diff --git a/mods/mobs/api.lua b/mods/mobs/api.lua deleted file mode 100644 index 7756d284..00000000 --- a/mods/mobs/api.lua +++ /dev/null @@ -1,4674 +0,0 @@ - --- Intllib and CMI support check -local MP = minetest.get_modpath(minetest.get_current_modname()) -local S, NS = dofile(MP .. "/intllib.lua") -local use_cmi = minetest.global_exists("cmi") - -mobs = { - mod = "redo", - version = "20200701", - intllib = S, - invis = minetest.global_exists("invisibility") and invisibility or {} -} - --- creative check -local creative_cache = minetest.settings:get_bool("creative_mode") -function mobs.is_creative(name) - return creative_cache or minetest.check_player_privs(name, - {creative = true}) -end - - --- localize math functions -local pi = math.pi -local square = math.sqrt -local sin = math.sin -local cos = math.cos -local abs = math.abs -local min = math.min -local max = math.max -local random = math.random -local floor = math.floor -local ceil = math.ceil -local rad = math.rad -local atann = math.atan -local atan = function(x) - if not x or x ~= x then - --error("atan bassed NaN") - return 0 - else - return atann(x) - end -end - - --- Load settings -local damage_enabled = minetest.settings:get_bool("enable_damage") -local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false -local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs") -local 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 = minetest.settings:get_bool("remove_far_mobs") ~= false -local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0 -local show_health = minetest.settings:get_bool("mob_show_health") ~= false -local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99) -local mob_nospawn_range = tonumber(minetest.settings:get("mob_nospawn_range") or 12) -local active_limit = tonumber(minetest.settings:get("mob_active_limit") or 0) -local mob_chance_multiplier = - tonumber(minetest.settings:get("mob_chance_multiplier") or 1) -local active_mobs = 0 - - --- Peaceful mode message so players will know there are no monsters -if peaceful_only 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 - --- calculate aoc range for mob count -local aoc_range = tonumber(minetest.settings:get("active_block_range")) * 16 - --- pathfinding settings -local enable_pathfinding = true -local stuck_timeout = 3 -- how long before stuck mod starts searching -local stuck_path_timeout = 10 -- how long will mob follow path before giving up - --- default nodes -local node_fire = "fire:basic_flame" -local node_permanent_flame = "fire:permanent_flame" -local node_ice = "default:ice" -local node_snowblock = "default:snowblock" -local node_snow = "default:snow" -mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" - -local mob_class = { - stepheight = 1.1, - fly_in = "air", - owner = "", - order = "", - jump_height = 4, - lifetimer = 180, -- 3 minutes - physical = true, - collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, - visual_size = {x = 1, y = 1}, - texture_mods = "", - makes_footstep_sound = false, - view_range = 5, - walk_velocity = 1, - run_velocity = 2, - light_damage = 0, - light_damage_min = 14, - light_damage_max = 15, - water_damage = 0, - lava_damage = 0, - suffocation = 2, - fall_damage = 1, - fall_speed = -10, -- must be lower than -2 (default: -10) - drops = {}, - armor = 100, - sounds = {}, - jump = true, - knock_back = true, - walk_chance = 50, - stand_chance = 30, - attack_chance = 5, - passive = false, - blood_amount = 5, - blood_texture = "blood.png", - shoot_offset = 0, - floats = 1, -- floats in water by default - replace_offset = 0, - timer = 0, - env_damage_timer = 0, -- only used when state = "attack" - tamed = false, - pause_timer = 0, - horny = false, - hornytimer = 0, - child = false, - gotten = false, - health = 0, - reach = 3, - htimer = 0, - docile_by_day = false, - time_of_day = 0.5, - fear_height = 0, - runaway_timer = 0, - immune_to = {}, - explosion_timer = 3, - allow_fuse_reset = true, - stop_to_explode = true, - dogshoot_count = 0, - dogshoot_count_max = 5, - dogshoot_count2_max = 5, - group_attack = false, - attack_monsters = false, - attack_animals = false, - attack_players = true, - attack_npcs = true, - facing_fence = false, - _cmi_is_mob = true -} - -local mob_class_meta = {__index = mob_class} - --- play sound -function mob_class:mob_sound(sound) - - local pitch = 1.0 - - -- higher pitch for a child - if self.child then pitch = pitch * 1.5 end - - -- a little random pitch to be different - pitch = pitch + random(-10, 10) * 0.005 - - if sound then - minetest.sound_play(sound, { - object = self.object, - gain = 1.0, - max_hear_distance = self.sounds.distance, - pitch = pitch - }, true) - end -end - - --- attack player/mob -function mob_class:do_attack(player) - - if self.state == "attack" then - return - end - - self.attack = player - self.state = "attack" - - if random(0, 100) < 90 then - self:mob_sound(self.sounds.war_cry) - end -end - - --- calculate distance -local get_distance = function(a, b) - - local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z - - return square(x * x + y * y + z * z) -end - - --- collision function based on jordan4ibanez' open_ai mod -function mob_class:collision() - - local pos = self.object:get_pos() - local x, z = 0, 0 - local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 - - for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do - - if object:is_player() - or (object:get_luaentity() - and 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} - - x = x + vec.x - z = z + vec.z - end - end - - return({x, z}) -end - - --- check string against another string or table -local check_for = function(look_for, look_inside) - - if type(look_inside) == "string" and look_inside == look_for then - - return true - - elseif type(look_inside) == "table" then - - for _, str in pairs(look_inside) do - - if str == look_for then - - return true - end - end - end - - return false -end - - --- move mob in facing direction -function mob_class:set_velocity(v) - - -- 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 c_x, c_y = 0, 0 - - -- can mob be pushed, if so calculate direction - if self.pushable then - c_x, c_y = unpack(self:collision()) - end - - local yaw = (self.object:get_yaw() or 0) + self.rotate - - -- nil check for velocity - v = v or 0 - - -- check if standing in liquid with max viscosity of 7 - local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) - - -- only slow mob trying to move while inside a viscous fluid that - -- they aren't meant to be in (fish in water, spiders in cobweb etc) - if v > 0 and visc and visc > 0 - and not check_for(self.standing_in, self.fly_in) then - v = v / (visc + 1) - end - - -- set velocity with hard limit of 10 - local vel = self.object:get_velocity() - - local new_vel = { - x = (sin(yaw) * -v) + c_x, - y = vel.y, - z = (cos(yaw) * v) + c_y - } - - self.object:set_velocity(new_vel) -end - --- global version of above function -function mobs:set_velocity(entity, v) - mob_class.set_velocity(entity, v) -end - - --- calculate mob velocity -function mob_class:get_velocity() - - local v = self.object:get_velocity() - - if not v then return 0 end - - return (v.x * v.x + v.z * v.z) ^ 0.5 -end - - --- set and return valid yaw -function mob_class:set_yaw(yaw, delay) - - if not yaw or yaw ~= yaw then - yaw = 0 - end - - delay = delay or 0 - - if delay == 0 then - self.object:set_yaw(yaw) - return yaw - end - - self.target_yaw = yaw - self.delay = delay - - return self.target_yaw -end - --- global function to set mob yaw -function mobs:yaw(entity, yaw, delay) - mob_class.set_yaw(entity, yaw, delay) -end - - --- set defined animation -function mob_class:set_animation(anim, force) - - if not self.animation or not anim then return end - - self.animation.current = self.animation.current or "" - - -- only use different animation for attacks when using same set - if force ~= true and anim ~= "punch" and anim ~= "shoot" - and string.find(self.animation.current, anim) then - return - end - - -- check for more than one animation - local num = 0 - - for n = 1, 4 do - - if self.animation[anim .. n .. "_start"] - and self.animation[anim .. n .. "_end"] then - num = n - end - end - - -- choose random animation from set - if num > 0 then - num = random(0, num) - anim = anim .. (num ~= 0 and num or "") - end - - if anim == self.animation.current - or not self.animation[anim .. "_start"] - or not self.animation[anim .. "_end"] then - return - end - - self.animation.current = anim - - self.object:set_animation({ - x = self.animation[anim .. "_start"], - y = self.animation[anim .. "_end"]}, - self.animation[anim .. "_speed"] or - self.animation.speed_normal or 15, - 0, self.animation[anim .. "_loop"] ~= false) -end - --- above function exported for mount.lua -function mobs:set_animation(entity, anim) - mob_class.set_animation(entity, anim) -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 = get_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 'walkable' 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 = get_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 - - --- check line of sight (by BrunoMine, tweaked by Astrobe) -local new_line_of_sight = function(self, pos1, pos2, stepsize) - - if not pos1 or not pos2 then return end - - stepsize = stepsize or 1 - - local stepv = vector.multiply(vector.direction(pos1, pos2), stepsize) - - 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 - - -- It continues to advance in the line of sight in search of a real - -- obstruction which counts as 'walkable' nodebox. - while minetest.registered_nodes[nn] - and (minetest.registered_nodes[nn].walkable == false) do - - npos1 = vector.add(npos1, stepv) - - if get_distance(npos1, pos2) < stepsize then return true end - - -- 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 - --- check line of sight using raycasting (thanks Astrobe) -local ray_line_of_sight = function(self, pos1, pos2) - - local ray = minetest.raycast(pos1, pos2, true, false) - local thing = ray:next() - - while thing do -- thing.type, thing.ref - - if thing.type == "node" then - - local name = minetest.get_node(thing.under).name - - if minetest.registered_items[name] - and minetest.registered_items[name].walkable then - return false - end - end - - thing = ray:next() - end - - return true -end - --- detect if using minetest 5.0 by searching for permafrost node -local is_50 = minetest.registered_nodes["default:permafrost"] - -function mob_class:line_of_sight(pos1, pos2, stepsize) - - if is_50 then -- only use if minetest 5.0 is detected - return ray_line_of_sight(self, pos1, pos2) - end - - return line_of_sight(self, pos1, pos2, stepsize) -end - --- global function -function mobs:line_of_sight(entity, pos1, pos2, stepsize) - return entity:line_of_sight(pos1, pos2, stepsize) -end - - -function mob_class:attempt_flight_correction(override) - - if self:flight_check() and override ~= true then return true end - - -- We are not flying in what we are supposed to. - -- See if we can find intended flight medium and return to it - local pos = self.object:get_pos() - local searchnodes = self.fly_in - - if type(searchnodes) == "string" then - searchnodes = {self.fly_in} - end - - local flyable_nodes = minetest.find_nodes_in_area( - {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, - {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}, searchnodes) - - if #flyable_nodes < 1 then - return false - end - - local escape_target = flyable_nodes[random(#flyable_nodes)] - local escape_direction = vector.direction(pos, escape_target) - - self.object:set_velocity( - vector.multiply(escape_direction, 1)) --self.run_velocity)) - - return true -end - - --- are we flying in what we are suppose to? (taikedz) -function mob_class:flight_check() - - local def = minetest.registered_nodes[self.standing_in] - - if not def then return false end - - -- are we standing inside what we should be to fly/swim ? - if check_for(self.standing_in, self.fly_in) then - return true - end - - -- stops mobs getting stuck inside stairs and plantlike nodes - if def.drawtype ~= "airlike" - and def.drawtype ~= "liquid" - and def.drawtype ~= "flowingliquid" then - return true - end - - return false -end - - --- turn mob to face position -local yaw_to_pos = function(self, target, rot) - - rot = rot or 0 - - local pos = self.object:get_pos() - local vec = {x = target.x - pos.x, z = target.z - pos.z} - local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate - - if target.x > pos.x then - yaw = yaw + pi - end - - yaw = self:set_yaw(yaw, rot) - - return yaw -end - -function mobs:yaw_to_pos(self, target, rot) - return yaw_to_pos(self, target, rot) -end - - --- if stay near set then check periodically for nodes and turn towards them -function mob_class:do_stay_near() - - if not self.stay_near then return false end - - local pos = self.object:get_pos() - local searchnodes = self.stay_near[1] - local chance = self.stay_near[2] or 10 - - if random(chance) > 1 then - return false - end - - if type(searchnodes) == "string" then - searchnodes = {self.stay_near[1]} - end - - local r = self.view_range - local nearby_nodes = minetest.find_nodes_in_area( - {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, - {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) - - if #nearby_nodes < 1 then - return false - end - - yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) - - self:set_animation("walk") - - self:set_velocity(self.walk_velocity) - - return true -end - - --- custom particle effects -local effect = function(pos, amount, texture, min_size, max_size, - radius, gravity, glow, fall) - - 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 - - if fall == true then - fall = 0 - elseif fall == false then - fall = radius - else - fall = -radius - end - - minetest.add_particlespawner({ - amount = amount, - time = 0.25, - minpos = pos, - maxpos = pos, - minvel = {x = -radius, y = fall, 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 - -function mobs:effect(pos, amount, texture, min_size, max_size, - radius, gravity, glow, fall) - - effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) -end - - --- update nametag colour -function mob_class:update_tag() - - local col = "#00FF00" - local qua = self.hp_max / 4 - - if self.health <= floor(qua * 3) then - col = "#FFFF00" - end - - if self.health <= floor(qua * 2) then - col = "#FF6600" - end - - if self.health <= floor(qua) then - col = "#FF0000" - end - - self.object:set_properties({ - nametag = self.nametag, - nametag_color = col - }) -end - - --- drop items -function mob_class:item_drop() - - -- no drops if disabled by setting or mob is child - if not mobs_drop_items or self.child then return end - - local pos = self.object:get_pos() - - -- check for drops function - self.drops = type(self.drops) == "function" - and self.drops(pos) or self.drops - - -- check for nil or no drops - if not self.drops or #self.drops == 0 then - return - end - - -- was mob killed by player? - local death_by_player = self.cause_of_death - and self.cause_of_death.puncher - and self.cause_of_death.puncher:is_player() or nil - - local obj, item, num - - for n = 1, #self.drops do - - if random(self.drops[n].chance) == 1 then - - num = random(self.drops[n].min or 0, self.drops[n].max or 1) - item = self.drops[n].name - - -- cook items on a hot death - if self.cause_of_death.hot 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 - - -- only drop rare items (drops.min = 0) if killed by player - if death_by_player then - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) - - elseif self.drops[n].min ~= 0 then - obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) - end - - if obj and obj:get_luaentity() then - - obj:set_velocity({ - x = random(-10, 10) / 9, - y = 6, - z = random(-10, 10) / 9 - }) - - elseif obj then - obj:remove() -- item does not exist - end - end - end - - self.drops = {} -end - - --- remove mob and descrease counter -local remove_mob = function(self, decrease) - - self.object:remove() - - if decrease and active_limit > 0 then - - active_mobs = active_mobs - 1 - - if active_mobs < 0 then - active_mobs = 0 - end - end ---print("-- active mobs: " .. active_mobs .. " / " .. active_limit) -end - - --- check if mob is dead or only hurt -function mob_class:check_for_death(cmi_cause) - - -- has health actually changed? - if self.health == self.old_health and self.health > 0 then - return false - end - - local damaged = self.health < self.old_health - - self.old_health = self.health - - -- still got some health? play hurt sound - if self.health > 0 then - - -- only play hurt sound if damaged - if damaged then - self:mob_sound(self.sounds.damage) - end - - -- make sure health isn't higher than max - if self.health > self.hp_max then - self.health = self.hp_max - end - - -- backup nametag so we can show health stats - if not self.nametag2 then - self.nametag2 = self.nametag or "" - end - - if show_health - and (cmi_cause and cmi_cause.type == "punch") then - - self.htimer = 2 - self.nametag = "♥ " .. self.health .. " / " .. self.hp_max - - self:update_tag() - end - - return false - end - - self.cause_of_death = cmi_cause - - -- drop items - self:item_drop() - - self:mob_sound(self.sounds.death) - - local pos = self.object:get_pos() - - -- execute custom death function - if self.on_die then - - self:on_die(pos) - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - remove_mob(self, true) - - return true - end - - -- check for custom death function and die animation - if self.animation - and self.animation.die_start - and self.animation.die_end then - - local frames = self.animation.die_end - self.animation.die_start - local speed = self.animation.die_speed or 15 - local length = max(frames / speed, 0) - - self.attack = nil - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.passive = true - self.state = "die" - self:set_velocity(0) - self:set_animation("die") - - minetest.after(length, function(self) - - if use_cmi and self.object:get_luaentity() then - cmi.notify_die(self.object, cmi_cause) - end - - remove_mob(self, true) - - end, self) - else - - if