forked from VoxeLibre/VoxeLibre
763 lines
20 KiB
Lua
763 lines
20 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 DEFAULT_FALL_SPEED = -9.81*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 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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-- 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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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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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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-- 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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local mob_detach_child = function(self, child)
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if self.detach_child then
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if self.detach_child(self, child) then
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return
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end
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end
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if self.driver == child then
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self.driver = nil
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end
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end
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-- get entity staticdata
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function mob_class:get_staticdata()
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for _,p in pairs(minetest.get_connected_players()) do
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self:remove_particlespawners(p:get_player_name())
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end
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-- remove mob when out of range unless tamed
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if remove_far
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and self.can_despawn
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and self.remove_ok
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and ((not self.nametag) or (self.nametag == ""))
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and self.lifetimer <= 20 then
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if spawn_logging then
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minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
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end
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return "remove"-- nil
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end
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self.remove_ok = true
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self.attack = nil
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self.following = nil
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self.state = "stand"
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local tmp = {}
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for _,stat in pairs(self) do
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local t = type(stat)
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if t ~= "function"
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and t ~= "nil"
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and t ~= "userdata"
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and _ ~= "_cmi_components" then
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tmp[_] = self[_]
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end
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end
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return minetest.serialize(tmp)
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end
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-- activate mob and reload settings
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function mob_class:mob_activate(staticdata, def, dtime)
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if not self.object:get_pos() or staticdata == "remove" then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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-- remove monsters in peaceful mode
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if self.type == "monster"
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and minetest.settings:get_bool("only_peaceful_mobs", false) then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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-- load entity variables
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local tmp = minetest.deserialize(staticdata)
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if tmp then
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for _,stat in pairs(tmp) do
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self[_] = stat
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end
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end
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-- select random texture, set model and size
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if not self.base_texture then
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-- compatiblity with old simple mobs textures
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if type(def.textures[1]) == "string" then
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def.textures = {def.textures}
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end
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local c = 1
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if #def.textures > c then c = #def.textures end
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self.base_texture = def.textures[math.random(c)]
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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self.base_selbox = self.selectionbox
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end
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-- for current mobs that dont have this set
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if not self.base_selbox then
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self.base_selbox = self.selectionbox or self.base_colbox
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end
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-- set texture, model and size
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local textures = self.base_texture
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local mesh = self.base_mesh
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local vis_size = self.base_size
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local colbox = self.base_colbox
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local selbox = self.base_selbox
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-- specific texture if gotten
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if self.gotten == true
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and def.gotten_texture then
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textures = def.gotten_texture
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end
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-- specific mesh if gotten
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if self.gotten == true
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and def.gotten_mesh then
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mesh = def.gotten_mesh
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end
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-- set child objects to half size
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if self.child == true then
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vis_size = {
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x = self.base_size.x * .5,
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y = self.base_size.y * .5,
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}
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if def.child_texture then
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textures = def.child_texture[1]
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end
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colbox = {
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self.base_colbox[1] * .5,
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self.base_colbox[2] * .5,
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self.base_colbox[3] * .5,
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self.base_colbox[4] * .5,
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5
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}
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selbox = {
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self.base_selbox[1] * .5,
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self.base_selbox[2] * .5,
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self.base_selbox[3] * .5,
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self.base_selbox[4] * .5,
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self.base_selbox[5] * .5,
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self.base_selbox[6] * .5
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}
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end
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if self.health == 0 then
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self.health = math.random (self.hp_min, self.hp_max)
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end
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if self.breath == nil then
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self.breath = self.breath_max
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end
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-- pathfinding init
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self.path = {}
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self.path.way = {} -- path to follow, table of positions
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self.path.lastpos = {x = 0, y = 0, z = 0}
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self.path.stuck = false
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self.path.following = false -- currently following path?
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self.path.stuck_timer = 0 -- if stuck for too long search for path
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-- Armor groups
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-- immortal=1 because we use custom health
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-- handling (using "health" property)
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local armor
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if type(self.armor) == "table" then
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armor = table.copy(self.armor)
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armor.immortal = 1
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else
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armor = {immortal=1, fleshy = self.armor}
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end
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self.object:set_armor_groups(armor)
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self.old_y = self.object:get_pos().y
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self.old_health = self.health
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self.sounds.distance = self.sounds.distance or 10
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self.textures = textures
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self.mesh = mesh
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self.collisionbox = colbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.standing_in = "ignore"
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self.standing_on = "ignore"
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.texture_mods = {}
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self.object:set_texture_mod("")
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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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-- check existing nametag
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if not self.nametag then
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self.nametag = def.nametag
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end
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if not self.custom_visual_size then
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-- Remove saved visual_size on old existing entites.
