From a6ac6f5c766deb0f97e876af74fe213deb092f96 Mon Sep 17 00:00:00 2001 From: kay27 Date: Thu, 29 Apr 2021 04:11:33 +0400 Subject: [PATCH] Merge NEW MOBS by @jordan4ibanez from `mineclone5` branch commit cd472337985d6e885eef019185f0965d13148e7f Author: jordan4ibanez Date: Sun Apr 25 22:02:20 2021 -0400 Fix rabbit rotation commit 0f4628db09d68f69a997f98dcd462f29e7ecbe06 Author: jordan4ibanez Date: Sun Apr 25 20:48:42 2021 -0400 Bring mob spawning variable to the top of the spawning.lua file so it's easier to find commit ddb33acf0d85f29dddb8bdab7a3a7030f9f595be Author: jordan4ibanez Date: Sun Apr 25 20:46:45 2021 -0400 Add in unused head code elements commit e52aab45c07c22605993126c4a8ba39c8318d904 Author: jordan4ibanez Date: Sun Apr 25 20:23:46 2021 -0400 Implement no-op head operations for enderman commit ac852309388e1f9a7dec294440975c7dc89e498c Author: jordan4ibanez Date: Sun Apr 25 20:08:45 2021 -0400 Add in chicken head code with additional pitch modifier commit f57c4709ac74d1e2b0b683bebc706a1a3e59db73 Author: jordan4ibanez Date: Sun Apr 25 19:54:11 2021 -0400 Comment out code that causes mobs to glitch push players in mcl_playerplus commit b6c9a1c423a9831cb3684e6a7e1b57163d6d4ab4 Author: jordan4ibanez Date: Sun Apr 25 19:51:11 2021 -0400 Fix creeper head commit a8152760b96ca3a9f142b006d2d888da0ebeff6a Author: jordan4ibanez Date: Sun Apr 25 19:44:15 2021 -0400 Integrate more switches into internal api elements of head code commit 6a38198e97fd0b573b3b9e590177977d900d5b14 Author: jordan4ibanez Date: Sun Apr 25 18:24:10 2021 -0400 Add in swap_y_with_x and reverse_head_yaw to flesh out head code api element commit d28e81bc9fc1f11b10da524d6874e8e1ee4a956d Author: jordan4ibanez Date: Sun Apr 25 17:54:14 2021 -0400 Add in mobs look pitch commit 5a2773ea1abb6c8706c477802aae2fa60704714c Author: jordan4ibanez Date: Sun Apr 25 17:48:41 2021 -0400 Add in basics of head code yaw commit 555935ff3d35d4ac28dad42f5facac0bbfe9b1c9 Author: jordan4ibanez Date: Sun Apr 25 16:43:23 2021 -0400 Implement basic fall damage commit 7e3b69348e405425712cf8196907a913be10b62e Author: jordan4ibanez Date: Sun Apr 25 16:11:45 2021 -0400 Add secondary existence check after main logic has been executed to prevent future crashes commit c898e1e4db3b866ddc4ff391ff89798397775fbf Author: jordan4ibanez Date: Sun Apr 25 15:59:00 2021 -0400 Update sheep.lua commit 9b5c9dc8ae9d1221340d1c72e4f48f3212a07fb7 Author: jordan4ibanez Date: Sun Apr 25 04:31:48 2021 -0400 Make farmable mobs/food mobs a lot less rare commit 5e6653ff651a65e6bfc4057cb5de39f09e9b9cca Author: jordan4ibanez Date: Sun Apr 25 04:19:02 2021 -0400 Implement mob cramming commit 1616cb7538141cd38485b4bf59a7b8b049ddd3f0 Author: jordan4ibanez Date: Sun Apr 25 04:09:35 2021 -0400 Fix nametags commit a3ff108cd4b71cd823518eae0186cbf1d819267e Author: jordan4ibanez Date: Sun Apr 25 04:03:06 2021 -0400 Make mobs walk up stairs/slabs properly, yet not glitch out when jumping over solid nodes commit df364eed286fced64f3c4bff897fcfe91a9dd540 Author: jordan4ibanez Date: Sun Apr 25 01:45:35 2021 -0400 Implement basics of head movement and fix walking mobs flying away after floating commit bac191293bc23405bfc02ef0795f0296fdaeb95a Author: jordan4ibanez Date: Sun Apr 25 01:45:03 2021 -0400 Fix clientside guessing making floating go crazy client side commit b7c7c2627beba086c922df0a20939b67ae1eb464 Author: jordan4ibanez Date: Sun Apr 25 01:44:46 2021 -0400 Fix parrots not drowning commit 38c22f277db652226ce9911e8bffbb8e8b8bc398 Author: jordan4ibanez Date: Sun Apr 25 01:24:19 2021 -0400 Add pop sound when baby mob is born commit f83ccdb2ed5974486a030196f9b31d0490dcdff3 Author: jordan4ibanez Date: Sun Apr 25 01:22:43 2021 -0400 Add in breeding and feeding baby mob sounds commit 7733e05a120cb07ed37c351956c1f451da3658b1 Author: jordan4ibanez Date: Sun Apr 25 01:14:48 2021 -0400 Add in random sounds/hurt/death sounds and stop mobs from reviving on server restart again commit 0a380265c888c64386406187b34914438cdff161 Author: jordan4ibanez Date: Sun Apr 25 00:16:54 2021 -0400 Fix dead-alive mobs and add in hurt/die sound commit 8d3eff0c16abeff9fbce2f9d4af2b64931765696 Author: jordan4ibanez Date: Sun Apr 25 00:06:12 2021 -0400 Enable mob drowning commit 56086bf02be689ba83ba3ccf4858429ad4d6a10b Author: jordan4ibanez Date: Sat Apr 24 23:33:46 2021 -0400 Fix villager commit 079811984cd952714e6cf85297c91830c0790a1d Author: jordan4ibanez Date: Sat Apr 24 23:29:56 2021 -0400 Make every mob besides spiders get slowed down by cobwebs like players commit 7e8e63b0e37300b16a4556aa45758d737514316e Author: jordan4ibanez Date: Sat Apr 24 23:15:40 2021 -0400 If mob is in daylight and ignites_in_daylight = true, make mob burn commit 49b01dca4fcea165314c1548f6c3e673a5de0bd3 Author: jordan4ibanez Date: Sat Apr 24 22:28:26 2021 -0400 Make mobs drop xp on death commit 3d5cceab76768e360e3ea958c71bcf79e9cc2eec Author: jordan4ibanez Date: Sat Apr 24 22:21:58 2021 -0400 Fix ghast strange behavior in the nether commit a73e5b57c02275a37b98dc9c80cf35a8c782d9f7 Author: jordan4ibanez Date: Sat Apr 24 22:14:25 2021 -0400 Make pitch movement for fly/swim mobs more dynamic and make ghasts randomly fly around when attacking commit b401b50c045830386c1c06c22be2232bda3e5b61 Author: jordan4ibanez Date: Sat Apr 24 21:15:42 2021 -0400 Give mobs 6 seconds of memory to prevent strange behavior when player hides behind something commit 807fb6966d747550da276b264e8e3bf376b332ab Author: jordan4ibanez Date: Sat Apr 24 20:27:37 2021 -0400 Make spiders climb up walls, fix problems with mob following freaking out when under, fix spider collisionbox commit 11b5684a90a7779986b5685d899a55a606922a0f Author: jordan4ibanez Date: Sat Apr 24 20:05:14 2021 -0400 Remove wolf-dog shift click breeding, and implement better logic commit 41bfaae370729b7409d5dea2cc65a6f5c83979ac Author: jordan4ibanez Date: Sat Apr 24 20:02:59 2021 -0400 Allow putting chest on carpeted llama by owner, enable swapping carpets commit 8c855f5b0955ebce15a1aaf4c17e407b5cad7ae8 Author: jordan4ibanez Date: Sat Apr 24 19:29:37 2021 -0400 Add in llama carpets commit e0185a93113136862b24ad06bea75f1b2e24901f Author: jordan4ibanez Date: Sat Apr 24 18:43:17 2021 -0400 Fix pig logic issue commit c2cb15a47f75674afaac721217384c8d7ead1c57 Author: jordan4ibanez Date: Sat Apr 24 18:36:22 2021 -0400 Fix horse breeding commit 39f7d0cf3cc7d33d786761376a035a31e434434f Author: jordan4ibanez Date: Sat Apr 24 18:18:53 2021 -0400 Update api.txt commit 3e9bbca91400e0f587aef13df1ece7d8071b188a Author: jordan4ibanez Date: Sat Apr 24 18:06:24 2021 -0400 Fix enderman crashing commit 81713a342d8038c2b51140dbd4bc00f1440b73e8 Author: jordan4ibanez Date: Sat Apr 24 00:38:50 2021 -0400 Allow tamed wolves to be shift click bred commit a27e6731cd97a1e41861d8a2acbdd4d2d530c220 Author: jordan4ibanez Date: Sat Apr 24 00:29:30 2021 -0400 Make sheep breedable commit efce97c1723ac25e9dabdfd9572781a6d50f0821 Author: jordan4ibanez Date: Sat Apr 24 00:27:17 2021 -0400 Make llamas shift click breedable commit 53c96cae2d28c3a6f4642b8a6d5b72365d32267d Author: jordan4ibanez Date: Sat Apr 24 00:26:45 2021 -0400 Make pigs shift click breedable commit dbe712bc17cc875c5e9b4b1a919880b0f6893ea1 Author: jordan4ibanez Date: Sat Apr 24 00:23:33 2021 -0400 Make llama breedable commit 0d4d85bac6b3412a2fec3f01ebc5b3ff6c294173 Author: jordan4ibanez Date: Sat Apr 24 00:19:41 2021 -0400 Fix horse literally blinding you following you commit 6f2e2ab4c57fe651dd90b4897e4f10673da1de3a Author: jordan4ibanez Date: Sat Apr 24 00:17:22 2021 -0400 Make chicken breedable commit 3649e5f6f50c917e3c29bbd0b95327e3667ae1ef Author: jordan4ibanez Date: Sat Apr 24 00:17:09 2021 -0400 Make horse breedable commit 2dab0773dffd40cb166c8a14ad79035ac898d4dc Author: jordan4ibanez Date: Sat Apr 24 00:00:21 2021 -0400 Remove unused breedable api call commit 0568c14a435e663dccc1a42ae999a76d0936f153 Author: jordan4ibanez Date: Fri Apr 23 23:59:35 2021 -0400 Fix timer and make mooshroom breedable commit 531253008a13559cdab63f420e9d35c78b382c95 Author: jordan4ibanez Date: Fri Apr 23 23:56:59 2021 -0400 Complete mob breeding, make cows breedable commit 79cb6ddc4923ea8a009b2810efe785cf3720c63f Author: jordan4ibanez Date: Fri Apr 23 22:35:35 2021 -0400 Fix lua locals in environment.lua commit 6eb3eef21561ddf2091682f3703fa9a23e35915e Author: jordan4ibanez Date: Fri Apr 23 22:34:40 2021 -0400 Fix typo in function commit c37a82d4a2589d372f88b5101918858c2d210e57 Author: jordan4ibanez Date: Fri Apr 23 22:03:29 2021 -0400 Add comments commit ed9d629b99a9f873cebfa8e45239271a81a8025c Author: jordan4ibanez Date: Fri Apr 23 21:59:42 2021 -0400 Add in mob following for cows commit fcfd6b9d19bbc1e894b8dafed490e04102c87878 Author: jordan4ibanez Date: Fri Apr 23 21:14:23 2021 -0400 Set up basics for breeding mechanics commit 5ee6cf6c9b3b9da36830c8a58f105d289dfbe54c Author: jordan4ibanez Date: Fri Apr 23 19:49:35 2021 -0400 Implement mob despawner/mob limiter commit 19c8dd1dd48532bfb07eac133cd11b702ad74de7 Author: jordan4ibanez Date: Fri Apr 23 18:41:41 2021 -0400 Stop hostile mobs from falling through water when stunned commit 31ded5e40fc97a7afd252fd74154183afaf1f568 Author: jordan4ibanez Date: Fri Apr 23 18:34:20 2021 -0400 Re-implement neutral mob switch commit 13c321e8f2c8cb43460093852d44ddae7edec0c1 Author: jordan4ibanez Date: Fri Apr 23 18:03:01 2021 -0400 Re-enable mob spawning commit ea6912c980952bed2a0b5e62009e0a2639d75d75 Author: jordan4ibanez Date: Fri Apr 23 17:44:49 2021 -0400 Don't do knockback effect for mobs when hurt by a rider commit 8dafac50a865f189074272303b83f37391c11c3c Author: jordan4ibanez Date: Fri Apr 23 17:37:20 2021 -0400 Make mobs run away slightly faster commit 3560bda4a5a8be026c5d50eb8ddeca9ed45e0b8e Author: jordan4ibanez Date: Fri Apr 23 17:29:23 2021 -0400 Remove unused code and variables from mob punch commit 9720986c4d30bf8fcd2cf1117d80eea06da5332a Author: jordan4ibanez Date: Fri Apr 23 17:27:08 2021 -0400 Fix punching a mob breaking it's velocity commit dc7592528cf948556e4e925310e830648b52dff1 Author: jordan4ibanez Date: Fri Apr 23 17:23:00 2021 -0400 Add red tint hurt effect commit 304cbed447adbcccff246f242d18d51fc010df35 Author: jordan4ibanez Date: Fri Apr 23 17:12:02 2021 -0400 Make mobs that should be skittish, skittish commit af4c42fea7112ada76fd9b273f771611532bdcf9 Author: jordan4ibanez Date: Fri Apr 23 17:10:44 2021 -0400 Add skittish behavior (runaway from punch) and fix ocelot commit 8daf197fb899a0bee8f61aad4ccedec1108f5f92 Author: jordan4ibanez Date: Fri Apr 23 16:52:07 2021 -0400 Fix iron golem rotation commit c138050e0b877f5dc987959efe4acbe17ffd86f2 Author: jordan4ibanez Date: Fri Apr 23 16:45:12 2021 -0400 Make iron golem neutral and protective, fix rotation commit 36d5af1d15b432d84e24e161b78d4b41ce2731bd Author: jordan4ibanez Date: Fri Apr 23 16:35:16 2021 -0400 Stop dead mobs from getting in the way of fighting other mobs commit 73b4d3c1d2c74cb5bd5bb23604ce1d74e183cb0d Author: jordan4ibanez Date: Fri Apr 23 16:31:13 2021 -0400 stop projectile mobs from being completely disabled while stunned commit eb7ae5e10e731fc949a9a4184e02a39103f83a1e Author: jordan4ibanez Date: Fri Apr 23 16:28:30 2021 -0400 Fix random crash commit c831da2c02253450df965930cbfcd539b820f3b9 Author: jordan4ibanez Date: Fri Apr 23 16:22:34 2021 -0400 Fix mobs not making hit sound when hit by node commit d5a38fef58c1862490c9f32238ec83cf1a2c2d5c Author: jordan4ibanez Date: Fri Apr 23 16:19:37 2021 -0400 Add in new mob punched sounds commit 8e7ce5a72ae3e7cedf985a414c64ca259bcd6136 Author: jordan4ibanez Date: Fri Apr 23 16:04:01 2021 -0400 Add in a visual for horse taming (hearts) commit 189c0ad157a8871d51045effcded0662aff7b1af Author: jordan4ibanez Date: Fri Apr 23 15:53:01 2021 -0400 Half finish horse (riding logic, etc) commit f64f8e31e3ba8e7a14b22d084be5ef584895242d Author: jordan4ibanez Date: Fri Apr 23 14:50:38 2021 -0400 Fix llama blaze and ghast projectile sprites commit 58bee2a2dd1b4d6d3d1873d3ac566be9e0aa7930 Author: jordan4ibanez Date: Fri Apr 23 14:43:00 2021 -0400 Fix projectile tails clipping through sprite commit 16cc7e37d2fc83e50d4e2c380cef05224dbbed38 Author: jordan4ibanez Date: Fri Apr 23 14:34:59 2021 -0400 Randomize projectile cooldown timer commit 8eb9ba12cef918cb116aea8eaea5a1e757123b01 Author: jordan4ibanez Date: Fri Apr 23 14:33:40 2021 -0400 Fix crash when mob collides with nil entity commit 5d59583583462563f7d65747a198b0d6d8ed34fc Author: jordan4ibanez Date: Fri Apr 23 14:10:12 2021 -0400 Massive overhaul to projectile mobs with custom projectile function, make llamas spit commit f6fa90096dfdb9d21b6f52968daa60943a07470e Author: jordan4ibanez Date: Fri Apr 23 13:35:30 2021 -0400 Fix enderman teleport attack commit 4fb9e69e41a8c2ee91c659acb0b11fc76a6a97fe Author: jordan4ibanez Date: Fri Apr 23 13:27:17 2021 -0400 Make enderman become hostile when stared at, freeze when attacking when stared at commit 99f13f84b563c1962c285b2e9973aec8a5d079d7 Author: jordan4ibanez Date: Fri Apr 23 13:13:23 2021 -0400 Half-fix enderman commit dd76b15c501a1a458f2fa112b29784e26c3140bd Author: jordan4ibanez Date: Fri Apr 23 13:06:57 2021 -0400 Make ghasts not insta-kill commit b6f19699e9059a382421f55ac9ee5b642e7751a6 Author: jordan4ibanez Date: Fri Apr 23 13:06:17 2021 -0400 Make enderdragon half work commit 4efec1ef58ba4afe4692a22a361079b5026a7de3 Author: jordan4ibanez Date: Fri Apr 23 12:55:11 2021 -0400 Add in chicken slow falling commit 08956664073078fd896add1e57ff0a524de2a32f Author: jordan4ibanez Date: Thu Apr 22 23:36:58 2021 -0400 Fix random crash with mixed mob ally data types commit 408296140a4fe0c785f5fb4760899fdb3851fe00 Author: jordan4ibanez Date: Thu Apr 22 23:30:32 2021 -0400 Fix and overhaul wolves commit aac1e1933677d119b52c25a64b3ee6c77e16e770 Author: jordan4ibanez Date: Thu Apr 22 23:18:33 2021 -0400 Implement rotation locking when standing, fix rotation unlock/lock for fly/swim mobs commit fa059b5df245e81d71d73bbc87b51c59cd47a876 Author: jordan4ibanez Date: Thu Apr 22 22:59:03 2021 -0400 Fix ghast's eyeheight commit 2e3e92e39337e5c4ecba13855f134af1bd672ae6 Author: jordan4ibanez Date: Thu Apr 22 22:58:32 2021 -0400 Fix ghast's insane difficulty commit 11bcf3aa34e85dcc19142258ca2c4abaf963b806 Author: jordan4ibanez Date: Thu Apr 22 22:51:13 2021 -0400 Add attributes to epCode commit 2099be43ea25740a402587f40b3004f6ef2d8c1d Author: jordan4ibanez Date: Thu Apr 22 22:50:14 2021 -0400 Update to epCode's fixed version of ghast model commit 5037ec3736a564157408df12699c91df17c934b6 Author: jordan4ibanez Date: Thu Apr 22 22:40:16 2021 -0400 Fix ghasts horrible collisionbox commit 0a8fff65249610aba7fef7e9675bf28469265f29 Author: jordan4ibanez Date: Thu Apr 22 22:08:54 2021 -0400 Add in mob criticals when falling commit afdcada1fd6f7c8cbe68b0fd1486d6d92f3d12f7 Author: jordan4ibanez Date: Thu Apr 22 21:46:13 2021 -0400 Fix endermite commit 5d876725c599b060c5150b0508f21b6a83001f9a Author: jordan4ibanez Date: Thu Apr 22 21:45:00 2021 -0400 Fix bats commit ef0d52a2df9a3d2d2c1e59b12084017c405bc398 Author: jordan4ibanez Date: Thu Apr 22 21:41:54 2021 -0400 Update backup_code_api.lua commit 8142f7e51214672292d3bffe3fa8119eb8a1cf1c Author: jordan4ibanez Date: Thu Apr 22 21:36:42 2021 -0400 Add in mob death commit ebf27866ca3bb02c726d4729c0666ee28e20a3dd Author: jordan4ibanez Date: Thu Apr 22 21:12:08 2021 -0400 Fix typo and error in animation.lua commit 3fe8d2d3c59ca6c173817a9d2d6b48e3549acd57 Author: jordan4ibanez Date: Thu Apr 22 20:30:50 2021 -0400 Add file death_logic.lua commit b73ab976a1115044bc336f9e3f181ecf6e75cc06 Author: jordan4ibanez Date: Thu Apr 22 20:25:58 2021 -0400 Implement framework for mob death commit 8530e6ee368f510581c618666613432f25266ce5 Author: jordan4ibanez Date: Thu Apr 22 20:20:56 2021 -0400 Make mob punching time based commit e1812b2cdba132afec9ed6cdc45ee9f078806264 Author: jordan4ibanez Date: Thu Apr 22 20:12:02 2021 -0400 Reset pause timer to 0 commit 991bba0a1d611cf545020c9129fdcbc4806e73c6 Author: jordan4ibanez Date: Thu Apr 22 20:10:01 2021 -0400 Add comments into ai.lua commit f9a7144b658f747be895bb6a8b69c8a0124fdd2a Author: jordan4ibanez Date: Thu Apr 22 20:07:30 2021 -0400 Implement ability to hurt mobs commit 45790c0be0eec380e281a687a1ff03ea1f114143 Author: jordan4ibanez Date: Thu Apr 22 19:12:02 2021 -0400 Re-enable mob punching (broken) commit 31a791c33b19d76350993d844747a0c51a77382c Author: jordan4ibanez Date: Thu Apr 22 18:20:58 2021 -0400 Undo debug.txt spam from mob spawning commit d0d128c1d8f84e8de590e34adfe0265556ccd3e1 Author: jordan4ibanez Date: Thu Apr 22 18:18:57 2021 -0400 Break infinite loop if unable to find any mob to spawn commit ee905642c2cdfaa3be3eb5c2af7ec75599ffd41e Author: jordan4ibanez Date: Thu Apr 22 17:56:38 2021 -0400 Add temporary warning debug to spawning algorithm output commit 2cef9e7cca2e70e544eb3068a0e3e36487cab669 Author: jordan4ibanez Date: Thu Apr 22 00:39:32 2021 -0400 Optimize mob spawning even further with additional lua locals commit edb1939649c62a2b486e1c04c5af27458f978388 Author: jordan4ibanez Date: Thu Apr 22 00:27:35 2021 -0400 Fix mob_counter in mob spawning limiter commit 7c1adeab459d452ac016108b588957082c1347c1 Author: jordan4ibanez Date: Thu Apr 22 00:20:57 2021 -0400 Hyper-optimize mob spawning commit fbe3ccc5c05b5d5141737d3a73df3e4d14a33a33 Author: jordan4ibanez Date: Wed Apr 21 23:28:38 2021 -0400 Delete current state of things comment commit 5e15af260bed13b07b295f558f5cb05bedaa7eae Author: jordan4ibanez Date: Wed Apr 21 23:25:19 2021 -0400 Fix pig rotation commit 6aa636449211b1bbec1297723281f72b4c76c4da Author: jordan4ibanez Date: Wed Apr 21 23:25:10 2021 -0400 Fix sheep rotation commit 29305f548db88b0b895ec747ebfbc092c51c4762 Author: jordan4ibanez Date: Wed Apr 21 15:08:35 2021 -0400 Overhaul arrow register, implement basic blaze, break parts of arrow register for now, remove fallback for detecting players commit 08c90c34e83c498ee2cc883a2cad9b98a269a850 Author: jordan4ibanez Date: Wed Apr 21 13:05:46 2021 -0400 Make parrots and squids work with tilt fly/swim commit 91099c3be93689c2569f838a63e75e38ca382162 Author: jordan4ibanez Date: Wed Apr 21 13:01:14 2021 -0400 Fix auto-true statement for tilt fly/swim commit 71c34823bc87b0892d4450b877fb1c78cd6ad416 Author: jordan4ibanez Date: Wed Apr 21 12:56:36 2021 -0400 Make tilt flying/swimming dynamic commit 20886f54bb8887fb88ce0e0e0c6f28a789868740 Author: jordan4ibanez Date: Wed Apr 21 12:48:23 2021 -0400 Make shooty mobs jump commit ebd995fbd2eb089a37b659e9ae87c86562e3ed69 Author: jordan4ibanez Date: Wed Apr 21 12:45:02 2021 -0400 Simplify skeleton arrow damage calculation commit c9f71d66f52f2e80fea6cd01fcb2db30ae399c39 Author: jordan4ibanez Date: Wed Apr 21 12:42:34 2021 -0400 Implement skeletons/strays commit 99e808296b81f37a9e01d4b4beb02120526bb4e9 Author: jordan4ibanez Date: Wed Apr 21 12:17:51 2021 -0400 Add missing skeleton/stray run animation commit 74094938bb0918df12ffa778c95b966d7bd6c9f3 Author: jordan4ibanez Date: Wed Apr 21 12:10:29 2021 -0400 Fix crash with non-punch attack mobs in collision commit 6bd279255c7e4b5623afa39caae8f988127f7ac3 Author: jordan4ibanez Date: Wed Apr 21 11:50:22 2021 -0400 Fully implement zombie pigmen commit 964ce9ccf7101aef387bdd5ec2213ba4ac361a51 Author: jordan4ibanez Date: Wed Apr 21 11:42:01 2021 -0400 Temporarily disable spawn eggs from setting owner commit 5062d56a5d89346234f6125848799f32915b31a4 Author: jordan4ibanez Date: Wed Apr 21 11:00:02 2021 -0400 Implement neutral mob mechanics and partial implement of zombie pigmen commit b0b1ec9436776fdc89edaf3046499a9e2cfaed0f Author: jordan4ibanez Date: Wed Apr 21 10:53:20 2021 -0400 Implement zombie pigmen and make them turn hostile when punched commit f1dc2864425bab2eed2f5bec7b7ccd0307145b1f Author: jordan4ibanez Date: Wed Apr 21 10:23:51 2021 -0400 Dump mob_punch from backup_code_api.lua back into interaction.lua commit cc2a0ae52cefc388d18c9d106ef70fc0718f5e40 Author: jordan4ibanez Date: Wed Apr 21 10:21:11 2021 -0400 Complete charged creeper commit 486959515ca13ba0d5756ba5d930ff43e9d135b5 Author: jordan4ibanez Date: Wed Apr 21 10:20:31 2021 -0400 Make creepers even more dangerous commit 576621169b468f317cf32d6d0be391252a033d3a Author: jordan4ibanez Date: Tue Apr 20 23:26:18 2021 -0400 Make creepers and zombies even harder commit 2c87bd19f3c6a4a5a1a3b88a45cd673ecccb838b Author: jordan4ibanez Date: Tue Apr 20 23:14:53 2021 -0400 Overhaul zombie villager commit 1ed3377559c4690fa19488f526bcaf97d5ff94b1 Author: jordan4ibanez Date: Tue Apr 20 23:11:18 2021 -0400 Add punch mobs knockback to players when hit commit 8c9356a18cb60cd28691e3782723df763b75a1fa Author: jordan4ibanez Date: Tue Apr 20 22:58:39 2021 -0400 Implement eye_height and viewing range for hostile mobs, along with making punchy mobs jump over nodes commit a05ebd7cc29c96b622dbc043529513b07d5cf47b Author: jordan4ibanez Date: Tue Apr 20 22:44:34 2021 -0400 Add informative text art commit 60ac3058ce1e3e05caa87c18bdf95c78a71ed750 Author: jordan4ibanez Date: Tue Apr 20 22:42:51 2021 -0400 Make zombies more difficult commit 751c4c2d995a011a3298d374c77b9c4567ed2fa1 Author: jordan4ibanez Date: Tue Apr 20 22:41:13 2021 -0400 Integrate mob punching into collision detection commit 6b52b945165a8501e09ca70c18514049df194c05 Author: jordan4ibanez Date: Tue Apr 20 22:30:34 2021 -0400 Start setting up hostile punch attack type commit d371d6fdc9cb85e140399eafb89f15195f72d09f Author: jordan4ibanez Date: Tue Apr 20 22:04:54 2021 -0400 Adjust creeper explosion settings commit fabd4d64e6745b9ea8c4bb1a76c190c2d66576be Author: jordan4ibanez Date: Tue Apr 20 21:35:19 2021 -0400 Slow down creeper type mobs explosion buildup commit bf367fffd054fe180dbc6d7f46e20e286d68bb09 Author: jordan4ibanez Date: Tue Apr 20 21:34:18 2021 -0400 Add in sound_handling and make explosion type mobs make their attack sound before explosion animation commit 0b763f54b55ea47b7889816612759447bfb50422 Author: jordan4ibanez Date: Tue Apr 20 21:00:36 2021 -0400 Finish creeper movement ai and move jump_check into environment commit cd6f07537f64bdbe7573642982ec24ac3fb19ec1 Author: jordan4ibanez Date: Tue Apr 20 20:43:45 2021 -0400 Make creepers even more deadly commit 9678b556e17b124f841b0019b3a31880a415bd11 Author: jordan4ibanez Date: Tue Apr 20 20:33:30 2021 -0400 Fix crashes when trying to collision detect a removed mob commit cdb840609dc2586b31a1e44c8c1004379ef37979 Author: jordan4ibanez Date: Tue Apr 20 20:19:55 2021 -0400 Add in creeper basic prototype commit 008d670ed9006d918b1ed1698a5b644de27191b1 Author: jordan4ibanez Date: Tue Apr 20 17:10:51 2021 -0400 Remove wandering from ai commit 491ef6c8f818e43ef0545963eb27b5476c95ea28 Author: jordan4ibanez Date: Tue Apr 20 16:48:20 2021 -0400 Add in auto mob removal if something goes horribly wrong commit 348df0fcecc2709fe088493d5665112827f08129 Author: jordan4ibanez Date: Tue Apr 20 16:46:10 2021 -0400 Rename detect_players_in_area to detect_closest_player_within_radius commit ac08c6991c0ce7f9bb8d9de5880ec64a7882c3e7 Author: jordan4ibanez Date: Tue Apr 20 16:39:05 2021 -0400 Add in detect_players_in_area commit 3d776138e97b904c9b299119ae9b9a8a2811ae7a Author: jordan4ibanez Date: Tue Apr 20 14:55:22 2021 -0400 Start implementing creeper ai commit 85e531bf106df326b2ca470b5a94aeb06f92d4d6 Author: jordan4ibanez Date: Sun Apr 18 21:24:31 2021 -0400 Remove unneeded mobs:protect from code commit 4d589dfb2aa10cb664b4d3b3471960e6d648b92c Author: jordan4ibanez Date: Sun Apr 18 21:22:39 2021 -0400 Remove literally unneeded mobs:capture_mob commit 39985aa558d9f43a6a2e82fb6d59ad0ca8b6324d Author: jordan4ibanez Date: Sun Apr 18 21:22:21 2021 -0400 Up fallback max xp to 3 commit 1920ddf91530a7c033c8288cd3a752f3ee7ba850 Author: jordan4ibanez Date: Sun Apr 18 21:02:03 2021 -0400 Change all enemy attack info to more workable and understandable attacks commit 719bb2a3c96ca020f8f828959e377831f47cd27b Author: jordan4ibanez Date: Sat Apr 17 18:21:33 2021 -0400 Add in prototype jump-only mobs api commit db87b8e0a37cd15ef7931a76d21bbb190a158205 Author: jordan4ibanez Date: Sat Apr 17 17:09:57 2021 -0400 fix chicken rotation commit e2987245fd6c6ee75383ea92da30e9fc5e10ad1e Author: jordan4ibanez Date: Sat Apr 17 17:00:34 2021 -0400 Balance out collision forces for mobs commit 3cf263d292f9fc5a7a18fafa2aa1fbc8e1840a0a Author: jordan4ibanez Date: Sat Apr 17 16:23:38 2021 -0400 Add in dynamic pitch in flying/swimming mobs commit 5ade34115cff228994ff3fd680aa15c8225ab6e7 Author: jordan4ibanez Date: Sat Apr 17 13:17:29 2021 -0400 Remove random state initialization in set_up.lua commit d9729fc8651d06566e61bcfcb2e7df0484f25f48 Author: jordan4ibanez Date: Sat Apr 17 13:13:45 2021 -0400 Fix parrot's rotation commit 58d9670e777c3798c676924023375a2579450142 Author: jordan4ibanez Date: Sat Apr 17 13:11:39 2021 -0400 Remove collisionbox addition for y position for fly mobs commit a20f272e08f0170b2761eeba2a12aeaf88efad7b Author: jordan4ibanez Date: Sat Apr 17 13:05:53 2021 -0400 re-adjust logic gate for mobs floating in water and lava commit 0794bc54372c6aaa9c653693da3a18194adf5c95 Author: jordan4ibanez Date: Sat Apr 17 13:04:55 2021 -0400 Make flying mobs float in water and lava commit 8783912938aed1f5566f3e2f5056213f0cefe4a6 Author: jordan4ibanez Date: Sat Apr 17 12:48:57 2021 -0400 Add in mobs api swimming animation commit f2e909ab8d182febabbdacd9de50a65f27137761 Author: jordan4ibanez Date: Sat Apr 17 12:41:14 2021 -0400 Add in fly logic gate commit 07841c89632626f1c3bb4790f8db0c2adddfb2eb Author: jordan4ibanez Date: Sat Apr 17 12:38:48 2021 -0400 Swap name of quick_rotate_45 to quick_rotate commit 240d6ea21155f2044d3b728a210811821540013a Author: jordan4ibanez Date: Sat Apr 17 12:37:04 2021 -0400 Add note about quick_rotate_45 actually rotating 11.25 degrees commit e8148f81ab7641554096bc03ecda8927d9ad9491 Author: jordan4ibanez Date: Sat Apr 17 12:36:19 2021 -0400 Make underwater mobs try to continuously swim around with quick_rotate_45 commit 061602d9d46d4e4607e407c064070709ef99f9b7 Author: jordan4ibanez Date: Sat Apr 17 12:28:07 2021 -0400 Overhaul separation of swimming and flying for ease of use with writing mobs api commit 5365dec19a8a088263916a3686f27859be51e870 Author: jordan4ibanez Date: Sat Apr 17 12:01:27 2021 -0400 Adjust "flying" vector checks for mobs commit dda7839d8c4c2292e9c8d6472faf38372654d886 Author: jordan4ibanez Date: Fri Apr 16 21:43:02 2021 -0400 Add in prototype swimming commit f1141aed9fa52bf57e8867fdb3ffb520793dab07 Author: jordan4ibanez Date: Fri Apr 16 21:08:54 2021 -0400 Make mobs flop when outside of flying node commit 84ca7681fc9ee3e9945488865678b2b82eb0a22d Author: jordan4ibanez Date: Fri Apr 16 20:47:16 2021 -0400 Make squids fly in water flowing and water source commit 52c3db041e602ebd0861a0b86c55b35662c8c33a Author: jordan4ibanez Date: Fri Apr 16 20:32:05 2021 -0400 Add in fly state prep for mobs commit 6db4511dd5b038cd95c7ea196559bb25a53246e9 Author: jordan4ibanez Date: Fri Apr 16 20:06:55 2021 -0400 Add notes commit 15ea9c1c71f3e4d4dd24ce145d385f8457e4905e Author: jordan4ibanez Date: Fri Apr 16 19:59:20 2021 -0400 Implement self walking velocity for walking state commit 9d6d042ee325a010d97abdff7efc37f3dcf46b5e Author: jordan4ibanez Date: Fri Apr 16 19:37:01 2021 -0400 Fix formatting in ai.lua commit ce7f4918b061fa9a4d46045a389497cb0da1a5ee Author: jordan4ibanez Date: Fri Apr 16 19:35:19 2021 -0400 Re-organize comments commit 05d06a4c8f0128ac5edd21b8096bb75553c1f89e Author: jordan4ibanez Date: Fri Apr 16 18:36:23 2021 -0400 Add comment to state_execution commit c761db86c7e67aab27d3806a76b7a58504a7d5c6 Author: jordan4ibanez Date: Fri Apr 16 18:29:42 2021 -0400 re-arrange mob logic for random wandering commit ed456ecb47d788efe9aa526849110015e9c04e9a Author: jordan4ibanez Date: Fri Apr 16 18:17:51 2021 -0400 Make mobs not fear cliffs if fear_height is 0 commit 8ca5f221ec9ce534e91f7094193b4ec951e743b1 Author: jordan4ibanez Date: Fri Apr 16 18:13:54 2021 -0400 clean up ai.lua commit cadd53c103f4047069f581abdc033d2def4ed2dd Author: jordan4ibanez Date: Fri Apr 16 16:39:03 2021 -0400 Adjust mob jumping default to account for higher gravity commit 57b293de2b02be81ff3e17e620807c653fe9b625 Author: jordan4ibanez Date: Fri Apr 16 16:37:15 2021 -0400 Make mobs gravity equal to player's commit fb9a55e562c3e4102fa4e02603f93d1c78e397ad Author: jordan4ibanez Date: Fri Apr 16 15:55:11 2021 -0400 Make jump_check more modular and allow mobs to turn if at a wall commit a6a54b34140c279d7a9ff3db5b21f1be0ead15f8 Author: jordan4ibanez Date: Fri Apr 16 15:49:03 2021 -0400 Make mobs not jump if against a wall commit 6c5393427f72c082a5c85514cb3b54aa4a9ce45f Author: jordan4ibanez Date: Fri Apr 16 15:39:39 2021 -0400 Smooth out mob cliff check and check if falling before cliff check commit 2486ffef11113a40b43a2548bde57e9cca186da9 Author: jordan4ibanez Date: Fri Apr 16 15:30:44 2021 -0400 Make wandering mobs avoid cliffs commit adc683c6a7cd56c33bebc22ce1363671db4f4846 Author: jordan4ibanez Date: Fri Apr 16 14:19:22 2021 -0400 Clear mob animation on activate commit d0695e7929460728f7da2e01cc809cb343481e1a Author: jordan4ibanez Date: Fri Apr 16 13:58:08 2021 -0400 Fix mob animation "memory leak" commit 024cf46307abb6fefbfe8be04941205026561177 Author: jordan4ibanez Date: Fri Apr 16 11:52:29 2021 -0400 Adjust spacing in animation.lua commit f38492bcb031b7fcc2ee8299f66fcd3cd3a68398 Author: jordan4ibanez Date: Fri Apr 16 11:50:29 2021 -0400 Re-implement animation check gate for mobs commit a934a59f3b64e8adef64676daaf81b574a6ceecd Author: jordan4ibanez Date: Fri Apr 16 11:50:13 2021 -0400 Implement mob random walk directions commit 94ca7e8b89bd39144d85bc6a622778babb226d47 Author: jordan4ibanez Date: Fri Apr 16 11:31:18 2021 -0400 Add in state switch and state execution for mobs commit 626c30de6d4191cd4a18b0f11cb4805c425f9648 Author: jordan4ibanez Date: Fri Apr 16 11:30:55 2021 -0400 Create todo.txt commit c2bac87a6d03364193aedf67c780fdea9f545cac Author: jordan4ibanez Date: Thu Apr 15 21:46:33 2021 -0400 Update set_up.lua commit 375d683d08266586d024491dcba2268c66583989 Author: jordan4ibanez Date: Thu Apr 15 16:18:42 2021 -0400 Fix forgotten localization in collision.lua commit 246bdf9707c98f787cb5264dc7ff638e340d768b Author: jordan4ibanez Date: Thu Apr 15 15:55:10 2021 -0400 Implement basic mob walking animation test commit d07d0ae31c0d39c526c8418e725b5dce1d120793 Author: jordan4ibanez Date: Thu Apr 15 15:34:07 2021 -0400 Make mobs jump properly commit 6cb6d714c9bcf55213a9449416bec37c0fe318af Author: jordan4ibanez Date: Thu Apr 15 15:04:55 2021 -0400 Reorganize all mob sections into multiple files commit 5155d12d05c5b563a78923b3fc02a885cd23fe85 Author: jordan4ibanez Date: Thu Apr 15 14:09:54 2021 -0400 Reformat mobs_mcl to api folder for ease of use commit bbcfb3fdb171053e3142854f658860e7693f31d1 Author: jordan4ibanez Date: Thu Apr 15 11:33:09 2021 -0400 Randomize walking or standing on spawn in commit 9e4bf6e130195b4f2176658581ad17646a48ce3a Author: jordan4ibanez Date: Thu Apr 15 11:29:18 2021 -0400 Move old set_yaw and add node on set_velocity commit e53a193c4fe61e88e6501a2a863e22d533132ae4 Author: jordan4ibanez Date: Thu Apr 15 11:25:55 2021 -0400 Fix get_velocity (mobs internal) commit 14207dd96aa60652c0ad1f4351441659c33d3ff6 Author: jordan4ibanez Date: Thu Apr 15 11:23:52 2021 -0400 Smooth out mob movement set_velocity more commit a0ed1a0b2004baeb3d0f64c5eb02bbf0b21bf823 Author: jordan4ibanez Date: Thu Apr 15 10:05:24 2021 -0400 Add automatic rotation lock commit ba46e7fa42bbd25175d3505ca9699a11912d491f Author: jordan4ibanez Date: Thu Apr 15 09:28:58 2021 -0400 Remove old debug of colliding with objects commit 61124905f3d862d00f00674067003d8da7722405 Author: jordan4ibanez Date: Thu Apr 15 09:28:22 2021 -0400 Add in mob auto rotation (implementation 1) commit 8b200c7352cb9fdd01f1b073308acacd36b2672a Author: jordan4ibanez Date: Wed Apr 14 19:38:14 2021 -0400 Add in basic movement rotation testing commit 67259891a85e54f56dc543087bd98cfe12feb6f4 Author: jordan4ibanez Date: Wed Apr 14 18:01:29 2021 -0400 Remove unneeded comments commit d063db751c1657c367f2277b24a5aa51a8d90fa3 Author: jordan4ibanez Date: Wed Apr 14 17:26:20 2021 -0400 Disable mcl_playerplus random check that moves players randomly commit d4db27f0e1edd439f65821b814146a237ebea799 Author: jordan4ibanez Date: Wed Apr 14 17:25:39 2021 -0400 Update backup_code_api.lua commit 755533beeb6c708603096cce4f99bea558c8b6ce Author: jordan4ibanez Date: Wed Apr 14 11:50:22 2021 -0400 Disable literally everything in mobs api commit 3f6312a631c6726c3bc4b09d9ec3e64b3ae810e5 Author: jordan4ibanez Date: Tue Apr 13 20:24:46 2021 -0400 Make mobs magnetic collision more jello-y commit aa4d34c10e4bc367fc6ad7d898cd145d9f58ed0c Author: jordan4ibanez Date: Tue Apr 13 20:00:38 2021 -0400 Improve mob to mob collision commit 1210bc463adb949496fc521e3169fb88e49fc4e9 Author: jordan4ibanez Date: Tue Apr 13 19:44:24 2021 -0400 prevent mob collision detection shootout commit ed6026671381c99723eccbf2089d99748e19bfe2 Author: jordan4ibanez Date: Tue Apr 13 19:17:48 2021 -0400 Gut even more elements of the api commit 220d30df5f159d69be22663733feb1fbf51c45f8 Author: jordan4ibanez Date: Tue Apr 13 19:13:29 2021 -0400 Completely gut do_states commit 9758bbf2e7e382948b4ad1ab8c360519270fec14 Author: jordan4ibanez Date: Tue Apr 13 08:21:04 2021 -0400 Finish gutting mob api commit f29ad4b8b78689ed0d759c18178a6b2dbc9a1e25 Author: jordan4ibanez Date: Tue Apr 13 08:20:11 2021 -0400 Reorganize more settings to the top of file commit 54f5bee8a379bf910c1cc6ea3d33bd32b819f3dd Author: jordan4ibanez Date: Tue Apr 13 08:08:29 2021 -0400 reorganize load settings commit 02515f0778bbe9cd962acc514b084c9dedf55074 Author: jordan4ibanez Date: Tue Apr 13 08:07:32 2021 -0400 Move a large chunk of code to backup_code_api.lua commit 3fc0184182f70be0c2fd9b3be1c5d78fa7f00503 Author: jordan4ibanez Date: Tue Apr 13 07:39:57 2021 -0400 Disable entire mob ai to work on vanilla walking commit 6fff719322ee250fc7c074d2362edbf0c4090406 Author: jordan4ibanez Date: Mon Apr 12 08:47:07 2021 -0400 Localize minetest library commit adaf74fc5c6354cf2fb1a9f784e5a37a4fb31caa Author: jordan4ibanez Date: Mon Apr 12 08:13:11 2021 -0400 Remove spacing and delete old collision comments commit a564009e4aeda08372b80fb1a5fc2d16f5dfd364 Author: jordan4ibanez Date: Mon Apr 12 08:11:55 2021 -0400 Change HORNY_TIMER to BREED_TIMER commit 00759da39d621b36be6200fa365c51be86dbb99f Author: jordan4ibanez Date: Sun Apr 11 18:29:32 2021 -0400 Unlimit mob ai commit 9aafc28a2009998017753d0aa4d013e3cd8795b6 Author: jordan4ibanez Date: Sun Apr 11 14:47:56 2021 -0400 Fix mobs nil check during mob_step commit 67c40885ef62b4e4e8dcaba3b65c58502c558f7e Author: jordan4ibanez Date: Sun Apr 11 14:21:19 2021 -0400 Fix mobs collision system only running during movement - major overhaul with ai disabled commit 2456e3cd1ef6954415e4a771bb704a12364895eb Author: jordan4ibanez Date: Sun Apr 11 12:52:31 2021 -0400 Adjust math localizations in api.lua commit 725dc731ddc2a6f1cf1a20832e06883613d5974a Author: jordan4ibanez Date: Sun Apr 11 11:58:33 2021 -0400 Adjust mob collision detection - this breaks a lot of things and will be fixed later commit e15fd2f4b60fafcae3b765d345914032b4a52668 Author: jordan4ibanez Date: Fri Apr 9 01:38:34 2021 -0400 Add lua locals into mcl_dungeons for performance commit c937b2a97338097700cd3836811ce46366e88027 Author: jordan4ibanez Date: Thu Apr 8 14:19:42 2021 -0400 test commit 8c10fe4057d5a973d448e32addbc07617f9b8edc Author: jordan4ibanez Date: Thu Apr 8 12:48:02 2021 -0400 Adjust spawning to be closer and more frequent commit bd7866d7983aae52aef426bc7a305ae166817ed7 Author: jordan4ibanez Date: Thu Apr 8 12:07:20 2021 -0400 Finish mob limiter commit 9369c9cab8f25d5fa34fe0cdaeee4f9570db4551 Author: jordan4ibanez Date: Thu Apr 8 10:01:15 2021 -0400 Fix spawn timer reset debug commit 28823298e1536d4ce34d67ada624dcb5aaf377e0 Author: jordan4ibanez Date: Thu Apr 8 10:00:04 2021 -0400 Fix forgotten biome check commit 9d48549ec5901de887eb9fb2d75fd07f08edb39b Author: jordan4ibanez Date: Thu Apr 8 09:52:50 2021 -0400 Complete prototype of biome generated mobs commit 518252679f642d00057889b462eb8c87b0992de7 Author: jordan4ibanez Date: Thu Apr 8 08:42:57 2021 -0400 Fix a lot of things commit bb078b0c4c48ac6932d2953561ac03bea3bde51a Author: jordan4ibanez Date: Thu Apr 8 08:33:50 2021 -0400 Fix silverfish typo commit adab48ff0c95c2fad11e4d58824d635ae6945875 Author: jordan4ibanez Date: Thu Apr 8 08:29:16 2021 -0400 Readjust mobs internal settings to not cause insane memory usage commit 47c59edb511fde5db934fca519b9d8aa1fc68838 Author: jordan4ibanez Date: Thu Apr 8 08:13:46 2021 -0400 Fix typo commit 5ca30fa8eec24a1f9bee879bb49d3dfce82484fb Author: jordan4ibanez Date: Thu Apr 8 08:12:43 2021 -0400 Combine air and ground type spawning into ground commit aacb8fc7b95013e42c832927088708b8c9889201 Author: jordan4ibanez Date: Thu Apr 8 08:09:43 2021 -0400 Add in extra_mobs information commit f900b24b53a802fd5db1bf1a633d7f89e42bcce5 Author: jordan4ibanez Date: Thu Apr 8 07:39:18 2021 -0400 Add in all biome information to mobs commit 0ad833c046095d83a789705aa15dd7f30fd8f3ed Author: jordan4ibanez Date: Thu Apr 8 06:57:24 2021 -0400 Add bats, chicken, and blaze spawn info commit f4a6bdc6b89b2d605cfd06f0b7baa6170a19314c Author: jordan4ibanez Date: Thu Apr 8 06:48:25 2021 -0400 Make reference list copy-pastable commit bf4bf9a0cc60a1a15f1ddbfed314ec5a9c75561c Author: jordan4ibanez Date: Thu Apr 8 06:10:07 2021 -0400 Ignore default or void dimensions commit 8e1e02d1fbc189680dbd004bdd905446467a4e29 Author: jordan4ibanez Date: Thu Apr 8 06:04:36 2021 -0400 Add biome list commit da045c207d3bd5931e3cf73c5459b45d86596c12 Author: jordan4ibanez Date: Thu Apr 8 02:07:15 2021 -0400 Refactor spawning into it's own file commit 6ec66ef6f666007e411e23689e0d4eccd5a5fbfe Author: jordan4ibanez Date: Wed Apr 7 23:16:03 2021 -0400 Fix mobs colliding with other mobs/players commit 6bd249547a888493af6c5cfc65d3e206e1467c19 Author: jordan4ibanez Date: Wed Apr 7 23:07:04 2021 -0400 Fix mobs colliding with objects commit c4d030d111ea6e21ca6343f76fb98b8aa9d29f6c Author: jordan4ibanez Date: Thu Apr 1 23:48:00 2021 -0400 Fix item drop on laggy servers --- mods/ENTITIES/mcl_mobs/api.txt | 32 +- mods/ENTITIES/mcl_mobs/api/api.lua | 761 +++ .../mcl_mobs/api/mob_functions/ai.lua | 1153 +++++ .../mcl_mobs/api/mob_functions/animation.lua | 259 + .../attack_type_instructions.lua | 351 ++ .../mob_functions/backup_code_api.lua} | 4342 ++++++----------- .../mcl_mobs/api/mob_functions/breeding.lua | 184 + .../mcl_mobs/api/mob_functions/collision.lua | 140 + .../api/mob_functions/death_logic.lua | 154 + .../api/mob_functions/environment.lua | 260 + .../mcl_mobs/api/mob_functions/head_logic.lua | 112 + .../api/mob_functions/interaction.lua | 291 ++ .../api/mob_functions/mob_effects.lua | 152 + .../mcl_mobs/api/mob_functions/movement.lua | 391 ++ .../api/mob_functions/projectile_handling.lua | 44 + .../mcl_mobs/api/mob_functions/set_up.lua | 226 + .../api/mob_functions/sound_handling.lua | 59 + mods/ENTITIES/mcl_mobs/{ => api}/mount.lua | 55 +- mods/ENTITIES/mcl_mobs/{ => api}/spawning.lua | 314 +- mods/ENTITIES/mcl_mobs/init.lua | 8 +- mods/ENTITIES/mcl_mobs/lucky_block.lua | 8 - mods/ENTITIES/mcl_mobs/sounds/attributes.txt | 4 + .../mcl_mobs/sounds/default_punch.1.ogg | Bin 0 -> 12658 bytes .../mcl_mobs/sounds/default_punch.2.ogg | Bin 0 -> 12801 bytes .../mcl_mobs/sounds/default_punch.3.ogg | Bin 0 -> 12943 bytes .../mcl_mobs/sounds/default_punch.ogg | Bin 5946 -> 0 bytes mods/ENTITIES/mcl_mobs/todo.txt | 1 + mods/ENTITIES/mobs_mc/0_gameconfig.lua | 2 + mods/ENTITIES/mobs_mc/bat.lua | 5 +- mods/ENTITIES/mobs_mc/blaze.lua | 33 +- mods/ENTITIES/mobs_mc/chicken.lua | 103 +- mods/ENTITIES/mobs_mc/cow+mooshroom.lua | 115 +- mods/ENTITIES/mobs_mc/creeper.lua | 50 +- mods/ENTITIES/mobs_mc/ender_dragon.lua | 20 +- mods/ENTITIES/mobs_mc/enderman.lua | 44 +- mods/ENTITIES/mobs_mc/endermite.lua | 3 + mods/ENTITIES/mobs_mc/ghast.lua | 52 +- mods/ENTITIES/mobs_mc/guardian.lua | 2 +- mods/ENTITIES/mobs_mc/guardian_elder.lua | 2 +- mods/ENTITIES/mobs_mc/horse.lua | 105 +- mods/ENTITIES/mobs_mc/iron_golem.lua | 7 +- mods/ENTITIES/mobs_mc/llama.lua | 131 +- mods/ENTITIES/mobs_mc/models/attributes.txt | 1 + .../ENTITIES/mobs_mc/models/mobs_mc_ghast.b3d | Bin 75657 -> 69843 bytes mods/ENTITIES/mobs_mc/ocelot.lua | 8 +- mods/ENTITIES/mobs_mc/parrot.lua | 7 +- mods/ENTITIES/mobs_mc/pig.lua | 108 +- mods/ENTITIES/mobs_mc/polar_bear.lua | 2 +- mods/ENTITIES/mobs_mc/rabbit.lua | 67 +- mods/ENTITIES/mobs_mc/sheep.lua | 102 +- mods/ENTITIES/mobs_mc/shulker.lua | 2 +- mods/ENTITIES/mobs_mc/silverfish.lua | 2 +- mods/ENTITIES/mobs_mc/skeleton+stray.lua | 30 +- mods/ENTITIES/mobs_mc/skeleton_wither.lua | 2 +- mods/ENTITIES/mobs_mc/slime+magma_cube.lua | 10 +- .../mobs_mc/sounds/mobs_mc_villager.4.ogg | Bin 10341 -> 14731 bytes .../mobs_mc/sounds/mobs_mc_villager.5.ogg | Bin 14731 -> 11187 bytes .../mobs_mc/sounds/mobs_mc_villager.6.ogg | Bin 11187 -> 11068 bytes .../mobs_mc/sounds/mobs_mc_villager.7.ogg | Bin 11068 -> 0 bytes .../sounds/mobs_mc_villager_hurt.1.ogg | Bin 0 -> 10341 bytes mods/ENTITIES/mobs_mc/spider.lua | 13 +- mods/ENTITIES/mobs_mc/squid.lua | 5 +- .../mobs_mc/textures/mobs_mc_llama_chest.png | Bin 0 -> 20594 bytes .../textures/mobs_mc_llama_decor_black.png | Bin 0 -> 4602 bytes .../textures/mobs_mc_llama_decor_blue.png | Bin 0 -> 6585 bytes .../textures/mobs_mc_llama_decor_brown.png | Bin 0 -> 6231 bytes .../textures/mobs_mc_llama_decor_cyan.png | Bin 0 -> 7612 bytes .../textures/mobs_mc_llama_decor_gray.png | Bin 0 -> 5236 bytes .../textures/mobs_mc_llama_decor_green.png | Bin 0 -> 5809 bytes .../mobs_mc_llama_decor_light_blue.png | Bin 0 -> 7643 bytes .../mobs_mc_llama_decor_light_gray.png | Bin 0 -> 6354 bytes .../textures/mobs_mc_llama_decor_lime.png | Bin 0 -> 7388 bytes .../textures/mobs_mc_llama_decor_magenta.png | Bin 0 -> 7352 bytes .../textures/mobs_mc_llama_decor_orange.png | Bin 0 -> 7396 bytes .../textures/mobs_mc_llama_decor_pink.png | Bin 0 -> 7732 bytes .../textures/mobs_mc_llama_decor_purple.png | Bin 0 -> 5790 bytes .../textures/mobs_mc_llama_decor_red.png | Bin 0 -> 6659 bytes .../textures/mobs_mc_llama_decor_white.png | Bin 0 -> 6866 bytes .../textures/mobs_mc_llama_decor_yellow.png | Bin 0 -> 7571 bytes .../mobs_mc/textures/mobs_mc_spit.png | Bin 0 -> 677 bytes mods/ENTITIES/mobs_mc/vex.lua | 2 +- mods/ENTITIES/mobs_mc/villager.lua | 6 +- mods/ENTITIES/mobs_mc/villager_evoker.lua | 2 +- mods/ENTITIES/mobs_mc/villager_illusioner.lua | 4 +- mods/ENTITIES/mobs_mc/villager_vindicator.lua | 2 +- mods/ENTITIES/mobs_mc/villager_zombie.lua | 7 +- mods/ENTITIES/mobs_mc/witch.lua | 2 +- mods/ENTITIES/mobs_mc/wither.lua | 2 +- mods/ENTITIES/mobs_mc/wolf.lua | 43 +- mods/ENTITIES/mobs_mc/zombie.lua | 26 +- mods/ENTITIES/mobs_mc/zombiepig.lua | 21 +- 91 files changed, 7120 insertions(+), 3331 deletions(-) create mode 100644 mods/ENTITIES/mcl_mobs/api/api.