Update Mobs Redo, fix crash

This commit is contained in:
Wuzzy 2018-01-26 18:06:32 +01:00
parent dd4008ea73
commit 0e88453a85
2 changed files with 648 additions and 292 deletions

View File

@ -3,7 +3,7 @@
mobs = {} mobs = {}
mobs.mod = "redo" mobs.mod = "redo"
mobs.version = "20180104" mobs.version = "20180126"
-- Intllib -- Intllib
@ -53,9 +53,11 @@ end
-- Load settings -- Load settings
local damage_enabled = minetest.settings:get_bool("enable_damage") local damage_enabled = minetest.settings:get_bool("enable_damage")
local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true)
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local creative = minetest.settings:get_bool("creative_mode") local creative = minetest.settings:get_bool("creative_mode")
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local remove_far = minetest.settings:get_bool("remove_far_mobs") local remove_far = minetest.settings:get_bool("remove_far_mobs")
@ -357,6 +359,9 @@ end
-- drop items -- drop items
local item_drop = function(self, cooked) local item_drop = function(self, cooked)
-- no drops if disabled by setting
if not mobs_drop_items then return end
-- no drops for child mobs -- no drops for child mobs
if self.child then return end if self.child then return end
@ -369,7 +374,7 @@ local item_drop = function(self, cooked)
if random(1, self.drops[n].chance) == 1 then if random(1, self.drops[n].chance) == 1 then
num = random(self.drops[n].min, self.drops[n].max) num = random(self.drops[n].min or 1, self.drops[n].max or 1)
item = self.drops[n].name item = self.drops[n].name
-- cook items when true -- cook items when true
@ -745,7 +750,9 @@ local do_jump = function(self)
self.object:setvelocity(v) self.object:setvelocity(v)
if get_velocity(self) > 0 then
mob_sound(self, self.sounds.jump) mob_sound(self, self.sounds.jump)
end
else else
self.facing_fence = true self.facing_fence = true
end end
@ -980,7 +987,8 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
local replace = function(self, pos) local replace = function(self, pos)
if not self.replace_rate if not mobs_griefing
or not self.replace_rate
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
or self.object:getvelocity().y ~= 0 or self.object:getvelocity().y ~= 0
@ -1113,7 +1121,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
self.path.following = false self.path.following = false
-- lets make way by digging/building if not accessible -- lets make way by digging/building if not accessible
if self.pathfinding == 2 then if self.pathfinding == 2 and mobs_griefing then
-- is player higher than mob? -- is player higher than mob?
if s.y < p1.y then if s.y < p1.y then
@ -1350,6 +1358,113 @@ local npc_attack = function(self)
end end
-- specific runaway
local specific_runaway = function(list, what)
-- no list so do not run
if list == nil then
return false
end
-- found entity on list to attack?
for no = 1, #list do
if list[no] == what or list[no] == "player" then
return true
end
end
return false
end
-- find someone to runaway from
local runaway_from = function(self)
if not self.runaway_from 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)
for n = 1, #objs do
if objs[n]:is_player() then
if mobs.invis[ objs[n]:get_player_name() ] then
type = ""
else
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 runaway from
if name ~= "" and name ~= self.name
and specific_runaway(self.runaway_from, name) then
s = self.object:get_pos()
p = player:get_pos()
sp = s
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
dist = get_distance(p, s)
if dist < self.view_range then
-- field of view check goes here
-- choose closest player/mpb to runaway from
if line_of_sight(self, sp, p, 2) == true
and dist < min_dist then
min_dist = dist
min_player = player
end
end
end
end
-- attack player
if min_player then
local lp = player:get_pos()
local vec = {
x = lp.x - s.x,
y = lp.y - s.y,
z = lp.z - s.z
}
local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate
if lp.x > s.x then
yaw = yaw + pi
end
yaw = set_yaw(self.object, yaw)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
end
end
-- follow player if owner or holding item, if fish outta water then flop -- follow player if owner or holding item, if fish outta water then flop
local follow_flop = function(self) local follow_flop = function(self)
@ -2226,8 +2341,16 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
-- do we have a single blood texture or multiple?
if type(self.blood_texture) == "table" then
local blood = self.blood_texture[random(1, #self.blood_texture)]
effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
else
effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil) effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
end end
end
-- do damage -- do damage
self.health = self.health - floor(damage) self.health = self.health - floor(damage)
@ -2359,6 +2482,8 @@ local mob_staticdata = function(self)
-- remove mob when out of range unless tamed -- remove mob when out of range unless tamed
if remove_far if remove_far
and self.remove_ok and self.remove_ok
and self.type ~= "npc"
and self.state ~= "attack"
and not self.tamed and not self.tamed
and self.lifetimer < 20000 then and self.lifetimer < 20000 then
@ -2439,6 +2564,11 @@ local mob_activate = function(self, staticdata, def, dtime)
self.base_selbox = self.selectionbox self.base_selbox = self.selectionbox
end end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size -- set texture, model and size
local textures = self.base_texture local textures = self.base_texture
local mesh = self.base_mesh local mesh = self.base_mesh
@ -2654,6 +2784,8 @@ local mob_step = function(self, dtime)
do_jump(self) do_jump(self)
runaway_from(self)
end end
@ -2766,6 +2898,7 @@ minetest.register_entity(name, {
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
attack_animals = def.attack_animals or false, attack_animals = def.attack_animals or false,
specific_attack = def.specific_attack, specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal, owner_loyal = def.owner_loyal,
facing_fence = false, facing_fence = false,
_cmi_is_mob = true, _cmi_is_mob = true,
@ -2833,6 +2966,11 @@ end
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- Do mobs spawn at all?
