:set_properties(self) -end - ---makes the baby grow up faster with diminishing returns -mobs.make_baby_grow_faster = function(self,clicker) - if clicker and clicker:is_player() then - local stack = clicker:get_wielded_item() - --safety check - if not stack then - return false - end - - local item_name = stack:get_name() - --all checks have passed, that guy has some good looking food - if item_name == self.follow then - self.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns - - if not minetest.is_creative_enabled(clicker:get_player_name()) then - stack:take_item() - clicker:set_wielded_item(stack) - end - - mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") - return true - end - end - return false -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua deleted file mode 100644 index ed9aec6cd4..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua +++ /dev/null @@ -1,135 +0,0 @@ -local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius - -local math_random = math.random -local vector_multiply = vector.multiply - -local vector_direction = vector.direction - -local integer_test = {-1,1} - -mobs.collision = function(self) - local pos = self.object:get_pos() - - if not self or not self.object or not self.object:get_luaentity() then - return - end - - --do collision detection from the base of the mob - local collisionbox = self.object:get_properties().collisionbox - - pos.y = pos.y + collisionbox[2] - - local collision_boundary = collisionbox[4] - - local radius = collision_boundary - - if collisionbox[5] > collision_boundary then - radius = collisionbox[5] - end - - local collision_count = 0 - - - local check_for_attack = false - - if self.attack_type == "punch" and self.hostile and self.attacking then - check_for_attack = true - end - - for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do - if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object:get_luaentity().health > 0)) and - --don't collide with rider, rider don't collide with thing - (not object:get_attach() or (object:get_attach() and object:get_attach() ~= self.object)) and - (not self.object:get_attach() or (self.object:get_attach() and self.object:get_attach() ~= object)) then - --stop infinite loop - collision_count = collision_count + 1 - --mob cramming - if collision_count > 30 then - self.health = -20 - break - end - - local pos2 = object:get_pos() - - local object_collisionbox = object:get_properties().collisionbox - - pos2.y = pos2.y + object_collisionbox[2] - - local object_collision_boundary = object_collisionbox[4] - - - --this is checking the difference of the object collided with's possision - --if positive top of other object is inside (y axis) of current object - local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y - - local y_top_diff = (pos.y + collisionbox[5]) - pos2.y - - - local distance = vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z)) - - if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then - - local dir = vector.direction(pos,pos2) - - dir.y = 0 - - --eliminate mob being stuck in corners - if dir.x == 0 and dir.z == 0 then - --slightly adjust mob position to prevent equal length - --corner/wall sticking - dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)]) - dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)]) - end - - local velocity = dir - - --0.5 is the max force multiplier - local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary)) - - local vel1 = vector.multiply(velocity, -1.5) - local vel2 = vector.multiply(velocity, 1.5) - - vel1 = vector.multiply(vel1, force * 10) - vel2 = vector.multiply(vel2, force) - - if object:is_player() then - vel2 = vector_multiply(vel2, 2.5) - - --integrate mob punching into collision detection - if check_for_attack and self.punch_timer <= 0 then - if object == self.attacking then - mobs.punch_attack(self) - end - end - end - self.object:add_velocity(vel1) - object:add_velocity(vel2) - end - end - end -end - - ---this is used for arrow collisions -mobs.arrow_hit = function(self, player) - player:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = self._damage} - }, nil) - - - --knockback - local pos1 = self.object:get_pos() - pos1.y = 0 - local pos2 = player:get_pos() - pos2.y = 0 - local dir = vector_direction(pos1,pos2) - - dir = vector_multiply(dir,3) - - if player:get_velocity().y <= 1 then - dir.y = 5 - end - - player:add_velocity(dir) -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua deleted file mode 100644 index 4e6b7ca462..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua +++ /dev/null @@ -1,161 +0,0 @@ -local minetest_add_item = minetest.add_item ---local minetest_sound_play = minetest.sound_play - -local math_pi = math.pi -local math_random = math.random -local math_floor = math.floor -local HALF_PI = math_pi / 2 - -local vector_new = vector.new - - --- drop items -local item_drop = function(self, cooked, looting_level) - - looting_level = looting_level or 0 - - -- no drops for child mobs (except monster) - if (self.child and self.type ~= "monster") then - return - end - - local obj, item - local pos = self.object:get_pos() - - self.drops = self.drops or {} -- nil check - - for n = 1, #self.drops do - local dropdef = self.drops[n] - local chance = 1 / dropdef.chance - local looting_type = dropdef.looting - - if looting_level > 0 then - local chance_function = dropdef.looting_chance_function - if chance_function then - chance = chance_function(looting_level) - elseif looting_type == "rare" then - chance = chance + (dropdef.looting_factor or 0.01) * looting_level - end - end - - local num = 0 - local do_common_looting = (looting_level > 0 and looting_type == "common") - if math_random() < chance then - num = math_random(dropdef.min or 1, dropdef.max or 1) - elseif not dropdef.looting_ignore_chance then - do_common_looting = false - end - - if do_common_looting then - num = num + math_floor(math_random(0, looting_level) + 0.5) - end - - if num > 0 then - item = dropdef.name - - -- cook items when true - if cooked then - - local output = minetest.get_craft_result({ - method = "cooking", - width = 1, - items = {item}, - }) - - if output and output.item and not output.item:is_empty() then - item = output.item:get_name() - end - end - - -- add item if it exists - for x = 1, num do - obj = minetest_add_item(pos, ItemStack(item .. " " .. 1)) - end - - if obj and obj:get_luaentity() then - - obj:set_velocity({ - x = math_random(-10, 10) / 9, - y = 6, - z = math_random(-10, 10) / 9, - }) - elseif obj then - obj:remove() -- item does not exist - end - end - end - - self.drops = {} -end - - -mobs.death_logic = function(self, dtime) - - --stop crashing game when object is nil - if not self or not self.object or not self.object:get_luaentity() then - return - end - - self.death_animation_timer = self.death_animation_timer + dtime - - --get all attached entities and sort through them - local attached_entities = self.object:get_children() - if #attached_entities > 0 then - for _,entity in pairs(attached_entities) do - --kick the player off - if entity:is_player() then - mobs.detach(entity) - --kick mobs off - --if there is scaling issues, this needs an additional check - else - entity:set_detach() - end - end - end - - --stop mob from getting in the way of other mobs you're fighting - if self.object:get_properties().pointable then - self.object:set_properties({pointable = false}) - end - - --the final POOF of a mob despawning - if self.death_animation_timer >= 1.25 then - item_drop(self,false,1) - mobs.death_effect(self) - mcl_experience.throw_xp(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) - if self.on_die then - self.on_die(self, self.object:get_pos()) - end - self.object:remove() - return - end - - --I'm sure there's a more efficient way to do this - --but this is the easiest, easier to work with 1 variable synced - --this is also not smooth - local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster - if death_animation_roll > 1 then - death_animation_roll = 1 - end - - local rot = self.object:get_rotation() --(no pun intended) - - rot.z = death_animation_roll * HALF_PI - - self.object:set_rotation(rot) - - mobs.set_mob_animation(self,"stand", true) - - - --flying and swimming mobs just fall down - if self.fly or self.swim then - if self.object:get_acceleration().y ~= -self.gravity then - self.object:set_acceleration(vector_new(0,-self.gravity,0)) - end - end - - --when landing allow mob to slow down and just fall if in air - if self.pause_timer <= 0 then - mobs.set_velocity(self,0) - end -end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua deleted file mode 100644 index 5c431135e8..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua +++ /dev/null @@ -1,250 +0,0 @@ -local minetest_line_of_sight = minetest.line_of_sight ---local minetest_dir_to_yaw = minetest.dir_to_yaw -local minetest_yaw_to_dir = minetest.yaw_to_dir -local minetest_get_node = minetest.get_node -local minetest_get_item_group = minetest.get_item_group -local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius -local minetest_get_node_or_nil = minetest.get_node_or_nil -local minetest_registered_nodes = minetest.registered_nodes -local minetest_get_connected_players = minetest.get_connected_players - -local vector_new = vector.new -local vector_add = vector.add -local vector_multiply = vector.multiply -local vector_distance = vector.distance - -local table_copy = table.copy - -local math_abs = math.abs - --- default function when mobs are blown up with TNT ---[[local function do_tnt(obj, damage) - obj.object:punch(obj.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, nil) - return false, true, {} -end]] - ---a fast function to be able to detect only players without using objects_in_radius -mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder) - local pos1 = self.object:get_pos() - local players_in_area = {} - local winner_player = nil - local players_detected = 0 - - --get players in radius - for _,player in pairs(minetest.get_connected_players()) do - if player and player:get_hp() > 0 then - - local pos2 = player:get_pos() - - local distance = vector_distance(pos1,pos2) - - if distance <= radius then - if line_of_sight then - --must add eye height or stuff breaks randomly because of - --seethrough nodes being a blocker (like grass) - if minetest_line_of_sight( - vector_new(pos1.x, pos1.y + object_height_adder, pos1.z), - vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z) - ) then - players_detected = players_detected + 1 - players_in_area[player] = distance - end - else - players_detected = players_detected + 1 - players_in_area[player] = distance - end - end - end - end - - - --return if there's no one near by - if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen - return nil - end - - --do a default radius max - local shortest_distance = radius + 1 - - --sort through players and find the closest player - for player,distance in pairs(players_in_area) do - if distance < shortest_distance then - shortest_distance = distance - winner_player = player - end - end - return winner_player -end - - ---check if a mob needs to jump -mobs.jump_check = function(self,dtime) - - local pos = self.object:get_pos() - pos.y = pos.y + 0.1 - local dir = minetest_yaw_to_dir(self.yaw) - - local collisionbox = self.object:get_properties().collisionbox - local radius = collisionbox[4] + 0.5 - - vector_multiply(dir, radius) - - --only jump if there's a node and a non-solid node above it - local test_dir = vector_add(pos,dir) - - local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 - - test_dir.y = test_dir.y + 1 - - local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0 - - if green_flag_1 and green_flag_2 then - --can jump over node - return 1 - elseif green_flag_1 and not green_flag_2 then - --wall in front of mob - return 2 - end - --nothing to jump over - return 0 -end - --- a helper function to quickly turn neutral passive mobs hostile -local turn_hostile = function(self,detected_mob) - --drop in variables for attacking (stops crash) - detected_mob.punch_timer = 0 - --set to hostile - detected_mob.hostile = true - --hostile_cooldown timer is initialized here - detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown - --set target to the same - detected_mob.attacking = self.attacking -end - ---allow hostile mobs to signal to other mobs ---to switch from neutal passive to neutral hostile -mobs.group_attack_initialization = function(self) - - --get basic data - local friends_list - - if self.group_attack == true then - friends_list = {self.name} - else - friends_list = table_copy(self.group_attack) - end - - local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range) - - --get the player's name - local name = self.attacking:get_player_name() - - --re-use local variable - local detected_mob - - --run through mobs in viewing distance - for _,object in pairs(objects_in_area) do - if object and object:get_luaentity() then - detected_mob = object:get_luaentity() - -- only alert members of same mob or friends - if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then - if detected_mob.name == self.name then - turn_hostile(self,detected_mob) - else - for _,id in pairs(friends_list) do - if detected_mob.name == id then - turn_hostile(self,detected_mob) - break - end - end - end - end - - --THIS NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!! - -- have owned mobs attack player threat - --if obj.owner == name and obj.owner_loyal then - -- do_attack(obj, self.object) - --end - end - end -end - --- check if within physical map limits (-30911 to 30927) --- within_limits, wmin, wmax = nil, -30913, 30928 -mobs.within_limits = function(pos, radius) - local wmin, wmax - if mcl_vars then - if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then - wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max - end - end - return pos - and (pos.x - radius) > wmin and (pos.x + radius) < wmax - and (pos.y - radius) > wmin and (pos.y + radius) < wmax - and (pos.z - radius) > wmin and (pos.z + radius) < wmax -end - --- get node but use fallback for nil or unknown -mobs.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 - - ---a teleport functoin -mobs.teleport = function(self, target) - if self.do_teleport then - if self.do_teleport(self, target) == false then - return - end - end -end - ---a function used for despawning mobs -mobs.check_for_player_within_area = function(self, radius) - local pos1 = self.object:get_pos() - --get players in radius - for _,player in pairs(minetest_get_connected_players()) do - if player and player:get_hp() > 0 then - local pos2 = player:get_pos() - local distance = vector_distance(pos1,pos2) - if distance < radius then - --found a player - return true - end - end - end - --did not find a player - return false -end - - ---a simple helper function for mobs following -mobs.get_2d_distance = function(pos1,pos2) - pos1.y = 0 - pos2.y = 0 - return vector_distance(pos1, pos2) -end - --- fall damage onto solid ground -mobs.calculate_fall_damage = function(self) - if self.old_velocity and self.old_velocity.y < -7 and self.object:get_velocity().y == 0 then - local vel = self.object:get_velocity() - if vel then - local damage = math_abs(self.old_velocity.y + 7) * 2 - self.pause_timer = 0.4 - self.health = self.health - damage - end - end -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/flow_lib.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/flow_lib.lua deleted file mode 100644 index aa64bfb4e6..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/flow_lib.lua +++ /dev/null @@ -1,78 +0,0 @@ ---this is from https://github.com/HybridDog/builtin_item/blob/e6dfd9dce86503b3cbd1474257eca5f6f6ca71c2/init.lua#L50 -local -minetest,vector,math,pairs,minetest_get_node,vector_subtract,minetest_registered_nodes -= -minetest,vector,math,pairs,minetest.get_node,vector.subtract,minetest.registered_nodes - -local tab -local n -local function get_nodes(pos) - tab,n = {},1 - for i = -1,1,2 do - for _,p in pairs({ - {x=pos.x+i, y=pos.y, z=pos.z}, - {x=pos.x, y=pos.y, z=pos.z+i} - }) do - tab[n] = {p, minetest_get_node(p)} - n = n+1 - end - end - return tab -end - - -local data -local param2 -local nd -local par2 -local name -local tmp -local c_node -function mobs.get_flowing_dir(pos) - c_node = minetest_get_node(pos).name - if c_node ~= "mcl_core:water_flowing" and c_node ~= "mcl_core:water" then - return nil - end - data = get_nodes(pos) - param2 = minetest_get_node(pos).param2 - if param2 > 7 then - return nil - end - if c_node == "mcl_core:water" then - for _,i in pairs(data) do - nd = i[2] - name = nd.name - par2 = nd.param2 - if name == "mcl_core:water_flowing" and par2 == 7 then - return(vector_subtract(i[1],pos)) - end - end - end - for _,i in pairs(data) do - nd = i[2] - name = nd.name - par2 = nd.param2 - if name == "mcl_core:water_flowing" and par2 < param2 then - return(vector_subtract(i[1],pos)) - end - end - for _,i in pairs(data) do - nd = i[2] - name = nd.name - par2 = nd.param2 - if name == "mcl_core:water_flowing" and par2 >= 11 then - return(vector_subtract(i[1],pos)) - end - end - for _,i in pairs(data) do - nd = i[2] - name = nd.name - par2 = nd.param2 - tmp = minetest_registered_nodes[name] - if tmp and not tmp.walkable and name ~= "mcl_core:water_flowing" and name ~= "mcl_core:water" then - return(vector_subtract(i[1],pos)) - end - end - - return nil -end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua deleted file mode 100644 index 0f5615504d..