forked from VoxeLibre/VoxeLibre
Split off combat funcs
This commit is contained in:
parent
96d697c5cd
commit
e7d9ded9ab
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@ -68,11 +68,6 @@ local function dir_to_pitch(dir)
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return -math.atan2(-dir.y, xz)
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end
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-- pathfinding settings
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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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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@ -118,32 +113,6 @@ function mob_class:player_in_active_range()
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end
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-- blast damage to entities nearby
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local function entity_physics(pos,radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
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for n = 1, #objs do
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obj_pos = objs[n]:get_pos()
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dist = vector.distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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-- punches work on entities AND players
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objs[n]:punch(objs[n], 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, pos)
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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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@ -169,21 +138,6 @@ function mob_class:object_in_range(object)
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return p1 and p2 and (vector.distance(p1, p2) <= dist)
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end
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-- attack player/mob
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local do_attack = function(self, player)
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if self.state == "attack" or self.state == "die" then
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return
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end
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self.attack = player
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self.state = "attack"
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-- TODO: Implement war_cry sound without being annoying
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--if random(0, 100) < 90 then
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--self:mob_sound("war_cry", true)
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--end
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end
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-- Returns true is node can deal damage to self
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local is_node_dangerous = function(self, nodename)
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local nn = nodename
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@ -224,76 +178,6 @@ local is_node_waterhazard = function(self, nodename)
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return false
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end
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = vector.distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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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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@ -684,392 +568,6 @@ local day_docile = function(self)
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end
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local los_switcher = false
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local height_switcher = false
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-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
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local smart_mobs = function(self, s, p, dist, dtime)
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local s1 = self.path.lastpos
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local target_pos = self.attack:get_pos()
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-- is it becoming stuck?
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if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < .5 then
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self.path.stuck_timer = self.path.stuck_timer + dtime
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else
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self.path.stuck_timer = 0
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end
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self.path.lastpos = {x = s.x, y = s.y, z = s.z}
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local use_pathfind = false
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local has_lineofsight = minetest.line_of_sight(
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{x = s.x, y = (s.y) + .5, z = s.z},
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{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
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-- im stuck, search for path
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if not has_lineofsight then
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if los_switcher == true then
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use_pathfind = true
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los_switcher = false
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end -- cannot see target!
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else
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if los_switcher == false then
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los_switcher = true
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use_pathfind = false
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minetest.after(1, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if has_lineofsight then self.path.following = false end
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end, self)
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end -- can see target!
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end
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if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
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use_pathfind = true
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self.path.stuck_timer = 0
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minetest.after(1, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if has_lineofsight then self.path.following = false end
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end, self)
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end
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if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
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use_pathfind = true
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self.path.stuck_timer = 0
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minetest.after(1, function(self)
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if not self.object:get_luaentity() then
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return
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end
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if has_lineofsight then self.path.following = false end
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end, self)
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end
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if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
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if height_switcher then
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use_pathfind = true
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height_switcher = false
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end
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else
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if not height_switcher then
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use_pathfind = false
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height_switcher = true
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end
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end
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if use_pathfind then
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-- lets try find a path, first take care of positions
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-- since pathfinder is very sensitive
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local sheight = self.collisionbox[5] - self.collisionbox[2]
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-- round position to center of node to avoid stuck in walls
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-- also adjust height for player models!
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s.x = math.floor(s.x + 0.5)
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s.z = math.floor(s.z + 0.5)
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local ssight, sground = minetest.line_of_sight(s, {
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x = s.x, y = s.y - 4, z = s.z}, 1)
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-- determine node above ground
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if not ssight then
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s.y = sground.y + 1
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end
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local p1 = self.attack:get_pos()
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p1.x = math.floor(p1.x + 0.5)
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p1.y = math.floor(p1.y + 0.5)
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p1.z = math.floor(p1.z + 0.5)
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local dropheight = 12
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if self.fear_height ~= 0 then dropheight = self.fear_height end
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local jumpheight = 0
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if self.jump and self.jump_height >= 4 then
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jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
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elseif self.stepheight > 0.5 then
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jumpheight = 1
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end
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self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
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self.state = ""
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do_attack(self, self.attack)
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-- no path found, try something else
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if not self.path.way then
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self.path.following = false
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-- lets make way by digging/building if not accessible
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if self.pathfinding == 2 and mobs_griefing then
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-- is player higher than mob?
