forked from VoxeLibre/VoxeLibre
2211 lines
58 KiB
Lua
2211 lines
58 KiB
Lua
local mob_class = mcl_mobs.mob_class
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local mob_class_meta = {__index = mcl_mobs.mob_class}
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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local MAX_MOB_NAME_LENGTH = 30
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60*20
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local DEATH_DELAY = 0.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local FLOP_HEIGHT = 6
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local FLOP_HOR_SPEED = 1.5
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local PATHFINDING = "gowp"
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local function mcl_log (message)
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if LOGGING_ON then
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mcl_util.mcl_log (message, "[Mobs]", true)
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end
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end
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-- Invisibility mod check
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mcl_mobs.invis = {}
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-- localize math functions
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local atann = math.atan
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local function atan(x)
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if not x or x ~= x then
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return 0
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else
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return atann(x)
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end
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end
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-- Load settings
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local remove_far = true
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = false
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local old_spawn_icons = minetest.settings:get_bool("mcl_old_spawn_icons",false)
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-- Shows helpful debug info above each mob
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local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
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local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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-- Peaceful mode message so players will know there are no monsters
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if minetest.settings:get_bool("only_peaceful_mobs", false) then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("Peaceful mode active! No monsters will spawn."))
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end)
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end
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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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-- default nodes
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local node_ice = "mcl_core:ice"
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local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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mcl_mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
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minetest.register_chatcommand("clearmobs",{
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privs={maphack=true},
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params = "<all>|<nametagged>|<range>",
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description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."),
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func=function(n,param)
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local p = minetest.get_player_by_name(n)
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local num=tonumber(param)
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for _,o in pairs(minetest.luaentities) do
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if o.is_mob then
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if param == "all" or
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( param == "nametagged" and o.nametag ) or
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( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
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( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
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o.object:remove()
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end
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end
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end
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end})
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minetest.register_on_leaveplayer(function(player)
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local pn = player:get_player_name()
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if not active_particlespawners[pn] then return end
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for _,m in pairs(active_particlespawners[pn]) do
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for k,v in pairs(m) do
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minetest.delete_particlespawner(v)
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end
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end
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active_particlespawners[pn] = nil
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end)
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function mob_class:player_in_active_range()
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for _,p in pairs(minetest.get_connected_players()) do
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if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
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-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
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end
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end
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-- Return true if object is in view_range
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function mob_class:object_in_range(object)
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if not object then
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return false
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end
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local factor
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-- Apply view range reduction for special player armor
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if object:is_player() then
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local factors = mcl_armor.player_view_range_factors[object]
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factor = factors and factors[self.name]
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end
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-- Distance check
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local dist
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if factor and factor == 0 then
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return false
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elseif factor then
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dist = self.view_range * factor
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else
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dist = self.view_range
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end
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local p1, p2 = self.object:get_pos(), object:get_pos()
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return p1 and p2 and (vector.distance(p1, p2) <= dist)
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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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-- 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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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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local do_states = function(self, dtime)
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--if self.can_open_doors then check_doors(self) end
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local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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if math.random(1, 4) == 1 then
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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local lp
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:get_pos()
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break
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end
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end
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-- look at any players nearby, otherwise turn randomly
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if lp and self.look_at_players then
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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else
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yaw = yaw + math.random(-0.5, 0.5)
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end
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yaw = self:set_yaw( yaw, 8)
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end
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if self.order == "sit" then
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self:set_animation( "sit")
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self:set_velocity(0)
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else
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self:set_animation( "stand")
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self:set_velocity(0)
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end
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-- npc's ordered to stand stay standing
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if self.order == "stand" or self.order == "sleep" or self.order == "work" then
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else
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and math.random(1, 100) <= self.walk_chance
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and self:is_at_cliff_or_danger() == false then
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self:set_velocity(self.walk_velocity)
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self.state = "walk"
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self:set_animation( "walk")
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end
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end
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elseif self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "walk" then
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local s = self.object:get_pos()
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local lp = nil
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-- is there something I need to avoid?