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua rename mods/ENTITIES/mcl_mobs/{api.lua => api/mob_functions/backup_code_api.lua} (55%) create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua create mode 100644 mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua rename mods/ENTITIES/mcl_mobs/{ => api}/mount.lua (92%) rename mods/ENTITIES/mcl_mobs/{ => api}/spawning.lua (67%) delete mode 100644 mods/ENTITIES/mcl_mobs/lucky_block.lua create mode 100644 mods/ENTITIES/mcl_mobs/sounds/attributes.txt create mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.1.ogg create mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.2.ogg create mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.3.ogg delete mode 100644 mods/ENTITIES/mcl_mobs/sounds/default_punch.ogg create mode 100644 mods/ENTITIES/mcl_mobs/todo.txt create mode 100644 mods/ENTITIES/mobs_mc/models/attributes.txt delete mode 100644 mods/ENTITIES/mobs_mc/sounds/mobs_mc_villager.7.ogg create mode 100644 mods/ENTITIES/mobs_mc/sounds/mobs_mc_villager_hurt.1.ogg create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_chest.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_black.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_blue.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_brown.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_cyan.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_gray.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_green.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_light_blue.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_light_gray.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_lime.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_magenta.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_orange.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_pink.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_purple.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_red.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_white.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_llama_decor_yellow.png create mode 100644 mods/ENTITIES/mobs_mc/textures/mobs_mc_spit.png diff --git a/mods/ENTITIES/mcl_mobs/api.txt b/mods/ENTITIES/mcl_mobs/api.txt index eda74aeb4..2d8cef5b0 100644 --- a/mods/ENTITIES/mcl_mobs/api.txt +++ b/mods/ENTITIES/mcl_mobs/api.txt @@ -502,20 +502,6 @@ and damages any entity caught inside the blast radius. Protection will limit node destruction but not entity damage. -mobs:capture_mob ----------------- - -mobs:capture_mob(...) - -Does nothing and returns false. - -This function is provided for compability with Mobs Redo for an attempt to -capture a mob. -Mobs cannot be captured in MineClone 2. - -In Mobs Redo, this is generally called inside the on_rightclick section of the mob -api code, it provides a chance of capturing the mob. See Mobs Redo documentation -of parameters. Feeding and Taming/Breeding --------------------------- @@ -535,19 +521,6 @@ Will return true when mob is fed with item it likes. them up -Protecting Mobs ---------------- - -mobs:protect(self, clicker) - -This function can be used to right-click any tamed mob with mobs:protector item, -this will protect the mob from harm inside of a protected area from other -players. Will return true when mob right-clicked with mobs:protector item. - - 'self' mob information - 'clicker' player information - - Riding Mobs ----------- @@ -605,7 +578,7 @@ Note: animation names above are from the pre-defined animation lists inside mob registry without extensions. -mobs:set_animation(self, name) +mobs.set_mob_animation(self, name) This function sets the current animation for mob, defaulting to "stand" if not found. @@ -781,8 +754,5 @@ mobs:register_mob("mob_horse:horse", { inv:remove_item("main", "mobs:saddle") end end - - -- used to capture horse with magic lasso - mobs:capture_mob(self, clicker, 0, 0, 80, false, nil) end }) diff --git a/mods/ENTITIES/mcl_mobs/api/api.lua b/mods/ENTITIES/mcl_mobs/api/api.lua new file mode 100644 index 000000000..d413bae72 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/api.lua @@ -0,0 +1,761 @@ +-- API for Mobs Redo: MineClone 2 Delux 2.0 DRM Free Early Access Super Extreme Edition + +-- mobs library +mobs = {} + +-- lua locals - can grab from this to easily plop them into the api lua files + +--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 + +-- 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 + +-- localize vector functions +local vector_new = vector.new +local vector_add = vector.add +local vector_length = vector.length +local vector_direction = vector.direction +local vector_normalize = vector.normalize +local vector_multiply = vector.multiply +local vector_divide = vector.divide + +-- mob constants +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 GRAVITY = minetest_settings:get("movement_gravity")-- + 9.81 + + +local MOB_CAP = {} +MOB_CAP.hostile = 70 +MOB_CAP.passive = 10 +MOB_CAP.ambient = 15 +MOB_CAP.water = 15 + +-- Load main settings +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 +local remove_far = true +local difficulty = tonumber(minetest_settings:get("mob_difficulty")) or 1.0 +local show_health = false +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) + +-- 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 + +-- 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" + +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 + + +-- random locals I found +local los_switcher = false +local height_switcher = false + +-- Get translator +local S = minetest.get_translator("mcl_mobs") + +-- CMI support check +local use_cmi = minetest.global_exists("cmi") + + +-- Invisibility mod check +mobs.invis = {} +if minetest.global_exists("invisibility") then + mobs.invis = invisibility +end + + +-- creative check +function mobs.is_creative(name) + return minetest_is_creative_enabled(name) +end + + +local atan = function(x) + if not x or x ~= x then + return 0 + else + return math_atan(x) + end +end + + + + +-- Shows helpful debug info above each mob +local mobs_debug = minetest_settings:get_bool("mobs_debug", false) + +-- Peaceful mode message so players will know there are no monsters +if minetest_settings:get_bool("only_peaceful_mobs", false) then + minetest.register_on_joinplayer(function(player) + minetest.chat_send_player(player:get_player_name(), + S("Peaceful mode active! No monsters will spawn.")) + end) +end + + +local api_path = minetest.get_modpath(minetest.get_current_modname()).."/api/mob_functions/" + +--ignite all parts of the api +dofile(api_path .. "ai.lua") +dofile(api_path .. "animation.lua") +dofile(api_path .. "collision.lua") +dofile(api_path .. "environment.lua") +dofile(api_path .. "interaction.lua") +dofile(api_path .. "movement.lua") +dofile(api_path .. "set_up.lua") +dofile(api_path .. "attack_type_instructions.lua") +dofile(api_path .. "sound_handling.lua") +dofile(api_path .. "death_logic.lua") +dofile(api_path .. "mob_effects.lua") +dofile(api_path .. "projectile_handling.lua") +dofile(api_path .. "breeding.lua") +dofile(api_path .. "head_logic.lua") + + +mobs.spawning_mobs = {} + + + + +-- register mob entity +function mobs:register_mob(name, def) + + local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} + + -- Workaround for : + -- 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 + + mobs.spawning_mobs[name] = true + + local function scale_difficulty(value, default, min, special) + if (not value) or (value == default) or (value == special) then + return default + else + return math_max(min, value * difficulty) + end + end + + minetest.register_entity(name, { + description = def.description, + use_texture_alpha = def.use_texture_alpha, + stepheight = def.stepheight or 0.6, + stepheight_backup = def.stepheight or 0.6, + name = name, + type = def.type, + attack_type = def.attack_type, + fly = def.fly, + fly_in = def.fly_in or {"air", "__airlike"}, + owner = def.owner or "", + order = def.order or "", + on_die = def.on_die, + spawn_small_alternative = def.spawn_small_alternative, + do_custom = def.do_custom, + jump_height = def.jump_height or 4, -- was 6 + rotate = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2 + hp_min = scale_difficulty(def.hp_min, 5, 1), + hp_max = scale_difficulty(def.hp_max, 10, 1), + xp_min = def.xp_min or 1, + xp_max = def.xp_max or 5, + breath_max = def.breath_max or 6, + breathes_in_water = def.breathes_in_water or false, + physical = true, + collisionbox = collisionbox, + collide_with_objects = def.collide_with_objects or false, + selectionbox = def.selectionbox or def.collisionbox, + 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, + view_range = def.view_range or 16, + walk_velocity = def.walk_velocity or 1, + run_velocity = def.run_velocity or 2, + damage = scale_difficulty(def.damage, 0, 0), + light_damage = def.light_damage or 0, + sunlight_damage = def.sunlight_damage or 0, + water_damage = def.water_damage or 0, + lava_damage = def.lava_damage or 8, + fire_damage = def.fire_damage or 1, + suffocation = def.suffocation or true, + fall_damage = def.fall_damage or 1, + fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2 + drops = def.drops or {}, + armor = def.armor or 100, + on_rightclick = mobs.create_mob_on_rightclick(def.on_rightclick), + arrow = def.arrow, + shoot_interval = def.shoot_interval, + sounds = def.sounds or {}, + animation = def.animation, + jump = def.jump ~= false, + 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, + knock_back = def.knock_back ~= false, + shoot_offset = def.shoot_offset or 0, + floats = def.floats or 1, -- floats in water by default + floats_on_lava = def.floats_on_lava or 0, + replace_rate = def.replace_rate, + replace_what = def.replace_what, + replace_with = def.replace_with, + replace_offset = def.replace_offset or 0, + on_replace = def.on_replace, + timer = 0, + state_timer = 0, + env_damage_timer = 0, + tamed = false, + pause_timer = 0, + gotten = false, + 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 {}, + explosion_radius = def.explosion_radius, -- LEGACY + explosion_damage_radius = def.explosion_damage_radius, -- LEGACY + explosiontimer_reset_radius = def.explosiontimer_reset_radius, + explosion_timer = def.explosion_timer or 3, + allow_fuse_reset = def.allow_fuse_reset ~= false, + stop_to_explode = def.stop_to_explode ~= false, + 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, + dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), + attack_animals = def.attack_animals or false, + specific_attack = def.specific_attack, + runaway_from = def.runaway_from, + owner_loyal = def.owner_loyal, + facing_fence = false, + + _cmi_is_mob = true, + + pushable = def.pushable or true, + + --j4i stuff + yaw = 0, + automatic_face_movement_dir = def.rotate or 0, -- 0=front, 90=side, 180=back, 270=side2 + automatic_face_movement_max_rotation_per_sec = 360, --degrees + backface_culling = true, + walk_timer = 0, + stand_timer = 0, + current_animation = "", + gravity = GRAVITY, + swim = def.swim, + swim_in = def.swim_in or {mobs_mc.items.water_source, "mcl_core:water_flowing", mobs_mc.items.river_water_source}, + pitch_switch = "static", + jump_only = def.jump_only, + hostile = def.hostile, + neutral = def.neutral, + attacking = nil, + visual_size_origin = def.visual_size or {x = 1, y = 1, z = 1}, + punch_timer_cooloff = def.punch_timer_cooloff or 0.5, + death_animation_timer = 0, + hostile_cooldown = def.hostile_cooldown or 15, + tilt_fly = def.tilt_fly, + tilt_swim = def.tilt_swim, + fall_slow = def.fall_slow, + projectile_cooldown_min = def.projectile_cooldown_min or 2, + projectile_cooldown_max = def.projectile_cooldown_max or 6, + skittish = def.skittish, + + minimum_follow_distance = def.minimum_follow_distance or 0.5, --make mobs not freak out when underneath + + memory = 0, -- memory timer if chasing/following + fly_random_while_attack = def.fly_random_while_attack, + + --for spiders + always_climb = def.always_climb, + + --despawn mechanic variables + lifetimer_reset = 30, --30 seconds + lifetimer = 30, --30 seconds + + --breeding stuff + breed_timer = 0, + breed_lookout_timer = 0, + breed_distance = def.breed_distance or 1.5, --how far away mobs have to be to begin actual breeding + breed_lookout_timer_goal = 30, --30 seconds (this timer is for how long the mob looks for a mate) + breed_timer_cooloff = 5*60, -- 5 minutes (this timer is for how long the mob has to wait before being bred again) + bred = false, + follow = def.follow, --this item is also used for the breeding mechanism + follow_distance = def.follow_distance or 2, + baby_size = def.baby_size or 0.5, + baby = false, + grow_up_timer = 0, + grow_up_goal = 20*60, --in 20 minutes the mob grows up + special_breed_timer = 0, --this is used for the AHEM AHEM part of breeding + + backup_visual_size = def.visual_size, + backup_collisionbox = collisionbox, + backup_selectionbox = def.selectionbox or def.collisionbox, + + + --fire timer + burn_timer = 0, + + ignores_cobwebs = def.ignores_cobwebs, + breath = def.breath_max or 6, + + random_sound_timer_min = 3, + random_sound_timer_max = 10, + + + --head code variables + --defaults are for the cow's default + --because I don't know what else to set them + --to :P + + has_head = def.has_head or false, + head_bone = def.head_bone, + + --you must use these to adjust the mob's head positions + + --has_head is used as a logic gate (quick easy check) + has_head = def.has_head or false, + --head_bone is the actual bone in the model which the head + --is attached to for animation + head_bone = def.head_bone or "head", + + --this part controls the base position of the head calculations + --localized to the mob's visual yaw when gotten (self.object:get_yaw()) + --you can enable the debug in /mob_functions/head_logic.lua by uncommenting the + --particle spawner code + head_height_offset = def.head_height_offset or 1.0525, + head_direction_offset = def.head_direction_offset or 0.5, + + --this part controls the visual of the head + head_bone_pos_y = def.head_bone_pos_y or 3.6, + head_bone_pos_z = def.head_bone_pos_z or -0.6, + head_pitch_modifier = def.head_pitch_modifier or 0, + + --these variables are switches in case the model + --moves the wrong way + swap_y_with_x = def.swap_y_with_x or false, + reverse_head_yaw = def.reverse_head_yaw or false, + + --END HEAD CODE VARIABLES + + --end j4i stuff + + -- MCL2 extensions + teleport = mobs.teleport, + do_teleport = def.do_teleport, + spawn_class = def.spawn_class, + ignores_nametag = def.ignores_nametag or false, + rain_damage = def.rain_damage or 0, + glow = def.glow, + --can_despawn = can_despawn, + child = def.child or false, + texture_mods = {}, + shoot_arrow = def.shoot_arrow, + sounds_child = def.sounds_child, + explosion_strength = def.explosion_strength, + suffocation_timer = 0, + follow_velocity = def.follow_velocity or 2.4, + instant_death = def.instant_death or false, + fire_resistant = def.fire_resistant or false, + fire_damage_resistant = def.fire_damage_resistant or false, + ignited_by_sunlight = def.ignited_by_sunlight or false, + eye_height = def.eye_height or 1.5, + defuse_reach = def.defuse_reach or 4, + -- End of MCL2 extensions + + on_spawn = def.on_spawn, + + --on_blast = def.on_blast or do_tnt, + + on_step = mobs.mob_step, + + --do_punch = def.do_punch, + + on_punch = mobs.mob_punch, + + --on_breed = def.on_breed, + + --on_grown = def.on_grown, + + --on_detach_child = mob_detach_child, + + on_activate = function(self, staticdata, dtime) + self.object:set_acceleration(vector_new(0,-GRAVITY, 0)) + return mobs.mob_activate(self, staticdata, def, dtime) + end, + + get_staticdata = function(self) + return mobs.mob_staticdata(self) + end, + + --harmed_by_heal = def.harmed_by_heal, + }) + + if minetest_get_modpath("doc_identifier") ~= nil then + doc.sub.identifier.register_object(name, "basics", "mobs") + end + +end -- END mobs:register_mob function + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +-- register arrow for shoot attack +function mobs:register_arrow(name, def) + + -- errorcheck + if not name or not def then + print("failed to register arrow entity") + return + end + + minetest.register_entity(name.."_entity", { + + 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, + hit_mob = def.hit_mob, + hit_object = def.hit_object, + 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, + rotate = def.rotate, + speed = def.speed or nil, + on_step = function(self) + + local vel = self.object:get_velocity() + + local pos = self.object:get_pos() + + if self.timer > 150 + or not mobs.within_limits(pos, 0) then + mcl_burning.extinguish(self.object) + self.object:remove(); + return + end + + -- does arrow have a tail (fireball) + if def.tail + and def.tail == 1 + and def.tail_texture then + + --do this to prevent clipping through main entity sprite + local pos_adjustment = vector_multiply(vector_normalize(vel), -1) + local divider = def.tail_distance_divider or 1 + pos_adjustment = vector_divide(pos_adjustment, divider) + local new_pos = vector_add(pos, pos_adjustment) + minetest.add_particle({ + pos = new_pos, + velocity = {x = 0, y = 0, z = 0}, + acceleration = {x = 0, y = 0, z = 0}, + expirationtime = def.expire or 0.25, + collisiondetection = false, + texture = def.tail_texture, + size = def.tail_size or 5, + glow = def.glow or 0, + }) + end + + if self.hit_node then + + local node = minetest_get_node(pos).name + + if minetest_registered_nodes[node].walkable then + + self.hit_node(self, pos, node) + + if self.drop == true then + + pos.y = pos.y + 1 + + self.lastpos = (self.lastpos or pos) + + minetest_add_item(self.lastpos, self.object:get_luaentity().name) + end + + self.object:remove(); + + return + end + end + + if self.hit_player or self.hit_mob or self.hit_object then + + for _,player in pairs(minetest_get_objects_inside_radius(pos, 1.5)) do + + if self.hit_player + and player:is_player() then + + if self.hit_player then + self.hit_player(self, player) + else + mobs.arrow_hit(self, player) + end + + self.object:remove(); + return + end + + --[[ + local entity = player:get_luaentity() + + if entity + and self.hit_mob + and entity._cmi_is_mob == true + and tostring(player) ~= self.owner_id + and entity.name ~= self.object:get_luaentity().name + and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then + + --self.hit_mob(self, player) + self.object:remove(); + return + end + ]]-- + + --[[ + 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 + and (self._shooter and entity.name ~= self._shooter:get_luaentity().name) then + + --self.hit_object(self, player) + self.object:remove(); + return + end + ]]-- + end + end + + self.lastpos = pos + end + }) +end + +-- 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) +function mobs:register_egg(mob, desc, background, addegg, no_creative) + + local grp = {spawn_egg = 1} + + -- do NOT add this egg to creative inventory (e.g. dungeon master) + if no_creative == true then + grp.not_in_creative_inventory = 1 + end + + local invimg = background + + if addegg == 1 then + invimg = "mobs_chicken_egg.png^(" .. invimg .. + "^[mask:mobs_chicken_egg_overlay.png)" + end + + -- register old stackable mob egg + minetest.register_craftitem(mob, { + + description = desc, + inventory_image = invimg, + groups = grp, + + _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."), + + on_place = function(itemstack, placer, pointed_thing) + + local pos = pointed_thing.above + + -- am I clicking on something with existing on_rightclick function? + local under = minetest_get_node(pointed_thing.under) + local def = minetest_registered_nodes[under.name] + if def and def.on_rightclick then + return def.on_rightclick(pointed_thing.under, under, placer, itemstack) + end + + if pos + --and within_limits(pos, 0) + and not minetest_is_protected(pos, placer:get_player_name()) then + + local name = placer:get_player_name() + local privs = minetest.get_player_privs(name) + if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then + if minetest_is_protected(pointed_thing.under, name) then + minetest.record_protection_violation(pointed_thing.under, name) + return itemstack + end + if not privs.maphack then + minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner.")) + return itemstack + end + mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name()) + if not mobs.is_creative(name) then + itemstack:take_item() + end + return itemstack + end + + if not minetest_registered_entities[mob] then + return itemstack + end + + if minetest_settings:get_bool("only_peaceful_mobs", false) + and minetest_registered_entities[mob].type == "monster" then + minetest.chat_send_player(name, S("Only peaceful mobs allowed!")) + return itemstack + end + + local mob = minetest_add_entity(pos, mob) + minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos)) + local ent = mob:get_luaentity() + + -- don't set owner if monster or sneak pressed + --[[ + if ent.type ~= "monster" + and not placer:get_player_control().sneak then + ent.owner = placer:get_player_name() + ent.tamed = true + end + ]]-- + + -- 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 + + -- if not in creative then take item + if not mobs.is_creative(placer:get_player_name()) then + itemstack:take_item() + end + end + + return itemstack + end, + }) + +end + + diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua new file mode 100644 index 000000000..eda7e8871 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/ai.lua @@ -0,0 +1,1153 @@ +local math_random = math.random +local math_pi = math.pi +local math_floor = math.floor +local math_round = math.round + +local vector_multiply = vector.multiply +local vector_add = vector.add +local vector_new = vector.new +local vector_distance = vector.distance + +local minetest_yaw_to_dir = minetest.yaw_to_dir +local minetest_get_item_group = minetest.get_item_group +local minetest_get_node = minetest.get_node +local minetest_line_of_sight = minetest.line_of_sight +local minetest_get_node_light = minetest.get_node_light + +local DOUBLE_PI = math.pi * 2 +local THIRTY_SECONDTH_PI = DOUBLE_PI * 0.03125 + + +--a simple helper function which is too small to move into movement.lua +local quick_rotate = function(self,dtime) + self.yaw = self.yaw + THIRTY_SECONDTH_PI + if self.yaw > DOUBLE_PI then + self.yaw = self.yaw - DOUBLE_PI + end +end + +--a simple helper function for rounding +--http://lua-users.org/wiki/SimpleRound +function round2(num, numDecimalPlaces) + return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num)) +end + + +--[[ + _ _ +| | | | +| | __ _ _ __ __| | +| | / _` | '_ \ / _` | +| |___| (_| | | | | (_| | +\_____/\__,_|_| |_|\__,_| +]]-- + +--this is basically reverse jump_check +local cliff_check = function(self,dtime) + --mobs will flip out if they are falling without this + if self.object:get_velocity().y ~= 0 then + return false + end + + local pos = self.object:get_pos() + local dir = minetest_yaw_to_dir(self.yaw) + local collisionbox = self.object:get_properties().collisionbox + local radius = collisionbox[4] + 0.5 + + dir = vector_multiply(dir,radius) + + local free_fall, blocker = minetest_line_of_sight( + {x = pos.x + dir.x, y = pos.y, z = pos.z + dir.z}, + {x = pos.x + dir.x, y = pos.y - self.fear_height, z = pos.z + dir.z}) + + return free_fall +end + + +-- state switching logic (stand, walk, run, attacks) +local land_state_list_wandering = {"stand", "walk"} + +local land_state_switch = function(self, dtime) + + --do math before sure not attacking, following, or running away so continue + --doing random walking for mobs if all states are not met + self.state_timer = self.state_timer - dtime + + --only run away + if self.skittish and self.state == "run" then + self.run_timer = self.run_timer - dtime + if self.run_timer > 0 then + return + end + --continue + end + + --ignore everything else if breeding + if self.breed_lookout_timer and self.breed_lookout_timer > 0 then + self.state = "breed" + return + --reset the state timer to get the mob out of + --the breed state + elseif self.state == "breed" then + self.state_timer = 0 + end + + --ignore everything else if following + if mobs.check_following(self) and + (not self.breed_lookout_timer or (self.breed_lookout_timer and self.breed_lookout_timer == 0)) and + (not self.breed_timer or (self.breed_timer and self.breed_timer == 0)) then + self.state = "follow" + return + --reset the state timer to get the mob out of + --the follow state - not the cleanest option + --but the easiest + elseif self.state == "follow" then + self.state_timer = 0 + end + + --only attack + if self.hostile and self.attacking then + self.state = "attack" + return + end + + --if finally reached here then do random wander + if self.state_timer <= 0 then + self.state_timer = math.random(4,10) + math.random() + self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)] + end + +end + +-- states are executed here +local land_state_execution = function(self,dtime) + + --[[ -- this is a debug which shows the timer and makes mobs breed 100 times faster + print(self.breed_timer) + if self.breed_timer > 0 then + self.breed_timer = self.breed_timer - (dtime * 100) + if self.breed_timer <= 0 then + self.breed_timer = 0 + end + end + ]]-- + + --no collisionbox exception + if not self.object:get_properties() then + return + end + + + --timer to time out looking for mate + if self.breed_lookout_timer and self.breed_lookout_timer > 0 then + self.breed_lookout_timer = self.breed_lookout_timer - dtime + --looking for mate failed + if self.breed_lookout_timer <= 0 then + self.breed_lookout_timer = 0 + end + end + + --cool off after breeding + if self.breed_timer and self.breed_timer > 0 then + self.breed_timer = self.breed_timer - dtime + --do this to skip the first check, using as switch + if self.breed_timer <= 0 then + self.breed_timer = 0 + end + end + + + local pos = self.object:get_pos() + local collisionbox = self.object:get_properties().collisionbox + --get the center of the mob + pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2) + local current_node = minetest_get_node(pos).name + local float_now = false + + --recheck if in water or lava + if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then + float_now = true + end + + --make slow falling mobs fall slow + if self.fall_slow then + local velocity = self.object:get_velocity() + if velocity then + if velocity.y < 0 then + --lua is acting really weird so we have to help it + if round2(self.object:get_acceleration().y, 1) == -self.gravity then + self.object:set_acceleration(vector_new(0,0,0)) + mobs.mob_fall_slow(self) + end + else + if round2(self.object:get_acceleration().y, 1) == 0 then + self.object:set_acceleration(vector_new(0,-self.gravity,0)) + end + end + end + end + + --calculate fall damage + if self.fall_damage then + mobs.calculate_fall_damage(self) + end + + if self.state == "stand" then + + --do animation + mobs.set_mob_animation(self, "stand") + + --set the velocity of the mob + mobs.set_velocity(self,0) + + --animation fixes for explosive mobs + if self.attack_type == "explode" then + mobs.reverse_explosion_animation(self,dtime) + end + + mobs.lock_yaw(self) + elseif self.state == "follow" then + + --always look at players + mobs.set_yaw_while_following(self) + + --check distance + local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos()) + local distance_2d = mobs.get_2d_distance(self.object:get_pos(), self.following_person:get_pos()) + + --don't push the player if too close + --don't spin around randomly + if self.follow_distance < distance_from_follow_person and self.minimum_follow_distance < distance_2d then + mobs.set_mob_animation(self, "run") + mobs.set_velocity(self,self.run_velocity) + + if mobs.jump_check(self) == 1 then + mobs.jump(self) + end + else + mobs.set_mob_animation(self, "stand") + mobs.set_velocity(self,0) + end + + elseif self.state == "walk" then + + self.walk_timer = self.walk_timer - dtime + + --reset the walk timer + if self.walk_timer <= 0 then + + --re-randomize the walk timer + self.walk_timer = math.random(1,6) + math.random() + + --set the mob into a random direction + self.yaw = (math_random() * (math.pi * 2)) + end + + --do animation + mobs.set_mob_animation(self, "walk") + + --enable rotation locking + mobs.movement_rotation_lock(self) + + --check for nodes to jump over + local node_in_front_of = mobs.jump_check(self) + + if node_in_front_of == 1 then + + mobs.jump(self) + + --turn if on the edge of cliff + --(this is written like this because unlike + --jump_check which simply tells the mob to jump + --this requires a mob to turn, removing the + --ease of a full implementation for it in a single + --function) + elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then + --turn 45 degrees if so + quick_rotate(self,dtime) + --stop the mob so it doesn't fall off + mobs.set_velocity(self,0) + end + + --only move forward if path is clear + if node_in_front_of == 0 or node_in_front_of == 1 then + --set the velocity of the mob + mobs.set_velocity(self,self.walk_velocity) + end + + --animation fixes for explosive mobs + if self.attack_type == "explode" then + mobs.reverse_explosion_animation(self,dtime) + end + + elseif self.state == "run" then + + --do animation + mobs.set_mob_animation(self, "run") + + --enable rotation locking + mobs.movement_rotation_lock(self) + + --check for nodes to jump over + local node_in_front_of = mobs.jump_check(self) + + if node_in_front_of == 1 then + + mobs.jump(self) + + --turn if on the edge of cliff + --(this is written like this because unlike + --jump_check which simply tells the mob to jump + --this requires a mob to turn, removing the + --ease of a full implementation for it in a single + --function) + elseif node_in_front_of == 2 or (self.fear_height ~= 0 and cliff_check(self,dtime)) then + --turn 45 degrees if so + quick_rotate(self,dtime) + --stop the mob so it doesn't fall off + mobs.set_velocity(self,0) + end + + --only move forward if path is clear + if node_in_front_of == 0 or node_in_front_of == 1 then + --set the velocity of the mob + mobs.set_velocity(self,self.run_velocity) + end + + elseif self.state == "attack" then + + --execute mob attack type + if self.attack_type == "explode" then + + mobs.explode_attack_walk(self, dtime) + + elseif self.attack_type == "punch" then + + mobs.punch_attack_walk(self,dtime) + + elseif self.attack_type == "projectile" then + + mobs.projectile_attack_walk(self,dtime) + + end + elseif self.state == "breed" then + + mobs.breeding_effect(self) + + local mate = mobs.look_for_mate(self) + + --found a mate + if mate then + mobs.set_yaw_while_breeding(self,mate) + mobs.set_velocity(self, self.walk_velocity) + + --smoosh together basically + if vector_distance(self.object:get_pos(), mate:get_pos()) <= self.breed_distance then + mobs.set_mob_animation(self, "stand") + if self.special_breed_timer == 0 then + self.special_breed_timer = 2 --breeding takes 2 seconds + end + + self.special_breed_timer = self.special_breed_timer - dtime + if self.special_breed_timer <= 0 then + + --pop a baby out, it's a miracle! + local baby_pos = vector.divide(vector.add(self.object:get_pos(), mate:get_pos()), 2) + local baby_mob = minetest.add_entity(pos, self.name, minetest.serialize({baby = true, grow_up_timer = self.grow_up_goal, bred = true})) + + mobs.play_sound_specific(self,"item_drop_pickup") + + self.special_breed_timer = 0 + self.breed_lookout_timer = 0 + self.breed_timer = self.breed_timer_cooloff + + mate:get_luaentity().special_breed_timer = 0 + mate:get_luaentity().breed_lookout_timer = 0 + mate:get_luaentity().breed_timer = self.breed_timer_cooloff -- can reuse because it's the same mob + end + else + mobs.set_mob_animation(self, "walk") + end + --couldn't find a mate, just stand there until the player pushes it towards one + --or the timer runs out + else + mobs.set_mob_animation(self, "stand") + mobs.set_velocity(self,0) + end + + end + + if float_now then + mobs.float(self) + else + local acceleration = self.object:get_acceleration() + if acceleration and acceleration.y == 0 then + self.object:set_acceleration(vector_new(0,-self.gravity,0)) + end + end +end + + + + +--[[ + _____ _ +/ ___| (_) +\ `--.__ ___ _ __ ___ + `--. \ \ /\ / / | '_ ` _ \ +/\__/ /\ V V /| | | | | | | +\____/ \_/\_/ |_|_| |_| |_| +]]-- + + + +-- state switching logic (stand, walk, run, attacks) +local swim_state_list_wandering = {"stand", "swim"} + +local swim_state_switch = function(self, dtime) + self.state_timer = self.state_timer - dtime + if self.state_timer <= 0 then + self.state_timer = math.random(4,10) + math.random() + self.state = swim_state_list_wandering[math.random(1,#swim_state_list_wandering)] + end +end + + +--check if a mob needs to turn while swimming +local swim_turn_check = function(self,dtime) + + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + local dir = minetest_yaw_to_dir(self.yaw) + + local collisionbox = self.object:get_properties().collisionbox + local radius = collisionbox[4] + 0.5 + + vector_multiply(dir, radius) + + local test_dir = vector.add(pos,dir) + + local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 + + return(green_flag_1) +end + +--this is to swap the built in engine acceleration modifier +local swim_physics_swapper = function(self,inside_swim_node) + + --should be swimming, gravity is applied, switch to floating + if inside_swim_node and self.object:get_acceleration().y ~= 0 then + self.object:set_acceleration(vector_new(0,0,0)) + --not be swim, gravity isn't applied, switch to falling + elseif not inside_swim_node and self.object:get_acceleration().y == 0 then + self.pitch = 0 + self.object:set_acceleration(vector_new(0,-self.gravity,0)) + end +end + + +local random_pitch_multiplier = {-1,1} +-- states are executed here +local swim_state_execution = function(self,dtime) + + local pos = self.object:get_pos() + + pos.y = pos.y + self.object:get_properties().collisionbox[5] + local current_node = minetest_get_node(pos).name + local inside_swim_node = false + + --quick scan everything to see if inside swim node + for _,id in pairs(self.swim_in) do + if id == current_node then + inside_swim_node = true + break + end + end + + --turn gravity on or off + swim_physics_swapper(self,inside_swim_node) + + --swim properly if inside swim node + if inside_swim_node then + + if self.state == "stand" then + + --do animation + mobs.set_mob_animation(self, "stand") + + mobs.set_swim_velocity(self,0) + + if self.tilt_swim then + mobs.set_static_pitch(self) + end + + mobs.lock_yaw(self) + + elseif self.state == "swim" then + + self.walk_timer = self.walk_timer - dtime + + --reset the walk timer + if self.walk_timer <= 0 then + + --re-randomize the walk timer + self.walk_timer = math.random(1,6) + math.random() + + --set the mob into a random direction + self.yaw = (math_random() * (math.pi * 2)) + + --create a truly random pitch, since there is no easy access to pitch math that I can find + self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] + end + + --do animation + mobs.set_mob_animation(self, "walk") + + --do a quick turn to make mob continuously move + --if in a fish tank or something + if swim_turn_check(self,dtime) then + quick_rotate(self,dtime) + end + + mobs.set_swim_velocity(self,self.walk_velocity) + + --only enable tilt swimming if enabled + if self.tilt_swim then + mobs.set_dynamic_pitch(self) + end + + --enable rotation locking + mobs.movement_rotation_lock(self) + end + --flop around if not inside swim node + else + --do animation + mobs.set_mob_animation(self, "stand") + + mobs.flop(self) + + if self.tilt_swim then + mobs.set_static_pitch(self) + end + end + +end + + +--[[ +______ _ +| ___| | +| |_ | |_ _ +| _| | | | | | +| | | | |_| | +\_| |_|\__, | + __/ | + |___/ +]]-- + +-- state switching logic (stand, walk, run, attacks) +local fly_state_list_wandering = {"stand", "fly"} + +local fly_state_switch = function(self, dtime) + + if self.hostile and self.attacking then + self.state = "attack" + return + end + + self.state_timer = self.state_timer - dtime + if self.state_timer <= 0 then + self.state_timer = math.random(4,10) + math.random() + self.state = fly_state_list_wandering[math.random(1,#fly_state_list_wandering)] + end +end + + +--check if a mob needs to turn while flying +local fly_turn_check = function(self,dtime) + + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + local dir = minetest_yaw_to_dir(self.yaw) + + local collisionbox = self.object:get_properties().collisionbox + local radius = collisionbox[4] + 0.5 + + vector_multiply(dir, radius) + + local test_dir = vector.add(pos,dir) + + local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 + + return(green_flag_1) +end + +--this is to swap the built in engine acceleration modifier +local fly_physics_swapper = function(self,inside_fly_node) + + --should be flyming, gravity is applied, switch to floating + if inside_fly_node and self.object:get_acceleration().y ~= 0 then + self.object:set_acceleration(vector_new(0,0,0)) + --not be fly, gravity isn't applied, switch to falling + elseif not inside_fly_node and self.object:get_acceleration().y == 0 then + self.pitch = 0 + self.object:set_acceleration(vector_new(0,-self.gravity,0)) + end +end + + +local random_pitch_multiplier = {-1,1} +-- states are executed here +local fly_state_execution = function(self,dtime) + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + local current_node = minetest_get_node(pos).name + local inside_fly_node = minetest_get_item_group(current_node, "solid") == 0 + + local float_now = false + --recheck if in water or lava + if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then + inside_fly_node = false + float_now = true + end + + --turn gravity on or off + fly_physics_swapper(self,inside_fly_node) + + --fly properly if inside fly node + if inside_fly_node then + if self.state == "stand" then + + --do animation + mobs.set_mob_animation(self, "stand") + + mobs.set_fly_velocity(self,0) + + if self.tilt_fly then + mobs.set_static_pitch(self) + end + + mobs.lock_yaw(self) + + elseif self.state == "fly" then + + self.walk_timer = self.walk_timer - dtime + + --reset the walk timer + if self.walk_timer <= 0 then + + --re-randomize the walk timer + self.walk_timer = math.random(1,6) + math.random() + + --set the mob into a random direction + self.yaw = (math_random() * (math.pi * 2)) + + --create a truly random pitch, since there is no easy access to pitch math that I can find + self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] + end + + --do animation + mobs.set_mob_animation(self, "walk") + + --do a quick turn to make mob continuously move + --if in a bird cage or something + if fly_turn_check(self,dtime) then + quick_rotate(self,dtime) + end + + if self.tilt_fly then + mobs.set_dynamic_pitch(self) + end + + mobs.set_fly_velocity(self,self.walk_velocity) + + --enable rotation locking + mobs.movement_rotation_lock(self) + + elseif self.state == "attack" then + + --execute mob attack type + --if self.attack_type == "explode" then + + --mobs.explode_attack_fly(self, dtime) + + --elseif self.attack_type == "punch" then + + --mobs.punch_attack_fly(self,dtime) + + if self.attack_type == "projectile" then + + mobs.projectile_attack_fly(self,dtime) + + end + end + else + --make the mob float + if self.floats and float_now then + mobs.set_velocity(self, 0) + + mobs.float(self) + + if self.tilt_fly then + mobs.set_static_pitch(self) + end + end + end +end + + +--[[ + ___ + |_ | + | |_ _ _ __ ___ _ __ + | | | | | '_ ` _ \| '_ \ +/\__/ / |_| | | | | | | |_) | +\____/ \__,_|_| |_| |_| .