if not mobs_spawn then
return
end
-- chance/spawn number override in minetest.conf for registered mob -- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name) local numbers = minetest.settings:get(name)
@ -2861,12 +2999,8 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
catch_up = false, catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider) action = function(pos, node, active_object_count, active_object_count_wider)
-- Can mobs spawn at all?
if not mobs_spawn then
return
end
-- Is mob actually registered? -- is mob actually registered?
if not mobs.spawning_mobs[name] if not mobs.spawning_mobs[name]
or not minetest.registered_entities[name] then or not minetest.registered_entities[name] then
--print ("--- mob doesn't exist", name) --print ("--- mob doesn't exist", name)
@ -3124,27 +3258,35 @@ function mobs:explosion(pos, radius)
end end
-- no damage to nodes explosion
function mobs:safe_boom(self, pos, radius)
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
})
entity_physics(pos, radius)
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end
-- make explosion with protection and tnt mod check -- make explosion with protection and tnt mod check
function mobs:boom(self, pos, radius) function mobs:boom(self, pos, radius)
if minetest.get_modpath("mcl_tnt") and tnt and tnt.boom if mobs_griefing
and minetest.get_modpath("mcl_tnt") and tnt and tnt.boom
and not minetest.is_protected(pos, "") then and not minetest.is_protected(pos, "") then
tnt.boom(pos, { tnt.boom(pos, {
radius = radius, radius = radius,
damage_radius = radius, damage_radius = radius,
sound = self.sounds.explode, sound = self.sounds and self.sounds.explode,
explode_center = true, explode_center = true,
}) })
else else
minetest.sound_play(self.sounds.explode, { mobs:safe_boom(self, pos, radius)
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
})
entity_physics(pos, radius)
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end end
end end
@ -3176,7 +3318,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
description = desc, description = desc,
inventory_image = invimg, inventory_image = invimg,
groups = grp, groups = grp,
_doc_items_longdesc = "This allows you to place a single mob.", _doc_items_longdesc = "This allows you to place a single mob.",
_doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.", _doc_items_usagehelp = "Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.",
@ -3195,10 +3336,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
and within_limits(pos, 0) and within_limits(pos, 0)
and not minetest.is_protected(pos, placer:get_player_name()) then and not minetest.is_protected(pos, placer:get_player_name()) then
if not minetest.registered_entities[mob] then
return
end
local name = placer:get_player_name() local name = placer:get_player_name()
local privs = minetest.get_player_privs(name) local privs = minetest.get_player_privs(name)
if not privs.maphack then if not privs.maphack then
@ -3213,6 +3350,10 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
return itemstack return itemstack
end end
if not minetest.registered_entities[mob] then
return
end
pos.y = pos.y + 1 pos.y = pos.y + 1
local mob = minetest.add_entity(pos, mob) local mob = minetest.add_entity(pos, mob)
@ -3431,12 +3572,6 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
if self.htimer < 1 then if self.htimer < 1 then
--[[
minetest.chat_send_player(clicker:get_player_name(),
S("@1 at full health (@2)",
self.name:split(":")[2], tostring(self.health)))
]]
self.htimer = 5 self.htimer = 5
end end
end end

View File

@ -1,198 +1,326 @@
MOB API Mobs Redo API
=============
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest. Welcome to the world of mobs in minetest and hopefully an easy guide to defining
your own mobs and having them appear in your worlds.
minetest.conf settings*
'enable_damage' if true monsters will attack players (default is true) Registering Mobs
'only_peaceful_mobs' if true only animals will spawn in game (default is false) ----------------
'mobs_disable_blood' if false blood effects appear when mob is hit (default is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual range will be removed (default is false)
'mobname' can change specific mob chance rate (0 to disable) and spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status (true by default)
'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set to 0.5 to have mobs spawn more or 2.0 to spawn less. e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of spawning.
mobs:register_mob(name, definition) To register a mob and have it ready for use requires the following function:
This functions registers a new mob as a Minetest entity. mobs:register_mob(name, definition)
'name' is the name of the mob (e.g. "mobs:dirt_monster") The 'name' of a mob usually starts with the mod name it's running from followed
definition is a table with the following fields by it's own name e.g.
'type' the type of the mob ("monster", "animal" or "npc") where monsters attack players and npc's, animals and npc's tend to wander around and can attack when hit 1st.
'passive' will mob defend itself, set to false to attack "mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
'docile_by_day' when true, mob will not attack during daylight hours unless provoked
'attacks_monsters' usually for npc's to attack monsters in area ... and the 'definition' is a table which holds all of the settings and
'group_attack' true to defend same kind of mobs from attack in area functions needed for the mob to work properly which contains the following:
'owner_loyal' when true owned mobs will attack any monsters you punch
'attack_animals' true for monster to attack animals as well as player and npc's 'nametag' contains the name which is shown above mob.