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if (self.water_damage > 0
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and self.lava_damage > 0)
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or self.breath_max ~= -1 then
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lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
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elseif self.water_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:water"})
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elseif self.lava_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:lava"})
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elseif self.fire_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:fire"})
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end
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local is_in_danger = false
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if lp then
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-- If mob in or on dangerous block, look for land
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if (self:is_node_dangerous(self.standing_in) or
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self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
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is_in_danger = true
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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-- Better way to find shore - copied from upstream
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lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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lp = #lp > 0 and lp[math.random(#lp)]
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-- did we find land?
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if lp then
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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-- look towards land and move in that direction
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yaw = self:set_yaw( yaw, 6)
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self:set_velocity(self.walk_velocity)
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end
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end
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-- A danger is near but mob is not inside
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else
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-- Randomly turn
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if math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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yaw = self:set_yaw( yaw, 8)
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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-- stand for great fall or danger or fence in front
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local cliff_or_danger = false
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if is_in_danger then
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cliff_or_danger = self:is_at_cliff_or_danger()
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end
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if self.facing_fence == true
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or cliff_or_danger
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or math.random(1, 100) <= 30 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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self:set_velocity(self.walk_velocity)
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if self:flight_check()
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and self.animation
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and self.animation.fly_start
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and self.animation.fly_end then
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self:set_animation( "fly")
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else
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self:set_animation( "walk")
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end
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end
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-- runaway when punched
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elseif self.state == "runaway" then
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self.runaway_timer = self.runaway_timer + 1
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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or self:is_at_cliff_or_danger() then
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self.runaway_timer = 0
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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self:set_velocity( self.run_velocity)
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self:set_animation( "run")
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end
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-- attack routines (explode, dogfight, shoot, dogshoot)
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elseif self.state == "attack" then
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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-- stop attacking if player invisible or out of range
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if not self.attack
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or not self.attack:get_pos()
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or not self:object_in_range(self.attack)
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
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self.state = "stand"
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self:set_velocity( 0)
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self:set_animation( "stand")
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self.attack = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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return
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end
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-- calculate distance from mob and enemy
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local dist = vector.distance(p, s)
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if self.attack_type == "explode" then
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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or (node_break_radius * 2)
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-- start timer when in reach and line of sight
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if not self.v_start
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and dist <= self.reach
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and self:line_of_sight( s, p, 2) then
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self.v_start = true
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self.timer = 0