__/ + | | + |_| +]]-- + + +--check if a mob needs to turn while jumping +local jump_turn_check = function(self,dtime) + + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + local dir = minetest_yaw_to_dir(self.yaw) + + local collisionbox = self.object:get_properties().collisionbox + local radius = collisionbox[4] + 0.5 + + vector_multiply(dir, radius) + + local test_dir = vector.add(pos,dir) + + local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 + + return(green_flag_1) +end + +-- state switching logic (stand, jump, run, attacks) +local jump_state_list_wandering = {"stand", "jump"} + +local jump_state_switch = function(self, dtime) + self.state_timer = self.state_timer - dtime + if self.state_timer <= 0 then + self.state_timer = math.random(4,10) + math.random() + self.state = jump_state_list_wandering[math.random(1,#jump_state_list_wandering)] + end +end + +-- states are executed here +local jump_state_execution = function(self,dtime) + + local pos = self.object:get_pos() + local collisionbox = self.object:get_properties().collisionbox + --get the center of the mob + pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2) + local current_node = minetest_get_node(pos).name + + local float_now = false + + --recheck if in water or lava + if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then + float_now = true + end + + if self.state == "stand" then + + --do animation + mobs.set_mob_animation(self, "stand") + + --set the velocity of the mob + mobs.set_velocity(self,0) + + mobs.lock_yaw(self) + + elseif self.state == "jump" then + + self.walk_timer = self.walk_timer - dtime + + --reset the jump timer + if self.walk_timer <= 0 then + + --re-randomize the jump timer + self.walk_timer = math.random(1,6) + math.random() + + --set the mob into a random direction + self.yaw = (math_random() * (math.pi * 2)) + end + + --do animation + mobs.set_mob_animation(self, "walk") + + --enable rotation locking + mobs.movement_rotation_lock(self) + + --jumping mobs are more loosey goosey + if node_in_front_of == 1 then + quick_rotate(self,dtime) + end + + --only move forward if path is clear + mobs.jump_move(self,self.walk_velocity) + + elseif self.state == "run" then + + print("run") + + elseif self.state == "attack" then + + print("attack") + + end + + if float_now then + mobs.float(self) + end +end + + + + +--[[ +___ ___ _ _ _ +| \/ | (_) | | (_) +| . . | __ _ _ _ __ | | ___ __ _ _ ___ +| |\/| |/ _` | | '_ \ | | / _ \ / _` | |/ __| +| | | | (_| | | | | | | |___| (_) | (_| | | (__ +\_| |_/\__,_|_|_| |_| \_____/\___/ \__, |_|\___| + __/ | + |___/ +]]-- + +--the main loop +mobs.mob_step = function(self, dtime) + + --do not continue if non-existent + if not self or not self.object or not self.object:get_luaentity() then + self.object:remove() + return false + end + + + --DEBUG TIME! + --REMEMBER TO MOVE THIS AFTER DEATH CHECK + + --if self.has_head then + -- mobs.do_head_logic(self,dtime) + --end + + + + --if true then--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG + -- return + --end + + --despawn mechanism + --don't despawned tamed or bred mobs + if not self.tamed and not self.bred then + self.lifetimer = self.lifetimer - dtime + if self.lifetimer <= 0 then + self.lifetimer = self.lifetimer_reset + if not mobs.check_for_player_within_area(self, 64) then + --print("removing in MAIN LOGIC!") + self.object:remove() + return + end + end + end + + --color modifier which coincides with the pause_timer + if self.old_health and self.health < self.old_health then + self.object:set_texture_mod("^[colorize:red:120") + --fix double death sound + if self.health > 0 then + mobs.play_sound(self,"damage") + end + end + self.old_health = self.health + + --do death logic (animation, poof, explosion, etc) + if self.health <= 0 or self.dead then + --play death sound once + if not self.played_death_sound then + self.dead = true + mobs.play_sound(self,"death") + self.played_death_sound = true + end + + mobs.death_logic(self, dtime) + + --this is here because the mob must continue to move + --while stunned before coming to a complete halt even during + --the death tilt + if self.pause_timer > 0 then + self.pause_timer = self.pause_timer - dtime + --perfectly reset pause_timer + if self.pause_timer < 0 then + self.pause_timer = 0 + end + end + + return + end + + mobs.random_sound_handling(self,dtime) + + --mobs drowning mechanic + if not self.breathes_in_water then + + local pos = self.object:get_pos() + + pos.y = pos.y + self.eye_height + + local node = minetest_get_node(pos).name + + if minetest_get_item_group(node, "water") ~= 0 then + self.breath = self.breath - dtime + + --reset breath when drowning + if self.breath <= 0 then + self.health = self.health - 4 + self.breath = 1 + self.pause_timer = 0.5 + end + + elseif self.breath < self.breath_max then + self.breath = self.breath + dtime + + --clean timer reset + if self.breath > self.breath_max then + self.breath = self.breath_max + end + end + end + + --set mobs on fire when burned by sunlight + if self.ignited_by_sunlight then + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + + if self.burn_timer > 0 then + self.burn_timer = self.burn_timer - dtime + + if self.burn_timer <= 0 then + self.health = self.health - 4 + self.burn_timer = 0 + end + end + + if self.burn_timer == 0 and minetest_get_node_light(pos) > 12 and minetest_get_node_light(pos, 0.5) == 15 then + mcl_burning.set_on_fire(self.object, 1) + self.burn_timer = 1 --1.7 seconds + self.pause_timer = 0.4 + end + end + + + + + + --baby grows up + if self.baby then + --print(self.grow_up_timer) + --catch missing timer + if not self.grow_up_timer then + self.grow_up_timer = self.grow_up_goal + end + + self.grow_up_timer = self.grow_up_timer - dtime + + --baby grows up! + if self.grow_up_timer <= 0 then + self.grow_up_timer = 0 + mobs.baby_grow_up(self) + end + end + + + + --do custom mob instructions + if self.do_custom then + -- when false skip going any further + if self.do_custom(self, dtime) == false then + --this needs to be here or the mob becomes immortal + if self.pause_timer > 0 then + self.pause_timer = self.pause_timer - dtime + --perfectly reset pause_timer + if self.pause_timer <= 0 then + self.pause_timer = 0 + self.object:set_texture_mod("") + end + end + --this overrides internal lua collision detection + return + end + end + + local attacking = nil + + --scan for players within eyesight + if self.hostile then + --true for line_of_sight is debug + attacking = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height) + + --go get the closest player + if attacking then + + self.memory = 6 --6 seconds of memory + + --set initial punch timer + if self.attacking == nil then + if self.attack_type == "punch" then + self.punch_timer = -1 + end + end + self.attacking = attacking + + --no player in area + elseif self.memory > 0 then + --try to remember + self.memory = self.memory - dtime + --get if memory player is within viewing range + if self.attacking and self.attacking:is_player() then + local distance = vector_distance(self.object:get_pos(), self.attacking:get_pos()) + if distance > self.view_range then + self.memory = 0 + end + --out of viewing range, forget em + else + self.memory = 0 + end + + if self.memory <= 0 then + + --reset states when coming out of hostile state + if self.attacking ~= nil then + self.state_timer = -1 + end + + self.attacking = nil + self.memory = 0 + end + end + end + + --count down hostile cooldown timer when no players in range + if self.neutral and self.hostile and not attacking and self.hostile_cooldown_timer then + + self.hostile_cooldown_timer = self.hostile_cooldown_timer - dtime + + if self.hostile_cooldown_timer <= 0 then + self.hostile = false + self.hostile_cooldown_timer = 0 + end + end + + --mob is stunned after being hit + if self.pause_timer > 0 then + self.pause_timer = self.pause_timer - dtime + --don't break eye contact + if self.hostile and self.attacking then + mobs.set_yaw_while_attacking(self) + end + + --perfectly reset pause_timer + if self.pause_timer <= 0 then + self.pause_timer = 0 + self.object:set_texture_mod("") + end + + --stop walking mobs from falling through the water + if not self.jump_only and not self.swim and not self.fly then + local pos = self.object:get_pos() + local collisionbox = self.object:get_properties().collisionbox + --get the center of the mob + pos.y = pos.y + (collisionbox[2] + collisionbox[5] / 2) + local current_node = minetest_get_node(pos).name + + --recheck if in water or lava + if minetest_get_item_group(current_node, "water") ~= 0 or minetest_get_item_group(current_node, "lava") ~= 0 then + mobs.float(self) + end + end + + --stop projectile mobs from being completely disabled while stunned + if self.projectile_timer and self.projectile_timer > 0.01 then + self.projectile_timer = self.projectile_timer - dtime + if self.projectile_timer < 0.01 then + self.projectile_timer = 0.01 + end + end + + return -- don't allow collision detection + --do normal ai + else + --jump only (like slimes) + if self.jump_only then + jump_state_switch(self, dtime) + jump_state_execution(self, dtime) + --swimming + elseif self.swim then + swim_state_switch(self, dtime) + swim_state_execution(self, dtime) + --flying + elseif self.fly then + fly_state_switch(self, dtime) + fly_state_execution(self,dtime) + --regular mobs that walk around + else + land_state_switch(self, dtime) + land_state_execution(self,dtime) + end + end + + --do not continue if non-existent + if not self or not self.object or not self.object:get_luaentity() then + self.object:remove() + return false + end + + --make it so mobs do not glitch out when walking around/jumping + mobs.swap_auto_step_height_adjust(self) + + + -- can mob be pushed, if so calculate direction -- do this last (overrides everything) + if self.pushable then + mobs.collision(self) + end + + --overrides absolutely everything + --mobs get stuck in cobwebs like players + if not self.ignores_cobwebs then + + local pos = self.object:get_pos() + local node = pos and minetest_get_node(pos).name + + if node == "mcl_core:cobweb" then + + --fight the rest of the api + if self.object:get_acceleration().y ~= 0 then + self.object:set_acceleration(vector_new(0,0,0)) + end + + mobs.stick_in_cobweb(self) + + self.was_stuck_in_cobweb = true + + else + --do not override other functions + if self.was_stuck_in_cobweb == true then + --return the mob back to normal + self.was_stuck_in_cobweb = nil + if self.object:get_acceleration().y == 0 and not self.swim and not self.fly then + self.object:set_acceleration(vector_new(0,-self.gravity,0)) + end + end + end + end + + self.old_velocity = self.object:get_velocity() + self.old_pos = self.object:get_pos() +end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua new file mode 100644 index 000000000..c26d33089 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/animation.lua @@ -0,0 +1,259 @@ +local math_pi = math.pi +local math_floor = math.floor +local math_random = math.random +local HALF_PI = math_pi/2 + + +local vector_direction = vector.direction +local vector_distance = vector.distance +local vector_new = vector.new + +local minetest_dir_to_yaw = minetest.dir_to_yaw + +-- set defined animation +mobs.set_mob_animation = function(self, anim, fixed_frame) + + if not self.animation or not anim then + return + end + + if self.state == "die" and anim ~= "die" and anim ~= "stand" then + return + end + + + if (not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"]) then + return + end + + --animations break if they are constantly set + --so we put this return gate to check if it is + --already at the animation we are trying to implement + if self.current_animation == anim then + return + end + + 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 + + self.object:set_animation({ + x = a_start, + y = a_end}, + self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, + 0, self.animation[anim .. "_loop"] ~= false) + + + self.current_animation = anim +end + + + + +mobs.death_effect = function(pos, yaw, collisionbox, rotate) + 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 + if rotate then + min = vector.rotate(min, {x=0, y=yaw, z=math_pi/2}) + max = vector.rotate(max, {x=0, y=yaw, z=math_pi/2}) + min, max = vector.sort(min, max) + min = vector.multiply(min, 0.5) + max = vector.multiply(max, 0.5) + end + + minetest_add_particlespawner({ + amount = 50, + time = 0.001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector_new(-5,-5,-5), + maxvel = vector_new(5,5,5), + minexptime = 1.1, + maxexptime = 1.5, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "mcl_particles_mob_death.png^[colorize:#000000:255", + }) + + minetest_sound_play("mcl_mobs_mob_poof", { + pos = pos, + gain = 1.0, + max_hear_distance = 8, + }, true) +end + + +--this allows auto facedir rotation while making it so mobs +--don't look like wet noodles flopping around +mobs.movement_rotation_lock = function(self) + + local current_engine_yaw = self.object:get_yaw() + local current_lua_yaw = self.yaw + + if current_engine_yaw > math.pi * 2 then + current_engine_yaw = current_engine_yaw - (math.pi * 2) + end + + if math.abs(current_engine_yaw - current_lua_yaw) <= 0.05 and self.object:get_properties().automatic_face_movement_dir then + self.object:set_properties{automatic_face_movement_dir = false} + elseif math.abs(current_engine_yaw - current_lua_yaw) > 0.05 and self.object:get_properties().automatic_face_movement_dir == false then + self.object:set_properties{automatic_face_movement_dir = self.rotate} + end +end + + +--this is used when a mob is chasing a player +mobs.set_yaw_while_attacking = function(self) + + if self.object:get_properties().automatic_face_movement_dir then + self.object:set_properties{automatic_face_movement_dir = false} + end + + --turn positions into pseudo 2d vectors + local pos1 = self.object:get_pos() + pos1.y = 0 + + local pos2 = self.attacking:get_pos() + pos2.y = 0 + + local new_direction = vector_direction(pos1,pos2) + local new_yaw = minetest_dir_to_yaw(new_direction) + + self.object:set_yaw(new_yaw) + self.yaw = new_yaw +end + +--this is used to unlock a mob's yaw after attacking +mobs.unlock_yaw = function(self) + if self.object:get_properties().automatic_face_movement_dir == false then + self.object:set_properties{automatic_face_movement_dir = self.rotate} + end +end + +--this is used to lock a mob's yaw when they're standing +mobs.lock_yaw = function(self) + if self.object:get_properties().automatic_face_movement_dir then + self.object:set_properties{automatic_face_movement_dir = false} + end +end + + +local calculate_pitch = function(self) + local pos = self.object:get_pos() + local pos2 = self.old_pos + + if pos == nil or pos2 == nil then + return false + end + + return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos.x,0,pos.z),vector_new(pos2.x,0,pos2.z)),0,pos.y - pos2.y)) + HALF_PI) +end + +--this is a helper function used to make mobs pitch rotation dynamically flow when flying/swimming +mobs.set_dynamic_pitch = function(self) + local pitch = calculate_pitch(self) + + if not pitch then + return + end + + local current_rotation = self.object:get_rotation() + + current_rotation.x = pitch + + self.object:set_rotation(current_rotation) + + self.pitch_switch = "dynamic" +end + +--this is a helper function used to make mobs pitch rotation reset when flying/swimming +mobs.set_static_pitch = function(self) + + if self.pitch_switch == "static" then + return + end + + local current_rotation = self.object:get_rotation() + + current_rotation.x = 0 + + self.object:set_rotation(current_rotation) + self.pitch_switch = "static" +end + +--this is a helper function for mobs explosion animation +mobs.handle_explosion_animation = function(self) + + --secondary catch-all + if not self.explosion_animation then + self.explosion_animation = 0 + end + + --the timer works from 0 for sense of a 0 based counting + --but this just bumps it up so it's usable in here + local explosion_timer_adjust = self.explosion_animation + 1 + + + local visual_size_modified = table.copy(self.visual_size_origin) + + visual_size_modified.x = visual_size_modified.x * (explosion_timer_adjust ^ 3) + visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust + + self.object:set_properties({visual_size = visual_size_modified}) +end + + +--this is used when a mob is following player +mobs.set_yaw_while_following = function(self) + + if self.object:get_properties().automatic_face_movement_dir then + self.object:set_properties{automatic_face_movement_dir = false} + end + + --turn positions into pseudo 2d vectors + local pos1 = self.object:get_pos() + pos1.y = 0 + + local pos2 = self.following_person:get_pos() + pos2.y = 0 + + local new_direction = vector_direction(pos1,pos2) + local new_yaw = minetest_dir_to_yaw(new_direction) + + self.object:set_yaw(new_yaw) + self.yaw = new_yaw +end + +--this is used for when mobs breed +mobs.set_yaw_while_breeding = function(self, mate) + + if self.object:get_properties().automatic_face_movement_dir then + self.object:set_properties{automatic_face_movement_dir = false} + end + + --turn positions into pseudo 2d vectors + local pos1 = self.object:get_pos() + pos1.y = 0 + + local pos2 = mate:get_pos() + pos2.y = 0 + + local new_direction = vector_direction(pos1,pos2) + local new_yaw = minetest_dir_to_yaw(new_direction) + + self.object:set_yaw(new_yaw) + self.yaw = new_yaw +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua new file mode 100644 index 000000000..c973f3d1b --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/attack_type_instructions.lua @@ -0,0 +1,351 @@ +local vector_direction = vector.direction +local minetest_dir_to_yaw = minetest.dir_to_yaw +local vector_distance = vector.distance +local vector_multiply = vector.multiply +local math_random = math.random + +--[[ + _ _ _ _ +| | | | | | | | +| | | | __ _ _ __ __| | | | +| | | | / _` | '_ \ / _` | | | +|_| | |___| (_| | | | | (_| | |_| +(_) \_____/\__,_|_| |_|\__,_| (_) +]]-- + + + +--[[ + _____ _ _ +| ___| | | | | +| |____ ___ __ | | ___ __| | ___ +| __\ \/ / '_ \| |/ _ \ / _` |/ _ \ +| |___> <| |_) | | (_) | (_| | __/ +\____/_/\_\ .__/|_|\___/ \__,_|\___| + | | + |_| +]]-- + +mobs.explode_attack_walk = function(self,dtime) + + --this needs an exception + if self.attacking == nil or not self.attacking:is_player() then + self.attacking = nil + return + end + + mobs.set_yaw_while_attacking(self) + + local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) + + --make mob walk up to player within 2 nodes distance then start exploding + if distance_from_attacking >= self.reach and + --don't allow explosion to cancel unless out of the reach boundary + not (self.explosion_animation ~= nil and self.explosion_animation > 0 and distance_from_attacking <= self.defuse_reach) then + + mobs.set_velocity(self, self.run_velocity) + mobs.set_mob_animation(self,"run") + + mobs.reverse_explosion_animation(self,dtime) + else + mobs.set_velocity(self,0) + + --this is the only way I can reference this without dumping extra data on all mobs + if not self.explosion_animation then + self.explosion_animation = 0 + end + + --play ignite sound + if self.explosion_animation == 0 then + mobs.play_sound(self,"attack") + end + + mobs.set_mob_animation(self,"stand") + + mobs.handle_explosion_animation(self) + + self.explosion_animation = self.explosion_animation + (dtime/2.5) + end + + --make explosive mobs jump + --check for nodes to jump over + --explosive mobs will just ride against walls for now + local node_in_front_of = mobs.jump_check(self) + if node_in_front_of == 1 then + mobs.jump(self) + end + + + --do biggening explosion thing + if self.explosion_animation and self.explosion_animation > self.explosion_timer then + mcl_explosions.explode(self.object:get_pos(), self.explosion_strength,{ drop_chance = 1.0 }) + self.object:remove() + end +end + + +--this is a small helper function to make working with explosion animations easier +mobs.reverse_explosion_animation = function(self,dtime) + + --if explosion animation was greater than 0 then reverse it + if self.explosion_animation ~= nil and self.explosion_animation > 0 then + self.explosion_animation = self.explosion_animation - dtime + if self.explosion_animation < 0 then + self.explosion_animation = 0 + end + end + + mobs.handle_explosion_animation(self) +end + + + + +--[[ +______ _ +| ___ \ | | +| |_/ / _ _ __ ___| |__ +| __/ | | | '_ \ / __| '_ \ +| | | |_| | | | | (__| | | | +\_| \__,_|_| |_|\___|_| |_| +]]-- + + + +mobs.punch_attack_walk = function(self,dtime) + + --this needs an exception + if self.attacking == nil or not self.attacking:is_player() then + self.attacking = nil + return + end + + local distance_from_attacking = mobs.get_2d_distance(self.object:get_pos(), self.attacking:get_pos()) + + if distance_from_attacking >= self.minimum_follow_distance then + mobs.set_velocity(self, self.run_velocity) + mobs.set_mob_animation(self, "run") + else + mobs.set_velocity(self, 0) + mobs.set_mob_animation(self, "stand") + end + + mobs.set_yaw_while_attacking(self) + + --make punchy mobs jump + --check for nodes to jump over + --explosive mobs will just ride against walls for now + local node_in_front_of = mobs.jump_check(self) + + if node_in_front_of == 1 then + mobs.jump(self) + end + + --mobs that can climb over stuff + if self.always_climb and node_in_front_of > 0 then + mobs.climb(self) + end + + + --auto reset punch_timer + if not self.punch_timer then + self.punch_timer = 0 + end + + if self.punch_timer > 0 then + self.punch_timer = self.punch_timer - dtime + end +end + +mobs.punch_attack = function(self) + + self.attacking:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = self.damage} + }, nil) + + self.punch_timer = self.punch_timer_cooloff + + + --knockback + local pos1 = self.object:get_pos() + pos1.y = 0 + local pos2 = self.attacking:get_pos() + pos2.y = 0 + local dir = vector_direction(pos1,pos2) + + dir = vector_multiply(dir,3) + + if self.attacking:get_velocity().y <= 1 then + dir.y = 5 + end + + self.attacking:add_velocity(dir) +end + + + + +--[[ +______ _ _ _ _ +| ___ \ (_) | | (_) | +| |_/ / __ ___ _ ___ ___| |_ _| | ___ +| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \ +| | | | | (_) | | __/ (__| |_| | | __/ +\_| |_| \___/| |\___|\___|\__|_|_|\___| + _/ | + |__/ +]]-- + + +mobs.projectile_attack_walk = function(self,dtime) + + --this needs an exception + if self.attacking == nil or not self.attacking:is_player() then + self.attacking = nil + return + end + + mobs.set_yaw_while_attacking(self) + + local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) + + + if distance_from_attacking >= self.reach then + mobs.set_velocity(self, self.run_velocity) + mobs.set_mob_animation(self,"run") + else + mobs.set_velocity(self,0) + mobs.set_mob_animation(self,"stand") + end + + --do this to not load data into other mobs + if not self.projectile_timer then + self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) + end + + --run projectile timer + if self.projectile_timer > 0 then + self.projectile_timer = self.projectile_timer - dtime + + --shoot + if self.projectile_timer <= 0 then + --reset timer + self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) + mobs.shoot_projectile(self) + end + end + + --make shooty mobs jump + --check for nodes to jump over + --explosive mobs will just ride against walls for now + local node_in_front_of = mobs.jump_check(self) + if node_in_front_of == 1 then + mobs.jump(self) + end + +end + + + + + + + + + +--[[ + _ ______ _ _ +| | | ___| | | | +| | | |_ | |_ _ | | +| | | _| | | | | | | | +|_| | | | | |_| | |_| +(_) \_| |_|\__, | (_) + __/ | + |___/ +]]-- + + + + +--[[ +______ _ _ _ _ +| ___ \ (_) | | (_) | +| |_/ / __ ___ _ ___ ___| |_ _| | ___ +| __/ '__/ _ \| |/ _ \/ __| __| | |/ _ \ +| | | | | (_) | | __/ (__| |_| | | __/ +\_| |_| \___/| |\___|\___|\__|_|_|\___| + _/ | + |__/ +]]-- + +local random_pitch_multiplier = {-1,1} + +mobs.projectile_attack_fly = function(self, dtime) + + --this needs an exception + if self.attacking == nil or not self.attacking:is_player() then + self.attacking = nil + return + end + + --this is specifically for random ghast movement + if self.fly_random_while_attack then + + --enable rotation locking + mobs.movement_rotation_lock(self) + + self.walk_timer = self.walk_timer - dtime + + --reset the walk timer + if self.walk_timer <= 0 then + --re-randomize the walk timer + self.walk_timer = math.random(1,6) + math.random() + --set the mob into a random direction + self.yaw = (math_random() * (math.pi * 2)) + --create a truly random pitch, since there is no easy access to pitch math that I can find + self.pitch = math_random() * math.random(1,3) * random_pitch_multiplier[math_random(1,2)] + end + + mobs.set_fly_velocity(self, self.run_velocity) + + else + + mobs.set_yaw_while_attacking(self) + + local distance_from_attacking = vector_distance(self.object:get_pos(), self.attacking:get_pos()) + + if distance_from_attacking >= self.reach then + mobs.set_pitch_while_attacking(self) + mobs.set_fly_velocity(self, self.run_velocity) + mobs.set_mob_animation(self,"run") + else + mobs.set_pitch_while_attacking(self) + mobs.set_fly_velocity(self, 0) + mobs.set_mob_animation(self,"stand") + end + end + + + --do this to not load data into other mobs + if not self.projectile_timer then + self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) + end + + --run projectile timer + if self.projectile_timer > 0 then + self.projectile_timer = self.projectile_timer - dtime + + --shoot + if self.projectile_timer <= 0 then + + if self.fly_random_while_attack then + mobs.set_yaw_while_attacking(self) + self.walk_timer = 0 + end + --reset timer + self.projectile_timer = math_random(self.projectile_cooldown_min, self.projectile_cooldown_max) + mobs.shoot_projectile(self) + end + end +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.lua similarity index 55% rename from mods/ENTITIES/mcl_mobs/api.lua rename to mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.lua index bc4d3067d..d5b644f73 100644 --- a/mods/ENTITIES/mcl_mobs/api.lua +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/backup_code_api.lua @@ -1,118 +1,3 @@ - --- API for Mobs Redo: MineClone 2 Edition (MRM) - -mobs = {} -mobs.mod = "mrm" -mobs.version = "20210106" -- don't rely too much on this, rarely updated, if ever - -local MAX_MOB_NAME_LENGTH = 30 -local HORNY_TIME = 30 -local HORNY_AGAIN_TIME = 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 = {} -MOB_CAP.hostile = 70 -MOB_CAP.passive = 10 -MOB_CAP.ambient = 15 -MOB_CAP.water = 15 - --- Localize -local S = minetest.get_translator("mcl_mobs") - --- CMI support check -local use_cmi = minetest.global_exists("cmi") - - --- Invisibility mod check -mobs.invis = {} -if minetest.global_exists("invisibility") then - mobs.invis = invisibility -end - - --- creative check -function mobs.is_creative(name) - return minetest.is_creative_enabled(name) -end - - --- localize math functions -local pi = math.pi -local sin = math.sin -local cos = math.cos -local abs = math.abs -local min = math.min -local max = math.max -local atann = math.atan -local random = math.random -local floor = math.floor -local atan = function(x) - if not x or x ~= x then - return 0 - else - return atann(x) - end -end - - --- Load settings -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 -local remove_far = true -local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 -local show_health = false -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) - --- Shows helpful debug info above each mob -local mobs_debug = minetest.settings:get_bool("mobs_debug", false) - --- Peaceful mode message so players will know there are no monsters -if minetest.settings:get_bool("only_peaceful_mobs", false) then - minetest.register_on_joinplayer(function(player) - minetest.chat_send_player(player:get_player_name(), - S("Peaceful mode active! No monsters will spawn.")) - end) -end - --- 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 - --- 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" - -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 - -----For Water Flowing: -local enable_physics = function(object, luaentity, ignore_check) - if luaentity.physical_state == false or ignore_check == true then - luaentity.physical_state = true - object:set_properties({ - physical = true - }) - object:set_velocity({x=0,y=0,z=0}) - object:set_acceleration({x=0,y=-9.81,z=0}) - end -end - local disable_physics = function(object, luaentity, ignore_check, reset_movement) if luaentity.physical_state == true or ignore_check == true then luaentity.physical_state = false @@ -126,630 +11,912 @@ local disable_physics = function(object, luaentity, ignore_check, reset_movement end end - --- play sound -local mob_sound = function(self, soundname, is_opinion, fixed_pitch) - - local soundinfo - if self.sounds_child and self.child then - soundinfo = self.sounds_child - elseif self.sounds then - soundinfo = self.sounds +----For Water Flowing: +local enable_physics = function(object, luaentity, ignore_check) + if luaentity.physical_state == false or ignore_check == true then + luaentity.physical_state = true + object:set_properties({ + physical = true + }) + object:set_velocity({x=0,y=0,z=0}) + object:set_acceleration({x=0,y=-9.81,z=0}) end - if not soundinfo then - return - end - local sound = soundinfo[soundname] - if sound then - if is_opinion and self.opinion_sound_cooloff > 0 then - return - end - local pitch - if not fixed_pitch then - local base_pitch = soundinfo.base_pitch - if not base_pitch then - base_pitch = 1 +end + +--[[ +local timer = 0 +minetest.register_globalstep(function(dtime) + timer = timer + dtime + if timer < 1 then return end + for _, player in pairs(minetest.get_connected_players()) do + local pos = player:get_pos() + for _, obj in pairs(minetest_get_objects_inside_radius(pos, 47)) do + local lua = obj:get_luaentity() + if lua and lua._cmi_is_mob then + lua.lifetimer = math.max(20, lua.lifetimer) + lua.despawn_immediately = false end - if self.child and (not self.sounds_child) then - -- Children have higher pitch - pitch = base_pitch * 1.5 - else - pitch = base_pitch + end + end + timer = 0 +end) +]]-- + +-- compatibility function for old entities to new modpack entities +function mobs:alias_mob(old_name, new_name) + + -- spawn egg + minetest.register_alias(old_name, new_name) + + -- entity + minetest.register_entity(":" .. old_name, { + + physical = false, + + on_step = function(self) + + if minetest_registered_entities[new_name] then + minetest_add_entity(self.object:get_pos(), new_name) end - -- randomize the pitch a bit - pitch = pitch + math.random(-10, 10) * 0.005 + + self.object:remove() end - minetest.sound_play(sound, { - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance, - pitch = pitch, - }, true) - self.opinion_sound_cooloff = 1 - end -end - --- Return true if object is in view_range -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 - local factors = mcl_armor.player_view_range_factors[object] - factor = factors and factors[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 - - local p1, p2 = self.object:get_pos(), object:get_pos() - return p1 and p2 and (vector.distance(p1, p2) <= dist) -end - --- attack player/mob -local do_attack = function(self, player) - - if self.state == "attack" or self.state == "die" then - return - end - - self.attack = player - self.state = "attack" - - -- TODO: Implement war_cry sound without being annoying - --if random(0, 100) < 90 then - --mob_sound(self, "war_cry", true) - --end -end - - --- collision function borrowed amended from jordan4ibanez open_ai mod -local collision = function(self) - - local pos = self.object:get_pos() - local vel = self.object:get_velocity() - local x = 0 - local z = 0 - local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 - - for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do - - if object:is_player() - or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then - - local pos2 = object:get_pos() - local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} - local force = (width + 0.5) - vector.distance( - {x = pos.x, y = 0, z = pos.z}, - {x = pos2.x, y = 0, z = pos2.z}) - - x = x + (vec.x * force) - z = z + (vec.z * force) - end - end - - return({x,z}) -end - --- move mob in facing direction -local set_velocity = function(self, v) - - local c_x, c_y = 0, 0 - - -- can mob be pushed, if so calculate direction - if self.pushable then - c_x, c_y = unpack(collision(self)) - end - - -- halt mob if it has been ordered to stay - if self.order == "stand" then - self.object:set_velocity({x = 0, y = 0, z = 0}) - return - end - - local yaw = (self.object:get_yaw() or 0) + self.rotate - - self.object:set_velocity({ - x = (sin(yaw) * -v) + c_x, - y = self.object:get_velocity().y, - z = (cos(yaw) * v) + c_y, }) end - - --- calculate mob velocity -local get_velocity = function(self) - - local v = self.object:get_velocity() - if v then - return (v.x * v.x + v.z * v.z) ^ 0.5 - end - - return 0 -end - -local function update_roll(self) - local is_Fleckenstein = self.nametag == "Fleckenstein" - local was_Fleckenstein = false - - local rot = self.object:get_rotation() - rot.z = is_Fleckenstein and pi or 0 - self.object:set_rotation(rot) - - local cbox = table.copy(self.collisionbox) - local acbox = self.object:get_properties().collisionbox - - if math.abs(cbox[2] - acbox[2]) > 0.1 then - 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 - --- set and return valid yaw -local set_yaw = function(self, yaw, delay, dtime) - - if not yaw or yaw ~= yaw then - yaw = 0 - end - - delay = delay or 0 - - if delay == 0 then - if self.shaking and dtime then - yaw = yaw + (math.random() * 2 - 1) * 5 * dtime - end - self.object:set_yaw(yaw) - update_roll(self) - return yaw - end - - self.target_yaw = yaw - self.delay = delay - - return self.target_yaw -end - --- global function to set mob yaw -function mobs:yaw(self, yaw, delay, dtime) - set_yaw(self, yaw, delay, dtime) -end - -local add_texture_mod = function(self, mod) - local full_mod = "" - local already_added = false - for i=1, #self.texture_mods do - if mod == self.texture_mods[i] then - already_added = true - end - full_mod = full_mod .. self.texture_mods[i] - end - if not already_added then - full_mod = full_mod .. mod - table.insert(self.texture_mods, mod) - end - self.object:set_texture_mod(full_mod) -end -local remove_texture_mod = function(self, mod) - local full_mod = "" - local remove = {} - for i=1, #self.texture_mods do - if self.texture_mods[i] ~= mod then - full_mod = full_mod .. self.texture_mods[i] - else - table.insert(remove, i) - end - end - for i=#remove, 1 do - table.remove(self.texture_mods, remove[i]) - end - self.object:set_texture_mod(full_mod) -end - --- set defined animation -local set_animation = function(self, anim, fixed_frame) - if not self.animation or not anim then - return - end - if self.state == "die" and anim ~= "die" and anim ~= "stand" then +-- Spawn a child +function mobs:spawn_child(pos, mob_type) + local child = minetest_add_entity(pos, mob_type) + if not child then return end - self.animation.current = self.animation.current or "" + local ent = child:get_luaentity() + effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) - if (anim == self.animation.current - or not self.animation[anim .. "_start"] - or not self.animation[anim .. "_end"]) and self.state ~= "die" then - return + ent.child = true + + local textures + -- using specific child texture (if found) + if ent.child_texture then + textures = ent.child_texture[1] end - self.animation.current = anim + -- and resize to half height + child:set_properties({ + textures = textures, + visual_size = { + x = ent.base_size.x * .5, + y = ent.base_size.y * .5, + }, + collisionbox = { + ent.base_colbox[1] * .5, + ent.base_colbox[2] * .5, + ent.base_colbox[3] * .5, + ent.base_colbox[4] * .5, + ent.base_colbox[5] * .5, + ent.base_colbox[6] * .5, + }, + selectionbox = { + ent.base_selbox[1] * .5, + ent.base_selbox[2] * .5, + ent.base_selbox[3] * .5, + ent.base_selbox[4] * .5, + ent.base_selbox[5] * .5, + ent.base_selbox[6] * .5, + }, + }) - 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 - - self.object:set_animation({ - x = a_start, - y = a_end}, - self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, - 0, self.animation[anim .. "_loop"] ~= false) + return child end --- above function exported for mount.lua -function mobs:set_animation(self, anim) - set_animation(self, anim) -end --- Returns true is node can deal damage to self -local is_node_dangerous = function(self, nodename) - local nn = nodename - if self.lava_damage > 0 then - if minetest.get_item_group(nn, "lava") ~= 0 then - return true - end - end - if self.fire_damage > 0 then - if minetest.get_item_group(nn, "fire") ~= 0 then - return true - end - end - if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 then - return true - end - return false -end - - --- Returns true if node is a water hazard -local is_node_waterhazard = function(self, nodename) - local nn = nodename - if self.water_damage > 0 then - if minetest.get_item_group(nn, "water") ~= 0 then - return true - end - end - if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then - if self.breath_max ~= -1 then - -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case - -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous - if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then - return true - end - end - end - return false -end - - --- check line of sight (BrunoMine) -local line_of_sight = function(self, pos1, pos2, stepsize) - - stepsize = stepsize or 1 - - local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) - - -- normal walking and flying mobs can see you through air - if s == true then - return true - end - - -- New pos1 to be analyzed - local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} - - local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) - - -- Checks the return - if r == true then return true end - - -- Nodename found - local nn = minetest.get_node(pos).name - - -- Target Distance (td) to travel - local td = vector.distance(pos1, pos2) - - -- Actual Distance (ad) traveled - local ad = 0 - - -- It continues to advance in the line of sight in search of a real - -- obstruction which counts as 'normal' nodebox. - while minetest.registered_nodes[nn] - and minetest.registered_nodes[nn].walkable == false do - - -- Check if you can still move forward - if td < ad + stepsize then - return true -- Reached the target - end - - -- Moves the analyzed pos - local d = vector.distance(pos1, pos2) - - npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x - npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y - npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z - - -- NaN checks - if d == 0 - or npos1.x ~= npos1.x - or npos1.y ~= npos1.y - or npos1.z ~= npos1.z then - return false - end - - ad = ad + stepsize - - -- scan again - r, pos = minetest.line_of_sight(npos1, pos2, stepsize) - - if r == true then return true end - - -- New Nodename found - nn = minetest.get_node(pos).name - - end - - return false -end - - --- are we flying in what we are suppose to? (taikedz) -local flight_check = function(self) - - local nod = self.standing_in - local def = minetest.registered_nodes[nod] - - if not def then return false end -- nil check - - local fly_in - if type(self.fly_in) == "string" then - fly_in = { self.fly_in } - elseif type(self.fly_in) == "table" then - fly_in = self.fly_in - else +-- feeding, taming and breeding (thanks blert2112) +function mobs:feed_tame(self, clicker, feed_count, breed, tame) + if not self.follow then return false end - for _,checknode in pairs(fly_in) do - if nod == checknode then - return true - elseif checknode == "__airlike" and def.walkable == false and - (def.liquidtype == "none" or minetest.get_item_group(nod, "fake_liquid") == 1) then - return true + -- can eat/tame with item in hand + if follow_holding(self, clicker) then + + -- if not in creative then take item + if not mobs.is_creative(clicker:get_player_name()) then + + local item = clicker:get_wielded_item() + + item:take_item() + + clicker:set_wielded_item(item) end - end - return false -end + mob_sound(self, "eat", nil, true) + -- increase health + self.health = self.health + 4 --- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) + if self.health >= self.hp_max then - radius = radius or 2 - min_size = min_size or 0.5 - max_size = max_size or 1 - gravity = gravity or -10 - glow = glow or 0 - go_down = go_down or false + self.health = self.hp_max - local ym - if go_down then - ym = 0 - else - ym = -radius - end - - minetest.add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = ym, z = -radius}, - maxvel = {x = radius, y = radius, z = radius}, - minacc = {x = 0, y = gravity, z = 0}, - maxacc = {x = 0, y = gravity, z = 0}, - minexptime = 0.1, - maxexptime = 1, - minsize = min_size, - maxsize = max_size, - texture = texture, - glow = glow, - }) -end - -local damage_effect = function(self, damage) - -- damage particles - if (not disable_blood) and damage > 0 then - - local amount_large = math.floor(damage / 2) - local amount_small = damage % 2 - - local pos = self.object:get_pos() - - pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 - - local texture = "mobs_blood.png" - -- full heart damage (one particle for each 2 HP damage) - if amount_large > 0 then - effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) - end - -- half heart damage (one additional particle if damage is an odd number) - if amount_small > 0 then - -- TODO: Use "half heart" - effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) - end - end -end - -mobs.death_effect = function(pos, yaw, collisionbox, rotate) - 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 - if rotate then - min = vector.rotate(min, {x=0, y=yaw, z=pi/2}) - max = vector.rotate(max, {x=0, y=yaw, z=pi/2}) - min, max = vector.sort(min, max) - min = vector.multiply(min, 0.5) - max = vector.multiply(max, 0.5) - end - - minetest.add_particlespawner({ - amount = 50, - time = 0.001, - minpos = vector.add(pos, min), - maxpos = vector.add(pos, max), - minvel = vector.new(-5,-5,-5), - maxvel = vector.new(5,5,5), - minexptime = 1.1, - maxexptime = 1.5, - minsize = 1, - maxsize = 2, - collisiondetection = false, - vertical = false, - texture = "mcl_particles_mob_death.png^[colorize:#000000:255", - }) - - minetest.sound_play("mcl_mobs_mob_poof", { - pos = pos, - gain = 1.0, - max_hear_distance = 8, - }, true) -end - -local update_tag = function(self) - local tag - if mobs_debug then - tag = "nametag = '"..tostring(self.nametag).."'