From f29ad4b8b78689ed0d759c18178a6b2dbc9a1e25 Mon Sep 17 00:00:00 2001 From: jordan4ibanez Date: Tue, 13 Apr 2021 08:20:11 -0400 Subject: [PATCH] Reorganize more settings to the top of file --- mods/ENTITIES/mcl_mobs/api.lua | 1187 +------------------------------- 1 file changed, 30 insertions(+), 1157 deletions(-) diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api.lua index 18285e7f28..9a32c394d5 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api.lua @@ -62,7 +62,7 @@ MOB_CAP.passive = 10 MOB_CAP.ambient = 15 MOB_CAP.water = 15 --- Load settings +-- 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 @@ -74,12 +74,31 @@ local show_health = false local max_per_block = tonumber(minetest_settings:get("max_objects_per_block") or 64) local mobs_spawn_chance = tonumber(minetest_settings:get("mobs_spawn_chance") or 2.5) +-- pathfinding settings +local enable_pathfinding = true +local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching +local stuck_path_timeout = 10 -- how long will mob follow path before giving up + +-- default nodes +local node_ice = "mcl_core:ice" +local node_snowblock = "mcl_core:snowblock" +local node_snow = "mcl_core:snow" +mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt" + +local mod_weather = minetest_get_modpath("mcl_weather") ~= nil +local mod_explosions = minetest_get_modpath("mcl_explosions") ~= nil +local mod_mobspawners = minetest_get_modpath("mcl_mobspawners") ~= nil +local mod_hunger = minetest_get_modpath("mcl_hunger") ~= nil +local mod_worlds = minetest_get_modpath("mcl_worlds") ~= nil +local mod_armor = minetest_get_modpath("mcl_armor") ~= nil +local mod_experience = minetest_get_modpath("mcl_experience") ~= nil + -- random locals I found -local los_switcher = false +local los_switcher = false local height_switcher = false --- Localize +-- Get translator local S = minetest.get_translator("mcl_mobs") -- CMI support check @@ -121,109 +140,6 @@ if minetest_settings:get_bool("only_peaceful_mobs", false) then 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 - - - --- 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 - --- 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 - factor = armor:get_mob_view_range_factor(object, 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 - local collision = function(self) pos = self.object:get_pos() --do collision detection from the base of the mob @@ -350,33 +266,6 @@ local get_velocity = function(self) return 0 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 -- set and return valid yaw local set_yaw = function(self, yaw, delay, dtime) @@ -489,751 +378,14 @@ mobs.death_effect = function(pos, yaw, collisionbox, rotate) end --- 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 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 - - --- is mob facing a cliff or danger -local is_at_cliff_or_danger = function(self) - - if self.fear_height == 0 then -- 0 for no falling protection! - return false - end - - if not self.object:get_luaentity() then - 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 pos = self.object:get_pos() - local ypos = pos.y + self.collisionbox[2] -- just above floor - - 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 danger = is_node_dangerous(self, bnode.name) - if danger then - return true - else - local def = minetest_registered_nodes[bnode.name] - if def and def.walkable then - return false - end - end - end - - return false -end - - --- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water -local is_at_water_danger = function(self) - - - if not self.object:get_luaentity() then - 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 pos = self.object:get_pos() - local ypos = pos.y + self.collisionbox[2] -- just above floor - - 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 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 - return false - 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] - if def and def.walkable then - return false - end - end - end - - return false -end - - --- get node but use fallback for nil or unknown -local node_ok = function(pos, fallback) - - fallback = fallback or mobs.fallback_node - - local node = minetest_get_node_or_nil(pos) - - if node and minetest_registered_nodes[node.name] then - return node - end - - return minetest_registered_nodes[fallback] -end - - --- environmental damage (water, lava, fire, light etc.) -local do_env_damage = function(self) - - -- feed/tame text timer (so mob 'full' messages dont spam chat) - if self.htimer > 0 then - self.htimer = self.htimer - 1 - end - - -- reset nametag after showing health stats - if self.htimer < 1 and self.nametag2 then - - self.nametag = self.nametag2 - self.nametag2 = nil - - update_tag(self) - end - - local pos = self.object:get_pos() - - self.time_of_day = minetest.get_timeofday() - - -- remove mob if beyond map limits - if not within_limits(pos, 0) then - mcl_burning.extinguish(self.object) - self.object:remove() - return true - end - - - -- Deal light damage to mob, returns true if mob died - local deal_light_damage = function(self, pos, damage) - if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then - self.health = self.health - damage - - effect(pos, 5, "mcl_particles_smoke.png") - - if check_for_death(self, "light", {type = "light"}) then - return true - end - end - end - - -- Use get_node_light for Minetest version 5.3 where get_natural_light - -- does not exist yet. - local get_light = minetest_get_natural_light or minetest_get_node_light - local sunlight = get_light(pos, self.time_of_day) - - -- bright