use_cmi then - cmi.notify_die(self.object, cmi_cause) - end - - remove_mob(self, true) - end - - effect(pos, 20, "smoke.png") - - return true -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 - - --- Returns true is node can deal damage to self -local is_node_dangerous = function(self, nodename) - - if self.water_damage > 0 - and minetest.get_item_group(nodename, "water") ~= 0 then - return true - end - - if self.lava_damage > 0 - and minetest.get_item_group(nodename, "igniter") ~= 0 then - return true - end - - if minetest.registered_nodes[nodename].damage_per_second > 0 then - return true - end - - return false -end - - --- is mob facing a cliff -function mob_class:is_at_cliff() - - if self.fear_height == 0 then -- 0 for no falling protection! - return false - end - - -- if object no longer exists then return - if not self.object:get_luaentity() then - 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 pos = self.object:get_pos() - local ypos = pos.y + self.collisionbox[2] -- just above floor - - 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}) - - -- check for straight drop - if free_fall then - return true - end - - local bnode = node_ok(blocker) - - -- will we drop onto dangerous node? - if is_node_dangerous(self, bnode.name) then - return true - end - - local def = minetest.registered_nodes[bnode.name] - - return (not def and def.walkable) -end - - --- environmental damage (water, lava, fire, light etc.) -function mob_class:do_env_damage() - - -- feed/tame text timer (so mob 'full' messages dont spam chat) - if self.htimer > 0 then - self.htimer = self.htimer - 1 - end - - -- reset nametag after showing health stats - if self.htimer < 1 and self.nametag2 then - - self.nametag = self.nametag2 - self.nametag2 = nil - - self:update_tag() - end - - local pos = self.object:get_pos() - - self.time_of_day = minetest.get_timeofday() - - -- halt mob if standing inside ignore node - if self.standing_in == "ignore" then - - self.object:set_velocity({x = 0, y = 0, z = 0}) - - return true - end - - -- particle appears at random mob height - pos.y = pos.y + random(self.collisionbox[2], self.collisionbox[5]) - - -- is mob light sensative, or scared of the dark :P - if self.light_damage ~= 0 then - - local light = minetest.get_node_light(pos) or 0 - - if light >= self.light_damage_min - and light <= self.light_damage_max then - - self.health = self.health - self.light_damage - - effect(pos, 5, "smoke.png") - - if self:check_for_death({type = "light"}) then - return true - end - end - end - - local nodef = minetest.registered_nodes[self.standing_in] - - -- water - if self.water_damage and nodef.groups.water then - - if self.water_damage ~= 0 then - - self.health = self.health - self.water_damage - - effect(pos, 5, "bubble.png", nil, nil, 1, nil) - - if self:check_for_death({type = "environment", - pos = pos, node = self.standing_in}) then - return true - end - end - - -- ignition source (fire or lava) - elseif self.lava_damage and nodef.groups.igniter then - - if self.lava_damage ~= 0 then - - self.health = self.health - self.lava_damage - - effect(pos, 15, "basic_flame.png", 1, 5, 1, 0.2, 15, true) - - if self:check_for_death({type = "environment", pos = pos, - node = self.standing_in, hot = true}) then - return true - end - end - - -- damage_per_second node check - elseif nodef.damage_per_second ~= 0 then - - self.health = self.health - nodef.damage_per_second - - effect(pos, 5, "smoke.png") - - if self:check_for_death({type = "environment", - pos = pos, node = self.standing_in}) then - return true - end - end - - --- suffocation inside solid node - if (self.suffocation and self.suffocation ~= 0) - and (nodef.walkable == nil or nodef.walkable == true) - and (nodef.collision_box == nil or nodef.collision_box.type == "regular") - and (nodef.node_box == nil or nodef.node_box.type == "regular") - and (nodef.groups.disable_suffocation ~= 1) then - - local damage - - if self.suffocation == true then - damage = 2 - else - damage = (self.suffocation or 2) - end - - self.health = self.health - damage - - if self:check_for_death({type = "suffocation", - pos = pos, node = self.standing_in}) then - return true - end - end - - return self:check_for_death({type = "unknown"}) -end - - --- jump if facing a solid node (not fences or gates) -function mob_class:do_jump() - - if not self.jump - or self.jump_height == 0 - or self.fly - or self.child - or self.order == "stand" then - return false - end - - self.facing_fence = false - - -- something stopping us while moving? - if self.state ~= "stand" - and self:get_velocity() > 0.5 - and self.object:get_velocity().y ~= 0 then - return false - end - - local pos = self.object:get_pos() - local yaw = self.object:get_yaw() - - -- sanity check - if not yaw then return false end - - -- we can only jump if standing on solid node - if minetest.registered_nodes[self.standing_on].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) - - -- set y_pos to base of mob - pos.y = pos.y + self.collisionbox[2] - - -- what is in front of mob? - local nod = node_ok({ - x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z - }) - - -- what is above and in front? - local nodt = node_ok({ - x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z - }) - - local blocked = minetest.registered_nodes[nodt.name].walkable - ---print("standing on:", self.standing_on, pos.y - 0.25) ---print("in front:", nod.name, pos.y + 0.5) ---print("in front above:", nodt.name, pos.y + 1.5) - - -- jump if standing on solid node (not snow) and not blocked above - if (self.walk_chance == 0 - or minetest.registered_items[nod.name].walkable) - and not blocked - and nod.name ~= node_snow then - - if not nod.name:find("fence") - and not nod.name:find("gate") - and not nod.name:find("wall") then - - local v = self.object:get_velocity() - - v.y = self.jump_height - - self:set_animation("jump") -- only when defined - - self.object:set_velocity(v) - - -- when in air move forward - minetest.after(0.3, function(self, v) - - if self.object:get_luaentity() then - - self.object:set_acceleration({ - x = v.x * 2, - y = 0, - z = v.z * 2 - }) - end - end, self, v) - - if self:get_velocity() > 0 then - self:mob_sound(self.sounds.jump) - end - - return true - else - self.facing_fence = true - end - end - - -- if blocked against a block/wall for 5 counts then turn - if not self.following - and (self.facing_fence or blocked) then - - self.jump_count = (self.jump_count or 0) + 1 - - if self.jump_count > 4 then - - local yaw = self.object:get_yaw() or 0 - local turn = random(0, 2) + 1.35 - - yaw = self:set_yaw(yaw + turn, 12) - - self.jump_count = 0 - end - end - - return false -end - - --- blast damage to entities nearby (modified from TNT mod) -local entity_physics = function(pos, radius) - - radius = radius * 2 - - local objs = minetest.get_objects_inside_radius(pos, radius) - local obj_pos, dist - - for n = 1, #objs do - - obj_pos = objs[n]:get_pos() - - dist = get_distance(pos, obj_pos) - - if dist < 1 then dist = 1 end - - local damage = floor((4 / dist) * radius) - local ent = objs[n]:get_luaentity() - - -- punches work on entities AND players - objs[n]:punch(objs[n], 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, pos) - end -end - - --- should mob follow what I'm holding ? -function mob_class:follow_holding(clicker) - - if mobs.invis[clicker:get_player_name()] then - return false - end - - local item = clicker:get_wielded_item() - - -- are we holding an item mob can follow ? - if check_for(item:get_name(), self.follow) then - return true - end - - return false -end - - --- find two animals of same type and breed if nearby and horny -function mob_class:breed() - - -- child takes 240 seconds before growing into adult - if self.child == true then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer > 240 then - - self.child = false - self.hornytimer = 0 - - self.object:set_properties({ - textures = self.base_texture, - mesh = self.base_mesh, - visual_size = self.base_size, - collisionbox = self.base_colbox, - selectionbox = self.base_selbox - }) - - -- custom function when child grows up - if self.on_grown then - self.on_grown(self) - else - -- jump when fully grown so as not to fall into ground - self.object:set_velocity({ - x = 0, - y = self.jump_height, - z = 0 - }) - end - end - - return - end - - -- horny animal can mate for 40 seconds, - -- afterwards horny animal cannot mate again for 200 seconds - if self.horny == true - and self.hornytimer < 240 then - - self.hornytimer = self.hornytimer + 1 - - if self.hornytimer >= 240 then - self.hornytimer = 0 - self.horny = false - end - end - - -- find another same animal who is also horny and mate if nearby - if self.horny == true - and self.hornytimer <= 40 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 num = 0 - local ent - - for n = 1, #objs do - - ent = objs[n]:get_luaentity() - - -- check for same animal with different colour - local canmate = false - - if ent then - - if ent.name == self.name then - canmate = true - else - local entname = ent.name:split(":") - local selfname = self.name:split(":") - - if entname[1] == selfname[1] then - entname = entname[2]:split("_") - selfname = selfname[2]:split("_") - - if entname[1] == selfname[1] then - canmate = true - end - end - end - end - - if ent - and canmate == true - and ent.horny == true - and ent.hornytimer <= 40 then - num = num + 1 - end - - -- found your mate? then have a baby - if num > 1 then - - self.hornytimer = 41 - ent.hornytimer = 41 - - -- have we reached active mob limit - if active_limit > 0 and active_mobs >= active_limit then - minetest.chat_send_player(self.owner, - S("Active Mob Limit Reached!") - .. " (" .. active_mobs - .. " / " .. active_limit .. ")") - return - end - - -- spawn baby - minetest.after(5, function(self, ent) - - if not self.object:get_luaentity() then - return - end - - -- custom breed function - if self.on_breed then - - -- when false skip going any further - if self:on_breed(ent) == false then - return - end - else - effect(pos, 15, "smoke.png", 1, 2, 2, 15, 5) - end - - local mob = minetest.add_entity(pos, self.name) - local ent2 = mob:get_luaentity() - local textures = self.base_texture - - -- using specific child texture (if found) - if self.child_texture then - textures = self.child_texture[1] - end - - -- and resize to half height - mob:set_properties({ - textures = textures, - visual_size = { - x = self.base_size.x * .5, - y = self.base_size.y * .5 - }, - collisionbox = { - 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 - }, - selectionbox = { - 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 - }, - }) - -- tamed and owned by parents' owner - ent2.child = true - ent2.tamed = true - ent2.owner = self.owner - end, self, ent) - - num = 0 - - break - end - end - end -end - - --- find and replace what mob is looking for (grass, wheat etc.) -function mob_class:replace(pos) - - local vel = self.object:get_velocity() - if not vel then return end - - if not mobs_griefing - or not self.replace_rate - or not self.replace_what - or self.child == true - or vel.y ~= 0 - or random(self.replace_rate) > 1 then - return - end - - local what, with, y_offset - - if type(self.replace_what[1]) == "table" then - - local num = random(#self.replace_what) - - what = self.replace_what[num][1] or "" - with = self.replace_what[num][2] or "" - y_offset = self.replace_what[num][3] or 0 - else - what = self.replace_what - with = self.replace_with or "" - y_offset = self.replace_offset or 0 - end - - pos.y = pos.y + y_offset - - if #minetest.find_nodes_in_area(pos, pos, what) > 0 then - --- print("replace node = ".. minetest.get_node(pos).name, pos.y) - - if self.on_replace then - - local oldnode = what or "" - local newnode = with - - -- pass actual node name when using table or groups - if type(oldnode) == "table" - or oldnode:find("group:") then - oldnode = minetest.get_node(pos).name - end - - if self:on_replace(pos, oldnode, newnode) == false then - return - end - end - - minetest.set_node(pos, {name = with}) - end -end - - --- check if daytime and also if mob is docile during daylight hours -function mob_class:day_docile() - - if self.docile_by_day == false then - - return false - - elseif self.docile_by_day == true - and self.time_of_day > 0.2 - and self.time_of_day < 0.8 then - - return true - end -end - - -local los_switcher = false -local height_switcher = false - --- path finding and smart mob routine by rnd, --- line_of_sight and other edits by Elkien3 -function mob_class:smart_mobs(s, p, dist, dtime) - - local s1 = self.path.lastpos - local target_pos = self.attack:get_pos() - - -- is it becoming stuck? - if 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 - 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 self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - 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 self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - 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 self.object:get_luaentity() then - - if has_lineofsight then - self.path.following = false - end - end - end, self) - end - - if 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 - - -- lets try find a path, first take care of positions - -- since pathfinder is very sensitive - if use_pathfind then - - -- 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 = 6 - - if self.fear_height ~= 0 then dropheight = self.fear_height end - - local jumpheight = 0 - - if self.jump and self.jump_height >= 4 then - jumpheight = min(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, "Dijkstra") - ---[[ - -- show path using particles - if self.path.way and #self.path.way > 0 then - print("-- path length:" .. tonumber(#self.path.way)) - for _,pos in pairs(self.path.way) do - minetest.add_particle({ - pos = pos, - velocity = {x=0, y=0, z=0}, - acceleration = {x=0, y=0, z=0}, - expirationtime = 1, - size = 4, - collisiondetection = false, - vertical = false, - texture = "heart.png", - }) - end - end -]] - - self.state = "" - self:do_attack(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 = 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 second - self.path.stuck_timer = stuck_timeout - 2 - - elseif s.y < p1.y and (not self.fly) then - self:do_jump() --add jump to pathfinding - self.path.following = true - else - -- yay i found path - self:mob_sound(self.sounds.war_cry) - self:set_velocity(self.walk_velocity) - - -- follow path now that it has it - self.path.following = true - end - end -end - - --- specific attacks -local specific_attack = function(list, what) - - -- no list so attack default (player, animals etc.) - if list == nil then - return true - end - - -- found entity on list to attack? - for no = 1, #list do - - if list[no] == what then - return true - end - end - - return false -end - - --- general attack function for all mobs -function mob_class:general_attack() - - -- return if already attacking, passive or docile during day - if self.passive - or self.state == "runaway" - or self.state == "attack" - or self:day_docile() then - return - end - - local s = self.object:get_pos() - local objs = minetest.get_objects_inside_radius(s, self.view_range) - - -- remove entities we aren't interested in - for n = 1, #objs do - - local ent = objs[n]:get_luaentity() - - -- are we a player? - if objs[n]:is_player() then - - -- if player invisible or mob cannot attack then remove from list - if not damage_enabled - or self.attack_players == false - or (self.owner and self.type ~= "monster") - or mobs.invis[objs[n]:get_player_name()] - or not specific_attack(self.specific_attack, "player") then - objs[n] = nil ---print("- pla", n) - end - - -- or are we a mob? - elseif ent and ent._cmi_is_mob then - - -- remove mobs not to attack - if self.name == ent.name - or (not self.attack_animals and ent.type == "animal") - or (not self.attack_monsters and ent.type == "monster") - or (not self.attack_npcs and ent.type == "npc") - or not specific_attack(self.specific_attack, ent.name) then - objs[n] = nil ---print("- mob", n, self.name, ent.name) - end - - -- remove all other entities - else ---print(" -obj", n) - objs[n] = nil - end - end - - local p, sp, dist, min_player - local min_dist = self.view_range + 1 - - -- go through remaining entities and select closest - for _,player in pairs(objs) do - - p = player:get_pos() - sp = s - - dist = get_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 that isnt self - if dist ~= 0 - and dist < min_dist - and self:line_of_sight(sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - - -- attack closest player or mob - if min_player and random(100) > self.attack_chance then - self:do_attack(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 -function mob_class:do_runaway_from() - - if not self.runaway_from then - return - end - - local s = self.object:get_pos() - local p, sp, dist, pname - local player, obj, min_player, 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 - - pname = objs[n]:get_player_name() - - if mobs.invis[pname] - or self.owner == pname then - - name = "" - else - player = objs[n] - name = "player" - end - else - obj = objs[n]:get_luaentity() - - if obj then - player = obj.object - 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 - - sp = s - p = player and player:get_pos() or s - - -- aim higher to make looking up hills more realistic - p.y = p.y + 1 - sp.y = sp.y + 1 - - dist = get_distance(p, s) - - -- choose closest player/mob to runaway from - if dist < min_dist - and self:line_of_sight(sp, p, 2) == true then - min_dist = dist - min_player = player - end - end - end - - if min_player then - - yaw_to_pos(self, min_player:get_pos(), 3) - - 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 -function mob_class:follow_flop() - - -- find player to follow - if (self.follow ~= "" or self.order == "follow") - and not self.following - and self.state ~= "attack" - and self.state ~= "runaway" then - - local s = self.object:get_pos() - local players = minetest.get_connected_players() - - for n = 1, #players do - - if get_distance(players[n]:get_pos(), s) < self.view_range - 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.