'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"} 'type' holds the type of mob that inhabits your world e.g.
'hp_min' minimum health "animal" usually docile and walking around.
'hp_max' maximum health (mob health is randomly selected between both) "monster" attacks player or npc on sight.
'nametag' string containing name of mob to display above entity "npc" walk around and will defend themselves if hit first, they
'physical' same is in minetest.register_entity() kill monsters.
'collisionbox' same is in minetest.register_entity() 'hp_min' has the minimum health value the mob can spawn with.
'selectionbox' same is in minetest.register_entity() 'hp_max' has the maximum health value the mob can spawn with.
'visual' same is in minetest.register_entity() 'armor' holds strength of mob, 100 is normal, lower is more powerful
'visual_size' same is in minetest.register_entity() and needs more hits and better weapons to kill.
'textures' same is in minetest.register_entity() 'passive' when true allows animals to defend themselves when hit,
although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}}, otherwise they amble onwards.
'gotten_texture' alt. texture for when self.gotten value is set to true (used for shearing sheep) 'walk_velocity' is the speed that your mob can walk around.
'child_texture' texture of mod for when self.child is set to true 'run_velocity' is the speed your mob can run with, usually when attacking.
'mesh' same is in minetest.register_entity() 'walk_chance' has a 0-100 chance value your mob will walk from standing,
'gotten_mesh' alternative mesh for when self.gotten is true (used for sheep) set to 0 for jumping mobs only.
'makes_footstep_sound' same is in minetest.register_entity() 'jump' when true allows your mob to jump updwards.
'follow' item when held will cause mob to follow player, can be single string "default:apple" or table {"default:apple", "default:diamond"}. These are also items that are used to feed and tame mob. 'jump_height' holds the height your mob can jump, 0 to disable jumping.
'view_range' the range in which the mob will follow or attack player 'step_height' height of a block that your mob can easily walk up onto.
'walk_chance' chance of mob walking around (0 to 100), set to 0 for jumping mob only 'fly' when true allows your mob to fly around instead of walking.
'walk_velocity' the velocity when the monster is walking around 'fly_in' holds the node name that the mob flies (or swims) around
'run_velocity' the velocity when the monster is attacking a player in e.g. "air" or "default:water_source".
'runaway' when true mob will turn and run away when punched 'runaway' if true causes animals to turn and run away when hit.
'stepheight' minimum node height mob can walk onto without jumping (default: 0.6) 'view_range' how many nodes in distance the mob can see a player.
'jump' can mob jump, true or false 'reach' how many nodes in distance a mob can attack a player while
'jump_height' height mob can jump, default is 6 (0 to disable jump) standing.
'fly' can mob fly, true or false (used for swimming mobs also) 'damage' how many health points the mob does to a player or another
'fly_in' node name that mob flys inside, e.g "air", "default:water_source" for fish mob when melee attacking.
'damage' the damage mobs inflict per melee attack. 'knockback' when true has mobs falling backwards when hit, the greater
'recovery_time' how much time from when mob is hit to recovery (default: 0.5 seconds) the damage the more they move back.
'knock_back' strength of knock-back when mob hit (default: 3) 'fear_height' is how high a cliff or edge has to be before the mob stops
'immune_to' table holding special tool/item names and damage the incur e.g. walking, 0 to turn off height fear.
{"default:sword_wood", 0}, {"default:gold_lump", -10} immune to sword, gold lump heals 'fall_speed' has the maximum speed the mob can fall at, default is -10.
'blood_amount' number of droplets that appear when hit 'fall_damage' when true causes falling to inflict damage.
'blood_texture' texture of blood droplets (default: "mobs_blood.png") 'water_damage' holds the damage per second infliced to mobs when standing in
'drops' is list of tables with the following fields: water.
'name' itemname e.g. default:stone 'lava_damage' holds the damage per second inflicted to mobs when standing
'chance' the inverted chance (same as in abm) to get the item in lava or fire.
'min' the minimum number of items 'light_damage' holds the damage per second inflicted to mobs when it's too
'max' the maximum number of items bright (above 13 light).
'armor' this integer holds armor strength with 100 being normal, with lower numbers hardening the armor and higher numbers making it weaker (weird I know but compatible with simple mobs) 'suffocation' when true causes mobs to suffocate inside solid blocks.
'drawtype' "front" or "side" (DEPRECATED, replaced with below) 'floats' when set to 1 mob will float in water, 0 has them sink.
'rotate' set mob rotation, 0=front, 90=side, 180=back, 270=other side 'follow' mobs follow player when holding any of the items which appear
'water_damage' the damage per second if the mob is in water on this table, the same items can be fed to a mob to tame or
'lava_damage' the damage per second if the mob is in lava breed e.g. {"farming:wheat", "default:apple"}
'light_damage' the damage per second if the mob is in light
'suffocation' health value mob loses when inside a solid node 'reach' is how far the mob can attack player when standing
'fall_damage' will mob be hurt when falling from height nearby, default is 3 nodes.
'fall_speed' maximum falling velocity of mob (default is -10 and must be below -2) 'docile_by_day' when true has mobs wandering around during daylight
'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable) hours and only attacking player at night or when
'floats' 1 to float in water, 0 to sink provoked.