light harms mob - if self.light_damage ~= 0 and (sunlight or 0) > 12 then - if deal_light_damage(self, pos, self.light_damage) then - return true - end - end - local _, dim = nil, "overworld" - if mod_worlds then - _, dim = mcl_worlds.y_to_layer(pos.y) - end - if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then - if self.ignited_by_sunlight then - mcl_burning.set_on_fire(self.object, 10) - else - deal_light_damage(self, pos, self.sunlight_damage) - return true - end - end - - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - pos.y = pos.y + y_level + 0.25 -- foot level - 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 and mod_weather then - if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then - - self.health = self.health - self.rain_damage - - if check_for_death(self, "rain", {type = "environment", - pos = pos, node = self.standing_in}) then - return 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 check_for_death(self, "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) - - if check_for_death(self, "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) - - if check_for_death(self, "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 check_for_death(self, "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 check_for_death(self, "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 check_for_death(self, "suffocation", {type = "environment", - pos = pos, node = self.standing_in}) then - return true - end - end - else - self.suffocation_timer = 0 - end - - return check_for_death(self, "", {type = "unknown"}) -end - - --- jump if facing a solid node (not fences or gates) -local do_jump = function(self) - - if not self.jump - or self.jump_height == 0 - or self.fly - or (self.child and self.type ~= "monster") - or self.order == "stand" then - return false - end - - self.facing_fence = false - - -- something stopping us while moving? - if self.state ~= "stand" - and get_velocity(self) > 0.5 - and self.object:get_velocity().y ~= 0 then - return false - end - - local pos = self.object:get_pos() - local yaw = self.object:get_yaw() - - -- what is mob standing on? - pos.y = pos.y + self.collisionbox[2] - 0.2 - - local nod = node_ok(pos) - - if minetest_registered_nodes[nod.name].walkable == false then - return false - end - - -- where is front - local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) - - -- what is in front of mob? - nod = node_ok({ - x = pos.x + dir_x, - y = pos.y + 0.5, - z = pos.z + dir_z - }) - - -- this is used to detect if there's a block on top of the block in front of the mob. - -- If there is, there is no point in jumping as we won't manage. - local nodTop = node_ok({ - x = pos.x + dir_x, - y = pos.y + 1.5, - z = pos.z + dir_z - }, "air") - - -- we don't attempt to jump if there's a stack of blocks blocking - if minetest_registered_nodes[nodTop.name].walkable == true then - return false - end - - -- thin blocks that do not need to be jumped - if nod.name == node_snow then - return false - end - - if self.walk_chance == 0 - or minetest_registered_items[nod.name].walkable then - - if 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() - - v.y = self.jump_height - - set_animation(self, "jump") -- only when defined - - self.object:set_velocity(v) - - -- when in air move forward - minetest_after(0.3, function(self, v) - if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then - return - end - self.object:set_acceleration({ - x = v.x * 2, - y = -10, - z = v.z * 2, - }) - end, self, v) - - if self.jump_sound_cooloff <= 0 then - mob_sound(self, "jump") - self.jump_sound_cooloff = 0.5 - end - else - self.facing_fence = true - end - - -- if we jumped against a block/wall 4 times then turn - if self.object:get_velocity().x ~= 0 - and self.object:get_velocity().z ~= 0 then - - self.jump_count = (self.jump_count or 0) + 1 - - if self.jump_count == 4 then - - local yaw = self.object:get_yaw() or 0 - - yaw = set_yaw(self, yaw + 1.35, 8) - - self.jump_count = 0 - end - end - - return true - end - - return false -end - - --- blast damage to entities nearby -local entity_physics = function(pos, radius) - - radius = radius * 2 - - local objs = minetest_get_objects_inside_radius(pos, radius) - local obj_pos, dist - - for n = 1, #objs do - - obj_pos = objs[n]:get_pos() - - dist = vector.distance(pos, obj_pos) - if dist < 1 then dist = 1 end - - local damage = math_floor((4 / dist) * radius) - local ent = objs[n]:get_luaentity() - - -- punches work on entities AND players - objs[n]:punch(objs[n], 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, pos) - end -end - - --- should mob follow what I'm holding ? -local follow_holding = function(self, clicker) - - if mobs.invis[clicker:get_player_name()] then - return false - end - - local item = clicker:get_wielded_item() - local t = type(self.follow) - - -- single item - if t == "string" - and item:get_name() == self.follow then - return true - - -- multiple items - elseif t == "table" then - - for no = 1, #self.follow do - - if self.follow[no] == item:get_name() then - return true - end - end - end - - return false -end - - --- find two animals of same type and breed if nearby and horny -local breed = function(self) - - -- child takes a long time before growing into adult - if self.child == true then - - -- When a child, hornytimer is used to count age until adulthood - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer >= CHILD_GROW_TIME then - - self.child = false - self.hornytimer = 0 - - self.object:set_properties({ - textures = self.base_texture, - mesh = self.base_mesh, - visual_size = self.base_size, - collisionbox = self.base_colbox, - selectionbox = self.base_selbox, - }) - - -- custom function when child grows up - if self.on_grown then - self.on_grown(self) - else - -- jump when fully grown so as not to fall into ground - self.object:set_velocity({ - x = 0, - y = self.jump_height, - z = 0 - }) - end - end - - return - end - - -- horny animal can mate for BREED_TIME seconds, - -- afterwards horny animal cannot mate again for BREED_TIME_AGAIN seconds - if self.horny == true - and self.hornytimer < BREED_TIME + BREED_TIME_AGAIN then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer >= BREED_TIME + BREED_TIME_AGAIN then - self.hornytimer = 0 - self.horny = false - end - end - - -- find another same animal who is also horny and mate if nearby - if self.horny == true - and self.hornytimer <= BREED_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 num = 0 - local ent = nil - - for n = 1, #objs do - - ent = objs[n]:get_luaentity() - - -- check for same animal with different colour - local canmate = false - - if ent then - - if ent.name == self.name then - canmate = true - else - local entname = string.split(ent.name,":") - local selfname = string.split(self.name,":") - - if entname[1] == selfname[1] then - entname = string.split(entname[2],"_") - selfname = string.split(selfname[2],"_") - - if entname[1] == selfname[1] then - canmate = true - end - end - end - end - - if ent - and canmate == true - and ent.horny == true - and ent.hornytimer <= BREED_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 - - -- spawn baby - minetest_after(5, function(parent1, parent2, pos) - if not parent1.object:get_luaentity() then - return - end - if not parent2.object:get_luaentity() then - return - end - - -- Give XP - if mod_experience then - mcl_experience.throw_experience(pos, math_random(1, 7)) - end - - -- custom breed function - if parent1.on_breed then - -- when false, skip going any further - if parent1.on_breed(parent1, parent2) == false then - return - end - end - - local child = mobs:spawn_child(pos, parent1.name) - - local ent_c = child:get_luaentity() - - - -- Use texture of one of the parents - local p = math_random(1, 2) - if p == 1 then - ent_c.base_texture = parent1.base_texture - else - ent_c.base_texture = parent2.base_texture - end - child:set_properties({ - textures = ent_c.base_texture - }) - - -- tamed and owned by parents' owner - ent_c.tamed = true - ent_c.owner = parent1.owner - end, self, ent, pos) - - num = 0 - - break - end - end - end -end - - --- find and replace what mob is looking for (grass, wheat etc.) -local replace = function(self, pos) - - if not self.replace_rate - 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 - return - end - - local what, with, y_offset - - if type(self.replace_what[1]) == "table" then - - local num = math_random(#self.replace_what) - - what = self.replace_what[num][1] or "" - with = self.replace_what[num][2] or "" - y_offset = self.replace_what[num][3] or 0 - else - what = self.replace_what - with = self.replace_with or "" - y_offset = self.replace_offset or 0 - end - - pos.y = pos.y + y_offset - - local node = minetest_get_node(pos) - if node.name == what then - - local oldnode = {name = what, param2 = node.param2} - local newnode = {name = with, param2 = node.param2} - local on_replace_return - - if self.on_replace then - on_replace_return = self.on_replace(self, pos, oldnode, newnode) - end - - if on_replace_return ~= false then - - if mobs_griefing then - minetest_set_node(pos, newnode) - end - - end - end -end - - --- check if daytime and also if mob is docile during daylight hours -local day_docile = function(self) - - if self.docile_by_day == false then - - return false - - elseif self.docile_by_day == true - and self.time_of_day > 0.2 - and self.time_of_day < 0.8 then - - return true - end -end - - - - -- 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 @@ -1785,290 +937,10 @@ local do_states = function(self, dtime) end end end + ]]-- end --- deal damage and effects when mob punched -local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - -- custom punch function - if self.do_punch then - - -- when false skip going any further - if self.do_punch(self, hitter, tflp, tool_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 - math_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 = 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 - - 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 = math_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 - math_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 * math_pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + math_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) @@ -2260,8 +1132,9 @@ local mob_activate = function(self, staticdata, def, dtime) -- set anything changed above self.object:set_properties(self) set_yaw(self, (math_random(0, 360) - 180) / 180 * math_pi, 6) - update_tag(self) - set_animation(self, "stand") + + --update_tag(self) + --set_animation(self, "stand") -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then @@ -2370,7 +1243,7 @@ local mob_step = function(self, dtime) yaw = yaw + (math_random() * 2 - 1) * 5 * dtime end self.object:set_yaw(yaw) - update_roll(self) + --update_roll(self) end -- end rotation @@ -2974,7 +1847,7 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative) end if pos - and within_limits(pos, 0) + --and within_limits(pos, 0) and not minetest_is_protected(pos, placer:get_player_name()) then local name = placer:get_player_name()