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if s.y < p1.y then
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-- build upwards
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if not minetest.is_protected(s, "") then
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local ndef1 = minetest.registered_nodes[self.standing_in]
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if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
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minetest.set_node(s, {name = mcl_mobs.fallback_node})
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end
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end
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local sheight = math.ceil(self.collisionbox[5]) + 1
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-- assume mob is 2 blocks high so it digs above its head
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s.y = s.y + sheight
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-- remove one block above to make room to jump
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if not minetest.is_protected(s, "") then
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local node1 = node_ok(s, "air").name
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local ndef1 = minetest.registered_nodes[node1]
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if node1 ~= "air"
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and node1 ~= "ignore"
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and ndef1
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and not ndef1.groups.level
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and not ndef1.groups.unbreakable
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and not ndef1.groups.liquid then
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minetest.set_node(s, {name = "air"})
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minetest.add_item(s, ItemStack(node1))
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end
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end
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s.y = s.y - sheight
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self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
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else -- dig 2 blocks to make door toward player direction
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local yaw1 = self.object:get_yaw() + math.pi / 2
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local p1 = {
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x = s.x + math.cos(yaw1),
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y = s.y,
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z = s.z + math.sin(yaw1)
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}
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if not minetest.is_protected(p1, "") then
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local node1 = node_ok(p1, "air").name
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local ndef1 = minetest.registered_nodes[node1]
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if node1 ~= "air"
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and node1 ~= "ignore"
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and ndef1
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and not ndef1.groups.level
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and not ndef1.groups.unbreakable
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and not ndef1.groups.liquid then
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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p1.y = p1.y + 1
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node1 = node_ok(p1, "air").name
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ndef1 = minetest.registered_nodes[node1]
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if node1 ~= "air"
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and node1 ~= "ignore"
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and ndef1
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and not ndef1.groups.level
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and not ndef1.groups.unbreakable
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and not ndef1.groups.liquid then
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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end
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end
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end
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-- will try again in 2 seconds
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self.path.stuck_timer = stuck_timeout - 2
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elseif s.y < p1.y and (not self.fly) then
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do_jump(self) --add jump to pathfinding
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self.path.following = true
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-- Yay, I found path!
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-- TODO: Implement war_cry sound without being annoying
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--self:mob_sound("war_cry", true)
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else
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self:set_velocity(self.walk_velocity)
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-- follow path now that it has it
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self.path.following = true
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end
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end
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end
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-- specific attacks
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local specific_attack = function(list, what)
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-- no list so attack default (player, animals etc.)
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if list == nil then
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return true
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- find someone to attack
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local monster_attack = function(self)
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if not damage_enabled
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or self.passive ~= false
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or self.state == "attack"
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or day_docile(self) then
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return
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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local blacklist_attack = {}