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self.blinktimer = 0
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self:mob_sound("fuse", nil, false)
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-- stop timer if out of reach or direct line of sight
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elseif self.allow_fuse_reset
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and self.v_start
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and (dist >= self.explosiontimer_reset_radius
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or not self:line_of_sight( s, p, 2)) then
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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self:remove_texture_mod("^[brighten")
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end
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-- walk right up to player unless the timer is active
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if self.v_start and (self.stop_to_explode or dist < self.reach) then
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self:set_velocity( 0)
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else
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self:set_velocity( self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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self:set_animation( "run")
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else
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self:set_animation( "walk")
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end
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if self.v_start then
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self.timer = self.timer + dtime
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self.blinktimer = (self.blinktimer or 0) + dtime
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if self.blinktimer > 0.2 then
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self.blinktimer = 0
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if self.blinkstatus then
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self:remove_texture_mod("^[brighten")
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else
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self:add_texture_mod("^[brighten")
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end
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self.blinkstatus = not self.blinkstatus
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end
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
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else
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minetest.sound_play(self.sounds.explode, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds.distance or 32
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}, true)
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self:entity_physics(pos,entity_damage_radius)
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mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
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end
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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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elseif self.attack_type == "dogfight"
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
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or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
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if self.fly
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and dist > self.reach then
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local p1 = s
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local me_y = math.floor(p1.y)
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local p2 = p
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local p_y = math.floor(p2.y + 1)
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local v = self.object:get_velocity()
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if self:flight_check( s) then
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if me_y < p_y then
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self.object:set_velocity({
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x = v.x,
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y = 1 * self.walk_velocity,
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z = v.z
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})
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elseif me_y > p_y then
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self.object:set_velocity({
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x = v.x,
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y = -1 * self.walk_velocity,
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z = v.z
|
|
})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 0.01,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -0.01,
|
|
z = v.z
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50
|
|
or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table.remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw + math.pi end
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
if dist > self.reach then
|
|
|
|
-- path finding by rnd
|
|
if self.pathfinding -- only if mob has pathfinding enabled
|
|
and enable_pathfinding then
|
|
|
|
self:smart_mobs(s, p, dist, dtime)
|
|
end
|
|
|
|
if self:is_at_cliff_or_danger() then
|
|
|
|
self:set_velocity( 0)
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
else
|
|
|
|
if self.path.stuck then
|
|
self:set_velocity( self.walk_velocity)
|
|
else
|
|
self:set_velocity( self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
self:set_animation( "run")
|
|
else
|
|
self:set_animation( "walk")
|
|
end
|
|
end
|
|
|
|
else -- rnd: if inside reach range
|
|
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
self:set_velocity( 0)
|
|
|
|
if not self.custom_attack then
|
|
|
|
if self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
if self.double_melee_attack
|
|
and math.random(1, 2) == 1 then
|
|
self:set_animation( "punch2")
|
|
else
|
|
self:set_animation( "punch")
|
|
end
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if self:line_of_sight( p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
self:mob_sound("attack")
|
|
|
|
-- punch player (or what player is attached to)
|
|
local attached = self.attack:get_attach()
|
|
if attached then
|
|
self.attack = attached
|
|
end
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = self.damage}
|
|
}, nil)
|
|
end
|
|
end
|
|
else -- call custom attack every second
|
|
if self.custom_attack
|
|
and self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
self.custom_attack(self, p)
|
|
end
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "shoot"
|
|
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 0) then
|
|