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 - if self.following - and self.following:is_player() - and self:follow_holding(self.following) == false 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 = get_distance(p, s) - - -- dont follow if out of range - if dist > self.view_range then - self.following = nil - else - yaw_to_pos(self, p) - - -- anyone but standing npc's can move along - if dist > self.reach - and self.order ~= "stand" then - - self:set_velocity(self.walk_velocity) - - if self.walk_chance ~= 0 then - self:set_animation("walk") - end - else - self:set_velocity(0) - self:set_animation("stand") - end - - return - end - end - end - - -- swimmers flop when out of their element, and swim again when back in - if self.fly then - - if not self:attempt_flight_correction() then - - self.state = "flop" - self.object:set_velocity({x = 0, y = -5, z = 0}) - - self:set_animation("stand") - - return - - elseif self.state == "flop" then - self.state = "stand" - end - end -end - - --- dogshoot attack switch and counter function -function mob_class:dogswitch(dtime) - - -- switch mode not activated - if not self.dogshoot_switch - or not dtime then - return 0 - end - - self.dogshoot_count = self.dogshoot_count + dtime - - if (self.dogshoot_switch == 1 - and self.dogshoot_count > self.dogshoot_count_max) - or (self.dogshoot_switch == 2 - and self.dogshoot_count > self.dogshoot_count2_max) then - - self.dogshoot_count = 0 - - if self.dogshoot_switch == 1 then - self.dogshoot_switch = 2 - else - self.dogshoot_switch = 1 - end - end - - return self.dogshoot_switch -end - - --- execute current state (stand, walk, run, attacks) -function mob_class:do_states(dtime) - - local yaw = self.object:get_yaw() or 0 - - if self.state == "stand" then - - if random(4) == 1 then - - local lp - local s = self.object:get_pos() - local objs = minetest.get_objects_inside_radius(s, 3) - - for n = 1, #objs do - - if objs[n]:is_player() then - lp = objs[n]:get_pos() - break - end - end - - -- look at any players nearby, otherwise turn randomly - if lp then - yaw = yaw_to_pos(self, lp) - else - yaw = yaw + random(-0.5, 0.5) - end - - yaw = self:set_yaw(yaw, 8) - end - - self:set_velocity(0) - self:set_animation("stand") - - -- mobs ordered to stand stay standing - if self.order ~= "stand" - and self.walk_chance ~= 0 - and self.facing_fence ~= true - and random(100) <= self.walk_chance - and self.at_cliff == false then - - self:set_velocity(self.walk_velocity) - self.state = "walk" - self:set_animation("walk") - end - - elseif self.state == "walk" then - - local s = self.object:get_pos() - local lp - - -- is there something I need to avoid? - if self.water_damage > 0 - and self.lava_damage > 0 then - - lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) - - elseif self.water_damage > 0 then - - lp = minetest.find_node_near(s, 1, {"group:water"}) - - elseif self.lava_damage > 0 then - - lp = minetest.find_node_near(s, 1, {"group:igniter"}) - end - - if lp then - - -- if mob in dangerous node then look for land - if not is_node_dangerous(self, self.standing_in) then - - lp = minetest.find_nodes_in_area_under_air( - {s.x - 5, s.y - 1, s.z - 5}, - {s.x + 5, s.y + 2, s.z + 5}, - {"group:soil", "group:stone", "group:sand", - node_ice, node_snowblock}) - - -- select position of random block to climb onto - lp = #lp > 0 and lp[random(#lp)] - - -- did we find land? - if lp then - - yaw = yaw_to_pos(self, lp) - - self:do_jump() - self:set_velocity(self.walk_velocity) - else - yaw = yaw + random(-0.5, 0.5) - end - end - - yaw = self:set_yaw(yaw, 8) - - -- otherwise randomly turn - elseif random(100) <= 30 then - - yaw = yaw + random(-0.5, 0.5) - - yaw = self:set_yaw(yaw, 8) - - -- for flying/swimming mobs randomly move up and down also - if self.fly_in - and not self.following then - self:attempt_flight_correction(true) - end - end - - -- stand for great fall in front - if self.facing_fence == true - or self.at_cliff - or random(100) <= self.stand_chance then - - -- don't stand if mob flies and keep_flying set - if (self.fly and not self.keep_flying) - or not self.fly then - - self:set_velocity(0) - self.state = "stand" - self:set_animation("stand", true) - end - else - self:set_velocity(self.walk_velocity) - - if self:flight_check() - and self.animation - and self.animation.fly_start - and self.animation.fly_end then - self:set_animation("fly") - else - self:set_animation("walk") - end - end - - -- runaway when punched - elseif self.state == "runaway" then - - self.runaway_timer = self.runaway_timer + 1 - - -- stop after 5 seconds or when at cliff - if self.runaway_timer > 5 - or self.at_cliff - or self.order == "stand" then - self.runaway_timer = 0 - self:set_velocity(0) - self.state = "stand" - self:set_animation("stand") - else - self:set_velocity(self.run_velocity) - self:set_animation("walk") - end - - -- attack routines (explode, dogfight, shoot, dogshoot) - elseif self.state == "attack" then - - -- calculate distance from mob and enemy - local s = self.object:get_pos() - local p = self.attack:get_pos() or s - local dist = get_distance(p, s) - - -- stop attacking if player invisible or out of range - if dist > self.view_range - or not self.attack - or not self.attack:get_pos() - or self.attack:get_hp() <= 0 - or (self.attack:is_player() - and mobs.invis[ self.attack:get_player_name() ]) then - ---print(" ** stop attacking **", dist, self.view_range) - - self.state = "stand" - self:set_velocity(0) - self:set_animation("stand") - self.attack = nil - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.path.way = nil - - return - end - - if self.attack_type == "explode" then - - yaw = yaw_to_pos(self, p) - - local node_break_radius = self.explosion_radius or 1 - local entity_damage_radius = self.explosion_damage_radius - or (node_break_radius * 2) - - -- look a little higher to fix raycast - s.y = s.y + 0.5 ; p.y = p.y + 0.5 - - -- start timer when in reach and line of sight - if not self.v_start - and dist <= self.reach - and self:line_of_sight(s, p, 2) then - - self.v_start = true - self.timer = 0 - self.blinktimer = 0 - self:mob_sound(self.sounds.fuse) - ---print("=== explosion timer started", self.explosion_timer) - - -- stop timer if out of reach or direct line of sight - elseif self.allow_fuse_reset - and self.v_start - and (dist > self.reach or not self:line_of_sight(s, p, 2)) then - ---print("=== explosion timer stopped") - - self.v_start = false - self.timer = 0 - self.blinktimer = 0 - self.blinkstatus = false - self.object:set_texture_mod("") - end - - -- walk right up to player unless the timer is active - if self.v_start and (self.stop_to_explode or dist < 1.5) then - self:set_velocity(0) - else - self:set_velocity(self.run_velocity) - end - - if self.animation and self.animation.run_start then - self:set_animation("run") - else - self:set_animation("walk") - end - - if self.v_start then - - self.timer = self.timer + dtime - self.blinktimer = (self.blinktimer or 0) + dtime - - if self.blinktimer > 0.2 then - - self.blinktimer = 0 - - if self.blinkstatus then - - self.object:set_texture_mod(self.texture_mods) - else - - self.object:set_texture_mod(self.texture_mods - .. "^[brighten") - end - - self.blinkstatus = not self.blinkstatus - end - ---print("=== explosion timer", self.timer) - - if self.timer > self.explosion_timer then - - local pos = self.object:get_pos() - - -- dont damage anything if area protected or next to water - if minetest.find_node_near(pos, 1, {"group:water"}) - or minetest.is_protected(pos, "") then - - node_break_radius = 1 - end - - remove_mob(self, true) - - if minetest.get_modpath("tnt") and tnt and tnt.boom - and not minetest.is_protected(pos, "") then - - tnt.boom(pos, { - radius = node_break_radius, - damage_radius = entity_damage_radius, - sound = self.sounds.explode - }) - else - - minetest.sound_play(self.sounds.explode, { - pos = pos, - gain = 1.0, - max_hear_distance = self.sounds.distance or 32 - }) - - entity_physics(pos, entity_damage_radius) - - effect(pos, 32, "smoke.png", nil, nil, - node_break_radius, 1, 0) - end - - return true - end - end - - elseif self.attack_type == "dogfight" - or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) - or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then - - if self.fly - and dist > self.reach then - - local p1 = s - local me_y = floor(p1.y) - local p2 = p - local p_y = floor(p2.y + 1) - local v = self.object:get_velocity() - - if self:flight_check() then - - if me_y < p_y then - - self.object:set_velocity({ - x = v.x, - y = 1 * self.walk_velocity, - z = v.z - }) - - elseif me_y > p_y then - - self.object:set_velocity({ - x = v.x, - y = -1 * self.walk_velocity, - z = v.z - }) - end - else - if me_y < p_y then - - self.object:set_velocity({ - x = v.x, - y = 0.01, - z = v.z - }) - - elseif me_y > p_y then - - self.object:set_velocity({ - x = v.x, - y = -0.01, - z = v.z - }) - end - end - - end - - -- rnd: new movement direction - if self.path.following - and