'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack) 'attacks_monsters' when true has npc's attacking monsters or not.
'attack_type' the attack type of a monster 'attack_animal' when true will have monsters attacking animals.
'dogfight' follows player in range and attacks when in reach 'owner_loyal' when true will have tamed mobs attack anything player
'shoot' shoots defined arrows when player is within range punches when nearby.
'explode' follows player in range and will flash and explode when in reach 'group_attack' when true has same mob type grouping together to attack
'dogshoot' shoots arrows when in range and one on one attack when in reach offender.
'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight) 'attack_type' tells the api what a mob does when attacking the player
'dogshoot_count_max' number of seconds before switching to dogfight mode. or another mob:
'dogshoot_count2_max' number of seconds before switching back to shoot mode. 'dogfight' is a melee attack when player is within mob reach.
'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack) 'shoot' has mob shoot pre-defined arrows at player when inside
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations view_range.
'explosion_radius' radius of explosion attack (defaults to 1) 'dogshoot' has melee attack when inside reach and shoot attack
'explosion_timer' number of seconds before mob explodes while still inside view range. when inside view_range.
'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition. 'explode' causes mob to explode when inside reach.
'shoot_interval' the minimum shoot interval 'explosion_radius' has the radius of the explosion which defaults to 1.
'shoot_offset' +/- value to position arrow/fireball when fired 'explosion_timer' number of seconds before mob explodes while still
'reach' how far a reach this mob has, default is 3 inside view range.
'arrow' holds the pre-defined arrow object to shoot when
attacking.
'dogshoot_switch' allows switching between attack types by using timers
(1 for shoot, 2 for dogfight)
'dogshoot_count_max' contains how many seconds before switching from
dogfight to shoot.
'dogshoot_count_max2' contains how many seconds before switching from shoot
to dogfight.
'shoot_interval' has the number of seconds between shots.
'shoot_offset' holds the y position added as to where the
arrow/fireball appears on mob.
'specific_attack' has a table of entity names that mob can also attack
e.g. {"player", "mobs_animal:chicken"}.
'runaway_from' contains a table with mob names to run away from, add
"player" to list to runaway from player also.
'blood_amount' contains the number of blood droplets to appear when
mob is hit.
'blood_texture' has the texture name to use for droplets e.g.
"mobs_blood.png", or table {"blood1.png", "blood2.png"}
'pathfinding' set to 1 for mobs to use pathfinder feature to locate
player, set to 2 so they can build/break also (only
works with dogfight attack and when 'mobs_griefing'
in minetest.conf is not false).
'immune_to' is a table that holds specific damage when being hit by
certain items e.g.
{"default:sword_wood", 0} -- causes no damage.
{"default:gold_lump", -10} -- heals by 10 health points.
{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
'makes_footstep_sound' when true you can hear mobs walking.
'sounds' this is a table with sounds of the mob 'sounds' this is a table with sounds of the mob
'random' random sounds during gameplay 'distance' maximum distance sounds can be heard, default is 10.
'war_cry' sound when starting to attack player 'random' random sound that plays during gameplay.
'attack' sound when attacking player 'war_cry' what you hear when mob starts to attack player.
'shoot_attack' sound when attacking player by shooting arrow/entity 'attack' what you hear when being attacked.
'damage' sound when being hit 'shoot_attack' sound played when mob shoots.
'death' sound when killed 'damage' sound heard when mob is hurt.
'jump' sound when jumping 'death' played when mob is killed.
'explode' sound when exploding 'jump' played when mob jumps.
'distance' maximum distance sounds are heard from (default is 10) 'explode' sound played when mob explodes.
Custom mob functions inside mob registry: 'drops' table of items that are dropped when mob is killed, fields are:
'name' name of item to drop.
'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
'min' minimum number of items dropped.
'max' maximum number of items dropped.
'on_die' a function that is called when the mob is killed the parameters are (self, pos) 'visual' holds the look of the mob you wish to create:
'on_rightclick' its same as in minetest.register_entity() 'cube' looks like a normal node
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops) 'sprite' sprite which looks same from all angles.
'on_spawn' is a custom function that runs on mob spawn with 'self' as variable, return true at end of function to run only once. 'upright_sprite' flat model standing upright.
'after_activate' is a custom function that runs once mob has been activated with the paramaters (self, staticdata, def, dtime) 'wielditem' how it looks when player holds it in hand.
'on_breed' called when two similar mobs breed, paramaters are (parent1, parent2) objects, return false to stop child from being resized and owner/tamed flags and child textures being applied. 'mesh' uses separate object file to define mob.
'on_grown' is called when a child mob has grown up, only paramater is (self). 'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
'do_punch' called when mob is punched with paramaters (self, hitter, time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place. 'collision_box' has the box in which mob can be interacted with the
world e.g. {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
'selection_box' has the box in which player can interact with mob
'textures' holds a table list of textures to be used for mob, or you
could use multiple lists inside another table for random
selection e.g. { {"texture1.png"}, {"texture2.png"} }
'child_texture' holds the texture table for when baby mobs are used.
'gotten_texture' holds the texture table for when self.gotten value is
true, used for milking cows or shearing sheep.
'mesh' holds the name of the external object used for mob model
e.g. "mobs_cow.b3d"
'gotten_mesh" holds the name of the external object used for when
self.gotten is true for mobs.
