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-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition
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-- current state of things: Why?
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-- lua locals
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--localize minetest functions
local minetest_settings = minetest.settings
local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius
local minetest_get_modpath = minetest.get_modpath
local minetest_registered_nodes = minetest.registered_nodes
local minetest_get_node = minetest.get_node
local minetest_get_item_group = minetest.get_item_group
local minetest_registered_entities = minetest.registered_entities
local minetest_line_of_sight = minetest.line_of_sight
local minetest_after = minetest.after
local minetest_sound_play = minetest.sound_play
local minetest_add_particlespawner = minetest.add_particlespawner
local minetest_registered_items = minetest.registered_items
local minetest_set_node = minetest.set_node
local minetest_add_item = minetest.add_item
local minetest_get_craft_result = minetest.get_craft_result
local minetest_find_path = minetest.find_path
local minetest_is_protected = minetest.is_protected
local minetest_is_creative_enabled = minetest.is_creative_enabled
local minetest_find_node_near = minetest.find_node_near
local minetest_find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air
local minetest_raycast = minetest.raycast
local minetest_get_us_time = minetest.get_us_time
local minetest_add_entity = minetest.add_entity
local minetest_get_natural_light = minetest.get_natural_light
local minetest_get_node_or_nil = minetest.get_node_or_nil
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-- localize math functions
local math_pi = math.pi
local math_sin = math.sin
local math_cos = math.cos
local math_abs = math.abs
local math_min = math.min
local math_max = math.max
local math_atan = math.atan
local math_random = math.random
local math_floor = math.floor
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-- localize vector functions
local vector_new = vector.new
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mobs = { }
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-- mob constants
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local MAX_MOB_NAME_LENGTH = 30
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local BREED_TIME = 30
local BREED_TIME_AGAIN = 300
local CHILD_GROW_TIME = 60 * 20
local DEATH_DELAY = 0.5
local DEFAULT_FALL_SPEED = - 10
local FLOP_HEIGHT = 5.0
local FLOP_HOR_SPEED = 1.5
local MOB_CAP = { }
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MOB_CAP.hostile = 70
MOB_CAP.passive = 10
MOB_CAP.ambient = 15
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MOB_CAP.water = 15
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-- random locals I found
local los_switcher = false
local height_switcher = false
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-- Localize
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local S = minetest.get_translator ( " mcl_mobs " )
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-- CMI support check
local use_cmi = minetest.global_exists ( " cmi " )
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-- Invisibility mod check
mobs.invis = { }
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if minetest.global_exists ( " invisibility " ) then
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mobs.invis = invisibility
end
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-- creative check
function mobs . is_creative ( name )
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return minetest.is_creative_enabled ( name )
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end
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local atan = function ( x )
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if not x or x ~= x then
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return 0
else
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return math_atan ( x )
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end
end
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-- Load settings
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local damage_enabled = minetest_settings : get_bool ( " enable_damage " )
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 spawn_protected = minetest_settings : get_bool ( " mobs_spawn_protected " ) ~= false
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local remove_far = true
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local difficulty = tonumber ( minetest_settings : get ( " mob_difficulty " ) ) or 1.0
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local show_health = false
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local max_per_block = tonumber ( minetest_settings : get ( " max_objects_per_block " ) or 64 )
local mobs_spawn_chance = tonumber ( minetest_settings : get ( " mobs_spawn_chance " ) or 2.5 )
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-- Shows helpful debug info above each mob
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local mobs_debug = minetest_settings : get_bool ( " mobs_debug " , false )
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-- Peaceful mode message so players will know there are no monsters
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if minetest_settings : get_bool ( " only_peaceful_mobs " , false ) then
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minetest.register_on_joinplayer ( function ( player )
minetest.chat_send_player ( player : get_player_name ( ) ,
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S ( " Peaceful mode active! No monsters will spawn. " ) )
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end )
end
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-- 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
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-- default nodes
local node_ice = " mcl_core:ice "
local node_snowblock = " mcl_core:snowblock "
local node_snow = " mcl_core:snow "
mobs.fallback_node = minetest.registered_aliases [ " mapgen_dirt " ] or " mcl_core:dirt "
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local mod_weather = minetest_get_modpath ( " mcl_weather " ) ~= nil
local mod_explosions = minetest_get_modpath ( " mcl_explosions " ) ~= nil
local mod_mobspawners = minetest_get_modpath ( " mcl_mobspawners " ) ~= nil
local mod_hunger = minetest_get_modpath ( " mcl_hunger " ) ~= nil
local mod_worlds = minetest_get_modpath ( " mcl_worlds " ) ~= nil
local mod_armor = minetest_get_modpath ( " mcl_armor " ) ~= nil
local mod_experience = minetest_get_modpath ( " mcl_experience " ) ~= nil
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-- play sound
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local mob_sound = function ( self , soundname , is_opinion , fixed_pitch )
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local soundinfo
if self.sounds_child and self.child then
soundinfo = self.sounds_child
elseif self.sounds then
soundinfo = self.sounds
end
if not soundinfo then
return
end
local sound = soundinfo [ soundname ]
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
return
end
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local pitch
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if not fixed_pitch then
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local base_pitch = soundinfo.base_pitch
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if not base_pitch then
base_pitch = 1
end
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if self.child and ( not self.sounds_child ) then
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-- Children have higher pitch
pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
-- randomize the pitch a bit
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pitch = pitch + math_random ( - 10 , 10 ) * 0.005
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end
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minetest_sound_play ( sound , {
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object = self.object ,
gain = 1.0 ,
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max_hear_distance = self.sounds . distance ,
pitch = pitch ,
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} , true )
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self.opinion_sound_cooloff = 1
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end
end
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-- Return true if object is in view_range
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local function object_in_range ( self , object )
if not object then
return false
end
local factor
-- Apply view range reduction for special player armor
if object : is_player ( ) and mod_armor then
factor = armor : get_mob_view_range_factor ( object , self.name )
end
-- Distance check
local dist
if factor and factor == 0 then
return false
elseif factor then
dist = self.view_range * factor
else
dist = self.view_range
end
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local p1 , p2 = self.object : get_pos ( ) , object : get_pos ( )
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
end
self.attack = player
self.state = " attack "
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-- TODO: Implement war_cry sound without being annoying
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--if math_random(0, 100) < 90 then
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--mob_sound(self, "war_cry", true)
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--end
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end
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local collision = function ( self )
pos = self.object : get_pos ( )
--do collision detection from the base of the mob
collisionbox = self.object : get_properties ( ) . collisionbox
pos.y = pos.y + collisionbox [ 2 ]
collision_boundary = collisionbox [ 4 ]
radius = collision_boundary
if collisionbox [ 5 ] > collision_boundary then
radius = collisionbox [ 5 ]
end
collision_count = 0
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for _ , object in ipairs ( minetest_get_objects_inside_radius ( pos , radius * 1.25 ) ) do
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if object ~= self.object and ( object : is_player ( ) or object : get_luaentity ( ) . _cmi_is_mob == true ) and
--don't collide with rider, rider don't collide with thing
( not object : get_attach ( ) or ( object : get_attach ( ) and object : get_attach ( ) ~= self.object ) ) and
( not self.object : get_attach ( ) or ( self.object : get_attach ( ) and self.object : get_attach ( ) ~= object ) ) then
--stop infinite loop
collision_count = collision_count + 1
if collision_count > 100 then
break
end
pos2 = object : get_pos ( )
object_collisionbox = object : get_properties ( ) . collisionbox
pos2.y = pos2.y + object_collisionbox [ 2 ]
object_collision_boundary = object_collisionbox [ 4 ]
--this is checking the difference of the object collided with's possision
--if positive top of other object is inside (y axis) of current object
y_base_diff = ( pos2.y + object_collisionbox [ 5 ] ) - pos.y
y_top_diff = ( pos.y + collisionbox [ 5 ] ) - pos2.y
distance = vector.distance ( vector.new ( pos.x , 0 , pos.z ) , vector.new ( pos2.x , 0 , pos2.z ) )
if distance <= collision_boundary + object_collision_boundary and y_base_diff >= 0 and y_top_diff >= 0 then
dir = vector.direction ( pos , pos2 )
dir.y = 0
--eliminate mob being stuck in corners
if dir.x == 0 and dir.z == 0 then
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dir = vector.new ( math_random ( - 1 , 1 ) * math_random ( ) , 0 , math_random ( - 1 , 1 ) * math_random ( ) )
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end
local velocity = vector.multiply ( dir , 1.1 )
--local velocity = vector.normalize(dir)
vel1 = vector.multiply ( velocity , - 1 )
vel2 = velocity
self.object : add_velocity ( vel1 )
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--reenable fire spreading eventually
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if object : is_player ( ) then
object : add_player_velocity ( vel2 )
--if self.on_fire then
-- start_fire(object)
--end
--if is_player_on_fire(object) then
-- start_fire(self.object)
--end
else
object : add_velocity ( vel2 )
--if self.on_fire then
-- start_fire(object)
--end
--if object:get_luaentity().on_fire then
-- start_fire(self.object)
--end
end
end
end
end
end
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-- move mob in facing direction
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local set_velocity = function ( self , v )
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local c_x , c_y = 0 , 0
-- halt mob if it has been ordered to stay
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if self.order == " stand " then
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self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
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return
end
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local yaw = ( self.object : get_yaw ( ) or 0 ) + self.rotate
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self.object : add_velocity ( {
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x = ( math_sin ( yaw ) * - v ) + c_x ,
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y = self.object : get_velocity ( ) . y ,
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z = ( math_cos ( yaw ) * v ) + c_y ,
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} )
end
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-- calculate mob velocity
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local get_velocity = function ( self )
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local v = self.object : get_velocity ( )
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if v then
return ( v.x * v.x + v.z * v.z ) ^ 0.5
end
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return 0
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end
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local function update_roll ( self )
local is_Fleckenstein = self.nametag == " Fleckenstein "
local was_Fleckenstein = false
local rot = self.object : get_rotation ( )
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rot.z = is_Fleckenstein and math_pi or 0
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self.object : set_rotation ( rot )
local cbox = table.copy ( self.collisionbox )
local acbox = self.object : get_properties ( ) . collisionbox
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if math_abs ( cbox [ 2 ] - acbox [ 2 ] ) > 0.1 then
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was_Fleckenstein = true
end
if is_Fleckenstein ~= was_Fleckenstein then
local pos = self.object : get_pos ( )
pos.y = pos.y + ( acbox [ 2 ] + acbox [ 5 ] )
self.object : set_pos ( pos )
end
if is_Fleckenstein then
cbox [ 2 ] , cbox [ 5 ] = - cbox [ 5 ] , - cbox [ 2 ]
end
self.object : set_properties ( { collisionbox = cbox } )
end
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-- set and return valid yaw
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local set_yaw = function ( self , yaw , delay , dtime )
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if not yaw or yaw ~= yaw then
yaw = 0
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end
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delay = delay or 0
if delay == 0 then
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if self.shaking and dtime then
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yaw = yaw + ( math_random ( ) * 2 - 1 ) * 5 * dtime
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end
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self.object : set_yaw ( yaw )
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update_roll ( self )
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return yaw
end
self.target_yaw = yaw
self.delay = delay
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return self.target_yaw
end
-- global function to set mob yaw
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function mobs : yaw ( self , yaw , delay , dtime )
set_yaw ( self , yaw , delay , dtime )
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end
-- set defined animation
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local set_animation = function ( self , anim , fixed_frame )
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if not self.animation or not anim then
return
end
if self.state == " die " and anim ~= " die " and anim ~= " stand " then
return
end
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self.animation . current = self.animation . current or " "
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if ( anim == self.animation . current
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or not self.animation [ anim .. " _start " ]
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or not self.animation [ anim .. " _end " ] ) and self.state ~= " die " then
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return
end
self.animation . current = anim
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local a_start = self.animation [ anim .. " _start " ]
local a_end
if fixed_frame then
a_end = a_start
else
a_end = self.animation [ anim .. " _end " ]
end
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self.object : set_animation ( {
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x = a_start ,
y = a_end } ,
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self.animation [ anim .. " _speed " ] or self.animation . speed_normal or 15 ,
0 , self.animation [ anim .. " _loop " ] ~= false )
end
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-- above function exported for mount.lua
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function mobs : set_animation ( self , anim )
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set_animation ( self , anim )
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end
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mobs.death_effect = function ( pos , yaw , collisionbox , rotate )
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local min , max
if collisionbox then
min = { x = collisionbox [ 1 ] , y = collisionbox [ 2 ] , z = collisionbox [ 3 ] }
max = { x = collisionbox [ 4 ] , y = collisionbox [ 5 ] , z = collisionbox [ 6 ] }
else
min = { x = - 0.5 , y = 0 , z = - 0.5 }
max = { x = 0.5 , y = 0.5 , z = 0.5 }
end
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if rotate then
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min = vector.rotate ( min , { x = 0 , y = yaw , z = math_pi / 2 } )
max = vector.rotate ( max , { x = 0 , y = yaw , z = math_pi / 2 } )
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min , max = vector.sort ( min , max )
min = vector.multiply ( min , 0.5 )
max = vector.multiply ( max , 0.5 )
end
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minetest_add_particlespawner ( {
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amount = 50 ,
time = 0.001 ,
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minpos = vector.add ( pos , min ) ,
maxpos = vector.add ( pos , max ) ,
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minvel = vector.new ( - 5 , - 5 , - 5 ) ,
maxvel = vector.new ( 5 , 5 , 5 ) ,
minexptime = 1.1 ,
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maxexptime = 1.5 ,
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minsize = 1 ,
maxsize = 2 ,
collisiondetection = false ,
vertical = false ,
texture = " mcl_particles_mob_death.png^[colorize:#000000:255 " ,
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} )
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minetest_sound_play ( " mcl_mobs_mob_poof " , {
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pos = pos ,
gain = 1.0 ,
max_hear_distance = 8 ,
} , true )
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end
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-- check if within physical map limits (-30911 to 30927)
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local within_limits , wmin , wmax = nil , - 30913 , 30928
within_limits = function ( pos , radius )
if mcl_vars then
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
wmin , wmax = mcl_vars.mapgen_edge_min , mcl_vars.mapgen_edge_max
within_limits = function ( pos , radius )
return pos
and ( pos.x - radius ) > wmin and ( pos.x + radius ) < wmax
and ( pos.y - radius ) > wmin and ( pos.y + radius ) < wmax
and ( pos.z - radius ) > wmin and ( pos.z + radius ) < wmax
end
end
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end
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return pos
and ( pos.x - radius ) > wmin and ( pos.x + radius ) < wmax
and ( pos.y - radius ) > wmin and ( pos.y + radius ) < wmax
and ( pos.z - radius ) > wmin and ( pos.z + radius ) < wmax
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end
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-- is mob facing a cliff or danger
local is_at_cliff_or_danger = function ( self )
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if self.fear_height == 0 then -- 0 for no falling protection!
