Add peaceful / not peaceful distinction in mobs and the only_peaceful_mobs setting
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a17abae128
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@ -122,6 +122,8 @@ screenH# = 600
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#creative_mode = false
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# Enable players getting damage and dying
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#enable_damage = false
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# Despawn all non-peaceful mobs
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#only_peaceful_mobs = false
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# A chosen map seed for a new map, leave empty for random
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#fixed_map_seed =
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# Gives some stuff to players at the beginning
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@ -1370,6 +1370,11 @@ u16 MobV2SAO::punch(const std::string &toolname, v3f dir,
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return 65536/100;
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}
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bool MobV2SAO::isPeaceful()
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{
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return m_properties->getBool("is_peaceful");
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}
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void MobV2SAO::sendPosition()
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{
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m_last_sent_position = m_base_position;
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@ -1388,6 +1393,7 @@ void MobV2SAO::sendPosition()
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void MobV2SAO::setPropertyDefaults()
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{
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m_properties->setDefault("is_peaceful", "false");
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m_properties->setDefault("move_type", "ground_nodes");
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m_properties->setDefault("speed", "(0,0,0)");
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m_properties->setDefault("age", "0");
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@ -97,6 +97,7 @@ public:
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std::string getStaticData();
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InventoryItem* createPickedUpItem(){return NULL;}
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u16 punch(const std::string &toolname, v3f dir);
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bool isPeaceful(){return false;}
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private:
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void doDamage(u16 d);
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@ -157,6 +158,7 @@ public:
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InventoryItem* createPickedUpItem(){return NULL;}
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u16 punch(const std::string &toolname, v3f dir,
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const std::string &playername);
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bool isPeaceful();
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private:
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void sendPosition();
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void setPropertyDefaults();
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@ -83,6 +83,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("strict_protocol_version_checking", "true");
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settings->setDefault("creative_mode", "false");
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settings->setDefault("enable_damage", "true");
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settings->setDefault("only_peaceful_mobs", "false");
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settings->setDefault("fixed_map_seed", "");
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settings->setDefault("give_initial_stuff", "false");
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settings->setDefault("default_password", "");
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@ -1039,6 +1039,11 @@ void ServerEnvironment::step(float dtime)
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i.atEnd()==false; i++)
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{
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ServerActiveObject* obj = i.getNode()->getValue();
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// Remove non-peaceful mobs on peaceful mode
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if(g_settings->getBool("only_peaceful_mobs")){
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if(!obj->isPeaceful())
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obj->m_removed = true;
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}
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// Don't step if is to be removed or stored statically
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if(obj->m_removed || obj->m_pending_deactivation)
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continue;
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@ -111,6 +111,8 @@ public:
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/*
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*/
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virtual void rightClick(Player *player){}
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virtual bool isPeaceful(){return true;}
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/*
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Number of players which know about this object. Object won't be
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