'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
270 = other side.
'double_melee_attack' when true has the api choose between 'punch' and
'punch2' animations.
'animation' holds a table containing animation names and settings for use with mesh models:
'stand_start' start frame for when mob stands still.
'stand_end' end frame of stand animation.
'stand_speed' speed of animation in frames per second.
'walk_start' when mob is walking around.
'walk_end'
'walk_speed'
'run_start' when a mob runs or attacks.
'run_end'
'run_speed'
'fly_start' when a mob is flying.
'fly_end'
'fly_speed'
'punch_start' when a mob melee attacks.
'punch_end'
'punch_speed'
'punch2_start' alternative melee attack animation.
'punch2_end'
'punch2_speed'
'shoot_start' shooting animation.
'shoot_end'
'shoot_speed'
'die_start' death animation
'die_end'
'die_speed'
'die_loop' when set to false stops the animation looping.
Using '_loop = false' setting will stop any of the above animations from
looping.
'speed_normal' is used for animation speed for compatibility with some
older mobs.
Node Replacement
----------------
Mobs can look for specific nodes as they walk and replace them to mimic eating. Mobs can look around for specific nodes as they walk and replace them to mimic
eating.
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"} 'replace_what' group of items to replace e.g.
{"farming:wheat_8", "farming:carrot_8"}
or you can use the specific options of what, with and
y offset by using this instead:
{
{"group:grass", "air", 0},
{"default:dirt_with_grass", "default:dirt", -1}
}
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg" 'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
'replace_rate' how random should the replace rate be (typically 10) 'replace_rate' how random should the replace rate be (typically 10)
'replace_offset' +/- value to check specific node to replace 'replace_offset' +/- value to check specific node to replace
'on_replace(self, pos, oldnode, newnode)' gets called when mob is about to replace a node
self: ObjectRef of mob 'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
pos: Position of node to replace replace a node.
oldnode: Current node 'self' ObjectRef of mob
newnode: What the node will become after replacing 'pos' Position of node to replace
'oldnode' Current node
'newnode' What the node will become after replacing
If false is returned, the mob will not replace the node. If false is returned, the mob will not replace the node.
By default, replacing sets self.gotten to true and resets the object properties. By default, replacing sets self.gotten to true and resets the object
properties.
The 'replace_what' has been updated to use tables for what, with and y_offset e.g.
replace_what = { {"group:grass", "air", 0}, {"default:dirt_with_grass", "default:dirt", -1} }
Mob animation comes in three parts, start_frame, end_frame and frame_speed which
can be added to the mob definition under pre-defined mob animation names like:
'animation' a table with the animation ranges and speed of the model
'stand_start', 'stand_end', 'stand_speed' when mob stands still
'walk_start', 'walk_end', 'walk_speed' when mob walks
'run_start', 'run_end', 'run_speed' when mob runs
'fly_start', 'fly_end', 'fly_speed' when mob flies
'punch_start', 'punch_end', 'punch_speed' when mob attacks
'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
'shoot_start', 'shoot_end', shoot_speed' when mob shoots
'die_start', 'die_end', 'die_speed' when mob dies
'*_loop' bool value to determine if any set animation loops e.g (die_loop = false)
defaults to true if not set
also 'speed_normal' for compatibility with older mobs for animation speed (deprecated)
The mob api also has some preset variables and functions that it will remember for each mob Custom Definition Functions
---------------------------
'self.health' contains current health of mob (cannot exceed self.hp_max) Along with the above mob registry settings we can also use custom functions to
enhance mob functionality and have them do many interesting things:
'on_die' a function that is called when the mob is killed the
parameters are (self, pos)
'on_rightclick' its same as in minetest.register_entity()
'on_blast' is called when an explosion happens near mob when using TNT
functions, parameters are (object, damage) and returns
(do_damage, do_knockback, drops)
'on_spawn' is a custom function that runs on mob spawn with 'self' as
variable, return true at end of function to run only once.
'after_activate' is a custom function that runs once mob has been activated
with these paramaters (self, staticdata, def, dtime)
'on_breed' called when two similar mobs breed, paramaters are
(parent1, parent2) objects, return false to stop child from
being resized and owner/tamed flags and child textures being
applied. Function itself must spawn new child mob.
'on_grown' is called when a child mob has grown up, only paramater is
(self).
'do_punch' called when mob is punched with paramaters (self, hitter,
time_from_last_punch, tool_capabilities, direction), return
false to stop punch damage and knockback from taking place.
'custom_attack' when set this function is called instead of the normal mob
melee attack, parameters are (self, to_attack).
'on_die' a function that is called when mob is killed (self, pos)
'do_custom' a custom function that is called every tick while mob is
active and which has access to all of the self.* variables
e.g. (self.health for health or self.standing_in for node
status), return with 'false' to skip remainder of mob API.
Internal Variables
------------------
The mob api also has some preset variables and functions that it will remember
for each mob.