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for n = 1, #objs do
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if not objs[n]:is_player() then
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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name = obj.name or ""
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end
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if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
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table.insert(blacklist_attack, obj.attack)
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end
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end
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end
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for n = 1, #objs do
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if objs[n]:is_player() then
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if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
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type = ""
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elseif (self.type == "monster" or self._aggro) then
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to attack, failing that attack player/npc/animal
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if specific_attack(self.specific_attack, name)
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and (type == "player" or ( type == "npc" and self.attack_npcs )
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or (type == "animal" and self.attack_animals == true)) then
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p = player:get_pos()
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sp = s
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dist = vector.distance(p, s)
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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local attacked_p = false
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for c=1, #blacklist_attack do
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if blacklist_attack[c] == player then
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attacked_p = true
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end
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end
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-- choose closest player to attack
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if dist < min_dist
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and not attacked_p
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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end
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end
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if not min_player and #blacklist_attack > 0 then
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min_player=blacklist_attack[math.random(#blacklist_attack)]
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end
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-- attack player
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if min_player then
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do_attack(self, min_player)
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end
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end
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-- npc, find closest monster to attack
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local npc_attack = function(self)
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if self.type ~= "npc"
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or not self.attacks_monsters
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or self.state == "attack" then
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return
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end
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local p, sp, obj, min_player
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local s = self.object:get_pos()
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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obj = objs[n]:get_luaentity()
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if obj and obj.type == "monster" then
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p = obj.object:get_pos()
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sp = s
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local dist = vector.distance(p, s)
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|
||||
-- aim higher to make looking up hills more realistic
|
||||
p.y = p.y + 1
|
||||
sp.y = sp.y + 1
|
||||
|
||||
if dist < min_dist
|
||||
and line_of_sight(self, sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = obj.object
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if min_player then
|
||||
do_attack(self, min_player)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- specific runaway
|
||||
local specific_runaway = function(list, what)
|
||||
|
@ -1144,7 +642,7 @@ local runaway_from = function(self)
|
|||
|
||||
-- choose closest player/mpb to runaway from
|
||||
if dist < min_dist
|
||||
and line_of_sight(self, sp, p, 2) == true then
|
||||
and self:line_of_sight(sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = player
|
||||
end
|
||||
|
@ -1310,35 +808,6 @@ local follow_flop = function(self)
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
-- dogshoot attack switch and counter function
|
||||
local dogswitch = function(self, dtime)
|
||||
|
||||
-- switch mode not activated
|
||||
if not self.dogshoot_switch
|
||||
or not dtime then
|
||||
return 0
|
||||
end
|
||||
|
||||
self.dogshoot_count = self.dogshoot_count + dtime
|
||||
|
||||
if (self.dogshoot_switch == 1
|
||||
and self.dogshoot_count > self.dogshoot_count_max)
|
||||
or (self.dogshoot_switch == 2
|
||||
and self.dogshoot_count > self.dogshoot_count2_max) then
|
||||
|
||||
self.dogshoot_count = 0
|
||||
|
||||
if self.dogshoot_switch == 1 then
|
||||
self.dogshoot_switch = 2
|
||||
else
|
||||
self.dogshoot_switch = 1
|
||||
end
|
||||
end
|
||||
|
||||
return self.dogshoot_switch
|
||||
end
|
||||
|
||||
local function go_to_pos(entity,b)
|
||||
if not entity then return end
|
||||
local s=entity.object:get_pos()
|
||||
|
@ -1643,7 +1112,7 @@ local do_states = function(self, dtime)
|
|||
-- start timer when in reach and line of sight
|
||||
if not self.v_start
|
||||
and dist <= self.reach
|
||||
and line_of_sight(self, s, p, 2) then
|
||||
and self:line_of_sight( s, p, 2) then
|
||||
|
||||
self.v_start = true
|
||||
self.timer = 0
|
||||
|
@ -1654,7 +1123,7 @@ local do_states = function(self, dtime)
|
|||
elseif self.allow_fuse_reset
|
||||
and self.v_start
|
||||
and (dist >= self.explosiontimer_reset_radius
|
||||
or not line_of_sight(self, s, p, 2)) then
|
||||
or not self:line_of_sight( s, p, 2)) then
|
||||
self.v_start = false
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