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self.visual_size = nil
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self.base_size = self.visual_size
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if self.child then
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self.visual_size = {
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x = self.visual_size.x * 0.5,
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y = self.visual_size.y * 0.5,
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}
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end
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end
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-- set anything changed above
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self.object:set_properties(self)
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self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
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self:update_tag()
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self._current_animation = nil
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self:set_animation( "stand")
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-- run on_spawn function if found
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if self.on_spawn and not self.on_spawn_run then
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if self.on_spawn(self) then
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self.on_spawn_run = true -- if true, set flag to run once only
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end
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end
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if not self.wears_armor and self.armor_list then
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self.armor_list = nil
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end
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if not self._run_armor_init and self.wears_armor then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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self:set_armor_texture()
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self._run_armor_init = true
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end
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-- run after_activate
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if def.after_activate then
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def.after_activate(self, staticdata, def, dtime)
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end
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end
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-- main mob function
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function mob_class:on_step(dtime)
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self.lifetimer = self.lifetimer - dtime
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local pos = self.object:get_pos()
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-- Despawning: when lifetimer expires, remove mob
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if remove_far
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and self.can_despawn == true
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and ((not self.nametag) or (self.nametag == ""))
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and self.state ~= "attack"
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and self.following == nil then
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if self.despawn_immediately or self.lifetimer <= 0 then
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if spawn_logging then
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minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
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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
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elseif self.lifetimer <= 10 then
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if math.random(10) < 4 then
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self.despawn_immediately = true
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else
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self.lifetimer = 20
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end
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end
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end
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local v = self.object:get_velocity()
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local d = 0.85
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if (self.state and self.state=="die" or self:check_for_death()) and not self.animation.die_end then
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d = 0.92
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local rot = self.object:get_rotation()
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rot.z = ((math.pi/2-rot.z)*.2)+rot.z
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self.object:set_rotation(rot)
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end
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if not self:player_in_active_range() then
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self:set_animation( "stand", true)
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local node_under = node_ok(vector.offset(pos,0,-1,0)).name
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local acc = self.object:get_acceleration()
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if acc.y > 0 or node_under ~= "air" then
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self.object:set_acceleration(vector.new(0,0,0))
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self.object:set_velocity(vector.new(0,0,0))
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end
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if acc.y == 0 and node_under == "air" then
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self:falling(pos)
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end
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return
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end
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if v then
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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end
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self:check_aggro(dtime)
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self:check_item_pickup()
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self:check_particlespawners(dtime)
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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end
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local yaw = 0
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if mobs_debug then
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self:update_tag()
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end
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if self.state == "die" then
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return
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end
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if self.jump_sound_cooloff > 0 then
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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if self:falling(pos) then
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-- Return if mob died after falling
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return
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end
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--Mob following code.
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self:follow_flop()
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--set animation speed relitive to velocity
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local v = self.object:get_velocity()
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if v then
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if self.frame_speed_multiplier then
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local v2 = math.abs(v.x)+math.abs(v.z)*.833
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if not self.animation.walk_speed then
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self.animation.walk_speed = 25
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end
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if math.abs(v.x)+math.abs(v.z) > 0.5 then
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self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
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else
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self.object:set_animation_frame_speed(25)
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end
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end
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--set_speed
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if self.acc then
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self.object:add_velocity(self.acc)
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end
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end
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-- smooth rotation by ThomasMonroe314
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if self._turn_to then
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self:set_yaw( self._turn_to, .1)
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end
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if self.delay and self.delay > 0 then
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local yaw = self.object:get_yaw() or 0
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if self.delay == 1 then
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yaw = self.target_yaw
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else
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local dif = math.abs(yaw - self.target_yaw)
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if yaw > self.target_yaw then
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if dif > math.pi then
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dif = 2 * math.pi - dif -- need to add
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yaw = yaw + dif / self.delay
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else
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yaw = yaw - dif / self.delay -- need to subtract
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end
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elseif yaw < self.target_yaw then
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if dif >math.pi then
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dif = 2 * math.pi - dif
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yaw = yaw - dif / self.delay -- need to subtract
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else
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yaw = yaw + dif / self.delay -- need to add
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end
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end
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if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
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if yaw < 0 then yaw = yaw + (math.pi * 2) end
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end
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self.delay = self.delay - 1
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if self.shaking then
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yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
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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 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
|
|
|
|
-- 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(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)
|