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua +++ /dev/null @@ -1,98 +0,0 @@ -local math = math -local vector = vector - ---converts yaw to degrees -local degrees = function(yaw) - return yaw*180.0/math.pi -end - -mobs.do_head_logic = function(self,dtime) - - local player = minetest.get_player_by_name("singleplayer") - - local look_at = player:get_pos() - look_at.y = look_at.y + player:get_properties().eye_height - - local pos = self.object:get_pos() - - local body_yaw = self.object:get_yaw() - - local body_dir = minetest.yaw_to_dir(body_yaw) - - pos.y = pos.y + self.head_height_offset - - local head_offset = vector.multiply(body_dir, self.head_direction_offset) - - pos = vector.add(pos, head_offset) - - minetest.add_particle({ - pos = pos, - velocity = {x=0, y=0, z=0}, - acceleration = {x=0, y=0, z=0}, - expirationtime = 0.2, - size = 1, - texture = "default_dirt.png", - }) - - local bone_pos = vector.new(0,0,0) - - --(horizontal) - bone_pos.y = self.head_bone_pos_y - - --(vertical) - bone_pos.z = self.head_bone_pos_z - - --print(yaw) - - --local _, bone_rot = self.object:get_bone_position("head") - - --bone_rot.x = bone_rot.x + (dtime * 10) - --bone_rot.z = bone_rot.z + (dtime * 10) - - local head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw - - if self.reverse_head_yaw then - head_yaw = head_yaw * -1 - end - - --over rotation protection - --stops radians from going out of spec - if head_yaw > math.pi then - head_yaw = head_yaw - (math.pi * 2) - elseif head_yaw < -math.pi then - head_yaw = head_yaw + (math.pi * 2) - end - - - local check_failed = false - --upper check + 90 degrees or upper math.radians (3.14/2) - if head_yaw > math.pi - (math.pi/2) then - head_yaw = 0 - check_failed = true - --lower check - 90 degrees or lower negative math.radians (-3.14/2) - elseif head_yaw < -math.pi + (math.pi/2) then - head_yaw = 0 - check_failed = true - end - - local head_pitch = 0 - - --DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG - --head_yaw = 0 - --DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG - - if not check_failed then - head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2) - end - - if self.head_pitch_modifier then - head_pitch = head_pitch + self.head_pitch_modifier - end - - if self.swap_y_with_x then - self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),degrees(head_yaw),0)) - else - self.object:set_bone_position(self.head_bone, bone_pos, vector.new(degrees(head_pitch),0,degrees(head_yaw))) - end - --set_bone_position([bone, position, rotation]) -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua deleted file mode 100644 index fa5b312102..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua +++ /dev/null @@ -1,276 +0,0 @@ -local minetest_after = minetest.after -local minetest_sound_play = minetest.sound_play -local minetest_dir_to_yaw = minetest.dir_to_yaw - -local math = math -local vector = vector - -local MAX_MOB_NAME_LENGTH = 30 - -local mod_hunger = minetest.get_modpath("mcl_hunger") - -mobs.feed_tame = function(self) - return nil -end - --- Code to execute before custom on_rightclick handling -local function on_rightclick_prefix(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 - - mobs.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 - --- I have no idea what this does -mobs.create_mob_on_rightclick = function(on_rightclick) - return function(self, clicker) - --don't allow rightclicking dead mobs - if self.health <= 0 then - return - end - local stop = on_rightclick_prefix(self, clicker) - if (not stop) and (on_rightclick) then - on_rightclick(self, clicker) - end - end -end - - --- deal damage and effects when mob punched -mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - --don't do anything if the mob is already dead - if self.health <= 0 then - return - end - - --neutral passive mobs switch to neutral hostile - if self.neutral then - --drop in variables for attacking (stops crash) - self.attacking = hitter - self.punch_timer = 0 - self.hostile = true - --hostile_cooldown timer is initialized here - self.hostile_cooldown_timer = self.hostile_cooldown - - --initialize the group attack (check for other mobs in area, make them neutral hostile) - if self.group_attack then - mobs.group_attack_initialization(self) - end - end - - --turn skittish mobs away and RUN - if self.skittish then - - self.state = "run" - - self.run_timer = 5 --arbitrary 5 seconds - - local pos1 = self.object:get_pos() - pos1.y = 0 - local pos2 = hitter:get_pos() - pos2.y = 0 - - - local dir = vector.direction(pos2,pos1) - - local yaw = minetest_dir_to_yaw(dir) - - self.yaw = yaw - end - - -- custom punch function - if self.do_punch then - -- when false skip going any further - if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then - return - end - end - - --don't do damage until pause timer resets - if self.pause_timer > 0 then - return - end - - -- error checking when mod profiling is enabled - if not tool_capabilities then - minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled") - return - end - - local is_player = hitter:is_player() - - -- punch interval - local weapon = hitter:get_wielded_item() - - --local punch_interval = 1.4 - - -- exhaust attacker - if mod_hunger and 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 {} - - --calculate damage groups - for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do - damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0) - end - - if weapon then - local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") - if fire_aspect_level > 0 then - mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) - 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 - math.floor(damage) - return - end - - --if tool_capabilities then - -- punch_interval = tool_capabilities.full_punch_interval or 1.4 - --end - - -- add weapon wear manually - -- Required because we have custom health handling ("health" property) - --minetest_is_creative_enabled("") ~= true --removed for now - if tool_capabilities then - if tool_capabilities.punch_attack_uses then - -- Without this delay, the wear does not work. Quite hacky ... - minetest_after(0, function(name) - local player = minetest.get_player_by_name(name) - if not player then return end - 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 = math.floor(65535/tool_capabilities.punch_attack_uses) - weapon:add_wear(wear) - hitter:set_wielded_item(weapon) - end - end, hitter:get_player_name()) - end - end - - - --if player is falling multiply damage by 1.5 - --critical hit - if hitter:get_velocity().y < 0 then - damage = damage * 1.5 - mobs.critical_effect(self) - end - - - -- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately. - if damage >= 0.1 then - - minetest_sound_play("default_punch", { - object = self.object, - max_hear_distance = 16 - }, true) - - -- do damage - self.health = self.health - damage - - - --0.4 seconds until you can hurt the mob again - self.pause_timer = 0.4 - - --don't do knockback from a rider - for _,obj in pairs(self.object:get_children()) do - if obj == hitter then - return - end - end - - -- knock back effect - local velocity = self.object:get_velocity() - - --2d direction - local pos1 = self.object:get_pos() - pos1.y = 0 - local pos2 = hitter:get_pos() - pos2.y = 0 - - local dir = vector.direction(pos2,pos1) - - local up = 3 - - -- if already in air then dont go up anymore when hit - if velocity.y ~= 0 then - up = 0 - end - - --0.75 for perfect distance to not be too easy, and not be too hard - local multiplier = 0.75 - - -- check if tool already has specific knockback value - local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback") - if knockback_enchant and knockback_enchant > 0 then - multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change) - end - - --do this to sure you can punch a mob back when - --it's coming for you - if self.hostile then - multiplier = multiplier + 2 - end - dir = vector.multiply(dir,multiplier) - dir.y = up - --add the velocity - self.object:add_velocity(dir) - end -end - ---do internal per mob projectile calculations -mobs.shoot_projectile = function(self) - local pos1 = self.object:get_pos() - --add mob eye height - pos1.y = pos1.y + self.eye_height - - local pos2 = self.attacking:get_pos() - --add player eye height - pos2.y = pos2.y + self.attacking:get_properties().eye_height - - --get direction - local dir = vector.direction(pos1,pos2) - - --call internal shoot_arrow function - self.shoot_arrow(self,pos1,dir) -end - -mobs.update_tag = function(self) - self.object:set_properties({ - nametag = self.nametag, - }) -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua deleted file mode 100644 index 83df809928..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua +++ /dev/null @@ -1,150 +0,0 @@ -local minetest_add_particlespawner = minetest.add_particlespawner - -mobs.death_effect = function(self) - local pos = self.object:get_pos() - --local yaw = self.object:get_yaw() - local collisionbox = self.object:get_properties().collisionbox - - local min, max - - if collisionbox then - min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} - max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} - end - - minetest_add_particlespawner({ - amount = 50, - time = 0.0001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector.new(-0.5,0.5,-0.5), - maxvel = vector.new(0.5,1,0.5), - minexptime = 1.1, - maxexptime = 1.5, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "mcl_particles_mob_death.png", -- this particle looks strange - }) -end - -mobs.critical_effect = function(self) - - local pos = self.object:get_pos() - --local yaw = self.object:get_yaw() - local collisionbox = self.object:get_properties().collisionbox - - local min, max - - if collisionbox then - min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} - max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} - end - - minetest_add_particlespawner({ - amount = 10, - time = 0.0001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector.new(-1,1,-1), - maxvel = vector.new(1,3,1), - minexptime = 0.7, - maxexptime = 1, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "heart.png^[colorize:black:255", - }) -end - ---when feeding a mob -mobs.feed_effect = function(self) - local pos = self.object:get_pos() - --local yaw = self.object:get_yaw() - local collisionbox = self.object:get_properties().collisionbox - - local min, max - - if collisionbox then - min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} - max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} - end - - minetest_add_particlespawner({ - amount = 10, - time = 0.0001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector.new(-1,1,-1), - maxvel = vector.new(1,3,1), - minexptime = 0.7, - maxexptime = 1, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "heart.png^[colorize:gray:255", - }) -end - ---hearts when tamed -mobs.tamed_effect = function(self) - local pos = self.object:get_pos() - --local yaw = self.object:get_yaw() - local collisionbox = self.object:get_properties().collisionbox - - local min, max - - if collisionbox then - min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} - max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} - end - - minetest_add_particlespawner({ - amount = 30, - time = 0.0001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector.new(-1,1,-1), - maxvel = vector.new(1,3,1), - minexptime = 0.7, - maxexptime = 1, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "heart.png", - }) -end - ---hearts when breeding -mobs.breeding_effect = function(self) - local pos = self.object:get_pos() - --local yaw = self.object:get_yaw() - local collisionbox = self.object:get_properties().collisionbox - - local min, max - - if collisionbox then - min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]} - max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]} - end - - minetest_add_particlespawner({ - amount = 2, - time = 0.0001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector.new(-1,1,-1), - maxvel = vector.new(1,3,1), - minexptime = 0.7, - maxexptime = 1, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "heart.png", - }) -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua deleted file mode 100644 index d9698a0a75..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua +++ /dev/null @@ -1,390 +0,0 @@ --- localize math functions -local math = math -local HALF_PI = math.pi / 2 -local DOUBLE_PI = math.pi * 2 - --- localize vector functions -local vector = vector - -local minetest_yaw_to_dir = minetest.yaw_to_dir -local minetest_dir_to_yaw = minetest.dir_to_yaw - -local DEFAULT_JUMP_HEIGHT = 5 -local DEFAULT_FLOAT_SPEED = 4 -local DEFAULT_CLIMB_SPEED = 3 - -mobs.stick_in_cobweb = function(self) - local current_velocity = self.object:get_velocity() - - local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4) - - goal_velocity.y = -0.5 - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - ---this is a generic float function -mobs.float = function(self) - - local acceleration = self.object:get_acceleration() - - if not acceleration then - return - end - - if acceleration.y ~= 0 then - self.object:set_acceleration({x=0, y=0, z=0}) - end - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = 0, - y = DEFAULT_FLOAT_SPEED, - z = 0, - } - - local new_velocity_addition = vector.subtract(goal_velocity, current_velocity) - - new_velocity_addition.x = 0 - new_velocity_addition.z = 0 - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - ---this is a generic climb function -mobs.climb = function(self) - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = 0, - y = DEFAULT_CLIMB_SPEED, - z = 0, - } - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - new_velocity_addition.x = 0 - new_velocity_addition.z = 0 - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - - - ---[[ - _ _ -| | | | -| | __ _ _ __ __| | -| | / _` | '_ \ / _` | -| |___| (_| | | | | (_| | -\_____/\__,_|_| |_|\__,_| -]] - - --- move mob in facing direction ---this has been modified to be internal ---internal = lua (self.yaw) ---engine = c++ (self.object:get_yaw()) -mobs.set_velocity = function(self, v) - - local yaw = (self.yaw or 0) - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = (math.sin(yaw) * -v), - y = 0, - z = (math.cos(yaw) * v), - } - - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - if vector.length(new_velocity_addition) > vector.length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) - end - - new_velocity_addition.y = 0 - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - - - --- calculate mob velocity -mobs.get_velocity = function(self) - - local v = self.object:get_velocity() - - v.y = 0 - - if v then - return vector.length(v) - end - - return 0 -end - ---make mobs jump -mobs.jump = function(self, velocity) - - if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then - return - end - - --fallback velocity to allow modularity - velocity = velocity or DEFAULT_JUMP_HEIGHT - - self.object:add_velocity(vector.new(0,velocity,0)) -end - ---make mobs fall slowly -mobs.mob_fall_slow = function(self) - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = 0, - y = -2, - z = 0, - } - - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - new_velocity_addition.x = 0 - new_velocity_addition.z = 0 - - if vector.length(new_velocity_addition) > vector.length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) - end - - new_velocity_addition.x = 0 - new_velocity_addition.z = 0 - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end - -end - - ---[[ - _____ _ -/ ___| (_) -\ `--.__ ___ _ __ ___ - `--. \ \ /\ / / | '_ ` _ \ -/\__/ /\ V V /| | | | | | | -\____/ \_/\_/ |_|_| |_| |_| -]]-- - - - - ---make mobs flop -mobs.flop = function(self, velocity) - - if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then - return false - end - - mobs.set_velocity(self, 0) - - --fallback velocity to allow modularity - velocity = velocity or DEFAULT_JUMP_HEIGHT - - --create a random direction (2d yaw) - local dir = DOUBLE_PI * math.random() - - --create a random force value - local force = math.random(0,3) + math.random() - - --convert the yaw to a direction vector then multiply it times the force - local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force) - - --place in the "flop" velocity to make the mob flop - final_additional_force.y = velocity - - self.object:add_velocity(final_additional_force) - - return true -end - - - --- move mob in facing direction ---this has been modified to be internal ---internal = lua (self.yaw) ---engine = c++ (self.object:get_yaw()) -mobs.set_swim_velocity = function(self, v) - - local yaw = (self.yaw or 0) - local pitch = (self.pitch or 0) - - if v == 0 then - pitch = 0 - end - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = (math.sin(yaw) * -v), - y = pitch, - z = (math.cos(yaw) * v), - } - - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - if vector.length(new_velocity_addition) > vector.length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) - end - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - ---[[ -______ _ -| ___| | -| |_ | |_ _ -| _| | | | | | -| | | | |_| | -\_| |_|\__, | - __/ | - |___/ -]]-- - --- move mob in facing direction ---this has been modified to be internal ---internal = lua (self.yaw) ---engine = c++ (self.object:get_yaw()) -mobs.set_fly_velocity = function(self, v) - - local yaw = (self.yaw or 0) - local pitch = (self.pitch or 0) - - if v == 0 then - pitch = 0 - end - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = (math.sin(yaw) * -v), - y = pitch, - z = (math.cos(yaw) * v), - } - - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - if vector.length(new_velocity_addition) > vector.length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) - end - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - ---a quick and simple pitch calculation between two vector positions -mobs.calculate_pitch = function(pos1, pos2) - - if pos1 == nil or pos2 == nil then - return false - end - - return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI -end - ---make mobs fly up or down based on their y difference -mobs.set_pitch_while_attacking = function(self) - local pos1 = self.object:get_pos() - local pos2 = self.attacking:get_pos() - - local pitch = mobs.calculate_pitch(pos2,pos1) - - self.pitch = pitch -end - - - ---[[ - ___ - |_ | - | |_ _ _ __ ___ _ __ - | | | | | '_ ` _ \| '_ \ -/\__/ / |_| | | | | | | |_) | -\____/ \__,_|_| |_| |_| .__/ - | | - |_| -]]-- - ---special mob jump movement -mobs.jump_move = function(self, velocity) - - if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then - return - end - - --make the mob stick for a split second - mobs.set_velocity(self,0) - - --fallback velocity to allow modularity - local jump_height = DEFAULT_JUMP_HEIGHT - - local yaw = (self.yaw or 0) - - local current_velocity = self.object:get_velocity() - - local goal_velocity = { - x = (math.sin(yaw) * -velocity), - y = jump_height, - z = (math.cos(yaw) * velocity), - } - - - local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) - - if vector.length(new_velocity_addition) > vector.length(goal_velocity) then - vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition))) - end - - --smooths out mobs a bit - if vector.length(new_velocity_addition) >= 0.0001 then - self.object:add_velocity(new_velocity_addition) - end -end - ---make it so mobs do not glitch out and freak out ---when moving around over nodes -mobs.swap_auto_step_height_adjust = function(self) - local y_vel = self.object:get_velocity().y - - if y_vel == 0 and self.stepheight ~= self.stepheight_backup then - self.stepheight = self.stepheight_backup - elseif y_vel ~= 0 and self.stepheight ~= 0 then - self.stepheight = 0 - end -end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua deleted file mode 100644 index a4b4c075ea..