'self.health' contains current health of mob (cannot exceed
self.hp_max)
'self.texture_list' contains list of all mob textures 'self.texture_list' contains list of all mob textures
'self.child_texture' contains mob child texture when growing up 'self.child_texture' contains mob child texture when growing up
'self.base_texture' contains current skin texture which was randomly selected from textures list 'self.base_texture' contains current skin texture which was randomly
'self.gotten' this is used for obtaining milk from cow and wool from sheep selected from textures list
'self.horny' when animal fed enough it is set to true and animal can breed with same animal 'self.gotten' this is used for obtaining milk from cow and wool from
'self.hornytimer' background timer that controls breeding functions and mob childhood timings sheep
'self.child' used for when breeding animals have child, will use child_texture and be half size 'self.horny' when animal fed enough it is set to true and animal can
'self.owner' string used to set owner of npc mobs, typically used for dogs breed with same animal
'self.order' set to "follow" or "stand" so that npc will follow owner or stand it's ground 'self.hornytimer' background timer that controls breeding functions and
mob childhood timings
'self.child' used for when breeding animals have child, will use
child_texture and be half size
'self.owner' string used to set owner of npc mobs, typically used for
dogs
'self.order' set to "follow" or "stand" so that npc will follow owner
or stand it's ground
'self.nametag' contains the name of the mob which it can show above 'self.nametag' contains the name of the mob which it can show above
'on_die' a function that is called when mob is killed
'do_custom' a custom function that is called every tick while mob is active and which has access to all of the self.* variables e.g. (self.health for health or self.standing_in for node status), return with 'false' to skip remainder of mob API.
mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) Spawning Mobs in World
----------------------
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height, day_toggle, on_spawn) mobs:register_spawn(name, nodes, max_light, min_light, chance,
active_object_count, max_height, day_toggle)
These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn. mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
These functions register a spawn algorithm for the mob. Without this function
the call the mobs won't spawn.
'name' is the name of the animal/monster 'name' is the name of the animal/monster
'nodes' is a list of nodenames on that the animal/monster can spawn on top of 'nodes' is a list of nodenames on that the animal/monster can
'neighbors' is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn) spawn on top of
'neighbors' is a list of nodenames on that the animal/monster will
spawn beside (default is {"air"} for
mobs:register_spawn)
'max_light' is the maximum of light 'max_light' is the maximum of light
'min_light' is the minimum of light 'min_light' is the minimum of light
'interval' is same as in register_abm() (default is 30 for mobs:register_spawn) 'interval' is same as in register_abm() (default is 30 for
mobs:register_spawn)
'chance' is same as in register_abm() 'chance' is same as in register_abm()
'active_object_count' mob is only spawned if active_object_count_wider of ABM is <= this 'active_object_count' number of this type of mob to spawn at one time inside
map area
'min_height' is the minimum height the mob can spawn 'min_height' is the minimum height the mob can spawn
'max_height' is the maximum height the mob can spawn 'max_height' is the maximum height the mob can spawn
'day_toggle' true for day spawning, false for night or nil for anytime 'day_toggle' true for day spawning, false for night or nil for
'on_spawn' is a custom function which runs after mob has spawned and gives self and pos values. anytime
'on_spawn' is a custom function which runs after mob has spawned
and gives self and pos values.
... also a simpler way to handle mob spawns has been added with the mobs:spawn(def) command which uses above names to make settings clearer: A simpler way to handle mob spawns has been added with the mobs:spawn(def)
command which uses above names to make settings clearer:
mobs:spawn({name = "mobs_monster:tree_monster", mobs:spawn({name = "mobs_monster:tree_monster",
nodes = {"group:leaves"}, nodes = {"group:leaves"},
@ -200,39 +328,49 @@ These functions register a spawn algorithm for the mob. Without this function th
}) })
Players can override the spawn chance for each mob registered by adding a line to their minetest.conf file with a new value, the lower the value the more each mob will spawn e.g. For each mob that spawns with this function is a field in mobs.spawning_mobs.
It tells if the mob should spawn or not. Default is true. So other mods can
only use the API of this mod by disabling the spawning of the default mobs in
this mod.
mobs_animal:sheep_chance 11000 or mobs_monster:sand_monster_chance 100
For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod.
Making Arrows
-------------
mobs:register_arrow(name, definition) mobs:register_arrow(name, definition)
This function registers a arrow for mobs with the attack type shoot. This function registers a arrow for mobs with the attack type shoot.
'name' is the name of the arrow 'name' is the name of the arrow
-definition' is a table with the following values: 'definition' is a table with the following values:
'visual' same is in minetest.register_entity() 'visual' same is in minetest.register_entity()
'visual_size' same is in minetest.register_entity() 'visual_size' same is in minetest.register_entity()
'textures' same is in minetest.register_entity() 'textures' same is in minetest.register_entity()
'velocity' the velocity of the arrow 'velocity' the velocity of the arrow
'drop' if set to true any arrows hitting a node will drop as item 'drop' if set to true any arrows hitting a node will drop as item
'hit_player' a function that is called when the arrow hits a player; this function should hurt the player 'hit_player' a function that is called when the arrow hits a player;
the parameters are (self, player) this function should hurt the player, the parameters are
'hit_mob' a function that is called when the arrow hits a mob; this function should hurt the mob (self, player)
the parameters are (self, player) 'hit_mob' a function that is called when the arrow hits a mob;
'hit_node' a function that is called when the arrow hits a node this function should hurt the mob, the parameters are
the parameters are (self, pos, node) (self, player)
'hit_node' a function that is called when the arrow hits a node, the
parameters are (self, pos, node)
'tail' when set to 1 adds a trail or tail to mob arrows 'tail' when set to 1 adds a trail or tail to mob arrows
'tail_texture' texture string used for above effect 'tail_texture' texture string used for above effect
'tail_size' has size for above texture (defaults to between 5 and 10) 'tail_size' has size for above texture (defaults to between 5 and 10)
'expire' contains float value for how long tail appears for (defaults to 0.25) 'expire' contains float value for how long tail appears for
'glow' has value for how brightly tail glows 1 to 10 (default is 0, no glow) (defaults to 0.25)
'glow' has value for how brightly tail glows 1 to 10 (default is
0 for no glow)
'rotate' integer value in degrees to rotate arrow 'rotate' integer value in degrees to rotate arrow
'on_step' is a custom function when arrow is active, nil for default. 'on_step' is a custom function when arrow is active, nil for
default.