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
|
|
local dist = vector.distance(p, s)
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
local stay_away_from_player = vector.new(0,0,0)
|
|
|
|
--strafe back and fourth
|
|
|
|
--stay away from player so as to shoot them
|
|
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
|
self:set_animation( "shoot")
|
|
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
|
end
|
|
|
|
if self.strafes then
|
|
if not self.strafe_direction then
|
|
self.strafe_direction = 1.57
|
|
end
|
|
if math.random(40) == 1 then
|
|
self.strafe_direction = self.strafe_direction*-1
|
|
end
|
|
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
|
else
|
|
self:set_velocity( 0)
|
|
end
|
|
|
|
local p = self.object:get_pos()
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
if self.shoot_interval
|
|
and self.timer > self.shoot_interval
|
|
and not minetest.raycast(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
|
and math.random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
self:set_animation( "shoot")
|
|
|
|
-- play shoot attack sound
|
|
self:mob_sound("shoot_attack")
|
|
|
|
-- Shoot arrow
|
|
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()
|
|
self.firing = false
|
|
end)
|
|
arrow = minetest.add_entity(p, self.arrow)
|
|
ent = arrow:get_luaentity()
|
|
if ent.velocity then
|
|
v = ent.velocity
|
|
end
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
-- important for mcl_shields
|
|
ent._shooter = self.object
|
|
ent._saved_shooter_pos = self.object:get_pos()
|
|
end
|
|
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
-- offset makes shoot aim accurate
|
|
vec.y = vec.y + self.shoot_offset
|
|
vec.x = vec.x * (v / amount)
|
|
vec.y = vec.y * (v / amount)
|
|
vec.z = vec.z * (v / amount)
|
|
if self.shoot_arrow then
|
|
vec = vector.normalize(vec)
|
|
self:shoot_arrow(p, vec)
|
|
else
|
|
arrow:set_velocity(vec)
|
|
end
|
|
end
|
|
end
|
|
else
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
local check_herd_timer = 0
|
|
local function check_herd(self,dtime)
|
|
local pos = self.object:get_pos()
|
|
if not pos then return end
|
|
check_herd_timer = check_herd_timer + dtime
|
|
if check_herd_timer < 4 then return end
|
|
check_herd_timer = 0
|
|
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
|
|
local l = o:get_luaentity()
|
|
local p,y
|
|
if l and l.is_mob and l.name == self.name then
|
|
if self.horny and l.horny then
|
|
p = l.object:get_pos()
|
|
else
|
|
y = o:get_yaw()
|
|
end
|
|
if p then
|
|
go_to_pos(self,p)
|
|
elseif y then
|
|
self:set_yaw(y)
|
|
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
|
|
|
|
if minetest.is_creative_enabled(hitter:get_player_name()) then
|
|
self.health = 0
|
|
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 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
|
|
|
|
|
|
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
|
|
|
|
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)
|
|
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
|
|
|
|
|
|
if damage >= 0 then
|
|
-- 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
|
|
|
|
self:damage_effect(damage)
|
|
|
|
-- do damage
|
|
self.health = self.health - damage
|
|
|
|
-- skip future functions if dead, except alerting others
|
|
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
|
|
die = true
|
|
end
|
|
end
|
|
-- knock back effect (only on full punch)
|
|
if self.knock_back
|
|
and tflp >= punch_interval then
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
local v = self.object:get_velocity()
|
|
if not v then return end
|
|
local r = 1.4 - math.min(punch_interval, 1.4)
|
|
local kb = r * (math.abs(v.x)+math.abs(v.z))
|
|
local up = 2
|
|
|
|
if die==true then
|
|
kb=kb*2
|
|
end
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if math.abs(v.y) > 0.1
|
|
or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
|
|
-- 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._kb_turn = true
|
|
self._turn_to=self.object:get_yaw()-1.57
|
|
self.frame_speed_multiplier=2.3
|
|
if self.animation.run_end then
|
|
self:set_animation( "run")
|
|
elseif self.animation.walk_end then
|
|
self:set_animation( "walk")
|
|
end
|
|
minetest.after(0.2, function()
|
|
if self and self.object then
|
|
self.frame_speed_multiplier=1
|
|
self._kb_turn = false
|
|
end
|
|
end)
|
|
self.object:add_velocity({
|
|
x = dir.x * kb,
|
|
y = up*2,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
end -- END if damage
|
|
|
|
-- if skittish then run away
|
|
if hitter and is_player and hitter:get_pos() and not die and self.runaway == true and self.state ~= "flop" then
|
|
|
|
local yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
|
|
minetest.after(0.2,function()
|
|
if self and self.object and self.object:get_pos() and hitter and is_player and hitter:get_pos() then
|
|
yaw = self:set_yaw( minetest.dir_to_yaw(vector.direction(hitter:get_pos(), self.object:get_pos())))
|
|
self:set_velocity( self.run_velocity)
|
|
end
|
|
end)
|
|
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 mcl_mobs.invis[ name ] then
|
|
if not die then
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
self:do_attack(hitter)
|
|
self._aggro= true
|
|
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
|
|
obj:do_attack(hitter)
|
|
elseif type(obj.group_attack) == "table" then
|
|
for i=1, #obj.group_attack do
|
|
if obj.name == obj.group_attack[i] then
|
|
obj._aggro = true
|
|
obj:do_attack(hitter)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- have owned mobs attack player threat
|
|
if obj.owner == name and obj.owner_loyal then
|
|
obj:do_attack(self.object)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local mob_detach_child = function(self, child)
|
|
|
|
if self.detach_child then
|
|
if self.detach_child(self, child) then
|
|
return
|
|
end
|
|
end
|
|
if self.driver == child then
|
|
self.driver = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- get entity staticdata
|
|
local mob_staticdata = function(self)
|
|
|
|
for _,p in pairs(minetest.get_connected_players()) do
|
|
self:remove_particlespawners(p:get_player_name())
|
|
end
|
|
-- 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
|
|
if spawn_logging then
|
|
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
|
end
|
|
|
|
return "remove"-- nil
|
|
end
|
|
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
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)
|
|
if not self.object:get_pos() or staticdata == "remove" then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
-- 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
|
|
|
|
local c = 1
|
|
if #def.textures > c then c = #def.textures end
|
|
|
|
self.base_texture = def.textures[math.random(c)]
|
|
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 = math.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
|
|
if not self.custom_visual_size then
|
|
-- Remove saved visual_size on old existing entites.