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua +++ /dev/null @@ -1,43 +0,0 @@ -local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81 - -mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity) - local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") - if power == nil then - power = 19 - end - if damage == nil then - damage = 3 - end - - gravity = gravity or -GRAVITY - - local knockback - if bow_stack then - local enchantments = mcl_enchanting.get_enchantments(bow_stack) - if enchantments.power then - damage = damage + (enchantments.power + 1) / 4 - end - if enchantments.punch then - knockback = enchantments.punch * 3 - end - if enchantments.flame then - mcl_burning.set_on_fire(obj, math.huge) - end - end - obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power}) - obj:set_acceleration({x=0, y=gravity, z=0}) - obj:set_yaw(yaw-math.pi/2) - local le = obj:get_luaentity() - le._shooter = shooter - le._damage = damage - le._is_critical = is_critical - le._startpos = pos - le._knockback = knockback - le._collectable = collectable - - --play custom shoot sound - if shooter and shooter.shoot_sound then - minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true) - end - return obj -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua deleted file mode 100644 index 65ba764f66..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua +++ /dev/null @@ -1,224 +0,0 @@ -local math_random = math.random - -local minetest_settings = minetest.settings - --- CMI support check -local use_cmi = minetest.global_exists("cmi") - --- get entity staticdata -mobs.mob_staticdata = function(self) - --despawn mechanism - --don't despawned tamed or bred mobs - if not self.tamed and not self.bred then - if not mobs.check_for_player_within_area(self, 64) then - --print("removing SERIALIZED!") - self.object:remove() - return - end - end - - self.remove_ok = true - self.attack = nil - self.following = nil - - 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 -mobs.mob_activate = function(self, staticdata, def, dtime) - - -- remove monsters in peaceful mode - if self.type == "monster" and minetest_settings:get_bool("only_peaceful_mobs", false) then - mcl_burning.extinguish(self.object) - self.object:remove() - return - end - - -- load entity variables - local tmp = minetest.deserialize(staticdata) - - if tmp then - for _,stat in pairs(tmp) do - self[_] = stat - end - end - - --set up wandering - if not self.wandering then - self.wandering = true - end - - --clear animation - self.current_animation = nil - - -- 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[math_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 baby mobs to half size - if self.baby == true then - - vis_size = { - x = self.base_size.x * self.baby_size, - y = self.base_size.y * self.baby_size, - } - - if def.child_texture then - textures = def.child_texture[1] - end - - colbox = { - self.base_colbox[1] * self.baby_size, - self.base_colbox[2] * self.baby_size, - self.base_colbox[3] * self.baby_size, - self.base_colbox[4] * self.baby_size, - self.base_colbox[5] * self.baby_size, - self.base_colbox[6] * self.baby_size - } - selbox = { - self.base_selbox[1] * self.baby_size, - self.base_selbox[2] * self.baby_size, - self.base_selbox[3] * self.baby_size, - self.base_selbox[4] * self.baby_size, - self.base_selbox[5] * self.baby_size, - self.base_selbox[6] * self.baby_size - } - end - - --stop mobs from reviving - if not self.dead and not self.health then - self.health = math_random (self.hp_min, self.hp_max) - end - - if not self.random_sound_timer then - self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max) - end - - if self.breath == nil then - self.breath = self.breath_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 - - -- Armor groups - -- immortal=1 because we use custom health - -- handling (using "health" property) - local armor - if type(self.armor) == "table" then - armor = table.copy(self.armor) - armor.immortal = 1 - else - armor = {immortal=1, fleshy = self.armor} - end - self.object:set_armor_groups(armor) - 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 = "ignore" - self.standing_on = "ignore" - 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 = {} - - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.blinkstatus = false - - - --continue mob effect on server restart - if self.dead or self.health <= 0 then - self.object:set_texture_mod("^[colorize:red:120") - else - self.object:set_texture_mod("") - end - - -- set anything changed above - self.object:set_properties(self) - - --update_tag(self) - --mobs.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 \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua deleted file mode 100644 index 98d2644e80..0000000000 --- a/mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua +++ /dev/null @@ -1,59 +0,0 @@ -local math_random = math.random - - ---generic call for sound handler for mobs (data access) -mobs.play_sound = function(self,sound) - local soundinfo = self.sounds - - if not soundinfo then - return - end - - local play_sound = soundinfo[sound] - - if not play_sound then - return - end - - mobs.play_sound_handler(self, play_sound) -end - - ---generic sound handler for mobs -mobs.play_sound_handler = function(self, sound) - local pitch = (100 + math_random(-15,15) + math_random()) / 100 - local distance = self.sounds.distance or 16 - - minetest.sound_play(sound, { - object = self.object, - gain = 1.0, - max_hear_distance = distance, - pitch = pitch, - }, true) -end - - ---random sound timing handler -mobs.random_sound_handling = function(self,dtime) - - self.random_sound_timer = self.random_sound_timer - dtime - - --play sound and reset timer - if self.random_sound_timer <= 0 then - mobs.play_sound(self,"random") - self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max) - end -end - ---used for playing a non-mob internal sound at random pitches -mobs.play_sound_specific = function(self,soundname) - local pitch = (100 + math_random(-15,15) + math_random()) / 100 - local distance = self.sounds.distance or 16 - - minetest.sound_play(soundname, { - object = self.object, - gain = 1.0, - max_hear_distance = distance, - pitch = pitch, - }, true) -end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/crafts.lua b/mods/ENTITIES/mcl_mobs/crafts.lua index 2b23c6f58b..e8a5b60fc2 100644 --- a/mods/ENTITIES/mcl_mobs/crafts.lua +++ b/mods/ENTITIES/mcl_mobs/crafts.lua @@ -1,5 +1,5 @@ -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mcl_mobs") -- name tag minetest.register_craftitem("mcl_mobs:nametag", { diff --git a/mods/ENTITIES/mcl_mobs/init.lua b/mods/ENTITIES/mcl_mobs/init.lua index b0daba2c4b..69246b4706 100644 --- a/mods/ENTITIES/mcl_mobs/init.lua +++ b/mods/ENTITIES/mcl_mobs/init.lua @@ -1,16 +1,14 @@ local path = minetest.get_modpath(minetest.get_current_modname()) -local api_path = path.."/api" - -- Mob API -dofile(api_path .. "/api.lua") +dofile(path .. "/api.lua") -- Spawning Algorithm -dofile(api_path .. "/spawning.lua") +dofile(path .. "/spawning.lua") -- Rideable Mobs -dofile(api_path .. "/mount.lua") +dofile(path .. "/mount.lua") -- Mob Items dofile(path .. "/crafts.lua") \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/locale/mcl_mobs.pl.tr b/mods/ENTITIES/mcl_mobs/locale/mcl_mobs.pl.tr deleted file mode 100644 index 96dc1ea155..0000000000 --- a/mods/ENTITIES/mcl_mobs/locale/mcl_mobs.pl.tr +++ /dev/null @@ -1,11 +0,0 @@ -# textdomain: mcl_mobs -Peaceful mode active! No monsters will spawn.=Tryb pokojowy aktywowany! Potwory nie będą się pojawiać. -This allows you to place a single mob.=To pozwala na przywołanie jednego moba. -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.=Postaw to w miejscu w którym chcesz aby pojawił się mob. Zwierzęta pojawią się jako oswojone chyba, że będziesz się skradał podczas stawiania. Jeśli postawisz to na spawnerze to zmienisz którego moba przywołuje. -You need the “maphack” privilege to change the mob spawner.=Potrzebujesz przywileju "maphack", aby zmienić spawner. -Name Tag=Znacznik -A name tag is an item to name a mob.=Znacznik jest przedmiotem pozwalającym nazwać moba. -Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Zanim użyjesz znacznika musisz wybrać imię przy kowadle. Następnie możesz użyć znacznika by nazwać moba. To zużywa znacznik. -Only peaceful mobs allowed!=Tylko pokojowe moby są dozwolone! -Give names to mobs=Nazwij moby -Set name at anvil=Wybierz imię przy kowadle diff --git a/mods/ENTITIES/mcl_mobs/lucky_block.lua b/mods/ENTITIES/mcl_mobs/lucky_block.lua new file mode 100644 index 0000000000..ea90de74ac --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/lucky_block.lua @@ -0,0 +1,8 @@ + +if minetest.get_modpath("lucky_block") then + + lucky_block:add_blocks({ + {"dro", {"mcl_mobs:nametag"}, 1}, + {"lig"}, + }) +end diff --git a/mods/ENTITIES/mcl_mobs/mod.conf b/mods/ENTITIES/mcl_mobs/mod.conf index 2a91a7764b..0d622f6a9a 100644 --- a/mods/ENTITIES/mcl_mobs/mod.conf +++ b/mods/ENTITIES/mcl_mobs/mod.conf @@ -2,4 +2,4 @@ name = mcl_mobs author = PilzAdam description = Adds a mob API for mods to add animals or monsters, etc. depends = mcl_particles -optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience +optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience diff --git a/mods/ENTITIES/mcl_mobs/api/mount.lua b/mods/ENTITIES/mcl_mobs/mount.lua similarity index 88% rename from mods/ENTITIES/mcl_mobs/api/mount.lua rename to mods/ENTITIES/mcl_mobs/mount.lua index 0ed54a46e2..9383ee067c 100644 --- a/mods/ENTITIES/mcl_mobs/api/mount.lua +++ b/mods/ENTITIES/mcl_mobs/mount.lua @@ -1,11 +1,8 @@ -- lib_mount by Blert2112 (edited by TenPlus1) ---local enable_crash = false ---local crash_threshold = 6.5 -- ignored if enable_crash=false - -local math = math -local vector = vector +local enable_crash = false +local crash_threshold = 6.5 -- ignored if enable_crash=false ------------------------------------------------------------------------------ @@ -13,7 +10,7 @@ local vector = vector -- Helper functions -- ---[[local function node_ok(pos, fallback) +local node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node @@ -24,10 +21,10 @@ local vector = vector end return {name = fallback} -end]] +end ---[[local function node_is(pos) +local function node_is(pos) local node = node_ok(pos) @@ -48,7 +45,7 @@ end]] end return "other" -end]] +end local function get_sign(i) @@ -63,11 +60,13 @@ local function get_sign(i) end ---[[local function get_velocity(v, yaw, y) +local function get_velocity(v, yaw, y) + local x = -math.sin(yaw) * v local z = math.cos(yaw) * v + return {x = x, y = y, z = z} -end]] +end local function get_v(v) @@ -173,7 +172,7 @@ function mobs.detach(player, offset) --pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z} - player:add_velocity(vector.new(math.random(-6,6), math.random(5,8), math.random(-6,6))) --throw the rider off + player:add_velocity(vector.new(math.random(-6,6),math.random(5,8),math.random(-6,6))) --throw the rider off --[[ minetest.after(0.1, function(name, pos) @@ -188,13 +187,13 @@ end function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) - --local rot_view = 0 + local rot_view = 0 - --if entity.player_rotation.y == 90 then - -- rot_view = math.pi/2 - --end + if entity.player_rotation.y == 90 then + rot_view = math.pi/2 + end - --local acce_y = 0 + local acce_y = 0 local velo = entity.object:get_velocity() entity.v = get_v(velo) * get_sign(entity.v) @@ -207,30 +206,21 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) -- move forwards if ctrl.up then - mobs.set_velocity(entity, entity.run_velocity) - - mobs.set_mob_animation(entity, moving_anim) + entity.v = entity.v + entity.accel / 10 -- move backwards elseif ctrl.down then - mobs.set_velocity(entity, -entity.run_velocity) + if entity.max_speed_reverse == 0 and entity.v == 0 then + return + end - mobs.set_mob_animation(entity, moving_anim) - - --halt - else - - mobs.set_velocity(entity, 0) - - mobs.set_mob_animation(entity, stand_anim) + entity.v = entity.v - entity.accel / 10 end - -- mob rotation + -- fix mob rotation entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate) - entity.yaw = entity.driver:get_look_horizontal() - entity.rotate - --[[ if can_fly then -- fly up @@ -254,21 +244,32 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) end else - ]]-- - -- jump - if ctrl.jump then + -- jump + if ctrl.jump then + + if velo.y == 0 then + velo.y = velo.y + entity.jump_height + acce_y = acce_y + (acce_y * 3) + 1 + end + end - mobs.jump(entity) end - - --end end - --[[ + -- if not moving then set animation and return + if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then + + if stand_anim then + mobs:set_animation(entity, stand_anim) + end + + return + end + -- set moving animation if moving_anim then - mobs:set_mob_animation(entity, moving_anim) + mobs:set_animation(entity, moving_anim) end -- Stop! @@ -382,17 +383,13 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) end entity.v2 = v - ]]-- end -- directional flying routine by D00Med (edited by TenPlus1) function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) - if true then - print("succ") - return - end + local ctrl = entity.driver:get_player_control() local velo = entity.object:get_velocity() local dir = entity.driver:get_look_dir() @@ -443,9 +440,9 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) -- change animation if stopped if velo.x == 0 and velo.y == 0 and velo.z == 0 then - mobs:set_mob_animation(entity, stand_anim) + mobs:set_animation(entity, stand_anim) else -- moving animation - mobs:set_mob_animation(entity, moving_anim) + mobs:set_animation(entity, moving_anim) end end diff --git a/mods/ENTITIES/mcl_mobs/README.md b/mods/ENTITIES/mcl_mobs/readme.MD similarity index 100% rename from mods/ENTITIES/mcl_mobs/README.md rename to mods/ENTITIES/mcl_mobs/readme.MD diff --git a/mods/ENTITIES/mcl_mobs/sounds/attributes.txt 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zs<)=0P;Lf35rf%Dnvo5oqi)^T3UZH2SETl2BTXKT2Egof`nL|Bl| zX-m?YI~yJy#mKvfl2g{^YSe z@}q=|HTS|K$4j2*-qskgOJ&BXu0Q<&e*eMu?nUeSOCP-;#C&cw;WRXzcE7avbI8;s zYfx)8r&CkI@)t(shHVzZGwQp`cp^8hFjSkwpuMNN%lcRYr_XczpT&)gel$0Ag&O`*@Zqt1Tl3n}L&So~K z*L;n;R^wggu{F=cA$J*KW#RRb`ezKa$h=*oc+rPIEn|!P-q(Tx(5)EcCo@>a0uGY`W(G`Tlgv zHs?$CP2o9LEcLYQuDAw-$j!~|QAFd7&F8#CBWWz}7rmUm6N==oa$}vhm2=Shx(@o^ z_59&c_2SUx{NhxXjj^IfUX1dkrPq>TscWW3TYcBhjVnI#o`b#6X)q<-GBA+rx_j;O zJn?avavpd58!dx=5TEUHZrfzim?^#Og1(~SLyl;D&Zna?3w^EU$H!7-x!o71x>sEs z-XdaVoNizv+EMbgVjdOGL^*uj*0`Rp^Fg~gHULr9{n=nQo0~$$)z=`x4+qe+o<0cd zf-h}yNR0iQyFOFTZ_VP6oTSIcX-nw@&DHNM%DJ*;#GEtoPjfnz^zVO^>XARp%f-~I zR2(yGd5wLu(xzAEd+S4`jk6oN_^w79y_oc`#Jhgvn3n$VY zc51*tHKi$NB>YU!nEnoWW%jkx_Mv7J#^gM+Hde!l!@Kwf*Qk-B*nWobY*oeaWXzV_ zQfzy`ltSoY#6^dd)y^L>{HI-u%^g=-70aQ~?9d$Sd9kJ&&qvlyV+|i` zO|Md)i$05xSi(36FKJ};^SBfB6Q5h|rZ= 10 then + if timer >= 8 then timer = 0 - for _,player in pairs(get_connected_players()) do - -- after this line each "break" means "continue" - local do_mob_spawning = true - repeat - --don't need to get these variables more than once - --they happen in a single server step + for _,player in pairs(minetest.get_connected_players()) do + for i = 1,math_random(3,8) do + repeat -- after this line each "break" means "continue" + local player_pos = player:get_pos() - local player_pos = player:get_pos() - local dimension = mcl_worlds.pos_to_dimension(player_pos) + local _,dimension = mcl_worlds.y_to_layer(player_pos.y) - if dimension == "void" or dimension == "default" then - break -- ignore void and unloaded area - end + if dimension == "void" or dimension == "default" then + break -- ignore void and unloaded area + end - local min, max = decypher_limits(player_pos.y) + local min,max = decypher_limits(player_pos.y) - for i = 1, math_random(1,4) do - -- after this line each "break" means "continue" - local do_mob_algorithm = true - repeat + local goal_pos = position_calculation(player_pos) - local goal_pos = position_calculation(player_pos) - - local spawning_position_list = find_nodes_in_area_under_air(vector_new(goal_pos.x,min,goal_pos.z), vector_new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"}) - - --couldn't find node - if #spawning_position_list <= 0 then - break - end - - local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] - - --Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle - if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15 - break - end - - --hard code mob limit in area to 5 for now - if count_mobs(spawning_position) >= 5 then - break - end - - local gotten_node = get_node(spawning_position).name - - if not gotten_node or gotten_node == "air" then --skip air nodes - break - end - - local gotten_biome = minetest.get_biome_data(spawning_position) - - if not gotten_biome then - break --skip if in unloaded area - end - - gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with - - --add this so mobs don't spawn inside nodes - spawning_position.y = spawning_position.y + 1 - - --only need to poll for node light if everything else worked - local gotten_light = get_node_light(spawning_position) - - local is_water = get_item_group(gotten_node, "water") ~= 0 - local is_lava = get_item_group(gotten_node, "lava") ~= 0 - - local mob_def = nil - - --create a disconnected clone of the spawn dictionary - --prevents memory leak - local mob_library_worker_table = table_copy(spawn_dictionary) - - --grab mob that fits into the spawning location - --randomly grab a mob, don't exclude any possibilities - local repeat_mob_search = true - repeat - - --do not infinite loop - if #mob_library_worker_table <= 0 then - --print("breaking infinite loop") - break - end - - local skip = false - - --use this for removing table elements of mobs that do not match - local temp_index = math_random(1,#mob_library_worker_table) - - local temp_def = mob_library_worker_table[temp_index] - - --skip if something ridiculous happens (nil mob def) - --something truly horrible has happened if skip gets - --activated at this point - if not temp_def then - skip = true - end - - if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then - skip = true - end - - --skip if not correct dimension - if not skip and (temp_def.dimension ~= dimension) then - skip = true - end - - --skip if not in correct biome - if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then - skip = true - end - - --don't spawn if not in light limits - if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then - skip = true - end - - --skip if not in correct spawning type - if not skip and (temp_def.type_of_spawning == "ground" and is_water) then - skip = true - end - - if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then - skip = true - end - - --found a mob, exit out of loop - if not skip then - --minetest.log("warning", "found mob:"..temp_def.name) - --print("found mob:"..temp_def.name) - mob_def = table_copy(temp_def) - break - else - --minetest.log("warning", "deleting temp index "..temp_index) - --print("deleting temp index") - table_remove(mob_library_worker_table, temp_index) - end - - until repeat_mob_search == false --this is needed to sort through mobs randomly - - - --catch if went through all mobs and something went horribly wrong - --could not find a valid mob to spawn that fits the environment - if not mob_def then - break - end - - --adjust the position for water and lava mobs - if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then - spawning_position.y = spawning_position.y - 1 - end - - --print("spawning: " .. mob_def.name) - - --everything is correct, spawn mob - minetest.add_entity(spawning_position, mob_def.name) + local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"}) + --couldn't find node + if #spawning_position_list <= 0 then break - until do_mob_algorithm == false --this is a safety catch - end + end - break - until do_mob_spawning == false --this is a performance catch + local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] + + --Prevent strange behavior/too close to player + if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then + break + end + + local gotten_node = get_node(spawning_position).name + + if not gotten_node or gotten_node == "air" then --skip air nodes + break + end + + local gotten_biome = minetest.get_biome_data(spawning_position) + + if not gotten_biome then + break --skip if in unloaded area + end + + gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with + + --grab random mob + local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)] + + if not mob_def then + break --skip if something ridiculous happens (nil mob def) + end + + --skip if not correct dimension + if mob_def.dimension ~= dimension then + break + end + + --skip if not in correct biome + if not biome_check(mob_def.biomes, gotten_biome) then + break + end + + --add this so mobs don't spawn inside nodes + spawning_position.y = spawning_position.y + 1 + + if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then + break + end + + --only need to poll for node light if everything else worked + local gotten_light = get_node_light(spawning_position) + + --don't spawn if not in light limits + if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then + break + end + + local is_water = get_item_group(gotten_node, "water") ~= 0 + local is_lava = get_item_group(gotten_node, "lava") ~= 0 + + if mob_def.type_of_spawning == "ground" and is_water then + break + end + + if mob_def.type_of_spawning == "ground" and is_lava then + break + end + + --finally do the heavy check (for now) of mobs in area + if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then + break + end + + --adjust the position for water and lava mobs + if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then + spawning_position.y = spawning_position.y - 1 + end + + --everything is correct, spawn mob + minetest.add_entity(spawning_position, mob_def.name) + until true --this is a safety catch + end end end end) diff --git a/mods/ENTITIES/mcl_mobs/todo.txt b/mods/ENTITIES/mcl_mobs/todo.txt deleted file mode 100644 index 7598b14ed8..0000000000 --- a/mods/ENTITIES/mcl_mobs/todo.txt +++ /dev/null @@ -1 +0,0 @@ ---use vector.distance to count down mob despawn timer \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/0_gameconfig.lua b/mods/ENTITIES/mobs_mc/0_gameconfig.lua index f21d946fef..c92ccbba52 100644 --- a/mods/ENTITIES/mobs_mc/0_gameconfig.lua +++ b/mods/ENTITIES/mobs_mc/0_gameconfig.lua @@ -15,7 +15,7 @@ with name "mobs_mc_gameconfig". ]] -- Set to false in your gameconfig mod if you create your own monster egg nodes. mobs_mc.create_monster_egg_nodes = true ---mobs_mc.items = {} +mobs_mc.items = {} mobs_mc.items = { -- Items defined in mobs_mc @@ -81,9 +81,7 @@ mobs_mc.items = { gunpowder = "tnt:gunpowder", flint_and_steel = "fire:flint_and_steel", water_source = "default:water_source", - water_flowing = "default:water_flowing", river_water_source = "default:river_water_source", - --water_flowing = "default:river_water_flowing", black_dye = "dye:black", poppy = "flowers:rose", dandelion = "flowers:dandelion_yellow", @@ -128,6 +126,7 @@ mobs_mc.items = { nether_portal = "nether:portal", netherrack = "nether:rack", + nether_brick_block = "nether:brick", -- Wool (Minecraft color scheme) wool_white = "wool:white", diff --git a/mods/ENTITIES/mobs_mc/1_items_default.lua b/mods/ENTITIES/mobs_mc/1_items_default.lua index c8ac421cc9..bdadbfdc56 100644 --- a/mods/ENTITIES/mobs_mc/1_items_default.lua +++ b/mods/ENTITIES/mobs_mc/1_items_default.lua @@ -8,7 +8,7 @@ -- NOTE: Most strings intentionally not marked for translation, other mods already have these items. -- TODO: Remove this file eventually, most items are already outsourced in other mods. -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") local c = mobs_mc.is_item_variable_overridden @@ -234,8 +234,8 @@ end if c("ender_eye") and c("blaze_powder") and c("blaze_rod") then minetest.register_craft({ type = "shapeless", - output = "mobs_mc:ender_eye", - recipe = { "mobs_mc:blaze_powder", "mobs_mc:blaze_rod"}, + output = 'mobs_mc:ender_eye', + recipe = { 'mobs_mc:blaze_powder', 'mobs_mc:blaze_rod'}, }) end diff --git a/mods/ENTITIES/mobs_mc/2_throwing.lua b/mods/ENTITIES/mobs_mc/2_throwing.lua index d97351ac02..23ae86d80a 100644 --- a/mods/ENTITIES/mobs_mc/2_throwing.lua +++ b/mods/ENTITIES/mobs_mc/2_throwing.lua @@ -6,7 +6,7 @@ -- NOTE: Strings intentionally not marked for translation, other mods already have these items. -- TODO: Remove this file eventually, all items here are already outsourced in other mods. ---local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --maikerumines throwing code --arrow (weapon) @@ -83,7 +83,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime) if self.timer>0.2 then local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5) for k, obj in pairs(objs) do - if obj:get_luaentity() then + if obj:get_luaentity() ~= nil then if obj:get_luaentity().name ~= "mobs_mc:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then local damage = 3 minetest.sound_play("damage", {pos = pos}, true) @@ -108,7 +108,7 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime) if self.lastpos.x~=nil then if node.name ~= "air" then minetest.sound_play("bowhit1", {pos = pos}, true) - minetest.add_item(self.lastpos, "mobs_mc:arrow") + minetest.add_item(self.lastpos, 'mobs_mc:arrow') self.object:remove() end end @@ -155,7 +155,7 @@ end if c("arrow") and c("flint") and c("feather") and c("stick") then minetest.register_craft({ - output = "mobs_mc:arrow 4", + output = 'mobs_mc:arrow 4', recipe = { {mobs_mc.items.flint}, {mobs_mc.items.stick}, @@ -181,11 +181,11 @@ if c("bow") then }) minetest.register_craft({ - output = "mobs_mc:bow_wood", + output = 'mobs_mc:bow_wood', recipe = { - {mobs_mc.items.string, mobs_mc.items.stick, ""}, - {mobs_mc.items.string, "", mobs_mc.items.stick}, - {mobs_mc.items.string, mobs_mc.items.stick, ""}, + {mobs_mc.items.string, mobs_mc.items.stick, ''}, + {mobs_mc.items.string, '', mobs_mc.items.stick}, + {mobs_mc.items.string, mobs_mc.items.stick, ''}, } }) end @@ -259,7 +259,7 @@ if c("egg") then }) -- shoot egg - local function mobs_shoot_egg(item, player, pointed_thing) + local mobs_shoot_egg = function (item, player, pointed_thing) local playerpos = player:get_pos() @@ -349,7 +349,7 @@ mobs:register_arrow("mobs_mc:snowball_entity", { if c("snowball") then -- shoot snowball - local function mobs_shoot_snowball(item, player, pointed_thing) + local mobs_shoot_snowball = function (item, player, pointed_thing) local playerpos = player:get_pos() diff --git a/mods/ENTITIES/mobs_mc/4_heads.lua b/mods/ENTITIES/mobs_mc/4_heads.lua index ecd09ee021..01b8ee5775 100644 --- a/mods/ENTITIES/mobs_mc/4_heads.lua +++ b/mods/ENTITIES/mobs_mc/4_heads.lua @@ -3,9 +3,8 @@ -- NOTE: Strings intentionally not marked for translation, other mods already have these items. -- TODO: Remove this file eventually, all items here are already outsourced in other mods. --- TODO: Add translation. ---local S = local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") -- Heads system diff --git a/mods/ENTITIES/mobs_mc/LICENSE-media.md b/mods/ENTITIES/mobs_mc/LICENSE-media.md index 3bfe70a151..dad31abb85 100644 --- a/mods/ENTITIES/mobs_mc/LICENSE-media.md +++ b/mods/ENTITIES/mobs_mc/LICENSE-media.md @@ -190,10 +190,9 @@ Origin of those models: * [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0) * `mcl_totems_totem.ogg` * Source: -* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author) +* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) * `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0) * Source: - * Based on: * [spookymodem](https://freesound.org/people/spookymodem/) * `mobs_mc_skeleton_death.ogg` (CC0) * @@ -307,4 +306,4 @@ Origin of those models: Note: Many of these sounds have been more or less modified to fit the game. -Sounds not mentioned here are licensed under CC0. +Sounds not mentioned hre are licensed under CC0. diff --git a/mods/ENTITIES/mobs_mc/agent.lua b/mods/ENTITIES/mobs_mc/agent.lua index 8475f92fce..cc9910ee6d 100644 --- a/mods/ENTITIES/mobs_mc/agent.lua +++ b/mods/ENTITIES/mobs_mc/agent.lua @@ -2,7 +2,7 @@ --################### AGENT - seemingly unused --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:agent", { type = "npc", diff --git a/mods/ENTITIES/mobs_mc/bat.lua b/mods/ENTITIES/mobs_mc/bat.lua index 5492add742..e9e1c1a16e 100644 --- a/mods/ENTITIES/mobs_mc/bat.lua +++ b/mods/ENTITIES/mobs_mc/bat.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:bat", { description = S("Bat"), @@ -8,9 +8,6 @@ mobs:register_mob("mobs_mc:bat", { spawn_class = "ambient", can_despawn = true, passive = true, - rotate = 270, - tilt_fly = true, - fly = true, hp_min = 6, hp_max = 6, collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25}, @@ -48,7 +45,9 @@ mobs:register_mob("mobs_mc:bat", { fall_damage = 0, view_range = 16, fear_height = 0, + jump = false, + fly = true, makes_footstep_sound = false, }) diff --git a/mods/ENTITIES/mobs_mc/blaze.lua b/mods/ENTITIES/mobs_mc/blaze.lua index 0f62c5388d..5340b804ea 100644 --- a/mods/ENTITIES/mobs_mc/blaze.lua +++ b/mods/ENTITIES/mobs_mc/blaze.lua @@ -3,7 +3,7 @@ -- Model and mobs_blaze.png see https://github.com/22i/minecraft-voxel-blender-models -hi 22i ~jordan4ibanez -- blaze.lua partial copy of mobs_mc/ghast.lua -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### BLAZE @@ -18,9 +18,6 @@ mobs:register_mob("mobs_mc:blaze", { hp_max = 20, xp_min = 10, xp_max = 10, - tilt_fly = false, - hostile = true, - --rotate = 270, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.79, 0.3}, rotate = -180, visual = "mesh", @@ -39,7 +36,7 @@ mobs:register_mob("mobs_mc:blaze", { walk_velocity = .8, run_velocity = 1.6, damage = 6, - reach = 4, -- don't want blaze getting too close + reach = 2, pathfinding = 1, drops = { {name = mobs_mc.items.blaze_rod, @@ -67,7 +64,7 @@ mobs:register_mob("mobs_mc:blaze", { fall_speed = -2.25, light_damage = 0, view_range = 16, - attack_type = "projectile", + attack_type = "dogshoot", arrow = "mobs_mc:blaze_fireball", shoot_interval = 3.5, shoot_offset = 1.0, @@ -79,18 +76,9 @@ mobs:register_mob("mobs_mc:blaze", { fear_height = 0, glow = 14, fire_resistant = true, - eye_height = 0.75, - projectile_cooldown_min = 2, - projectile_cooldown_max = 3, - shoot_arrow = function(self, pos, dir) - -- 2-4 damage per arrow - local dmg = math.random(2,4) - mobs.shoot_projectile_handling("mobs_mc:blaze_fireball", pos, dir, self.object:get_yaw(), self.object, 7, dmg,nil,nil,nil,-0.4) - end, - do_custom = function(self) - if self.attacking and self.state == "attack" and vector.distance(self.object:get_pos(), self.attacking:get_pos()) < 1.2 then - mcl_burning.set_on_fire(self.attacking, 5) + if self.state == "attack" and vector.distance(self.object:get_pos(), self.attack:get_pos()) < 1.2 then + mcl_burning.set_on_fire(self.attack, 5) end local pos = self.object:get_pos() minetest.add_particle({ @@ -160,11 +148,6 @@ mobs:register_arrow("mobs_mc:blaze_fireball", { visual_size = {x = 0.3, y = 0.3}, textures = {"mcl_fire_fire_charge.png"}, velocity = 15, - speed = 5, - tail = 1, - tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture - tail_size = 2, - tail_distance_divider = 3, _is_fireball = true, -- Direct hit, no fire... just plenty of pain @@ -172,7 +155,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", { mcl_burning.set_on_fire(player, 5) player:punch(self.object, 1.0, { full_punch_interval = 1.0, - damage_groups = {fleshy = self._damage}, + damage_groups = {fleshy = 5}, }, nil) end, @@ -180,7 +163,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", { mcl_burning.set_on_fire(mob, 5) mob:punch(self.object, 1.0, { full_punch_interval = 1.0, - damage_groups = {fleshy = self._damage}, + damage_groups = {fleshy = 5}, }, nil) end, @@ -195,9 +178,7 @@ mobs:register_arrow("mobs_mc:blaze_fireball", { -- Node hit, make fire hit_node = function(self, pos, node) - if node.name ~= "air" then - local pos_above = table.copy(pos) - pos_above.y = pos_above.y + 1 + if node.name == "air" then minetest.set_node(pos_above, {name=mobs_mc.items.fire}) else local v = self.object:get_velocity() diff --git a/mods/ENTITIES/mobs_mc/chicken.lua b/mods/ENTITIES/mobs_mc/chicken.lua index ffaebca2be..615ec86e7f 100644 --- a/mods/ENTITIES/mobs_mc/chicken.lua +++ b/mods/ENTITIES/mobs_mc/chicken.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### CHICKEN @@ -18,8 +18,7 @@ mobs:register_mob("mobs_mc:chicken", { xp_min = 1, xp_max = 3, collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.69, 0.2}, - skittish = true, - fall_slow = true, + runaway = true, floats = 1, visual = "mesh", mesh = "mobs_mc_chicken.b3d", @@ -27,10 +26,9 @@ mobs:register_mob("mobs_mc:chicken", { {"mobs_mc_chicken.png"}, }, visual_size = {x=2.2, y=2.2}, - rotate = 270, + makes_footstep_sound = true, walk_velocity = 1, - run_velocity = 3, drops = { {name = mobs_mc.items.chicken_raw, chance = 1, @@ -66,25 +64,14 @@ mobs:register_mob("mobs_mc:chicken", { run_start = 0, run_end = 40, }, - follow = "mcl_farming:wheat_seeds", - breed_distance = 1.5, - baby_size = 0.5, - follow_distance = 2, + follow = mobs_mc.follow.chicken, view_range = 16, fear_height = 4, - --why do chickend breed if they lay eggs?? on_rightclick = function(self, clicker) - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then - return - end - - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) - return - end + if mobs:feed_tame(self, clicker, 1, true, true) then return end + if mobs:protect(self, clicker) then return end + if mobs:capture_mob(self, clicker, 0, 60, 5, false, nil) then return end end, do_custom = function(self, dtime) @@ -111,21 +98,6 @@ mobs:register_mob("mobs_mc:chicken", { }, true) end, - --head code - has_head = true, - head_bone = "head", - - swap_y_with_x = false, - reverse_head_yaw = false, - - head_bone_pos_y = 1.675, - head_bone_pos_z = 0, - - head_height_offset = 0.55, - head_direction_offset = 0.0925, - - head_pitch_modifier = -math.pi/2, - --end head code }) --spawn @@ -134,53 +106,22 @@ mobs:spawn_specific( "overworld", "ground", { - "FlowerForest_beach", - "Forest_beach", - "StoneBeach", - "ColdTaiga_beach_water", - "Taiga_beach", - "Savanna_beach", - "Plains_beach", - "ExtremeHills_beach", - "ColdTaiga_beach", - "Swampland_shore", - "JungleM_shore", - "Jungle_shore", - "MesaPlateauFM_sandlevel", - "MesaPlateauF_sandlevel", - "MesaBryce_sandlevel", - "Mesa_sandlevel", - "Mesa", - "FlowerForest", - "Swampland", - "Taiga", - "ExtremeHills", - "Jungle", - "Savanna", - "BirchForest", - "MegaSpruceTaiga", - "MegaTaiga", - "ExtremeHills+", - "Forest", - "Plains", - "Desert", - "ColdTaiga", - "IcePlainsSpikes", - "SunflowerPlains", - "IcePlains", - "RoofedForest", - "ExtremeHills+_snowtop", - "MesaPlateauFM_grasstop", - "JungleEdgeM", - "ExtremeHillsM", - "JungleM", - "BirchForestM", - "MesaPlateauF", - "MesaPlateauFM", - "MesaPlateauF_grasstop", - "MesaBryce", - "JungleEdge", - "SavannaM", +"FlowerForest", +"Swampland", +"Taiga", +"ExtremeHills", +"BirchForest", +"MegaSpruceTaiga", +"MegaTaiga", +"ExtremeHills+", +"Forest", +"Plains", +"ColdTaiga", +"SunflowerPlains", +"RoofedForest", +"MesaPlateauFM_grasstop", +"ExtremeHillsM", +"BirchForestM", }, 9, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/cow+mooshroom.lua b/mods/ENTITIES/mobs_mc/cow+mooshroom.lua index 17c4e1e620..62e124463d 100644 --- a/mods/ENTITIES/mobs_mc/cow+mooshroom.lua +++ b/mods/ENTITIES/mobs_mc/cow+mooshroom.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") local cow_def = { description = S("Cow"), @@ -10,7 +10,6 @@ local cow_def = { hp_max = 10, xp_min = 1, xp_max = 3, - rotate = 270, collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.39, 0.45}, visual = "mesh", mesh = "mobs_mc_cow.b3d", @@ -21,7 +20,6 @@ local cow_def = { visual_size = {x=2.8, y=2.8}, makes_footstep_sound = true, walk_velocity = 1, - run_velocity = 3, drops = { {name = mobs_mc.items.beef_raw, chance = 1, @@ -34,7 +32,7 @@ local cow_def = { max = 2, looting = "common",}, }, - skittish = true, + runaway = true, sounds = { random = "mobs_mc_cow", damage = "mobs_mc_cow_hurt", @@ -49,17 +47,12 @@ local cow_def = { walk_end = 40, run_start = 0, run_end = 40, }, - --follow = mobs_mc.follow.cow, + follow = mobs_mc.follow.cow, on_rightclick = function(self, clicker) + if mobs:feed_tame(self, clicker, 1, true, true) then return end + if mobs:protect(self, clicker) then return end - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then - return - end - - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) + if self.child then return end @@ -78,28 +71,11 @@ local cow_def = { end return end + mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end, - breed_distance = 1.5, - baby_size = 0.5, - follow_distance = 2, follow = mobs_mc.items.wheat, view_range = 10, fear_height = 4, - - --head code - has_head = true, - head_bone = "head", - - swap_y_with_x = false, - reverse_head_yaw = false, - - head_bone_pos_y = 3.6, - head_bone_pos_z = -0.6, - - head_height_offset = 1.0525, - head_direction_offset = 0.5, - head_pitch_modifier = 0, - --end head code } mobs:register_mob("mobs_mc:cow", cow_def) @@ -110,17 +86,12 @@ mooshroom_def.description = S("Mooshroom") mooshroom_def.mesh = "mobs_mc_cow.b3d" mooshroom_def.textures = { {"mobs_mc_mooshroom.png", "mobs_mc_mushroom_red.png"}, {"mobs_mc_mooshroom_brown.png", "mobs_mc_mushroom_brown.png" } } mooshroom_def.on_rightclick = function(self, clicker) - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then + if mobs:feed_tame(self, clicker, 1, true, true) then return end + if mobs:protect(self, clicker) then return end + + if self.child then return end - - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) - return - end - local item = clicker:get_wielded_item() -- Use shears to get mushrooms and turn mooshroom into cow if item:get_name() == mobs_mc.items.shears then @@ -169,6 +140,7 @@ mooshroom_def.on_rightclick = function(self, clicker) minetest.add_item(pos, {name = mobs_mc.items.mushroom_stew}) end end + mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end mobs:register_mob("mobs_mc:mooshroom", mooshroom_def) @@ -179,53 +151,22 @@ mobs:spawn_specific( "overworld", "ground", { - "FlowerForest_beach", - "Forest_beach", - "StoneBeach", - "ColdTaiga_beach_water", - "Taiga_beach", - "Savanna_beach", - "Plains_beach", - "ExtremeHills_beach", - "ColdTaiga_beach", - "Swampland_shore", - "JungleM_shore", - "Jungle_shore", - "MesaPlateauFM_sandlevel", - "MesaPlateauF_sandlevel", - "MesaBryce_sandlevel", - "Mesa_sandlevel", - "Mesa", - "FlowerForest", - "Swampland", - "Taiga", - "ExtremeHills", - "Jungle", - "Savanna", - "BirchForest", - "MegaSpruceTaiga", - "MegaTaiga", - "ExtremeHills+", - "Forest", - "Plains", - "Desert", - "ColdTaiga", - "IcePlainsSpikes", - "SunflowerPlains", - "IcePlains", - "RoofedForest", - "ExtremeHills+_snowtop", - "MesaPlateauFM_grasstop", - "JungleEdgeM", - "ExtremeHillsM", - "JungleM", - "BirchForestM", - "MesaPlateauF", - "MesaPlateauFM", - "MesaPlateauF_grasstop", - "MesaBryce", - "JungleEdge", - "SavannaM", +"FlowerForest", +"Swampland", +"Taiga", +"ExtremeHills", +"BirchForest", +"MegaSpruceTaiga", +"MegaTaiga", +"ExtremeHills+", +"Forest", +"Plains", +"ColdTaiga", +"SunflowerPlains", +"RoofedForest", +"MesaPlateauFM_grasstop", +"ExtremeHillsM", +"BirchForestM", }, 9, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/creeper.lua b/mods/ENTITIES/mobs_mc/creeper.lua index a7e33d1bd0..827d08aaba 100644 --- a/mods/ENTITIES/mobs_mc/creeper.lua +++ b/mods/ENTITIES/mobs_mc/creeper.