\n".. - "state = '"..tostring(self.state).."'\n".. - "order = '"..tostring(self.order).."'\n".. - "attack = "..tostring(self.attack).."\n".. - "health = "..tostring(self.health).."\n".. - "breath = "..tostring(self.breath).."\n".. - "gotten = "..tostring(self.gotten).."\n".. - "tamed = "..tostring(self.tamed).."\n".. - "horny = "..tostring(self.horny).."\n".. - "hornytimer = "..tostring(self.hornytimer).."\n".. - "runaway_timer = "..tostring(self.runaway_timer).."\n".. - "following = "..tostring(self.following) - else - tag = self.nametag - end - self.object:set_properties({ - nametag = tag, - }) - - update_roll(self) -end - --- drop items -local item_drop = function(self, cooked, looting_level) - - -- no drops if disabled by setting - if not mobs_drop_items then return end - - looting_level = looting_level or 0 - - -- no drops for child mobs (except monster) - if (self.child and self.type ~= "monster") then - return - end - - local obj, item, num - local pos = self.object:get_pos() - - self.drops = self.drops or {} -- nil check - - for n = 1, #self.drops do - local dropdef = self.drops[n] - local chance = 1 / dropdef.chance - local looting_type = dropdef.looting - - if looting_level > 0 then - local chance_function = dropdef.looting_chance_function - if chance_function then - chance = chance_function(looting_level) - elseif looting_type == "rare" then - chance = chance + (dropdef.looting_factor or 0.01) * looting_level + if self.htimer < 1 then + self.htimer = 5 end end - local num = 0 - local do_common_looting = (looting_level > 0 and looting_type == "common") - if random() < chance then - num = random(dropdef.min or 1, dropdef.max or 1) - elseif not dropdef.looting_ignore_chance then - do_common_looting = false + self.object:set_hp(self.health) + + update_tag(self) + + -- make children grow quicker + if self.child == true then + + -- deduct 10% of the time to adulthood + self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) + + return true end - if do_common_looting then - num = num + math.floor(math.random(0, looting_level) + 0.5) - end + -- feed and tame + self.food = (self.food or 0) + 1 + if self.food >= feed_count then - if num > 0 then - item = dropdef.name + self.food = 0 - -- cook items when true - if cooked then + if breed and self.hornytimer == 0 then + self.horny = true + end - local output = minetest.get_craft_result({ - method = "cooking", width = 1, items = {item}}) + if tame then - if output and output.item and not output.item:is_empty() then - item = output.item:get_name() + self.tamed = true + + if not self.owner or self.owner == "" then + self.owner = clicker:get_player_name() end end - -- add item if it exists - for x = 1, num do - obj = minetest.add_item(pos, ItemStack(item .. " " .. 1)) + -- make sound when fed so many times + mob_sound(self, "random", true) + end + + return true + end + + return false +end + +-- no damage to nodes explosion +function mobs:safe_boom(self, pos, strength) + minetest_sound_play(self.sounds and self.sounds.explode or "tnt_explode", { + pos = pos, + gain = 1.0, + max_hear_distance = self.sounds and self.sounds.distance or 32 + }, true) + local radius = strength + entity_physics(pos, radius) + effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) +end + + +-- make explosion with protection and tnt mod check +function mobs:boom(self, pos, strength, fire) + self.object:remove() + if mod_explosions then + if mobs_griefing and not minetest_is_protected(pos, "") then + mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) + else + mobs:safe_boom(self, pos, strength) + end + else + mobs:safe_boom(self, pos, strength) + end +end + +-- falling and fall damage +-- returns true if mob died +local falling = function(self, pos) + + if self.fly and self.state ~= "die" then + return + end + + if mcl_portals ~= nil then + if mcl_portals.nether_portal_cooloff(self.object) then + return false -- mob has teleported through Nether portal - it's 99% not falling + end + end + + -- floating in water (or falling) + local v = self.object:get_velocity() + + if v.y > 0 then + + -- apply gravity when moving up + self.object:set_acceleration({ + x = 0, + y = -10, + z = 0 + }) + + elseif v.y <= 0 and v.y > self.fall_speed then + + -- fall downwards at set speed + self.object:set_acceleration({ + x = 0, + y = self.fall_speed, + z = 0 + }) + else + -- stop accelerating once max fall speed hit + self.object:set_acceleration({x = 0, y = 0, z = 0}) + end + + if minetest_registered_nodes[node_ok(pos).name].groups.lava then + + if self.floats_on_lava == 1 then + + self.object:set_acceleration({ + x = 0, + y = -self.fall_speed / (max(1, v.y) ^ 2), + z = 0 + }) + end + end + + -- in water then float up + if minetest_registered_nodes[node_ok(pos).name].groups.water then + + if self.floats == 1 then + + self.object:set_acceleration({ + x = 0, + y = -self.fall_speed / (math_max(1, v.y) ^ 2), + z = 0 + }) + end + else + + end +end + + + + +-- find someone to runaway from +local runaway_from = function(self) + + if not self.runaway_from and self.state ~= "flop" then + return + end + + local s = self.object:get_pos() + local p, sp, dist + local player, obj, min_player + local type, name = "", "" + local min_dist = self.view_range + 1 + local objs = minetest_get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + if objs[n]:is_player() then + + if mobs.invis[ objs[n]:get_player_name() ] + or self.owner == objs[n]:get_player_name() + or (not object_in_range(self, objs[n])) then + type = "" + else + player = objs[n] + type = "player" + name = "player" end + else + obj = objs[n]:get_luaentity() - if obj and obj:get_luaentity() then + if obj then + player = obj.object + type = obj.type + name = obj.name or "" + end + end - obj:set_velocity({ - x = random(-10, 10) / 9, - y = 6, - z = random(-10, 10) / 9, - }) - elseif obj then - obj:remove() -- item does not exist + -- find specific mob to runaway from + if name ~= "" and name ~= self.name + and specific_runaway(self.runaway_from, name) then + + p = player:get_pos() + sp = s + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + dist = vector.distance(p, s) + + + -- choose closest player/mpb to runaway from + if dist < min_dist + and line_of_sight(self, sp, p, 2) == true then + min_dist = dist + min_player = player end end end - self.drops = {} + if min_player then + + local lp = player:get_pos() + local vec = { + x = lp.x - s.x, + y = lp.y - s.y, + z = lp.z - s.z + } + + local yaw = (atan(vec.z / vec.x) + 3 * math_pi / 2) - self.rotate + + if lp.x > s.x then + yaw = yaw + math_pi + end + + yaw = set_yaw(self, yaw, 4) + self.state = "runaway" + self.runaway_timer = 3 + self.following = nil + end end +-- specific runaway +local specific_runaway = function(list, what) + + -- no list so do not run + if list == nil then + return false + end + + -- found entity on list to attack? + for no = 1, #list do + + if list[no] == what then + return true + end + end + + return false +end + + +-- follow player if owner or holding item, if fish outta water then flop +local follow_flop = function(self) + + -- find player to follow + if (self.follow ~= "" + or self.order == "follow") + and not self.following + and self.state ~= "attack" + and self.order ~= "sit" + and self.state ~= "runaway" then + + local s = self.object:get_pos() + local players = minetest.get_connected_players() + + for n = 1, #players do + + if (object_in_range(self, players[n])) + and not mobs.invis[ players[n]:get_player_name() ] then + + self.following = players[n] + + break + end + end + end + + if self.type == "npc" + and self.order == "follow" + and self.state ~= "attack" + and self.order ~= "sit" + and self.owner ~= "" then + + -- npc stop following player if not owner + if self.following + and self.owner + and self.owner ~= self.following:get_player_name() then + self.following = nil + end + else + -- stop following player if not holding specific item, + -- mob is horny, fleeing or attacking + if self.following + and self.following:is_player() + and (follow_holding(self, self.following) == false or + self.horny or self.state == "runaway") then + self.following = nil + end + + end + + -- follow that thing + if self.following then + + local s = self.object:get_pos() + local p + + if self.following:is_player() then + + p = self.following:get_pos() + + elseif self.following.object then + + p = self.following.object:get_pos() + end + + if p then + + local dist = vector.distance(p, s) + + -- dont follow if out of range + if (not object_in_range(self, self.following)) then + self.following = nil + else + local vec = { + x = p.x - s.x, + z = p.z - s.z + } + + local yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate + + if p.x > s.x then yaw = yaw + math_pi end + + set_yaw(self, yaw, 2.35) + + -- anyone but standing npc's can move along + if dist > 3 + and self.order ~= "stand" then + + set_velocity(self, self.follow_velocity) + + if self.walk_chance ~= 0 then + set_animation(self, "run") + end + else + set_velocity(self, 0) + set_animation(self, "stand") + end + + return + end + end + end + + -- swimmers flop when out of their element, and swim again when back in + if self.fly then + local s = self.object:get_pos() + if not flight_check(self, s) then + + self.state = "flop" + self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) + + local sdef = minetest_registered_nodes[self.standing_on] + -- Flop on ground + if sdef and sdef.walkable then + mob_sound(self, "flop") + self.object:set_velocity({ + x = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + y = FLOP_HEIGHT, + z = math_random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), + }) + end + + set_animation(self, "stand", true) + + return + elseif self.state == "flop" then + self.state = "stand" + self.object:set_acceleration({x = 0, y = 0, z = 0}) + set_velocity(self, 0) + end + end +end + + +-- npc, find closest monster to attack +local npc_attack = function(self) + + if self.type ~= "npc" + or not self.attacks_monsters + or self.state == "attack" then + return + end + + local p, sp, obj, min_player + local s = self.object:get_pos() + local min_dist = self.view_range + 1 + local objs = minetest_get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + obj = objs[n]:get_luaentity() + + if obj and obj.type == "monster" then + + p = obj.object:get_pos() + sp = s + + local dist = vector.distance(p, s) + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + if dist < min_dist + and line_of_sight(self, sp, p, 2) == true then + min_dist = dist + min_player = obj.object + end + end + end + + if min_player then + do_attack(self, min_player) + end +end + + +-- monster find someone to attack +local monster_attack = function(self) + + if self.type ~= "monster" + or not damage_enabled + or minetest_is_creative_enabled("") + or self.passive + or self.state == "attack" + or day_docile(self) then + return + end + + local s = self.object:get_pos() + local p, sp, dist + local player, obj, min_player + local type, name = "", "" + local min_dist = self.view_range + 1 + local objs = minetest_get_objects_inside_radius(s, self.view_range) + + for n = 1, #objs do + + if objs[n]:is_player() then + + if mobs.invis[ objs[n]:get_player_name() ] or (not object_in_range(self, objs[n])) then + type = "" + else + player = objs[n] + type = "player" + name = "player" + end + else + obj = objs[n]:get_luaentity() + + if obj then + player = obj.object + type = obj.type + name = obj.name or "" + end + end + + -- find specific mob to attack, failing that attack player/npc/animal + if specific_attack(self.specific_attack, name) + and (type == "player" or type == "npc" + or (type == "animal" and self.attack_animals == true)) then + + p = player:get_pos() + sp = s + + dist = vector.distance(p, s) + + -- aim higher to make looking up hills more realistic + p.y = p.y + 1 + sp.y = sp.y + 1 + + + -- choose closest player to attack + if dist < min_dist + and line_of_sight(self, sp, p, 2) == true then + min_dist = dist + min_player = player + end + end + end + + -- attack player + if min_player then + do_attack(self, min_player) + end +end + + +-- specific attacks +local specific_attack = function(list, what) + + -- no list so attack default (player, animals etc.) + if list == nil then + return true + end + + -- found entity on list to attack? + for no = 1, #list do + + if list[no] == what then + return true + end + end + + return false +end + + +-- dogfight attack switch and counter function +local dogswitch = function(self, dtime) + + -- switch mode not activated + if not self.dogshoot_switch + or not dtime then + return 0 + end + + self.dogshoot_count = self.dogshoot_count + dtime + + if (self.dogshoot_switch == 1 + and self.dogshoot_count > self.dogshoot_count_max) + or (self.dogshoot_switch == 2 + and self.dogshoot_count > self.dogshoot_count2_max) then + + self.dogshoot_count = 0 + + if self.dogshoot_switch == 1 then + self.dogshoot_switch = 2 + else + self.dogshoot_switch = 1 + end + end + + return self.dogshoot_switch +end + +-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 +local smart_mobs = function(self, s, p, dist, dtime) + + local s1 = self.path.lastpos + + local target_pos = self.attack:get_pos() + + -- is it becoming stuck? + if math_abs(s1.x - s.x) + math_abs(s1.z - s.z) < .5 then + self.path.stuck_timer = self.path.stuck_timer + dtime + else + self.path.stuck_timer = 0 + end + + self.path.lastpos = {x = s.x, y = s.y, z = s.z} + + local use_pathfind = false + local has_lineofsight = minetest_line_of_sight( + {x = s.x, y = (s.y) + .5, z = s.z}, + {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) + + -- im stuck, search for path + if not has_lineofsight then + + if los_switcher == true then + use_pathfind = true + los_switcher = false + end -- cannot see target! + else + if los_switcher == false then + + los_switcher = true + use_pathfind = false + + minetest_after(1, function(self) + if not self.object:get_luaentity() then + return + end + if has_lineofsight then self.path.following = false end + end, self) + end -- can see target! + end + + if (self.path.stuck_timer > stuck_timeout and not self.path.following) then + + use_pathfind = true + self.path.stuck_timer = 0 + + minetest_after(1, function(self) + if not self.object:get_luaentity() then + return + end + if has_lineofsight then self.path.following = false end + end, self) + end + + if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then + + use_pathfind = true + self.path.stuck_timer = 0 + + minetest_after(1, function(self) + if not self.object:get_luaentity() then + return + end + if has_lineofsight then self.path.following = false end + end, self) + end + + if math_abs(vector.subtract(s,target_pos).y) > self.stepheight then + + if height_switcher then + use_pathfind = true + height_switcher = false + end + else + if not height_switcher then + use_pathfind = false + height_switcher = true + end + end + + if use_pathfind then + -- lets try find a path, first take care of positions + -- since pathfinder is very sensitive + local sheight = self.collisionbox[5] - self.collisionbox[2] + + -- round position to center of node to avoid stuck in walls + -- also adjust height for player models! + s.x = math_floor(s.x + 0.5) + s.z = math_floor(s.z + 0.5) + + local ssight, sground = minetest_line_of_sight(s, { + x = s.x, y = s.y - 4, z = s.z}, 1) + + -- determine node above ground + if not ssight then + s.y = sground.y + 1 + end + + local p1 = self.attack:get_pos() + + p1.x = math_floor(p1.x + 0.5) + p1.y = math_floor(p1.y + 0.5) + p1.z = math_floor(p1.z + 0.5) + + local dropheight = 12 + if self.fear_height ~= 0 then dropheight = self.fear_height end + local jumpheight = 0 + if self.jump and self.jump_height >= 4 then + jumpheight = math.min(math.ceil(self.jump_height / 4), 4) + elseif self.stepheight > 0.5 then + jumpheight = 1 + end + self.path.way = minetest_find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch") + + self.state = "" + do_attack(self, self.attack) + + -- no path found, try something else + if not self.path.way then + + self.path.following = false + + -- lets make way by digging/building if not accessible + if self.pathfinding == 2 and mobs_griefing then + + -- is player higher than mob? + if s.y < p1.y then + + -- build upwards + if not minetest_is_protected(s, "") then + + local ndef1 = minetest_registered_nodes[self.standing_in] + + if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then + + minetest_set_node(s, {name = mobs.fallback_node}) + end + end + + local sheight = math.ceil(self.collisionbox[5]) + 1 + + -- assume mob is 2 blocks high so it digs above its head + s.y = s.y + sheight + + -- remove one block above to make room to jump + if not minetest_is_protected(s, "") then + + local node1 = node_ok(s, "air").name + local ndef1 = minetest_registered_nodes[node1] + + if node1 ~= "air" + and node1 ~= "ignore" + and ndef1 + and not ndef1.groups.level + and not ndef1.groups.unbreakable + and not ndef1.groups.liquid then + + minetest_set_node(s, {name = "air"}) + minetest_add_item(s, ItemStack(node1)) + + end + end + + s.y = s.y - sheight + self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) + + else -- dig 2 blocks to make door toward player direction + + local yaw1 = self.object:get_yaw() + math_pi / 2 + local p1 = { + x = s.x + math_cos(yaw1), + y = s.y, + z = s.z + math_sin(yaw1) + } + + if not minetest_is_protected(p1, "") then + + local node1 = node_ok(p1, "air").name + local ndef1 = minetest_registered_nodes[node1] + + if node1 ~= "air" + and node1 ~= "ignore" + and ndef1 + and not ndef1.groups.level + and not ndef1.groups.unbreakable + and not ndef1.groups.liquid then + + minetest_add_item(p1, ItemStack(node1)) + minetest_set_node(p1, {name = "air"}) + end + + p1.y = p1.y + 1 + node1 = node_ok(p1, "air").name + ndef1 = minetest_registered_nodes[node1] + + if node1 ~= "air" + and node1 ~= "ignore" + and ndef1 + and not ndef1.groups.level + and not ndef1.groups.unbreakable + and not ndef1.groups.liquid then + + minetest_add_item(p1, ItemStack(node1)) + minetest_set_node(p1, {name = "air"}) + end + + end + end + end + + -- will try again in 2 seconds + self.path.stuck_timer = stuck_timeout - 2 + elseif s.y < p1.y and (not self.fly) then + do_jump(self) --add jump to pathfinding + self.path.following = true + -- Yay, I found path! + -- TODO: Implement war_cry sound without being annoying + --mob_sound(self, "war_cry", true) + else + set_velocity(self, self.walk_velocity) + + -- follow path now that it has it + self.path.following = true + end + end +end + + + + + + -- check if mob is dead or only hurt local check_for_death = function(self, cause, cmi_cause) @@ -776,7 +943,7 @@ local check_for_death = function(self, cause, cmi_cause) -- play damage sound if health was reduced and make mob flash red. if damaged then add_texture_mod(self, "^[colorize:red:130") - minetest.after(.2, function(self) + minetest_after(.2, function(self) if self and self.object then remove_texture_mod(self, "^[colorize:red:130") end @@ -819,8 +986,8 @@ local check_for_death = function(self, cause, cmi_cause) local looting = mcl_enchanting.get_enchantment(wielditem, "looting") item_drop(self, cooked, looting) - if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= 5000000) then - mcl_experience.throw_experience(self.object:get_pos(), math.random(self.xp_min, self.xp_max)) + if mod_experience and ((not self.child) or self.type ~= "animal") and (minetest_get_us_time() - self.xp_timestamp <= 5000000) then + mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) end end end @@ -885,7 +1052,7 @@ local check_for_death = function(self, cause, cmi_cause) set_animation(self, "die") else local rot = self.object:get_rotation() - rot.z = pi/2 + rot.z = math_pi/2 self.object:set_rotation(rot) length = 1 + DEATH_DELAY set_animation(self, "stand", true) @@ -912,34 +1079,366 @@ local check_for_death = function(self, cause, cmi_cause) if length <= 0 then kill(self) else - minetest.after(length, kill, self) + minetest_after(length, kill, self) end return true end +local damage_effect = function(self, damage) + -- damage particles + if (not disable_blood) and damage > 0 then --- check if within physical map limits (-30911 to 30927) -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 + local amount_large = math_floor(damage / 2) + local amount_small = damage % 2 + + local pos = self.object:get_pos() + + pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5 + + local texture = "mobs_blood.png" + -- full heart damage (one particle for each 2 HP damage) + if amount_large > 0 then + effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true) + end + -- half heart damage (one additional particle if damage is an odd number) + if amount_small > 0 then + -- TODO: Use "half heart" + effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true) + end + end +end + + +-- custom particle effects +local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) + + radius = radius or 2 + min_size = min_size or 0.5 + max_size = max_size or 1 + gravity = gravity or -10 + glow = glow or 0 + go_down = go_down or false + + local ym + if go_down then + ym = 0 + else + ym = -radius + end + + minetest_add_particlespawner({ + amount = amount, + time = 0.25, + minpos = pos, + maxpos = pos, + minvel = {x = -radius, y = ym, z = -radius}, + maxvel = {x = radius, y = radius, z = radius}, + minacc = {x = 0, y = gravity, z = 0}, + maxacc = {x = 0, y = gravity, z = 0}, + minexptime = 0.1, + maxexptime = 1, + minsize = min_size, + maxsize = max_size, + texture = texture, + glow = glow, + }) +end + + +-- are we flying in what we are suppose to? (taikedz) +local flight_check = function(self) + + local nod = self.standing_in + local def = minetest_registered_nodes[nod] + + if not def then return false end -- nil check + + local fly_in + if type(self.fly_in) == "string" then + fly_in = { self.fly_in } + elseif type(self.fly_in) == "table" then + fly_in = self.fly_in + else + return false + end + + for _,checknode in pairs(fly_in) do + if nod == checknode then + return true + elseif checknode == "__airlike" and def.walkable == false and + (def.liquidtype == "none" or minetest_get_item_group(nod, "fake_liquid") == 1) then + return true + end + end + + return false +end + + +-- check line of sight (BrunoMine) +local line_of_sight = function(self, pos1, pos2, stepsize) + + stepsize = stepsize or 1 + + local s, pos = minetest_line_of_sight(pos1, pos2, stepsize) + + -- normal walking and flying mobs can see you through air + if s == true then + return true + end + + -- New pos1 to be analyzed + local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} + + local r, pos = minetest_line_of_sight(npos1, pos2, stepsize) + + -- Checks the return + if r == true then return true end + + -- Nodename found + local nn = minetest_get_node(pos).name + + -- Target Distance (td) to travel + local td = vector.distance(pos1, pos2) + + -- Actual Distance (ad) traveled + local ad = 0 + + -- It continues to advance in the line of sight in search of a real + -- obstruction which counts as 'normal' nodebox. + while minetest_registered_nodes[nn] + and minetest_registered_nodes[nn].walkable == false do + + -- Check if you can still move forward + if td < ad + stepsize then + return true -- Reached the target + end + + -- Moves the analyzed pos + local d = vector.distance(pos1, pos2) + + npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x + npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y + npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z + + -- NaN checks + if d == 0 + or npos1.x ~= npos1.x + or npos1.y ~= npos1.y + or npos1.z ~= npos1.z then + return false + end + + ad = ad + stepsize + + -- scan again + r, pos = minetest_line_of_sight(npos1, pos2, stepsize) + + if r == true then return true end + + -- New Nodename found + nn = minetest_get_node(pos).name + + end + + return false +end + +-- Returns true if node is a water hazard +local is_node_waterhazard = function(self, nodename) + local nn = nodename + if self.water_damage > 0 then + if minetest_get_item_group(nn, "water") ~= 0 then + return true + end + end + if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].drowning and minetest_registered_nodes[nn].drowning > 0 then + if self.breath_max ~= -1 then + -- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case + -- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous + if not self.breathes_in_water and minetest_get_item_group(nn, "water") ~= 0 then + return true end end end - 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 + return false end +-- Returns true is node can deal damage to self +local is_node_dangerous = function(self, nodename) + local nn = nodename + if self.lava_damage > 0 then + if minetest_get_item_group(nn, "lava") ~= 0 then + return true + end + end + if self.fire_damage > 0 then + if minetest_get_item_group(nn, "fire") ~= 0 then + return true + end + end + if minetest_registered_nodes[nn] and minetest_registered_nodes[nn].damage_per_second and minetest_registered_nodes[nn].damage_per_second > 0 then + return true + end + return false +end + + +local add_texture_mod = function(self, mod) + local full_mod = "" + local already_added = false + for i=1, #self.texture_mods do + if mod == self.texture_mods[i] then + already_added = true + end + full_mod = full_mod .. self.texture_mods[i] + end + if not already_added then + full_mod = full_mod .. mod + table.insert(self.texture_mods, mod) + end + self.object:set_texture_mod(full_mod) +end + + +local remove_texture_mod = function(self, mod) + local full_mod = "" + local remove = {} + for i=1, #self.texture_mods do + if self.texture_mods[i] ~= mod then + full_mod = full_mod .. self.texture_mods[i] + else + table.insert(remove, i) + end + end + for i=#remove, 1 do + table.remove(self.texture_mods, remove[i]) + end + self.object:set_texture_mod(full_mod) +end + + +-- Return true if object is in view_range +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 not object then + return false + end + local factor + -- Apply view range reduction for special player armor + if object:is_player() and mod_armor then + local factors = mcl_armor.player_view_range_factors[object] + factor = factors and factors[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 + + local p1, p2 = self.object:get_pos(), object:get_pos() + return p1 and p2 and (vector.distance(p1, p2) <= dist) +end + +-- attack player/mob +local do_attack = function(self, player) + + if self.state == "attack" or self.state == "die" then + return + end + + self.attack = player + self.state = "attack" + + -- TODO: Implement war_cry sound without being annoying + --if math_random(0, 100) < 90 then + --mob_sound(self, "war_cry", true) + --end +end + + +-- play sound +local mob_sound = function(self, soundname, is_opinion, fixed_pitch) + 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] + if sound then + if is_opinion and self.opinion_sound_cooloff > 0 then + return + end + local pitch + if not fixed_pitch then + local base_pitch = soundinfo.base_pitch + if not base_pitch then + base_pitch = 1 + end + if self.child and (not self.sounds_child) then + -- Children have higher pitch + pitch = base_pitch * 1.5 + else + pitch = base_pitch + end + -- randomize the pitch a bit + pitch = pitch + math_random(-10, 10) * 0.005 + end + minetest_sound_play(sound, { + object = self.object, + gain = 1.0, + max_hear_distance = self.sounds.distance, + pitch = pitch, + }, true) + self.opinion_sound_cooloff = 1 + end +end + + +local function update_roll(self) + local is_Fleckenstein = self.nametag == "Fleckenstein" + local was_Fleckenstein = false + + local rot = self.object:get_rotation() + rot.z = is_Fleckenstein and math_pi or 0 + self.object:set_rotation(rot) + + local cbox = table.copy(self.collisionbox) + local acbox = self.object:get_properties().collisionbox + + if math_abs(cbox[2] - acbox[2]) > 0.1 then + 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 + + + -- is mob facing a cliff or danger local is_at_cliff_or_danger = function(self) @@ -951,23 +1450,23 @@ local is_at_cliff_or_danger = function(self) return false end local yaw = self.object:get_yaw() - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor - local free_fall, blocker = minetest.line_of_sight( + local free_fall, blocker = minetest_line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) if free_fall then return true else - local bnode = minetest.get_node(blocker) + local bnode = minetest_get_node(blocker) local danger = is_node_dangerous(self, bnode.name) if danger then return true else - local def = minetest.registered_nodes[bnode.name] + local def = minetest_registered_nodes[bnode.name] if def and def.walkable then return false end @@ -986,18 +1485,18 @@ local is_at_water_danger = function(self) return false end local yaw = self.object:get_yaw() - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor - local free_fall, blocker = minetest.line_of_sight( + local free_fall, blocker = minetest_line_of_sight( {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 - local bnode = minetest.get_node(blocker) + local bnode = minetest_get_node(blocker) 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 @@ -1005,7 +1504,7 @@ local is_at_water_danger = function(self) elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then return true else - local def = minetest.registered_nodes[bnode.name] + local def = minetest_registered_nodes[bnode.name] if def and def.walkable then return false end @@ -1015,21 +1514,6 @@ local is_at_water_danger = function(self) return false end - --- get node but use fallback for nil or unknown -local node_ok = function(pos, fallback) - - fallback = fallback or mobs.fallback_node - - local node = minetest.get_node_or_nil(pos) - - if node and minetest.registered_nodes[node.name] then - return node - end - - return minetest.registered_nodes[fallback] -end - local function get_light(pos, tod) if minetest.get_node_or_nil(pos) then local lightfunc = minetest.get_natural_light or minetest.get_node_light @@ -1121,7 +1605,7 @@ local do_env_damage = function(self) self.object:set_velocity({x = 0, y = 0, z = 0}) end - local nodef = minetest.registered_nodes[self.standing_in] + local nodef = minetest_registered_nodes[self.standing_in] -- rain if self.rain_damage > 0 and mod_weather then @@ -1203,7 +1687,7 @@ local do_env_damage = function(self) if self.breath_max ~= -1 then local drowning = false if self.breathes_in_water then - if minetest.get_item_group(self.standing_in, "water") == 0 then + if minetest_get_item_group(self.standing_in, "water") == 0 then drowning = true end elseif nodef.drowning > 0 then @@ -1211,7 +1695,7 @@ local do_env_damage = function(self) end if drowning then - self.breath = math.max(0, self.breath - 1) + self.breath = math_max(0, self.breath - 1) effect(pos, 2, "bubble.png", nil, nil, 1, nil) if self.breath <= 0 then @@ -1229,7 +1713,7 @@ local do_env_damage = function(self) return true end else - self.breath = math.min(self.breath_max, self.breath + 1) + self.breath = math_min(self.breath_max, self.breath + 1) end end @@ -1295,13 +1779,13 @@ local do_jump = function(self) local nod = node_ok(pos) - if minetest.registered_nodes[nod.name].walkable == false then + if minetest_registered_nodes[nod.name].walkable == false then return false end -- where is front - local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) - local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) + local dir_x = -math_sin(yaw) * (self.collisionbox[4] + 0.5) + local dir_z = math_cos(yaw) * (self.collisionbox[4] + 0.5) -- what is in front of mob? nod = node_ok({ @@ -1319,7 +1803,7 @@ local do_jump = function(self) }, "air") -- we don't attempt to jump if there's a stack of blocks blocking - if minetest.registered_nodes[nodTop.name].walkable == true then + if minetest_registered_nodes[nodTop.name].walkable == true then return false end @@ -1329,11 +1813,11 @@ local do_jump = function(self) end if self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable then + or minetest_registered_items[nod.name].walkable then - 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 + 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 local v = self.object:get_velocity() @@ -1344,7 +1828,7 @@ local do_jump = function(self) self.object:set_velocity(v) -- when in air move forward - minetest.after(0.3, function(self, v) + minetest_after(0.3, function(self, v) if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then return end @@ -1391,7 +1875,7 @@ local entity_physics = function(pos, radius) radius = radius * 2 - local objs = minetest.get_objects_inside_radius(pos, radius) + local objs = minetest_get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do @@ -1401,7 +1885,7 @@ local entity_physics = function(pos, radius) dist = vector.distance(pos, obj_pos) if dist < 1 then dist = 1 end - local damage = floor((4 / dist) * radius) + local damage = math_floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players @@ -1481,14 +1965,14 @@ local breed = function(self) return end - -- horny animal can mate for HORNY_TIME seconds, - -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds + -- horny animal can mate for BREED_TIME seconds, + -- afterwards horny animal cannot mate again for BREED_TIME_AGAIN seconds if self.horny == true - and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then + and self.hornytimer < BREED_TIME + BREED_TIME_AGAIN then self.hornytimer = self.hornytimer + 1 - if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then + if self.hornytimer >= BREED_TIME + BREED_TIME_AGAIN then self.hornytimer = 0 self.horny = false end @@ -1496,13 +1980,13 @@ local breed = function(self) -- find another same animal who is also horny and mate if nearby if self.horny == true - and self.hornytimer <= HORNY_TIME then + and self.hornytimer <= BREED_TIME then local pos = self.object:get_pos() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) - local objs = minetest.get_objects_inside_radius(pos, 3) + local objs = minetest_get_objects_inside_radius(pos, 3) local num = 0 local ent = nil @@ -1535,18 +2019,18 @@ local breed = function(self) if ent and canmate == true and ent.horny == true - and ent.hornytimer <= HORNY_TIME then + and ent.hornytimer <= BREED_TIME then num = num + 1 end -- found your mate? then have a baby if num > 1 then - self.hornytimer = HORNY_TIME + 1 - ent.hornytimer = HORNY_TIME + 1 + self.hornytimer = BREED_TIME + 1 + ent.hornytimer = BREED_TIME + 1 -- spawn baby - minetest.after(5, function(parent1, parent2, pos) + minetest_after(5, function(parent1, parent2, pos) if not parent1.object:get_luaentity() then return end @@ -1556,7 +2040,7 @@ local breed = function(self) -- Give XP if mod_experience then - mcl_experience.throw_experience(pos, math.random(1, 7)) + mcl_experience.throw_experience(pos, math_random(1, 7)) end -- custom breed function @@ -1573,7 +2057,7 @@ local breed = function(self) -- Use texture of one of the parents - local p = math.random(1, 2) + local p = math_random(1, 2) if p == 1 then ent_c.base_texture = parent1.base_texture else @@ -1596,7 +2080,6 @@ local breed = function(self) end end - -- find and replace what mob is looking for (grass, wheat etc.) local replace = function(self, pos) @@ -1604,7 +2087,7 @@ local replace = function(self, pos) or not self.replace_what or self.child == true or self.object:get_velocity().y ~= 0 - or random(1, self.replace_rate) > 1 then + or math_random(1, self.replace_rate) > 1 then return end @@ -1612,7 +2095,7 @@ local replace = function(self, pos) if type(self.replace_what[1]) == "table" then - local num = random(#self.replace_what) + local num = math_random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" @@ -1625,7 +2108,7 @@ local replace = function(self, pos) pos.y = pos.y + y_offset - local node = minetest.get_node(pos) + local node = minetest_get_node(pos) if node.name == what then local oldnode = {name = what, param2 = node.param2} @@ -1639,7 +2122,7 @@ local replace = function(self, pos) if on_replace_return ~= false then if mobs_griefing then - minetest.set_node(pos, newnode) + minetest_set_node(pos, newnode) end end @@ -1663,650 +2146,24 @@ local day_docile = function(self) end -local los_switcher = false -local height_switcher = false --- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3 -local smart_mobs = function(self, s, p, dist, dtime) +local mob_detach_child = function(self, child) - local s1 = self.path.lastpos - - local target_pos = self.attack:get_pos() - - -- is it becoming stuck? - if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then - self.path.stuck_timer = self.path.stuck_timer + dtime - else - self.path.stuck_timer = 0 + if self.driver == child then + self.driver = nil end - self.path.lastpos = {x = s.x, y = s.y, z = s.z} - - local use_pathfind = false - local has_lineofsight = minetest.line_of_sight( - {x = s.x, y = (s.y) + .5, z = s.z}, - {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) - - -- im stuck, search for path - if not has_lineofsight then - - if los_switcher == true then - use_pathfind = true - los_switcher = false - end -- cannot see target! - else - if los_switcher == false then - - los_switcher = true - use_pathfind = false - - minetest.after(1, function(self) - if not self.object:get_luaentity() then - return - end - if has_lineofsight then self.path.following = false end - end, self) - end -- can see target! - end - - if (self.path.stuck_timer > stuck_timeout and not self.path.following) then - - use_pathfind = true - self.path.stuck_timer = 0 - - minetest.after(1, function(self) - if not self.object:get_luaentity() then - return - end - if has_lineofsight then self.path.following = false end - end, self) - end - - if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then - - use_pathfind = true - self.path.stuck_timer = 0 - - minetest.after(1, function(self) - if not self.object:get_luaentity() then - return - end - if has_lineofsight then self.path.following = false end - end, self) - end - - if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then - - if height_switcher then - use_pathfind = true - height_switcher = false - end - else - if not height_switcher then - use_pathfind = false - height_switcher = true - end - end - - if use_pathfind then - -- lets try find a path, first take care of positions - -- since pathfinder is very sensitive - local sheight = self.collisionbox[5] - self.collisionbox[2] - - -- round position to center of node to avoid stuck in walls - -- also adjust height for player models! - s.x = floor(s.x + 0.5) - s.z = floor(s.z + 0.5) - - local ssight, sground = minetest.line_of_sight(s, { - x = s.x, y = s.y - 4, z = s.z}, 1) - - -- determine node above ground - if not ssight then - s.y = sground.y + 1 - end - - local p1 = self.attack:get_pos() - - p1.x = floor(p1.x + 0.5) - p1.y = floor(p1.y + 0.5) - p1.z = floor(p1.z + 0.5) - - local dropheight = 12 - if self.fear_height ~= 0 then dropheight = self.fear_height end - local jumpheight = 0 - if self.jump and self.jump_height >= 4 then - jumpheight = math.min(math.ceil(self.jump_height / 4), 4) - elseif self.stepheight > 0.5 then - jumpheight = 1 - end - self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch") - - self.state = "" - do_attack(self, self.attack) - - -- no path found, try something else - if not self.path.way then - - self.path.following = false - - -- lets make way by digging/building if not accessible - if self.pathfinding == 2 and mobs_griefing then - - -- is player higher than mob? - if s.y < p1.y then - - -- build upwards - if not minetest.is_protected(s, "") then - - local ndef1 = minetest.registered_nodes[self.standing_in] - - if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then - - minetest.set_node(s, {name = mobs.fallback_node}) - end - end - - local sheight = math.ceil(self.collisionbox[5]) + 1 - - -- assume mob is 2 blocks high so it digs above its head - s.y = s.y + sheight - - -- remove one block above to make room to jump - if not minetest.is_protected(s, "") then - - local node1 = node_ok(s, "air").name - local ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.set_node(s, {name = "air"}) - minetest.add_item(s, ItemStack(node1)) - - end - end - - s.y = s.y - sheight - self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) - - else -- dig 2 blocks to make door toward player direction - - local yaw1 = self.object:get_yaw() + pi / 2 - local p1 = { - x = s.x + cos(yaw1), - y = s.y, - z = s.z + sin(yaw1) - } - - if not minetest.is_protected(p1, "") then - - local node1 = node_ok(p1, "air").name - local ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.add_item(p1, ItemStack(node1)) - minetest.set_node(p1, {name = "air"}) - end - - p1.y = p1.y + 1 - node1 = node_ok(p1, "air").name - ndef1 = minetest.registered_nodes[node1] - - if node1 ~= "air" - and node1 ~= "ignore" - and ndef1 - and not ndef1.groups.level - and not ndef1.groups.unbreakable - and not ndef1.groups.liquid then - - minetest.add_item(p1, ItemStack(node1)) - minetest.set_node(p1, {name = "air"}) - end - - end - end - end - - -- will try again in 2 seconds - self.path.stuck_timer = stuck_timeout - 2 - elseif s.y < p1.y and (not self.fly) then - do_jump(self) --add jump to pathfinding - self.path.following = true - -- Yay, I found path! - -- TODO: Implement war_cry sound without being annoying - --mob_sound(self, "war_cry", true) - else - set_velocity(self, self.walk_velocity) - - -- follow path now that it has it - self.path.following = true - end - end end - --- specific attacks -local specific_attack = function(list, what) - - -- no list so attack default (player, animals etc.) - if list == nil then - return true - end - - -- found entity on list to attack? - for no = 1, #list do - - if list[no] == what then - return true - end - end - - return false -end - --- monster find someone to attack -local monster_attack = function(self) - - if self.type ~= "monster" - or not damage_enabled - or minetest.is_creative_enabled("") - or self.passive - or self.state == "attack" - or day_docile(self) then - return - end - - local s = self.object:get_pos() - local p, sp, dist - local player, obj, min_player - local type, name = "", "" - local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - if objs[n]:is_player() then - - if mobs.invis[ objs[n]:get_player_name() ] or (not object_in_range(self, objs[n])) then - type = "" - else - player = objs[n] - type = "player" - name = "player" - end - else - obj = objs[n]:get_luaentity() - - if obj then - player = obj.object - type = obj.type - name = obj.name or "" - end - end - - -- find specific mob to attack, failing that attack player/npc/animal - if specific_attack(self.specific_attack, name) - and (type == "player" or type == "npc" - or (type == "animal" and self.attack_animals == true)) then - - p = player:get_pos() - sp = s - - dist = vector.distance(p, s) - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - - -- choose closest player to attack - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - end - - -- attack player - if min_player then - do_attack(self, min_player) - end -end - - --- npc, find closest monster to attack -local npc_attack = function(self) - - if self.type ~= "npc" - or not self.attacks_monsters - or self.state == "attack" then - return - end - - local p, sp, obj, min_player - local s = self.object:get_pos() - local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - obj = objs[n]:get_luaentity() - - if obj and obj.type == "monster" then - - p = obj.object:get_pos() - sp = s - - local dist = vector.distance(p, s) - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = obj.object - end - end - end - - if min_player then - do_attack(self, min_player) - end -end - - --- specific runaway -local specific_runaway = function(list, what) - - -- no list so do not run - if list == nil then - return false - end - - -- found entity on list to attack? - for no = 1, #list do - - if list[no] == what then - return true - end - end - - return false -end - - --- find someone to runaway from -local runaway_from = function(self) - - if not self.runaway_from and self.state ~= "flop" then - return - end - - local s = self.object:get_pos() - local p, sp, dist - local player, obj, min_player - local type, name = "", "" - local min_dist = self.view_range + 1 - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - for n = 1, #objs do - - if objs[n]:is_player() then - - if mobs.invis[ objs[n]:get_player_name() ] - or self.owner == objs[n]:get_player_name() - or (not object_in_range(self, objs[n])) then - type = "" - else - player = objs[n] - type = "player" - name = "player" - end - else - obj = objs[n]:get_luaentity() - - if obj then - player = obj.object - type = obj.type - name = obj.name or "" - end - end - - -- find specific mob to runaway from - if name ~= "" and name ~= self.name - and specific_runaway(self.runaway_from, name) then - - p = player:get_pos() - sp = s - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - dist = vector.distance(p, s) - - - -- choose closest player/mpb to runaway from - if dist < min_dist - and line_of_sight(self, sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - end - - if min_player then - - local lp = player:get_pos() - local vec = { - x = lp.x - s.x, - y = lp.y - s.y, - z = lp.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 4) - self.state = "runaway" - self.runaway_timer = 3 - self.following = nil - end -end - - --- follow player if owner or holding item, if fish outta water then flop -local follow_flop = function(self) - - -- find player to follow - if (self.follow ~= "" - or self.order == "follow") - and not self.following - and self.state ~= "attack" - and self.order ~= "sit" - and self.state ~= "runaway" then - - local s = self.object:get_pos() - local players = minetest.get_connected_players() - - for n = 1, #players do - - if (object_in_range(self, players[n])) - and not mobs.invis[ players[n]:get_player_name() ] then - - self.following = players[n] - - break - end - end - end - - if self.type == "npc" - and self.order == "follow" - and self.state ~= "attack" - and self.order ~= "sit" - and self.owner ~= "" then - - -- npc stop following player if not owner - if self.following - and self.owner - and self.owner ~= self.following:get_player_name() then - self.following = nil - end - else - -- stop following player if not holding specific item, - -- mob is horny, fleeing or attacking - if self.following - and self.following:is_player() - and (follow_holding(self, self.following) == false or - self.horny or self.state == "runaway") then - self.following = nil - end - - end - - -- follow that thing - if self.following then - - local s = self.object:get_pos() - local p - - if self.following:is_player() then - - p = self.following:get_pos() - - elseif self.following.object then - - p = self.following.object:get_pos() - end - - if p then - - local dist = vector.distance(p, s) - - -- dont follow if out of range - if (not object_in_range(self, self.following)) then - self.following = nil - else - local vec = { - x = p.x - s.x, - z = p.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate - - if p.x > s.x then yaw = yaw + pi end - - set_yaw(self, yaw, 2.35) - - -- anyone but standing npc's can move along - if dist > 3 - and self.order ~= "stand" then - - set_velocity(self, self.follow_velocity) - - if self.walk_chance ~= 0 then - set_animation(self, "run") - end - else - set_velocity(self, 0) - set_animation(self, "stand") - end - - return - end - end - end - - -- swimmers flop when out of their element, and swim again when back in - if self.fly then - local s = self.object:get_pos() - if not flight_check(self, s) then - - self.state = "flop" - self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) - - local sdef = minetest.registered_nodes[self.standing_on] - -- Flop on ground - if sdef and sdef.walkable then - mob_sound(self, "flop") - self.object:set_velocity({ - x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), - y = FLOP_HEIGHT, - z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED), - }) - end - - set_animation(self, "stand", true) - - return - elseif self.state == "flop" then - self.state = "stand" - self.object:set_acceleration({x = 0, y = 0, z = 0}) - set_velocity(self, 0) - end - end -end - - --- dogshoot attack switch and counter function -local dogswitch = function(self, dtime) - - -- switch mode not activated - if not self.dogshoot_switch - or not dtime then - return 0 - end - - self.dogshoot_count = self.dogshoot_count + dtime - - if (self.dogshoot_switch == 1 - and self.dogshoot_count > self.dogshoot_count_max) - or (self.dogshoot_switch == 2 - and self.dogshoot_count > self.dogshoot_count2_max) then - - self.dogshoot_count = 0 - - if self.dogshoot_switch == 1 then - self.dogshoot_switch = 2 - else - self.dogshoot_switch = 1 - end - end - - return self.dogshoot_switch -end - --- execute current state (stand, walk, run, attacks) --- returns true if mob has died -local do_states = function(self, dtime) - - local yaw = self.object:get_yaw() or 0 +function do_states(self) if self.state == "stand" then - if random(1, 4) == 1 then + if math_random(1, 4) == 1 then local lp = nil local s = self.object:get_pos() - local objs = minetest.get_objects_inside_radius(s, 3) + local objs = minetest_get_objects_inside_radius(s, 3) for n = 1, #objs do @@ -2324,11 +2181,11 @@ local do_states = function(self, dtime) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if lp.x > s.x then yaw = yaw + pi end + if lp.x > s.x then yaw = yaw + math_pi end else - yaw = yaw + random(-0.5, 0.5) + yaw = yaw + math_random(-0.5, 0.5) end yaw = set_yaw(self, yaw, 8) @@ -2343,7 +2200,7 @@ local do_states = function(self, dtime) if self.walk_chance ~= 0 and self.facing_fence ~= true - and random(1, 100) <= self.walk_chance + and math_random(1, 100) <= self.walk_chance and is_at_cliff_or_danger(self) == false then set_velocity(self, self.walk_velocity) @@ -2362,19 +2219,19 @@ local do_states = function(self, dtime) and self.lava_damage > 0) or self.breath_max ~= -1 then - lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"}) + lp = minetest_find_node_near(s, 1, {"group:water", "group:lava"}) elseif self.water_damage > 0 then - lp = minetest.find_node_near(s, 1, {"group:water"}) + lp = minetest_find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then - lp = minetest.find_node_near(s, 1, {"group:lava"}) + lp = minetest_find_node_near(s, 1, {"group:lava"}) elseif self.fire_damage > 0 then - lp = minetest.find_node_near(s, 1, {"group:fire"}) + lp = minetest_find_node_near(s, 1, {"group:fire"}) end @@ -2388,12 +2245,12 @@ local do_states = function(self, dtime) -- If mob in or on dangerous block, look for land if is_in_danger then -- Better way to find shore - copied from upstream - lp = minetest.find_nodes_in_area_under_air( + lp = minetest_find_nodes_in_area_under_air( {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}, {"group:solid"}) - lp = #lp > 0 and lp[random(#lp)] + lp = #lp > 0 and lp[math_random(#lp)] -- did we find land? if lp then @@ -2403,10 +2260,10 @@ local do_states = function(self, dtime) z = lp.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if lp.x > s.x then yaw = yaw + pi end + if lp.x > s.x then yaw = yaw + math_pi end -- look towards land and move in that direction yaw = set_yaw(self, yaw, 6) @@ -2419,8 +2276,8 @@ local do_states = function(self, dtime) else -- Randomly turn - if random(1, 100) <= 30 then - yaw = yaw + random(-0.5, 0.5) + if math_random(1, 100) <= 30 then + yaw = yaw + math_random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end end @@ -2428,9 +2285,9 @@ local do_states = function(self, dtime) yaw = set_yaw(self, yaw, 8) -- otherwise randomly turn - elseif random(1, 100) <= 30 then + elseif math_random(1, 100) <= 30 then - yaw = yaw + random(-0.5, 0.5) + yaw = yaw + math_random(-0.5, 0.5) yaw = set_yaw(self, yaw, 8) end @@ -2441,7 +2298,7 @@ local do_states = function(self, dtime) end if self.facing_fence == true or cliff_or_danger - or random(1, 100) <= 30 then + or math_random(1, 100) <= 30 then set_velocity(self, 0) self.state = "stand" @@ -2516,9 +2373,9 @@ local do_states = function(self, dtime) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2584,10 +2441,10 @@ local do_states = function(self, dtime) local pos = self.object:get_pos() if mod_explosions then - if mobs_griefing and not minetest.is_protected(pos, "") then + if mobs_griefing and not minetest_is_protected(pos, "") then mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object) else - minetest.sound_play(self.sounds.explode, { + minetest_sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 @@ -2612,9 +2469,9 @@ local do_states = function(self, dtime) and dist > self.reach then local p1 = s - local me_y = floor(p1.y) + local me_y = math_floor(p1.y) local p2 = p - local p_y = floor(p2.y + 1) + local p_y = math_floor(p2.y + 1) local v = self.object:get_velocity() if flight_check(self, s) then @@ -2675,7 +2532,7 @@ local do_states = function(self, dtime) return end - if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then + if math_abs(p1.x-s.x) + math_abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table.remove(self.path.way, 1) end @@ -2689,9 +2546,9 @@ local do_states = function(self, dtime) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2741,7 +2598,7 @@ local do_states = function(self, dtime) self.timer = 0 if self.double_melee_attack - and random(1, 2) == 1 then + and math_random(1, 2) == 1 then set_animation(self, "punch2") else set_animation(self, "punch") @@ -2794,9 +2651,9 @@ local do_states = function(self, dtime) z = p.z - s.z } - yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate + yaw = (atan(vec.z / vec.x) + math_pi / 2) - self.rotate - if p.x > s.x then yaw = yaw + pi end + if p.x > s.x then yaw = yaw + math_pi end yaw = set_yaw(self, yaw, 0, dtime) @@ -2807,8 +2664,8 @@ local do_states = function(self, dtime) if self.shoot_interval and self.timer > self.shoot_interval - and not minetest.raycast(p, self.attack:get_pos(), false, false):next() - and random(1, 100) <= 60 then + and not minetest_raycast(p, self.attack:get_pos(), false, false):next() + and math_random(1, 100) <= 60 then self.timer = 0 set_animation(self, "shoot") @@ -2817,16 +2674,16 @@ local do_states = function(self, dtime) mob_sound(self, "shoot_attack") -- Shoot arrow - if minetest.registered_entities[self.arrow] then + if minetest_registered_entities[self.arrow] then local arrow, ent local v = 1 if not self.shoot_arrow then self.firing = true - minetest.after(1, function() + minetest_after(1, function() self.firing = false end) - arrow = minetest.add_entity(p, self.arrow) + arrow = minetest_add_entity(p, self.arrow) ent = arrow:get_luaentity() if ent.velocity then v = ent.velocity @@ -2854,851 +2711,48 @@ local do_states = function(self, dtime) end --- falling and fall damage --- returns true if mob died -local falling = function(self, pos) - if self.fly and self.state ~= "die" then + +-- above function exported for mount.lua +function mobs:set_animation(self, anim) + set_animation(self, anim) +end + + +-- set defined animation +local set_animation = function(self, anim, fixed_frame) + if not self.animation or not anim then + return + end + if self.state == "die" and anim ~= "die" and anim ~= "stand" then return end - if mcl_portals ~= nil then - if mcl_portals.nether_portal_cooloff(self.object) then - return false -- mob has teleported through Nether portal - it's 99% not falling - end + self.animation.current = self.animation.current or "" + + if (anim == self.animation.current + or not self.animation[anim .. "_start"] + or not self.animation[anim .. "_end"]) and self.state ~= "die" then + return end - -- floating in water (or falling) - local v = self.object:get_velocity() + self.animation.current = anim - if v.y > 0 then - - -- apply gravity when moving up - self.object:set_acceleration({ - x = 0, - y = -10, - z = 0 - }) - - elseif v.y <= 0 and v.y > self.fall_speed then - - -- fall downwards at set speed - self.object:set_acceleration({ - x = 0, - y = self.fall_speed, - z = 0 - }) + local a_start = self.animation[anim .. "_start"] + local a_end + if fixed_frame then + a_end = a_start else - -- stop accelerating once max fall speed hit - self.object:set_acceleration({x = 0, y = 0, z = 0}) + a_end = self.animation[anim .. "_end"] end - if minetest.registered_nodes[node_ok(pos).name].groups.lava then - - if self.floats_on_lava == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 2), - z = 0 - }) - end - end - - -- in water then float up - if minetest.registered_nodes[node_ok(pos).name].groups.water then - - if self.floats == 1 then - - self.object:set_acceleration({ - x = 0, - y = -self.fall_speed / (max(1, v.y) ^ 2), - z = 0 - }) - end - else - - -- fall damage onto solid ground - if self.fall_damage == 1 - and self.object:get_velocity().y == 0 then - - local d = (self.old_y or 0) - self.object:get_pos().y - - if d > 5 then - - local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent") - local damage = d - 5 - if add ~= 0 then - damage = damage + damage * (add/100) - end - damage = floor(damage) - if damage > 0 then - self.health = self.health - damage - - effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil) - - if check_for_death(self, "fall", {type = "fall"}) then - return true - end - end - end - - self.old_y = self.object:get_pos().y - end - end + self.object:set_animation({ + x = a_start, + y = a_end}, + self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, + 0, self.animation[anim .. "_loop"] ~= false) end -local teleport = function(self, target) - if self.do_teleport then - if self.do_teleport(self, target) == false then - return - end - end -end - - --- deal damage and effects when mob punched -local mob_punch = function(self, hitter, tflp, tool_capabilities, dir) - - -- custom punch function - if self.do_punch then - - -- when false skip going any further - if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then - return - end - end - - -- error checking when mod profiling is enabled - if not tool_capabilities then - minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") - return - end - - local is_player = hitter:is_player() - - if is_player then - -- is mob protected? - if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then - return - end - - -- set/update 'drop xp' timestamp if hitted by player - self.xp_timestamp = minetest.get_us_time() - end - - - -- punch interval - local weapon = hitter:get_wielded_item() - local punch_interval = 1.4 - - -- exhaust attacker - if mod_hunger and is_player then - mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK) - end - - -- 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 - - if use_cmi then - damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) - else - - for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do - - 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 - - damage = damage + (tool_capabilities.damage_groups[group] or 0) - * tmp * ((armor[group] or 0) / 100.0) - end - end - - if weapon then - local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") - if fire_aspect_level > 0 then - mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) - end - end - - -- 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 - self.health = self.health - floor(damage) - return - end - - if use_cmi then - - local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) - - if cancel then return end - end - - if tool_capabilities then - punch_interval = tool_capabilities.full_punch_interval or 1.4 - end - - -- add weapon wear manually - -- Required because we have custom health handling ("health" property) - if minetest.is_creative_enabled("") ~= true - and tool_capabilities then - if tool_capabilities.punch_attack_uses then - -- Without this delay, the wear does not work. Quite hacky ... - minetest.after(0, function(name) - 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 - local wear = floor(65535/tool_capabilities.punch_attack_uses) - weapon:add_wear(wear) - hitter:set_wielded_item(weapon) - end - end, hitter:get_player_name()) - end - end - - local die = false - - -- 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 - - -- weapon sounds - if weapon:get_definition().sounds ~= nil then - - local s = random(0, #weapon:get_definition().sounds) - - minetest.sound_play(weapon:get_definition().sounds[s], { - object = self.object, --hitter, - max_hear_distance = 8 - }, true) - else - minetest.sound_play("default_punch", { - object = self.object, - max_hear_distance = 5 - }, true) - end - - damage_effect(self, damage) - - -- do damage - self.health = self.health - damage - - -- skip future functions if dead, except alerting others - if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then - die = true - end - - -- knock back effect (only on full punch) - if not die - and self.knock_back - and tflp >= punch_interval then - - local v = self.object:get_velocity() - local r = 1.4 - min(punch_interval, 1.4) - local kb = r * 2.0 - local up = 2 - - -- if already in air then dont go up anymore when hit - if v.y ~= 0 - or self.fly then - up = 0 - end - - -- direction error check - dir = dir or {x = 0, y = 0, z = 0} - - -- 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 - - - local luaentity - if hitter then - luaentity = hitter:get_luaentity() - end - if hitter and is_player then - 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 - - self.object:set_velocity({ - x = dir.x * kb, - y = dir.y * kb + up * 2, - z = dir.z * kb - }) - - self.pause_timer = 0.25 - end - end -- END if damage - - -- if skittish then run away - if not die and self.runaway == true and self.state ~= "flop" then - - local lp = hitter:get_pos() - local s = self.object:get_pos() - local vec = { - x = lp.x - s.x, - y = lp.y - s.y, - z = lp.z - s.z - } - - local yaw = (atan(vec.z / vec.x) + 3 * pi / 2) - self.rotate - - if lp.x > s.x then - yaw = yaw + pi - end - - yaw = set_yaw(self, yaw, 6) - self.state = "runaway" - self.runaway_timer = 0 - self.following = nil - end - - local name = hitter:get_player_name() or "" - - -- attack puncher and call other mobs for help - if self.passive == false - and self.state ~= "flop" - and (self.child == false or self.type == "monster") - and hitter:get_player_name() ~= self.owner - and not mobs.invis[ name ] then - - if not die then - -- attack whoever punched mob - self.state = "" - do_attack(self, hitter) - end - - -- alert others to the attack - local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range) - local obj = nil - - for n = 1, #objs do - - obj = objs[n]:get_luaentity() - - if obj then - - -- only alert members of same mob or friends - if obj.group_attack - and obj.state ~= "attack" - 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 - end - - -- have owned mobs attack player threat - if obj.owner == name and obj.owner_loyal then - do_attack(obj, self.object) - end - end - end - end -end - -local mob_detach_child = function(self, child) - - if self.driver == child then - self.driver = nil - end - -end - --- get entity staticdata -local mob_staticdata = function(self) - ---[[ - -- remove mob when out of range unless tamed - if remove_far - and self.can_despawn - and self.remove_ok - and ((not self.nametag) or (self.nametag == "")) - and self.lifetimer <= 20 then - - minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1)) - mcl_burning.extinguish(self.object) - self.object:remove() - - return ""-- nil - end ---]] - self.remove_ok = true - self.attack = nil - self.following = nil - self.state = "stand" - - if use_cmi then - self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) - end - - local tmp = {} - - for _,stat in pairs(self) do - - local t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" - and _ ~= "_cmi_components" then - tmp[_] = self[_] - end - end - - return minetest.serialize(tmp) -end - - --- activate mob and reload settings -local mob_activate = function(self, staticdata, def, dtime) - - -- remove monsters in peaceful mode - if self.type == "monster" - and minetest.settings:get_bool("only_peaceful_mobs", false) then - mcl_burning.extinguish(self.object) - 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 - - -- compatiblity with old simple mobs textures - if type(def.textures[1]) == "string" then - def.textures = {def.textures} - end - - self.base_texture = def.textures[random(1, #def.textures)] - self.base_mesh = def.mesh - self.base_size = self.visual_size - self.base_colbox = self.collisionbox - self.base_selbox = self.selectionbox - end - - -- for current mobs that dont have this set - if not self.base_selbox then - self.base_selbox = self.selectionbox or self.base_colbox - end - - -- set texture, model and size - local textures = self.base_texture - local mesh = self.base_mesh - local vis_size = self.base_size - local colbox = self.base_colbox - local selbox = self.base_selbox - - -- 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 - } - 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 - } - end - - if self.health == 0 then - self.health = random (self.hp_min, self.hp_max) - end - if self.breath == nil then - self.breath = self.breath_max - end - - -- pathfinding init - 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 - - -- Armor groups - -- immortal=1 because we use custom health - -- handling (using "health" property) - 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) - self.old_y = self.object:get_pos().y - self.old_health = self.health - self.sounds.distance = self.sounds.distance or 10 - self.textures = textures - self.mesh = mesh - self.collisionbox = colbox - self.selectionbox = selbox - self.visual_size = vis_size - self.standing_in = "ignore" - self.standing_on = "ignore" - self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time - self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types - - self.texture_mods = {} - self.object:set_texture_mod("") - - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.blinkstatus = false - - -- check existing nametag - if not self.nametag then - self.nametag = def.nametag - end - - -- set anything changed above - self.object:set_properties(self) - set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6) - update_tag(self) - set_animation(self, "stand") - - -- 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 - - if use_cmi then - self._cmi_components = cmi.activate_components(self.serialized_cmi_components) - cmi.notify_activate(self.object, dtime) - end -end - - --- main mob function -local mob_step = function(self, dtime) - - if not self.fire_resistant then - mcl_burning.tick(self.object, dtime, self) - end - - if use_cmi then - cmi.notify_step(self.object, dtime) - end - - local pos = self.object:get_pos() - local yaw = 0 - - if mobs_debug then - update_tag(self) - end - - if self.state == "die" then - return - end - - if self.jump_sound_cooloff > 0 then - self.jump_sound_cooloff = self.jump_sound_cooloff - dtime - end - if self.opinion_sound_cooloff > 0 then - self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime - end - if falling(self, pos) then - -- Return if mob died after falling - return - end - - -- smooth rotation by ThomasMonroe314 - - if self.delay and self.delay > 0 then - - local yaw = self.object:get_yaw() or 0 - - if self.delay == 1 then - yaw = self.target_yaw - else - local dif = abs(yaw - self.target_yaw) - - if yaw > self.target_yaw then - - if dif > pi then - dif = 2 * pi - dif -- need to add - yaw = yaw + dif / self.delay - else - yaw = yaw - dif / self.delay -- need to subtract - end - - elseif yaw < self.target_yaw then - - if dif > pi then - dif = 2 * pi - dif - yaw = yaw - dif / self.delay -- need to subtract - else - yaw = yaw + dif / self.delay -- need to add - end - end - - if yaw > (pi * 2) then yaw = yaw - (pi * 2) end - if yaw < 0 then yaw = yaw + (pi * 2) end - end - - self.delay = self.delay - 1 - if self.shaking then - yaw = yaw + (math.random() * 2 - 1) * 5 * dtime - end - self.object:set_yaw(yaw) - update_roll(self) - end - - -- end rotation - - -- run custom function (defined in mob lua file) - if self.do_custom then - - -- when false skip going any further - if self.do_custom(self, dtime) == false then - return - end - end - - -- knockback timer - if self.pause_timer > 0 then - - self.pause_timer = self.pause_timer - dtime - - return - end - - -- attack timer - self.timer = self.timer + dtime - - if self.state ~= "attack" then - - if self.timer < 1 then - return - end - - self.timer = 0 - end - - -- never go over 100 - if self.timer > 100 then - self.timer = 1 - end - - -- mob plays random sound at times - if random(1, 70) == 1 then - mob_sound(self, "random", true) - end - - -- environmental damage timer (every 1 second) - self.env_damage_timer = self.env_damage_timer + dtime - - if (self.state == "attack" and self.env_damage_timer > 1) - or self.state ~= "attack" then - - self.env_damage_timer = 0 - - -- check for environmental damage (water, fire, lava etc.) - if do_env_damage(self) then - return - end - - -- node replace check (cow eats grass etc.) - replace(self, pos) - end - - monster_attack(self) - - npc_attack(self) - - breed(self) - - if do_states(self, dtime) then - return - end - - if not self.object:get_luaentity() then - return false - end - - do_jump(self) - - runaway_from(self) - - if is_at_water_danger(self) and self.state ~= "attack" then - if random(1, 10) <= 6 then - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - yaw = yaw + random(-0.5, 0.5) - yaw = set_yaw(self, yaw, 8) - end - end - - -- Add water flowing for mobs from mcl_item_entity - local p, node, nn, def - p = self.object:get_pos() - node = minetest.get_node_or_nil(p) - if node then - nn = node.name - def = minetest.registered_nodes[nn] - end - - -- Move item around on flowing liquids - if def and def.liquidtype == "flowing" then - - --[[ Get flowing direction (function call from flowlib), if there's a liquid. - NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. - Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] - local vec = flowlib.quick_flow(p, node) - -- Just to make sure we don't manipulate the speed for no reason - if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then - -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" - local f = 1.39 - -- Set new item moving speed into the direciton of the liquid - local newv = vector.multiply(vec, f) - self.object:set_acceleration({x = 0, y = 0, z = 0}) - self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z}) - - self.physical_state = true - self._flowing = true - self.object:set_properties({ - physical = true - }) - return - end - elseif self._flowing == true then - -- Disable flowing physics if not on/in flowing liquid - self._flowing = false - enable_physics(self.object, self, true) - return - end - - --Mob following code. - follow_flop(self) - - if is_at_cliff_or_danger(self) then - set_velocity(self, 0) - self.state = "stand" - set_animation(self, "stand") - local yaw = self.object:get_yaw() or 0 - yaw = set_yaw(self, yaw + 0.78, 8) - end - - -- Despawning: when lifetimer expires, remove mob - if remove_far - and self.can_despawn == true - and ((not self.nametag) or (self.nametag == "")) - and self.state ~= "attack" - and self.following == nil then - - self.lifetimer = self.lifetimer - dtime - 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 - if math.random(10) < 4 then - self.despawn_immediately = true - else - self.lifetimer = 20 - end - end - end -end - - --- 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 - - -mobs.spawning_mobs = {} -- Code to execute before custom on_rightclick handling local on_rightclick_prefix = function(self, clicker) @@ -3736,643 +2790,201 @@ local create_mob_on_rightclick = function(on_rightclick) end end --- register mob entity -function mobs:register_mob(name, def) +-- set and return valid yaw +local set_yaw = function(self, yaw, delay, dtime) - mobs.spawning_mobs[name] = true - -local can_despawn -if def.can_despawn ~= nil then - can_despawn = def.can_despawn -elseif def.spawn_class == "passive" then - can_despawn = false -else - can_despawn = true -end - -local function scale_difficulty(value, default, min, special) - if (not value) or (value == default) or (value == special) then - return default - else - return max(min, value * difficulty) - end -end - -local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} --- Workaround for : --- 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 - -minetest.register_entity(name, { - - use_texture_alpha = def.use_texture_alpha, - stepheight = def.stepheight or 0.6, - name = name, - description = def.description, - type = def.type, - attack_type = def.attack_type, - fly = def.fly, - fly_in = def.fly_in or {"air", "__airlike"}, - owner = def.owner or "", - order = def.order or "", - on_die = def.on_die, - spawn_small_alternative = def.spawn_small_alternative, - do_custom = def.do_custom, - jump_height = def.jump_height or 4, -- was 6 - rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2 - lifetimer = def.lifetimer or 57.73, - hp_min = scale_difficulty(def.hp_min, 5, 1), - hp_max = scale_difficulty(def.hp_max, 10, 1), - xp_min = def.xp_min or 0, - xp_max = def.xp_max or 0, - xp_timestamp = 0, - breath_max = def.breath_max or 15, - breathes_in_water = def.breathes_in_water or false, - physical = true, - collisionbox = collisionbox, - selectionbox = def.selectionbox or def.collisionbox, - 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, - view_range = def.view_range or 16, - walk_velocity = def.walk_velocity or 1, - run_velocity = def.run_velocity or 2, - damage = scale_difficulty(def.damage, 0, 0), - light_damage = def.light_damage or 0, - sunlight_damage = def.sunlight_damage or 0, - water_damage = def.water_damage or 0, - lava_damage = def.lava_damage or 8, - fire_damage = def.fire_damage or 1, - suffocation = def.suffocation or true, - fall_damage = def.fall_damage or 1, - fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2 - drops = def.drops or {}, - armor = def.armor or 100, - on_rightclick = create_mob_on_rightclick(def.on_rightclick), - arrow = def.arrow, - shoot_interval = def.shoot_interval, - sounds = def.sounds or {}, - animation = def.animation, - follow = def.follow, - jump = def.jump ~= false, - 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, - knock_back = def.knock_back ~= false, - shoot_offset = def.shoot_offset or 0, - floats = def.floats or 1, -- floats in water by default - floats_on_lava = def.floats_on_lava or 0, - replace_rate = def.replace_rate, - replace_what = def.replace_what, - replace_with = def.replace_with, - replace_offset = def.replace_offset or 0, - on_replace = def.on_replace, - timer = 0, - env_damage_timer = 0, - 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 {}, - explosion_radius = def.explosion_radius, -- LEGACY - explosion_damage_radius = def.explosion_damage_radius, -- LEGACY - explosiontimer_reset_radius = def.explosiontimer_reset_radius, - explosion_timer = def.explosion_timer or 3, - allow_fuse_reset = def.allow_fuse_reset ~= false, - stop_to_explode = def.stop_to_explode ~= false, - 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, - dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5), - attack_animals = def.attack_animals or false, - specific_attack = def.specific_attack, - runaway_from = def.runaway_from, - owner_loyal = def.owner_loyal, - facing_fence = false, - _cmi_is_mob = true, - pushable = def.pushable or true, - - - -- MCL2 extensions - teleport = teleport, - do_teleport = def.do_teleport, - spawn_class = def.spawn_class, - ignores_nametag = def.ignores_nametag or false, - rain_damage = def.rain_damage or 0, - glow = def.glow, - can_despawn = can_despawn, - child = def.child or false, - texture_mods = {}, - shoot_arrow = def.shoot_arrow, - sounds_child = def.sounds_child, - explosion_strength = def.explosion_strength, - suffocation_timer = 0, - follow_velocity = def.follow_velocity or 2.4, - instant_death = def.instant_death or false, - fire_resistant = def.fire_resistant or false, - fire_damage_resistant = def.fire_damage_resistant or false, - ignited_by_sunlight = def.ignited_by_sunlight or false, - -- End of MCL2 extensions - - on_spawn = def.on_spawn, - - on_blast = def.on_blast or do_tnt, - - on_step = mob_step, - - do_punch = def.do_punch, - - on_punch = mob_punch, - - on_breed = def.on_breed, - - on_grown = def.on_grown, - - on_detach_child = mob_detach_child, - - on_activate = function(self, staticdata, dtime) - --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, - }) - return mob_activate(self, staticdata, def, dtime) - end, - - get_staticdata = function(self) - return mob_staticdata(self) - end, - - harmed_by_heal = def.harmed_by_heal, - -}) - -if minetest.get_modpath("doc_identifier") ~= nil then - doc.sub.identifier.register_object(name, "basics", "mobs") -end - -end -- END mobs:register_mob function - - --- register arrow for shoot attack -function mobs:register_arrow(name, def) - - if not name or not def then return end -- errorcheck - - minetest.register_entity(name, { - - 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, - hit_mob = def.hit_mob, - hit_object = def.hit_object, - 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, - rotate = def.rotate, - 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}) - end, - collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, - automatic_face_movement_dir = def.rotate - and (def.rotate - (pi / 180)) or false, - - on_activate = def.on_activate, - - on_step = def.on_step or function(self, dtime) - - self.timer = self.timer + 1 - - local pos = self.object:get_pos() - - if self.switch == 0 - or self.timer > 150 - or not within_limits(pos, 0) then - mcl_burning.extinguish(self.object) - self.object:remove(); - - return - end - - -- does arrow have a tail (fireball) - if def.tail - and def.tail == 1 - and def.tail_texture then - - 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, - texture = def.tail_texture, - size = def.tail_size or 5, - glow = def.glow or 0, - }) - end - - if self.hit_node then - - local node = node_ok(pos).name - - if minetest.registered_nodes[node].walkable then - - self.hit_node(self, pos, node) - - if self.drop == true then - - pos.y = pos.y + 1 - - self.lastpos = (self.lastpos or pos) - - minetest.add_item(self.lastpos, self.object:get_luaentity().name) - end - - self.object:remove(); - - return - end - end - - if self.hit_player or self.hit_mob or self.hit_object then - - for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do - - if self.hit_player - and player:is_player() then - - self.hit_player(self, player) - self.object:remove(); - return - end - - local entity = player:get_luaentity() - - if entity - and self.hit_mob - and entity._cmi_is_mob == true - and tostring(player) ~= self.owner_id - and entity.name ~= self.object:get_luaentity().name then - self.hit_mob(self, player) - self.object:remove(); - return - end - - 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(); - return - end - end - end - - self.lastpos = pos - end - }) -end - - --- no damage to nodes explosion -function mobs:safe_boom(self, pos, strength) - minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { - pos = pos, - gain = 1.0, - max_hear_distance = self.sounds and self.sounds.distance or 32 - }, true) - local radius = strength - entity_physics(pos, radius) - effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0) -end - - --- make explosion with protection and tnt mod check -function mobs:boom(self, pos, strength, fire) - self.object:remove() - if mod_explosions then - if mobs_griefing and not minetest.is_protected(pos, "") then - mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object) - else - mobs:safe_boom(self, pos, strength) - end - else - mobs:safe_boom(self, pos, strength) - end -end - - --- 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) -function mobs:register_egg(mob, desc, background, addegg, no_creative) - - local grp = {spawn_egg = 1} - - -- do NOT add this egg to creative inventory (e.g. dungeon master) - if no_creative == true then - grp.not_in_creative_inventory = 1 + if not yaw or yaw ~= yaw then + yaw = 0 end - local invimg = background + delay = delay or 0 - if addegg == 1 then - invimg = "mobs_chicken_egg.png^(" .. invimg .. - "^[mask:mobs_chicken_egg_overlay.png)" + if delay == 0 then + if self.shaking and dtime then + yaw = yaw + (math_random() * 2 - 1) * 5 * dtime + end + self.yaw(yaw) + update_roll(self) + return yaw end - -- register old stackable mob egg - minetest.register_craftitem(mob, { - - description = desc, - inventory_image = invimg, - groups = grp, - - _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."), - - on_place = function(itemstack, placer, pointed_thing) - - local pos = pointed_thing.above - - -- am I clicking on something with existing on_rightclick function? - local under = minetest.get_node(pointed_thing.under) - local def = minetest.registered_nodes[under.name] - if def and def.on_rightclick then - return def.on_rightclick(pointed_thing.under, under, placer, itemstack) - end - - if pos - and within_limits(pos, 0) - and not minetest.is_protected(pos, placer:get_player_name()) then - - local name = placer:get_player_name() - local privs = minetest.get_player_privs(name) - if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then - if minetest.is_protected(pointed_thing.under, name) then - minetest.record_protection_violation(pointed_thing.under, name) - return itemstack - end - if not privs.maphack then - minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner.")) - return itemstack - end - mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name()) - if not mobs.is_creative(name) then - itemstack:take_item() - end - return itemstack - end - - if not minetest.registered_entities[mob] then - return itemstack - end - - if minetest.settings:get_bool("only_peaceful_mobs", false) - and minetest.registered_entities[mob].type == "monster" then - minetest.chat_send_player(name, S("Only peaceful mobs allowed!")) - return itemstack - end - - pos.y = pos.y - 0.5 - - local mob = minetest.add_entity(pos, mob) - minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos)) - local ent = mob:get_luaentity() - - -- don't set owner if monster or sneak pressed - if ent.type ~= "monster" - and not placer:get_player_control().sneak then - ent.owner = placer:get_player_name() - ent.tamed = true - end - - -- 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 - - -- if not in creative then take item - if not mobs.is_creative(placer:get_player_name()) then - itemstack:take_item() - end - end - - return itemstack - end, - }) + self.target_yaw = yaw + self.delay = delay + return self.target_yaw end --- No-op in MCL2 (capturing mobs is not possible). --- Provided for compability with Mobs Redo -function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) - return false +-- global function to set mob yaw +function mobs:yaw(self, yaw, delay, dtime) + set_yaw(self, yaw, delay, dtime) end --- No-op in MCL2 (protecting mobs is not possible). -function mobs:protect(self, clicker) - return false -end +mob_step = function() + + --if self.state == "die" then + -- print("need custom die stop moving thing") + -- return + --end + + --if not self.fire_resistant then + -- mcl_burning.tick(self.object, dtime, self) + --end + + --if use_cmi then + --cmi.notify_step(self.object, dtime) + --end + + --local pos = self.object:get_pos() + --local yaw = 0 + + --if mobs_debug then + --update_tag(self) + --end --- feeding, taming and breeding (thanks blert2112) -function mobs:feed_tame(self, clicker, feed_count, breed, tame) - if not self.follow then - return false + + --if self.jump_sound_cooloff > 0 then + -- self.jump_sound_cooloff = self.jump_sound_cooloff - dtime + --end + + --if self.opinion_sound_cooloff > 0 then + -- self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime + --end + + --if falling(self, pos) then + -- Return if mob died after falling + -- return + --end + + + -- run custom function (defined in mob lua file) + --if self.do_custom then + + -- when false skip going any further + --if self.do_custom(self, dtime) == false then + -- return + --end + --end + + -- knockback timer + --if self.pause_timer > 0 then + + -- self.pause_timer = self.pause_timer - dtime + + -- return + --end + + -- attack timer + --self.timer = self.timer + dtime + + --[[ + if self.state ~= "attack" then + + if self.timer < 1 then + print("returning>>error code 1") + return + end + + self.timer = 0 end + ]]-- - -- can eat/tame with item in hand - if follow_holding(self, clicker) then + -- never go over 100 + --if self.timer > 100 then + -- self.timer = 1 + --end - -- if not in creative then take item - if not mobs.is_creative(clicker:get_player_name()) then + -- mob plays random sound at times + --if math_random(1, 70) == 1 then + -- mob_sound(self, "random", true) + --end - local item = clicker:get_wielded_item() + -- environmental damage timer (every 1 second) + --self.env_damage_timer = self.env_damage_timer + dtime - item:take_item() + --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 + -- + -- node replace check (cow eats grass etc.) + -- replace(self, pos) + --end - clicker:set_wielded_item(item) - end + --monster_attack(self) - mob_sound(self, "eat", nil, true) + --npc_attack(self) - -- increase health - self.health = self.health + 4 + --breed(self) - if self.health >= self.hp_max then + --do_jump(self) - self.health = self.hp_max + --runaway_from(self) - if self.htimer < 1 then - self.htimer = 5 - end - end - self.object:set_hp(self.health) + --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 - update_tag(self) - -- make children grow quicker - if self.child == true then - - -- deduct 10% of the time to adulthood - self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1) - - return true - end - - -- feed and tame - self.food = (self.food or 0) + 1 - if self.food >= feed_count then - - self.food = 0 - - if breed and self.hornytimer == 0 then - self.horny = true - end - - if tame then - - self.tamed = true - - if not self.owner or self.owner == "" then - self.owner = clicker:get_player_name() - end - end - - -- make sound when fed so many times - mob_sound(self, "random", true) - end - - return true - end - - return false -end - --- Spawn a child -function mobs:spawn_child(pos, mob_type) - local child = minetest.add_entity(pos, mob_type) - if not child then + -- Add water flowing for mobs from mcl_item_entity + --[[ + local p, node, nn, def + p = self.object:get_pos() + node = minetest_get_node_or_nil(p) + if node then + nn = node.name + def = minetest_registered_nodes[nnenable_physicss if not on/in flowing liquid + self._flowing = false + enable_physics(self.object, self, true) return end - local ent = child:get_luaentity() - effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5) + --Mob following code. + follow_flop(self) - ent.child = true - local textures - -- using specific child texture (if found) - if ent.child_texture then - textures = ent.child_texture[1] + if is_at_cliff_or_danger(self) then + set_velocity(self, 0) + self.state = "stand" + set_animation(self, "stand") + local yaw = self.object:get_yaw() or 0 + yaw = set_yaw(self, yaw + 0.78, 8) end - -- and resize to half height - child:set_properties({ - textures = textures, - visual_size = { - x = ent.base_size.x * .5, - y = ent.base_size.y * .5, - }, - collisionbox = { - ent.base_colbox[1] * .5, - ent.base_colbox[2] * .5, - ent.base_colbox[3] * .5, - ent.base_colbox[4] * .5, - ent.base_colbox[5] * .5, - ent.base_colbox[6] * .5, - }, - selectionbox = { - ent.base_selbox[1] * .5, - ent.base_selbox[2] * .5, - ent.base_selbox[3] * .5, - ent.base_selbox[4] * .5, - ent.base_selbox[5] * .5, - ent.base_selbox[6] * .5, - }, - }) - - return child -end - - --- compatibility function for old entities to new modpack entities -function mobs:alias_mob(old_name, new_name) - - -- spawn egg - minetest.register_alias(old_name, new_name) - - -- entity - minetest.register_entity(":" .. old_name, { - - physical = false, - - on_step = function(self) - - if minetest.registered_entities[new_name] then - minetest.add_entity(self.object:get_pos(), new_name) - end + -- Despawning: when lifetimer expires, remove mob + if remove_far + and self.can_despawn == true + and ((not self.nametag) or (self.nametag == "")) + and self.state ~= "attack" + and self.following == nil then + self.lifetimer = self.lifetimer - dtime + 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() - end - }) - -end - - -local timer = 0 -minetest.register_globalstep(function(dtime) - timer = timer + dtime - if timer < 1 then return end - for _, player in pairs(minetest.get_connected_players()) do - local pos = player:get_pos() - for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do - local lua = obj:get_luaentity() - if lua and lua._cmi_is_mob then - lua.lifetimer = math.max(20, lua.lifetimer) - lua.despawn_immediately = false + elseif self.lifetimer <= 10 then + if math_random(10) < 4 then + self.despawn_immediately = true + else + self.lifetimer = 20 end end end - timer = 0 -end) + ]]-- + +end diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua new file mode 100644 index 000000000..5dc0b8884 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/breeding.lua @@ -0,0 +1,184 @@ +local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius + +local vector_distance = vector.distance + +--check to see if someone nearby has some tasty food +mobs.check_following = function(self) -- returns true or false + + --ignore + if not self.follow then + self.following_person = nil + return(false) + end + + --hey look, this thing works for passive mobs too! + local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height) + + --check if the follower is a player incase they log out + if follower and follower:is_player() then + local stack = follower:get_wielded_item() + --safety check + if not stack then + self.following_person = nil + return(false) + end + + local item_name = stack:get_name() + --all checks have passed, that guy has some good looking food + if item_name == self.follow then + self.following_person = follower + return(true) + end + end + + --everything failed + self.following_person = nil + return(false) +end + +--a function which attempts to make mobs enter +--the breeding state +mobs.enter_breed_state = function(self,clicker) + + --do not breed if baby + if self.baby then + return(false) + end + + --do not do anything if looking for mate or + --if cooling off from breeding + if self.breed_lookout_timer > 0 or self.breed_timer > 0 then + return(false) + end + + --if this is caught, that means something has gone + --seriously wrong + if not clicker or not clicker:is_player() then + return(false) + end + + local stack = clicker:get_wielded_item() + --safety check + if not stack then + return(false) + end + + local item_name = stack:get_name() + --all checks have passed, that guy has some good looking food + if item_name == self.follow then + if not minetest.is_creative_enabled(clicker:get_player_name()) then + stack:take_item() + clicker:set_wielded_item(stack) + end + self.breed_lookout_timer = self.breed_lookout_timer_goal + self.bred = true + mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") + return(true) + end + + --everything failed + return(false) +end + + +--find the closest mate in the area +mobs.look_for_mate = function(self) + + local pos1 = self.object:get_pos() + pos1.y = pos1.y + self.eye_height + + local mates_in_area = {} + local winner_mate = nil + local mates_detected = 0 + local radius = self.view_range + + --get mates in radius + for _,mate in pairs(minetest_get_objects_inside_radius(pos1, radius)) do + + --look for a breeding mate + if mate and mate:get_luaentity() + and mate:get_luaentity()._cmi_is_mob + and mate:get_luaentity().name == self.name + and mate:get_luaentity().breed_lookout_timer > 0 + and mate:get_luaentity() ~= self then + + local pos2 = mate:get_pos() + + local distance = vector_distance(pos1,pos2) + + if distance <= radius then + if line_of_sight then + --must add eye height or stuff breaks randomly because of + --seethrough nodes being a blocker (like grass) + if minetest_line_of_sight( + vector_new(pos1.x, pos1.y, pos1.z), + vector_new(pos2.x, pos2.y + mate:get_properties().eye_height, pos2.z) + ) then + mates_detected = mates_detected + 1 + mates_in_area[mate] = distance + end + else + mates_detected = mates_detected + 1 + mates_in_area[mate] = distance + end + end + end + end + + + --return if there's no one near by + if mates_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen + return nil + end + + --do a default radius max + local shortest_distance = radius + 1 + + --sort through mates and find the closest mate + for mate,distance in pairs(mates_in_area) do + if distance < shortest_distance then + shortest_distance = distance + winner_mate = mate + end + end + + return(winner_mate) + +end + +--make the baby grow up +mobs.baby_grow_up = function(self) + self.baby = nil + self.visual_size = self.backup_visual_size + self.collisionbox = self.backup_collisionbox + self.selectionbox = self.backup_selectionbox + self.object:set_properties(self) +end + +--makes the baby grow up faster with diminishing returns +mobs.make_baby_grow_faster = function(self,clicker) + if clicker and clicker:is_player() then + local stack = clicker:get_wielded_item() + --safety check + if not stack then + return(false) + end + + local item_name = stack:get_name() + --all checks have passed, that guy has some good looking food + if item_name == self.follow then + self.grow_up_timer = self.grow_up_timer - (self.grow_up_timer * 0.10) --take 10 percent off - diminishing returns + + if not minetest.is_creative_enabled(clicker:get_player_name()) then + stack:take_item() + clicker:set_wielded_item(stack) + end + + mobs.play_sound_specific(self,"mobs_mc_animal_eat_generic") + + return(true) + end + end + + return(false) +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua new file mode 100644 index 000000000..44f43f20f --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/collision.lua @@ -0,0 +1,140 @@ +local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius + +local math_random = math.random +local vector_multiply = vector.multiply + +local vector_direction = vector.direction + +local integer_test = {-1,1} + +mobs.collision = function(self) + + local pos = self.object:get_pos() + + + if not self or not self.object or not self.object:get_luaentity() then + return + end + + --do collision detection from the base of the mob + local collisionbox = self.object:get_properties().collisionbox + + pos.y = pos.y + collisionbox[2] + + local collision_boundary = collisionbox[4] + + local radius = collision_boundary + + if collisionbox[5] > collision_boundary then + radius = collisionbox[5] + end + + local collision_count = 0 + + + local check_for_attack = false + + if self.attack_type == "punch" and self.hostile and self.attacking then + check_for_attack = true + end + + for _,object in ipairs(minetest_get_objects_inside_radius(pos, radius*1.25)) do + if object and object ~= self.object and (object:is_player() or (object:get_luaentity() and object:get_luaentity()._cmi_is_mob == true and object:get_luaentity().health > 0)) 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 + --mob cramming + if collision_count > 30 then + self.health = -20 + break + end + + local pos2 = object:get_pos() + + local object_collisionbox = object:get_properties().collisionbox + + pos2.y = pos2.y + object_collisionbox[2] + + local 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 + local y_base_diff = (pos2.y + object_collisionbox[5]) - pos.y + + local y_top_diff = (pos.y + collisionbox[5]) - pos2.y + + + local 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 + + local dir = vector.direction(pos,pos2) + + dir.y = 0 + + --eliminate mob being stuck in corners + if dir.x == 0 and dir.z == 0 then + --slightly adjust mob position to prevent equal length + --corner/wall sticking + dir.x = dir.x + ((math_random()/10)*integer_test[math.random(1,2)]) + dir.z = dir.z + ((math_random()/10)*integer_test[math.random(1,2)]) + end + + local velocity = dir + + --0.5 is the max force multiplier + local force = 0.5 - (0.5 * distance / (collision_boundary + object_collision_boundary)) + + local vel1 = vector.multiply(velocity, -1.5) + local vel2 = vector.multiply(velocity, 1.5) + + vel1 = vector.multiply(vel1, force * 10) + vel2 = vector.multiply(vel2, force) + + if object:is_player() then + vel2 = vector_multiply(vel2, 2.5) + + --integrate mob punching into collision detection + if check_for_attack and self.punch_timer <= 0 then + if object == self.attacking then + mobs.punch_attack(self) + end + end + end + + self.object:add_velocity(vel1) + object:add_velocity(vel2) + end + + end + end +end + + +--this is used for arrow collisions +mobs.arrow_hit = function(self, player) + + player:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = self._damage} + }, nil) + + + --knockback + local pos1 = self.object:get_pos() + pos1.y = 0 + local pos2 = player:get_pos() + pos2.y = 0 + local dir = vector_direction(pos1,pos2) + + dir = vector_multiply(dir,3) + + if player:get_velocity().y <= 1 then + dir.y = 5 + end + + player:add_velocity(dir) +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua new file mode 100644 index 000000000..fd95b60ef --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/death_logic.lua @@ -0,0 +1,154 @@ +local minetest_add_item = minetest.add_item +local minetest_sound_play = minetest.sound_play + +local math_pi = math.pi +local math_random = math.random +local math_floor = math.floor +local HALF_PI = math_pi / 2 + +local vector_new = vector.new + + +-- drop items +local item_drop = function(self, cooked, looting_level) + + looting_level = looting_level or 0 + + -- no drops for child mobs (except monster) + if (self.child and self.type ~= "monster") then + return + end + + local obj, item, num + local pos = self.object:get_pos() + + self.drops = self.drops or {} -- nil check + + for n = 1, #self.drops do + local dropdef = self.drops[n] + local chance = 1 / dropdef.chance + local looting_type = dropdef.looting + + if looting_level > 0 then + local chance_function = dropdef.looting_chance_function + if chance_function then + chance = chance_function(looting_level) + elseif looting_type == "rare" then + chance = chance + (dropdef.looting_factor or 0.01) * looting_level + end + end + + local num = 0 + local do_common_looting = (looting_level > 0 and looting_type == "common") + if math_random() < chance then + num = math_random(dropdef.min or 1, dropdef.max or 1) + elseif not dropdef.looting_ignore_chance then + do_common_looting = false + end + + if do_common_looting then + num = num + math_floor(math_random(0, looting_level) + 0.5) + end + + if num > 0 then + item = dropdef.name + + -- cook items when true + if cooked then + + local output = minetest_get_craft_result({ + method = "cooking", width = 1, items = {item}}) + + if output and output.item and not output.item:is_empty() then + item = output.item:get_name() + end + end + + -- add item if it exists + for x = 1, num do + obj = minetest_add_item(pos, ItemStack(item .. " " .. 1)) + end + + if obj and obj:get_luaentity() then + + obj:set_velocity({ + x = math_random(-10, 10) / 9, + y = 6, + z = math_random(-10, 10) / 9, + }) + elseif obj then + obj:remove() -- item does not exist + end + end + end + + self.drops = {} +end + + +mobs.death_logic = function(self, dtime) + self.death_animation_timer = self.death_animation_timer + dtime + + --get all attached entities and sort through them + local attached_entities = self.object:get_children() + if #attached_entities > 0 then + for _,entity in pairs(attached_entities) do + --kick the player off + if entity:is_player() then + mobs.detach(entity) + --kick mobs off + --if there is scaling issues, this needs an additional check + else + entity:set_detach() + end + end + end + + --stop mob from getting in the way of other mobs you're fighting + if self.object:get_properties().pointable then + self.object:set_properties({pointable = false}) + end + + --the final POOF of a mob despawning + if self.death_animation_timer >= 1.25 then + + item_drop(self,false,1) + + mobs.death_effect(self) + + mcl_experience.throw_experience(self.object:get_pos(), math_random(self.xp_min, self.xp_max)) + + self.object:remove() + + return + end + + --I'm sure there's a more efficient way to do this + --but this is the easiest, easier to work with 1 variable synced + --this is also not smooth + local death_animation_roll = self.death_animation_timer * 2 -- * 2 to make it faster + if death_animation_roll > 1 then + death_animation_roll = 1 + end + + local rot = self.object:get_rotation() --(no pun intended) + + rot.z = death_animation_roll * HALF_PI + + self.object:set_rotation(rot) + + mobs.set_mob_animation(self,"stand", true) + + + --flying and swimming mobs just fall down + if self.fly or self.swim then + if self.object:get_acceleration().y ~= -self.gravity then + self.object:set_acceleration(vector_new(0,-self.gravity,0)) + end + end + + --when landing allow mob to slow down and just fall if in air + if self.pause_timer <= 0 then + mobs.set_velocity(self,0) + end +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua new file mode 100644 index 000000000..7c709c09e --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/environment.lua @@ -0,0 +1,260 @@ +local minetest_line_of_sight = minetest.line_of_sight +local minetest_dir_to_yaw = minetest.dir_to_yaw +local minetest_yaw_to_dir = minetest.yaw_to_dir +local minetest_get_node = minetest.get_node +local minetest_get_item_group = minetest.get_item_group +local minetest_get_objects_inside_radius = minetest.get_objects_inside_radius +local minetest_get_node_or_nil = minetest.get_node_or_nil +local minetest_registered_nodes = minetest.registered_nodes +local minetest_get_connected_players = minetest.get_connected_players + +local vector_new = vector.new +local vector_add = vector.add +local vector_multiply = vector.multiply +local vector_distance = vector.distance + +local table_copy = table.copy + +local math_abs = math.abs + +-- 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 + +--a fast function to be able to detect only players without using objects_in_radius +mobs.detect_closest_player_within_radius = function(self, line_of_sight, radius, object_height_adder) + + local pos1 = self.object:get_pos() + local players_in_area = {} + local winner_player = nil + local players_detected = 0 + + --get players in radius + for _,player in pairs(minetest.get_connected_players()) do + if player and player:get_hp() > 0 then + + local pos2 = player:get_pos() + + local distance = vector_distance(pos1,pos2) + + if distance <= radius then + if line_of_sight then + --must add eye height or stuff breaks randomly because of + --seethrough nodes being a blocker (like grass) + if minetest_line_of_sight( + vector_new(pos1.x, pos1.y + object_height_adder, pos1.z), + vector_new(pos2.x, pos2.y + player:get_properties().eye_height, pos2.z) + ) then + players_detected = players_detected + 1 + players_in_area[player] = distance + end + else + players_detected = players_detected + 1 + players_in_area[player] = distance + end + end + end + end + + + --return if there's no one near by + if players_detected <= 0 then --handle negative numbers for some crazy error that could possibly happen + return nil + end + + --do a default radius max + local shortest_distance = radius + 1 + + --sort through players and find the closest player + for player,distance in pairs(players_in_area) do + if distance < shortest_distance then + shortest_distance = distance + winner_player = player + end + end + + return(winner_player) +end + + +--check if a mob needs to jump +mobs.jump_check = function(self,dtime) + + local pos = self.object:get_pos() + pos.y = pos.y + 0.1 + local dir = minetest_yaw_to_dir(self.yaw) + + local collisionbox = self.object:get_properties().collisionbox + local radius = collisionbox[4] + 0.5 + + vector_multiply(dir, radius) + + --only jump if there's a node and a non-solid node above it + local test_dir = vector_add(pos,dir) + + local green_flag_1 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") ~= 0 + + test_dir.y = test_dir.y + 1 + + local green_flag_2 = minetest_get_item_group(minetest_get_node(test_dir).name, "solid") == 0 + + if green_flag_1 and green_flag_2 then + --can jump over node + return(1) + elseif green_flag_1 and not green_flag_2 then + --wall in front of mob + return(2) + end + + --nothing to jump over + return(0) +end + +-- a helper function to quickly turn neutral passive mobs hostile +local turn_hostile = function(self,detected_mob) + --drop in variables for attacking (stops crash) + detected_mob.punch_timer = 0 + --set to hostile + detected_mob.hostile = true + --hostile_cooldown timer is initialized here + detected_mob.hostile_cooldown_timer = detected_mob.hostile_cooldown + --set target to the same + detected_mob.attacking = self.attacking +end + +--allow hostile mobs to signal to other mobs +--to switch from neutal passive to neutral hostile +mobs.group_attack_initialization = function(self) + + --get basic data + local friends_list + + if self.group_attack == true then + friends_list = {self.name} + else + friends_list = table_copy(self.group_attack) + end + + local objects_in_area = minetest_get_objects_inside_radius(self.object:get_pos(), self.view_range) + + --get the player's name + local name = self.attacking:get_player_name() + + --re-use local variable + local detected_mob + + --run through mobs in viewing distance + for _,object in pairs(objects_in_area) do + if object and object:get_luaentity() then + detected_mob = object:get_luaentity() + -- only alert members of same mob or friends + if detected_mob._cmi_is_mob and detected_mob.state ~= "attack" and detected_mob.owner ~= name then + if detected_mob.name == self.name then + turn_hostile(self,detected_mob) + else + for _,id in pairs(friends_list) do + if detected_mob.name == id then + turn_hostile(self,detected_mob) + break + end + end + end + end + + --THIS NEEDS TO BE RE-IMPLEMENTED AS A GLOBAL HIT IN MOB_PUNCH!! + -- have owned mobs attack player threat + --if obj.owner == name and obj.owner_loyal then + -- do_attack(obj, self.object) + --end + end + end +end + +-- check if within physical map limits (-30911 to 30927) +-- within_limits, wmin, wmax = nil, -30913, 30928 +mobs.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 + end + 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 + +-- get node but use fallback for nil or unknown +mobs.node_ok = function(pos, fallback) + + fallback = fallback or mobs.fallback_node + + local node = minetest_get_node_or_nil(pos) + + if node and minetest_registered_nodes[node.name] then + return node + end + + return minetest_registered_nodes[fallback] +end + + +--a teleport functoin +mobs.teleport = function(self, target) + if self.do_teleport then + if self.do_teleport(self, target) == false then + return + end + end +end + +--a function used for despawning mobs +mobs.check_for_player_within_area = function(self, radius) + local pos1 = self.object:get_pos() + --get players in radius + for _,player in pairs(minetest_get_connected_players()) do + if player and player:get_hp() > 0 then + local pos2 = player:get_pos() + local distance = vector_distance(pos1,pos2) + if distance < radius then + --found a player + return(true) + end + end + end + --did not find a player + return(false) +end + + +--a simple helper function for mobs following +mobs.get_2d_distance = function(pos1,pos2) + pos1.y = 0 + pos2.y = 0 + return(vector_distance(pos1, pos2)) +end + +-- fall damage onto solid ground +mobs.calculate_fall_damage = function(self) + if self.old_velocity and self.old_velocity.y < -7 and self.object:get_velocity().y == 0 then + local vel = self.object:get_velocity() + if vel then + local damage = math_abs(self.old_velocity.y + 7) * 2 + self.pause_timer = 0.4 + self.health = self.health - damage + end + end +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua new file mode 100644 index 000000000..0fc94ffe6 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/head_logic.lua @@ -0,0 +1,112 @@ +local vector_new = vector.new + + +--converts yaw to degrees +local degrees = function(yaw) + return(yaw*180.0/math.pi) +end + + +mobs.do_head_logic = function(self,dtime) + + local player = minetest.get_player_by_name("singleplayer") + + local look_at = player:get_pos() + look_at.y = look_at.y + player:get_properties().eye_height + + + + + local pos = self.object:get_pos() + + local body_yaw = self.object:get_yaw() + + local body_dir = minetest.yaw_to_dir(body_yaw) + + + pos.y = pos.y + self.head_height_offset + + local head_offset = vector.multiply(body_dir, self.head_direction_offset) + + pos = vector.add(pos, head_offset) + + + + + minetest.add_particle({ + pos = pos, + velocity = {x=0, y=0, z=0}, + acceleration = {x=0, y=0, z=0}, + expirationtime = 0.2, + size = 1, + texture = "default_dirt.png", + }) + + + local bone_pos = vector_new(0,0,0) + + + --(horizontal) + bone_pos.y = self.head_bone_pos_y + + --(vertical) + bone_pos.z = self.head_bone_pos_z + + --print(yaw) + + --local _, bone_rot = self.object:get_bone_position("head") + + --bone_rot.x = bone_rot.x + (dtime * 10) + --bone_rot.z = bone_rot.z + (dtime * 10) + + + local head_yaw + head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw + + if self.reverse_head_yaw then + head_yaw = head_yaw * -1 + end + + --over rotation protection + --stops radians from going out of spec + if head_yaw > math.pi then + head_yaw = head_yaw - (math.pi * 2) + elseif head_yaw < -math.pi then + head_yaw = head_yaw + (math.pi * 2) + end + + + local check_failed = false + --upper check + 90 degrees or upper math.radians (3.14/2) + if head_yaw > math.pi - (math.pi/2) then + head_yaw = 0 + check_failed = true + --lower check - 90 degrees or lower negative math.radians (-3.14/2) + elseif head_yaw < -math.pi + (math.pi/2) then + head_yaw = 0 + check_failed = true + end + + local head_pitch = 0 + + --DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG + --head_yaw = 0 + --DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG + + if not check_failed then + head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2) + end + + if self.head_pitch_modifier then + head_pitch = head_pitch + self.head_pitch_modifier + end + + if self.swap_y_with_x then + self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0)) + else + self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw))) + end + + + --set_bone_position([bone, position, rotation]) +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua new file mode 100644 index 000000000..6b23d2fe7 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/interaction.lua @@ -0,0 +1,291 @@ +local minetest_after = minetest.after +local minetest_sound_play = minetest.sound_play +local minetest_dir_to_yaw = minetest.dir_to_yaw + +local math_floor = math.floor +local math_min = math.min +local math_random = math.random + +local vector_direction = vector.direction +local vector_multiply = vector.multiply + +local MAX_MOB_NAME_LENGTH = 30 + +mobs.feed_tame = function(self) + return nil +end + +-- 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 + if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then + + 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 + + mobs.update_tag(self) + + if not mobs.is_creative(clicker:get_player_name()) then + item:take_item() + clicker:set_wielded_item(item) + end + return true + end + + end + return false +end + +-- I have no idea what this does +mobs.create_mob_on_rightclick = function(on_rightclick) + return function(self, clicker) + --don't allow rightclicking dead mobs + if self.health <= 0 then + return + end + local stop = on_rightclick_prefix(self, clicker) + if (not stop) and (on_rightclick) then + on_rightclick(self, clicker) + end + end +end + + +-- deal damage and effects when mob punched +mobs.mob_punch = function(self, hitter, tflp, tool_capabilities, dir) + + --don't do anything if the mob is already dead + if self.health <= 0 then + return + end + + --neutral passive mobs switch to neutral hostile + if self.neutral then + --drop in variables for attacking (stops crash) + self.attacking = hitter + self.punch_timer = 0 + self.hostile = true + --hostile_cooldown timer is initialized here + self.hostile_cooldown_timer = self.hostile_cooldown + + --initialize the group attack (check for other mobs in area, make them neutral hostile) + if self.group_attack then + mobs.group_attack_initialization(self) + end + end + + --turn skittish mobs away and RUN + if self.skittish then + + self.state = "run" + + self.run_timer = 5 --arbitrary 5 seconds + + local pos1 = self.object:get_pos() + pos1.y = 0 + local pos2 = hitter:get_pos() + pos2.y = 0 + + + local dir = vector_direction(pos2,pos1) + + local yaw = minetest_dir_to_yaw(dir) + + self.yaw = yaw + end + + + -- custom punch function + if self.do_punch then + -- when false skip going any further + if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then + return + end + end + + --don't do damage until pause timer resets + if self.pause_timer > 0 then + return + end + + + -- error checking when mod profiling is enabled + if not tool_capabilities then + minetest.log("warning", "[mobs_mc] Mod profiling enabled, damage not enabled") + return + end + + + local is_player = hitter:is_player() + + + -- punch interval + local weapon = hitter:get_wielded_item() + + local punch_interval = 1.4 + + -- exhaust attacker + if mod_hunger and is_player then + mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK) + end + + -- calculate mob damage + local damage = 0 + local armor = self.object:get_armor_groups() or {} + local tmp + + --calculate damage groups + for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do + damage = damage + (tool_capabilities.damage_groups[group] or 0) * ((armor[group] or 0) / 100.0) + end + + if weapon then + local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") + if fire_aspect_level > 0 then + mcl_burning.set_on_fire(self.object, fire_aspect_level * 4) + end + end + + -- 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 + self.health = self.health - math_floor(damage) + return + end + + if tool_capabilities then + punch_interval = tool_capabilities.full_punch_interval or 1.4 + end + + -- add weapon wear manually + -- Required because we have custom health handling ("health" property) + --minetest_is_creative_enabled("") ~= true --removed for now + if tool_capabilities then + if tool_capabilities.punch_attack_uses then + -- Without this delay, the wear does not work. Quite hacky ... + minetest_after(0, function(name) + 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 + local wear = math_floor(65535/tool_capabilities.punch_attack_uses) + weapon:add_wear(wear) + hitter:set_wielded_item(weapon) + end + end, hitter:get_player_name()) + end + end + + + --if