return false
end
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if not self.object : get_luaentity ( ) then
return false
end
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local yaw = self.object : get_yaw ( )
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local dir_x = - math_sin ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
local dir_z = math_cos ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
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local pos = self.object : get_pos ( )
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local ypos = pos.y + self.collisionbox [ 2 ] -- just above floor
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local free_fall , blocker = minetest_line_of_sight (
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{ x = pos.x + dir_x , y = ypos , z = pos.z + dir_z } ,
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{ x = pos.x + dir_x , y = ypos - self.fear_height , z = pos.z + dir_z } )
if free_fall then
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return true
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else
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local bnode = minetest_get_node ( blocker )
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local danger = is_node_dangerous ( self , bnode.name )
if danger then
return true
else
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local def = minetest_registered_nodes [ bnode.name ]
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if def and def.walkable then
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return false
end
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end
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end
return false
end
2017-05-25 10:33:19 +02:00
2020-07-31 15:35:40 +02:00
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
local is_at_water_danger = function ( self )
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2020-07-31 15:35:40 +02:00
if not self.object : get_luaentity ( ) then
return false
end
local yaw = self.object : get_yaw ( )
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local dir_x = - math_sin ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
local dir_z = math_cos ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
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local pos = self.object : get_pos ( )
local ypos = pos.y + self.collisionbox [ 2 ] -- just above floor
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local free_fall , blocker = minetest_line_of_sight (
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{ x = pos.x + dir_x , y = ypos , z = pos.z + dir_z } ,
{ x = pos.x + dir_x , y = ypos - 3 , z = pos.z + dir_z } )
if free_fall then
return true
else
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local bnode = minetest_get_node ( blocker )
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local waterdanger = is_node_waterhazard ( self , bnode.name )
if
waterdanger and ( is_node_waterhazard ( self , self.standing_in ) or is_node_waterhazard ( self , self.standing_on ) ) then
return false
elseif waterdanger and ( is_node_waterhazard ( self , self.standing_in ) or is_node_waterhazard ( self , self.standing_on ) ) == false then
return true
else
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local def = minetest_registered_nodes [ bnode.name ]
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if def and def.walkable then
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return false
end
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end
end
return false
end
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-- get node but use fallback for nil or unknown
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local node_ok = function ( pos , fallback )
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fallback = fallback or mobs.fallback_node
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local node = minetest_get_node_or_nil ( pos )
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if node and minetest_registered_nodes [ node.name ] then
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return node
end
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return minetest_registered_nodes [ fallback ]
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end
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-- environmental damage (water, lava, fire, light etc.)
local do_env_damage = function ( self )
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-- feed/tame text timer (so mob 'full' messages dont spam chat)
if self.htimer > 0 then
self.htimer = self.htimer - 1
end
-- reset nametag after showing health stats
if self.htimer < 1 and self.nametag2 then
self.nametag = self.nametag2
self.nametag2 = nil
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update_tag ( self )
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end
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local pos = self.object : get_pos ( )
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self.time_of_day = minetest.get_timeofday ( )
-- remove mob if beyond map limits
if not within_limits ( pos , 0 ) then
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mcl_burning.extinguish ( self.object )
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self.object : remove ( )
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return true
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end
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-- Deal light damage to mob, returns true if mob died
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local deal_light_damage = function ( self , pos , damage )
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if not ( mod_weather and ( mcl_weather.rain . raining or mcl_weather.state == " snow " ) and mcl_weather.is_outdoor ( pos ) ) then
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self.health = self.health - damage
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effect ( pos , 5 , " mcl_particles_smoke.png " )
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if check_for_death ( self , " light " , { type = " light " } ) then
return true
end
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end
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end
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-- Use get_node_light for Minetest version 5.3 where get_natural_light
-- does not exist yet.
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local get_light = minetest_get_natural_light or minetest_get_node_light
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local sunlight = get_light ( pos , self.time_of_day )
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-- bright light harms mob
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if self.light_damage ~= 0 and ( sunlight or 0 ) > 12 then
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if deal_light_damage ( self , pos , self.light_damage ) then
return true
end
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end
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local _ , dim = nil , " overworld "
if mod_worlds then
_ , dim = mcl_worlds.y_to_layer ( pos.y )
end
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if ( self.sunlight_damage ~= 0 or self.ignited_by_sunlight ) and ( sunlight or 0 ) >= minetest.LIGHT_MAX and dim == " overworld " then
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if self.ignited_by_sunlight then
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mcl_burning.set_on_fire ( self.object , 10 )
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else
deal_light_damage ( self , pos , self.sunlight_damage )
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return true
end
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end
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local y_level = self.collisionbox [ 2 ]
if self.child then
y_level = self.collisionbox [ 2 ] * 0.5
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end
-- what is mob standing in?
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pos.y = pos.y + y_level + 0.25 -- foot level
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local pos2 = { x = pos.x , y = pos.y - 1 , z = pos.z }
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self.standing_in = node_ok ( pos , " air " ) . name
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self.standing_on = node_ok ( pos2 , " air " ) . name
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-- don't fall when on ignore, just stand still
if self.standing_in == " ignore " then
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self.object : set_velocity ( { x = 0 , y = 0 , z = 0 } )
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end
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local nodef = minetest_registered_nodes [ self.standing_in ]
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2018-05-30 12:01:53 +02:00
-- rain
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if self.rain_damage > 0 and mod_weather then
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if mcl_weather.rain . raining and mcl_weather.is_outdoor ( pos ) then
self.health = self.health - self.rain_damage
if check_for_death ( self , " rain " , { type = " environment " ,
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pos = pos , node = self.standing_in } ) then
return true
end
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end
end
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pos.y = pos.y + 1 -- for particle effect position
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2019-10-02 18:43:48 +02:00
-- water damage
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if self.water_damage > 0
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and nodef.groups . water then
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if self.water_damage ~= 0 then
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self.health = self.health - self.water_damage
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effect ( pos , 5 , " mcl_particles_smoke.png " , nil , nil , 1 , nil )
2017-01-16 17:40:08 +01:00
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if check_for_death ( self , " water " , { type = " environment " ,
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pos = pos , node = self.standing_in } ) then
return true
end
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end
2019-10-02 18:43:48 +02:00
-- lava damage
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elseif self.lava_damage > 0
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and ( nodef.groups . lava ) then
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if self.lava_damage ~= 0 then
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self.health = self.health - self.lava_damage
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effect ( pos , 5 , " fire_basic_flame.png " , nil , nil , 1 , nil )
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if check_for_death ( self , " lava " , { type = " environment " ,
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pos = pos , node = self.standing_in } ) then
return true
end
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end
2017-05-25 10:33:19 +02:00
2019-10-02 18:43:48 +02:00
-- fire damage
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elseif self.fire_damage > 0
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and ( nodef.groups . fire ) then
if self.fire_damage ~= 0 then
self.health = self.health - self.fire_damage
effect ( pos , 5 , " fire_basic_flame.png " , nil , nil , 1 , nil )
if check_for_death ( self , " fire " , { type = " environment " ,
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pos = pos , node = self.standing_in } ) then
return true
end
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end
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-- damage_per_second node check
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elseif nodef.damage_per_second ~= 0 and not nodef.groups . lava and not nodef.groups . fire then
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self.health = self.health - nodef.damage_per_second
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2020-08-19 18:47:58 +02:00
effect ( pos , 5 , " mcl_particles_smoke.png " )
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if check_for_death ( self , " dps " , { type = " environment " ,
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pos = pos , node = self.standing_in } ) then
return true
end
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end
2019-10-02 18:28:28 +02:00
-- Drowning damage
if self.breath_max ~= - 1 then
local drowning = false
if self.breathes_in_water then
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if minetest_get_item_group ( self.standing_in , " water " ) == 0 then
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drowning = true
end
elseif nodef.drowning > 0 then
drowning = true
end
if drowning then
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self.breath = math_max ( 0 , self.breath - 1 )
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effect ( pos , 2 , " bubble.png " , nil , nil , 1 , nil )
if self.breath <= 0 then
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local dmg
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if nodef.drowning > 0 then
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dmg = nodef.drowning
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else
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dmg = 4
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end
2019-10-03 11:53:26 +02:00
damage_effect ( self , dmg )
self.health = self.health - dmg
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end
if check_for_death ( self , " drowning " , { type = " environment " ,
2020-03-29 23:24:04 +02:00
pos = pos , node = self.standing_in } ) then
return true
end
2019-10-02 18:28:28 +02:00
else
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self.breath = math_min ( self.breath_max , self.breath + 1 )
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end
end
2019-01-31 07:23:35 +01:00
--- suffocation inside solid node
-- FIXME: Redundant with mcl_playerplus
if ( self.suffocation == true )
and ( nodef.walkable == nil or nodef.walkable == true )
and ( nodef.collision_box == nil or nodef.collision_box . type == " regular " )
and ( nodef.node_box == nil or nodef.node_box . type == " regular " )
and ( nodef.groups . disable_suffocation ~= 1 )
and ( nodef.groups . opaque == 1 ) then
2020-05-13 22:15:46 +02:00
-- Short grace period before starting to take suffocation damage.
-- This is different from players, who take damage instantly.
-- This has been done because mobs might briefly be inside solid nodes
-- when e.g. climbing up stairs.
-- This is a bit hacky because it assumes that do_env_damage
-- is called roughly every second only.
self.suffocation_timer = self.suffocation_timer + 1
if self.suffocation_timer >= 3 then
-- 2 damage per second
-- TODO: Deal this damage once every 1/2 second
self.health = self.health - 2
if check_for_death ( self , " suffocation " , { type = " environment " ,
pos = pos , node = self.standing_in } ) then
return true
end
2020-03-29 23:24:04 +02:00
end
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else
self.suffocation_timer = 0
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end
2019-01-31 07:23:35 +01:00
2020-03-30 16:52:36 +02:00
return check_for_death ( self , " " , { type = " unknown " } )
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end
2017-05-25 10:33:19 +02:00
2017-01-16 17:40:08 +01:00
-- jump if facing a solid node (not fences or gates)
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local do_jump = function ( self )
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2017-05-25 10:33:19 +02:00
if not self.jump
or self.jump_height == 0
or self.fly
2019-03-08 23:52:41 +01:00
or ( self.child and self.type ~= " monster " )
2018-05-29 17:00:30 +02:00
or self.order == " stand " then
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return false
end
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self.facing_fence = false
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-- something stopping us while moving?
if self.state ~= " stand "
and get_velocity ( self ) > 0.5
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and self.object : get_velocity ( ) . y ~= 0 then
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return false
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end
2017-11-04 00:22:43 +01:00
local pos = self.object : get_pos ( )
local yaw = self.object : get_yaw ( )
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-- what is mob standing on?
pos.y = pos.y + self.collisionbox [ 2 ] - 0.2
local nod = node_ok ( pos )
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if minetest_registered_nodes [ nod.name ] . walkable == false then
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return false
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end
-- where is front
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local dir_x = - math_sin ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
local dir_z = math_cos ( yaw ) * ( self.collisionbox [ 4 ] + 0.5 )
2017-01-16 17:40:08 +01:00
-- what is in front of mob?