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### CREEPER @@ -12,8 +12,6 @@ local S = minetest.get_translator(minetest.get_current_modname()) mobs:register_mob("mobs_mc:creeper", { type = "monster", spawn_class = "hostile", - hostile = true, - rotate = 270, hp_min = 20, hp_max = 20, xp_min = 5, @@ -35,44 +33,28 @@ mobs:register_mob("mobs_mc:creeper", { explode = "tnt_explode", distance = 16, }, - makes_footstep_sound = false, + makes_footstep_sound = true, walk_velocity = 1.05, run_velocity = 2.1, runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, attack_type = "explode", - eye_height = 1.25, + --hssssssssssss explosion_strength = 3, - --explosion_radius = 3, - --explosion_damage_radius = 6, - --explosiontimer_reset_radius = 6, + explosion_radius = 3.5, + explosion_damage_radius = 3.5, + explosiontimer_reset_radius = 6, reach = 3, - defuse_reach = 5.2, - explosion_timer = 0.3, + explosion_timer = 1.5, allow_fuse_reset = true, stop_to_explode = true, - --head code - has_head = true, - head_bone = "head", - - swap_y_with_x = true, - reverse_head_yaw = true, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - -- Force-ignite creeper with flint and steel and explode after 1.5 seconds. -- TODO: Make creeper flash after doing this as well. -- TODO: Test and debug this code. on_rightclick = function(self, clicker) - if self._forced_explosion_countdown_timer then + if self._forced_explosion_countdown_timer ~= nil then return end local item = clicker:get_wielded_item() @@ -92,11 +74,10 @@ mobs:register_mob("mobs_mc:creeper", { end end, do_custom = function(self, dtime) - if self._forced_explosion_countdown_timer then + if self._forced_explosion_countdown_timer ~= nil then self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime if self._forced_explosion_countdown_timer <= 0 then - local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false - mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object) + mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength) end end end, @@ -149,10 +130,9 @@ mobs:register_mob("mobs_mc:creeper", { }) mobs:register_mob("mobs_mc:creeper_charged", { - description = S("Charged Creeper"), + description = S("Creeper"), type = "monster", spawn_class = "hostile", - hostile = true, hp_min = 20, hp_max = 20, xp_min = 5, @@ -169,7 +149,6 @@ mobs:register_mob("mobs_mc:creeper_charged", { "mobs_mc_creeper_charge.png"}, }, visual_size = {x=3, y=3}, - rotate = 270, sounds = { attack = "tnt_ignite", death = "mobs_mc_creeper_death", @@ -178,19 +157,18 @@ mobs:register_mob("mobs_mc:creeper_charged", { explode = "tnt_explode", distance = 16, }, - makes_footstep_sound = false, + makes_footstep_sound = true, walk_velocity = 1.05, run_velocity = 2.1, runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, attack_type = "explode", explosion_strength = 6, - --explosion_radius = 3, - --explosion_damage_radius = 6, - --explosiontimer_reset_radius = 3, + explosion_radius = 8, + explosion_damage_radius = 8, + explosiontimer_reset_radius = 6, reach = 3, - defuse_reach = 5.2, - explosion_timer = 0.3, + explosion_timer = 1.5, allow_fuse_reset = true, stop_to_explode = true, @@ -198,7 +176,7 @@ mobs:register_mob("mobs_mc:creeper_charged", { -- TODO: Make creeper flash after doing this as well. -- TODO: Test and debug this code. on_rightclick = function(self, clicker) - if self._forced_explosion_countdown_timer then + if self._forced_explosion_countdown_timer ~= nil then return end local item = clicker:get_wielded_item() @@ -218,11 +196,10 @@ mobs:register_mob("mobs_mc:creeper_charged", { end end, do_custom = function(self, dtime) - if self._forced_explosion_countdown_timer then + if self._forced_explosion_countdown_timer ~= nil then self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime if self._forced_explosion_countdown_timer <= 0 then - local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false - mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { griefing = mobs_griefing, drop_chance = 1.0}, self.object) + mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength) end end end, diff --git a/mods/ENTITIES/mobs_mc/ender_dragon.lua b/mods/ENTITIES/mobs_mc/ender_dragon.lua index 3634e20f41..8b0b1977b7 100644 --- a/mods/ENTITIES/mobs_mc/ender_dragon.lua +++ b/mods/ENTITIES/mobs_mc/ender_dragon.lua @@ -2,28 +2,21 @@ --################### ENDERDRAGON --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:enderdragon", { description = S("Ender Dragon"), type = "monster", spawn_class = "hostile", + pathfinding = 1, attacks_animals = true, walk_chance = 100, - rotate = 270, - tilt_fly = true, - hostile = true, - shoot_arrow = function(self, pos, dir) - -- 2-4 damage per arrow - local dmg = math.random(2,4) - mobs.shoot_projectile_handling("mobs_mc:dragon_fireball", pos, dir, self.object:get_yaw(), self.object, nil, dmg) - end, hp_max = 200, hp_min = 200, xp_min = 500, xp_max = 500, - collisionbox = {-2, 0, -2, 2, 2, 2}, - eye_height = 1, + collisionbox = {-2, 3, -2, 2, 5, 2}, + physical = false, visual = "mesh", mesh = "mobs_mc_dragon.b3d", textures = { @@ -31,7 +24,6 @@ mobs:register_mob("mobs_mc:enderdragon", { }, visual_size = {x=3, y=3}, view_range = 35, - reach = 20, walk_velocity = 6, run_velocity = 6, can_despawn = false, @@ -55,10 +47,12 @@ mobs:register_mob("mobs_mc:enderdragon", { lava_damage = 0, fire_damage = 0, on_rightclick = nil, - attack_type = "projectile", + attack_type = "dogshoot", arrow = "mobs_mc:dragon_fireball", shoot_interval = 0.5, shoot_offset = -1.0, + xp_min = 500, + xp_max = 500, animation = { fly_speed = 8, stand_speed = 8, stand_start = 0, stand_end = 20, @@ -103,7 +97,7 @@ mobs:register_mob("mobs_mc:enderdragon", { mcl_portals.spawn_gateway_portal() mcl_structures.call_struct(self._portal_pos, "end_exit_portal_open") if self._initial then - mcl_experience.throw_xp(pos, 11500) -- 500 + 11500 = 12000 + mcl_experience.throw_experience(pos, 11500) -- 500 + 11500 = 12000 minetest.set_node(vector.add(self._portal_pos, vector.new(3, 5, 3)), {name = mobs_mc.items.dragon_egg}) end end @@ -111,8 +105,8 @@ mobs:register_mob("mobs_mc:enderdragon", { fire_resistant = true, }) ---TODO: replace this setting by a proper gamerules system -local mobs_griefing = minetest.settings:get_bool("mobs_griefing", true) + +local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false -- dragon fireball (projectile) mobs:register_arrow("mobs_mc:dragon_fireball", { @@ -139,13 +133,10 @@ mobs:register_arrow("mobs_mc:dragon_fireball", { -- node hit, explode hit_node = function(self, pos, node) - --mobs:boom(self, pos, 2) - if mobs_griefing then - mcl_explosions.explode(self.object:get_pos(), 2, { drop_chance = 1.0 }) - end + mobs:boom(self, pos, 2) end }) mobs:register_egg("mobs_mc:enderdragon", S("Ender Dragon"), "mobs_mc_spawn_icon_dragon.png", 0, true) ---mcl_wip.register_wip_item("mobs_mc:enderdragon") +mcl_wip.register_wip_item("mobs_mc:enderdragon") diff --git a/mods/ENTITIES/mobs_mc/enderman.lua b/mods/ENTITIES/mobs_mc/enderman.lua index a821bd7695..7c55b34d65 100644 --- a/mods/ENTITIES/mobs_mc/enderman.lua +++ b/mods/ENTITIES/mobs_mc/enderman.lua @@ -24,11 +24,9 @@ -- added rain damage. -- fixed the grass_with_dirt issue. -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") -local vector = vector - -local function telesound(pos, is_source) +local telesound = function(pos, is_source) local snd if is_source then snd = "mobs_mc_enderman_teleport_src" @@ -195,19 +193,18 @@ mobs:register_mob("mobs_mc:enderman", { description = S("Enderman"), type = "monster", spawn_class = "passive", - neutral = true, + passive = true, + pathfinding = 1, hp_min = 40, hp_max = 40, xp_min = 5, xp_max = 5, - rotate = 270, collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3}, visual = "mesh", mesh = "mobs_mc_enderman.b3d", textures = create_enderman_textures(), visual_size = {x=3, y=3}, makes_footstep_sound = true, - eye_height = 2.5, sounds = { -- TODO: Custom war cry sound war_cry = "mobs_sandmonster", @@ -216,8 +213,8 @@ mobs:register_mob("mobs_mc:enderman", { random = {name="mobs_mc_enderman_random", gain=0.5}, distance = 16, }, - walk_velocity = 1, - run_velocity = 4, + walk_velocity = 0.2, + run_velocity = 3.4, damage = 7, reach = 2, drops = { @@ -227,22 +224,6 @@ mobs:register_mob("mobs_mc:enderman", { max = 1, looting = "common"}, }, - - --head code - has_head = false, - head_bone = "head.low", - - swap_y_with_x = false, - reverse_head_yaw = false, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - animation = select_enderman_animation("normal"), _taken_node = "", do_custom = function(self, dtime) @@ -301,10 +282,10 @@ mobs:register_mob("mobs_mc:enderman", { --self:teleport(nil) --self.state = "" --else - if self.attacking then - local target = self.attacking + if self.attack then + local target = self.attack local pos = target:get_pos() - if pos then + if pos ~= nil then if vector.distance(self.object:get_pos(), target:get_pos()) > 10 then self:teleport(target) end @@ -320,12 +301,12 @@ mobs:register_mob("mobs_mc:enderman", { for n = 1, #objs do local obj = objs[n] if obj then - --if minetest.is_player(obj) then + if minetest.is_player(obj) then -- Warp from players during day. --if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then -- self:teleport(nil) --end - if not obj:is_player() then + else local lua = obj:get_luaentity() if lua then if lua.name == "mcl_bows:arrow_entity" or lua.name == "mcl_throwing:snowball_entity" then @@ -343,8 +324,8 @@ mobs:register_mob("mobs_mc:enderman", { -- self:teleport(nil) -- self.state = "" --else - if self.attack and not minetest.settings:get_bool("creative_mode") then - self.state = "attack" + if self.attack ~= nil and not minetest.settings:get_bool("creative_mode") then + self.state = 'attack' end --end end @@ -379,16 +360,11 @@ mobs:register_mob("mobs_mc:enderman", { --if looking in general head position, turn hostile if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then self.provoked = "staring" - self.state = "stand" - self.hostile = false + self.attack = minetest.get_player_by_name(obj:get_player_name()) break - --begin attacking the player - else + else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez if self.provoked == "staring" then self.provoked = "broke_contact" - self.hostile = true - self.state = "attack" - self.attacking = obj end end @@ -454,14 +430,14 @@ mobs:register_mob("mobs_mc:enderman", { self.base_texture = create_enderman_textures(block_type, self._taken_node) self.object:set_properties({ textures = self.base_texture }) self.animation = select_enderman_animation("block") - mobs.set_mob_animation(self, self.animation.current) + mobs:set_animation(self, self.animation.current) if def.sounds and def.sounds.dug then minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true) end end end end - elseif self._taken_node and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then + elseif self._taken_node ~= nil and self._taken_node ~= "" and self._take_place_timer >= self._next_take_place_time then -- Place taken node self._take_place_timer = 0 self._next_take_place_time = math.random(take_frequency_min, take_frequency_max) @@ -477,7 +453,7 @@ mobs:register_mob("mobs_mc:enderman", { local def = minetest.registered_nodes[self._taken_node] -- Update animation accordingly (removes visible block) self.animation = select_enderman_animation("normal") - mobs.set_mob_animation(self, self.animation.current) + mobs:set_animation(self, self.animation.current) if def.sounds and def.sounds.place then minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true) end @@ -487,12 +463,12 @@ mobs:register_mob("mobs_mc:enderman", { end end, do_teleport = function(self, target) - if target then + if target ~= nil then local target_pos = target:get_pos() -- Find all solid nodes below air in a 10×10×10 cuboid centered on the target local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(target_pos, 5), vector.add(target_pos, 5), {"group:solid", "group:cracky", "group:crumbly"}) local telepos - if nodes then + if nodes ~= nil then if #nodes > 0 then -- Up to 64 attempts to teleport for n=1, math.min(64, #nodes) do @@ -527,7 +503,7 @@ mobs:register_mob("mobs_mc:enderman", { -- We need to add (or subtract) different random numbers to each vector component, so it couldn't be done with a nice single vector.add() or .subtract(): local randomCube = vector.new( pos.x + 8*(pr:next(0,16)-8), pos.y + 8*(pr:next(0,16)-8), pos.z + 8*(pr:next(0,16)-8) ) local nodes = minetest.find_nodes_in_area_under_air(vector.subtract(randomCube, 4), vector.add(randomCube, 4), {"group:solid", "group:cracky", "group:crumbly"}) - if nodes then + if nodes ~= nil then if #nodes > 0 then -- Up to 8 low-level (in total up to 8*8 = 64) attempts to teleport for n=1, math.min(8, #nodes) do @@ -559,13 +535,13 @@ mobs:register_mob("mobs_mc:enderman", { end, on_die = function(self, pos) -- Drop carried node on death - if self._taken_node and self._taken_node ~= "" then + if self._taken_node ~= nil and self._taken_node ~= "" then minetest.add_item(pos, self._taken_node) end end, do_punch = function(self, hitter, tflp, tool_caps, dir) -- damage from rain caused by itself so we don't want it to attack itself. - if hitter ~= self.object and hitter then + if hitter ~= self.object and hitter ~= nil then --if (minetest.get_timeofday() * 24000) > 5001 and (minetest.get_timeofday() * 24000) < 19000 then -- self:teleport(nil) --else @@ -581,7 +557,7 @@ mobs:register_mob("mobs_mc:enderman", { water_damage = 8, view_range = 64, fear_height = 4, - attack_type = "punch", + attack_type = "dogfight", }) diff --git a/mods/ENTITIES/mobs_mc/endermite.lua b/mods/ENTITIES/mobs_mc/endermite.lua index 29a887c067..2bffa83044 100644 --- a/mods/ENTITIES/mobs_mc/endermite.lua +++ b/mods/ENTITIES/mobs_mc/endermite.lua @@ -2,22 +2,19 @@ --################### ENDERMITE --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:endermite", { description = S("Endermite"), type = "monster", spawn_class = "hostile", passive = false, - rotate = 270, - hostile = true, hp_min = 8, hp_max = 8, xp_min = 3, xp_max = 3, armor = {fleshy = 100, arthropod = 100}, group_attack = true, - attack_type = "punch", collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.29, 0.2}, visual = "mesh", mesh = "mobs_mc_endermite.b3d", diff --git a/mods/ENTITIES/mobs_mc/ghast.lua b/mods/ENTITIES/mobs_mc/ghast.lua index dc47411fdf..1d71791621 100644 --- a/mods/ENTITIES/mobs_mc/ghast.lua +++ b/mods/ENTITIES/mobs_mc/ghast.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### GHAST @@ -14,17 +14,13 @@ mobs:register_mob("mobs_mc:ghast", { description = S("Ghast"), type = "monster", spawn_class = "hostile", + pathfinding = 1, group_attack = true, - hostile = true, - fly_random_while_attack = true, hp_min = 10, hp_max = 10, - rotate = 270, xp_min = 5, xp_max = 5, - reach = 20, - eye_height = 2.5, - collisionbox = {-2, 0, -2, 2, 4, 2}, + collisionbox = {-2, 5, -2, 2, 9, 2}, visual = "mesh", mesh = "mobs_mc_ghast.b3d", textures = { @@ -40,10 +36,8 @@ mobs:register_mob("mobs_mc:ghast", { -- TODO: damage -- TODO: better death }, - walk_velocity = 1.6, run_velocity = 3.2, - drops = { {name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"}, {name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true}, @@ -54,23 +48,22 @@ mobs:register_mob("mobs_mc:ghast", { walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, - fall_damage = 0, - view_range = 28, - attack_type = "projectile", - arrow = "mobs_mc:ghast_fireball", + view_range = 100, + attack_type = "dogshoot", + arrow = "mobs_mc:fireball", + shoot_interval = 3.5, + shoot_offset = -5, + dogshoot_switch = 1, + dogshoot_count_max =1, + passive = false, + jump = true, + jump_height = 4, floats=1, fly = true, makes_footstep_sound = false, + instant_death = true, fire_resistant = true, - projectile_cooldown_min = 5, - projectile_cooldown_max = 7, - shoot_arrow = function(self, pos, dir) - -- 2-4 damage per arrow - local dmg = math.random(2,4) - mobs.shoot_projectile_handling("mobs_mc:ghast_fireball", pos, dir, self.object:get_yaw(), self.object, 11, dmg,nil,nil,nil,-0.6) - end, - --[[ do_custom = function(self) if self.firing == true then self.base_texture = {"mobs_mc_ghast_firing.png"} @@ -80,7 +73,6 @@ mobs:register_mob("mobs_mc:ghast", { self.object:set_properties({textures=self.base_texture}) end end, - ]]-- }) @@ -100,40 +92,32 @@ mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_max) -- fireball (projectile) -mobs:register_arrow("mobs_mc:ghast_fireball", { +mobs:register_arrow("mobs_mc:fireball", { visual = "sprite", visual_size = {x = 1, y = 1}, textures = {"mcl_fire_fire_charge.png"}, velocity = 15, collisionbox = {-.5, -.5, -.5, .5, .5, .5}, - tail = 1, - tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture - tail_size = 5, _is_fireball = true, hit_player = function(self, player) - --[[ player:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = 6}, }, nil) - ]]-- - --mobs:boom(self, self.object:get_pos(), 1, true) - mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 }) + mobs:boom(self, self.object:get_pos(), 1, true) end, hit_mob = function(self, mob) mob:punch(self.object, 1.0, { full_punch_interval = 1.0, - damage_groups = {fleshy = self._damage}, + damage_groups = {fleshy = 6}, }, nil) - --mobs:boom(self, self.object:get_pos(), 1, true) - mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 }) + mobs:boom(self, self.object:get_pos(), 1, true) end, hit_node = function(self, pos, node) - --mobs:boom(self, pos, 1, true) - mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 }) + mobs:boom(self, pos, 1, true) end }) diff --git a/mods/ENTITIES/mobs_mc/guardian.lua b/mods/ENTITIES/mobs_mc/guardian.lua index 3e1a4f8537..06a2ba2e27 100644 --- a/mods/ENTITIES/mobs_mc/guardian.lua +++ b/mods/ENTITIES/mobs_mc/guardian.lua @@ -2,7 +2,7 @@ --################### GUARDIAN --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:guardian", { description = S("Guardian"), @@ -13,8 +13,8 @@ mobs:register_mob("mobs_mc:guardian", { xp_min = 10, xp_max = 10, breath_max = -1, - passive = false, - attack_type = "punch", + passive = false, + attack_type = "dogfight", pathfinding = 1, view_range = 16, walk_velocity = 2, @@ -94,6 +94,7 @@ mobs:register_mob("mobs_mc:guardian", { makes_footstep_sound = false, fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source }, jump = false, + view_range = 16, }) -- Spawning disabled due to size issues diff --git a/mods/ENTITIES/mobs_mc/guardian_elder.lua b/mods/ENTITIES/mobs_mc/guardian_elder.lua index 2bb0e984a8..5b8150dd4c 100644 --- a/mods/ENTITIES/mobs_mc/guardian_elder.lua +++ b/mods/ENTITIES/mobs_mc/guardian_elder.lua @@ -4,7 +4,7 @@ --################### GUARDIAN --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:guardian_elder", { description = S("Elder Guardian"), @@ -15,8 +15,8 @@ mobs:register_mob("mobs_mc:guardian_elder", { xp_min = 10, xp_max = 10, breath_max = -1, - passive = false, - attack_type = "punch", + passive = false, + attack_type = "dogfight", pathfinding = 1, view_range = 16, walk_velocity = 2, @@ -104,6 +104,7 @@ mobs:register_mob("mobs_mc:guardian_elder", { makes_footstep_sound = false, fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source }, jump = false, + view_range = 16, }) -- Spawning disabled due to size issues <- what do you mean? -j4i diff --git a/mods/ENTITIES/mobs_mc/horse.lua b/mods/ENTITIES/mobs_mc/horse.lua index 4b33515d5c..ac631f2053 100644 --- a/mods/ENTITIES/mobs_mc/horse.lua +++ b/mods/ENTITIES/mobs_mc/horse.