forked from VoxeLibre/VoxeLibre
800 lines
20 KiB
Lua
800 lines
20 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local ENTITY_CRAMMING_MAX = 24
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local CRAMMING_DAMAGE = 3
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local DEFAULT_FALL_SPEED = -9.81*1.5
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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- check if within physical map limits (-30911 to 30927)
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local function within_limits(pos, radius)
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local wmin, wmax = -30912, 30928
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if mcl_vars then
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if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
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wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
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end
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end
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if radius then
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wmin = wmin - radius
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wmax = wmax + radius
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end
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for _,v in pairs(pos) do
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if v < wmin or v > wmax then return false end
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end
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return true
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end
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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function mob_class:collision()
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local pos = self.object:get_pos()
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if not pos then return {0,0} end
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local vel = self.object:get_velocity()
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local x = 0
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local z = 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
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local ent = object:get_luaentity()
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if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
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if object:is_player() and mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(object, 4)
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end
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local force = (width + 0.5) - vector.distance(
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{x = pos.x, y = 0, z = pos.z},
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{x = pos2.x, y = 0, z = pos2.z})
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x = x + (vec.x * force)
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z = z + (vec.z * force)
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end
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end
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return({x,z})
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end
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-- move mob in facing direction
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function mob_class:set_velocity( v)
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(self:collision())
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end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" or self.order == "sit" then
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self.acc=vector.new(0,0,0)
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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local vv = self.object:get_velocity()
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if vv then
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self.acc={
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x = ((math.sin(yaw) * -v) + c_x)*.27,
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y = 0,
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z = ((math.cos(yaw) * v) + c_y)*.27,
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}
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end
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end
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-- calculate mob velocity
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function mob_class:get_velocity()
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local v = self.object:get_velocity()
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if v then
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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return 0
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end
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function mob_class:update_roll()
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local is_Fleckenstein = self.nametag == "Fleckenstein"
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local was_Fleckenstein = false
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local rot = self.object:get_rotation()
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rot.z = is_Fleckenstein and pi or 0
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self.object:set_rotation(rot)
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local cbox = table.copy(self.collisionbox)
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local acbox = self.object:get_properties().collisionbox
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if math.abs(cbox[2] - acbox[2]) > 0.1 then
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was_Fleckenstein = true
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end
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if is_Fleckenstein ~= was_Fleckenstein then
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local pos = self.object:get_pos()
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pos.y = pos.y + (acbox[2] + acbox[5])
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self.object:set_pos(pos)
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end
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if is_Fleckenstein then
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cbox[2], cbox[5] = -cbox[5], -cbox[2]
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self.object:set_properties({collisionbox = cbox})
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-- This leads to child mobs having the wrong collisionbox
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-- and seeing as it seems to be nothing but an easter egg
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-- i've put it inside the if. Which just makes it be upside
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-- down lol.
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end
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end
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function mob_class:update_tag()
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local tag
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if mobs_debug then
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tag = "nametag = '"..tostring(self.nametag).."'\n"..
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"state = '"..tostring(self.state).."'\n"..
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"order = '"..tostring(self.order).."'\n"..
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"attack = "..tostring(self.attack).."\n"..
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"health = "..tostring(self.health).."\n"..
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"breath = "..tostring(self.breath).."\n"..
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"gotten = "..tostring(self.gotten).."\n"..
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"tamed = "..tostring(self.tamed).."\n"..
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"horny = "..tostring(self.horny).."\n"..
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"hornytimer = "..tostring(self.hornytimer).."\n"..
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"runaway_timer = "..tostring(self.runaway_timer).."\n"..