|
|
self.visual_size = nil
|
|
self.base_size = self.visual_size
|
|
if self.child then
|
|
self.visual_size = {
|
|
x = self.visual_size.x * 0.5,
|
|
y = self.visual_size.y * 0.5,
|
|
}
|
|
end
|
|
end
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
|
|
self:update_tag()
|
|
self._current_animation = nil
|
|
self:set_animation( "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
|
|
|
|
if not self.wears_armor and self.armor_list then
|
|
self.armor_list = nil
|
|
end
|
|
|
|
if not self._run_armor_init and self.wears_armor then
|
|
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
|
|
self:set_armor_texture()
|
|
self._run_armor_init = true
|
|
end
|
|
|
|
|
|
-- run after_activate
|
|
if def.after_activate then
|
|
def.after_activate(self, staticdata, def, dtime)
|
|
end
|
|
end
|
|
|
|
-- main mob function
|
|
local mob_step = function(self, dtime)
|
|
self.lifetimer = self.lifetimer - dtime
|
|
|
|
local pos = self.object:get_pos()
|
|
-- Despawning: when lifetimer expires, remove mob
|
|
if remove_far
|
|
and self.can_despawn == true
|
|
and ((not self.nametag) or (self.nametag == ""))
|
|
and self.state ~= "attack"
|
|
and self.following == nil then
|
|
if self.despawn_immediately or self.lifetimer <= 0 then
|
|
if spawn_logging then
|
|
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
|
|
end
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
elseif self.lifetimer <= 10 then
|
|
if math.random(10) < 4 then
|
|
self.despawn_immediately = true
|
|
else
|
|
self.lifetimer = 20
|
|
end
|
|
end
|
|
end
|
|
|
|
local v = self.object:get_velocity()
|
|
local d = 0.85
|
|
|
|
if (self.state and self.state=="die" or self:check_for_death()) and not self.animation.die_end then
|
|
d = 0.92
|
|
local rot = self.object:get_rotation()
|
|
rot.z = ((math.pi/2-rot.z)*.2)+rot.z
|
|
self.object:set_rotation(rot)
|
|
end
|
|
|
|
if not self:player_in_active_range() then
|
|
self:set_animation( "stand", true)
|
|
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
|
|
local acc = self.object:get_acceleration()
|
|
if acc.y > 0 or node_under ~= "air" then
|
|
self.object:set_acceleration(vector.new(0,0,0))
|
|
self.object:set_velocity(vector.new(0,0,0))
|
|
end
|
|
if acc.y == 0 and node_under == "air" then
|
|
self:falling(pos)
|
|
end
|
|
return
|
|
end
|
|
|
|
if v then
|
|
--diffuse object velocity
|
|
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
|
|
end
|
|
|
|
self:check_aggro(dtime)
|
|
self:check_item_pickup()
|
|
|
|
self:check_particlespawners(dtime)
|
|
if not self.fire_resistant then
|
|
mcl_burning.tick(self.object, dtime, self)
|
|
-- mcl_burning.tick may remove object immediately
|
|
if not self.object:get_pos() then return end
|
|
end
|
|
|
|
local yaw = 0
|
|
|
|
if mobs_debug then
|
|
self:update_tag()
|
|
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 self:falling(pos) then
|
|
-- Return if mob died after falling
|
|
return
|
|
end
|
|
|
|
--Mob following code.