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### HORSE @@ -38,9 +38,9 @@ end local can_equip_horse_armor = function(entity_id) return entity_id == "mobs_mc:horse" or entity_id == "mobs_mc:skeleton_horse" or entity_id == "mobs_mc:zombie_horse" end ---[[local can_equip_chest = function(entity_id) +local can_equip_chest = function(entity_id) return entity_id == "mobs_mc:mule" or entity_id == "mobs_mc:donkey" -end]] +end local can_breed = function(entity_id) return entity_id == "mobs_mc:horse" or "mobs_mc:mule" or entity_id == "mobs_mc:donkey" end @@ -88,10 +88,6 @@ local horse = { spawn_class = "passive", visual = "mesh", mesh = "mobs_mc_horse.b3d", - rotate = 270, - walk_velocity = 1, - run_velocity = 8, - skittish = true, visual_size = {x=3.0, y=3.0}, collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825}, animation = { @@ -101,7 +97,7 @@ local horse = { walk_speed = 25, walk_start = 0, walk_end = 40, - run_speed = 120, + run_speed = 60, run_start = 0, run_end = 40, }, @@ -118,8 +114,7 @@ local horse = { fly = false, walk_chance = 60, view_range = 16, - follow = "mcl_farming:wheat_item", - follow_distance = 3, + follow = mobs_mc.follow.horse, passive = true, hp_min = 15, hp_max = 30, @@ -187,7 +182,7 @@ local horse = { -- if driver present and horse has a saddle allow control of horse if self.driver and self._saddle then - mobs.drive(self, "run", "stand", false, dtime) + mobs.drive(self, "walk", "stand", false, dtime) return false -- skip rest of mob functions end @@ -219,21 +214,6 @@ local horse = { local iname = item:get_name() local heal = 0 - --sneak click to breed the horse/feed it - if self.owner and self.owner == clicker:get_player_name() then - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then - return - end - end - - --don't do any other logic with the baby - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) - return - end - -- Taming self.temper = self.temper or (math.random(1,100)) @@ -259,7 +239,6 @@ local horse = { self.buck_off_time = 40 -- TODO how long does it take in minecraft? if self.temper > 100 then self.tamed = true -- NOTE taming can only be finished by riding the horse - mobs.tamed_effect(self) if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end @@ -274,14 +253,6 @@ local horse = { -- If nothing happened temper_increase = 0 and addition does nothing self.temper = self.temper + temper_increase - --give the player some kind of idea - --of what's happening with the horse's temper - if self.temper <= 100 then - mobs.feed_effect(self) - else - mobs.tamed_effect(self) - end - return end @@ -311,10 +282,14 @@ local horse = { return end + if mobs:protect(self, clicker) then + return + end + -- Make sure tamed horse is mature and being clicked by owner only if self.tamed and not self.child and self.owner == clicker:get_player_name() then - --local inv = clicker:get_inventory() + local inv = clicker:get_inventory() -- detatch player already riding horse if self.driver and clicker == self.driver then @@ -382,6 +357,9 @@ local horse = { self.object:set_properties({stepheight = 1.1}) mobs.attach(self, clicker) + -- Used to capture horse + elseif not self.driver and iname ~= "" then + mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end end end, @@ -542,53 +520,22 @@ mobs:spawn_specific( "overworld", "ground", { - "FlowerForest_beach", - "Forest_beach", - "StoneBeach", - "ColdTaiga_beach_water", - "Taiga_beach", - "Savanna_beach", - "Plains_beach", - "ExtremeHills_beach", - "ColdTaiga_beach", - "Swampland_shore", - "JungleM_shore", - "Jungle_shore", - "MesaPlateauFM_sandlevel", - "MesaPlateauF_sandlevel", - "MesaBryce_sandlevel", - "Mesa_sandlevel", - "Mesa", - "FlowerForest", - "Swampland", - "Taiga", - "ExtremeHills", - "Jungle", - "Savanna", - "BirchForest", - "MegaSpruceTaiga", - "MegaTaiga", - "ExtremeHills+", - "Forest", - "Plains", - "Desert", - "ColdTaiga", - "IcePlainsSpikes", - "SunflowerPlains", - "IcePlains", - "RoofedForest", - "ExtremeHills+_snowtop", - "MesaPlateauFM_grasstop", - "JungleEdgeM", - "ExtremeHillsM", - "JungleM", - "BirchForestM", - "MesaPlateauF", - "MesaPlateauFM", - "MesaPlateauF_grasstop", - "MesaBryce", - "JungleEdge", - "SavannaM", +"FlowerForest", +"Swampland", +"Taiga", +"ExtremeHills", +"BirchForest", +"MegaSpruceTaiga", +"MegaTaiga", +"ExtremeHills+", +"Forest", +"Plains", +"ColdTaiga", +"SunflowerPlains", +"RoofedForest", +"MesaPlateauFM_grasstop", +"ExtremeHillsM", +"BirchForestM", }, 0, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/init.lua b/mods/ENTITIES/mobs_mc/init.lua index d7600e927d..58006fe90e 100644 --- a/mods/ENTITIES/mobs_mc/init.lua +++ b/mods/ENTITIES/mobs_mc/init.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local path = minetest.get_modpath(minetest.get_current_modname()) +local path = minetest.get_modpath("mobs_mc") if not minetest.get_modpath("mobs_mc_gameconfig") then mobs_mc = {} diff --git a/mods/ENTITIES/mobs_mc/iron_golem.lua b/mods/ENTITIES/mobs_mc/iron_golem.lua index 939412abbd..0d3e74645f 100644 --- a/mods/ENTITIES/mobs_mc/iron_golem.lua +++ b/mods/ENTITIES/mobs_mc/iron_golem.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### IRON GOLEM @@ -16,11 +16,8 @@ mobs:register_mob("mobs_mc:iron_golem", { type = "npc", spawn_class = "passive", passive = true, - rotate = 270, hp_min = 100, hp_max = 100, - protect = true, - neutral = true, breath_max = -1, collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.69, 0.7}, visual = "mesh", @@ -43,7 +40,7 @@ mobs:register_mob("mobs_mc:iron_golem", { reach = 3, group_attack = true, attacks_monsters = true, - attack_type = "punch", + attack_type = "dogfight", drops = { {name = mobs_mc.items.iron_ingot, chance = 1, @@ -158,11 +155,11 @@ mobs_mc.tools.check_iron_golem_summon = function(pos) if ok then -- Remove the nodes minetest.remove_node(pos) - minetest.check_for_falling(pos) + core.check_for_falling(pos) for i=1, 4 do local cpos = vector.add(pos, checks[c][i]) minetest.remove_node(cpos) - minetest.check_for_falling(cpos) + core.check_for_falling(cpos) end -- Summon iron golem local place diff --git a/mods/ENTITIES/mobs_mc/llama.lua b/mods/ENTITIES/mobs_mc/llama.lua index 9c3f681b18..655cddfb6d 100644 --- a/mods/ENTITIES/mobs_mc/llama.lua +++ b/mods/ENTITIES/mobs_mc/llama.lua @@ -1,4 +1,4 @@ -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### LLAMA @@ -28,15 +28,6 @@ mobs:register_mob("mobs_mc:llama", { description = S("Llama"), type = "animal", spawn_class = "passive", - rotate = 270, - neutral = true, - group_attack = true, - attack_type = "projectile", - shoot_arrow = function(self, pos, dir) - -- 2-4 damage per arrow - local dmg = 1 - mobs.shoot_projectile_handling("mobs_mc:spit", pos, dir, self.object:get_yaw(), self.object, nil, dmg) - end, hp_min = 15, hp_max = 30, xp_min = 1, @@ -59,11 +50,7 @@ mobs:register_mob("mobs_mc:llama", { walk_velocity = 1, run_velocity = 4.4, follow_velocity = 4.4, - breed_distance = 1.5, - baby_size = 0.5, - follow_distance = 2, floats = 1, - reach = 6, drops = { {name = mobs_mc.items.leather, chance = 1, @@ -96,7 +83,7 @@ mobs:register_mob("mobs_mc:llama", { look_start = 78, look_end = 108, }, - follow = mobs_mc.items.hay_bale, + follow = mobs_mc.follow.llama, view_range = 16, do_custom = function(self, dtime) @@ -139,71 +126,30 @@ mobs:register_mob("mobs_mc:llama", { return end - --owner is broken for this - --we'll make the owner this guy - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then - self.tamed = true - self.owner = clicker:get_player_name() - return + local item = clicker:get_wielded_item() + if item:get_name() == mobs_mc.items.hay_bale then + -- Breed with hay bale + if mobs:feed_tame(self, clicker, 1, true, false) then return end + else + -- Feed with anything else + if mobs:feed_tame(self, clicker, 1, false, true) then return end end - - --ignore other logic - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) - return - end - + if mobs:protect(self, clicker) then return end -- Make sure tamed llama is mature and being clicked by owner only if self.tamed and not self.child and self.owner == clicker:get_player_name() then - local item = clicker:get_wielded_item() - --safety catch - if not item then - return - end - - - - --put chest on carpeted llama - if self.carpet and not self.chest and item:get_name() == "mcl_chests:chest" then - if not minetest.is_creative_enabled(clicker:get_player_name()) then - item:take_item() - clicker:set_wielded_item(item) - end - - self.base_texture = table.copy(self.base_texture) - self.base_texture[1] = "mobs_mc_llama_chest.png" - self.object:set_properties({ - textures = self.base_texture, - }) - self.chest = true - - return --don't attempt to ride - end - - -- Place carpet - --TODO: Re-enable this code when carpet textures arrived. - if minetest.get_item_group(item:get_name(), "carpet") == 1 then - + --[[ TODO: Re-enable this code when carpet textures arrived. + if minetest.get_item_group(item:get_name(), "carpet") == 1 and not self.carpet then for group, carpetdata in pairs(carpets) do if minetest.get_item_group(item:get_name(), group) == 1 then if not minetest.is_creative_enabled(clicker:get_player_name()) then item:take_item() clicker:set_wielded_item(item) - - --shoot off old carpet - if self.carpet then - minetest.add_item(self.object:get_pos(), self.carpet) - end end - local substr = carpetdata[2] local tex_carpet = "mobs_mc_llama_decor_"..substr..".png" - self.base_texture = table.copy(self.base_texture) self.base_texture[2] = tex_carpet self.object:set_properties({ @@ -224,21 +170,23 @@ mobs:register_mob("mobs_mc:llama", { end end end + ]] - if self.carpet then - -- detatch player already riding llama - if self.driver and clicker == self.driver then + -- detatch player already riding llama + if self.driver and clicker == self.driver then - mobs.detach(clicker, {x = 1, y = 0, z = 1}) + mobs.detach(clicker, {x = 1, y = 0, z = 1}) - -- attach player to llama - elseif not self.driver then + -- attach player to llama + elseif not self.driver then - self.object:set_properties({stepheight = 1.1}) - mobs.attach(self, clicker) - end + self.object:set_properties({stepheight = 1.1}) + mobs.attach(self, clicker) end + -- Used to capture llama + elseif not self.driver and clicker:get_wielded_item():get_name() ~= "" then + mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end end, @@ -292,38 +240,3 @@ mobs_mc.spawn_height.overworld_max) -- spawn eggs mobs:register_egg("mobs_mc:llama", S("Llama"), "mobs_mc_spawn_icon_llama.png", 0) - - --- llama spit -mobs:register_arrow("mobs_mc:spit", { - visual = "sprite", - visual_size = {x = 0.3, y = 0.3}, - textures = {"mobs_mc_spit.png"}, - velocity = 1, - speed = 1, - tail = 1, - tail_texture = "mobs_mc_spit.png", - tail_size = 2, - tail_distance_divider = 4, - - hit_player = function(self, player) - --[[if rawget(_G, "armor") and armor.last_damage_types then - armor.last_damage_types[player:get_player_name()] = "spit" - end]] - player:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = self._damage}, - }, nil) - end, - - hit_mob = function(self, mob) - mob:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = self._damage}, - }, nil) - end, - - hit_node = function(self, pos, node) - --does nothing - end -}) \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/locale/mobs_mc.de.tr b/mods/ENTITIES/mobs_mc/locale/mobs_mc.de.tr index 6598cd4819..24d3fa3247 100644 --- a/mods/ENTITIES/mobs_mc/locale/mobs_mc.de.tr +++ b/mods/ENTITIES/mobs_mc/locale/mobs_mc.de.tr @@ -28,7 +28,6 @@ Pig=Schwein Polar Bear=Eisbär Rabbit=Kaninchen Killer Bunny=Killerkaninchen -The Killer Bunny=Das Killerkaninchen Sheep=Schaf Shulker=Shulker Silverfish=Silberfischchen diff --git a/mods/ENTITIES/mobs_mc/locale/mobs_mc.es.tr b/mods/ENTITIES/mobs_mc/locale/mobs_mc.es.tr index c61c09943c..240e7759f0 100644 --- a/mods/ENTITIES/mobs_mc/locale/mobs_mc.es.tr +++ b/mods/ENTITIES/mobs_mc/locale/mobs_mc.es.tr @@ -28,7 +28,6 @@ Pig=Cerdo Polar Bear=Oso polar Rabbit=Conejo Killer Bunny=Conejo asesino -The Killer Bunny=El Conejo asesino Sheep=Oveja Shulker=Shulker Silverfish=Lepisma diff --git a/mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr b/mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr index 4c8bd562d9..ff1e2b9c0b 100644 --- a/mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr +++ b/mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr @@ -28,7 +28,6 @@ Pig=Cochon Polar Bear=Ours blanc Rabbit=Lapin Killer Bunny=Lapin tueur -The Killer Bunny=Le Lapin tueur Sheep=Mouton Shulker=Shulker Silverfish=Poisson d'argent diff --git a/mods/ENTITIES/mobs_mc/locale/mobs_mc.pl.tr b/mods/ENTITIES/mobs_mc/locale/mobs_mc.pl.tr deleted file mode 100644 index 06eaa457a6..0000000000 --- a/mods/ENTITIES/mobs_mc/locale/mobs_mc.pl.tr +++ /dev/null @@ -1,75 +0,0 @@ -# textdomain: mobs_mc -Totem of Undying=Token nieśmiertelności -A totem of undying is a rare artifact which may safe you from certain death.=Totem nieśmiertelności to rzadki artefakt, który może uchronić cię przed pewną śmiercią. -The totem only works while you hold it in your hand. If you receive fatal damage, you are saved from death and you get a second chance with 1 HP. The totem is destroyed in the process, however.=Totem działa tylko kiedy trzymasz go w dłoni. Jeśli otrzymasz obrażenia od upadku zostaniesz oszczędzony i pozostanie ci 1 HP, jednak totem zostanie wtedy zniszczony. -Agent=Agent -Bat=Nietoperz -Blaze=Płomyk -Chicken=Kurczak -Cow=Krowa -Mooshroom=Muuuchomor -Creeper=Creeper -Ender Dragon=Smok kresu -Enderman=Enderman -Endermite=Endermit -Ghast=Ghast -Elder Guardian=Prastrażnik -Guardian=Strażnik -Horse=Koń -Skeleton Horse=Koń szkielet -Zombie Horse=Koń zombie -Donkey=Osioł -Mule=Muł -Iron Golem=Żelazny golem -Llama=Lama -Ocelot=Ocelot -Parrot=Papuga -Pig=Świnia -Polar Bear=Niedźwiedź polarny -Rabbit=Królik -Killer Bunny=Królik zabójca -Sheep=Owca -Shulker=Shulker -Silverfish=Rybik cukrowy -Skeleton=Szkielet -Stray=Tułacz -Wither Skeleton=Witherowy szkielet -Magma Cube=Kostka magmy -Slime=Szlam -Snow Golem=Śnieżny golem -Spider=Pająk -Cave Spider=Pająk jaskiniowy -Squid=Kałamarnica -Vex=Dręczyciel -Evoker=Przywoływacz -Illusioner=Iluzjonista -Villager=Osadnik -Vindicator=Obrońca -Zombie Villager=Osadnik zombie -Witch=Wiedźma -Wither=Wither -Wolf=Wilk -Husk=Posuch -Zombie=Zombie -Zombie Pigman=Świniak zombie -Iron Horse Armor=Żelazna zbroja dla konia -Iron horse armor can be worn by horses to increase their protection from harm a bit.=Żelazna zbroja dla konia może być noszona przez konie aby nieco zwiększyć ich odporność na obrażenia. -Golden Horse Armor=Złota zbroja dla konia -Golden horse armor can be worn by horses to increase their protection from harm.=Złota zbroja dla konia może być noszona przez konie aby zwiększyć ich odporność na obrażenia. -Diamond Horse Armor=Diamentowa zbroja dla konia -Diamond horse armor can be worn by horses to greatly increase their protection from harm.=Diamentowa zbroja dla konia może być noszona przez konie aby istotnie zwiększyć ich odporność na obrażenia. -Place it on a horse to put on the horse armor. Donkeys and mules can't wear horse armor.=Połóż ją na koniu aby założyć zbroję dla konia. Osły i muły nie mogą nosić zbroi dla konia. -Farmer=Rolnik -Fisherman=Rybak -Fletcher=Łuczarz -Shepherd=Pasterz -Librarian=Bibliotekarz -Cartographer=Kartograf -Armorer=Płatnerz -Leatherworker=Rymarz -Butcher=Rzeźnik -Weapon Smith=Zbrojmistrz -Tool Smith=Narzędziarz -Cleric=Kapłan -Nitwit=Głupiec -Protects you from death while wielding it=Chroni przed śmiercią gdy go trzymasz diff --git a/mods/ENTITIES/mobs_mc/locale/mobs_mc.ru.tr b/mods/ENTITIES/mobs_mc/locale/mobs_mc.ru.tr index 8857dda970..73807c0019 100644 --- a/mods/ENTITIES/mobs_mc/locale/mobs_mc.ru.tr +++ b/mods/ENTITIES/mobs_mc/locale/mobs_mc.ru.tr @@ -28,7 +28,6 @@ Pig=Свинья Polar Bear=Полярный медведь Rabbit=Кролик Killer Bunny=Кролик-убийца -The Killer Bunny=Кролик-убийца Sheep=Овца Shulker=Шалкер Silverfish=Чешуйница diff --git a/mods/ENTITIES/mobs_mc/locale/template.txt b/mods/ENTITIES/mobs_mc/locale/template.txt index 7b55c1b89e..04ba9e4658 100644 --- a/mods/ENTITIES/mobs_mc/locale/template.txt +++ b/mods/ENTITIES/mobs_mc/locale/template.txt @@ -28,7 +28,6 @@ Pig= Polar Bear= Rabbit= Killer Bunny= -The Killer Bunny= Sheep= Shulker= Silverfish= diff --git a/mods/ENTITIES/mobs_mc/models/attributes.txt b/mods/ENTITIES/mobs_mc/models/attributes.txt deleted file mode 100644 index ec59e0f702..0000000000 --- a/mods/ENTITIES/mobs_mc/models/attributes.txt +++ /dev/null @@ -1 +0,0 @@ -Ghast fixed by epCode - Thanks! \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/models/mobs_mc_ghast.b3d b/mods/ENTITIES/mobs_mc/models/mobs_mc_ghast.b3d index ab34f334f8321e30f05ae4b53a946b4095587ef0..cebc037c05efdcf2343c4232099b12fffc4c5c89 100644 GIT binary patch literal 75657 zcmeF)b(qxF8|d+YV#VFvp~xuQ~TdAGNi!vPCj+(Rj#5*4c)tR=&Z71em?v^&C)tm8ddLH&8VSi!