|
@ -1705,8 +1174,7 @@ local do_states = function(self, dtime)
|
|||
gain = 1.0,
|
||||
max_hear_distance = self.sounds.distance or 32
|
||||
}, true)
|
||||
|
||||
entity_physics(pos, entity_damage_radius)
|
||||
self:entity_physics(pos,entity_damage_radius)
|
||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
||||
end
|
||||
mcl_burning.extinguish(self.object)
|
||||
|
@ -1717,8 +1185,8 @@ local do_states = function(self, dtime)
|
|||
end
|
||||
|
||||
elseif self.attack_type == "dogfight"
|
||||
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
||||
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
|
||||
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
|
||||
or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
|
||||
|
||||
if self.fly
|
||||
and dist > self.reach then
|
||||
|
@ -1814,7 +1282,7 @@ local do_states = function(self, dtime)
|
|||
if self.pathfinding -- only if mob has pathfinding enabled
|
||||
and enable_pathfinding then
|
||||
|
||||
smart_mobs(self, s, p, dist, dtime)
|
||||
self:smart_mobs(s, p, dist, dtime)
|
||||
end
|
||||
|
||||
if is_at_cliff_or_danger(self) then
|
||||
|
@ -1865,7 +1333,7 @@ local do_states = function(self, dtime)
|
|||
p2.y = p2.y + .5
|
||||
s2.y = s2.y + .5
|
||||
|
||||
if line_of_sight(self, p2, s2) == true then
|
||||
if self:line_of_sight( p2, s2) == true then
|
||||
|
||||
-- play attack sound
|
||||
self:mob_sound("attack")
|
||||
|
@ -1893,8 +1361,8 @@ local do_states = function(self, dtime)
|
|||
end
|
||||
|
||||
elseif self.attack_type == "shoot"
|
||||
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
|
||||
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and dogswitch(self) == 0) then
|
||||
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
|
||||
|
@ -2266,7 +1734,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
if not die then
|
||||
-- attack whoever punched mob
|
||||
self.state = ""
|
||||
do_attack(self, hitter)
|
||||
self:do_attack(hitter)
|
||||
self._aggro= true
|
||||
end
|
||||
|
||||
|
@ -2284,12 +1752,12 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
and obj.state ~= "attack"
|
||||
and obj.owner ~= name then
|
||||
if obj.name == self.name then
|
||||
do_attack(obj, hitter)
|
||||
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
|
||||
do_attack(obj, hitter)
|
||||
obj:do_attack(hitter)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
@ -2298,7 +1766,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
|
||||
-- have owned mobs attack player threat
|
||||
if obj.owner == name and obj.owner_loyal then
|
||||
do_attack(obj, self.object)
|
||||
obj:do_attack(self.object)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -2849,9 +2317,9 @@ local mob_step = function(self, dtime)
|
|||
replace(self, pos)
|
||||
end
|
||||
|
||||
monster_attack(self)
|
||||
self:monster_attack()
|
||||
|
||||
npc_attack(self)
|
||||
self:npc_attack()
|
||||
|
||||
self:check_breeding()
|
||||
|
||||
|
@ -3214,7 +2682,7 @@ function mcl_mobs.register_arrow(name, def)
|
|||
|
||||
if not name or not def then return end -- errorcheck
|
||||
|
||||
minetest.register_entity(name, {
|
||||
minetest.register_entity(name, setmetatable({
|
||||
|
||||
physical = false,
|
||||
visual = def.visual,
|
||||
|
@ -3334,36 +2802,9 @@ function mcl_mobs.register_arrow(name, def)
|
|||
|
||||
self.lastpos = pos
|
||||
end
|
||||
})
|
||||
},mob_class))
|
||||
end
|
||||
|
||||
|
||||
-- no damage to nodes explosion
|
||||
function mcl_mobs:safe_boom(self, pos, strength)
|
||||
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
|
||||
pos = pos,
|
||||
gain = 1.0,
|
||||
max_hear_distance = self.sounds and self.sounds.distance or 32
|
||||
}, true)
|
||||
local radius = strength
|
||||
entity_physics(pos, radius)
|
||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
|
||||
end
|
||||
|
||||
|
||||
-- make explosion with protection and tnt mod check
|
||||
function mcl_mobs:boom(self, pos, strength, fire)
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
|
||||
else
|
||||
mcl_mobs:safe_boom(self, pos, strength)
|
||||
end
|
||||
|
||||
-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
|
||||
self.object:remove()
|
||||
end
|
||||
|
||||
|
||||
-- Register spawn eggs
|
||||
|
||||
-- Note: This also introduces the “spawn_egg” group:
|
||||
|
|
|
@ -0,0 +1,492 @@
|
|||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||
local mob_class = mcl_mobs.mob_class
|
||||
|
||||
-- pathfinding settings
|
||||
local enable_pathfinding = true
|
||||
local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
|
||||
local stuck_path_timeout = 10 -- how long will mob follow path before giving up
|
||||
|
||||
-- attack player/mob
|
||||
function mob_class:do_attack(player)
|
||||
|
||||
if self.state == "attack" or self.state == "die" then
|
||||
return
|
||||
end
|
||||
|
||||
self.attack = player
|
||||
self.state = "attack"
|
||||
|
||||
-- TODO: Implement war_cry sound without being annoying
|
||||
--if random(0, 100) < 90 then
|
||||
--self:mob_sound("war_cry", true)
|
||||
--end
|
||||
end
|
||||
|
||||
-- blast damage to entities nearby
|
||||
local function entity_physics(pos,radius)
|
||||
|
||||
radius = radius * 2
|
||||
|
||||
local objs = minetest.get_objects_inside_radius(pos, radius)
|
||||
local obj_pos, dist
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
obj_pos = objs[n]:get_pos()
|
||||
|
||||
dist = vector.distance(pos, obj_pos)
|
||||
if dist < 1 then dist = 1 end
|
||||
|
||||
local damage = math.floor((4 / dist) * radius)
|
||||
local ent = objs[n]:get_luaentity()
|
||||
|
||||
-- punches work on entities AND players
|
||||
objs[n]:punch(objs[n], 1.0, {
|
||||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = damage},
|
||||
}, pos)
|
||||
end
|
||||
end
|
||||
|
||||
function mob_class:entity_physics(self,pos,radius) return entity_physics(pos,radius) end
|
||||
|
||||
local los_switcher = false
|
||||
local height_switcher = false
|
||||
|
||||
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
|
||||
function mob_class:smart_mobs(s, p, dist, dtime)
|
||||
|
||||
local s1 = self.path.lastpos
|
||||
|
||||
local target_pos = self.attack:get_pos()
|
||||
|
||||
-- is it becoming stuck?
|
||||
if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < .5 then
|
||||
self.path.stuck_timer = self.path.stuck_timer + dtime
|
||||
else
|
||||
self.path.stuck_timer = 0
|
||||
end
|
||||
|
||||
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
|
||||
|
||||
local use_pathfind = false
|
||||
local has_lineofsight = minetest.line_of_sight(
|
||||
{x = s.x, y = (s.y) + .5, z = s.z},
|
||||
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
|
||||
|
||||
-- im stuck, search for path
|
||||
if not has_lineofsight then
|
||||
|
||||
if los_switcher == true then
|
||||
use_pathfind = true
|
||||
los_switcher = false
|
||||
end -- cannot see target!