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"following = "..tostring(self.following)
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else
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tag = self.nametag
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end
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self.object:set_properties({
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nametag = tag,
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})
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self:update_roll()
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end
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local function shortest_term_of_yaw_rotatoin(self, rot_origin, rot_target, nums)
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if not rot_origin or not rot_target then
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return
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end
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rot_origin = math.deg(rot_origin)
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rot_target = math.deg(rot_target)
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if math.abs(rot_target - rot_origin) < 180 then
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return rot_target - rot_origin
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else
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if (rot_target - rot_origin) > 0 then
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return 360-(rot_target - rot_origin)
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else
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return (rot_target - rot_origin)+360
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end
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end
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end
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-- set and return valid yaw
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function mob_class:set_yaw(yaw, delay, dtime)
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if self.noyaw then return end
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if self.state ~= PATHFINDING then
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self._turn_to = yaw
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end
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--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
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--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
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--clamp our yaw to a 360 range
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if math.deg(self.object:get_yaw()) > 360 then
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self.object:set_yaw(math.rad(1))
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elseif math.deg(self.object:get_yaw()) < 0 then
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self.object:set_yaw(math.rad(359))
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end
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--calculate the shortest way to turn to find our target
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local target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), yaw, true)
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if self.following then
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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else
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target_shortest_path = shortest_term_of_yaw_rotatoin(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
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end
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end
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local ddtime = 0.05 --set_tick_rate
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if dtime then
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ddtime = dtime
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end
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if math.abs(target_shortest_path) > 280*ddtime then
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if target_shortest_path > 0 then
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self.object:set_yaw(self.object:get_yaw()+3.6*ddtime)
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if self.acc then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), 3.6*ddtime)
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end
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else
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self.object:set_yaw(self.object:get_yaw()-3.6*ddtime)
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if self.acc then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), -3.6*ddtime)
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end
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end
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end
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delay = delay or 0
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yaw = self.object:get_yaw()
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if delay == 0 then
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if self.shaking and dtime then
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yaw = yaw + (random() * 2 - 1) * 5 * dtime
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end
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self:update_roll()
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mcl_mobs.yaw(self, yaw, delay, dtime)
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return mob_class.set_yaw(self, yaw, delay, dtime)
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end
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-- are we flying in what we are suppose to? (taikedz)
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function mob_class:flight_check()
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local nod = self.standing_in
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local def = minetest.registered_nodes[nod]
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if not def then return false end -- nil check
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local fly_in
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if type(self.fly_in) == "string" then
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fly_in = { self.fly_in }
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elseif type(self.fly_in) == "table" then
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fly_in = self.fly_in
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else
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return false
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end
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for _,checknode in pairs(fly_in) do
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if nod == checknode or nod == "ignore" then
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return true
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end
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end
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return false
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end
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-- check if mob is dead or only hurt
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function mob_class:check_for_death(cause, cmi_cause)
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if self.state == "die" then
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return true
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end
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-- has health actually changed?
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if self.health == self.old_health and self.health > 0 then
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return false
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end
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local damaged = self.health < self.old_health
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self.old_health = self.health
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-- still got some health?
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if self.health > 0 then
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-- make sure health isn't higher than max
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if self.health > self.hp_max then
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self.health = self.hp_max
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end
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-- play damage sound if health was reduced and make mob flash red.
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if damaged then
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add_texture_mod(self, "^[colorize:#d42222:175")
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minetest.after(1, function(self)
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if self and self.object then
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remove_texture_mod(self, "^[colorize:#d42222:175")
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end
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end, self)
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self:mob_sound("damage")
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end
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-- backup nametag so we can show health stats
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if not self.nametag2 then
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self.nametag2 = self.nametag or ""
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end
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if show_health
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and (cmi_cause and cmi_cause.type == "punch") then
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self.htimer = 2
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self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
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self:update_tag()
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end
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return false
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end
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self:mob_sound("death")
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local function death_handle(self)
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-- dropped cooked item if mob died in fire or lava
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if cause == "lava" or cause == "fire" then
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item_drop(self, true, 0)
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else
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local wielditem = ItemStack()
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if cause == "hit" then
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local puncher = cmi_cause.puncher
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if puncher then
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wielditem = puncher:get_wielded_item()
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end
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end
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local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect")
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local looting = mcl_enchanting.get_enchantment(wielditem, "looting")
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item_drop(self, cooked, looting)
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if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then
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mcl_experience.throw_xp(self.object:get_pos(), random(self.xp_min, self.xp_max))
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end
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end
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end
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-- execute custom death function
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if self.on_die then
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local pos = self.object:get_pos()
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local on_die_exit = self.on_die(self, pos, cmi_cause)
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if on_die_exit ~= true then
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death_handle(self)
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end
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if on_die_exit == true then
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self.state = "die"
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return true
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end
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end
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local collisionbox
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if self.collisionbox then
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collisionbox = table.copy(self.collisionbox)
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end
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self.state = "die"
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self.attack = nil
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self.v_start = false
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self.fall_speed = DEFAULT_FALL_SPEED
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self.timer = 0
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self.blinktimer = 0
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remove_texture_mod(self, "^[colorize:#FF000040")
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remove_texture_mod(self, "^[brighten")
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self.passive = true
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self.object:set_properties({
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pointable = false,
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collide_with_objects = false,
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})
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set_velocity(self, 0)
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local acc = self.object:get_acceleration()
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acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
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self.object:set_acceleration(acc)
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local length
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-- default death function and die animation (if defined)
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if self.instant_death then
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length = 0
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elseif self.animation
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and self.animation.die_start
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and self.animation.die_end then
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local frames = self.animation.die_end - self.animation.die_start
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local speed = self.animation.die_speed or 15
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length = math.max(frames / speed, 0) + DEATH_DELAY
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set_animation(self, "die")
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else
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length = 1 + DEATH_DELAY
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set_animation(self, "stand", true)
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end
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-- Remove body after a few seconds and drop stuff
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local kill = function(self)
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if not self.object:get_luaentity() then
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return
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end
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death_handle(self)
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local dpos = self.object:get_pos()
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local cbox = self.collisionbox
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local yaw = self.object:get_rotation().y
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mcl_burning.extinguish(self.object)
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self.object:remove()
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mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
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end
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if length <= 0 then
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kill(self)
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else
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minetest.after(length, kill, self)
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end
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return true
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end
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-- environmental damage (water, lava, fire, light etc.)