^VvgmosWr z+m0=fx9+s41UuhqYs>VH%6}=9W(&DmUe{)`OR<)Z^0@W4#4L}JGN)PI`t-u`X8E28 zTh#wgxzn!dSLJ5?l*^H-`ki(k^*dDkEk_;I_b-mI{V4WN>OZRQpDI`No8{5lSLH_i z7W*glJMI4JZ^8Cg8|`CmU-sXrZ(o(G`pxp_<5T5E{l50kU;Y02$6x#U+du2}*N@M~ 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zW4nuYxYX88)T3Xdca?ib3(tioE2x;XX^CsDB!S^LO$bXwe`a!De&wlLRMl-T6H*7S z9l|4&iZ9euRU!>2pxn zvhmh8+IsN>^QWb3y1$C z7SR%KexG^=!XfSv$+{F>ihBY1#|RmvCAY@KB%@e*vEH9Ia^FqX)z&?5$5tcl{D)j? zjT?RNkf64%<6=nHlzpMBt39r#az6`?W|4&cgx+fqy2mg-9qLW zi4K2vb$VwZhVH6PJw`o|yD`VN7#EXnB!3Z=q&O&d?nrm76rDM0zTDXR^OoUx(d2F< KUl*Z12>%DJKTiJu diff --git a/mods/ENTITIES/mobs_mc/ocelot.lua b/mods/ENTITIES/mobs_mc/ocelot.lua index aea543895e..5a3f135a1c 100644 --- a/mods/ENTITIES/mobs_mc/ocelot.lua +++ b/mods/ENTITIES/mobs_mc/ocelot.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### OCELOT AND CAT @@ -31,8 +31,6 @@ local ocelot = { type = "animal", spawn_class = "passive", can_despawn = true, - rotate = 270, - skittish = true, hp_min = 10, hp_max = 10, xp_min = 1, @@ -45,7 +43,7 @@ local ocelot = { makes_footstep_sound = true, walk_chance = default_walk_chance, walk_velocity = 1, - run_velocity = 10, + run_velocity = 3, follow_velocity = 1, floats = 1, runaway = true, @@ -59,7 +57,7 @@ local ocelot = { }, animation = { speed_normal = 25, - run_speed = 150, + run_speed = 50, stand_start = 0, stand_end = 0, walk_start = 0, @@ -125,6 +123,8 @@ cat.sounds = { } cat.on_rightclick = function(self, clicker) if mobs:feed_tame(self, clicker, 1, true, false) then return end + if mobs:capture_mob(self, clicker, 0, 60, 5, false, nil) then return end + if mobs:protect(self, clicker) then return end if self.child then return end @@ -151,7 +151,7 @@ end mobs:register_mob("mobs_mc:cat", cat) ---local base_spawn_chance = 5000 +local base_spawn_chance = 5000 -- Spawn ocelot --they get the same as the llama because I'm trying to rework so much of this code right now -j4i diff --git a/mods/ENTITIES/mobs_mc/parrot.lua b/mods/ENTITIES/mobs_mc/parrot.lua index affcac4966..c04ea77c6a 100644 --- a/mods/ENTITIES/mobs_mc/parrot.lua +++ b/mods/ENTITIES/mobs_mc/parrot.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### PARROT @@ -20,14 +20,11 @@ mobs:register_mob("mobs_mc:parrot", { hp_max = 6, xp_min = 1, xp_max = 3, - tilt_fly = true, - collisionbox = {-0.25, 0, -0.25, 0.25, 0.9, 0.25}, - eye_height = 0.45, + collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25}, visual = "mesh", mesh = "mobs_mc_parrot.b3d", textures = {{"mobs_mc_parrot_blue.png"},{"mobs_mc_parrot_green.png"},{"mobs_mc_parrot_grey.png"},{"mobs_mc_parrot_red_blue.png"},{"mobs_mc_parrot_yellow_blue.png"}}, visual_size = {x=3, y=3}, - rotate = 270, walk_velocity = 3, run_velocity = 5, sounds = { @@ -44,7 +41,7 @@ mobs:register_mob("mobs_mc:parrot", { max = 2, looting = "common",}, }, - animation = { + animation = { stand_speed = 50, walk_speed = 50, fly_speed = 50, @@ -88,6 +85,8 @@ mobs:register_mob("mobs_mc:parrot", { -- Feed to tame, but not breed if mobs:feed_tame(self, clicker, 1, false, true) then return end + if mobs:protect(self, clicker) then return end + if mobs:capture_mob(self, clicker, 0, 50, 80, false, nil) then return end end, }) diff --git a/mods/ENTITIES/mobs_mc/pig.lua b/mods/ENTITIES/mobs_mc/pig.lua index 84ff996f2e..b7d919cfff 100644 --- a/mods/ENTITIES/mobs_mc/pig.lua +++ b/mods/ENTITIES/mobs_mc/pig.lua @@ -1,13 +1,12 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:pig", { description = S("Pig"), type = "animal", spawn_class = "passive", - skittish = true, - rotate = 270, + runaway = true, hp_min = 10, hp_max = 10, xp_min = 1, @@ -20,30 +19,11 @@ mobs:register_mob("mobs_mc:pig", { "mobs_mc_pig.png", -- base "blank.png", -- saddle }}, - - --head code - has_head = true, - head_bone = "head", - - swap_y_with_x = false, - reverse_head_yaw = false, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - visual_size = {x=2.5, y=2.5}, makes_footstep_sound = true, walk_velocity = 1, run_velocity = 3, follow_velocity = 3.4, - breed_distance = 1.5, - baby_size = 0.5, - follow_distance = 2, drops = { {name = mobs_mc.items.porkchop_raw, chance = 1, @@ -70,7 +50,7 @@ mobs:register_mob("mobs_mc:pig", { run_start = 0, run_end = 40, }, - follow = "mcl_farming:carrot_item", + follow = mobs_mc.follow.pig, view_range = 8, do_custom = function(self, dtime) @@ -111,17 +91,12 @@ mobs:register_mob("mobs_mc:pig", { return end - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then - return - end - - --ignore other logic - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) - return + local wielditem = clicker:get_wielded_item() + -- Feed pig + if wielditem:get_name() ~= mobs_mc.items.carrot_on_a_stick then + if mobs:feed_tame(self, clicker, 1, true, true) then return end end + if mobs:protect(self, clicker) then return end if self.child then return @@ -129,8 +104,6 @@ mobs:register_mob("mobs_mc:pig", { -- Put saddle on pig local item = clicker:get_wielded_item() - local wielditem = item - if item:get_name() == mobs_mc.items.saddle and self.saddle ~= "yes" then self.base_texture = { "blank.png", -- baby @@ -163,7 +136,7 @@ mobs:register_mob("mobs_mc:pig", { end -- Mount or detach player - --local name = clicker:get_player_name() + local name = clicker:get_player_name() if self.driver and clicker == self.driver then -- Detach if already attached mobs.detach(clicker, {x=1, y=0, z=0}) @@ -191,6 +164,10 @@ mobs:register_mob("mobs_mc:pig", { inv:set_stack("main",self.driver:get_wield_index(), wielditem) end return + + -- Capture pig + elseif not self.driver and clicker:get_wielded_item():get_name() ~= "" then + mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end end, @@ -211,53 +188,22 @@ mobs:spawn_specific( "overworld", "ground", { - "FlowerForest_beach", - "Forest_beach", - "StoneBeach", - "ColdTaiga_beach_water", - "Taiga_beach", - "Savanna_beach", - "Plains_beach", - "ExtremeHills_beach", - "ColdTaiga_beach", - "Swampland_shore", - "JungleM_shore", - "Jungle_shore", - "MesaPlateauFM_sandlevel", - "MesaPlateauF_sandlevel", - "MesaBryce_sandlevel", - "Mesa_sandlevel", - "Mesa", - "FlowerForest", - "Swampland", - "Taiga", - "ExtremeHills", - "Jungle", - "Savanna", - "BirchForest", - "MegaSpruceTaiga", - "MegaTaiga", - "ExtremeHills+", - "Forest", - "Plains", - "Desert", - "ColdTaiga", - "IcePlainsSpikes", - "SunflowerPlains", - "IcePlains", - "RoofedForest", - "ExtremeHills+_snowtop", - "MesaPlateauFM_grasstop", - "JungleEdgeM", - "ExtremeHillsM", - "JungleM", - "BirchForestM", - "MesaPlateauF", - "MesaPlateauFM", - "MesaPlateauF_grasstop", - "MesaBryce", - "JungleEdge", - "SavannaM", +"FlowerForest", +"Swampland", +"Taiga", +"ExtremeHills", +"BirchForest", +"MegaSpruceTaiga", +"MegaTaiga", +"ExtremeHills+", +"Forest", +"Plains", +"ColdTaiga", +"SunflowerPlains", +"RoofedForest", +"MesaPlateauFM_grasstop", +"ExtremeHillsM", +"BirchForestM", }, 9, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/polar_bear.lua b/mods/ENTITIES/mobs_mc/polar_bear.lua index 0f5296d351..98268961bd 100644 --- a/mods/ENTITIES/mobs_mc/polar_bear.lua +++ b/mods/ENTITIES/mobs_mc/polar_bear.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### POLARBEAR @@ -31,7 +31,7 @@ mobs:register_mob("mobs_mc:polar_bear", { walk_velocity = 1.2, run_velocity = 2.4, group_attack = true, - attack_type = "punch", + attack_type = "dogfight", drops = { -- 3/4 chance to drop raw fish (poor approximation) {name = mobs_mc.items.fish_raw, diff --git a/mods/ENTITIES/mobs_mc/rabbit.lua b/mods/ENTITIES/mobs_mc/rabbit.lua index 51235a3f93..6b47fec706 100644 --- a/mods/ENTITIES/mobs_mc/rabbit.lua +++ b/mods/ENTITIES/mobs_mc/rabbit.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") local rabbit = { description = S("Rabbit"), @@ -8,7 +8,7 @@ local rabbit = { spawn_class = "passive", passive = true, reach = 1, - rotate = 270, + hp_min = 3, hp_max = 3, xp_min = 1, @@ -62,6 +62,8 @@ local rabbit = { on_rightclick = function(self, clicker) -- Feed, tame protect or capture if mobs:feed_tame(self, clicker, 1, true, true) then return end + if mobs:protect(self, clicker) then return end + if mobs:capture_mob(self, clicker, 0, 50, 80, false, nil) then return end end, do_custom = function(self) -- Easter egg: Change texture if rabbit is named “Toast” @@ -99,7 +101,7 @@ killer_bunny.on_rightclick = nil killer_bunny.run_velocity = 6 killer_bunny.do_custom = function(self) if not self._killer_bunny_nametag_set then - self.nametag = S("The Killer Bunny") + self.nametag = "The Killer Bunny" self._killer_bunny_nametag_set = true end end @@ -114,53 +116,22 @@ mobs:spawn_specific( "overworld", "ground", { - "FlowerForest_beach", - "Forest_beach", - "StoneBeach", - "ColdTaiga_beach_water", - "Taiga_beach", - "Savanna_beach", - "Plains_beach", - "ExtremeHills_beach", - "ColdTaiga_beach", - "Swampland_shore", - "JungleM_shore", - "Jungle_shore", - "MesaPlateauFM_sandlevel", - "MesaPlateauF_sandlevel", - "MesaBryce_sandlevel", - "Mesa_sandlevel", - "Mesa", - "FlowerForest", - "Swampland", - "Taiga", - "ExtremeHills", - "Jungle", - "Savanna", - "BirchForest", - "MegaSpruceTaiga", - "MegaTaiga", - "ExtremeHills+", - "Forest", - "Plains", - "Desert", - "ColdTaiga", - "IcePlainsSpikes", - "SunflowerPlains", - "IcePlains", - "RoofedForest", - "ExtremeHills+_snowtop", - "MesaPlateauFM_grasstop", - "JungleEdgeM", - "ExtremeHillsM", - "JungleM", - "BirchForestM", - "MesaPlateauF", - "MesaPlateauFM", - "MesaPlateauF_grasstop", - "MesaBryce", - "JungleEdge", - "SavannaM", +"FlowerForest", +"Swampland", +"Taiga", +"ExtremeHills", +"BirchForest", +"MegaSpruceTaiga", +"MegaTaiga", +"ExtremeHills+", +"Forest", +"Plains", +"ColdTaiga", +"SunflowerPlains", +"RoofedForest", +"MesaPlateauFM_grasstop", +"ExtremeHillsM", +"BirchForestM", }, 9, minetest.LIGHT_MAX+1, @@ -233,4 +204,4 @@ mobs:spawn(spawn_grass) mobs:register_egg("mobs_mc:rabbit", S("Rabbit"), "mobs_mc_spawn_icon_rabbit.png", 0) -- Note: This spawn egg does not exist in Minecraft -mobs:register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "mobs_mc_spawn_icon_rabbit_caerbannog.png", 0) +mobs:register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "mobs_mc_spawn_icon_rabbit.png^[colorize:#FF0000:192", 0) -- TODO: Update inventory image diff --git a/mods/ENTITIES/mobs_mc/sheep.lua b/mods/ENTITIES/mobs_mc/sheep.lua index 76f933a6b0..9ddc0adeec 100644 --- a/mods/ENTITIES/mobs_mc/sheep.lua +++ b/mods/ENTITIES/mobs_mc/sheep.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### SHEEP @@ -38,7 +38,7 @@ local rainbow_colors = { "unicolor_red_violet" } -if minetest.get_modpath("mcl_wool") then +if minetest.get_modpath("mcl_wool") ~= nil then colors["unicolor_light_blue"] = { mobs_mc.items.wool_light_blue, "#5050FFD0" } end @@ -63,13 +63,8 @@ mobs:register_mob("mobs_mc:sheep", { hp_max = 8, xp_min = 1, xp_max = 3, - skittish = true, - breed_distance = 1.5, - baby_size = 0.5, - follow_distance = 2, - follow = mobs_mc.items.wheat, collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.29, 0.45}, - rotate = 270, + visual = "mesh", visual_size = {x=3, y=3}, mesh = "mobs_mc_sheepfur.b3d", @@ -78,23 +73,6 @@ mobs:register_mob("mobs_mc:sheep", { color = "unicolor_white", makes_footstep_sound = true, walk_velocity = 1, - run_velocity = 3, - - --head code - has_head = true, - head_bone = "head", - - swap_y_with_x = false, - reverse_head_yaw = false, - - head_bone_pos_y = 3.6, - head_bone_pos_z = -0.6, - - head_height_offset = 1.0525, - head_direction_offset = 0.5, - head_pitch_modifier = 0, - --end head code - drops = { {name = mobs_mc.items.mutton_raw, chance = 1, @@ -121,6 +99,7 @@ mobs:register_mob("mobs_mc:sheep", { walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, + follow = mobs_mc.follow.sheep, view_range = 12, -- Eat grass @@ -150,6 +129,7 @@ mobs:register_mob("mobs_mc:sheep", { do_custom = function(self, dtime) if not self.initial_color_set then local r = math.random(0,100000) + local textures if r <= 81836 then -- 81.836% self.color = "unicolor_white" @@ -215,16 +195,8 @@ mobs:register_mob("mobs_mc:sheep", { on_rightclick = function(self, clicker) local item = clicker:get_wielded_item() - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then - return - end - - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) - return - end + if mobs:feed_tame(self, clicker, 1, true, true) then return end + if mobs:protect(self, clicker) then return end if item:get_name() == mobs_mc.items.shears and not self.gotten and not self.child then self.gotten = true @@ -280,6 +252,7 @@ mobs:register_mob("mobs_mc:sheep", { end return end + if mobs:capture_mob(self, clicker, 0, 5, 70, false, nil) then return end end, on_breed = function(parent1, parent2) -- Breed sheep and choose a fur color for the child. @@ -336,53 +309,22 @@ mobs:spawn_specific( "overworld", "ground", { - "FlowerForest_beach", - "Forest_beach", - "StoneBeach", - "ColdTaiga_beach_water", - "Taiga_beach", - "Savanna_beach", - "Plains_beach", - "ExtremeHills_beach", - "ColdTaiga_beach", - "Swampland_shore", - "JungleM_shore", - "Jungle_shore", - "MesaPlateauFM_sandlevel", - "MesaPlateauF_sandlevel", - "MesaBryce_sandlevel", - "Mesa_sandlevel", - "Mesa", - "FlowerForest", - "Swampland", - "Taiga", - "ExtremeHills", - "Jungle", - "Savanna", - "BirchForest", - "MegaSpruceTaiga", - "MegaTaiga", - "ExtremeHills+", - "Forest", - "Plains", - "Desert", - "ColdTaiga", - "IcePlainsSpikes", - "SunflowerPlains", - "IcePlains", - "RoofedForest", - "ExtremeHills+_snowtop", - "MesaPlateauFM_grasstop", - "JungleEdgeM", - "ExtremeHillsM", - "JungleM", - "BirchForestM", - "MesaPlateauF", - "MesaPlateauFM", - "MesaPlateauF_grasstop", - "MesaBryce", - "JungleEdge", - "SavannaM", +"FlowerForest", +"Swampland", +"Taiga", +"ExtremeHills", +"BirchForest", +"MegaSpruceTaiga", +"MegaTaiga", +"ExtremeHills+", +"Forest", +"Plains", +"ColdTaiga", +"SunflowerPlains", +"RoofedForest", +"MesaPlateauFM_grasstop", +"ExtremeHillsM", +"BirchForestM", }, 0, minetest.LIGHT_MAX+1, @@ -394,4 +336,3 @@ mobs_mc.spawn_height.overworld_max) -- spawn eggs mobs:register_egg("mobs_mc:sheep", S("Sheep"), "mobs_mc_spawn_icon_sheep.png", 0) - diff --git a/mods/ENTITIES/mobs_mc/shulker.lua b/mods/ENTITIES/mobs_mc/shulker.lua index 1a5c4ec84d..0d5ad880a9 100644 --- a/mods/ENTITIES/mobs_mc/shulker.lua +++ b/mods/ENTITIES/mobs_mc/shulker.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### SHULKER @@ -15,7 +15,7 @@ mobs:register_mob("mobs_mc:shulker", { description = S("Shulker"), type = "monster", spawn_class = "hostile", - attack_type = "projectile", + attack_type = "shoot", shoot_interval = 0.5, arrow = "mobs_mc:shulkerbullet", shoot_offset = 0.5, diff --git a/mods/ENTITIES/mobs_mc/silverfish.lua b/mods/ENTITIES/mobs_mc/silverfish.lua index ac3991ad1b..5af3c8aa04 100644 --- a/mods/ENTITIES/mobs_mc/silverfish.lua +++ b/mods/ENTITIES/mobs_mc/silverfish.lua @@ -2,7 +2,7 @@ --################### SILVERFISH --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:silverfish", { description = S("Silverfish"), @@ -44,8 +44,9 @@ mobs:register_mob("mobs_mc:silverfish", { run_start = 0, run_end = 20, }, view_range = 16, - attack_type = "punch", + attack_type = "dogfight", damage = 1, + reach = 1, }) mobs:register_egg("mobs_mc:silverfish", S("Silverfish"), "mobs_mc_spawn_icon_silverfish.png", 0) @@ -61,7 +62,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then description = "Stone Monster Egg", tiles = {"default_stone.png"}, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, - drop = "", + drop = '', is_ground_content = true, sounds = default.node_sound_stone_defaults(), after_dig_node = spawn_silverfish, @@ -72,7 +73,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then tiles = {"default_cobble.png"}, is_ground_content = false, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, - drop = "", + drop = '', sounds = default.node_sound_stone_defaults(), after_dig_node = spawn_silverfish, }) @@ -82,7 +83,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then tiles = {"default_mossycobble.png"}, is_ground_content = false, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, - drop = "", + drop = '', sounds = default.node_sound_stone_defaults(), after_dig_node = spawn_silverfish, }) @@ -94,7 +95,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then tiles = {"default_stone_brick.png"}, is_ground_content = false, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, - drop = "", + drop = '', sounds = default.node_sound_stone_defaults(), after_dig_node = spawn_silverfish, }) @@ -104,7 +105,7 @@ if minetest.get_modpath("default") and mobs_mc.create_monster_egg_nodes then tiles = {"default_stone_block.png"}, is_ground_content = false, groups = {oddly_breakable_by_hand = 2, spawns_silverfish = 1}, - drop = "", + drop = '', sounds = default.node_sound_stone_defaults(), after_dig_node = spawn_silverfish, }) diff --git a/mods/ENTITIES/mobs_mc/skeleton+stray.lua b/mods/ENTITIES/mobs_mc/skeleton+stray.lua index f0e728e083..61e1c6eb25 100644 --- a/mods/ENTITIES/mobs_mc/skeleton+stray.lua +++ b/mods/ENTITIES/mobs_mc/skeleton+stray.lua @@ -3,8 +3,8 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) -local mod_bows = minetest.get_modpath("mcl_bows") +local S = minetest.get_translator("mobs_mc") +local mod_bows = minetest.get_modpath("mcl_bows") ~= nil --################### --################### SKELETON @@ -16,37 +16,21 @@ local skeleton = { description = S("Skeleton"), type = "monster", spawn_class = "hostile", - hostile = true, - rotate = 270, hp_min = 20, hp_max = 20, xp_min = 6, xp_max = 6, breath_max = -1, - eye_height = 1.5, - projectile_cooldown = 1.5, armor = {undead = 100, fleshy = 100}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3}, pathfinding = 1, group_attack = true, visual = "mesh", mesh = "mobs_mc_skeleton.b3d", - - --head code - has_head = false, - head_bone = "head", - - swap_y_with_x = true, - reverse_head_yaw = true, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - + textures = { { + "mcl_bows_bow_0.png", -- bow + "mobs_mc_skeleton.png", -- skeleton + } }, visual_size = {x=1, y=1}, makes_footstep_sound = true, textures = { @@ -59,7 +43,7 @@ local skeleton = { walk_velocity = 1.2, run_velocity = 2.4, damage = 2, - reach = 3, + reach = 2, drops = { {name = mobs_mc.items.arrow, chance = 1, @@ -91,8 +75,6 @@ local skeleton = { walk_speed = 15, walk_start = 40, walk_end = 60, - run_start = 40, - run_end = 60, run_speed = 30, shoot_start = 70, shoot_end = 90, @@ -104,13 +86,13 @@ local skeleton = { ignited_by_sunlight = true, view_range = 16, fear_height = 4, - attack_type = "projectile", + attack_type = "dogshoot", arrow = "mcl_bows:arrow_entity", shoot_arrow = function(self, pos, dir) if mod_bows then -- 2-4 damage per arrow - local dmg = math.random(2,4) - mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) + local dmg = math.max(4, math.random(2, 8)) + mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) end end, shoot_interval = 2, diff --git a/mods/ENTITIES/mobs_mc/skeleton_wither.lua b/mods/ENTITIES/mobs_mc/skeleton_wither.lua index a6b48d4281..1c0bdbea1b 100644 --- a/mods/ENTITIES/mobs_mc/skeleton_wither.lua +++ b/mods/ENTITIES/mobs_mc/skeleton_wither.