|
||||
else
|
||||
if los_switcher == false then
|
||||
|
||||
los_switcher = true
|
||||
use_pathfind = false
|
||||
|
||||
minetest.after(1, function(self)
|
||||
if not self.object:get_luaentity() then
|
||||
return
|
||||
end
|
||||
if has_lineofsight then self.path.following = false end
|
||||
end, self)
|
||||
end -- can see target!
|
||||
end
|
||||
|
||||
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
|
||||
|
||||
use_pathfind = true
|
||||
self.path.stuck_timer = 0
|
||||
|
||||
minetest.after(1, function(self)
|
||||
if not self.object:get_luaentity() then
|
||||
return
|
||||
end
|
||||
if has_lineofsight then self.path.following = false end
|
||||
end, self)
|
||||
end
|
||||
|
||||
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
|
||||
|
||||
use_pathfind = true
|
||||
self.path.stuck_timer = 0
|
||||
|
||||
minetest.after(1, function(self)
|
||||
if not self.object:get_luaentity() then
|
||||
return
|
||||
end
|
||||
if has_lineofsight then self.path.following = false end
|
||||
end, self)
|
||||
end
|
||||
|
||||
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
|
||||
|
||||
if height_switcher then
|
||||
use_pathfind = true
|
||||
height_switcher = false
|
||||
end
|
||||
else
|
||||
if not height_switcher then
|
||||
use_pathfind = false
|
||||
height_switcher = true
|
||||
end
|
||||
end
|
||||
|
||||
if use_pathfind then
|
||||
-- lets try find a path, first take care of positions
|
||||
-- since pathfinder is very sensitive
|
||||
local sheight = self.collisionbox[5] - self.collisionbox[2]
|
||||
|
||||
-- round position to center of node to avoid stuck in walls
|
||||
-- also adjust height for player models!
|
||||
s.x = math.floor(s.x + 0.5)
|
||||
s.z = math.floor(s.z + 0.5)
|
||||
|
||||
local ssight, sground = minetest.line_of_sight(s, {
|
||||
x = s.x, y = s.y - 4, z = s.z}, 1)
|
||||
|
||||
-- determine node above ground
|
||||
if not ssight then
|
||||
s.y = sground.y + 1
|
||||
end
|
||||
|
||||
local p1 = self.attack:get_pos()
|
||||
|
||||
p1.x = math.floor(p1.x + 0.5)
|
||||
p1.y = math.floor(p1.y + 0.5)
|
||||
p1.z = math.floor(p1.z + 0.5)
|
||||
|
||||
local dropheight = 12
|
||||
if self.fear_height ~= 0 then dropheight = self.fear_height end
|
||||
local jumpheight = 0
|
||||
if self.jump and self.jump_height >= 4 then
|
||||
jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
|
||||
elseif self.stepheight > 0.5 then
|
||||
jumpheight = 1
|
||||
end
|
||||
self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
|
||||
|
||||
self.state = ""
|
||||
do_attack(self, self.attack)
|
||||
|
||||
-- no path found, try something else
|
||||
if not self.path.way then
|
||||
|
||||
self.path.following = false
|
||||
|
||||
-- lets make way by digging/building if not accessible
|
||||
if self.pathfinding == 2 and mobs_griefing then
|
||||
|
||||
-- is player higher than mob?
|
||||
if s.y < p1.y then
|
||||
|
||||
-- build upwards
|
||||
if not minetest.is_protected(s, "") then
|
||||
|
||||
local ndef1 = minetest.registered_nodes[self.standing_in]
|
||||
|
||||
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
|
||||
|
||||
minetest.set_node(s, {name = mcl_mobs.fallback_node})
|
||||
end
|
||||
end
|
||||
|
||||
local sheight = math.ceil(self.collisionbox[5]) + 1
|
||||
|
||||
-- assume mob is 2 blocks high so it digs above its head
|
||||
s.y = s.y + sheight
|
||||
|
||||
-- remove one block above to make room to jump
|
||||
if not minetest.is_protected(s, "") then
|
||||
|
||||
local node1 = node_ok(s, "air").name
|
||||
local ndef1 = minetest.registered_nodes[node1]
|
||||
|
||||
if node1 ~= "air"
|
||||
and node1 ~= "ignore"
|
||||
and ndef1
|
||||
and not ndef1.groups.level
|
||||
and not ndef1.groups.unbreakable
|
||||
and not ndef1.groups.liquid then
|
||||
|
||||
minetest.set_node(s, {name = "air"})
|
||||
minetest.add_item(s, ItemStack(node1))
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
s.y = s.y - sheight
|
||||
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
|
||||
|
||||
else -- dig 2 blocks to make door toward player direction
|
||||
|
||||
local yaw1 = self.object:get_yaw() + math.pi / 2
|
||||
local p1 = {
|
||||
x = s.x + math.cos(yaw1),
|
||||
y = s.y,
|
||||
z = s.z + math.sin(yaw1)
|
||||
}
|
||||
|