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function mob_class:do_env_damage()
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-- feed/tame text timer (so mob 'full' messages dont spam chat)
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if self.htimer > 0 then
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self.htimer = self.htimer - 1
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end
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-- reset nametag after showing health stats
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if self.htimer < 1 and self.nametag2 then
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self.nametag = self.nametag2
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self.nametag2 = nil
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self:update_tag()
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end
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local pos = self.object:get_pos()
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self.time_of_day = minetest.get_timeofday()
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-- remove mob if beyond map limits
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if not within_limits(pos, 0) then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return true
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end
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-- Deal light damage to mob, returns true if mob died
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local function deal_light_damage(self, pos, damage)
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if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
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self.health = self.health - damage
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effect(pos, 5, "mcl_particles_smoke.png")
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if self:check_for_death("light", {type = "light"}) then
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return true
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end
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end
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end
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local sunlight = 10
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if within_limits(pos,0) then
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sunlight = minetest.get_natural_light(pos, self.time_of_day)
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end
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-- bright light harms mob
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if self.light_damage ~= 0 and (sunlight or 0) > 12 then
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if deal_light_damage(self, pos, self.light_damage) then
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return true
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end
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end
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local _, dim = mcl_worlds.y_to_layer(pos.y)
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if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
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if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire(self.object, 10)
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else
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deal_light_damage(self, pos, self.sunlight_damage)
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return true
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end
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end
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end
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local y_level = self.collisionbox[2]
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if self.child then
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y_level = self.collisionbox[2] * 0.5
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end
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-- what is mob standing in?
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pos.y = pos.y + y_level + 0.25 -- foot level
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local pos2 = {x=pos.x, y=pos.y-1, z=pos.z}
|
|
self.standing_in = node_ok(pos, "air").name
|
|
self.standing_on = node_ok(pos2, "air").name
|
|
|
|
-- don't fall when on ignore, just stand still
|
|
if self.standing_in == "ignore" then
|
|
self.object:set_velocity({x = 0, y = 0, z = 0})
|
|
end
|
|
|
|
local nodef = minetest.registered_nodes[self.standing_in]
|
|
|
|
-- rain
|
|
if self.rain_damage > 0 then
|
|
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
|
|
|
|
self.health = self.health - self.rain_damage
|
|
|
|
if self:check_for_death("rain", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
pos.y = pos.y + 1 -- for particle effect position
|
|
|
|
-- water damage
|
|
if self.water_damage > 0
|
|
and nodef.groups.water then
|
|
|
|
if self.water_damage ~= 0 then
|
|
|
|