2020-01-20 16:08:59 +01:00
nod = node_ok ( {
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x = pos.x + dir_x ,
y = pos.y + 0.5 ,
z = pos.z + dir_z
} )
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-- this is used to detect if there's a block on top of the block in front of the mob.
-- If there is, there is no point in jumping as we won't manage.
local nodTop = node_ok ( {
x = pos.x + dir_x ,
y = pos.y + 1.5 ,
z = pos.z + dir_z
2019-09-05 00:17:52 +02:00
} , " air " )
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-- we don't attempt to jump if there's a stack of blocks blocking
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if minetest_registered_nodes [ nodTop.name ] . walkable == true then
2019-08-30 04:31:14 +02:00
return false
end
2017-01-16 17:40:08 +01:00
-- thin blocks that do not need to be jumped
2017-07-25 04:30:23 +02:00
if nod.name == node_snow then
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return false
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end
2017-11-04 00:22:43 +01:00
if self.walk_chance == 0
2021-04-12 14:47:07 +02:00
or minetest_registered_items [ nod.name ] . walkable then
2017-11-04 00:22:43 +01:00
2021-04-12 14:47:07 +02:00
if minetest_get_item_group ( nod.name , " fence " ) == 0
and minetest_get_item_group ( nod.name , " fence_gate " ) == 0
and minetest_get_item_group ( nod.name , " wall " ) == 0 then
2017-01-16 17:40:08 +01:00
2021-01-06 12:04:02 +01:00
local v = self.object : get_velocity ( )
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v.y = self.jump_height
2017-05-25 10:33:19 +02:00
2017-11-04 00:22:43 +01:00
set_animation ( self , " jump " ) -- only when defined
2017-01-16 17:40:08 +01:00
2019-03-06 04:38:57 +01:00
self.object : set_velocity ( v )
2017-01-16 17:40:08 +01:00
2018-05-29 17:00:30 +02:00
-- when in air move forward
2021-04-12 14:47:07 +02:00
minetest_after ( 0.3 , function ( self , v )
2020-12-05 13:51:29 +01:00
if ( not self.object ) or ( not self.object : get_luaentity ( ) ) or ( self.state == " die " ) then
2018-06-03 16:13:46 +02:00
return
end
2018-05-29 17:00:30 +02:00
self.object : set_acceleration ( {
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x = v.x * 2 ,
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y = - 10 ,
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z = v.z * 2 ,
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} )
end , self , v )
2019-03-09 00:24:53 +01:00
if self.jump_sound_cooloff <= 0 then
2019-12-09 12:17:51 +01:00
mob_sound ( self , " jump " )
2019-03-09 00:24:53 +01:00
self.jump_sound_cooloff = 0.5
2018-05-29 17:00:30 +02:00
end
2017-11-04 00:22:43 +01:00
else
self.facing_fence = true
end
2017-01-16 17:40:08 +01:00
2019-02-06 08:51:09 +01:00
-- if we jumped against a block/wall 4 times then turn
if self.object : get_velocity ( ) . x ~= 0
and self.object : get_velocity ( ) . z ~= 0 then
self.jump_count = ( self.jump_count or 0 ) + 1
if self.jump_count == 4 then
local yaw = self.object : get_yaw ( ) or 0
yaw = set_yaw ( self , yaw + 1.35 , 8 )
self.jump_count = 0
end
end
2017-05-25 10:33:19 +02:00
return true
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end
2017-05-25 10:33:19 +02:00
return false
2017-01-16 17:40:08 +01:00
end
2017-05-25 10:33:19 +02:00
2020-07-16 20:26:41 +02:00
-- blast damage to entities nearby
2017-07-05 01:52:39 +02:00
local entity_physics = function ( pos , radius )
2017-01-16 17:40:08 +01:00
radius = radius * 2
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local objs = minetest_get_objects_inside_radius ( pos , radius )
2017-01-16 17:40:08 +01:00
local obj_pos , dist
for n = 1 , # objs do
2017-11-04 00:22:43 +01:00
obj_pos = objs [ n ] : get_pos ( )
2017-01-16 17:40:08 +01:00
2019-12-08 18:48:49 +01:00
dist = vector.distance ( pos , obj_pos )
2017-01-16 17:40:08 +01:00
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 ( )
2017-05-25 10:33:19 +02:00
-- punches work on entities AND players
objs [ n ] : punch ( objs [ n ] , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = damage } ,
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} , pos )
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end
end
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2017-01-16 17:40:08 +01:00
-- should mob follow what I'm holding ?
2017-07-05 01:52:39 +02:00
local follow_holding = function ( self , clicker )
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if mobs.invis [ clicker : get_player_name ( ) ] then
return false
end
local item = clicker : get_wielded_item ( )
local t = type ( self.follow )
-- single item
if t == " string "
and item : get_name ( ) == self.follow then
return true
-- multiple items
elseif t == " table " then
for no = 1 , # self.follow do
if self.follow [ no ] == item : get_name ( ) then
return true
end
end
end
return false
end
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2017-01-16 17:40:08 +01:00
-- find two animals of same type and breed if nearby and horny
2017-07-05 01:52:39 +02:00
local breed = function ( self )
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2020-12-05 01:26:30 +01:00
-- child takes a long time before growing into adult
2017-01-16 17:40:08 +01:00
if self.child == true then
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-- When a child, hornytimer is used to count age until adulthood
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self.hornytimer = self.hornytimer + 1
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if self.hornytimer >= CHILD_GROW_TIME then
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self.child = false
self.hornytimer = 0
self.object : set_properties ( {
textures = self.base_texture ,
mesh = self.base_mesh ,
visual_size = self.base_size ,
collisionbox = self.base_colbox ,
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selectionbox = self.base_selbox ,
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} )
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-- custom function when child grows up
if self.on_grown then
self.on_grown ( self )
else
-- jump when fully grown so as not to fall into ground
2019-03-06 04:38:57 +01:00
self.object : set_velocity ( {
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x = 0 ,
y = self.jump_height ,
z = 0
} )
end
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end
return
end
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-- horny animal can mate for BREED_TIME seconds,
-- afterwards horny animal cannot mate again for BREED_TIME_AGAIN seconds
2017-01-16 17:40:08 +01:00
if self.horny == true
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and self.hornytimer < BREED_TIME + BREED_TIME_AGAIN then
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self.hornytimer = self.hornytimer + 1
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if self.hornytimer >= BREED_TIME + BREED_TIME_AGAIN then
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self.hornytimer = 0
self.horny = false
end
end
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-- find another same animal who is also horny and mate if nearby
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if self.horny == true
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and self.hornytimer <= BREED_TIME then
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local pos = self.object : get_pos ( )
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effect ( { x = pos.x , y = pos.y + 1 , z = pos.z } , 8 , " heart.png " , 3 , 4 , 1 , 0.1 )
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local objs = minetest_get_objects_inside_radius ( pos , 3 )
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local num = 0
local ent = nil
for n = 1 , # objs do
ent = objs [ n ] : get_luaentity ( )
-- check for same animal with different colour
local canmate = false
if ent then
if ent.name == self.name then
canmate = true
else
local entname = string.split ( ent.name , " : " )
local selfname = string.split ( self.name , " : " )
if entname [ 1 ] == selfname [ 1 ] then
entname = string.split ( entname [ 2 ] , " _ " )
selfname = string.split ( selfname [ 2 ] , " _ " )
if entname [ 1 ] == selfname [ 1 ] then
canmate = true
end
end
end
end
if ent
and canmate == true
and ent.horny == true
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and ent.hornytimer <= BREED_TIME then
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num = num + 1
end
-- found your mate? then have a baby
if num > 1 then
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self.hornytimer = BREED_TIME + 1
ent.hornytimer = BREED_TIME + 1
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-- spawn baby
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minetest_after ( 5 , function ( parent1 , parent2 , pos )
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if not parent1.object : get_luaentity ( ) then
return
end
if not parent2.object : get_luaentity ( ) then
return
end
2017-01-16 17:40:08 +01:00
2020-12-05 01:49:15 +01:00
-- Give XP
if mod_experience then
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mcl_experience.throw_experience ( pos , math_random ( 1 , 7 ) )
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end
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-- custom breed function
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if parent1.on_breed then
-- when false, skip going any further
if parent1.on_breed ( parent1 , parent2 ) == false then
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return
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end
end
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local child = mobs : spawn_child ( pos , parent1.name )
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2018-05-30 12:56:39 +02:00
local ent_c = child : get_luaentity ( )
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2018-05-31 04:38:37 +02:00
-- Use texture of one of the parents
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local p = math_random ( 1 , 2 )
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if p == 1 then
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ent_c.base_texture = parent1.base_texture
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else
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ent_c.base_texture = parent2.base_texture
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end
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child : set_properties ( {
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textures = ent_c.base_texture
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} )
2018-05-30 12:56:39 +02:00
2017-11-04 00:22:43 +01:00
-- tamed and owned by parents' owner
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ent_c.tamed = true
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ent_c.owner = parent1.owner
end , self , ent , pos )
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num = 0
break
end
end
end
end
2017-05-25 10:33:19 +02:00
2017-01-16 17:40:08 +01:00
-- find and replace what mob is looking for (grass, wheat etc.)
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local replace = function ( self , pos )
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2019-09-10 17:09:17 +02:00
if not self.replace_rate
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or not self.replace_what
or self.child == true
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or self.object : get_velocity ( ) . y ~= 0
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or math_random ( 1 , self.replace_rate ) > 1 then
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return
end
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local what , with , y_offset
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if type ( self.replace_what [ 1 ] ) == " table " then
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local num = math_random ( # self.replace_what )
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2017-05-25 10:33:19 +02:00
what = self.replace_what [ num ] [ 1 ] or " "
with = self.replace_what [ num ] [ 2 ] or " "
y_offset = self.replace_what [ num ] [ 3 ] or 0
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else
what = self.replace_what
with = self.replace_with or " "
y_offset = self.replace_offset or 0
end
2017-01-16 17:40:08 +01:00
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pos.y = pos.y + y_offset
2017-01-16 17:40:08 +01:00
2021-04-13 14:07:32 +02:00
local node = minetest_get_node ( pos )
if node.name == what then
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local oldnode = { name = what , param2 = node.param2 }
local newnode = { name = with , param2 = node.param2 }
local on_replace_return
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if self.on_replace then
on_replace_return = self.on_replace ( self , pos , oldnode , newnode )
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end
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if on_replace_return ~= false then
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if mobs_griefing then
minetest_set_node ( pos , newnode )
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end
2017-05-25 10:33:19 +02:00
end
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end
end
2017-05-25 10:33:19 +02:00
2021-04-13 14:07:32 +02:00
-- check if daytime and also if mob is docile during daylight hours
local day_docile = function ( self )
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2021-04-13 14:07:32 +02:00
if self.docile_by_day == false then
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2021-04-13 14:07:32 +02:00
return false
2017-01-16 17:40:08 +01:00
2021-04-13 14:07:32 +02:00
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
2017-01-16 17:40:08 +01:00
2021-04-13 14:07:32 +02:00
return true
2017-01-16 17:40:08 +01:00
end
end
2021-04-13 14:07:32 +02:00
2017-01-16 17:40:08 +01:00
-- execute current state (stand, walk, run, attacks)
2020-04-08 15:03:03 +02:00
-- returns true if mob has died
2017-01-16 17:40:08 +01:00
local do_states = function ( self , dtime )
2017-08-06 12:49:13 +02:00
local yaw = self.object : get_yaw ( ) or 0
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if self.state == " stand " then
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if math_random ( 1 , 4 ) == 1 then
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local lp = nil
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local s = self.object : get_pos ( )
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local objs = minetest_get_objects_inside_radius ( s , 3 )
2017-01-16 17:40:08 +01:00
2017-05-25 10:33:19 +02:00
for n = 1 , # objs do
2017-01-16 17:40:08 +01:00
2017-05-25 10:33:19 +02:00
if objs [ n ] : is_player ( ) then
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lp = objs [ n ] : get_pos ( )
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break
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end
end
-- look at any players nearby, otherwise turn randomly
if lp then
local vec = {
x = lp.x - s.x ,
z = lp.z - s.z
}
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yaw = ( atan ( vec.z / vec.x ) + math_pi / 2 ) - self.rotate
2017-01-16 17:40:08 +01:00
2021-04-11 18:52:31 +02:00
if lp.x > s.x then yaw = yaw + math_pi end
2017-01-16 17:40:08 +01:00
else
2021-04-11 18:52:31 +02:00
yaw = yaw + math_random ( - 0.5 , 0.5 )
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end
2018-05-29 17:00:30 +02:00
yaw = set_yaw ( self , yaw , 8 )
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end
set_velocity ( self , 0 )
set_animation ( self , " stand " )
-- npc's ordered to stand stay standing
if self.type ~= " npc "
or self.order ~= " stand " then
if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and math_random ( 1 , 100 ) <= self.walk_chance
2020-01-30 18:04:50 +01:00
and is_at_cliff_or_danger ( self ) == false then
2017-01-16 17:40:08 +01:00
set_velocity ( self , self.walk_velocity )
self.state = " walk "
set_animation ( self , " walk " )
end
end
elseif self.state == " walk " then
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local s = self.object : get_pos ( )
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local lp = nil
-- is there something I need to avoid?