self.path.way - and self.attack_type ~= "dogshoot" then - - -- no paths longer than 50 - if #self.path.way > 50 - or dist < self.reach then - self.path.following = false - return - end - - local p1 = self.path.way[1] - - if not p1 then - self.path.following = false - return - end - - if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then - -- reached waypoint, remove it from queue - table.remove(self.path.way, 1) - end - - -- set new temporary target - p = {x = p1.x, y = p1.y, z = p1.z} - end - - yaw = yaw_to_pos(self, p) - - -- move towards enemy if beyond mob reach - if dist > self.reach then - - -- path finding by rnd - if self.pathfinding -- only if mob has pathfinding enabled - and enable_pathfinding then - - self:smart_mobs(s, p, dist, dtime) - end - - if self.at_cliff then - - self:set_velocity(0) - self:set_animation("stand") - else - - if self.path.stuck then - self:set_velocity(self.walk_velocity) - else - self:set_velocity(self.run_velocity) - end - - if self.animation and self.animation.run_start then - self:set_animation("run") - else - self:set_animation("walk") - end - end - - else -- rnd: if inside reach range - - self.path.stuck = false - self.path.stuck_timer = 0 - self.path.following = false -- not stuck anymore - - self:set_velocity(0) - - if self.timer > 1 then - - -- no custom attack or custom attack returns true to continue - if not self.custom_attack - or self:custom_attack(self, p) == true then - - self.timer = 0 - self:set_animation("punch") - - local p2 = p - local s2 = s - - p2.y = p2.y + .5 - s2.y = s2.y + .5 - - if self:line_of_sight(p2, s2) == true then - - -- play attack sound - self:mob_sound(self.sounds.attack) - - -- punch player (or what player is attached to) - local attached = self.attack:get_attach() - - if attached then - self.attack = attached - end - - self.attack:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = self.damage} - }, nil) - end - end - end - end - - elseif self.attack_type == "shoot" - or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1) - or (self.attack_type == "dogshoot" and dist > self.reach and - self:dogswitch() == 0) then - - p.y = p.y - .5 - s.y = s.y + .5 - - local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} - - yaw = yaw_to_pos(self, p) - - self:set_velocity(0) - - if self.shoot_interval - and self.timer > self.shoot_interval - and random(100) <= 60 then - - self.timer = 0 - self:set_animation("shoot") - - -- play shoot attack sound - self:mob_sound(self.sounds.shoot_attack) - - local p = self.object:get_pos() - - p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 - - if minetest.registered_entities[self.arrow] then - - local obj = minetest.add_entity(p, self.arrow) - local ent = obj:get_luaentity() - local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 - local v = ent.velocity or 1 -- or set to default - - ent.switch = 1 - ent.owner_id = tostring(self.object) -- add unique owner id to arrow - - -- offset makes shoot aim accurate - vec.y = vec.y + self.shoot_offset - vec.x = vec.x * (v / amount) - vec.y = vec.y * (v / amount) - vec.z = vec.z * (v / amount) - - obj:set_velocity(vec) - end - end - end - end -end - - --- falling and fall damage -function mob_class:falling(pos) - - if self.fly or self.disable_falling then - return - end - - -- floating in water (or falling) - local v = self.object:get_velocity() - - -- sanity check - if not v then return end - - local fall_speed = -10 -- gravity - - -- don't exceed mob fall speed - if v.y < self.fall_speed then - fall_speed = self.fall_speed - end - - -- in water then use liquid viscosity for float/sink speed - if (self.standing_in - and minetest.registered_nodes[self.standing_in].groups.liquid) --water) - or (self.standing_on - and minetest.registered_nodes[self.standing_in].groups.liquid) then -- water) then - - local visc = min( - minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) - - if self.floats == 1 then - - -- floating up - if visc > 0 then - fall_speed = max(1, v.y) / (visc + 1) - end - else - -- sinking down - if visc > 0 then - fall_speed = -(max(1, v.y) / (visc + 1)) - end - 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 - - self.health = self.health - floor(d - 5) - - effect(pos, 5, "smoke.png", 1, 2, 2, nil) - - if self:check_for_death({type = "fall"}) then - return true - end - end - - self.old_y = self.object:get_pos().y - end - end - - -- fall at set speed - self.object:set_acceleration({ - x = 0, - y = fall_speed, - z = 0 - }) -end - - --- is Took Ranks mod active? -local tr = minetest.get_modpath("toolranks") - --- deal damage and effects when mob punched -function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) - - -- mob health check - if self.health <= 0 then - return - end - - -- custom punch function - if self.do_punch - and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then - return - 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 - - -- is mob protected? - if self.protected and hitter:is_player() - and minetest.is_protected(self.object:get_pos(), - hitter:get_player_name()) then - - minetest.chat_send_player(hitter:get_player_name(), - S("Mob has been protected!")) - - return - end - - local weapon = hitter:get_wielded_item() - local weapon_def = weapon:get_definition() or {} - local punch_interval = 1.4 - - -- 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 - - -- check for tool immunity or special damage - for n = 1, #self.immune_to do - - if self.immune_to[n][1] == weapon_def.name then - - damage = self.immune_to[n][2] or 0 - break - - -- if "all" then no tools deal damage unless it's specified in list - elseif self.immune_to[n][1] == "all" then - damage = self.immune_to[n][2] or 0 - end - end - ---print("Mob Damage is", damage) - - -- healing - if damage <= -1 then - self.health = self.health - floor(damage) - return true - end - - if use_cmi - and cmi.notify_punch( - self.object, hitter, tflp, tool_capabilities, dir, damage) then - return - end - - -- add weapon wear - punch_interval = tool_capabilities.full_punch_interval or 1.4 - - -- toolrank support - local wear = floor((punch_interval / 75) * 9000) - - if mobs.is_creative(hitter:get_player_name()) then - - if tr then - wear = 1 - else - wear = 0 - end - end - - if tr then - if weapon_def.original_description then - toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) - end - else - weapon:add_wear(wear) - end - - hitter:set_wielded_item(weapon) - - -- only play hit sound and show blood effects if damage is 1 or over - if damage >= 1 then - - -- weapon sounds - if weapon_def.sounds then - - local s = random(0, #weapon_def.sounds) - - minetest.sound_play(weapon_def.sounds[s], { - object = self.object, - max_hear_distance = 8 - }, true) - else - minetest.sound_play("default_punch", { - object = self.object, - max_hear_distance = 5 - }, true) - end - - -- blood_particles - if not disable_blood and self.blood_amount > 0 then - - local pos = self.object:get_pos() - local blood = self.blood_texture - local amount = self.blood_amount - - pos.y = pos.y + (-self.collisionbox[2] - + self.collisionbox[5]) * .5 - - -- lots of damage = more blood :) - if damage > 10 then - amount = self.blood_amount * 2 - end - - -- do we have a single blood texture or multiple? - if type(self.blood_texture) == "table" then - blood = self.blood_texture[random(#self.blood_texture)] - end - - effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) - - end - - -- do damage - self.health = self.health - floor(damage) - - -- exit here if dead, check for tools with fire damage - local hot = tool_capabilities and tool_capabilities.damage_groups - and tool_capabilities.damage_groups.fire - - if self:check_for_death({type = "punch", - puncher = hitter, hot = hot}) then - return true - end - - --[[ add healthy afterglow when hit (causes lag with large textures) - minetest.after(0.1, function() - - if not self.object:get_luaentity() then return end - - self.object:set_texture_mod("^[colorize:#c9900070") - - minetest.after(0.3, function() - if not self.object:get_luaentity() then return end - self.object:set_texture_mod(self.texture_mods) - end) - end) ]] - - end -- END if damage - - -- knock back effect (only on full punch) - if self.knock_back - and tflp >= punch_interval then - - local v = self.object:get_velocity() - - -- sanity check - if not v then return end - - local kb = damage or 1 - 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} - - -- use tool knockback value or default - kb = tool_capabilities.damage_groups["knockback"] or kb -- (kb * 1.5) - - self.object:set_velocity({ - x = dir.x * kb, - y = up, - z = dir.z * kb - }) - - self.pause_timer = 0.25 - end - - -- if skittish then run away - if self.runaway == true - and self.order ~= "stand" then - - local lp = hitter:get_pos() - local yaw = yaw_to_pos(self, lp, 3) - - 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 - and self.attack_players == true - and hitter:get_player_name() ~= self.owner - and not mobs.invis[ name ] - and self.object ~= hitter then - - -- attack whoever punched