player is falling multiply damage by 1.5 + --critical hit + if hitter:get_velocity().y < 0 then + damage = damage * 1.5 + mobs.critical_effect(self) + end + + + -- 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 + + minetest_sound_play("default_punch", { + object = self.object, + max_hear_distance = 16 + }, true) + + -- do damage + self.health = self.health - damage + + + --0.4 seconds until you can hurt the mob again + self.pause_timer = 0.4 + + --don't do knockback from a rider + for _,obj in pairs(self.object:get_children()) do + if obj == hitter then + return + end + end + + -- knock back effect + local velocity = self.object:get_velocity() + + --2d direction + local pos1 = self.object:get_pos() + pos1.y = 0 + local pos2 = hitter:get_pos() + pos2.y = 0 + + local dir = vector.direction(pos2,pos1) + + local up = 3 + + -- if already in air then dont go up anymore when hit + if velocity.y ~= 0 then + up = 0 + end + + + --0.75 for perfect distance to not be too easy, and not be too hard + local multiplier = 0.75 + + -- check if tool already has specific knockback value + local knockback_enchant = mcl_enchanting.get_enchantment(hitter:get_wielded_item(), "knockback") + if knockback_enchant and knockback_enchant > 0 then + multiplier = knockback_enchant + 1 --(starts from 1, 1 would be no change) + end + + --do this to sure you can punch a mob back when + --it's coming for you + if self.hostile then + multiplier = multiplier + 2 + end + + dir = vector_multiply(dir,multiplier) + + dir.y = up + + --add the velocity + self.object:add_velocity(dir) + + end +end + +--do internal per mob projectile calculations +mobs.shoot_projectile = function(self) + + local pos1 = self.object:get_pos() + --add mob eye height + pos1.y = pos1.y + self.eye_height + + local pos2 = self.attacking:get_pos() + --add player eye height + pos2.y = pos2.y + self.attacking:get_properties().eye_height + + --get direction + local dir = vector_direction(pos1,pos2) + + --call internal shoot_arrow function + self.shoot_arrow(self,pos1,dir) +end + +mobs.update_tag = function(self) + self.object:set_properties({ + nametag = self.nametag, + }) +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua new file mode 100644 index 000000000..847315ff1 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/mob_effects.lua @@ -0,0 +1,152 @@ +local minetest_add_particlespawner = minetest.add_particlespawner + +mobs.death_effect = function(self) + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + local collisionbox = self.object:get_properties().collisionbox + + 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]} + end + + minetest_add_particlespawner({ + amount = 50, + time = 0.0001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector.new(-0.5,0.5,-0.5), + maxvel = vector.new(0.5,1,0.5), + minexptime = 1.1, + maxexptime = 1.5, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "mcl_particles_mob_death.png", -- this particle looks strange + }) +end + +mobs.critical_effect = function(self) + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + local collisionbox = self.object:get_properties().collisionbox + + 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]} + end + + minetest_add_particlespawner({ + amount = 10, + time = 0.0001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector.new(-1,1,-1), + maxvel = vector.new(1,3,1), + minexptime = 0.7, + maxexptime = 1, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "heart.png^[colorize:black:255", + }) +end + +--when feeding a mob +mobs.feed_effect = function(self) + + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + local collisionbox = self.object:get_properties().collisionbox + + 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]} + end + + minetest_add_particlespawner({ + amount = 10, + time = 0.0001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector.new(-1,1,-1), + maxvel = vector.new(1,3,1), + minexptime = 0.7, + maxexptime = 1, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "heart.png^[colorize:gray:255", + }) +end + +--hearts when tamed +mobs.tamed_effect = function(self) + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + local collisionbox = self.object:get_properties().collisionbox + + 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]} + end + + minetest_add_particlespawner({ + amount = 30, + time = 0.0001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector.new(-1,1,-1), + maxvel = vector.new(1,3,1), + minexptime = 0.7, + maxexptime = 1, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "heart.png", + }) +end + +--hearts when breeding +mobs.breeding_effect = function(self) + local pos = self.object:get_pos() + local yaw = self.object:get_yaw() + local collisionbox = self.object:get_properties().collisionbox + + 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]} + end + + minetest_add_particlespawner({ + amount = 2, + time = 0.0001, + minpos = vector.add(pos, min), + maxpos = vector.add(pos, max), + minvel = vector.new(-1,1,-1), + maxvel = vector.new(1,3,1), + minexptime = 0.7, + maxexptime = 1, + minsize = 1, + maxsize = 2, + collisiondetection = false, + vertical = false, + texture = "heart.png", + }) +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua new file mode 100644 index 000000000..9a5fd9ea1 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/movement.lua @@ -0,0 +1,391 @@ +local math_pi = math.pi +local math_sin = math.sin +local math_cos = math.cos +local math_random = math.random +local HALF_PI = math_pi / 2 +local DOUBLE_PI = math_pi * 2 + +-- localize vector functions +local vector_new = vector.new +local vector_length = vector.length +local vector_multiply = vector.multiply +local vector_distance = vector.distance +local vector_normalize = vector.normalize + +local minetest_yaw_to_dir = minetest.yaw_to_dir +local minetest_dir_to_yaw = minetest.dir_to_yaw + +local DEFAULT_JUMP_HEIGHT = 5 +local DEFAULT_FLOAT_SPEED = 4 +local DEFAULT_CLIMB_SPEED = 3 + + +mobs.stick_in_cobweb = function(self) + local current_velocity = self.object:get_velocity() + + local goal_velocity = vector_multiply(vector_normalize(current_velocity), 0.4) + + goal_velocity.y = -0.5 + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + +--this is a generic float function +mobs.float = function(self) + + if self.object:get_acceleration().y ~= 0 then + self.object:set_acceleration(vector_new(0,0,0)) + end + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = 0, + y = DEFAULT_FLOAT_SPEED, + z = 0, + } + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + new_velocity_addition.x = 0 + new_velocity_addition.z = 0 + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + +--this is a generic climb function +mobs.climb = function(self) + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = 0, + y = DEFAULT_CLIMB_SPEED, + z = 0, + } + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + new_velocity_addition.x = 0 + new_velocity_addition.z = 0 + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + + + +--[[ + _ _ +| | | | +| | __ _ _ __ __| | +| | / _` | '_ \ / _` | +| |___| (_| | | | | (_| | +\_____/\__,_|_| |_|\__,_| +]] + + +-- move mob in facing direction +--this has been modified to be internal +--internal = lua (self.yaw) +--engine = c++ (self.object:get_yaw()) +mobs.set_velocity = function(self, v) + + local yaw = (self.yaw or 0) + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = (math_sin(yaw) * -v), + y = 0, + z = (math_cos(yaw) * v), + } + + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + if vector_length(new_velocity_addition) > vector_length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + end + + new_velocity_addition.y = 0 + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + + + +-- calculate mob velocity +mobs.get_velocity = function(self) + + local v = self.object:get_velocity() + + v.y = 0 + + if v then + return vector_length(v) + end + + return 0 +end + +--make mobs jump +mobs.jump = function(self, velocity) + + if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then + return + end + + --fallback velocity to allow modularity + velocity = velocity or DEFAULT_JUMP_HEIGHT + + self.object:add_velocity(vector_new(0,velocity,0)) +end + +--make mobs fall slowly +mobs.mob_fall_slow = function(self) + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = 0, + y = -2, + z = 0, + } + + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + new_velocity_addition.x = 0 + new_velocity_addition.z = 0 + + if vector_length(new_velocity_addition) > vector_length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + end + + new_velocity_addition.x = 0 + new_velocity_addition.z = 0 + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end + +end + + +--[[ + _____ _ +/ ___| (_) +\ `--.__ ___ _ __ ___ + `--. \ \ /\ / / | '_ ` _ \ +/\__/ /\ V V /| | | | | | | +\____/ \_/\_/ |_|_| |_| |_| +]]-- + + + + +--make mobs flop +mobs.flop = function(self, velocity) + + if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then + return false + end + + mobs.set_velocity(self, 0) + + --fallback velocity to allow modularity + velocity = velocity or DEFAULT_JUMP_HEIGHT + + --create a random direction (2d yaw) + local dir = DOUBLE_PI * math_random() + + --create a random force value + local force = math_random(0,3) + math_random() + + --convert the yaw to a direction vector then multiply it times the force + local final_additional_force = vector_multiply(minetest_yaw_to_dir(dir), force) + + --place in the "flop" velocity to make the mob flop + final_additional_force.y = velocity + + self.object:add_velocity(final_additional_force) + + return true +end + + + +-- move mob in facing direction +--this has been modified to be internal +--internal = lua (self.yaw) +--engine = c++ (self.object:get_yaw()) +mobs.set_swim_velocity = function(self, v) + + local yaw = (self.yaw or 0) + local pitch = (self.pitch or 0) + + if v == 0 then + pitch = 0 + end + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = (math_sin(yaw) * -v), + y = pitch, + z = (math_cos(yaw) * v), + } + + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + if vector_length(new_velocity_addition) > vector_length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + end + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + +--[[ +______ _ +| ___| | +| |_ | |_ _ +| _| | | | | | +| | | | |_| | +\_| |_|\__, | + __/ | + |___/ +]]-- + +-- move mob in facing direction +--this has been modified to be internal +--internal = lua (self.yaw) +--engine = c++ (self.object:get_yaw()) +mobs.set_fly_velocity = function(self, v) + + local yaw = (self.yaw or 0) + local pitch = (self.pitch or 0) + + if v == 0 then + pitch = 0 + end + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = (math_sin(yaw) * -v), + y = pitch, + z = (math_cos(yaw) * v), + } + + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + if vector_length(new_velocity_addition) > vector_length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + end + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + +--a quick and simple pitch calculation between two vector positions +mobs.calculate_pitch = function(pos1, pos2) + + if pos1 == nil or pos2 == nil then + return false + end + + return(minetest_dir_to_yaw(vector_new(vector_distance(vector_new(pos1.x,0,pos1.z),vector_new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI) +end + +--make mobs fly up or down based on their y difference +mobs.set_pitch_while_attacking = function(self) + local pos1 = self.object:get_pos() + local pos2 = self.attacking:get_pos() + + local pitch = mobs.calculate_pitch(pos2,pos1) + + self.pitch = pitch +end + + + +--[[ + ___ + |_ | + | |_ _ _ __ ___ _ __ + | | | | | '_ ` _ \| '_ \ +/\__/ / |_| | | | | | | |_) | +\____/ \__,_|_| |_| |_| .__/ + | | + |_| +]]-- + +--special mob jump movement +mobs.jump_move = function(self, velocity) + + if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then + return + end + + --make the mob stick for a split second + mobs.set_velocity(self,0) + + --fallback velocity to allow modularity + jump_height = DEFAULT_JUMP_HEIGHT + + local yaw = (self.yaw or 0) + + local current_velocity = self.object:get_velocity() + + local goal_velocity = { + x = (math_sin(yaw) * -velocity), + y = jump_height, + z = (math_cos(yaw) * velocity), + } + + + local new_velocity_addition = vector.subtract(goal_velocity,current_velocity) + + if vector_length(new_velocity_addition) > vector_length(goal_velocity) then + vector.multiply(new_velocity_addition, (vector_length(goal_velocity) / vector_length(new_velocity_addition))) + end + + --smooths out mobs a bit + if vector_length(new_velocity_addition) >= 0.0001 then + self.object:add_velocity(new_velocity_addition) + end +end + +--make it so mobs do not glitch out and freak out +--when moving around over nodes +mobs.swap_auto_step_height_adjust = function(self) + local y_vel = self.object:get_velocity().y + + if y_vel == 0 and self.stepheight ~= self.stepheight_backup then + self.stepheight = self.stepheight_backup + elseif y_vel ~= 0 and self.stepheight ~= 0 then + self.stepheight = 0 + end +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua new file mode 100644 index 000000000..e7ae6ffbe --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/projectile_handling.lua @@ -0,0 +1,44 @@ +local GRAVITY = minetest.settings:get("movement_gravity")-- + 9.81 + +mobs.shoot_projectile_handling = function(arrow_item, pos, dir, yaw, shooter, power, damage, is_critical, bow_stack, collectable, gravity) + local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrow_item.."_entity") + if power == nil then + power = 19 + end + if damage == nil then + damage = 3 + end + + gravity = gravity or -GRAVITY + + local knockback + if bow_stack then + local enchantments = mcl_enchanting.get_enchantments(bow_stack) + if enchantments.power then + damage = damage + (enchantments.power + 1) / 4 + end + if enchantments.punch then + knockback = enchantments.punch * 3 + end + if enchantments.flame then + mcl_burning.set_on_fire(obj, math.huge) + end + end + obj:set_velocity({x=dir.x*power, y=dir.y*power, z=dir.z*power}) + obj:set_acceleration({x=0, y=gravity, z=0}) + obj:set_yaw(yaw-math.pi/2) + local le = obj:get_luaentity() + le._shooter = shooter + le._damage = damage + le._is_critical = is_critical + le._startpos = pos + le._knockback = knockback + le._collectable = collectable + + --play custom shoot sound + if shooter ~= nil and shooter.shoot_sound then + minetest.sound_play(shooter.shoot_sound, {pos=pos, max_hear_distance=16}, true) + end + + return obj +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua new file mode 100644 index 000000000..dfef98ee8 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/set_up.lua @@ -0,0 +1,226 @@ +local math_random = math.random + +local minetest_settings = minetest.settings + +-- get entity staticdata +mobs.mob_staticdata = function(self) + + --despawn mechanism + --don't despawned tamed or bred mobs + if not self.tamed and not self.bred then + if not mobs.check_for_player_within_area(self, 64) then + --print("removing SERIALIZED!") + self.object:remove() + return + end + end + + self.remove_ok = true + self.attack = nil + self.following = nil + + if use_cmi then + self.serialized_cmi_components = cmi.serialize_components(self._cmi_components) + end + + local tmp = {} + + for _,stat in pairs(self) do + + local t = type(stat) + + if t ~= "function" + and t ~= "nil" + and t ~= "userdata" + and _ ~= "_cmi_components" then + tmp[_] = self[_] + end + end + + return minetest.serialize(tmp) +end + + +-- activate mob and reload settings +mobs.mob_activate = function(self, staticdata, def, dtime) + + -- remove monsters in peaceful mode + if self.type == "monster" and minetest_settings:get_bool("only_peaceful_mobs", false) then + mcl_burning.extinguish(self.object) + 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 + + --set up wandering + if not self.wandering then + self.wandering = true + end + + --clear animation + self.current_animation = nil + + -- select random texture, set model and size + if not self.base_texture then + + -- compatiblity with old simple mobs textures + if type(def.textures[1]) == "string" then + def.textures = {def.textures} + end + + self.base_texture = def.textures[math_random(1, #def.textures)] + self.base_mesh = def.mesh + self.base_size = self.visual_size + self.base_colbox = self.collisionbox + self.base_selbox = self.selectionbox + end + + -- for current mobs that dont have this set + if not self.base_selbox then + self.base_selbox = self.selectionbox or self.base_colbox + end + + -- set texture, model and size + local textures = self.base_texture + local mesh = self.base_mesh + local vis_size = self.base_size + local colbox = self.base_colbox + local selbox = self.base_selbox + + -- 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 baby mobs to half size + if self.baby == true then + + vis_size = { + x = self.base_size.x * self.baby_size, + y = self.base_size.y * self.baby_size, + } + + if def.child_texture then + textures = def.child_texture[1] + end + + colbox = { + self.base_colbox[1] * self.baby_size, + self.base_colbox[2] * self.baby_size, + self.base_colbox[3] * self.baby_size, + self.base_colbox[4] * self.baby_size, + self.base_colbox[5] * self.baby_size, + self.base_colbox[6] * self.baby_size + } + selbox = { + self.base_selbox[1] * self.baby_size, + self.base_selbox[2] * self.baby_size, + self.base_selbox[3] * self.baby_size, + self.base_selbox[4] * self.baby_size, + self.base_selbox[5] * self.baby_size, + self.base_selbox[6] * self.baby_size + } + end + + --stop mobs from reviving + if not self.dead and not self.health then + self.health = math_random (self.hp_min, self.hp_max) + end + + + + if not self.random_sound_timer then + self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max) + end + + if self.breath == nil then + self.breath = self.breath_max + end + + -- pathfinding init + 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 + + -- Armor groups + -- immortal=1 because we use custom health + -- handling (using "health" property) + 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) + self.old_y = self.object:get_pos().y + self.old_health = self.health + self.sounds.distance = self.sounds.distance or 10 + self.textures = textures + self.mesh = mesh + self.collisionbox = colbox + self.selectionbox = selbox + self.visual_size = vis_size + self.standing_in = "ignore" + self.standing_on = "ignore" + self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time + self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types + + self.texture_mods = {} + + + self.v_start = false + self.timer = 0 + self.blinktimer = 0 + self.blinkstatus = false + + + --continue mob effect on server restart + if self.dead or self.health <= 0 then + self.object:set_texture_mod("^[colorize:red:120") + else + self.object:set_texture_mod("") + end + + + -- set anything changed above + self.object:set_properties(self) + + --update_tag(self) + --mobs.set_animation(self, "stand") + + -- 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 + + if use_cmi then + self._cmi_components = cmi.activate_components(self.serialized_cmi_components) + cmi.notify_activate(self.object, dtime) + end +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua b/mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua new file mode 100644 index 000000000..98d2644e8 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/api/mob_functions/sound_handling.lua @@ -0,0 +1,59 @@ +local math_random = math.random + + +--generic call for sound handler for mobs (data access) +mobs.play_sound = function(self,sound) + local soundinfo = self.sounds + + if not soundinfo then + return + end + + local play_sound = soundinfo[sound] + + if not play_sound then + return + end + + mobs.play_sound_handler(self, play_sound) +end + + +--generic sound handler for mobs +mobs.play_sound_handler = function(self, sound) + local pitch = (100 + math_random(-15,15) + math_random()) / 100 + local distance = self.sounds.distance or 16 + + minetest.sound_play(sound, { + object = self.object, + gain = 1.0, + max_hear_distance = distance, + pitch = pitch, + }, true) +end + + +--random sound timing handler +mobs.random_sound_handling = function(self,dtime) + + self.random_sound_timer = self.random_sound_timer - dtime + + --play sound and reset timer + if self.random_sound_timer <= 0 then + mobs.play_sound(self,"random") + self.random_sound_timer = math_random(self.random_sound_timer_min,self.random_sound_timer_max) + end +end + +--used for playing a non-mob internal sound at random pitches +mobs.play_sound_specific = function(self,soundname) + local pitch = (100 + math_random(-15,15) + math_random()) / 100 + local distance = self.sounds.distance or 16 + + minetest.sound_play(soundname, { + object = self.object, + gain = 1.0, + max_hear_distance = distance, + pitch = pitch, + }, true) +end \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/mount.lua b/mods/ENTITIES/mcl_mobs/api/mount.lua similarity index 92% rename from mods/ENTITIES/mcl_mobs/mount.lua rename to mods/ENTITIES/mcl_mobs/api/mount.lua index 9383ee067..8ee45f299 100644 --- a/mods/ENTITIES/mcl_mobs/mount.lua +++ b/mods/ENTITIES/mcl_mobs/api/mount.lua @@ -206,21 +206,30 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) -- move forwards if ctrl.up then - entity.v = entity.v + entity.accel / 10 + mobs.set_velocity(entity, entity.run_velocity) + + mobs.set_mob_animation(entity, moving_anim) -- move backwards elseif ctrl.down then - if entity.max_speed_reverse == 0 and entity.v == 0 then - return - end + mobs.set_velocity(entity, -entity.run_velocity) - entity.v = entity.v - entity.accel / 10 + mobs.set_mob_animation(entity, moving_anim) + + --halt + else + + mobs.set_velocity(entity, 0) + + mobs.set_mob_animation(entity, stand_anim) end - -- fix mob rotation + -- mob rotation entity.object:set_yaw(entity.driver:get_look_horizontal() - entity.rotate) + entity.yaw = entity.driver:get_look_horizontal() - entity.rotate + --[[ if can_fly then -- fly up @@ -244,32 +253,21 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) end else + ]]-- - -- jump - if ctrl.jump then + -- jump + if ctrl.jump then - if velo.y == 0 then - velo.y = velo.y + entity.jump_height - acce_y = acce_y + (acce_y * 3) + 1 - end - end - - end - end - - -- if not moving then set animation and return - if entity.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then - - if stand_anim then - mobs:set_animation(entity, stand_anim) + mobs.jump(entity) end - return + --end end + --[[ -- set moving animation if moving_anim then - mobs:set_animation(entity, moving_anim) + mobs:set_mob_animation(entity, moving_anim) end -- Stop! @@ -383,6 +381,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime) end entity.v2 = v + ]]-- end @@ -390,6 +389,10 @@ end function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) + if true then + print("succ") + return + end local ctrl = entity.driver:get_player_control() local velo = entity.object:get_velocity() local dir = entity.driver:get_look_dir() @@ -440,9 +443,9 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim) -- change animation if stopped if velo.x == 0 and velo.y == 0 and velo.z == 0 then - mobs:set_animation(entity, stand_anim) + mobs:set_mob_animation(entity, stand_anim) else -- moving animation - mobs:set_animation(entity, moving_anim) + mobs:set_mob_animation(entity, moving_anim) end end diff --git a/mods/ENTITIES/mcl_mobs/spawning.lua b/mods/ENTITIES/mcl_mobs/api/spawning.lua similarity index 67% rename from mods/ENTITIES/mcl_mobs/spawning.lua rename to mods/ENTITIES/mcl_mobs/api/spawning.lua index 210c6b9c6..ca4dc1e4f 100644 --- a/mods/ENTITIES/mcl_mobs/spawning.lua +++ b/mods/ENTITIES/mcl_mobs/api/spawning.lua @@ -1,17 +1,30 @@ --lua locals -local get_node = minetest.get_node -local get_item_group = minetest.get_item_group -local get_node_light = minetest.get_node_light +local get_node = minetest.get_node +local get_item_group = minetest.get_item_group +local get_node_light = minetest.get_node_light local find_nodes_in_area_under_air = minetest.find_nodes_in_area_under_air -local new_vector = vector.new +local get_biome_name = minetest.get_biome_name +local get_objects_inside_radius = minetest.get_objects_inside_radius + + local math_random = math.random -local get_biome_name = minetest.get_biome_name +local math_floor = math.floor local max = math.max -local get_objects_inside_radius = minetest.get_objects_inside_radius + local vector_distance = vector.distance +local vector_new = vector.new +local vector_floor = vector.floor + +local table_copy = table.copy +local table_remove = table.remove + -- range for mob count -local aoc_range = 32 +local aoc_range = 48 + +--do mobs spawn? +local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false + --[[ THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs @@ -153,28 +166,14 @@ Overworld regular: - -local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false --- count how many mobs of one type are inside an area - -local count_mobs = function(pos,mobtype) +-- count how many mobs are in an area +local count_mobs = function(pos) local num = 0 - local objs = get_objects_inside_radius(pos, aoc_range) - for n = 1, #objs do - local obj = objs[n]:get_luaentity() - if obj and obj.name and obj._cmi_is_mob then - -- count hostile mobs only - if mobtype == "hostile" then - if obj.spawn_class == "hostile" then - num = num + 1 - end - -- count passive mobs only - else - num = num + 1 - end + for _,object in pairs(get_objects_inside_radius(pos, aoc_range)) do + if object and object:get_luaentity() and object:get_luaentity()._cmi_is_mob then + num = num + 1 end end - return num end @@ -484,23 +483,23 @@ end local axis --inner and outer part of square donut radius -local inner = 1 -local outer = 65 +local inner = 15 +local outer = 64 local int = {-1,1} local position_calculation = function(pos) - pos = vector.floor(pos) + pos = vector_floor(pos) --this is used to determine the axis buffer from the player - axis = math.random(0,1) + axis = math_random(0,1) --cast towards the direction if axis == 0 then --x - pos.x = pos.x + math.random(inner,outer)*int[math.random(1,2)] - pos.z = pos.z + math.random(-outer,outer) + pos.x = pos.x + math_random(inner,outer)*int[math_random(1,2)] + pos.z = pos.z + math_random(-outer,outer) else --z - pos.z = pos.z + math.random(inner,outer)*int[math.random(1,2)] - pos.x = pos.x + math.random(-outer,outer) + pos.z = pos.z + math_random(inner,outer)*int[math_random(1,2)] + pos.x = pos.x + math_random(-outer,outer) end return(pos) end @@ -516,7 +515,7 @@ local decypher_limits_dictionary = { local function decypher_limits(posy) --local min_max_table = decypher_limits_dictionary[dimension] --return min_max_table[1],min_max_table[2] - posy = math.floor(posy) + posy = math_floor(posy) return posy - 32, posy + 32 end @@ -539,108 +538,169 @@ if mobs_spawn then local timer = 0 minetest.register_globalstep(function(dtime) timer = timer + dtime - if timer >= 8 then + if timer >= 10 then timer = 0 for _,player in pairs(minetest.get_connected_players()) do - for i = 1,math_random(3,8) do - repeat -- after this line each "break" means "continue" - local player_pos = player:get_pos() + -- after this line each "break" means "continue" + local do_mob_spawning = true + repeat + --don't need to get these variables more than once + --they happen in a single server step - local _,dimension = mcl_worlds.y_to_layer(player_pos.y) + local player_pos = player:get_pos() + local _,dimension = mcl_worlds.y_to_layer(player_pos.y) - if dimension == "void" or dimension == "default" then - break -- ignore void and unloaded area - end + if dimension == "void" or dimension == "default" then + break -- ignore void and unloaded area + end - local min,max = decypher_limits(player_pos.y) + local min,max = decypher_limits(player_pos.y) - local goal_pos = position_calculation(player_pos) + for i = 1,math_random(1,4) do + -- after this line each "break" means "continue" + local do_mob_algorithm = true + repeat - local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"}) + local goal_pos = position_calculation(player_pos) + + local spawning_position_list = find_nodes_in_area_under_air(vector_new(goal_pos.x,min,goal_pos.z), vector_new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"}) + + --couldn't find node + if #spawning_position_list <= 0 then + break + end + + local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] + + --Prevent strange behavior --- this is commented out: /too close to player --fixed with inner circle + if not spawning_position then -- or vector_distance(player_pos, spawning_position) < 15 + break + end + + --hard code mob limit in area to 5 for now + if count_mobs(spawning_position) >= 5 then + break + end + + local gotten_node = get_node(spawning_position).name + + if not gotten_node or gotten_node == "air" then --skip air nodes + break + end + + local gotten_biome = minetest.get_biome_data(spawning_position) + + if not gotten_biome then + break --skip if in unloaded area + end + + gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with + + --add this so mobs don't spawn inside nodes + spawning_position.y = spawning_position.y + 1 + + --only need to poll for node light if everything else worked + local gotten_light = get_node_light(spawning_position) + + local is_water = get_item_group(gotten_node, "water") ~= 0 + local is_lava = get_item_group(gotten_node, "lava") ~= 0 + + local mob_def = nil + + --create a disconnected clone of the spawn dictionary + --prevents memory leak + local mob_library_worker_table = table_copy(spawn_dictionary) + + --grab mob that fits into the spawning location + --randomly grab a mob, don't exclude any possibilities + local repeat_mob_search = true + repeat + + --do not infinite loop + if #mob_library_worker_table <= 0 then + --print("breaking infinite loop") + break + end + + local skip = false + + --use this for removing table elements of mobs that do not match + local temp_index = math_random(1,#mob_library_worker_table) + + local temp_def = mob_library_worker_table[temp_index] + + --skip if something ridiculous happens (nil mob def) + --something truly horrible has happened if skip gets + --activated at this point + if not temp_def then + skip = true + end + + if not skip and (spawning_position.y < temp_def.min_height or spawning_position.y > temp_def.max_height) then + skip = true + end + + --skip if not correct dimension + if not skip and (temp_def.dimension ~= dimension) then + skip = true + end + + --skip if not in correct biome + if not skip and (not biome_check(temp_def.biomes, gotten_biome)) then + skip = true + end + + --don't spawn if not in light limits + if not skip and (gotten_light < temp_def.min_light or gotten_light > temp_def.max_light) then + skip = true + end + + --skip if not in correct spawning type + if not skip and (temp_def.type_of_spawning == "ground" and is_water) then + skip = true + end + + if not skip and (temp_def.type_of_spawning == "ground" and is_lava) then + skip = true + end + + --found a mob, exit out of loop + if not skip then + --minetest.log("warning", "found mob:"..temp_def.name) + --print("found mob:"..temp_def.name) + mob_def = table_copy(temp_def) + break + else + --minetest.log("warning", "deleting temp index "..temp_index) + --print("deleting temp index") + table_remove(mob_library_worker_table, temp_index) + end + + until repeat_mob_search == false --this is needed to sort through mobs randomly + + + --catch if went through all mobs and something went horribly wrong + --could not find a valid mob to spawn that fits the environment + if not mob_def then + break + end + + --adjust the position for water and lava mobs + if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then + spawning_position.y = spawning_position.y - 1 + end + + --print("spawning: " .. mob_def.name) + + --everything is correct, spawn mob + minetest.add_entity(spawning_position, mob_def.name) - --couldn't find node - if #spawning_position_list <= 0 then break - end + until do_mob_algorithm == false --this is a safety catch + end - local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)] - - --Prevent strange behavior/too close to player - if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then - break - end - - local gotten_node = get_node(spawning_position).name - - if not gotten_node or gotten_node == "air" then --skip air nodes - break - end - - local gotten_biome = minetest.get_biome_data(spawning_position) - - if not gotten_biome then - break --skip if in unloaded area - end - - gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with - - --grab random mob - local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)] - - if not mob_def then - break --skip if something ridiculous happens (nil mob def) - end - - --skip if not correct dimension - if mob_def.dimension ~= dimension then - break - end - - --skip if not in correct biome - if not biome_check(mob_def.biomes, gotten_biome) then - break - end - - --add this so mobs don't spawn inside nodes - spawning_position.y = spawning_position.y + 1 - - if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then - break - end - - --only need to poll for node light if everything else worked - local gotten_light = get_node_light(spawning_position) - - --don't spawn if not in light limits - if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then - break - end - - local is_water = get_item_group(gotten_node, "water") ~= 0 - local is_lava = get_item_group(gotten_node, "lava") ~= 0 - - if mob_def.type_of_spawning == "ground" and is_water then - break - end - - if mob_def.type_of_spawning == "ground" and is_lava then - break - end - - --finally do the heavy check (for now) of mobs in area - if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then - break - end - - --adjust the position for water and lava mobs - if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then - spawning_position.y = spawning_position.y - 1 - end - - --everything is correct, spawn mob - minetest.add_entity(spawning_position, mob_def.name) - until true --this is a safety catch - end + break + until do_mob_spawning == false --this is a performance catch end end end) diff --git a/mods/ENTITIES/mcl_mobs/init.lua b/mods/ENTITIES/mcl_mobs/init.lua index 69246b470..b0daba2c4 100644 --- a/mods/ENTITIES/mcl_mobs/init.lua +++ b/mods/ENTITIES/mcl_mobs/init.lua @@ -1,14 +1,16 @@ local path = minetest.get_modpath(minetest.get_current_modname()) +local api_path = path.."/api" + -- Mob API -dofile(path .. "/api.lua") +dofile(api_path .. "/api.lua") -- Spawning Algorithm -dofile(path .. "/spawning.lua") +dofile(api_path .. "/spawning.lua") -- Rideable Mobs -dofile(path .. "/mount.lua") +dofile(api_path .. "/mount.lua") -- Mob Items dofile(path .. "/crafts.lua") \ No newline at end of file diff --git a/mods/ENTITIES/mcl_mobs/lucky_block.lua b/mods/ENTITIES/mcl_mobs/lucky_block.lua deleted file mode 100644 index ea90de74a..000000000 --- a/mods/ENTITIES/mcl_mobs/lucky_block.lua +++ /dev/null @@ -1,8 +0,0 @@ - -if minetest.get_modpath("lucky_block") then - - lucky_block:add_blocks({ - {"dro", {"mcl_mobs:nametag"}, 1}, - {"lig"}, - }) -end diff --git a/mods/ENTITIES/mcl_mobs/sounds/attributes.txt b/mods/ENTITIES/mcl_mobs/sounds/attributes.txt new file mode 100644 index 000000000..1228dd9d7 --- /dev/null +++ b/mods/ENTITIES/mcl_mobs/sounds/attributes.txt @@ -0,0 +1,4 @@ + +default_punch.1 = https://freesound.org/people/Merrick079/sounds/566436/ +default_punch.2 = https://freesound.org/people/Merrick079/sounds/566435/ +default_punch.3 = https://freesound.org/people/Merrick079/sounds/566434/ diff --git a/mods/ENTITIES/mcl_mobs/sounds/default_punch.1.ogg b/mods/ENTITIES/mcl_mobs/sounds/default_punch.1.ogg new file mode 100644 index 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zJn?avavpd58!dx=5TEUHZrfzim?^#Og1(~SLyl;D&Zna?3w^EU$H!7-x!o71x>sEs z-XdaVoNizv+EMbgVjdOGL^*uj*0`Rp^Fg~gHULr9{n=nQo0~$$)z=`x4+qe+o<0cd zf-h}yNR0iQyFOFTZ_VP6oTSIcX-nw@&DHNM%DJ*;#GEtoPjfnz^zVO^>XARp%f-~I zR2(yGd5wLu(xzAEd+S4`jk6oN_^w79y_oc`#Jhgvn3n$VY zc51*tHKi$NB>YU!nEnoWW%jkx_Mv7J#^gM+Hde!l!