||||
if not minetest.is_protected(p1, "") then
|
||||
|
||||
local node1 = node_ok(p1, "air").name
|
||||
local ndef1 = minetest.registered_nodes[node1]
|
||||
|
||||
if node1 ~= "air"
|
||||
and node1 ~= "ignore"
|
||||
and ndef1
|
||||
and not ndef1.groups.level
|
||||
and not ndef1.groups.unbreakable
|
||||
and not ndef1.groups.liquid then
|
||||
|
||||
minetest.add_item(p1, ItemStack(node1))
|
||||
minetest.set_node(p1, {name = "air"})
|
||||
end
|
||||
|
||||
p1.y = p1.y + 1
|
||||
node1 = node_ok(p1, "air").name
|
||||
ndef1 = minetest.registered_nodes[node1]
|
||||
|
||||
if node1 ~= "air"
|
||||
and node1 ~= "ignore"
|
||||
and ndef1
|
||||
and not ndef1.groups.level
|
||||
and not ndef1.groups.unbreakable
|
||||
and not ndef1.groups.liquid then
|
||||
|
||||
minetest.add_item(p1, ItemStack(node1))
|
||||
minetest.set_node(p1, {name = "air"})
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- will try again in 2 seconds
|
||||
self.path.stuck_timer = stuck_timeout - 2
|
||||
elseif s.y < p1.y and (not self.fly) then
|
||||
do_jump(self) --add jump to pathfinding
|
||||
self.path.following = true
|
||||
-- Yay, I found path!
|
||||
-- TODO: Implement war_cry sound without being annoying
|
||||
--self:mob_sound("war_cry", true)
|
||||
else
|
||||
self:set_velocity(self.walk_velocity)
|
||||
|
||||
-- follow path now that it has it
|
||||
self.path.following = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- specific attacks
|
||||
local specific_attack = function(list, what)
|
||||
|
||||
-- no list so attack default (player, animals etc.)
|
||||
if list == nil then
|
||||
return true
|
||||
end
|
||||
|
||||
-- found entity on list to attack?
|
||||
for no = 1, #list do
|
||||
|
||||
if list[no] == what then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
-- find someone to attack
|
||||
function mob_class:monster_attack()
|
||||
if not damage_enabled
|
||||
or self.passive ~= false
|
||||
or self.state == "attack"
|
||||
or day_docile(self) then
|
||||
return
|
||||
end
|
||||
|
||||
local s = self.object:get_pos()
|
||||
local p, sp, dist
|
||||
local player, obj, min_player
|
||||
local type, name = "", ""
|
||||
local min_dist = self.view_range + 1
|
||||
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
||||
local blacklist_attack = {}
|
||||
|
||||
for n = 1, #objs do
|
||||
if not objs[n]:is_player() then
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj then
|
||||
player = obj.object
|
||||
name = obj.name or ""
|
||||
end
|
||||
if obj and obj.type == self.type and obj.passive == false and obj.state == "attack" and obj.attack then
|
||||
table.insert(blacklist_attack, obj.attack)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
|
||||
if objs[n]:is_player() then
|
||||
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
|
||||
type = ""
|
||||
elseif (self.type == "monster" or self._aggro) then
|
||||
player = objs[n]
|
||||
type = "player"
|
||||
name = "player"
|
||||
end
|
||||
else
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj then
|
||||
player = obj.object
|
||||
type = obj.type
|
||||
name = obj.name or ""
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- find specific mob to attack, failing that attack player/npc/animal
|
||||
if specific_attack(self.specific_attack, name)
|
||||
and (type == "player" or ( type == "npc" and self.attack_npcs )
|
||||
or (type == "animal" and self.attack_animals == true)) then
|
||||
|
||||
p = player:get_pos()
|
||||
sp = s
|
||||
|
||||
dist = vector.distance(p, s)
|
||||
|
||||
-- aim higher to make looking up hills more realistic
|
||||
p.y = p.y + 1
|
||||
sp.y = sp.y + 1
|
||||
|
||||
local attacked_p = false
|
||||
for c=1, #blacklist_attack do
|
||||
if blacklist_attack[c] == player then
|
||||
attacked_p = true
|
||||
end
|
||||
end
|
||||
-- choose closest player to attack
|
||||
if dist < min_dist
|
||||
and not attacked_p
|
||||
and self:line_of_sight( sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = player
|
||||
end
|
||||
end
|
||||
end
|
||||
if not min_player and #blacklist_attack > 0 then
|
||||
min_player=blacklist_attack[math.random(#blacklist_attack)]
|
||||
end
|
||||
-- attack player
|
||||
if min_player then
|
||||