2020-01-29 23:11:20 +01:00
if ( self.water_damage > 0
and self.lava_damage > 0 )
or self.breath_max ~= - 1 then
2017-01-16 17:40:08 +01:00
2021-04-12 14:47:07 +02:00
lp = minetest_find_node_near ( s , 1 , { " group:water " , " group:lava " } )
2017-01-16 17:40:08 +01:00
elseif self.water_damage > 0 then
2021-04-12 14:47:07 +02:00
lp = minetest_find_node_near ( s , 1 , { " group:water " } )
2017-01-16 17:40:08 +01:00
elseif self.lava_damage > 0 then
2021-04-12 14:47:07 +02:00
lp = minetest_find_node_near ( s , 1 , { " group:lava " } )
2020-01-29 23:11:20 +01:00
elseif self.fire_damage > 0 then
2021-04-12 14:47:07 +02:00
lp = minetest_find_node_near ( s , 1 , { " group:fire " } )
2020-01-29 23:11:20 +01:00
2017-01-16 17:40:08 +01:00
end
2020-01-30 18:04:50 +01:00
local is_in_danger = false
2017-01-16 17:40:08 +01:00
if lp then
2020-07-31 15:35:40 +02:00
-- If mob in or on dangerous block, look for land
if ( is_node_dangerous ( self , self.standing_in ) or
is_node_dangerous ( self , self.standing_on ) ) or ( is_node_waterhazard ( self , self.standing_in ) or is_node_waterhazard ( self , self.standing_on ) ) and ( not self.fly ) then
is_in_danger = true
2020-07-12 22:56:41 +02:00
2020-07-31 15:35:40 +02:00
-- If mob in or on dangerous block, look for land
if is_in_danger then
-- Better way to find shore - copied from upstream
2021-04-12 14:47:07 +02:00
lp = minetest_find_nodes_in_area_under_air (
2020-07-31 15:35:40 +02:00
{ x = s.x - 5 , y = s.y - 0.5 , z = s.z - 5 } ,
{ x = s.x + 5 , y = s.y + 1 , z = s.z + 5 } ,
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{ " group:solid " } )
2020-05-03 17:25:12 +02:00
2021-04-11 18:52:31 +02:00
lp = # lp > 0 and lp [ math_random ( # lp ) ]
2021-01-03 15:10:50 +01:00
2020-07-31 15:35:40 +02:00
-- did we find land?
if lp then
2017-05-25 10:33:19 +02:00
2020-07-31 15:35:40 +02:00
local vec = {
x = lp.x - s.x ,
z = lp.z - s.z
}
2017-05-25 10:33:19 +02:00
2021-04-11 18:52:31 +02:00
yaw = ( atan ( vec.z / vec.x ) + math_pi / 2 ) - self.rotate
2017-05-25 10:33:19 +02:00
2021-04-11 18:52:31 +02:00
if lp.x > s.x then yaw = yaw + math_pi end
2017-05-25 10:33:19 +02:00
2020-07-31 15:35:40 +02:00
-- look towards land and move in that direction
yaw = set_yaw ( self , yaw , 6 )
set_velocity ( self , self.walk_velocity )
2017-05-25 10:33:19 +02:00
2020-07-31 15:35:40 +02:00
end
end
2017-05-25 10:33:19 +02:00
2020-01-29 23:11:20 +01:00
-- A danger is near but mob is not inside
2017-05-25 10:33:19 +02:00
else
2020-01-29 23:11:20 +01:00
-- Randomly turn
2021-04-11 18:52:31 +02:00
if math_random ( 1 , 100 ) <= 30 then
yaw = yaw + math_random ( - 0.5 , 0.5 )
2020-01-29 23:11:20 +01:00
yaw = set_yaw ( self , yaw , 8 )
end
2017-01-16 17:40:08 +01:00
end
2018-05-29 17:00:30 +02:00
yaw = set_yaw ( self , yaw , 8 )
2017-01-16 17:40:08 +01:00
-- otherwise randomly turn
2021-04-11 18:52:31 +02:00
elseif math_random ( 1 , 100 ) <= 30 then
2017-01-16 17:40:08 +01:00
2021-04-11 18:52:31 +02:00
yaw = yaw + math_random ( - 0.5 , 0.5 )
2018-05-29 17:00:30 +02:00
yaw = set_yaw ( self , yaw , 8 )
2017-01-16 17:40:08 +01:00
end
2020-01-30 18:04:50 +01:00
-- stand for great fall or danger or fence in front
local cliff_or_danger = false
if is_in_danger then
cliff_or_danger = is_at_cliff_or_danger ( self )
end
2017-11-04 00:22:43 +01:00
if self.facing_fence == true
2020-01-30 18:04:50 +01:00
or cliff_or_danger
2021-04-11 18:52:31 +02:00
or math_random ( 1 , 100 ) <= 30 then
2017-01-16 17:40:08 +01:00
set_velocity ( self , 0 )
self.state = " stand "
set_animation ( self , " stand " )
2020-12-22 15:29:24 +01:00
local yaw = self.object : get_yaw ( ) or 0
yaw = set_yaw ( self , yaw + 0.78 , 8 )
2017-01-16 17:40:08 +01:00
else
2020-01-29 23:11:20 +01:00
2017-01-16 17:40:08 +01:00
set_velocity ( self , self.walk_velocity )
2017-05-25 10:33:19 +02:00
if flight_check ( self )
and self.animation
and self.animation . fly_start
and self.animation . fly_end then
set_animation ( self , " fly " )
else
set_animation ( self , " walk " )
end
2017-01-16 17:40:08 +01:00
end
-- runaway when punched
elseif self.state == " runaway " then
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
2020-01-30 18:04:50 +01:00
or is_at_cliff_or_danger ( self ) then
2017-01-16 17:40:08 +01:00
self.runaway_timer = 0
set_velocity ( self , 0 )
self.state = " stand "
set_animation ( self , " stand " )
2020-12-22 15:29:24 +01:00
local yaw = self.object : get_yaw ( ) or 0
yaw = set_yaw ( self , yaw + 0.78 , 8 )
2017-01-16 17:40:08 +01:00
else
set_velocity ( self , self.run_velocity )
2020-08-03 15:37:58 +02:00
set_animation ( self , " run " )
2017-01-16 17:40:08 +01:00
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == " attack " then
2017-11-04 00:22:43 +01:00
local s = self.object : get_pos ( )
local p = self.attack : get_pos ( ) or s
2017-01-16 17:40:08 +01:00
2018-03-31 00:18:40 +02:00
-- stop attacking if player invisible or out of range
2020-02-25 16:09:26 +01:00
if not self.attack
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or not self.attack : get_pos ( )
2020-02-25 16:09:26 +01:00
or not object_in_range ( self , self.attack )
2017-01-16 17:40:08 +01:00
or self.attack : get_hp ( ) <= 0
or ( self.attack : is_player ( ) and mobs.invis [ self.attack : get_player_name ( ) ] ) then
self.state = " stand "
set_velocity ( self , 0 )
set_animation ( self , " stand " )
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
2018-05-29 17:00:30 +02:00
self.path . way = nil
2017-01-16 17:40:08 +01:00
return
end
2020-12-01 17:10:37 +01:00
-- calculate distance from mob and enemy
local dist = vector.distance ( p , s )
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if self.attack_type == " explode " then
local vec = {
x = p.x - s.x ,
z = p.z - s.z
}
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yaw = ( atan ( vec.z / vec.x ) + math_pi / 2 ) - self.rotate
2017-01-16 17:40:08 +01:00
2021-04-11 18:52:31 +02:00
if p.x > s.x then yaw = yaw + math_pi end
2017-01-16 17:40:08 +01:00
2021-01-23 15:40:12 +01:00
yaw = set_yaw ( self , yaw , 0 , dtime )
2017-01-16 17:40:08 +01:00
2018-03-31 00:18:40 +02:00
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or ( node_break_radius * 2 )
-- 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
2017-11-04 00:22:43 +01:00
self.v_start = true
self.timer = 0
self.blinktimer = 0
2019-12-09 12:17:51 +01:00
mob_sound ( self , " fuse " , nil , false )
2018-03-31 00:18:40 +02:00
2018-03-31 03:51:49 +02:00
-- stop timer if out of reach or direct line of sight
2018-03-31 00:18:40 +02:00
elseif self.allow_fuse_reset
and self.v_start
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and ( dist >= self.explosiontimer_reset_radius
2018-03-31 00:18:40 +02:00
or not line_of_sight ( self , s , p , 2 ) ) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
2019-09-10 16:00:41 +02:00
remove_texture_mod ( self , " ^[brighten " )
2017-11-04 00:22:43 +01:00
end
2017-01-16 17:40:08 +01:00
2018-03-31 00:18:40 +02:00
-- walk right up to player unless the timer is active
2021-02-12 00:27:55 +01:00
if self.v_start and ( self.stop_to_explode or dist < self.reach ) then
2017-11-04 00:22:43 +01:00
set_velocity ( self , 0 )
else
set_velocity ( self , self.run_velocity )
end
2017-01-16 17:40:08 +01:00
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if self.animation and self.animation . run_start then
set_animation ( self , " run " )
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else
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set_animation ( self , " walk " )
end
if self.v_start then
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self.timer = self.timer + dtime
self.blinktimer = ( self.blinktimer or 0 ) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
2019-09-10 16:00:41 +02:00
remove_texture_mod ( self , " ^[brighten " )
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else
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add_texture_mod ( self , " ^[brighten " )
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end
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self.blinkstatus = not self.blinkstatus
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end
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2017-11-04 00:22:43 +01:00
if self.timer > self.explosion_timer then
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2017-11-04 00:22:43 +01:00
local pos = self.object : get_pos ( )
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2020-05-02 18:50:25 +02:00
if mod_explosions then
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if mobs_griefing and not minetest_is_protected ( pos , " " ) then
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mcl_explosions.explode ( mcl_util.get_object_center ( self.object ) , self.explosion_strength , { drop_chance = 1.0 } , self.object )
2017-07-25 04:30:23 +02:00
else
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minetest_sound_play ( self.sounds . explode , {
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pos = pos ,
gain = 1.0 ,
max_hear_distance = self.sounds . distance or 32
2020-04-07 00:55:45 +02:00
} , true )
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2018-03-31 00:18:40 +02:00
entity_physics ( pos , entity_damage_radius )
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effect ( pos , 32 , " mcl_particles_smoke.png " , nil , nil , node_break_radius , 1 , 0 )
2017-07-25 04:30:23 +02:00
end
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end
2021-01-02 10:56:40 +01:00
mcl_burning.extinguish ( self.object )
2020-05-02 18:50:25 +02:00
self.object : remove ( )
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2020-04-08 15:03:03 +02:00
return true
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end
end
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elseif self.attack_type == " dogfight "
or ( self.attack_type == " dogshoot " and dogswitch ( self , dtime ) == 2 )
or ( self.attack_type == " dogshoot " and dist <= self.reach and dogswitch ( self ) == 0 ) then
if self.fly
and dist > self.reach then
local p1 = s
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local me_y = math_floor ( p1.y )
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local p2 = p
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local p_y = math_floor ( p2.y + 1 )
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local v = self.object : get_velocity ( )
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if flight_check ( self , s ) then
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if me_y < p_y then
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self.object : set_velocity ( {
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x = v.x ,
y = 1 * self.walk_velocity ,
z = v.z
} )
elseif me_y > p_y then
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self.object : set_velocity ( {
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x = v.x ,
y = - 1 * self.walk_velocity ,
z = v.z
} )
end
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else
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if me_y < p_y then