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### WITHER SKELETON @@ -87,7 +87,7 @@ mobs:register_mob("mobs_mc:witherskeleton", { fire_damage = 0, light_damage = 0, view_range = 16, - attack_type = "punch", + attack_type = "dogfight", dogshoot_switch = 1, dogshoot_count_max =0.5, fear_height = 4, diff --git a/mods/ENTITIES/mobs_mc/slime+magma_cube.lua b/mods/ENTITIES/mobs_mc/slime+magma_cube.lua index 9236b255e3..0c5fe24ac0 100644 --- a/mods/ENTITIES/mobs_mc/slime+magma_cube.lua +++ b/mods/ENTITIES/mobs_mc/slime+magma_cube.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") -- Returns a function that spawns children in a circle around pos. -- To be used as on_die callback. @@ -31,22 +31,20 @@ local spawn_children_on_die = function(child_mob, children_count, spawn_distance speed_penalty = 0.5 end local mob = minetest.add_entity(newpos, child_mob) - if mob then - if (not mother_stuck) then - mob:set_velocity(vector.multiply(dir, eject_speed * speed_penalty)) - end - mob:set_yaw(angle - math.pi/2) - table.insert(children, mob) - angle = angle + (math.pi*2)/children_count + if (not mother_stuck) then + mob:set_velocity(vector.multiply(dir, eject_speed * speed_penalty)) end + mob:set_yaw(angle - math.pi/2) + table.insert(children, mob) + angle = angle + (math.pi*2)/children_count end -- If mother was murdered, children attack the killer after 1 second if self.state == "attack" then minetest.after(1.0, function(children, enemy) - for c = 1, #children do + for c=1, #children do local child = children[c] local le = child:get_luaentity() - if le then + if le ~= nil then le.state = "attack" le.attack = enemy end @@ -66,7 +64,6 @@ local slime_big = { hp_max = 16, xp_min = 4, xp_max = 4, - rotate = 270, collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02}, visual_size = {x=12.5, y=12.5}, textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}}, @@ -98,9 +95,8 @@ local slime_big = { }, fall_damage = 0, view_range = 16, - attack_type = "jump_punch", + attack_type = "dogfight", passive = false, - jump_only = true, jump = true, walk_velocity = 2.5, run_velocity = 2.5, @@ -313,7 +309,6 @@ local magma_cube_big = { }, walk_velocity = 4, run_velocity = 4, - rotate = 270, damage = 6, reach = 3, armor = 53, @@ -337,13 +332,12 @@ local magma_cube_big = { }, water_damage = 0, lava_damage = 0, - fire_damage = 0, + fire_damage = 0, light_damage = 0, fall_damage = 0, view_range = 16, - attack_type = "jump_punch", + attack_type = "dogfight", passive = false, - jump_only = true, jump = true, jump_height = 8, walk_chance = 0, diff --git a/mods/ENTITIES/mobs_mc/snowman.lua b/mods/ENTITIES/mobs_mc/snowman.lua index 0726b8da0c..93f91c3303 100644 --- a/mods/ENTITIES/mobs_mc/snowman.lua +++ b/mods/ENTITIES/mobs_mc/snowman.lua @@ -3,12 +3,12 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") local snow_trail_frequency = 0.5 -- Time in seconds for checking to add a new snow trail local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false -local mod_throwing = minetest.get_modpath("mcl_throwing") +local mod_throwing = minetest.get_modpath("mcl_throwing") ~= nil local gotten_texture = { "mobs_mc_snowman.png", @@ -179,9 +179,9 @@ mobs_mc.tools.check_snow_golem_summon = function(pos) minetest.remove_node(pos) minetest.remove_node(b1) minetest.remove_node(b2) - minetest.check_for_falling(pos) - minetest.check_for_falling(b1) - minetest.check_for_falling(b2) + core.check_for_falling(pos) + core.check_for_falling(b1) + core.check_for_falling(b2) local obj = 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z?hSMJ#~zivXG1^6^`2RO>BHh_q{laJ_OH41I1p@g+Ilp$@beJw>;gt36MDenK3+Zh z+Skuzdath*zp-vAr#~p$aH%=>#0~b*^{21?`YC_A!4dYS%NOF4T;?BJAC>r=V^ewp F{0E)bG4}uf diff --git a/mods/ENTITIES/mobs_mc/spider.lua b/mods/ENTITIES/mobs_mc/spider.lua index e1be9c3ed6..c1cb5be4bd 100644 --- a/mods/ENTITIES/mobs_mc/spider.lua +++ b/mods/ENTITIES/mobs_mc/spider.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### SPIDER @@ -17,22 +17,17 @@ local spider = { type = "monster", spawn_class = "hostile", passive = false, - hostile = true, - always_climb = true, docile_by_day = true, - attack_type = "punch", - punch_timer_cooloff = 0.5, - rotate = 270, + attack_type = "dogfight", + pathfinding = 1, damage = 2, reach = 2, hp_min = 16, hp_max = 16, - ignores_cobwebs = true, xp_min = 5, xp_max = 5, - eye_height = 0.475, armor = {fleshy = 100, arthropod = 100}, - collisionbox = {-0.45, 0, -0.45, 0.45, 0.9, 0.45}, + collisionbox = {-0.7, -0.01, -0.7, 0.7, 0.89, 0.7}, visual = "mesh", mesh = "mobs_mc_spider.b3d", textures = { @@ -49,7 +44,7 @@ local spider = { distance = 16, }, walk_velocity = 1.3, - run_velocity = 2.75, --spider can become extremely difficult if any higher + run_velocity = 2.8, jump = true, jump_height = 4, view_range = 16, diff --git a/mods/ENTITIES/mobs_mc/squid.lua b/mods/ENTITIES/mobs_mc/squid.lua index ccd73296ae..0c425bb515 100644 --- a/mods/ENTITIES/mobs_mc/squid.lua +++ b/mods/ENTITIES/mobs_mc/squid.lua @@ -4,7 +4,7 @@ --################### SQUID --################### -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") mobs:register_mob("mobs_mc:squid", { description = S("Squid"), @@ -17,8 +17,6 @@ mobs:register_mob("mobs_mc:squid", { xp_min = 1, xp_max = 3, armor = 100, - rotate = 270, - tilt_swim = true, -- FIXME: If the squid is near the floor, it turns black collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.9, 0.4}, visual = "mesh", @@ -50,7 +48,8 @@ mobs:register_mob("mobs_mc:squid", { }, visual_size = {x=3, y=3}, makes_footstep_sound = false, - swim = true, + fly = true, + fly_in = { mobs_mc.items.water_source, mobs_mc.items.river_water_source }, breathes_in_water = true, jump = false, view_range = 16, diff --git a/mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_chest.png b/mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_chest.png deleted file mode 100644 index e0715af9f02aa63fd68ee71dd0cdaa7fc5e32e1c..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 20594 zcmV)$K#sqOP) zaB^>EX>4U6ba`-PAZ2)IW&i+q+O3*rl3Y1Fj_0`?~+)PpK`tTw1TAR?nY2@`#gPy8rwc@896_`}h6%d5Zu4 z>2a5To`^h@_?bTcZS(v3$>Zg(7YggokGuYTCid@zzEAvIFzL>bU(WA~0cMo|K0BoT9gIDW9Ep*>$(w_t^8q zlMXO(>S?E+ai#@lAcbWsR;^jLVe?XJH{E>8t+(BN$DO~j_RZ>FzW#%(g>Tm4%amT% 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with other villagers -- TODO: Farm stuff -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") local N = function(s) return s end local F = minetest.formspec_escape @@ -195,7 +195,7 @@ local professions = { { -- TODO: replace with empty map - { { "mcl_core:emerald", 7, 11}, { "mcl_maps:empty_map", 1, 1 } }, + { { "mcl_core:emerald", 7, 11}, { "mcl_maps:filled_map", 1, 1 } }, }, -- TODO: special maps @@ -409,7 +409,7 @@ local init_trades = function(self, inv) local offered_stack = ItemStack({name = offered_item, count = offered_count}) if mcl_enchanting.is_enchanted(offered_item) then if mcl_enchanting.is_book(offered_item) then - mcl_enchanting.enchant_uniform_randomly(offered_stack, {"soul_speed"}) + offered_stack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}) else mcl_enchanting.enchant_randomly(offered_stack, math.random(5, 19), false, false, true) mcl_enchanting.unload_enchantments(offered_stack) @@ -962,18 +962,14 @@ mobs:register_mob("mobs_mc:villager", { }, }, visual_size = {x=2.75, y=2.75}, - rotate = 270, - skittish = true, makes_footstep_sound = true, walk_velocity = 1.2, - run_velocity = 3, + run_velocity = 2.4, drops = {}, can_despawn = false, -- TODO: sounds sounds = { random = "mobs_mc_villager", - damage = "mobs_mc_villager_hurt", - death = "mobs_mc_villager_hurt", distance = 10, }, animation = { diff --git a/mods/ENTITIES/mobs_mc/villager_evoker.lua b/mods/ENTITIES/mobs_mc/villager_evoker.lua index 030da54704..04c95b88f2 100644 --- a/mods/ENTITIES/mobs_mc/villager_evoker.lua +++ b/mods/ENTITIES/mobs_mc/villager_evoker.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### EVOKER @@ -35,7 +35,7 @@ mobs:register_mob("mobs_mc:evoker", { walk_velocity = 0.2, run_velocity = 1.4, group_attack = true, - attack_type = "punch", + attack_type = "dogfight", -- Summon vexes custom_attack = function(self, to_attack) local r = pr:next(2,4) diff --git a/mods/ENTITIES/mobs_mc/villager_illusioner.lua b/mods/ENTITIES/mobs_mc/villager_illusioner.lua index bec5762e5a..496f08fc62 100644 --- a/mods/ENTITIES/mobs_mc/villager_illusioner.lua +++ b/mods/ENTITIES/mobs_mc/villager_illusioner.lua @@ -3,14 +3,14 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) -local mod_bows = minetest.get_modpath("mcl_bows") +local S = minetest.get_translator("mobs_mc") +local mod_bows = minetest.get_modpath("mcl_bows") ~= nil mobs:register_mob("mobs_mc:illusioner", { description = S("Illusioner"), type = "monster", spawn_class = "hostile", - attack_type = "projectile", + attack_type = "shoot", shoot_interval = 2.5, shoot_offset = 1.5, arrow = "mcl_bows:arrow_entity", @@ -18,7 +18,7 @@ mobs:register_mob("mobs_mc:illusioner", { if mod_bows then -- 1-4 damage per arrow local dmg = math.random(1, 4) - mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) + mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) end end, hp_min = 32, diff --git a/mods/ENTITIES/mobs_mc/villager_vindicator.lua b/mods/ENTITIES/mobs_mc/villager_vindicator.lua index 6a6999b96e..276f800116 100644 --- a/mods/ENTITIES/mobs_mc/villager_vindicator.lua +++ b/mods/ENTITIES/mobs_mc/villager_vindicator.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### VINDICATOR @@ -37,7 +37,7 @@ mobs:register_mob("mobs_mc:vindicator", { reach = 2, walk_velocity = 1.2, run_velocity = 2.4, - attack_type = "punch", + attack_type = "dogfight", drops = { {name = mobs_mc.items.emerald, chance = 1, diff --git a/mods/ENTITIES/mobs_mc/villager_zombie.lua b/mods/ENTITIES/mobs_mc/villager_zombie.lua index 088839b659..1948b693d8 100644 --- a/mods/ENTITIES/mobs_mc/villager_zombie.lua +++ b/mods/ENTITIES/mobs_mc/villager_zombie.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### ZOMBIE VILLAGER @@ -29,9 +29,6 @@ mobs:register_mob("mobs_mc:villager_zombie", { description = S("Zombie Villager"), type = "monster", spawn_class = "hostile", - hostile = true, - rotate = 270, - eye_height = 1.65, hp_min = 20, hp_max = 20, xp_min = 5, @@ -54,8 +51,8 @@ mobs:register_mob("mobs_mc:villager_zombie", { damage = 3, reach = 2, walk_velocity = 1.2, - run_velocity = 3.5, - attack_type = "punch", + run_velocity = 2.4, + attack_type = "dogfight", group_attack = true, drops = { {name = mobs_mc.items.rotten_flesh, diff --git a/mods/ENTITIES/mobs_mc/witch.lua b/mods/ENTITIES/mobs_mc/witch.lua index 34492a1b78..8ebe71fc02 100644 --- a/mods/ENTITIES/mobs_mc/witch.lua +++ b/mods/ENTITIES/mobs_mc/witch.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### WITCH @@ -34,7 +34,7 @@ mobs:register_mob("mobs_mc:witch", { run_velocity = 2.4, pathfinding = 1, group_attack = true, - attack_type = "projectile", + attack_type = "dogshoot", arrow = "mobs_mc:potion_arrow", shoot_interval = 2.5, shoot_offset = 1, diff --git a/mods/ENTITIES/mobs_mc/wither.lua b/mods/ENTITIES/mobs_mc/wither.lua index 22e095d98d..72459a3549 100644 --- a/mods/ENTITIES/mobs_mc/wither.lua +++ b/mods/ENTITIES/mobs_mc/wither.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### WITHER @@ -26,6 +26,7 @@ mobs:register_mob("mobs_mc:wither", { {"mobs_mc_wither.png"}, }, visual_size = {x=4, y=4}, + makes_footstep_sound = true, view_range = 16, fear_height = 4, walk_velocity = 2, @@ -52,7 +53,7 @@ mobs:register_mob("mobs_mc:wither", { }, lava_damage = 0, fire_damage = 0, - attack_type = "projectile", + attack_type = "dogshoot", explosion_strength = 8, dogshoot_stop = true, arrow = "mobs_mc:wither_skull", @@ -80,7 +81,7 @@ mobs:register_mob("mobs_mc:wither", { end, }) ---local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false +local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false mobs:register_arrow("mobs_mc:wither_skull", { visual = "sprite", diff --git a/mods/ENTITIES/mobs_mc/wolf.lua b/mods/ENTITIES/mobs_mc/wolf.lua index 0b685d40f0..7f14ac6b0d 100644 --- a/mods/ENTITIES/mobs_mc/wolf.lua +++ b/mods/ENTITIES/mobs_mc/wolf.lua @@ -1,6 +1,6 @@ --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") local default_walk_chance = 50 @@ -23,31 +23,13 @@ local wolf = { type = "animal", spawn_class = "passive", can_despawn = true, - neutral = true, hp_min = 8, hp_max = 8, xp_min = 1, xp_max = 3, - rotate = 270, passive = false, group_attack = true, - - --head code - has_head = false, - head_bone = "head", - - swap_y_with_x = false, - reverse_head_yaw = false, - - head_bone_pos_y = 3.6, - head_bone_pos_z = -0.6, - - head_height_offset = 1.0525, - head_direction_offset = 0.5, - head_pitch_modifier = 0, - --end head code - - collisionbox = {-0.3, -0.00, -0.3, 0.3, 0.85, 0.3}, + collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3}, visual = "mesh", mesh = "mobs_mc_wolf.b3d", textures = { @@ -71,7 +53,7 @@ local wolf = { run_velocity = 3, damage = 4, reach = 2, - attack_type = "punch", + attack_type = "dogfight", fear_height = 4, follow = mobs_mc.follow.wolf, on_rightclick = function(self, clicker) @@ -93,7 +75,6 @@ local wolf = { dog:set_yaw(yaw) ent = dog:get_luaentity() ent.owner = clicker:get_player_name() - ent.tamed = true -- cornfirm taming minetest.sound_play("mobs_mc_wolf_bark", {object=dog, max_hear_distance=16}, true) -- Replace wolf @@ -161,32 +142,20 @@ dog.owner_loyal = true dog.follow_velocity = 3.2 -- Automatically teleport dog to owner dog.do_custom = mobs_mc.make_owner_teleport_function(12) +dog.follow = mobs_mc.follow.dog dog.attack_animals = nil dog.specific_attack = nil -dog.breed_distance = 1.5 -dog.baby_size = 0.5 -dog.follow_distance = 2 -dog.follow = "mcl_mobitems:beef" - dog.on_rightclick = function(self, clicker) local item = clicker:get_wielded_item() - --owner is broken for this - --attempt to enter breed state - if mobs.enter_breed_state(self,clicker) then + if mobs:protect(self, clicker) then return - end - - --make baby grow faster - if self.baby then - mobs.make_baby_grow_faster(self,clicker) + elseif item:get_name() ~= "" and mobs:capture_mob(self, clicker, 0, 2, 80, false, nil) then return - end - - if is_food(item:get_name()) then + elseif is_food(item:get_name()) then -- Feed to increase health local hp = self.health - local hp_add + local hp_add = 0 -- Use eatable group to determine health boost local eatable = minetest.get_item_group(item, "eatable") if eatable > 0 then diff --git a/mods/ENTITIES/mobs_mc/zombie.lua b/mods/ENTITIES/mobs_mc/zombie.lua index e1247d8bdd..4ae5796b30 100644 --- a/mods/ENTITIES/mobs_mc/zombie.lua +++ b/mods/ENTITIES/mobs_mc/zombie.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### ZOMBIE @@ -49,8 +49,6 @@ local zombie = { description = S("Zombie"), type = "monster", spawn_class = "hostile", - hostile = true, - rotate = 270, hp_min = 20, hp_max = 20, xp_min = 5, @@ -76,25 +74,8 @@ local zombie = { damage = "mobs_mc_zombie_hurt", distance = 16, }, - - --head code - has_head = false, - head_bone = "Head", - - swap_y_with_x = true, - reverse_head_yaw = true, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - - eye_height = 1.65, - walk_velocity = 1, - run_velocity = 3.5, + walk_velocity = .8, + run_velocity = 1.6, damage = 3, reach = 2, fear_height = 4, @@ -112,8 +93,7 @@ local zombie = { ignited_by_sunlight = true, sunlight_damage = 2, view_range = 16, - attack_type = "punch", - punch_timer_cooloff = 0.5, + attack_type = "dogfight", harmed_by_heal = true, } diff --git a/mods/ENTITIES/mobs_mc/zombiepig.lua b/mods/ENTITIES/mobs_mc/zombiepig.lua index b4088deef4..1ea4197c16 100644 --- a/mods/ENTITIES/mobs_mc/zombiepig.lua +++ b/mods/ENTITIES/mobs_mc/zombiepig.lua @@ -3,7 +3,7 @@ --made for MC like Survival game --License for code WTFPL and otherwise stated in readmes -local S = minetest.get_translator(minetest.get_current_modname()) +local S = minetest.get_translator("mobs_mc") --################### --################### ZOMBIE PIGMAN @@ -15,16 +15,13 @@ local pigman = { -- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked type = "animal", passive = false, - neutral = true, - rotate = 270, spawn_class = "passive", - hostile_cooldown = 15, --seconds hp_min = 20, hp_max = 20, xp_min = 6, xp_max = 6, armor = {undead = 90, fleshy = 90}, - attack_type = "punch", + attack_type = "dogfight", group_attack = { "mobs_mc:pigman", "mobs_mc:baby_pigman" }, damage = 9, reach = 2, @@ -44,22 +41,6 @@ local pigman = { damage = "mobs_mc_zombiepig_hurt", distance = 16, }, - - --head code - has_head = false, - head_bone = "head", - - swap_y_with_x = true, - reverse_head_yaw = true, - - head_bone_pos_y = 2.4, - head_bone_pos_z = 0, - - head_height_offset = 1.1, - head_direction_offset = 0, - head_pitch_modifier = 0, - --end head code - jump = true, makes_footstep_sound = true, walk_velocity = .8, diff --git a/mods/ENTITIES/mobs_mc_gameconfig/init.lua b/mods/ENTITIES/mobs_mc_gameconfig/init.lua index 27cb4b4bf3..06d7eb87fa 100644 --- a/mods/ENTITIES/mobs_mc_gameconfig/init.lua +++ b/mods/ENTITIES/mobs_mc_gameconfig/init.lua @@ -200,14 +200,14 @@ end mobs_mc.override.enderman_block_texture_overrides = { ["mcl_core:cactus"] = ctable, -- FIXME: replace colorize colors with colors from palette - ["mcl_core:dirt_with_grass"] = { - "mcl_core_grass_block_top.png^[colorize:green:90", - "default_dirt.png", - "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", - "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", - "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", - "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", - }, + ["mcl_core:dirt_with_grass"] = + { + "mcl_core_grass_block_top.png^[colorize:green:90", + "default_dirt.png", + "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", + "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", + "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)", + "default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)"} } -- List of nodes on which mobs can spawn