self:do_attack(min_player)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- npc, find closest monster to attack
|
||||
function mob_class:npc_attack()
|
||||
|
||||
if self.type ~= "npc"
|
||||
or not self.attacks_monsters
|
||||
or self.state == "attack" then
|
||||
return
|
||||
end
|
||||
|
||||
local p, sp, obj, min_player
|
||||
local s = self.object:get_pos()
|
||||
local min_dist = self.view_range + 1
|
||||
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
||||
|
||||
for n = 1, #objs do
|
||||
|
||||
obj = objs[n]:get_luaentity()
|
||||
|
||||
if obj and obj.type == "monster" then
|
||||
|
||||
p = obj.object:get_pos()
|
||||
sp = s
|
||||
|
||||
local dist = vector.distance(p, s)
|
||||
|
||||
-- aim higher to make looking up hills more realistic
|
||||
p.y = p.y + 1
|
||||
sp.y = sp.y + 1
|
||||
|
||||
if dist < min_dist
|
||||
and self:line_of_sight( sp, p, 2) == true then
|
||||
min_dist = dist
|
||||
min_player = obj.object
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if min_player then
|
||||
self:do_attack(min_player)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- dogshoot attack switch and counter function
|
||||
function mob_class:dogswitch(dtime)
|
||||
|
||||
-- switch mode not activated
|
||||
if not self.dogshoot_switch
|
||||
or not dtime then
|
||||
return 0
|
||||
end
|
||||
|
||||
self.dogshoot_count = self.dogshoot_count + dtime
|
||||
|
||||
if (self.dogshoot_switch == 1
|
||||
and self.dogshoot_count > self.dogshoot_count_max)
|
||||
or (self.dogshoot_switch == 2
|
||||
and self.dogshoot_count > self.dogshoot_count2_max) then
|
||||
|
||||
self.dogshoot_count = 0
|
||||
|
||||
if self.dogshoot_switch == 1 then
|
||||
self.dogshoot_switch = 2
|
||||
else
|
||||
self.dogshoot_switch = 1
|
||||
end
|
||||
end
|
||||
|
||||
return self.dogshoot_switch
|
||||
end
|
||||
|
||||
-- no damage to nodes explosion
|
||||
function mob_class:safe_boom(pos, strength)
|
||||
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
|
||||
pos = pos,
|
||||
gain = 1.0,
|
||||
max_hear_distance = self.sounds and self.sounds.distance or 32
|
||||
}, true)
|
||||
local radius = strength
|
||||
entity_physics(pos, radius)
|
||||
mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
|
||||
end
|
||||
|
||||
|
||||
-- make explosion with protection and tnt mod check
|
||||
function mob_class:boom(pos, strength, fire)
|
||||
if mobs_griefing and not minetest.is_protected(pos, "") then
|
||||
mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
|
||||
else
|
||||
mcl_mobs.mob_class.safe_boom(self, pos, strength) --need to call it this way bc self is the "arrow" object here
|
||||
end
|
||||
|
||||
-- delete the object after it punched the player to avoid nil entities in e.g. mcl_shields!!
|
||||
self.object:remove()
|
||||
end
|
|
@ -7,8 +7,10 @@ local path = minetest.get_modpath(minetest.get_current_modname())
|
|||
--api and helpers
|
||||
dofile(path .. "/effects.lua")
|
||||
dofile(path .. "/physics.lua")
|
||||
dofile(path .. "/movement.lua")
|
||||
dofile(path .. "/items.lua")
|
||||
dofile(path .. "/pathfinding.lua")
|
||||
dofile(path .. "/combat.lua")
|
||||
dofile(path .. "/api.lua")
|
||||
|
||||
--utility functions
|
||||
|
|
|
@ -0,0 +1,71 @@
|
|||
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
|
||||
local mob_class = mcl_mobs.mob_class
|
||||
|
||||
-- check line of sight (BrunoMine)
|
||||
function mob_class:line_of_sight(pos1, pos2, stepsize)
|
||||
|
||||
stepsize = stepsize or 1
|
||||
|
||||
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
|
||||
|
||||
-- normal walking and flying mobs can see you through air
|
||||
if s == true then
|
||||
return true
|
||||
end
|
||||
|
||||
-- New pos1 to be analyzed
|
||||
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
|
||||
|
||||
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
||||
|
||||
-- Checks the return
|
||||
if r == true then return true end
|
||||
|
||||
-- Nodename found
|
||||
local nn = minetest.get_node(pos).name
|
||||
|
||||
-- Target Distance (td) to travel
|
||||
local td = vector.distance(pos1, pos2)
|
||||
|
||||
-- Actual Distance (ad) traveled
|
||||
local ad = 0
|
||||
|
||||
-- It continues to advance in the line of sight in search of a real
|
||||
-- obstruction which counts as 'normal' nodebox.