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self.object : set_velocity ( {
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x = v.x ,
y = 0.01 ,
z = v.z
} )
elseif me_y > p_y then
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self.object : set_velocity ( {
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x = v.x ,
y = - 0.01 ,
z = v.z
} )
end
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end
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2015-06-29 19:55:56 +02:00
end
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-- rnd: new movement direction
if self.path . following
and self.path . way
and self.attack_type ~= " dogshoot " then
-- no paths longer than 50
if # self.path . way > 50
or dist < self.reach then
self.path . following = false
return
end
local p1 = self.path . way [ 1 ]
if not p1 then
self.path . following = false
return
end
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if math_abs ( p1.x - s.x ) + math_abs ( p1.z - s.z ) < 0.6 then
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-- reached waypoint, remove it from queue
table.remove ( self.path . way , 1 )
end
-- set new temporary target
p = { x = p1.x , y = p1.y , z = p1.z }
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end
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local vec = {
x = p.x - s.x ,
z = p.z - s.z
}
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yaw = ( atan ( vec.z / vec.x ) + math_pi / 2 ) - self.rotate
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if p.x > s.x then yaw = yaw + math_pi end
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yaw = set_yaw ( self , yaw , 0 , dtime )
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-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
smart_mobs ( self , s , p , dist , dtime )
2015-06-29 19:55:56 +02:00
end
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if is_at_cliff_or_danger ( self ) then
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set_velocity ( self , 0 )
set_animation ( self , " stand " )
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local yaw = self.object : get_yaw ( ) or 0
yaw = set_yaw ( self , yaw + 0.78 , 8 )
2015-06-29 19:55:56 +02:00
else
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if self.path . stuck then
set_velocity ( self , self.walk_velocity )
else
set_velocity ( self , self.run_velocity )
end
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if self.animation and self.animation . run_start then
set_animation ( self , " run " )
else
set_animation ( self , " walk " )
end
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end
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else -- rnd: if inside reach range
self.path . stuck = false
self.path . stuck_timer = 0
self.path . following = false -- not stuck anymore
set_velocity ( self , 0 )
if not self.custom_attack then
if self.timer > 1 then
self.timer = 0
if self.double_melee_attack
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and math_random ( 1 , 2 ) == 1 then
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set_animation ( self , " punch2 " )
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else
2017-01-16 17:40:08 +01:00
set_animation ( self , " punch " )
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end
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local p2 = p
local s2 = s
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p2.y = p2.y + .5
s2.y = s2.y + .5
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if line_of_sight ( self , p2 , s2 ) == true then
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-- play attack sound
2019-12-09 12:17:51 +01:00
mob_sound ( self , " attack " )
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2017-05-25 10:33:19 +02:00
-- punch player (or what player is attached to)
local attached = self.attack : get_attach ( )
if attached then
self.attack = attached
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end
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self.attack : punch ( self.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = self.damage }
} , nil )
2015-06-29 19:55:56 +02:00
end
end
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else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack ( self , p )
2015-06-29 19:55:56 +02:00
end
end
end
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elseif self.attack_type == " shoot "
or ( self.attack_type == " dogshoot " and dogswitch ( self , dtime ) == 1 )
or ( self.attack_type == " dogshoot " and dist > self.reach and dogswitch ( self ) == 0 ) then
p.y = p.y - .5
s.y = s.y + .5
2019-12-08 18:48:49 +01:00
local dist = vector.distance ( p , s )
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local vec = {
x = p.x - s.x ,
y = p.y - s.y ,
z = p.z - s.z
}
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yaw = ( atan ( vec.z / vec.x ) + math_pi / 2 ) - self.rotate
2017-01-16 17:40:08 +01:00
2021-04-11 18:52:31 +02:00
if p.x > s.x then yaw = yaw + math_pi end
2017-01-16 17:40:08 +01:00
2021-01-23 15:40:12 +01:00
yaw = set_yaw ( self , yaw , 0 , dtime )
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set_velocity ( self , 0 )
2021-01-06 11:18:18 +01:00
local p = self.object : get_pos ( )
p.y = p.y + ( self.collisionbox [ 2 ] + self.collisionbox [ 5 ] ) / 2
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if self.shoot_interval
and self.timer > self.shoot_interval
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and not minetest_raycast ( p , self.attack : get_pos ( ) , false , false ) : next ( )
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and math_random ( 1 , 100 ) <= 60 then
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2015-06-29 19:55:56 +02:00
self.timer = 0
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set_animation ( self , " shoot " )
-- play shoot attack sound
2019-12-09 12:17:51 +01:00
mob_sound ( self , " shoot_attack " )
2017-01-16 17:40:08 +01:00
2019-12-09 09:29:19 +01:00
-- Shoot arrow
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if minetest_registered_entities [ self.arrow ] then
2017-05-25 10:33:19 +02:00
2019-12-09 09:29:19 +01:00
local arrow , ent
local v = 1
if not self.shoot_arrow then
2021-04-04 03:39:20 +02:00
self.firing = true
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minetest_after ( 1 , function ( )
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self.firing = false
end )
2021-04-12 14:47:07 +02:00
arrow = minetest_add_entity ( p , self.arrow )
2019-12-09 09:29:19 +01:00
ent = arrow : get_luaentity ( )
if ent.velocity then
v = ent.velocity
end
ent.switch = 1
ent.owner_id = tostring ( self.object ) -- add unique owner id to arrow
end
2017-05-25 10:33:19 +02:00
2019-12-09 09:29:19 +01:00
local amount = ( vec.x * vec.x + vec.y * vec.y + vec.z * vec.z ) ^ 0.5
-- offset makes shoot aim accurate
2017-05-25 10:33:19 +02:00
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * ( v / amount )
vec.y = vec.y * ( v / amount )
vec.z = vec.z * ( v / amount )
2019-12-09 09:29:19 +01:00
if self.shoot_arrow then
vec = vector.normalize ( vec )
self : shoot_arrow ( p , vec )
else
arrow : set_velocity ( vec )
end
2017-05-25 10:33:19 +02:00
end
2015-06-29 19:55:56 +02:00
end
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end
end
end
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-- deal damage and effects when mob punched
2017-01-16 17:40:08 +01:00
local mob_punch = function ( self , hitter , tflp , tool_capabilities , dir )
2017-11-04 00:22:43 +01:00
-- custom punch function
if self.do_punch then
-- when false skip going any further
2020-08-05 17:29:52 +02:00
if self.do_punch ( self , hitter , tflp , tool_capabilities , dir ) == false then
2017-11-04 00:22:43 +01:00
return
end
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end
2017-01-16 17:40:08 +01:00
-- error checking when mod profiling is enabled
if not tool_capabilities then
2017-07-05 01:52:39 +02:00
minetest.log ( " warning " , " [mobs] Mod profiling enabled, damage not enabled " )
2017-01-16 17:40:08 +01:00
return
end
2021-02-05 13:34:49 +01:00
local is_player = hitter : is_player ( )
if is_player then
-- is mob protected?
2021-04-12 14:47:07 +02:00
if self.protected and minetest_is_protected ( self.object : get_pos ( ) , hitter : get_player_name ( ) ) then
2021-02-05 13:34:49 +01:00
return
end
-- set/update 'drop xp' timestamp if hitted by player
2021-04-12 14:47:07 +02:00
self.xp_timestamp = minetest_get_us_time ( )
2017-05-25 10:33:19 +02:00
end
2017-01-16 17:40:08 +01:00
2019-02-28 16:43:52 +01:00
-- punch interval
2017-01-16 17:40:08 +01:00
local weapon = hitter : get_wielded_item ( )
local punch_interval = 1.4
2019-02-28 16:43:52 +01:00
-- exhaust attacker
2021-02-05 13:34:49 +01:00
if mod_hunger and is_player then
2019-02-28 16:43:52 +01:00
mcl_hunger.exhaust ( hitter : get_player_name ( ) , mcl_hunger.EXHAUST_ATTACK )
end
2017-01-16 17:40:08 +01:00
-- calculate mob damage
local damage = 0
local armor = self.object : get_armor_groups ( ) or { }
local tmp
-- quick error check incase it ends up 0 (serialize.h check test)
if tflp == 0 then
tflp = 0.2
end
2017-07-05 01:52:39 +02:00
if use_cmi then
damage = cmi.calculate_damage ( self.object , hitter , tflp , tool_capabilities , dir )
else
2017-01-16 17:40:08 +01:00
2017-07-05 01:52:39 +02:00
for group , _ in pairs ( ( tool_capabilities.damage_groups or { } ) ) do
2017-01-16 17:40:08 +01:00
2017-07-05 01:52:39 +02:00
tmp = tflp / ( tool_capabilities.full_punch_interval or 1.4 )
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
2017-01-16 17:40:08 +01:00
2017-07-05 01:52:39 +02:00
damage = damage + ( tool_capabilities.damage_groups [ group ] or 0 )
* tmp * ( ( armor [ group ] or 0 ) / 100.0 )
end
2017-01-16 17:40:08 +01:00
end
2021-01-02 21:42:07 +01:00
2021-01-01 19:59:34 +01:00
if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment ( weapon , " fire_aspect " )
if fire_aspect_level > 0 then
2021-02-22 10:55:14 +01:00
mcl_burning.set_on_fire ( self.object , fire_aspect_level * 4 )
2021-01-01 19:59:34 +01:00
end
end
2017-01-16 17:40:08 +01:00
-- check for tool immunity or special damage
for n = 1 , # self.immune_to do
if self.immune_to [ n ] [ 1 ] == weapon : get_name ( ) then
damage = self.immune_to [ n ] [ 2 ] or 0
break
end
end
-- healing
if damage <= - 1 then
2021-04-11 18:52:31 +02:00
self.health = self.health - math_floor ( damage )
2017-01-16 17:40:08 +01:00
return
end
2017-07-05 01:52:39 +02:00
if use_cmi then
local cancel = cmi.notify_punch ( self.object , hitter , tflp , tool_capabilities , dir , damage )
if cancel then return end
end
2017-01-16 17:40:08 +01:00
if tool_capabilities then
punch_interval = tool_capabilities.full_punch_interval or 1.4
end
2020-02-19 16:47:57 +01:00
-- add weapon wear manually
-- Required because we have custom health handling ("health" property)
2021-04-12 14:47:07 +02:00
if minetest_is_creative_enabled ( " " ) ~= true
2020-02-19 16:47:57 +01:00
and tool_capabilities then
if tool_capabilities.punch_attack_uses then
-- Without this delay, the wear does not work. Quite hacky ...
