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MineClone2/mods/ENTITIES/mcl_mobs/api.lua

650 lines
16 KiB
Lua

local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: MineClone 2 Edition (MRM)
local MAX_MOB_NAME_LENGTH = 30
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
-- Localize
local S = minetest.get_translator("mcl_mobs")
local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs]", true)
end
end
-- Invisibility mod check
mcl_mobs.invis = {}
-- localize math functions
local atann = math.atan
local function atan(x)
if not x or x ~= x then
return 0
else
return atann(x)
end
end
-- Load settings
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = true
-- Shows helpful debug info above each mob
local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
-- Peaceful mode message so players will know there are no monsters
if minetest.settings:get_bool("only_peaceful_mobs", false) then
minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("Peaceful mode active! No monsters will spawn."))
end)
end
-- default nodes
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
minetest.register_chatcommand("clearmobs",{
privs={maphack=true},
params = "<all>|<nametagged>|<range>",
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."),
func=function(n,param)
local p = minetest.get_player_by_name(n)
local num=tonumber(param)
for _,o in pairs(minetest.luaentities) do
if o.is_mob then
if param == "all" or
( param == "nametagged" and o.nametag ) or
( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
o.object:remove()
end
end
end
end})
function mob_class:player_in_active_range()
for _,p in pairs(minetest.get_connected_players()) do
if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
end
end
-- Return true if object is in view_range
function mob_class:object_in_range(object)
if not object then
return false
end
local factor
-- Apply view range reduction for special player armor
if object:is_player() then
local factors = mcl_armor.player_view_range_factors[object]
factor = factors and factors[self.name]
end
-- Distance check
local dist
if factor and factor == 0 then
return false
elseif factor then
dist = self.view_range * factor
else
dist = self.view_range
end
local p1, p2 = self.object:get_pos(), object:get_pos()
return p1 and p2 and (vector.distance(p1, p2) <= dist)
end
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
local 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
function mob_class:get_staticdata()
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
function mob_class:mob_activate(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
function mob_class:on_step(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
self:check_head_swivel()
-- 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 self:do_states(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
self:check_herd(dtime)
end
end
self:check_water_flow()
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(self,damage)
self.object:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
return false, true, {}
end
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 1 then return end
for _, player in pairs(minetest.get_connected_players()) do
local pos = player:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
local lua = obj:get_luaentity()
if lua and lua.is_mob then
lua.lifetimer = math.max(20, lua.lifetimer)
lua.despawn_immediately = false
end
end
end
timer = 0
end)