Spawn Eggs
----------
mobs:register_egg(name, description, background, addegg, no_creative) mobs:register_egg(name, description, background, addegg, no_creative)
This function registers a spawn egg which can be used by admin to properly spawn in a mob. This function registers a spawn egg which can be used by admin to properly spawn in a mob.
@ -240,53 +378,85 @@ This function registers a spawn egg which can be used by admin to properly spawn
'name' this is the name of your new mob to spawn e.g. "mob:sheep" 'name' this is the name of your new mob to spawn e.g. "mob:sheep"
'description' the name of the new egg you are creating e.g. "Spawn Sheep" 'description' the name of the new egg you are creating e.g. "Spawn Sheep"
'background' the texture displayed for the egg in inventory 'background' the texture displayed for the egg in inventory
'addegg' would you like an egg image in front of your texture (1=yes, 0=no) 'addegg' would you like an egg image in front of your texture (1 = yes,
'no_creative' when set to true this stops spawn egg appearing in creative mode for destructive mobs like Dungeon Masters 0 = no)
'no_creative' when set to true this stops spawn egg appearing in creative
mode for destructive mobs like Dungeon Masters.
Explosion Function
------------------
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
mobs:boom(self, pos, radius) mobs:boom(self, pos, radius)
This function generates an explosion which removes nodes in a specific radius and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage.
'self' mob entity 'self' mob entity
'pos' centre position of explosion 'pos' centre position of explosion
'radius' radius of explosion (typically set to 3) 'radius' radius of explosion (typically set to 3)
This function generates an explosion which removes nodes in a specific radius
and damages any entity caught inside the blast radius. Protection will limit
node destruction but not entity damage.
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
This function is generally called inside the on_rightclick section of the mob api code, it provides a chance of capturing the mob by hand, using the net or magic lasso items, and can also have the player take the mob by force if tamed and replace with another item entirely. Capturing Mobs
--------------
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
force_take, replacewith)
This function is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob by hand, using the net or
lasso items, and can also have the player take the mob by force if tamed and
replace with another item entirely.
'self' mob information 'self' mob information
'clicker' player information 'clicker' player information
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable 'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable 'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to disable 'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
disable
'force_take' take mob by force, even if tamed (true or false) 'force_take' take mob by force, even if tamed (true or false)
'replacewith' once captured replace mob with this item instead (overrides new mob eggs with saved information) 'replacewith' once captured replace mob with this item instead (overrides
new mob eggs with saved information)
Feeding and Taming/Breeding
---------------------------
mobs:feed_tame(self, clicker, feed_count, breed, tame) mobs:feed_tame(self, clicker, feed_count, breed, tame)
This function allows the mob to be fed the item inside self.follow be it apple, wheat or whatever a set number of times and be tamed or bred as a result. Will return true when mob is fed with item it likes. This function allows the mob to be fed the item inside self.follow be it apple,
wheat or whatever a set number of times and be tamed or bred as a result.
Will return true when mob is fed with item it likes.
'self' mob information 'self' mob information
'clicker' player information 'clicker' player information
'feed_count' number of times mob must be fed to tame or breed 'feed_count' number of times mob must be fed to tame or breed
'breed' true or false stating if mob can be bred and a child created afterwards 'breed' true or false stating if mob can be bred and a child created
'tame' true or false stating if mob can be tamed so player can pick them up afterwards
'tame' true or false stating if mob can be tamed so player can pick
them up
Protecting Mobs
---------------
mobs:protect(self, clicker) mobs:protect(self, clicker)
This function can be used to right-click any tamed mob with mobs:protector item, this will protect the mob from harm inside of a protected area from other players. Will return true when mob right-clicked with mobs:protector item. This function can be used to right-click any tamed mob with mobs:protector item,
this will protect the mob from harm inside of a protected area from other
players. Will return true when mob right-clicked with mobs:protector item.
'self' mob information 'self' mob information
'clicker' player information 'clicker' player information
Mobs can now be ridden by players and the following shows the functions and usage: Riding Mobs
-----------
Mobs can now be ridden by players and the following shows its functions and
usage:
mobs:attach(self, player) mobs:attach(self, player)
@ -299,7 +469,8 @@ This function attaches a player to the mob so it can be ridden.
mobs:detach(player, offset) mobs:detach(player, offset)
This function will detach the player currently riding a mob to an offset position. This function will detach the player currently riding a mob to an offset
position.