self.health = self.health - self.water_damage
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
|
|
|
|
if self:check_for_death("water", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- lava damage
|
|
elseif self.lava_damage > 0
|
|
and (nodef.groups.lava) then
|
|
|
|
if self.lava_damage ~= 0 then
|
|
|
|
self.health = self.health - self.lava_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
mcl_burning.set_on_fire(self.object, 10)
|
|
|
|
if self:check_for_death("lava", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- fire damage
|
|
elseif self.fire_damage > 0
|
|
and (nodef.groups.fire) then
|
|
|
|
if self.fire_damage ~= 0 then
|
|
|
|
self.health = self.health - self.fire_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
mcl_burning.set_on_fire(self.object, 5)
|
|
|
|
if self:check_for_death("fire", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- damage_per_second node check
|
|
elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
|
|
|
|
self.health = self.health - nodef.damage_per_second
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if self:check_for_death("dps", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- Drowning damage
|
|
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
|
|
drowning = true
|
|
end
|
|
elseif nodef.drowning > 0 then
|
|
drowning = true
|
|
end
|
|
if drowning then
|
|
|
|
self.breath = math.max(0, self.breath - 1)
|
|
|
|
effect(pos, 2, "bubble.png", nil, nil, 1, nil)
|
|
if self.breath <= 0 then
|
|
local dmg
|
|
if nodef.drowning > 0 then
|
|
dmg = nodef.drowning
|
|
else
|
|
dmg = 4
|
|
end
|
|
damage_effect(self, dmg)
|
|
self.health = self.health - dmg
|
|
end
|
|
if self:check_for_death("drowning", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
else
|
|
self.breath = math.min(self.breath_max, self.breath + 1)
|
|
end
|
|
end
|
|
|
|
--- suffocation inside solid node
|
|
-- FIXME: Redundant with mcl_playerplus
|
|
if (self.suffocation == true)
|
|
and (nodef.walkable == nil or nodef.walkable == true)
|
|
and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
|
|
and (nodef.node_box == nil or nodef.node_box.type == "regular")
|
|
and (nodef.groups.disable_suffocation ~= 1)
|
|
and (nodef.groups.opaque == 1) then
|
|
|
|
-- Short grace period before starting to take suffocation damage.
|
|
-- This is different from players, who take damage instantly.
|
|
-- This has been done because mobs might briefly be inside solid nodes
|
|
-- when e.g. climbing up stairs.
|
|
-- This is a bit hacky because it assumes that do_env_damage
|
|
-- is called roughly every second only.
|
|
self.suffocation_timer = self.suffocation_timer + 1
|
|
if self.suffocation_timer >= 3 then
|
|
-- 2 damage per second
|
|
-- TODO: Deal this damage once every 1/2 second
|
|
self.health = self.health - 2
|
|
|
|
if self:check_for_death("suffocation", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
self.suffocation_timer = 0
|
|
end
|
|
|
|
return self:check_for_death("", {type = "unknown"})
|
|
end
|
|
|
|
function mob_class:damage_mob(reason,damage)
|
|
if not self.health then return end
|
|
damage = floor(damage)
|
|
if damage > 0 then
|
|
self.health = self.health - damage
|
|
|
|
effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
|
|
|
|
if self:check_for_death(reason, {type = reason}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:check_entity_cramming()
|
|
local p = self.object:get_pos()
|
|
if not p then return end
|
|
local oo = minetest.get_objects_inside_radius(p,1)
|
|
local mobs = {}
|
|
for _,o in pairs(oo) do
|
|
local l = o:get_luaentity()
|
|
if l and l.is_mob and l.health > 0 then table.insert(mobs,l) end
|
|
end
|
|
local clear = #mobs < ENTITY_CRAMMING_MAX
|
|
local ncram = {}
|
|
for _,l in pairs(mobs) do
|
|
if l then
|
|
if clear then
|
|
l.cram = nil
|
|
elseif l.cram == nil and not self.child then
|
|
table.insert(ncram,l)
|
|
elseif l.cram then
|
|
l:damage_mob("cramming",CRAMMING_DAMAGE)
|
|
end
|
|
end
|
|
end
|
|
for i,l in pairs(ncram) do
|
|
if i > ENTITY_CRAMMING_MAX then
|
|
l.cram = true
|
|
else
|
|
l.cram = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- falling and fall damage
|
|
-- returns true if mob died
|
|
function mob_class:falling(pos)
|
|
|
|
if self.fly and self.state ~= "die" 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
|
|
|
|
-- floating in water (or falling)
|
|
local v = self.object:get_velocity()
|
|
|
|
if v.y > 0 then
|
|
|
|
-- apply gravity when moving up
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = DEFAULT_FALL_SPEED,
|
|
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 / (math.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
|
|
|
|
-- fall damage onto solid ground
|
|
if self.fall_damage == 1
|
|
and self.object:get_velocity().y == 0 then
|
|
local n = node_ok(vector.offset(pos,0,-1,0)).name
|
|
local d = (self.old_y or 0) - self.object:get_pos().y
|
|
|
|
if d > 5 and n ~= "air" and n ~= "ignore" 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
|
|
self:damage_mob("fall",damage)
|
|
end
|
|
|
|
self.old_y = self.object:get_pos().y
|
|
end
|
|
end
|
|
end
|