|
|
self:follow_flop()
|
|
|
|
--set animation speed relitive to velocity
|
|
local v = self.object:get_velocity()
|
|
if v then
|
|
if self.frame_speed_multiplier then
|
|
local v2 = math.abs(v.x)+math.abs(v.z)*.833
|
|
if not self.animation.walk_speed then
|
|
self.animation.walk_speed = 25
|
|
end
|
|
if math.abs(v.x)+math.abs(v.z) > 0.5 then
|
|
self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
|
|
else
|
|
self.object:set_animation_frame_speed(25)
|
|
end
|
|
end
|
|
|
|
--set_speed
|
|
if self.acc then
|
|
self.object:add_velocity(self.acc)
|
|
end
|
|
end
|
|
|
|
|
|
-- smooth rotation by ThomasMonroe314
|
|
if self._turn_to then
|
|
self:set_yaw( self._turn_to, .1)
|
|
end
|
|
|
|
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 = math.abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > math.pi then
|
|
dif = 2 * math.pi - dif -- need to add
|
|
yaw = yaw + dif / self.delay
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
|
|
elseif yaw < self.target_yaw then
|
|
|
|
if dif >math.pi then
|
|
dif = 2 * math.pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (math.pi * 2) end
|
|
end
|
|
|
|
self.delay = self.delay - 1
|
|
if self.shaking then
|
|
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
|
end
|
|
self.object:set_yaw(yaw)
|
|
self:update_roll()
|
|
end
|
|
|
|
-- end rotation
|
|
|
|
if self.head_swivel and type(self.head_swivel) == "string" then
|
|
local final_rotation = vector.new(0,0,0)
|
|
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
|
|
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
|
|
if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
|
|
if not self._locked_object then
|
|
if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
|
|
self._locked_object = obj
|
|
end
|
|
else
|
|
if math.random(10000/self.curiosity) == 1 then
|
|
self._locked_object = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.attack or self.following then
|
|
self._locked_object = self.attack or self.following
|
|
end
|
|
|
|
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
|
|
local _locked_object_eye_height = 1.5
|
|
if self._locked_object:get_luaentity() then
|
|
_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
|
|
end
|
|
if self._locked_object:is_player() then
|
|
_locked_object_eye_height = self._locked_object:get_properties().eye_height
|
|
end
|
|
if _locked_object_eye_height then
|
|
local self_rot = self.object:get_rotation()
|
|
if self.object:get_attach() then
|
|
self_rot = self.object:get_attach():get_rotation()
|
|
end
|
|
if self.rot then
|
|
local player_pos = self._locked_object:get_pos()
|
|
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
|
|
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
|
|
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
|
|
|
|
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
|
|
final_rotation = vector.multiply(oldr, 0.9)
|
|
elseif self.attack and self.state == "attack" and not self.runaway then
|
|
if self.head_yaw == "y" then
|
|
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
|
|
elseif self.head_yaw == "z" then
|
|
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
|
|
end
|
|
|
|
else
|
|
|
|
if self.head_yaw == "y" then
|
|
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
|
|
elseif self.head_yaw == "z" then
|
|
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
|
|
final_rotation = vector.multiply(oldr, 0.9)
|
|
else
|
|
final_rotation = vector.new(0,0,0)
|
|
end
|
|
|
|
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
|
|
|
|
end
|
|
|
|
|
|
-- run custom function (defined in mob lua file)
|
|
if self.do_custom then
|
|
|
|
-- when false skip going any further
|
|
if self.do_custom(self, dtime) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
return
|
|
end
|
|
|
|
-- attack timer
|
|
self.timer = self.timer + dtime
|
|
|
|
if self.state ~= "attack" and self.state ~= PATHFINDING then
|
|
if self.timer < 1 then
|
|
return
|
|
end
|
|
|
|
self.timer = 0
|
|
end
|
|
|
|
-- never go over 100
|
|
if self.timer > 100 then
|
|
self.timer = 1
|
|
end
|
|
|
|
-- mob plays random sound at times
|
|
if math.random(1, 70) == 1 then
|
|
self:mob_sound("random", true)
|
|
end
|
|
|
|
-- environmental damage timer (every 1 second)
|
|
self.env_damage_timer = self.env_damage_timer + dtime
|
|
|
|
if (self.state == "attack" and self.env_damage_timer > 1)
|
|
or self.state ~= "attack" then
|
|
self:check_entity_cramming()
|
|
self.env_damage_timer = 0
|
|
|
|
-- check for environmental damage (water, fire, lava etc.)