@Kwf*Qk-B*nWobY*oeaWXzV_ zQfzy`ltSoY#6^dd)y^L>{HI-u%^g=-70aQ~?9d$Sd9kJ&&qvlyV+|i` zO|Md)i$05xSi(36FKJ};^SBfB6Q5h|rZ 10 then @@ -360,11 +377,16 @@ mobs:register_mob("mobs_mc:enderman", { --if looking in general head position, turn hostile if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then self.provoked = "staring" - self.attack = minetest.get_player_by_name(obj:get_player_name()) + self.state = "stand" + self.hostile = false break - else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez + --begin attacking the player + else if self.provoked == "staring" then self.provoked = "broke_contact" + self.hostile = true + self.state = "attack" + self.attacking = obj end end @@ -430,7 +452,7 @@ mobs:register_mob("mobs_mc:enderman", { self.base_texture = create_enderman_textures(block_type, self._taken_node) self.object:set_properties({ textures = self.base_texture }) self.animation = select_enderman_animation("block") - mobs:set_animation(self, self.animation.current) + mobs.set_mob_animation(self, self.animation.current) if def.sounds and def.sounds.dug then minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true) end @@ -453,7 +475,7 @@ mobs:register_mob("mobs_mc:enderman", { local def = minetest.registered_nodes[self._taken_node] -- Update animation accordingly (removes visible block) self.animation = select_enderman_animation("normal") - mobs:set_animation(self, self.animation.current) + mobs.set_mob_animation(self, self.animation.current) if def.sounds and def.sounds.place then minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true) end @@ -557,7 +579,7 @@ mobs:register_mob("mobs_mc:enderman", { water_damage = 8, view_range = 64, fear_height = 4, - attack_type = "dogfight", + attack_type = "punch", }) diff --git a/mods/ENTITIES/mobs_mc/endermite.lua b/mods/ENTITIES/mobs_mc/endermite.lua index 2bffa8304..712086828 100644 --- a/mods/ENTITIES/mobs_mc/endermite.lua +++ b/mods/ENTITIES/mobs_mc/endermite.lua @@ -9,12 +9,15 @@ mobs:register_mob("mobs_mc:endermite", { type = "monster", spawn_class = "hostile", passive = false, + rotate = 270, + hostile = true, hp_min = 8, hp_max = 8, xp_min = 3, xp_max = 3, armor = {fleshy = 100, arthropod = 100}, group_attack = true, + attack_type = "punch", collisionbox = {-0.2, -0.01, -0.2, 0.2, 0.29, 0.2}, visual = "mesh", mesh = "mobs_mc_endermite.b3d", diff --git a/mods/ENTITIES/mobs_mc/ghast.lua b/mods/ENTITIES/mobs_mc/ghast.lua index 1d7179162..609110bdb 100644 --- a/mods/ENTITIES/mobs_mc/ghast.lua +++ b/mods/ENTITIES/mobs_mc/ghast.lua @@ -14,13 +14,17 @@ mobs:register_mob("mobs_mc:ghast", { description = S("Ghast"), type = "monster", spawn_class = "hostile", - pathfinding = 1, group_attack = true, + hostile = true, + fly_random_while_attack = true, hp_min = 10, hp_max = 10, + rotate = 270, xp_min = 5, xp_max = 5, - collisionbox = {-2, 5, -2, 2, 9, 2}, + reach = 20, + eye_height = 2.5, + collisionbox = {-2, 0, -2, 2, 4, 2}, visual = "mesh", mesh = "mobs_mc_ghast.b3d", textures = { @@ -36,8 +40,10 @@ mobs:register_mob("mobs_mc:ghast", { -- TODO: damage -- TODO: better death }, + walk_velocity = 1.6, run_velocity = 3.2, + drops = { {name = mobs_mc.items.gunpowder, chance = 1, min = 0, max = 2, looting = "common"}, {name = mobs_mc.items.ghast_tear, chance = 10/6, min = 0, max = 1, looting = "common", looting_ignore_chance = true}, @@ -48,22 +54,23 @@ mobs:register_mob("mobs_mc:ghast", { walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, + fall_damage = 0, - view_range = 100, - attack_type = "dogshoot", - arrow = "mobs_mc:fireball", - shoot_interval = 3.5, - shoot_offset = -5, - dogshoot_switch = 1, - dogshoot_count_max =1, - passive = false, - jump = true, - jump_height = 4, + view_range = 28, + attack_type = "projectile", + arrow = "mobs_mc:ghast_fireball", floats=1, fly = true, makes_footstep_sound = false, - instant_death = true, fire_resistant = true, + projectile_cooldown_min = 5, + projectile_cooldown_max = 7, + shoot_arrow = function(self, pos, dir) + -- 2-4 damage per arrow + local dmg = math.random(2,4) + mobs.shoot_projectile_handling("mobs_mc:ghast_fireball", pos, dir, self.object:get_yaw(), self.object, 11, dmg,nil,nil,nil,-0.6) + end, + --[[ do_custom = function(self) if self.firing == true then self.base_texture = {"mobs_mc_ghast_firing.png"} @@ -73,6 +80,7 @@ mobs:register_mob("mobs_mc:ghast", { self.object:set_properties({textures=self.base_texture}) end end, + ]]-- }) @@ -92,32 +100,40 @@ mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_max) -- fireball (projectile) -mobs:register_arrow("mobs_mc:fireball", { +mobs:register_arrow("mobs_mc:ghast_fireball", { visual = "sprite", visual_size = {x = 1, y = 1}, textures = {"mcl_fire_fire_charge.png"}, velocity = 15, collisionbox = {-.5, -.5, -.5, .5, .5, .5}, + tail = 1, + tail_texture = "mobs_mc_spit.png^[colorize:black:255", --repurpose spit texture + tail_size = 5, _is_fireball = true, hit_player = function(self, player) + --[[ player:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = 6}, }, nil) - mobs:boom(self, self.object:get_pos(), 1, true) + ]]-- + --mobs:boom(self, self.object:get_pos(), 1, true) + mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 }) end, hit_mob = function(self, mob) mob:punch(self.object, 1.0, { full_punch_interval = 1.0, - damage_groups = {fleshy = 6}, + damage_groups = {fleshy = self._damage}, }, nil) - mobs:boom(self, self.object:get_pos(), 1, true) + --mobs:boom(self, self.object:get_pos(), 1, true) + mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 }) end, hit_node = function(self, pos, node) - mobs:boom(self, pos, 1, true) + --mobs:boom(self, pos, 1, true) + mcl_explosions.explode(self.object:get_pos(), 3,{ drop_chance = 1.0 }) end }) diff --git a/mods/ENTITIES/mobs_mc/guardian.lua b/mods/ENTITIES/mobs_mc/guardian.lua index 06a2ba2e2..241ac3444 100644 --- a/mods/ENTITIES/mobs_mc/guardian.lua +++ b/mods/ENTITIES/mobs_mc/guardian.lua @@ -14,7 +14,7 @@ mobs:register_mob("mobs_mc:guardian", { xp_max = 10, breath_max = -1, passive = false, - attack_type = "dogfight", + attack_type = "punch", pathfinding = 1, view_range = 16, walk_velocity = 2, diff --git a/mods/ENTITIES/mobs_mc/guardian_elder.lua b/mods/ENTITIES/mobs_mc/guardian_elder.lua index 5b8150dd4..4fb989e2f 100644 --- a/mods/ENTITIES/mobs_mc/guardian_elder.lua +++ b/mods/ENTITIES/mobs_mc/guardian_elder.lua @@ -16,7 +16,7 @@ mobs:register_mob("mobs_mc:guardian_elder", { xp_max = 10, breath_max = -1, passive = false, - attack_type = "dogfight", + attack_type = "punch", pathfinding = 1, view_range = 16, walk_velocity = 2, diff --git a/mods/ENTITIES/mobs_mc/horse.lua b/mods/ENTITIES/mobs_mc/horse.lua index ac631f205..461c60efd 100644 --- a/mods/ENTITIES/mobs_mc/horse.lua +++ b/mods/ENTITIES/mobs_mc/horse.lua @@ -88,6 +88,10 @@ local horse = { spawn_class = "passive", visual = "mesh", mesh = "mobs_mc_horse.b3d", + rotate = 270, + walk_velocity = 1, + run_velocity = 8, + skittish = true, visual_size = {x=3.0, y=3.0}, collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825}, animation = { @@ -97,7 +101,7 @@ local horse = { walk_speed = 25, walk_start = 0, walk_end = 40, - run_speed = 60, + run_speed = 120, run_start = 0, run_end = 40, }, @@ -114,7 +118,8 @@ local horse = { fly = false, walk_chance = 60, view_range = 16, - follow = mobs_mc.follow.horse, + follow = "mcl_farming:wheat_item", + follow_distance = 3, passive = true, hp_min = 15, hp_max = 30, @@ -182,7 +187,7 @@ local horse = { -- if driver present and horse has a saddle allow control of horse if self.driver and self._saddle then - mobs.drive(self, "walk", "stand", false, dtime) + mobs.drive(self, "run", "stand", false, dtime) return false -- skip rest of mob functions end @@ -214,6 +219,21 @@ local horse = { local iname = item:get_name() local heal = 0 + --sneak click to breed the horse/feed it + if self.owner and self.owner == clicker:get_player_name() then + --attempt to enter breed state + if mobs.enter_breed_state(self,clicker) then + return + end + end + + --don't do any other logic with the baby + --make baby grow faster + if self.baby then + mobs.make_baby_grow_faster(self,clicker) + return + end + -- Taming self.temper = self.temper or (math.random(1,100)) @@ -239,6 +259,7 @@ local horse = { self.buck_off_time = 40 -- TODO how long does it take in minecraft? if self.temper > 100 then self.tamed = true -- NOTE taming can only be finished by riding the horse + mobs.tamed_effect(self) if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end @@ -253,6 +274,14 @@ local horse = { -- If nothing happened temper_increase = 0 and addition does nothing self.temper = self.temper + temper_increase + --give the player some kind of idea + --of what's happening with the horse's temper + if self.temper <= 100 then + mobs.feed_effect(self) + else + mobs.tamed_effect(self) + end + return end @@ -282,10 +311,6 @@ local horse = { return end - if mobs:protect(self, clicker) then - return - end - -- Make sure tamed horse is mature and being clicked by owner only if self.tamed and not self.child and self.owner == clicker:get_player_name() then @@ -357,9 +382,6 @@ local horse = { self.object:set_properties({stepheight = 1.1}) mobs.attach(self, clicker) - -- Used to capture horse - elseif not self.driver and iname ~= "" then - mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end end end, @@ -520,22 +542,53 @@ mobs:spawn_specific( "overworld", "ground", { -"FlowerForest", -"Swampland", -"Taiga", -"ExtremeHills", -"BirchForest", -"MegaSpruceTaiga", -"MegaTaiga", -"ExtremeHills+", -"Forest", -"Plains", -"ColdTaiga", -"SunflowerPlains", -"RoofedForest", -"MesaPlateauFM_grasstop", -"ExtremeHillsM", -"BirchForestM", + "FlowerForest_beach", + "Forest_beach", + "StoneBeach", + "ColdTaiga_beach_water", + "Taiga_beach", + "Savanna_beach", + "Plains_beach", + "ExtremeHills_beach", + "ColdTaiga_beach", + "Swampland_shore", + "JungleM_shore", + "Jungle_shore", + "MesaPlateauFM_sandlevel", + "MesaPlateauF_sandlevel", + "MesaBryce_sandlevel", + "Mesa_sandlevel", + "Mesa", + "FlowerForest", + "Swampland", + "Taiga", + "ExtremeHills", + "Jungle", + "Savanna", + "BirchForest", + "MegaSpruceTaiga", + "MegaTaiga", + "ExtremeHills+", + "Forest", + "Plains", + "Desert", + "ColdTaiga", + "IcePlainsSpikes", + "SunflowerPlains", + "IcePlains", + "RoofedForest", + "ExtremeHills+_snowtop", + "MesaPlateauFM_grasstop", + "JungleEdgeM", + "ExtremeHillsM", + "JungleM", + "BirchForestM", + "MesaPlateauF", + "MesaPlateauFM", + "MesaPlateauF_grasstop", + "MesaBryce", + "JungleEdge", + "SavannaM", }, 0, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/iron_golem.lua b/mods/ENTITIES/mobs_mc/iron_golem.lua index 0d3e74645..48e573e13 100644 --- a/mods/ENTITIES/mobs_mc/iron_golem.lua +++ b/mods/ENTITIES/mobs_mc/iron_golem.lua @@ -16,8 +16,11 @@ mobs:register_mob("mobs_mc:iron_golem", { type = "npc", spawn_class = "passive", passive = true, + rotate = 270, hp_min = 100, - hp_max = 100, + hp_max = 100, + protect = true, + neutral = true, breath_max = -1, collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.69, 0.7}, visual = "mesh", @@ -40,7 +43,7 @@ mobs:register_mob("mobs_mc:iron_golem", { reach = 3, group_attack = true, attacks_monsters = true, - attack_type = "dogfight", + attack_type = "punch", drops = { {name = mobs_mc.items.iron_ingot, chance = 1, diff --git a/mods/ENTITIES/mobs_mc/llama.lua b/mods/ENTITIES/mobs_mc/llama.lua index 655cddfb6..58f565ec1 100644 --- a/mods/ENTITIES/mobs_mc/llama.lua +++ b/mods/ENTITIES/mobs_mc/llama.lua @@ -28,6 +28,15 @@ mobs:register_mob("mobs_mc:llama", { description = S("Llama"), type = "animal", spawn_class = "passive", + rotate = 270, + neutral = true, + group_attack = true, + attack_type = "projectile", + shoot_arrow = function(self, pos, dir) + -- 2-4 damage per arrow + local dmg = 1 + mobs.shoot_projectile_handling("mobs_mc:spit", pos, dir, self.object:get_yaw(), self.object, nil, dmg) + end, hp_min = 15, hp_max = 30, xp_min = 1, @@ -50,7 +59,11 @@ mobs:register_mob("mobs_mc:llama", { walk_velocity = 1, run_velocity = 4.4, follow_velocity = 4.4, + breed_distance = 1.5, + baby_size = 0.5, + follow_distance = 2, floats = 1, + reach = 6, drops = { {name = mobs_mc.items.leather, chance = 1, @@ -83,7 +96,7 @@ mobs:register_mob("mobs_mc:llama", { look_start = 78, look_end = 108, }, - follow = mobs_mc.follow.llama, + follow = mobs_mc.items.hay_bale, view_range = 16, do_custom = function(self, dtime) @@ -126,30 +139,71 @@ mobs:register_mob("mobs_mc:llama", { return end - local item = clicker:get_wielded_item() - if item:get_name() == mobs_mc.items.hay_bale then - -- Breed with hay bale - if mobs:feed_tame(self, clicker, 1, true, false) then return end - else - -- Feed with anything else - if mobs:feed_tame(self, clicker, 1, false, true) then return end + --owner is broken for this + --we'll make the owner this guy + --attempt to enter breed state + if mobs.enter_breed_state(self,clicker) then + self.tamed = true + self.owner = clicker:get_player_name() + return + end + + --ignore other logic + --make baby grow faster + if self.baby then + mobs.make_baby_grow_faster(self,clicker) + return end - if mobs:protect(self, clicker) then return end + -- Make sure tamed llama is mature and being clicked by owner only if self.tamed and not self.child and self.owner == clicker:get_player_name() then + local item = clicker:get_wielded_item() + --safety catch + if not item then + return + end + + + + --put chest on carpeted llama + if self.carpet and not self.chest and item:get_name() == "mcl_chests:chest" then + if not minetest.is_creative_enabled(clicker:get_player_name()) then + item:take_item() + clicker:set_wielded_item(item) + end + + self.base_texture = table.copy(self.base_texture) + self.base_texture[1] = "mobs_mc_llama_chest.png" + self.object:set_properties({ + textures = self.base_texture, + }) + self.chest = true + + return --don't attempt to ride + end + + -- Place carpet - --[[ TODO: Re-enable this code when carpet textures arrived. - if minetest.get_item_group(item:get_name(), "carpet") == 1 and not self.carpet then + --TODO: Re-enable this code when carpet textures arrived. + if minetest.get_item_group(item:get_name(), "carpet") == 1 then + for group, carpetdata in pairs(carpets) do if minetest.get_item_group(item:get_name(), group) == 1 then if not minetest.is_creative_enabled(clicker:get_player_name()) then item:take_item() clicker:set_wielded_item(item) + + --shoot off old carpet + if self.carpet then + minetest.add_item(self.object:get_pos(), self.carpet) + end end + local substr = carpetdata[2] local tex_carpet = "mobs_mc_llama_decor_"..substr..".png" + self.base_texture = table.copy(self.base_texture) self.base_texture[2] = tex_carpet self.object:set_properties({ @@ -170,23 +224,21 @@ mobs:register_mob("mobs_mc:llama", { end end end - ]] - -- detatch player already riding llama - if self.driver and clicker == self.driver then + if self.carpet then + -- detatch player already riding llama + if self.driver and clicker == self.driver then - mobs.detach(clicker, {x = 1, y = 0, z = 1}) + mobs.detach(clicker, {x = 1, y = 0, z = 1}) - -- attach player to llama - elseif not self.driver then + -- attach player to llama + elseif not self.driver then - self.object:set_properties({stepheight = 1.1}) - mobs.attach(self, clicker) + self.object:set_properties({stepheight = 1.1}) + mobs.attach(self, clicker) + end end - -- Used to capture llama - elseif not self.driver and clicker:get_wielded_item():get_name() ~= "" then - mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end end, @@ -240,3 +292,38 @@ mobs_mc.spawn_height.overworld_max) -- spawn eggs mobs:register_egg("mobs_mc:llama", S("Llama"), "mobs_mc_spawn_icon_llama.png", 0) + + +-- llama spit +mobs:register_arrow("mobs_mc:spit", { + visual = "sprite", + visual_size = {x = 0.3, y = 0.3}, + textures = {"mobs_mc_spit.png"}, + velocity = 1, + speed = 1, + tail = 1, + tail_texture = "mobs_mc_spit.png", + tail_size = 2, + tail_distance_divider = 4, + + hit_player = function(self, player) + if rawget(_G, "armor") and armor.last_damage_types then + armor.last_damage_types[player:get_player_name()] = "spit" + end + player:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = self._damage}, + }, nil) + end, + + hit_mob = function(self, mob) + mob:punch(self.object, 1.0, { + full_punch_interval = 1.0, + damage_groups = {fleshy = _damage}, + }, nil) + end, + + hit_node = function(self, pos, node) + --does nothing + end +}) \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/models/attributes.txt b/mods/ENTITIES/mobs_mc/models/attributes.txt new file mode 100644 index 000000000..ec59e0f70 --- /dev/null +++ b/mods/ENTITIES/mobs_mc/models/attributes.txt @@ -0,0 +1 @@ +Ghast fixed by epCode - Thanks! \ No newline at end of file diff --git a/mods/ENTITIES/mobs_mc/models/mobs_mc_ghast.b3d b/mods/ENTITIES/mobs_mc/models/mobs_mc_ghast.b3d index cebc037c05efdcf2343c4232099b12fffc4c5c89..ab34f334f8321e30f05ae4b53a946b4095587ef0 100644 GIT binary patch delta 18141 zcma)j349Fa|NpE;*o~D;g2*8o*$`J_*E*7onMd7c5bCNrT5%Uuz7omqEOnQlgLR*E z)zRH2T3SaI)z(e5jjL`&DRs2!s^9Z@W;VMs#{b{EUU|vuo%vkv_vhJ}&nIL0@sLxi zLSmXWwKYE+p<{Fm!(?`B-lB;7JUF}mfO>N~zA0R@Fw9Hx)h(-QmzmYb732#pEJeN# z9yx-13l}v$N&aOR7f-$s{0tcRT@ks&<;VVg*`Y}QV-VN^7O-Vhwl44~z=cI}5aO^2 zfE1IBWlS;-1Oa0jIkYbPkTq7q~B-_fEWc%++fo51F1*Sn>F$PC!7G6``D?wCj 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z9%S&S1*NkHU^>%z9=GW%FrCTbQ434IcPleCfzq!W7PT<<<^c1BJTPC>FD%-`3CtJr zc+~Pk^P3HS?WRS*{HB0KEzEDQe9W_>c@rofD`HU#a|5h=r~{t2d<|GWDB)3C0WEiC zr1frk4lH++v8aW)!2?*H=>f~L*YhWC0+nYfc+}1TmXlk6<>W@6shj$M<)kVewXpKn zJ$l9_Q2DEdMJ>#4%b?}@qyw`yT?Urx>R8mm+`AcAUlaiAi{i35o7jQ%g$5qA^}u?_ V09X&5s-C+ER1az5QHx%`0RZsDdanQg diff --git a/mods/ENTITIES/mobs_mc/ocelot.lua b/mods/ENTITIES/mobs_mc/ocelot.lua index 5a3f135a1..e36abec77 100644 --- a/mods/ENTITIES/mobs_mc/ocelot.lua +++ b/mods/ENTITIES/mobs_mc/ocelot.lua @@ -31,6 +31,8 @@ local ocelot = { type = "animal", spawn_class = "passive", can_despawn = true, + rotate = 270, + skittish = true, hp_min = 10, hp_max = 10, xp_min = 1, @@ -43,7 +45,7 @@ local ocelot = { makes_footstep_sound = true, walk_chance = default_walk_chance, walk_velocity = 1, - run_velocity = 3, + run_velocity = 10, follow_velocity = 1, floats = 1, runaway = true, @@ -57,7 +59,7 @@ local ocelot = { }, animation = { speed_normal = 25, - run_speed = 50, + run_speed = 150, stand_start = 0, stand_end = 0, walk_start = 0, @@ -123,8 +125,6 @@ cat.sounds = { } cat.on_rightclick = function(self, clicker) if mobs:feed_tame(self, clicker, 1, true, false) then return end - if mobs:capture_mob(self, clicker, 0, 60, 5, false, nil) then return end - if mobs:protect(self, clicker) then return end if self.child then return end diff --git a/mods/ENTITIES/mobs_mc/parrot.lua b/mods/ENTITIES/mobs_mc/parrot.lua index c04ea77c6..de52c6252 100644 --- a/mods/ENTITIES/mobs_mc/parrot.lua +++ b/mods/ENTITIES/mobs_mc/parrot.lua @@ -20,11 +20,14 @@ mobs:register_mob("mobs_mc:parrot", { hp_max = 6, xp_min = 1, xp_max = 3, - collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25}, + tilt_fly = true, + collisionbox = {-0.25, 0, -0.25, 0.25, 0.9, 0.25}, + eye_height = 0.45, visual = "mesh", mesh = "mobs_mc_parrot.b3d", textures = {{"mobs_mc_parrot_blue.png"},{"mobs_mc_parrot_green.png"},{"mobs_mc_parrot_grey.png"},{"mobs_mc_parrot_red_blue.png"},{"mobs_mc_parrot_yellow_blue.png"}}, visual_size = {x=3, y=3}, + rotate = 270, walk_velocity = 3, run_velocity = 5, sounds = { @@ -85,8 +88,6 @@ mobs:register_mob("mobs_mc:parrot", { -- Feed to tame, but not breed if mobs:feed_tame(self, clicker, 1, false, true) then return end - if mobs:protect(self, clicker) then return end - if mobs:capture_mob(self, clicker, 0, 50, 80, false, nil) then return end end, }) diff --git a/mods/ENTITIES/mobs_mc/pig.lua b/mods/ENTITIES/mobs_mc/pig.lua index b7d919cff..d7433a092 100644 --- a/mods/ENTITIES/mobs_mc/pig.lua +++ b/mods/ENTITIES/mobs_mc/pig.lua @@ -6,7 +6,8 @@ mobs:register_mob("mobs_mc:pig", { description = S("Pig"), type = "animal", spawn_class = "passive", - runaway = true, + skittish = true, + rotate = 270, hp_min = 10, hp_max = 10, xp_min = 1, @@ -19,11 +20,30 @@ mobs:register_mob("mobs_mc:pig", { "mobs_mc_pig.png", -- base "blank.png", -- saddle }}, + + --head code + has_head = true, + head_bone = "head", + + swap_y_with_x = false, + reverse_head_yaw = false, + + head_bone_pos_y = 2.4, + head_bone_pos_z = 0, + + head_height_offset = 1.1, + head_direction_offset = 0, + head_pitch_modifier = 0, + --end head code + visual_size = {x=2.5, y=2.5}, makes_footstep_sound = true, walk_velocity = 1, run_velocity = 3, follow_velocity = 3.4, + breed_distance = 1.5, + baby_size = 0.5, + follow_distance = 2, drops = { {name = mobs_mc.items.porkchop_raw, chance = 1, @@ -50,7 +70,7 @@ mobs:register_mob("mobs_mc:pig", { run_start = 0, run_end = 40, }, - follow = mobs_mc.follow.pig, + follow = "mcl_farming:carrot_item", view_range = 8, do_custom = function(self, dtime) @@ -91,12 +111,17 @@ mobs:register_mob("mobs_mc:pig", { return end - local wielditem = clicker:get_wielded_item() - -- Feed pig - if wielditem:get_name() ~= mobs_mc.items.carrot_on_a_stick then - if mobs:feed_tame(self, clicker, 1, true, true) then return end + --attempt to enter breed state + if mobs.enter_breed_state(self,clicker) then + return + end + + --ignore other logic + --make baby grow faster + if self.baby then + mobs.make_baby_grow_faster(self,clicker) + return end - if mobs:protect(self, clicker) then return end if self.child then return @@ -104,6 +129,8 @@ mobs:register_mob("mobs_mc:pig", { -- Put saddle on pig local item = clicker:get_wielded_item() + local wielditem = item + if item:get_name() == mobs_mc.items.saddle and self.saddle ~= "yes" then self.base_texture = { "blank.png", -- baby @@ -164,10 +191,6 @@ mobs:register_mob("mobs_mc:pig", { inv:set_stack("main",self.driver:get_wield_index(), wielditem) end return - - -- Capture pig - elseif not self.driver and clicker:get_wielded_item():get_name() ~= "" then - mobs:capture_mob(self, clicker, 0, 5, 60, false, nil) end end, @@ -188,22 +211,53 @@ mobs:spawn_specific( "overworld", "ground", { -"FlowerForest", -"Swampland", -"Taiga", -"ExtremeHills", -"BirchForest", -"MegaSpruceTaiga", -"MegaTaiga", -"ExtremeHills+", -"Forest", -"Plains", -"ColdTaiga", -"SunflowerPlains", -"RoofedForest", -"MesaPlateauFM_grasstop", -"ExtremeHillsM", -"BirchForestM", + "FlowerForest_beach", + "Forest_beach", + "StoneBeach", + "ColdTaiga_beach_water", + "Taiga_beach", + "Savanna_beach", + "Plains_beach", + "ExtremeHills_beach", + "ColdTaiga_beach", + "Swampland_shore", + "JungleM_shore", + "Jungle_shore", + "MesaPlateauFM_sandlevel", + "MesaPlateauF_sandlevel", + "MesaBryce_sandlevel", + "Mesa_sandlevel", + "Mesa", + "FlowerForest", + "Swampland", + "Taiga", + "ExtremeHills", + "Jungle", + "Savanna", + "BirchForest", + "MegaSpruceTaiga", + "MegaTaiga", + "ExtremeHills+", + "Forest", + "Plains", + "Desert", + "ColdTaiga", + "IcePlainsSpikes", + "SunflowerPlains", + "IcePlains", + "RoofedForest", + "ExtremeHills+_snowtop", + "MesaPlateauFM_grasstop", + "JungleEdgeM", + "ExtremeHillsM", + "JungleM", + "BirchForestM", + "MesaPlateauF", + "MesaPlateauFM", + "MesaPlateauF_grasstop", + "MesaBryce", + "JungleEdge", + "SavannaM", }, 9, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/polar_bear.lua b/mods/ENTITIES/mobs_mc/polar_bear.lua index 98268961b..0476229b5 100644 --- a/mods/ENTITIES/mobs_mc/polar_bear.lua +++ b/mods/ENTITIES/mobs_mc/polar_bear.lua @@ -31,7 +31,7 @@ mobs:register_mob("mobs_mc:polar_bear", { walk_velocity = 1.2, run_velocity = 2.4, group_attack = true, - attack_type = "dogfight", + attack_type = "punch", drops = { -- 3/4 chance to drop raw fish (poor approximation) {name = mobs_mc.items.fish_raw, diff --git a/mods/ENTITIES/mobs_mc/rabbit.lua b/mods/ENTITIES/mobs_mc/rabbit.lua index 6b47fec70..90d5c27bf 100644 --- a/mods/ENTITIES/mobs_mc/rabbit.lua +++ b/mods/ENTITIES/mobs_mc/rabbit.lua @@ -8,7 +8,7 @@ local rabbit = { spawn_class = "passive", passive = true, reach = 1, - + rotate = 270, hp_min = 3, hp_max = 3, xp_min = 1, @@ -62,8 +62,6 @@ local rabbit = { on_rightclick = function(self, clicker) -- Feed, tame protect or capture if mobs:feed_tame(self, clicker, 1, true, true) then return end - if mobs:protect(self, clicker) then return end - if mobs:capture_mob(self, clicker, 0, 50, 80, false, nil) then return end end, do_custom = function(self) -- Easter egg: Change texture if rabbit is named “Toast” @@ -116,22 +114,53 @@ mobs:spawn_specific( "overworld", "ground", { -"FlowerForest", -"Swampland", -"Taiga", -"ExtremeHills", -"BirchForest", -"MegaSpruceTaiga", -"MegaTaiga", -"ExtremeHills+", -"Forest", -"Plains", -"ColdTaiga", -"SunflowerPlains", -"RoofedForest", -"MesaPlateauFM_grasstop", -"ExtremeHillsM", -"BirchForestM", + "FlowerForest_beach", + "Forest_beach", + "StoneBeach", + "ColdTaiga_beach_water", + "Taiga_beach", + "Savanna_beach", + "Plains_beach", + "ExtremeHills_beach", + "ColdTaiga_beach", + "Swampland_shore", + "JungleM_shore", + "Jungle_shore", + "MesaPlateauFM_sandlevel", + "MesaPlateauF_sandlevel", + "MesaBryce_sandlevel", + "Mesa_sandlevel", + "Mesa", + "FlowerForest", + "Swampland", + "Taiga", + "ExtremeHills", + "Jungle", + "Savanna", + "BirchForest", + "MegaSpruceTaiga", + "MegaTaiga", + "ExtremeHills+", + "Forest", + "Plains", + "Desert", + "ColdTaiga", + "IcePlainsSpikes", + "SunflowerPlains", + "IcePlains", + "RoofedForest", + "ExtremeHills+_snowtop", + "MesaPlateauFM_grasstop", + "JungleEdgeM", + "ExtremeHillsM", + "JungleM", + "BirchForestM", + "MesaPlateauF", + "MesaPlateauFM", + "MesaPlateauF_grasstop", + "MesaBryce", + "JungleEdge", + "SavannaM", }, 9, minetest.LIGHT_MAX+1, diff --git a/mods/ENTITIES/mobs_mc/sheep.lua b/mods/ENTITIES/mobs_mc/sheep.lua index 9ddc0adee..1527fd6da 100644 --- a/mods/ENTITIES/mobs_mc/sheep.lua +++ b/mods/ENTITIES/mobs_mc/sheep.lua @@ -63,8 +63,13 @@ mobs:register_mob("mobs_mc:sheep", { hp_max = 8, xp_min = 1, xp_max = 3, + skittish = true, + breed_distance = 1.5, + baby_size = 0.5, + follow_distance = 2, + follow = mobs_mc.items.wheat, collisionbox = {-0.45, -0.01, -0.45, 0.45, 1.29, 0.45}, - + rotate = 270, visual = "mesh", visual_size = {x=3, y=3}, mesh = "mobs_mc_sheepfur.b3d", @@ -73,6 +78,23 @@ mobs:register_mob("mobs_mc:sheep", { color = "unicolor_white", makes_footstep_sound = true, walk_velocity = 1, + run_velocity = 3, + + --head code + has_head = true, + head_bone = "head", + + swap_y_with_x = false, + reverse_head_yaw = false, + + head_bone_pos_y = 3.6, + head_bone_pos_z = -0.6, + + head_height_offset = 1.0525, + head_direction_offset = 0.5, + head_pitch_modifier = 0, + --end head code + drops = { {name = mobs_mc.items.mutton_raw, chance = 1, @@ -99,7 +121,6 @@ mobs:register_mob("mobs_mc:sheep", { walk_start = 0, walk_end = 40, run_start = 0, run_end = 40, }, - follow = mobs_mc.follow.sheep, view_range = 12, -- Eat grass @@ -195,8 +216,16 @@ mobs:register_mob("mobs_mc:sheep", { on_rightclick = function(self, clicker) local item = clicker:get_wielded_item() - if mobs:feed_tame(self, clicker, 1, true, true) then return end - if mobs:protect(self, clicker) then return end + --attempt to enter breed state + if mobs.enter_breed_state(self,clicker) then + return + end + + --make baby grow faster + if self.baby then + mobs.make_baby_grow_faster(self,clicker) + return + end if item:get_name() == mobs_mc.items.shears and not self.gotten and not self.child then self.gotten = true @@ -252,7 +281,6 @@ mobs:register_mob("mobs_mc:sheep", { end return end - if mobs:capture_mob(self, clicker, 0, 5, 70, false, nil) then return end end, on_breed = function(parent1, parent2) -- Breed sheep and choose a fur color for the child. @@ -309,22 +337,53 @@ mobs:spawn_specific( "overworld", "ground", { -"FlowerForest", -"Swampland", -"Taiga", -"ExtremeHills", -"BirchForest", -"MegaSpruceTaiga", -"MegaTaiga", -"ExtremeHills+", -"Forest", -"Plains", -"ColdTaiga", -"SunflowerPlains", -"RoofedForest", -"MesaPlateauFM_grasstop", -"ExtremeHillsM", -"BirchForestM", + "FlowerForest_beach", + "Forest_beach", + "StoneBeach", + "ColdTaiga_beach_water", + "Taiga_beach", + "Savanna_beach", + "Plains_beach", + "ExtremeHills_beach", + "ColdTaiga_beach", + "Swampland_shore", + "JungleM_shore", + "Jungle_shore", + "MesaPlateauFM_sandlevel", + "MesaPlateauF_sandlevel", + "MesaBryce_sandlevel", + "Mesa_sandlevel", + "Mesa", + "FlowerForest", + "Swampland", + "Taiga", + "ExtremeHills", + "Jungle", + "Savanna", + "BirchForest", + "MegaSpruceTaiga", + "MegaTaiga", + "ExtremeHills+", + "Forest", + "Plains", + "Desert", + "ColdTaiga", + "IcePlainsSpikes", + "SunflowerPlains", + "IcePlains", + "RoofedForest", + "ExtremeHills+_snowtop", + "MesaPlateauFM_grasstop", + "JungleEdgeM", + "ExtremeHillsM", + "JungleM", + "BirchForestM", + "MesaPlateauF", + "MesaPlateauFM", + "MesaPlateauF_grasstop", + "MesaBryce", + "JungleEdge", + "SavannaM", }, 0, minetest.LIGHT_MAX+1, @@ -336,3 +395,4 @@ mobs_mc.spawn_height.overworld_max) -- spawn eggs mobs:register_egg("mobs_mc:sheep", S("Sheep"), "mobs_mc_spawn_icon_sheep.png", 0) + diff --git a/mods/ENTITIES/mobs_mc/shulker.lua b/mods/ENTITIES/mobs_mc/shulker.lua index 0d5ad880a..9932c5add 100644 --- a/mods/ENTITIES/mobs_mc/shulker.lua +++ b/mods/ENTITIES/mobs_mc/shulker.lua @@ -15,7 +15,7 @@ mobs:register_mob("mobs_mc:shulker", { description = S("Shulker"), type = "monster", spawn_class = "hostile", - attack_type = "shoot", + attack_type = "projectile", shoot_interval = 0.5, arrow = "mobs_mc:shulkerbullet", shoot_offset = 0.5, diff --git a/mods/ENTITIES/mobs_mc/silverfish.lua b/mods/ENTITIES/mobs_mc/silverfish.lua index 5af3c8aa0..148c4c722 100644 --- a/mods/ENTITIES/mobs_mc/silverfish.lua +++ b/mods/ENTITIES/mobs_mc/silverfish.lua @@ -44,7 +44,7 @@ mobs:register_mob("mobs_mc:silverfish", { run_start = 0, run_end = 20, }, view_range = 16, - attack_type = "dogfight", + attack_type = "punch", damage = 1, reach = 1, }) diff --git a/mods/ENTITIES/mobs_mc/skeleton+stray.lua b/mods/ENTITIES/mobs_mc/skeleton+stray.lua index 61e1c6eb2..37b1fc6dd 100644 --- a/mods/ENTITIES/mobs_mc/skeleton+stray.lua +++ b/mods/ENTITIES/mobs_mc/skeleton+stray.lua @@ -16,11 +16,15 @@ local skeleton = { description = S("Skeleton"), type = "monster", spawn_class = "hostile", + hostile = true, + rotate = 270, hp_min = 20, hp_max = 20, xp_min = 6, xp_max = 6, breath_max = -1, + eye_height = 1.5, + projectile_cooldown = 1.5, armor = {undead = 100, fleshy = 100}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3}, pathfinding = 1, @@ -31,6 +35,22 @@ local skeleton = { "mcl_bows_bow_0.png", -- bow "mobs_mc_skeleton.png", -- skeleton } }, + + --head code + has_head = false, + head_bone = "head", + + swap_y_with_x = true, + reverse_head_yaw = true, + + head_bone_pos_y = 2.4, + head_bone_pos_z = 0, + + head_height_offset = 1.1, + head_direction_offset = 0, + head_pitch_modifier = 0, + --end head code + visual_size = {x=1, y=1}, makes_footstep_sound = true, textures = { @@ -43,7 +63,7 @@ local skeleton = { walk_velocity = 1.2, run_velocity = 2.4, damage = 2, - reach = 2, + reach = 3, drops = { {name = mobs_mc.items.arrow, chance = 1, @@ -75,6 +95,8 @@ local skeleton = { walk_speed = 15, walk_start = 40, walk_end = 60, + run_start = 40, + run_end = 60, run_speed = 30, shoot_start = 70, shoot_end = 90, @@ -86,13 +108,13 @@ local skeleton = { ignited_by_sunlight = true, view_range = 16, fear_height = 4, - attack_type = "dogshoot", + attack_type = "projectile", arrow = "mcl_bows:arrow_entity", shoot_arrow = function(self, pos, dir) if mod_bows then -- 2-4 damage per arrow - local dmg = math.max(4, math.random(2, 8)) - mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) + local dmg = math.random(2,4) + mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) end end, shoot_interval = 2, diff --git a/mods/ENTITIES/mobs_mc/skeleton_wither.lua b/mods/ENTITIES/mobs_mc/skeleton_wither.lua index 1c0bdbea1..279a1d8cb 100644 --- a/mods/ENTITIES/mobs_mc/skeleton_wither.lua +++ b/mods/ENTITIES/mobs_mc/skeleton_wither.lua @@ -87,7 +87,7 @@ mobs:register_mob("mobs_mc:witherskeleton", { fire_damage = 0, light_damage = 0, view_range = 16, - attack_type = "dogfight", + attack_type = "punch", dogshoot_switch = 1, dogshoot_count_max =0.5, fear_height = 4, diff --git a/mods/ENTITIES/mobs_mc/slime+magma_cube.lua b/mods/ENTITIES/mobs_mc/slime+magma_cube.lua index 0c5fe24ac..0cae6757d 100644 --- a/mods/ENTITIES/mobs_mc/slime+magma_cube.lua +++ b/mods/ENTITIES/mobs_mc/slime+magma_cube.lua @@ -64,6 +64,7 @@ local slime_big = { hp_max = 16, xp_min = 4, xp_max = 4, + rotate = 270, collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02}, visual_size = {x=12.5, y=12.5}, textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}}, @@ -95,8 +96,9 @@ local slime_big = { }, fall_damage = 0, view_range = 16, - attack_type = "dogfight", + attack_type = "jump_punch", passive = false, + jump_only = true, jump = true, walk_velocity = 2.5, run_velocity = 2.5, @@ -309,6 +311,7 @@ local magma_cube_big = { }, walk_velocity = 4, run_velocity = 4, + rotate = 270, damage = 6, reach = 3, armor = 53, @@ -332,12 +335,13 @@ local magma_cube_big = { }, water_damage = 0, lava_damage = 0, - fire_damage = 0, + fire_damage = 0, light_damage = 0, fall_damage = 0, view_range = 16, - attack_type = "dogfight", + attack_type = "jump_punch", passive = false, + jump_only = true, jump = true, jump_height = 8, walk_chance = 0, diff --git a/mods/ENTITIES/mobs_mc/sounds/mobs_mc_villager.4.ogg b/mods/ENTITIES/mobs_mc/sounds/mobs_mc_villager.4.ogg index 5c9ee492ba4d2315ab820b8149dcb5b73cfc62f6..acb236445e2b530640a1c98a54c81d20a9a3672a 100644 GIT binary patch delta 10470 zcmZX)c~lbb`!_zID6WA587?6%A!=_Iw6aA|K+P2uLTpjARMZyJ$~F+o5XCh6nAzJR z+;EhVQrpV~%yvy7x5~;EOWQZw{L$z4ob!CY=b1Bq+}AxbXXaY&xn9@nx}QfCZN)~W zq{IMF;Qt(R->hHqcewSoXsiso(Dbhi(aCc!bb2dewFrL4e=qAMbQk_U#R<*g*e!lG z^<`!j>gVt0zbqnb)@9aW7V_oytof|jEPU2T-}Z}1Z*+X$_;h~B4_I=ed+PhIhRK=9 z1`{5=IGDbGQ6vifQ9Z(_eJ;x^UDt5*eA%p|;oPjr#r2M37s5^iU$y;oyP|CKORqin z8UD80-u{39|3(~aj~BNr#cwveHvj#ktN^KS} z^W}15I382YK}2iAPea|0xp0MJ{NA_I9(ya6HMJNgq?6#ri##eODFtTVnqU7*tJyU# 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- collisionbox = {-0.7, -0.01, -0.7, 0.7, 0.89, 0.7}, + collisionbox = {-0.45, 0, -0.45, 0.45, 0.9, 0.45}, visual = "mesh", mesh = "mobs_mc_spider.b3d", textures = { @@ -44,7 +49,7 @@ local spider = { distance = 16, }, walk_velocity = 1.3, - run_velocity = 2.8, + run_velocity = 2.75, --spider can become extremely difficult if any higher jump = true, jump_height = 4, view_range = 16, diff --git a/mods/ENTITIES/mobs_mc/squid.lua b/mods/ENTITIES/mobs_mc/squid.lua index 0c425bb51..55d4b05c3 100644 --- a/mods/ENTITIES/mobs_mc/squid.lua +++ b/mods/ENTITIES/mobs_mc/squid.lua @@ -17,6 +17,8 @@ mobs:register_mob("mobs_mc:squid", { xp_min = 1, xp_max = 3, armor = 100, + rotate = 270, + tilt_swim = true, -- FIXME: If the squid is near the floor, it turns black collisionbox = {-0.4, 0.0, -0.4, 0.4, 0.9, 0.4}, visual = "mesh", @@ -48,8 +50,7 @@ mobs:register_mob("mobs_mc:squid", { }, visual_size = {x=3, y=3}, makes_footstep_sound = false, - fly = true, - fly_in = { mobs_mc.items.water_source, 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LNkvXXu0mjfiR>Ik literal 0 HcmV?d00001 diff --git a/mods/ENTITIES/mobs_mc/vex.lua b/mods/ENTITIES/mobs_mc/vex.lua index a72827d5d..c23643cda 100644 --- a/mods/ENTITIES/mobs_mc/vex.lua +++ b/mods/ENTITIES/mobs_mc/vex.lua @@ -15,7 +15,7 @@ mobs:register_mob("mobs_mc:vex", { spawn_class = "hostile", pathfinding = 1, passive = false, - attack_type = "dogfight", + attack_type = "punch", physical = false, hp_min = 14, hp_max = 14, diff --git a/mods/ENTITIES/mobs_mc/villager.lua b/mods/ENTITIES/mobs_mc/villager.lua index db9cf3b19..154e9411f 100644 --- a/mods/ENTITIES/mobs_mc/villager.lua +++ b/mods/ENTITIES/mobs_mc/villager.lua @@ -962,14 +962,18 @@ mobs:register_mob("mobs_mc:villager", { }, }, visual_size = {x=2.75, y=2.75}, + rotate = 270, + skittish = true, makes_footstep_sound = true, walk_velocity = 1.2, - run_velocity = 2.4, + run_velocity = 3, drops = {}, can_despawn = false, -- TODO: sounds sounds = { random = "mobs_mc_villager", + damage = "mobs_mc_villager_hurt", + death = "mobs_mc_villager_hurt", distance = 10, }, animation = { diff --git a/mods/ENTITIES/mobs_mc/villager_evoker.lua b/mods/ENTITIES/mobs_mc/villager_evoker.lua index 04c95b88f..f87483e2b 100644 --- a/mods/ENTITIES/mobs_mc/villager_evoker.lua +++ b/mods/ENTITIES/mobs_mc/villager_evoker.lua @@ -35,7 +35,7 @@ mobs:register_mob("mobs_mc:evoker", { walk_velocity = 0.2, run_velocity = 1.4, group_attack = true, - attack_type = "dogfight", + attack_type = "punch", -- Summon vexes custom_attack = function(self, to_attack) local r = pr:next(2,4) diff --git a/mods/ENTITIES/mobs_mc/villager_illusioner.lua b/mods/ENTITIES/mobs_mc/villager_illusioner.lua index 496f08fc6..46b8760a1 100644 --- a/mods/ENTITIES/mobs_mc/villager_illusioner.lua +++ b/mods/ENTITIES/mobs_mc/villager_illusioner.lua @@ -10,7 +10,7 @@ mobs:register_mob("mobs_mc:illusioner", { description = S("Illusioner"), type = "monster", spawn_class = "hostile", - attack_type = "shoot", + attack_type = "projectile", shoot_interval = 2.5, shoot_offset = 1.5, arrow = "mcl_bows:arrow_entity", @@ -18,7 +18,7 @@ mobs:register_mob("mobs_mc:illusioner", { if mod_bows then -- 1-4 damage per arrow local dmg = math.random(1, 4) - mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) + mobs.shoot_projectile_handling("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) end end, hp_min = 32, diff --git a/mods/ENTITIES/mobs_mc/villager_vindicator.lua b/mods/ENTITIES/mobs_mc/villager_vindicator.lua index 276f80011..7df54ef58 100644 --- a/mods/ENTITIES/mobs_mc/villager_vindicator.lua +++ b/mods/ENTITIES/mobs_mc/villager_vindicator.lua @@ -37,7 +37,7 @@ mobs:register_mob("mobs_mc:vindicator", { reach = 2, walk_velocity = 1.2, run_velocity = 2.4, - attack_type = "dogfight", + attack_type = "punch", drops = { {name = mobs_mc.items.emerald, chance = 1, diff --git a/mods/ENTITIES/mobs_mc/villager_zombie.lua b/mods/ENTITIES/mobs_mc/villager_zombie.lua index 1948b693d..450710c49 100644 --- a/mods/ENTITIES/mobs_mc/villager_zombie.lua +++ b/mods/ENTITIES/mobs_mc/villager_zombie.lua @@ -29,6 +29,9 @@ mobs:register_mob("mobs_mc:villager_zombie", { description = S("Zombie Villager"), type = "monster", spawn_class = "hostile", + hostile = true, + rotate = 270, + eye_height = 1.65, hp_min = 20, hp_max = 20, xp_min = 5, @@ -51,8 +54,8 @@ mobs:register_mob("mobs_mc:villager_zombie", { damage = 3, reach = 2, walk_velocity = 1.2, - run_velocity = 2.4, - attack_type = "dogfight", + run_velocity = 3.5, + attack_type = "punch", group_attack = true, drops = { {name = mobs_mc.items.rotten_flesh, diff --git a/mods/ENTITIES/mobs_mc/witch.lua b/mods/ENTITIES/mobs_mc/witch.lua index 8ebe71fc0..0c72d0018 100644 --- a/mods/ENTITIES/mobs_mc/witch.lua +++ b/mods/ENTITIES/mobs_mc/witch.lua @@ -34,7 +34,7 @@ mobs:register_mob("mobs_mc:witch", { run_velocity = 2.4, pathfinding = 1, group_attack = true, - attack_type = "dogshoot", + attack_type = "projectile", arrow = "mobs_mc:potion_arrow", shoot_interval = 2.5, shoot_offset = 1, diff --git a/mods/ENTITIES/mobs_mc/wither.lua b/mods/ENTITIES/mobs_mc/wither.lua index 72459a354..7c9072f43 100644 --- a/mods/ENTITIES/mobs_mc/wither.lua +++ b/mods/ENTITIES/mobs_mc/wither.lua @@ -53,7 +53,7 @@ mobs:register_mob("mobs_mc:wither", { }, lava_damage = 0, fire_damage = 0, - attack_type = "dogshoot", + attack_type = "projectile", explosion_strength = 8, dogshoot_stop = true, arrow = "mobs_mc:wither_skull", diff --git a/mods/ENTITIES/mobs_mc/wolf.lua b/mods/ENTITIES/mobs_mc/wolf.lua index 7f14ac6b0..89a4b4629 100644 --- a/mods/ENTITIES/mobs_mc/wolf.lua +++ b/mods/ENTITIES/mobs_mc/wolf.lua @@ -23,13 +23,31 @@ local wolf = { type = "animal", spawn_class = "passive", can_despawn = true, + neutral = true, hp_min = 8, hp_max = 8, xp_min = 1, xp_max = 3, + rotate = 270, passive = false, group_attack = true, - collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.84, 0.3}, + + --head code + has_head = false, + head_bone = "head", + + swap_y_with_x = false, + reverse_head_yaw = false, + + head_bone_pos_y = 3.6, + head_bone_pos_z = -0.6, + + head_height_offset = 1.0525, + head_direction_offset = 0.5, + head_pitch_modifier = 0, + --end head code + + collisionbox = {-0.3, -0.00, -0.3, 0.3, 0.85, 0.3}, visual = "mesh", mesh = "mobs_mc_wolf.b3d", textures = { @@ -53,7 +71,7 @@ local wolf = { run_velocity = 3, damage = 4, reach = 2, - attack_type = "dogfight", + attack_type = "punch", fear_height = 4, follow = mobs_mc.follow.wolf, on_rightclick = function(self, clicker) @@ -75,6 +93,7 @@ local wolf = { dog:set_yaw(yaw) ent = dog:get_luaentity() ent.owner = clicker:get_player_name() + ent.tamed = true -- cornfirm taming minetest.sound_play("mobs_mc_wolf_bark", {object=dog, max_hear_distance=16}, true) -- Replace wolf @@ -142,17 +161,29 @@ dog.owner_loyal = true dog.follow_velocity = 3.2 -- Automatically teleport dog to owner dog.do_custom = mobs_mc.make_owner_teleport_function(12) -dog.follow = mobs_mc.follow.dog dog.attack_animals = nil dog.specific_attack = nil +dog.breed_distance = 1.5 +dog.baby_size = 0.5 +dog.follow_distance = 2 +dog.follow = "mcl_mobitems:beef" + dog.on_rightclick = function(self, clicker) local item = clicker:get_wielded_item() - if mobs:protect(self, clicker) then + --owner is broken for this + --attempt to enter breed state + if mobs.enter_breed_state(self,clicker) then return - elseif item:get_name() ~= "" and mobs:capture_mob(self, clicker, 0, 2, 80, false, nil) then + end + + --make baby grow faster + if self.baby then + mobs.make_baby_grow_faster(self,clicker) return - elseif is_food(item:get_name()) then + end + + if is_food(item:get_name()) then -- Feed to increase health local hp = self.health local hp_add = 0 diff --git a/mods/ENTITIES/mobs_mc/zombie.lua b/mods/ENTITIES/mobs_mc/zombie.lua index 4ae5796b3..7d0fb1491 100644 --- a/mods/ENTITIES/mobs_mc/zombie.lua +++ b/mods/ENTITIES/mobs_mc/zombie.lua @@ -49,6 +49,8 @@ local zombie = { description = S("Zombie"), type = "monster", spawn_class = "hostile", + hostile = true, + rotate = 270, hp_min = 20, hp_max = 20, xp_min = 5, @@ -74,8 +76,25 @@ local zombie = { damage = "mobs_mc_zombie_hurt", distance = 16, }, - walk_velocity = .8, - run_velocity = 1.6, + + --head code + has_head = false, + head_bone = "Head", + + swap_y_with_x = true, + reverse_head_yaw = true, + + head_bone_pos_y = 2.4, + head_bone_pos_z = 0, + + head_height_offset = 1.1, + head_direction_offset = 0, + head_pitch_modifier = 0, + --end head code + + eye_height = 1.65, + walk_velocity = 1, + run_velocity = 3.5, damage = 3, reach = 2, fear_height = 4, @@ -93,7 +112,8 @@ local zombie = { ignited_by_sunlight = true, sunlight_damage = 2, view_range = 16, - attack_type = "dogfight", + attack_type = "punch", + punch_timer_cooloff = 0.5, harmed_by_heal = true, } diff --git a/mods/ENTITIES/mobs_mc/zombiepig.lua b/mods/ENTITIES/mobs_mc/zombiepig.lua index 1ea4197c1..72a19f413 100644 --- a/mods/ENTITIES/mobs_mc/zombiepig.lua +++ b/mods/ENTITIES/mobs_mc/zombiepig.lua @@ -15,13 +15,16 @@ local pigman = { -- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked type = "animal", passive = false, + neutral = true, + rotate = 270, spawn_class = "passive", + hostile_cooldown = 15, --seconds hp_min = 20, hp_max = 20, xp_min = 6, xp_max = 6, armor = {undead = 90, fleshy = 90}, - attack_type = "dogfight", + attack_type = "punch", group_attack = { "mobs_mc:pigman", "mobs_mc:baby_pigman" }, damage = 9, reach = 2, @@ -41,6 +44,22 @@ local pigman = { damage = "mobs_mc_zombiepig_hurt", distance = 16, }, + + --head code + has_head = false, + head_bone = "head", + + swap_y_with_x = true, + reverse_head_yaw = true, + + head_bone_pos_y = 2.4, + head_bone_pos_z = 0, + + head_height_offset = 1.1, + head_direction_offset = 0, + head_pitch_modifier = 0, + --end head code + jump = true, makes_footstep_sound = true, walk_velocity = .8,