2021-04-12 14:47:07 +02:00
minetest_after ( 0 , function ( name )
2020-02-19 16:47:57 +01:00
local player = minetest.get_player_by_name ( name )
if not player then return end
local weapon = hitter : get_wielded_item ( player )
local def = weapon : get_definition ( )
if def.tool_capabilities and def.tool_capabilities . punch_attack_uses then
2021-04-11 18:52:31 +02:00
local wear = math_floor ( 65535 / tool_capabilities.punch_attack_uses )
2020-02-19 16:47:57 +01:00
weapon : add_wear ( wear )
hitter : set_wielded_item ( weapon )
end
end , hitter : get_player_name ( ) )
end
2017-01-16 17:40:08 +01:00
end
2019-03-09 01:57:51 +01:00
local die = false
2020-12-17 23:07:20 +01:00
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
if damage >= 0.1 then
2017-01-16 17:40:08 +01:00
2017-05-25 10:33:19 +02:00
-- weapon sounds
if weapon : get_definition ( ) . sounds ~= nil then
2017-01-16 17:40:08 +01:00
2021-04-11 18:52:31 +02:00
local s = math_random ( 0 , # weapon : get_definition ( ) . sounds )
2017-01-16 17:40:08 +01:00
2021-04-12 14:47:07 +02:00
minetest_sound_play ( weapon : get_definition ( ) . sounds [ s ] , {
2017-11-04 00:22:43 +01:00
object = self.object , --hitter,
2017-05-25 10:33:19 +02:00
max_hear_distance = 8
2020-04-07 00:55:45 +02:00
} , true )
2017-05-25 10:33:19 +02:00
else
2021-04-12 14:47:07 +02:00
minetest_sound_play ( " default_punch " , {
2020-12-06 15:46:42 +01:00
object = self.object ,
2017-05-25 10:33:19 +02:00
max_hear_distance = 5
2020-04-07 00:55:45 +02:00
} , true )
2017-05-25 10:33:19 +02:00
end
2017-01-16 17:40:08 +01:00
2019-10-03 11:53:26 +02:00
damage_effect ( self , damage )
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2017-05-25 10:33:19 +02:00
-- do damage
2020-12-17 23:07:20 +01:00
self.health = self.health - damage
2017-01-16 17:40:08 +01:00
2019-03-09 01:57:51 +01:00
-- skip future functions if dead, except alerting others
if check_for_death ( self , " hit " , { type = " punch " , puncher = hitter } ) then
die = true
2017-05-25 10:33:19 +02:00
end
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2017-05-25 10:33:19 +02:00
-- knock back effect (only on full punch)
2019-03-09 01:57:51 +01:00
if not die
and self.knock_back
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and tflp >= punch_interval then
2017-01-16 17:40:08 +01:00
2019-03-06 04:38:57 +01:00
local v = self.object : get_velocity ( )
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local r = 1.4 - math_min ( punch_interval , 1.4 )
2019-01-28 00:55:41 +01:00
local kb = r * 2.0
2017-05-25 10:33:19 +02:00
local up = 2
2017-01-16 17:40:08 +01:00
2017-05-25 10:33:19 +02:00
-- if already in air then dont go up anymore when hit
2021-02-12 00:27:55 +01:00
if v.y ~= 0
2017-05-25 10:33:19 +02:00
or self.fly then
up = 0
end
2017-01-16 17:40:08 +01:00
2017-05-25 10:33:19 +02:00
-- direction error check
dir = dir or { x = 0 , y = 0 , z = 0 }
2017-11-04 00:22:43 +01:00
-- check if tool already has specific knockback value
if tool_capabilities.damage_groups [ " knockback " ] then
kb = tool_capabilities.damage_groups [ " knockback " ]
else
kb = kb * 1.5
end
2021-01-11 16:38:05 +01:00
local luaentity
if hitter then
luaentity = hitter : get_luaentity ( )
end
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if hitter and is_player then
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local wielditem = hitter : get_wielded_item ( )
kb = kb + 3 * mcl_enchanting.get_enchantment ( wielditem , " knockback " )
elseif luaentity and luaentity._knockback then
kb = kb + luaentity._knockback
end
2019-03-06 04:38:57 +01:00
self.object : set_velocity ( {
2017-05-25 10:33:19 +02:00
x = dir.x * kb ,
2021-02-05 11:36:48 +01:00
y = dir.y * kb + up * 2 ,
2017-05-25 10:33:19 +02:00
z = dir.z * kb
} )
2017-01-16 17:40:08 +01:00
2017-11-04 00:22:43 +01:00
self.pause_timer = 0.25
2017-05-25 10:33:19 +02:00
end
end -- END if damage
2017-01-16 17:40:08 +01:00
-- if skittish then run away
2020-12-05 14:16:07 +01:00
if not die and self.runaway == true and self.state ~= " flop " then
2017-01-16 17:40:08 +01:00
2017-11-04 00:22:43 +01:00
local lp = hitter : get_pos ( )
local s = self.object : get_pos ( )
2017-01-16 17:40:08 +01:00
local vec = {
x = lp.x - s.x ,
y = lp.y - s.y ,
z = lp.z - s.z
}
2021-04-11 18:52:31 +02:00
local yaw = ( atan ( vec.z / vec.x ) + 3 * math_pi / 2 ) - self.rotate
2017-01-16 17:40:08 +01:00
if lp.x > s.x then
2021-04-11 18:52:31 +02:00
yaw = yaw + math_pi
2017-01-16 17:40:08 +01:00
end
2018-05-29 17:00:30 +02:00
yaw = set_yaw ( self , yaw , 6 )
2017-01-16 17:40:08 +01:00
self.state = " runaway "
self.runaway_timer = 0
self.following = nil
end
2017-05-25 10:33:19 +02:00
local name = hitter : get_player_name ( ) or " "
2017-01-16 17:40:08 +01:00
-- attack puncher and call other mobs for help
if self.passive == false
and self.state ~= " flop "
2019-03-08 23:52:41 +01:00
and ( self.child == false or self.type == " monster " )
2017-01-16 17:40:08 +01:00
and hitter : get_player_name ( ) ~= self.owner
2017-05-25 10:33:19 +02:00
and not mobs.invis [ name ] then
2017-01-16 17:40:08 +01:00
2019-03-09 01:57:51 +01:00
if not die then
-- attack whoever punched mob
self.state = " "
do_attack ( self , hitter )
end
2017-01-16 17:40:08 +01:00
-- alert others to the attack
2021-04-12 14:47:07 +02:00
local objs = minetest_get_objects_inside_radius ( hitter : get_pos ( ) , self.view_range )
2017-01-16 17:40:08 +01:00
local obj = nil
for n = 1 , # objs do
obj = objs [ n ] : get_luaentity ( )
if obj then
2019-03-09 01:50:00 +01:00
-- only alert members of same mob or friends
if obj.group_attack
2017-05-25 10:33:19 +02:00
and obj.state ~= " attack "
2019-03-09 01:50:00 +01:00
and obj.owner ~= name then
if obj.name == self.name then
do_attack ( obj , hitter )
elseif type ( obj.group_attack ) == " table " then
for i = 1 , # obj.group_attack do
if obj.name == obj.group_attack [ i ] then
do_attack ( obj , hitter )
break
end
end
end
2015-06-29 19:55:56 +02:00
end
2017-05-25 10:33:19 +02:00
-- have owned mobs attack player threat
if obj.owner == name and obj.owner_loyal then
do_attack ( obj , self.object )
end
2015-06-29 19:55:56 +02:00
end
2017-01-16 17:40:08 +01:00
end
end
end
2020-02-22 20:47:25 +01:00
local mob_detach_child = function ( self , child )
if self.driver == child then
self.driver = nil
end
end
2017-05-25 10:33:19 +02:00
-- get entity staticdata
local mob_staticdata = function ( self )
2020-12-17 16:22:34 +01:00
--[[
2017-05-25 10:33:19 +02:00
-- remove mob when out of range unless tamed
if remove_far
2018-09-14 14:48:48 +02:00
and self.can_despawn
2017-05-25 10:33:19 +02:00
and self.remove_ok
2018-09-14 14:48:48 +02:00
and ( ( not self.nametag ) or ( self.nametag == " " ) )
and self.lifetimer <= 20 then
2017-05-25 10:33:19 +02:00
2021-01-06 10:36:57 +01:00
minetest.log ( " action " , " Mob " .. name .. " despawns in mob_staticdata at " .. minetest.pos_to_string ( self.object . get_pos ( ) , 1 ) )
2021-01-02 10:56:40 +01:00
mcl_burning.extinguish ( self.object )
2017-05-25 10:33:19 +02:00
self.object : remove ( )
return " " -- nil
end
2020-12-17 16:22:34 +01:00
--]]
2017-05-25 10:33:19 +02:00
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = " stand "
2017-07-05 01:52:39 +02:00
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components ( self._cmi_components )
end
2017-05-25 10:33:19 +02:00
local tmp = { }
for _ , stat in pairs ( self ) do
local t = type ( stat )
if t ~= " function "
and t ~= " nil "
2017-07-05 01:52:39 +02:00
and t ~= " userdata "
and _ ~= " _cmi_components " then
2017-05-25 10:33:19 +02:00
tmp [ _ ] = self [ _ ]
end
end
return minetest.serialize ( tmp )
end
-- activate mob and reload settings
2017-07-05 01:52:39 +02:00
local mob_activate = function ( self , staticdata , def , dtime )
2017-01-16 17:40:08 +01:00
2017-11-04 00:22:43 +01:00
-- remove monsters in peaceful mode
if self.type == " monster "
2021-04-12 14:47:07 +02:00
and minetest_settings : get_bool ( " only_peaceful_mobs " , false ) then
2021-01-02 10:56:40 +01:00
mcl_burning.extinguish ( self.object )
2017-01-16 17:40:08 +01:00
self.object : remove ( )
return
end
-- load entity variables
local tmp = minetest.deserialize ( staticdata )
if tmp then
for _ , stat in pairs ( tmp ) do
self [ _ ] = stat
end
end
-- select random texture, set model and size
if not self.base_texture then
2017-05-25 10:33:19 +02:00
-- compatiblity with old simple mobs textures
if type ( def.textures [ 1 ] ) == " string " then
def.textures = { def.textures }
end
2021-04-11 18:52:31 +02:00
self.base_texture = def.textures [ math_random ( 1 , # def.textures ) ]
2017-01-16 17:40:08 +01:00
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
2018-01-08 02:03:31 +01:00
self.base_selbox = self.selectionbox
2017-01-16 17:40:08 +01:00
end
2018-01-26 18:06:32 +01:00
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
2017-01-16 17:40:08 +01:00
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
2018-01-08 02:03:31 +01:00
local selbox = self.base_selbox
2017-01-16 17:40:08 +01:00
-- specific texture if gotten
if self.gotten == true
and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true
and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {
x = self.base_size . x * .5 ,
y = self.base_size . y * .5 ,
}
if def.child_texture then
textures = def.child_texture [ 1 ]
end
colbox = {
self.base_colbox [ 1 ] * .5 ,
self.base_colbox [ 2 ] * .5 ,
self.base_colbox [ 3 ] * .5 ,
self.base_colbox [ 4 ] * .5 ,
self.base_colbox [ 5 ] * .5 ,
self.base_colbox [ 6 ] * .5
}
2018-01-08 02:03:31 +01:00
selbox = {
self.base_selbox [ 1 ] * .5 ,
self.base_selbox [ 2 ] * .5 ,
self.base_selbox [ 3 ] * .5 ,
self.base_selbox [ 4 ] * .5 ,
self.base_selbox [ 5 ] * .5 ,
self.base_selbox [ 6 ] * .5
}
2017-01-16 17:40:08 +01:00
end
if self.health == 0 then
2021-04-11 18:52:31 +02:00
self.health = math_random ( self.hp_min , self.hp_max )
2017-01-16 17:40:08 +01:00
end
2019-10-02 18:28:28 +02:00
if self.breath == nil then
self.breath = self.breath_max
end
2017-01-16 17:40:08 +01:00
2017-11-04 00:22:43 +01:00
-- pathfinding init
2017-01-16 17:40:08 +01:00
self.path = { }
self.path . way = { } -- path to follow, table of positions
self.path . lastpos = { x = 0 , y = 0 , z = 0 }
self.path . stuck = false
self.path . following = false -- currently following path?