|
|
if self:do_env_damage() then
|
|
return
|
|
end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
self:replace(pos)
|
|
end
|
|
|
|
self:monster_attack()
|
|
self:npc_attack()
|
|
self:check_breeding()
|
|
|
|
if do_states(self, dtime) then
|
|
return
|
|
end
|
|
|
|
if not self.object:get_luaentity() then
|
|
return false
|
|
end
|
|
|
|
self:do_jump()
|
|
|
|
self:set_armor_texture()
|
|
|
|
self:check_runaway_from()
|
|
|
|
if self:is_at_water_danger() and self.state ~= "attack" then
|
|
if math.random(1, 10) <= 6 then
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation( "stand")
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
yaw = self:set_yaw( yaw, 8)
|
|
end
|
|
else
|
|
if self.move_in_group ~= false then
|
|
check_herd(self,dtime)
|
|
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
|
|
return
|
|
end
|
|
|
|
if self:is_at_cliff_or_danger() then
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
end
|
|
end
|
|
|
|
|
|
-- default function when mobs are blown up with TNT
|
|
local function do_tnt(damage)
|
|
self.object:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, nil)
|
|
|
|
return false, true, {}
|
|
end
|
|
|
|
|
|
mcl_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
|
|
|
|
self:update_tag()
|
|
|
|
if not minetest.is_creative_enabled(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 FUNCS
|
|
-- register mob entity
|
|
function mcl_mobs.register_mob(name, def)
|
|
|
|
mcl_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 math.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 <https://github.com/minetest/minetest/issues/5966>:
|
|
-- 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, setmetatable({
|
|
use_texture_alpha = def.use_texture_alpha,
|
|
head_swivel = def.head_swivel or nil, -- bool to activate this function
|
|
head_yaw_offset = def.head_yaw_offset or 0, -- for wonkey model bones
|
|
head_pitch_multiplier = def.head_pitch_multiplier or 1, --for inverted pitch
|
|
bone_eye_height = def.bone_eye_height or 1.4, -- head bone offset
|
|
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
|
|
curiosity = def.curiosity or 1, -- how often mob will look at player on idle
|
|
head_yaw = def.head_yaw or "y", -- axis to rotate head on
|
|
horrizonatal_head_height = def.horrizonatal_head_height or 0,
|
|
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
|
|
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,
|
|
detach_child = def.detach_child,
|
|
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 or {},
|
|
follow = def.follow,
|
|
nofollow = def.nofollow,
|
|
can_open_doors = def.can_open_doors,
|
|
jump = def.jump ~= false,
|
|
automatic_face_movement_max_rotation_per_sec = 300,
|
|
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,
|
|
frame_speed_multiplier = 1,
|
|
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,
|
|
attack_npcs = def.attack_npcs or false,
|
|
specific_attack = def.specific_attack,
|
|
runaway_from = def.runaway_from,
|
|
owner_loyal = def.owner_loyal,
|
|
facing_fence = false,
|
|
is_mob = true,
|
|
pushable = def.pushable or true,
|
|
|
|
|
|
-- MCL2 extensions
|
|
shooter_avoid_enemy = def.shooter_avoid_enemy,
|
|
strafes = def.strafes,
|
|
avoid_distance = def.avoid_distance or 9,
|
|
do_teleport = def.do_teleport,
|
|
spawn_class = def.spawn_class,
|
|
can_spawn = def.can_spawn,
|
|
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,
|
|
_child_animations = def.child_animations,
|
|
pick_up = def.pick_up,
|
|
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,
|
|
spawn_in_group = def.spawn_in_group,
|
|
spawn_in_group_min = def.spawn_in_group_min,
|
|
noyaw = def.noyaw or false,
|
|
particlespawners = def.particlespawners,
|
|
-- 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_pick_up = def.on_pick_up,
|
|
|
|
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.is_mob = true
|
|
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,
|
|
|
|
on_lightning_strike = def.on_lightning_strike
|
|
},mob_class_meta))
|
|
|
|
if minetest.get_modpath("doc_identifier") ~= nil then
|
|
doc.sub.identifier.register_object(name, "basics", "mobs")
|
|
end
|
|
|
|
end -- END mcl_mobs.register_mob function
|
|
|
|
|
|
-- register arrow for shoot attack
|
|
function mcl_mobs.register_arrow(name, def)
|
|
|
|
if not name or not def then return end -- errorcheck
|
|
|
|
minetest.register_entity(name, setmetatable({
|
|
|
|
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 - (math.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.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.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
|
|
},mob_class))
|
|
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 mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addegg, no_creative)
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local grp = {spawn_egg = 1}
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-- do NOT add this egg to creative inventory (e.g. dungeon master)
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if no_creative == true then
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grp.not_in_creative_inventory = 1
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end
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local invimg = "(spawn_egg.png^[multiply:" .. background_color ..")^(spawn_egg_overlay.png^[multiply:" .. overlay_color .. ")"
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if old_spawn_icons then
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local mobname = mob:gsub("mobs_mc:","")
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local fn = "mobs_mc_spawn_icon_"..mobname..".png"
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if mcl_util.file_exists(minetest.get_modpath("mobs_mc").."/textures/"..fn) then
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invimg = fn
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end
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end
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if addegg == 1 then
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invimg = "mobs_chicken_egg.png^(" .. invimg ..
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"^[mask:mobs_chicken_egg_overlay.png)"
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end
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-- register old stackable mob egg
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minetest.register_craftitem(mob, {
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description = desc,
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inventory_image = invimg,
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groups = grp,