'player' player information 'player' player information
'offset' position table containing offset values 'offset' position table containing offset values
@ -307,33 +478,41 @@ This function will detach the player currently riding a mob to an offset positio
mobs:drive(self, move_animation, stand_animation, can_fly, dtime) mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
This function allows an attached player to move the mob around and animate it at same time. This function allows an attached player to move the mob around and animate it at
same time.
'self' mob information 'self' mob information
'move_animation' string containing movement animation e.g. "walk" 'move_animation' string containing movement animation e.g. "walk"
'stand_animation' string containing standing animation e.g. "stand" 'stand_animation' string containing standing animation e.g. "stand"
'can_fly' if true then jump and sneak controls will allow mob to fly up and down 'can_fly' if true then jump and sneak controls will allow mob to fly
up and down
'dtime' tick time used inside drive function 'dtime' tick time used inside drive function
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation) mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
This function allows an attached player to fly the mob around using directional controls. This function allows an attached player to fly the mob around using directional
controls.
'self' mob information 'self' mob information
'dtime' tick time used inside fly function 'dtime' tick time used inside fly function
'speed' speed of flight 'speed' speed of flight
'can_shoot' true if mob can fire arrow (sneak and left mouse button fires) 'can_shoot' true if mob can fire arrow (sneak and left mouse button
fires)
'arrow_entity' name of arrow entity used for firing 'arrow_entity' name of arrow entity used for firing
'move_animation' string containing name of pre-defined animation e.g. "walk" or "fly" etc. 'move_animation' string containing name of pre-defined animation e.g. "walk"
'stand_animation' string containing name of pre-defined animation e.g. "stand" or "blink" etc. or "fly" etc.
'stand_animation' string containing name of pre-defined animation e.g.
"stand" or "blink" etc.
Note: animation names above are from the pre-defined animation lists inside mob registry without extensions. Note: animation names above are from the pre-defined animation lists inside mob
registry without extensions.
mobs:set_animation(self, name) mobs:set_animation(self, name)
This function sets the current animation for mob, defaulting to "stand" if not found. This function sets the current animation for mob, defaulting to "stand" if not
found.
'self' mob information 'self' mob information
'name' name of animation 'name' name of animation
@ -341,20 +520,58 @@ This function sets the current animation for mob, defaulting to "stand" if not f
Certain variables need to be set before using the above functions: Certain variables need to be set before using the above functions:
'self.v2' toggle switch used to define below values for the first time 'self.v2' toggle switch used to define below values for the
first time
'self.max_speed_forward' max speed mob can move forward 'self.max_speed_forward' max speed mob can move forward
'self.max_speed_reverse' max speed mob can move backwards 'self.max_speed_reverse' max speed mob can move backwards
'self.accel' acceleration speed 'self.accel' acceleration speed
'self.terrain_type' integer containing terrain mob can walk on (1 = water, 2 or 3 = land) 'self.terrain_type' integer containing terrain mob can walk on
(1 = water, 2 or 3 = land)
'self.driver_attach_at' position offset for attaching player to mob 'self.driver_attach_at' position offset for attaching player to mob
'self.driver_eye_offset' position offset for attached player view 'self.driver_eye_offset' position offset for attached player view
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1} 'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
Here is an example mob to show how the above functions work: External Settings for "minetest.conf"
------------------------------------
'enable_damage' if true monsters will attack players (default is true)
'only_peaceful_mobs' if true only animals will spawn in game (default is
false)
'mobs_disable_blood' if false blood effects appear when mob is hit (default
is false)
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
areas (default is true)
'remove_far_mobs' if true then mobs that are outside players visual
range will be removed (default is false)
'mobname' can change specific mob chance rate (0 to disable) and
spawn number e.g. mobs_animal:cow = 1000,5
'mob_difficulty' sets difficulty level (health and hit damage
multiplied by this number), defaults to 1.0.
'mob_show_health' if false then punching mob will not show health status
(true by default)
'mob_chance_multiplier' multiplies chance of all mobs spawning and can be set
to 0.5 to have mobs spawn more or 2.0 to spawn less.
e.g. 1 in 7000 * 0.5 = 1 in 3500 so better odds of
spawning.
'mobs_spawn' if false then mobs no longer spawn without spawner or
spawn egg.
'mobs_drop_items' when false mobs no longer drop items when they die.
'mobs_griefing' when false mobs cannot break blocks when using either
pathfinding level 2, replace functions or mobs:boom
function.
Players can override the spawn chance for each mob registered by adding a line
to their minetest.conf file with a new value, the lower the value the more each
mob will spawn e.g.
mobs_animal:sheep_chance 11000
mobs_monster:sand_monster_chance 100
-- rideable horse Rideable Horse Example Mob
--------------------------
mobs:register_mob("mob_horse:horse", { mobs:register_mob("mob_horse:horse", {
type = "animal", type = "animal",
visual = "mesh", visual = "mesh",
@ -393,6 +610,10 @@ mobs:register_mob("mob_horse:horse", {
drops = { drops = {
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3} {name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
}, },
sounds = {
random = "horse_neigh.ogg",
damage = "horse_whinney.ogg",
},
do_custom = function(self, dtime) do_custom = function(self, dtime)