self.path . stuck_timer = 0 -- if stuck for too long search for path
2020-02-19 16:47:57 +01:00
-- Armor groups
-- immortal=1 because we use custom health
-- handling (using "health" property)
2020-01-30 16:12:25 +01:00
local armor
if type ( self.armor ) == " table " then
armor = table.copy ( self.armor )
armor.immortal = 1
else
armor = { immortal = 1 , fleshy = self.armor }
end
self.object : set_armor_groups ( armor )
2017-11-04 00:22:43 +01:00
self.old_y = self.object : get_pos ( ) . y
2017-01-16 17:40:08 +01:00
self.old_health = self.health
self.sounds . distance = self.sounds . distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
2018-01-08 02:03:31 +01:00
self.selectionbox = selbox
2017-01-16 17:40:08 +01:00
self.visual_size = vis_size
2020-01-29 23:11:20 +01:00
self.standing_in = " ignore "
self.standing_on = " ignore "
2019-01-31 02:44:05 +01:00
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
2019-01-31 06:31:04 +01:00
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
2017-01-16 17:40:08 +01:00
2019-09-10 16:00:41 +02:00
self.texture_mods = { }
2020-01-06 17:28:08 +01:00
self.object : set_texture_mod ( " " )
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
2019-09-10 16:00:41 +02:00
2017-11-04 00:22:43 +01:00
-- check existing nametag
if not self.nametag then
self.nametag = def.nametag
end
2017-01-16 17:40:08 +01:00
-- set anything changed above
self.object : set_properties ( self )
2021-04-11 18:52:31 +02:00
set_yaw ( self , ( math_random ( 0 , 360 ) - 180 ) / 180 * math_pi , 6 )
2017-02-19 21:39:51 +01:00
update_tag ( self )
2017-07-26 16:55:36 +02:00
set_animation ( self , " stand " )
2017-07-05 01:52:39 +02:00
2017-11-04 00:22:43 +01:00
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn ( self ) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate ( self , staticdata , def , dtime )
end
2017-07-05 01:52:39 +02:00
if use_cmi then
self._cmi_components = cmi.activate_components ( self.serialized_cmi_components )
cmi.notify_activate ( self.object , dtime )
end
2017-01-16 17:40:08 +01:00
end
2017-05-25 10:33:19 +02:00
2017-01-16 17:40:08 +01:00
local mob_step = function ( self , dtime )
2021-01-02 21:42:07 +01:00
2021-04-11 20:47:56 +02:00
if not self or not self.object or not self.object : get_luaentity ( ) then
return false
end
2021-04-13 13:39:57 +02:00
if self.state == " die " then
print ( " need custom die stop moving thing " )
return
end
2021-04-11 20:47:56 +02:00
-- can mob be pushed, if so calculate direction -- do this first to prevent issues
if self.pushable then
collision ( self )
end
2021-01-02 21:42:07 +01:00
2021-04-13 13:39:57 +02:00
--if not self.fire_resistant then
-- mcl_burning.tick(self.object, dtime)
--end
--if use_cmi then
--cmi.notify_step(self.object, dtime)
--end
2017-07-05 01:52:39 +02:00
2017-11-04 00:22:43 +01:00
local pos = self.object : get_pos ( )
2017-05-25 10:33:19 +02:00
local yaw = 0
2017-01-16 17:40:08 +01:00
2021-04-13 13:39:57 +02:00
--if mobs_debug then
--update_tag(self)
--end
2020-12-05 13:51:29 +01:00
2020-12-05 01:30:16 +01:00
2021-04-11 20:47:56 +02:00
2021-04-13 13:39:57 +02:00
--if self.jump_sound_cooloff > 0 then
-- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
--end
2021-04-11 20:47:56 +02:00
2021-04-13 13:39:57 +02:00
--if self.opinion_sound_cooloff > 0 then
-- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
--end
--if falling(self, pos) then
2020-04-12 23:11:18 +02:00
-- Return if mob died after falling
2021-04-13 13:39:57 +02:00
-- return
--end
2017-01-16 17:40:08 +01:00
2018-05-29 17:00:30 +02:00
-- smooth rotation by ThomasMonroe314
if self.delay and self.delay > 0 then
2020-04-05 21:09:27 +02:00
local yaw = self.object : get_yaw ( ) or 0
2018-05-29 17:00:30 +02:00
if self.delay == 1 then
yaw = self.target_yaw
else
2021-04-11 18:52:31 +02:00
local dif = math_abs ( yaw - self.target_yaw )
2018-05-29 17:00:30 +02:00
if yaw > self.target_yaw then
2021-04-11 18:52:31 +02:00
if dif > math_pi then
dif = 2 * math_pi - dif -- need to add
2018-05-29 17:00:30 +02:00
yaw = yaw + dif / self.delay
else
yaw = yaw - dif / self.delay -- need to subtract
end
elseif yaw < self.target_yaw then
2021-04-11 18:52:31 +02:00
if dif > math_pi then
dif = 2 * math_pi - dif
2018-05-29 17:00:30 +02:00
yaw = yaw - dif / self.delay -- need to subtract
else
yaw = yaw + dif / self.delay -- need to add
end
end
2021-04-11 18:52:31 +02:00
if yaw > ( math_pi * 2 ) then yaw = yaw - ( math_pi * 2 ) end
if yaw < 0 then yaw = yaw + ( math_pi * 2 ) end
2018-05-29 17:00:30 +02:00
end
self.delay = self.delay - 1
2021-01-23 15:40:12 +01:00
if self.shaking then
2021-04-11 18:52:31 +02:00
yaw = yaw + ( math_random ( ) * 2 - 1 ) * 5 * dtime
2021-01-23 15:40:12 +01:00
end
2018-05-29 17:00:30 +02:00
self.object : set_yaw ( yaw )
2021-03-25 09:24:38 +01:00
update_roll ( self )
2018-05-29 17:00:30 +02:00
end
-- end rotation
2017-01-16 17:40:08 +01:00
-- run custom function (defined in mob lua file)
2021-04-13 13:39:57 +02:00
--if self.do_custom then
2017-01-16 17:40:08 +01:00
-- when false skip going any further
2021-04-13 13:39:57 +02:00
--if self.do_custom(self, dtime) == false then
-- return
--end
--end
2017-01-16 17:40:08 +01:00
2021-04-06 14:50:34 +02:00
-- knockback timer
2021-04-13 13:39:57 +02:00
--if self.pause_timer > 0 then
2021-04-06 14:50:34 +02:00
2021-04-13 13:39:57 +02:00
-- self.pause_timer = self.pause_timer - dtime
2021-04-06 14:50:34 +02:00
2021-04-13 13:39:57 +02:00
-- return
--end
2021-04-06 14:50:34 +02:00
2017-01-16 17:40:08 +01:00
-- attack timer
2021-04-13 13:39:57 +02:00
--self.timer = self.timer + dtime
2017-01-16 17:40:08 +01:00
2021-04-12 00:29:32 +02:00
--[[
2017-01-16 17:40:08 +01:00
if self.state ~= " attack " then
if self.timer < 1 then
2021-04-12 00:29:32 +02:00
print ( " returning>>error code 1 " )
2017-01-16 17:40:08 +01:00
return
end
self.timer = 0
end
2021-04-12 00:29:32 +02:00
] ] --
2017-01-16 17:40:08 +01:00
-- never go over 100
2021-04-13 13:39:57 +02:00
--if self.timer > 100 then
-- self.timer = 1
--end
2017-01-16 17:40:08 +01:00
-- mob plays random sound at times
2021-04-13 13:39:57 +02:00
--if math_random(1, 70) == 1 then
-- mob_sound(self, "random", true)
--end
2017-01-16 17:40:08 +01:00
-- environmental damage timer (every 1 second)
2021-04-13 13:39:57 +02:00
--self.env_damage_timer = self.env_damage_timer + dtime
--if (self.state == "attack" and self.env_damage_timer > 1)
--or self.state ~= "attack" then
--
-- self.env_damage_timer = 0
--
-- -- check for environmental damage (water, fire, lava etc.)
-- if do_env_damage(self) then
-- return
-- end
--
2018-05-29 17:00:30 +02:00
-- node replace check (cow eats grass etc.)
2021-04-13 13:39:57 +02:00
-- replace(self, pos)
--end
2017-01-16 17:40:08 +01:00
2021-04-13 13:39:57 +02:00
--monster_attack(self)
2017-01-16 17:40:08 +01:00
2021-04-13 13:39:57 +02:00
--npc_attack(self)
2017-01-16 17:40:08 +01:00
2021-04-13 13:39:57 +02:00
--breed(self)
2017-01-16 17:40:08 +01:00
2021-04-13 13:39:57 +02:00
--if do_states(self, dtime) then
-- return
--end
2017-01-16 17:40:08 +01:00
2021-04-13 13:39:57 +02:00
--do_jump(self)
2017-05-25 10:33:19 +02:00
2021-04-13 13:39:57 +02:00
--runaway_from(self)
2020-07-31 15:35:40 +02:00
2021-04-13 13:39:57 +02:00
--if is_at_water_danger(self) and self.state ~= "attack" then
-- if math_random(1, 10) <= 6 then
-- set_velocity(self, 0)
-- self.state = "stand"
-- set_animation(self, "stand")
-- yaw = yaw + math_random(-0.5, 0.5)
-- yaw = set_yaw(self, yaw, 8)
-- end
--end
2020-07-31 15:35:40 +02:00
2021-04-11 20:21:19 +02:00
2020-12-03 17:37:44 +01:00
-- Add water flowing for mobs from mcl_item_entity
2021-04-13 13:39:57 +02:00
--[[
local p , node , nn , def
p = self.object : get_pos ( )
node = minetest_get_node_or_nil ( p )
if node then
nn = node.name
2021-04-13 14:07:32 +02:00
def = minetest_registered_nodes [ nnenable_physicss if not on / in flowing liquid
2021-04-13 13:39:57 +02:00
self._flowing = false
enable_physics ( self.object , self , true )
return
end
2020-12-03 17:37:44 +01:00
--Mob following code.
2020-07-31 15:35:40 +02:00
follow_flop ( self )
2018-01-26 18:06:32 +01:00
2021-04-13 13:39:57 +02:00
2020-07-25 04:15:40 +02:00
if is_at_cliff_or_danger ( self ) then
set_velocity ( self , 0 )
self.state = " stand "
set_animation ( self , " stand " )
2020-12-22 15:29:24 +01:00
local yaw = self.object : get_yaw ( ) or 0
yaw = set_yaw ( self , yaw + 0.78 , 8 )
2020-07-25 04:15:40 +02:00
end
2020-12-17 16:22:34 +01:00
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
2021-01-25 00:47:28 +01:00
and ( ( not self.nametag ) or ( self.nametag == " " ) )
and self.state ~= " attack "
and self.following == nil then
2020-12-17 16:22:34 +01:00
self.lifetimer = self.lifetimer - dtime
2021-01-06 02:09:05 +01:00
if self.despawn_immediately or self.lifetimer <= 0 then
minetest.log ( " action " , " Mob " .. self.name .. " despawns in mob_step at " .. minetest.pos_to_string ( pos , 1 ) )
mcl_burning.extinguish ( self.object )
self.object : remove ( )
elseif self.lifetimer <= 10 then
2021-04-11 18:52:31 +02:00
if math_random ( 10 ) < 4 then
2021-01-06 02:09:05 +01:00
self.despawn_immediately = true
2021-01-04 16:40:18 +01:00
else
self.lifetimer = 20
2020-12-17 16:22:34 +01:00
end
end
end
2021-04-13 13:39:57 +02:00
] ] --
2017-01-16 17:40:08 +01:00
end
2017-05-25 10:33:19 +02:00
2017-01-16 17:40:08 +01:00
-- default function when mobs are blown up with TNT
local do_tnt = function ( obj , damage )
obj.object : punch ( obj.object , 1.0 , {
full_punch_interval = 1.0 ,
damage_groups = { fleshy = damage } ,
} , nil )
return false , true , { }
end
2017-05-25 10:33:19 +02:00
2017-01-16 17:40:08 +01:00
mobs.spawning_mobs = { }
2018-05-30 11:34:17 +02:00
-- Code to execute before custom on_rightclick handling
local on_rightclick_prefix = function ( self , clicker )
local item = clicker : get_wielded_item ( )
-- Name mob with nametag
2018-05-31 18:32:26 +02:00
if not self.ignores_nametag and item : get_name ( ) == " mcl_mobs:nametag " then
2018-05-30 11:34:17 +02:00
local tag = item : get_meta ( ) : get_string ( " name " )
if tag ~= " " then
if string.len ( tag ) > MAX_MOB_NAME_LENGTH then
tag = string.sub ( tag , 1 , MAX_MOB_NAME_LENGTH )
end
self.nametag = tag
update_tag ( self )
2018-07-02 23:27:11 +02:00
if not mobs.is_creative ( clicker : get_player_name ( ) ) then
2018-05-30 11:34:17 +02:00
item : take_item ( )
2018-07-04 01:53:08 +02:00
clicker : set_wielded_item ( item )
2018-05-30 11:34:17 +02:00
end
return true
end
end
return false
end
local create_mob_on_rightclick = function ( on_rightclick )
return function ( self , clicker )
local stop = on_rightclick_prefix ( self , clicker )
if ( not stop ) and ( on_rightclick ) then
on_rightclick ( self , clicker )
end
end
end
2017-05-25 10:33:19 +02:00
-- register mob entity
2017-01-16 17:40:08 +01:00
function mobs : register_mob ( name , def )
mobs.spawning_mobs [ name ] = true
2018-09-14 14:48:48 +02:00
local can_despawn
if def.can_despawn ~= nil then
can_despawn = def.can_despawn
2021-04-03 19:12:24 +02:00
elseif def.spawn_class == " passive " then
can_despawn = false
2018-09-14 14:48:48 +02:00
else
2019-01-31 22:00:43 +01:00
can_despawn = true
2018-09-14 14:48:48 +02:00
end
2019-10-02 18:28:28 +02:00
local function scale_difficulty ( value , default , min , special )
if ( not value ) or ( value == default ) or ( value == special ) then
return default
else
2021-04-11 18:52:31 +02:00
return math_max ( min , value * difficulty )
2019-10-02 18:28:28 +02:00
end
end
2020-01-06 14:46:10 +01:00
local collisionbox = def.collisionbox or { - 0.25 , - 0.25 , - 0.25 , 0.25 , 0.25 , 0.25 }
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
-- FIXME: Remove workaround if it's no longer needed.