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_doc_items_longdesc = S("This allows you to place a single mob."),
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_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."),
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on_place = function(itemstack, placer, pointed_thing)
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local pos = pointed_thing.above
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-- am I clicking on something with existing on_rightclick function?
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local under = minetest.get_node(pointed_thing.under)
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local def = minetest.registered_nodes[under.name]
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if def and def.on_rightclick then
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return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
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end
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if pos
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and within_limits(pos, 0)
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and not minetest.is_protected(pos, placer:get_player_name()) then
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local name = placer:get_player_name()
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local privs = minetest.get_player_privs(name)
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if under.name == "mcl_mobspawners:spawner" then
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if minetest.is_protected(pointed_thing.under, name) then
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minetest.record_protection_violation(pointed_thing.under, name)
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return itemstack
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end
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if not privs.maphack then
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minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
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return itemstack
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end
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mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
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if not minetest.is_creative_enabled(name) then
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itemstack:take_item()
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end
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return itemstack
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end
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if not minetest.registered_entities[mob] then
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return itemstack
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end
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if minetest.settings:get_bool("only_peaceful_mobs", false)
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and minetest.registered_entities[mob].type == "monster" then
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minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
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return itemstack
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end
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pos.y = pos.y - 0.5
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local mob = minetest.add_entity(pos, mob)
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local entityname = itemstack:get_name()
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minetest.log("action", "Player " ..name.." spawned "..entityname.." at "..minetest.pos_to_string(pos))
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local ent = mob:get_luaentity()
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-- don't set owner if monster or sneak pressed
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if ent.type ~= "monster"
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and not placer:get_player_control().sneak then
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ent.owner = placer:get_player_name()
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ent.tamed = true
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end
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-- set nametag
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local nametag = itemstack:get_meta():get_string("name")
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if nametag ~= "" then
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if string.len(nametag) > MAX_MOB_NAME_LENGTH then
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nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
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end
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ent.nametag = nametag
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update_tag(ent)
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end
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-- if not in creative then take item
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if not minetest.is_creative_enabled(placer:get_player_name()) then
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itemstack:take_item()
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end
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end
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return itemstack
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end,
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})
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < 1 then return end
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for _, player in pairs(minetest.get_connected_players()) do
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local pos = player:get_pos()
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
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local lua = obj:get_luaentity()
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if lua and lua.is_mob then
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lua.lifetimer = math.max(20, lua.lifetimer)
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lua.despawn_immediately = false
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end
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end
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end
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timer = 0
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end)
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