|
||||
while minetest.registered_nodes[nn]
|
||||
and minetest.registered_nodes[nn].walkable == false do
|
||||
|
||||
-- Check if you can still move forward
|
||||
if td < ad + stepsize then
|
||||
return true -- Reached the target
|
||||
end
|
||||
|
||||
-- Moves the analyzed pos
|
||||
local d = vector.distance(pos1, pos2)
|
||||
|
||||
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
|
||||
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
|
||||
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
|
||||
|
||||
-- NaN checks
|
||||
if d == 0
|
||||
or npos1.x ~= npos1.x
|
||||
or npos1.y ~= npos1.y
|
||||
or npos1.z ~= npos1.z then
|
||||
return false
|
||||
end
|
||||
|
||||
ad = ad + stepsize
|
||||
|
||||
-- scan again
|
||||
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
|
||||
|
||||
if r == true then return true end
|
||||
|
||||
-- New Nodename found
|
||||
nn = minetest.get_node(pos).name
|
||||
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
|
@ -81,7 +81,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
|
|||
if self._forced_explosion_countdown_timer ~= nil then
|
||||
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
|
||||
if self._forced_explosion_countdown_timer <= 0 then
|
||||
mcl_mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
|
||||
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
@ -203,7 +203,7 @@ mcl_mobs.register_mob("mobs_mc:creeper_charged", {
|
|||
if self._forced_explosion_countdown_timer ~= nil then
|
||||
self._forced_explosion_countdown_timer = self._forced_explosion_countdown_timer - dtime
|
||||
if self._forced_explosion_countdown_timer <= 0 then
|
||||
mcl_mobs:boom(self, mcl_util.get_object_center(self.object), self.explosion_strength)
|
||||
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
|
|
@ -166,7 +166,7 @@ mcl_mobs.register_arrow("mobs_mc:dragon_fireball", {
|
|||
|
||||
-- node hit, explode
|
||||
hit_node = function(self, pos, node)
|
||||
mcl_mobs:boom(self, pos, 2)
|
||||
mcl_mobs.mob_class.boom(self,pos, 2)
|
||||
end
|
||||
})
|
||||
|
||||
|
|
|
@ -118,9 +118,9 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
|
|||
}, nil)
|
||||
local p = self.object:get_pos()
|
||||
if p then
|
||||
mcl_mobs:boom(self, p, 1, true)
|
||||
mcl_mobs.mob_class.boom(self,p, 1, true)
|
||||
else
|
||||
mcl_mobs:boom(self, player:get_pos(), 1, true)
|
||||
mcl_mobs.mob_class.boom(self,player:get_pos(), 1, true)
|
||||
end
|
||||
end,
|
||||
|
||||
|
@ -129,11 +129,11 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
|
|||
full_punch_interval = 1.0,
|
||||
damage_groups = {fleshy = 6},
|
||||
}, nil)
|
||||
mcl_mobs:boom(self, self.object:get_pos(), 1, true)
|
||||
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
|
||||
end,
|
||||
|
||||
hit_node = function(self, pos, node)
|
||||
mcl_mobs:boom(self, pos, 1, true)
|
||||
mcl_mobs.mob_class.boom(self,pos, 1, true)
|
||||
end
|
||||
})
|
||||
|
||||
|
|
|
@ -98,7 +98,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
|
|||
full_punch_interval = 0.5,
|
||||
damage_groups = {fleshy = 8},
|
||||
}, nil)
|
||||
mcl_mobs:boom(self, self.object:get_pos(), 1)
|
||||
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1)
|
||||
end,
|
||||
|
||||
hit_mob = function(self, mob)
|
||||
|
@ -106,7 +106,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
|
|||
full_punch_interval = 0.5,
|
||||
damage_groups = {fleshy = 8},
|
||||
}, nil)
|
||||
mcl_mobs:boom(self, self.object:get_pos(), 1)
|
||||
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1)
|
||||
local l = mob:get_luaentity()
|
||||
if l and l.health - 8 <= 0 then
|
||||
local n = minetest.find_node_near(mob:get_pos(),2,wither_rose_soil)
|
||||
|
@ -123,7 +123,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
|
|||
|
||||
-- node hit, explode
|
||||
hit_node = function(self, pos, node)
|
||||
mcl_mobs:boom(self, pos, 1)
|
||||
mcl_mobs.mob_class.boom(self,pos, 1)
|
||||
end
|
||||
})
|
||||
-- TODO: Add blue wither skull
|
||||
|
|
Loading…
Reference in New Issue