if collisionbox [ 5 ] < 0.79 then
collisionbox [ 5 ] = 0.79
end
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minetest.register_entity ( name , {
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use_texture_alpha = def.use_texture_alpha ,
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stepheight = def.stepheight or 0.6 ,
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name = name ,
type = def.type ,
attack_type = def.attack_type ,
fly = def.fly ,
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fly_in = def.fly_in or { " air " , " __airlike " } ,
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owner = def.owner or " " ,
order = def.order or " " ,
on_die = def.on_die ,
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spawn_small_alternative = def.spawn_small_alternative ,
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do_custom = def.do_custom ,
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jump_height = def.jump_height or 4 , -- was 6
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rotate = math.rad ( def.rotate or 0 ) , -- 0=front, 90=side, 180=back, 270=side2
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lifetimer = def.lifetimer or 57.73 ,
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hp_min = scale_difficulty ( def.hp_min , 5 , 1 ) ,
hp_max = scale_difficulty ( def.hp_max , 10 , 1 ) ,
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xp_min = def.xp_min or 0 ,
xp_max = def.xp_max or 0 ,
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xp_timestamp = 0 ,
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breath_max = def.breath_max or 15 ,
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breathes_in_water = def.breathes_in_water or false ,
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physical = true ,
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collisionbox = collisionbox ,
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selectionbox = def.selectionbox or def.collisionbox ,
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visual = def.visual ,
visual_size = def.visual_size or { x = 1 , y = 1 } ,
mesh = def.mesh ,
makes_footstep_sound = def.makes_footstep_sound or false ,
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view_range = def.view_range or 16 ,
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walk_velocity = def.walk_velocity or 1 ,
run_velocity = def.run_velocity or 2 ,
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damage = scale_difficulty ( def.damage , 0 , 0 ) ,
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light_damage = def.light_damage or 0 ,
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sunlight_damage = def.sunlight_damage or 0 ,
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water_damage = def.water_damage or 0 ,
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lava_damage = def.lava_damage or 8 ,
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fire_damage = def.fire_damage or 1 ,
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suffocation = def.suffocation or true ,
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fall_damage = def.fall_damage or 1 ,
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fall_speed = def.fall_speed or DEFAULT_FALL_SPEED , -- must be lower than -2
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drops = def.drops or { } ,
armor = def.armor or 100 ,
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on_rightclick = create_mob_on_rightclick ( def.on_rightclick ) ,
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arrow = def.arrow ,
shoot_interval = def.shoot_interval ,
sounds = def.sounds or { } ,
animation = def.animation ,
follow = def.follow ,
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jump = def.jump ~= false ,
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walk_chance = def.walk_chance or 50 ,
attacks_monsters = def.attacks_monsters or false ,
group_attack = def.group_attack or false ,
passive = def.passive or false ,
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knock_back = def.knock_back ~= false ,
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shoot_offset = def.shoot_offset or 0 ,
floats = def.floats or 1 , -- floats in water by default
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floats_on_lava = def.floats_on_lava or 0 ,
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replace_rate = def.replace_rate ,
replace_what = def.replace_what ,
replace_with = def.replace_with ,
replace_offset = def.replace_offset or 0 ,
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on_replace = def.on_replace ,
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timer = 0 ,
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env_damage_timer = 0 ,
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tamed = false ,
pause_timer = 0 ,
horny = false ,
hornytimer = 0 ,
gotten = false ,
health = 0 ,
reach = def.reach or 3 ,
htimer = 0 ,
texture_list = def.textures ,
child_texture = def.child_texture ,
docile_by_day = def.docile_by_day or false ,
time_of_day = 0.5 ,
fear_height = def.fear_height or 0 ,
runaway = def.runaway ,
runaway_timer = 0 ,
pathfinding = def.pathfinding ,
immune_to = def.immune_to or { } ,
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explosion_radius = def.explosion_radius , -- LEGACY
explosion_damage_radius = def.explosion_damage_radius , -- LEGACY
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explosiontimer_reset_radius = def.explosiontimer_reset_radius ,
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explosion_timer = def.explosion_timer or 3 ,
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allow_fuse_reset = def.allow_fuse_reset ~= false ,
stop_to_explode = def.stop_to_explode ~= false ,
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custom_attack = def.custom_attack ,
double_melee_attack = def.double_melee_attack ,
dogshoot_switch = def.dogshoot_switch ,
dogshoot_count = 0 ,
dogshoot_count_max = def.dogshoot_count_max or 5 ,
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dogshoot_count2_max = def.dogshoot_count2_max or ( def.dogshoot_count_max or 5 ) ,
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attack_animals = def.attack_animals or false ,
specific_attack = def.specific_attack ,
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runaway_from = def.runaway_from ,
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owner_loyal = def.owner_loyal ,
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facing_fence = false ,
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_cmi_is_mob = true ,
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pushable = def.pushable or true ,
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-- MCL2 extensions
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teleport = teleport ,
do_teleport = def.do_teleport ,
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spawn_class = def.spawn_class ,
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ignores_nametag = def.ignores_nametag or false ,
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rain_damage = def.rain_damage or 0 ,
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glow = def.glow ,
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can_despawn = can_despawn ,
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child = def.child or false ,
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texture_mods = { } ,
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shoot_arrow = def.shoot_arrow ,
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sounds_child = def.sounds_child ,
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explosion_strength = def.explosion_strength ,
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suffocation_timer = 0 ,
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follow_velocity = def.follow_velocity or 2.4 ,
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instant_death = def.instant_death or false ,
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fire_resistant = def.fire_resistant or false ,
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fire_damage_resistant = def.fire_damage_resistant or false ,
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ignited_by_sunlight = def.ignited_by_sunlight or false ,
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-- End of MCL2 extensions
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on_spawn = def.on_spawn ,
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on_blast = def.on_blast or do_tnt ,
on_step = mob_step ,
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do_punch = def.do_punch ,
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on_punch = mob_punch ,
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on_breed = def.on_breed ,
on_grown = def.on_grown ,
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on_detach_child = mob_detach_child ,
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on_activate = function ( self , staticdata , dtime )
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--this is a temporary hack so mobs stop
--glitching and acting really weird with the
--default built in engine collision detection
self.object : set_properties ( {
collide_with_objects = false ,
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} )
self.object : set_acceleration ( vector_new ( 0 , - 9.81 , 0 ) )
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return mob_activate ( self , staticdata , def , dtime )
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end ,
get_staticdata = function ( self )
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return mob_staticdata ( self )
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end ,
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harmed_by_heal = def.harmed_by_heal ,
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} )
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if minetest_get_modpath ( " doc_identifier " ) ~= nil then
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doc.sub . identifier.register_object ( name , " basics " , " mobs " )
end
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end -- END mobs:register_mob function
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-- register arrow for shoot attack
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function mobs : register_arrow ( name , def )
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if not name or not def then return end -- errorcheck
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minetest.register_entity ( name , {
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physical = false ,
visual = def.visual ,
visual_size = def.visual_size ,
textures = def.textures ,
velocity = def.velocity ,
hit_player = def.hit_player ,
hit_node = def.hit_node ,
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hit_mob = def.hit_mob ,
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hit_object = def.hit_object ,
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drop = def.drop or false , -- drops arrow as registered item when true
collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } , -- remove box around arrows
timer = 0 ,
switch = 0 ,
owner_id = def.owner_id ,
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rotate = def.rotate ,
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on_punch = function ( self )
local vel = self.object : get_velocity ( )
self.object : set_velocity ( { x = vel.x * - 1 , y = vel.y * - 1 , z = vel.z * - 1 } )
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local pos = self.object : get_pos ( )
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if self.switch == 0
or self.timer > 150
or not within_limits ( pos , 0 ) then
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mcl_burning.extinguish ( self.object )
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self.object : remove ( ) ;
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return
end
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-- does arrow have a tail (fireball)
if def.tail
and def.tail == 1
and def.tail_texture then
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minetest.add_particle ( {
pos = pos ,
velocity = { x = 0 , y = 0 , z = 0 } ,
acceleration = { x = 0 , y = 0 , z = 0 } ,
expirationtime = def.expire or 0.25 ,
collisiondetection = false ,
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texture = def.tail_texture ,
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size = def.tail_size or 5 ,
glow = def.glow or 0 ,
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} )
end
if self.hit_node then
local node = node_ok ( pos ) . name
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if minetest_registered_nodes [ node ] . walkable then
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self.hit_node ( self , pos , node )
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = ( self.lastpos or pos )
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minetest_add_item ( self.lastpos , self.object : get_luaentity ( ) . name )
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end
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self.object : remove ( ) ;
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return
end
end
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if self.hit_player or self.hit_mob or self.hit_object then
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for _ , player in pairs ( minetest_get_objects_inside_radius ( pos , 1.5 ) ) do
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if self.hit_player
and player : is_player ( ) then
self.hit_player ( self , player )
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self.object : remove ( ) ;
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return
end
local entity = player : get_luaentity ( )
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if entity
and self.hit_mob
and entity._cmi_is_mob == true
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and tostring ( player ) ~= self.owner_id
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and entity.name ~= self.object : get_luaentity ( ) . name then
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self.hit_mob ( self , player )
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self.object : remove ( ) ;
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return
end
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if entity
and self.hit_object
and ( not entity._cmi_is_mob )
and tostring ( player ) ~= self.owner_id
and entity.name ~= self.object : get_luaentity ( ) . name then
self.hit_object ( self , player )
self.object : remove ( ) ;
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return
end
end
end
self.lastpos = pos
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end
} )
end
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-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
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function mobs : register_egg ( mob , desc , background , addegg , no_creative )
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local grp = { spawn_egg = 1 }
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-- do NOT add this egg to creative inventory (e.g. dungeon master)
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if no_creative == true then
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grp.not_in_creative_inventory = 1
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end
local invimg = background
if addegg == 1 then
invimg = " mobs_chicken_egg.png^( " .. invimg ..
" ^[mask:mobs_chicken_egg_overlay.png) "
end
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-- register old stackable mob egg
minetest.register_craftitem ( mob , {
description = desc ,
inventory_image = invimg ,
groups = grp ,
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_doc_items_longdesc = S ( " This allows you to place a single mob. " ) ,
_doc_items_usagehelp = S ( " 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. " ) ,
2018-01-07 16:53:25 +01:00
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on_place = function ( itemstack , placer , pointed_thing )
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local pos = pointed_thing.above
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-- am I clicking on something with existing on_rightclick function?
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local under = minetest_get_node ( pointed_thing.under )
local def = minetest_registered_nodes [ under.name ]
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if def and def.on_rightclick then
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return def.on_rightclick ( pointed_thing.under , under , placer , itemstack )
end
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if pos
and within_limits ( pos , 0 )
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and not minetest_is_protected ( pos , placer : get_player_name ( ) ) then
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local name = placer : get_player_name ( )
local privs = minetest.get_player_privs ( name )
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if mod_mobspawners and under.name == " mcl_mobspawners:spawner " then
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if minetest_is_protected ( pointed_thing.under , name ) then
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minetest.record_protection_violation ( pointed_thing.under , name )
return itemstack
end
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if not privs.maphack then
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minetest.chat_send_player ( name , S ( " You need the “maphack” privilege to change the mob spawner. " ) )
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return itemstack
end
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mcl_mobspawners.setup_spawner ( pointed_thing.under , itemstack : get_name ( ) )
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if not mobs.is_creative ( name ) then
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itemstack : take_item ( )
end
return itemstack
end
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if not minetest_registered_entities [ mob ] then
2018-05-29 17:00:30 +02:00
return itemstack
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end
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if minetest_settings : get_bool ( " only_peaceful_mobs " , false )
and minetest_registered_entities [ mob ] . type == " monster " then
2020-01-06 13:46:43 +01:00
minetest.chat_send_player ( name , S ( " Only peaceful mobs allowed! " ) )
return itemstack
end
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pos.y = pos.y - 0.5
2017-01-16 17:40:08 +01:00
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local mob = minetest_add_entity ( pos , mob )
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minetest.log ( " action " , " Mob spawned: " .. name .. " at " .. minetest.pos_to_string ( pos ) )
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local ent = mob : get_luaentity ( )
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-- don't set owner if monster or sneak pressed
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if ent.type ~= " monster "
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and not placer : get_player_control ( ) . sneak then
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ent.owner = placer : get_player_name ( )
ent.tamed = true
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end
2018-05-29 17:00:30 +02:00
2018-02-04 07:11:44 +01:00
-- set nametag
local nametag = itemstack : get_meta ( ) : get_string ( " name " )
if nametag ~= " " then
if string.len ( nametag ) > MAX_MOB_NAME_LENGTH then
nametag = string.sub ( nametag , 1 , MAX_MOB_NAME_LENGTH )
end
ent.nametag = nametag
update_tag ( ent )
end
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-- if not in creative then take item
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if not mobs.is_creative ( placer : get_player_name ( ) ) then
2017-01-16 17:40:08 +01:00
itemstack : take_item ( )
end
end
return itemstack
end ,
} )
2017-05-25 10:33:19 +02:00
2017-01-16 17:40:08 +01:00
end
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