mob - self.state = "" - self:do_attack(hitter) - - -- alert others to the attack - local objs = minetest.get_objects_inside_radius( - hitter:get_pos(), self.view_range) - local obj - - for n = 1, #objs do - - obj = objs[n]:get_luaentity() - - if obj and obj._cmi_is_mob then - - -- only alert members of same mob and assigned helper - if obj.group_attack == true - and obj.state ~= "attack" - and obj.owner ~= name - and (obj.name == self.name - or obj.name == self.group_helper) then - - obj:do_attack(hitter) - end - - -- have owned mobs attack player threat - if obj.owner == name and obj.owner_loyal then - obj:do_attack(self.object) - end - end - end - end -end - - --- get entity staticdata -function mob_class:mob_staticdata() - - -- this handles mob count for mobs activated, unloaded, reloaded - if active_limit > 0 and self.active_toggle then - active_mobs = active_mobs + self.active_toggle - self.active_toggle = -self.active_toggle ---print("-- staticdata", active_mobs, active_limit, self.active_toggle) - end - - -- remove mob when out of range unless tamed - if remove_far - and self.remove_ok - and self.type ~= "npc" - and self.state ~= "attack" - and not self.tamed - and self.lifetimer < 20000 then - ---print("REMOVED " .. self.name) - - remove_mob(self, true) - - return minetest.serialize({remove_ok = true, static_save = true}) - end - - self.remove_ok = true - self.attack = nil - self.following = nil - self.state = "stand" - - -- used to rotate older mobs - if self.drawtype and self.drawtype == "side" then - self.rotate = rad(90) - end - - if use_cmi then - self.serialized_cmi_components = cmi.serialize_components( - self._cmi_components) - end - - local tmp, t = {} - - for _,stat in pairs(self) do - - t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" - and _ ~= "_cmi_components" then - tmp[_] = self[_] - end - end - ---print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') - - return minetest.serialize(tmp) -end - - --- activate mob and reload settings -function mob_class:mob_activate(staticdata, def, dtime) - - -- if dtime == 0 then entity has just been created - -- anything higher means it is respawning (thanks SorceryKid) - if dtime == 0 and active_limit > 0 then - self.active_toggle = 1 - end - - -- remove mob if not tamed and mob total reached - if active_limit > 0 and active_mobs >= active_limit and not self.tamed then - - remove_mob(self) ---print("-- mob limit reached, removing " .. self.name) - return - end - - -- remove monsters in peaceful mode - if self.type == "monster" and peaceful_only then - - remove_mob(self, true) - - return - end - - -- load entity variables - local tmp = minetest.deserialize(staticdata) - - if tmp then - - local t - - for _,stat in pairs(tmp) do - - t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" then - self[_] = stat - end - end - end - - -- force current model into mob - self.mesh = def.mesh - self.base_mesh = def.mesh - self.collisionbox = def.collisionbox - self.selectionbox = def.selectionbox - - -- select random texture, set model and size - if not self.base_texture then - - -- compatiblity with old simple mobs textures - if def.textures and type(def.textures[1]) == "string" then - def.textures = {def.textures} - end - - self.base_texture = def.textures and - def.textures[random(#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 - - -- 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 for custom damage handling) - local armor - if type(self.armor) == "table" then - armor = table.copy(self.armor) --- armor.immortal = 1 - else --- armor = {immortal = 1, fleshy = self.armor} - armor = {fleshy = self.armor} - end - self.object:set_armor_groups(armor) - - -- mob defaults - 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 = "air" - self.standing_on = "air" - - -- check existing nametag - if not self.nametag then - self.nametag = def.nametag - end - - -- set anything changed above - self.object:set_properties(self) - self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) - self:update_tag() - self:set_animation("stand") - - -- apply any texture mods - self.object:set_texture_mod(self.texture_mods) - - -- set 5.x flag to remove monsters when map area unloaded - if remove_far and self.type == "monster" then - self.static_save = false - end - - -- 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 - - --- handle mob lifetimer and expiration -function mob_class:mob_expire(pos, dtime) - - -- when lifetimer expires remove mob (except npc and tamed) - if self.type ~= "npc" - and not self.tamed - and self.state ~= "attack" - and remove_far ~= true - and self.lifetimer < 20000 then - - self.lifetimer = self.lifetimer - dtime - - if self.lifetimer <= 0 then - - -- only despawn away from player - local objs = minetest.get_objects_inside_radius(pos, 15) - - for n = 1, #objs do - - if objs[n]:is_player() then - - self.lifetimer = 20 - - return - end - end - --- minetest.log("action", --- S("lifetimer expired, removed @1", self.name)) - - effect(pos, 15, "smoke.png", 2, 4, 2, 0) - - remove_mob(self, true) - - return - end - end -end - - --- main mob function -function mob_class:on_step(dtime, moveresult) - - --[[ moveresult contains this for physical mobs - { - touching_ground = boolean, - collides = boolean, - standing_on_object = boolean, - collisions = { - { - type = string, -- "node" or "object", - axis = string, -- "x", "y" or "z" - node_pos = vector, -- if type is "node" - object = ObjectRef, -- if type is "object" - old_velocity = vector, - new_velocity = vector, - }} - }]] - - if use_cmi then - cmi.notify_step(self.object, dtime) - end - - local pos = self.object:get_pos() - local yaw = self.object:get_yaw() - - -- early warning check, if no yaw then no entity, skip rest of function - if not yaw then return end - - -- get node at foot level every quarter second - self.node_timer = (self.node_timer or 0) + dtime - - if self.node_timer > 0.25 then - - self.node_timer = 0 - - local y_level = self.collisionbox[2] - - if self.child then - y_level = self.collisionbox[2] * 0.5 - end - - -- what is mob standing in? - self.standing_in = node_ok({ - x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name - - self.standing_on = node_ok({ - x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name - ---print("standing in " .. self.standing_in) - - -- if standing inside solid block then jump to escape - if minetest.registered_nodes[self.standing_in].walkable - and minetest.registered_nodes[self.standing_in].drawtype - == "normal" then - - self.object:set_velocity({ - x = 0, - y = self.jump_height, - z = 0 - }) - end - - -- check and stop if standing at cliff and fear of heights - self.at_cliff = self:is_at_cliff() - - if self.at_cliff then - self:set_velocity(0) - end - - -- has mob expired (0.25 instead of dtime since were in a timer) - self:mob_expire(pos, 0.25) - end - - -- check if falling, flying, floating and return if player died - if self:falling(pos) then - return - end - - -- smooth rotation by ThomasMonroe314 - if self.delay and self.delay > 0 then - - 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 - self.object:set_yaw(yaw) - end - - -- knockback timer - if self.pause_timer > 0 then - - self.pause_timer = self.pause_timer - dtime - - 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(dtime) == false then - return - end - 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(100) == 1 then - self:mob_sound(self.sounds.random) - 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 self:do_env_damage() then return end - - -- node replace check (cow eats grass etc.) - self:replace(pos) - end - - self:general_attack() - - self:breed() - - self:follow_flop() - - if self:do_states(dtime) then return end - - self:do_jump() - - self:do_runaway_from(self) - - self:do_stay_near() -end - - --- default function when mobs are blown up with TNT -function mob_class:on_blast(damage) - ---print("-- blast damage", damage) - - self.object:punch(self.object, 1.0, { - full_punch_interval = 1.0, - damage_groups = {fleshy = damage}, - }, nil) - - -- return no damage, no knockback, no item drops, mob api handles all - return false, false, {} -end - - -mobs.spawning_mobs = {} - --- register mob entity -function mobs:register_mob(name, def) - - mobs.spawning_mobs[name] = {} - -minetest.register_entity(name, setmetatable({ - - stepheight = def.stepheight, - name = name, - type = def.type, - attack_type = def.attack_type, - fly = def.fly, - fly_in = def.fly_in, - keep_flying = def.keep_flying, - owner = def.owner, - order = def.order, - on_die = def.on_die, - do_custom = def.do_custom, - jump_height = def.jump_height, - drawtype = def.drawtype, -- DEPRECATED, use rotate instead - rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 - glow = def.glow, - lifetimer = def.lifetimer, - hp_min = max(1, (def.hp_min or 5) * difficulty), - hp_max = max(1, (def.hp_max or 10) * difficulty), - collisionbox = def.collisionbox, - selectionbox = def.selectionbox or def.collisionbox, - visual = def.visual, - visual_size = def.visual_size, - mesh = def.mesh, - makes_footstep_sound = def.makes_footstep_sound, - view_range = def.view_range, - walk_velocity = def.walk_velocity, - run_velocity = def.run_velocity, - damage = max(0, (def.damage or 0) * difficulty), - light_damage = def.light_damage, - light_damage_min = def.light_damage_min, - light_damage_max = def.light_damage_max, - water_damage = def.water_damage, - lava_damage = def.lava_damage, - suffocation = def.suffocation, - fall_damage = def.fall_damage, - fall_speed = def.fall_speed, - drops = def.drops, - armor = def.armor, - on_rightclick = def.on_rightclick, - arrow = def.arrow, - shoot_interval = def.shoot_interval, - sounds = def.sounds, - animation = def.animation, - follow = def.follow, - jump = def.jump, - walk_chance = def.walk_chance, - stand_chance = def.stand_chance, - attack_chance = def.attack_chance, - passive = def.passive, - knock_back = def.knock_back, - blood_amount = def.blood_amount, - blood_texture = def.blood_texture, - shoot_offset = def.shoot_offset, - floats = def.floats, - replace_rate = def.replace_rate, - replace_what = def.replace_what, - replace_with = def.replace_with, - replace_offset = def.replace_offset, - on_replace = def.on_replace, - reach = def.reach, - texture_list = def.textures, - texture_mods = def.texture_mods or "", - child_texture = def.child_texture, - docile_by_day = def.docile_by_day, - fear_height = def.fear_height, - runaway = def.runaway, - pathfinding = def.pathfinding, - immune_to = def.immune_to, - explosion_radius = def.explosion_radius, - explosion_damage_radius = def.explosion_damage_radius, - explosion_timer = def.explosion_timer, - allow_fuse_reset = def.allow_fuse_reset, - stop_to_explode = def.stop_to_explode, - custom_attack = def.custom_attack, - double_melee_attack = def.double_melee_attack, - dogshoot_switch = def.dogshoot_switch, - dogshoot_count_max = def.dogshoot_count_max, - dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, - group_attack = def.group_attack, - group_helper = def.group_helper, - attack_monsters = def.attacks_monsters or def.attack_monsters, - attack_animals = def.attack_animals, - attack_players = def.attack_players, - attack_npcs = def.attack_npcs, - specific_attack = def.specific_attack, - runaway_from = def.runaway_from, - owner_loyal = def.owner_loyal, - pushable = def.pushable, - stay_near = def.stay_near, - - on_spawn = def.on_spawn, - - on_blast = def.on_blast, -- class redifinition - - do_punch = def.do_punch, - - on_breed = def.on_breed, - - on_grown = def.on_grown, - - on_activate = function(self, staticdata, dtime) - return self:mob_activate(staticdata, def, dtime) - end, - - get_staticdata = function(self) - return self:mob_staticdata(self) - end, - -}, mob_class_meta)) - -end -- END mobs:register_mob function - - --- count how many mobs of one type are inside an area --- will also return true for second value if player is inside area -local count_mobs = function(pos, type) - - local total = 0 - local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) - local ent - local players - - for n = 1, #objs do - - if not objs[n]:is_player() then - - ent = objs[n]:get_luaentity() - - -- count mob type and add to total also - if ent and ent.name and ent.name == type then - total = total + 1 - end - else - players = true - end - end - - return total, players -end - - --- global functions - -function mobs:add_mob(pos, def) - - -- is mob actually registered? - if not mobs.spawning_mobs[def.name] - or not minetest.registered_entities[def.name] then ---print("--- mob doesn't exist", def.name) - return - end - - -- are we over active mob limit - if active_limit > 0 and active_mobs >= active_limit then ---print("--- active mob limit reached", active_mobs, active_limit) - return - end - - -- get total number of this mob in area - local num_mob, is_pla = count_mobs(pos, def.name) - - if not is_pla then ---print("--- no players within active area, will not spawn " .. def.name) - return - end - - local aoc = mobs.spawning_mobs[def.name] - and mobs.spawning_mobs[def.name].aoc or 1 - - if def.ignore_count ~= true and num_mob >= aoc then ---print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) - return - end - - local mob = minetest.add_entity(pos, def.name) - ---print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) - - local ent = mob:get_luaentity() - - if not ent then ---print("[mobs] entity not found " .. def.name) - return false - end - - if def.child then - - local textures = ent.base_texture - - -- using specific child texture (if found) - if ent.child_texture then - textures = ent.child_texture[1] - end - - -- and resize to half height - mob: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 - }, - }) - - ent.child = true - end - - if def.owner then - ent.tamed = true - ent.owner = def.owner - end - - if def.nametag then - - -- limit name entered to 64 characters long - if def.nametag:len() > 64 then - def.nametag = def.nametag:sub(1, 64) - end - - ent.nametag = def.nametag - - ent:update_tag() - end - - return ent -end - - -function mobs:spawn_abm_check(pos, node, name) - -- global function to add additional spawn checks - -- return true to stop spawning mob -end - - -function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, - interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) - - -- Do mobs spawn at all? - if not mobs_spawn or not mobs.spawning_mobs[name] then - return - end - - -- chance/spawn number override in minetest.conf for registered mob - local numbers = minetest.settings:get(name) - - if numbers then - numbers = numbers:split(",") - chance = tonumber(numbers[1]) or chance - aoc = tonumber(numbers[2]) or aoc - - if chance == 0 then - minetest.log("warning", - string.format("[mobs] %s has spawning disabled", name)) - return - end - - minetest.log("action", string.format( - "[mobs] Chance setting for %s changed to %s (total: %s)", - name, chance, aoc)) - - end - - mobs.spawning_mobs[name].aoc = aoc - - minetest.register_abm({ - - label = name .. " spawning", - nodenames = nodes, - neighbors = neighbors, - interval = interval, - chance = max(1, (chance * mob_chance_multiplier)), - catch_up = false, - - action = function(pos, node, active_object_count, - active_object_count_wider) - - -- is mob actually registered? - if not mobs.spawning_mobs[name] - or not minetest.registered_entities[name] then ---print("--- mob doesn't exist", name) - return - end - - -- are we over active mob limit - if active_limit > 0 and active_mobs >= active_limit then ---print("--- active mob limit reached", active_mobs, active_limit) - return - end - - -- additional custom checks for spawning mob - if mobs:spawn_abm_check(pos, node, name) == true then - return - end - - -- do not spawn if too many entities in area - if active_object_count_wider >= max_per_block then ---print("--- too many entities in area", active_object_count_wider) - return - end - - -- get total number of this mob in area - local num_mob, is_pla = count_mobs(pos, name) - - if not is_pla then ---print("--- no players within active area, will not spawn " .. name) - return - end - - if num_mob >= aoc then ---print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) - return - end - - -- if toggle set to nil then ignore day/night check - if day_toggle ~= nil then - - local tod = (minetest.get_timeofday() or 0) * 24000 - - if tod > 4500 and tod < 19500 then - -- daylight, but mob wants night - if day_toggle == false then ---print("--- mob needs night", name) - return - end - else - -- night time but mob wants day - if day_toggle == true then ---print("--- mob needs day", name) - return - end - end - end - - -- spawn above node - pos.y = pos.y + 1 - - -- are we spawning within height limits? - if pos.y > max_height - or pos.y < min_height then ---print("--- height limits not met", name, pos.y) - return - end - - -- are light levels ok? - local light = minetest.get_node_light(pos) - if not light - or light > max_light - or light < min_light then ---print("--- light limits not met", name, light) - return - end - - -- mobs cannot spawn in protected areas when enabled - if not spawn_protected - and minetest.is_protected(pos, "") then ---print("--- inside protected area", name) - return - end - - -- only spawn a set distance away from player - local objs = minetest.get_objects_inside_radius( - pos, mob_nospawn_range) - - for n = 1, #objs do - - if objs[n]:is_player() then ---print("--- player too close", name) - return - end - end - - -- do we have enough space to spawn mob? (thanks wuzzy) - local ent = minetest.registered_entities[name] - local width_x = max(1, - ceil(ent.collisionbox[4] - ent.collisionbox[1])) - local min_x, max_x - - if width_x % 2 == 0 then - max_x = floor(width_x / 2) - min_x = -(max_x - 1) - else - max_x = floor(width_x / 2) - min_x = -max_x - end - - local width_z = max(1, - ceil(ent.collisionbox[6] - ent.collisionbox[3])) - local min_z, max_z - - if width_z % 2 == 0 then - max_z = floor(width_z / 2) - min_z = -(max_z - 1) - else - max_z = floor(width_z / 2) - min_z = -max_z - end - - local max_y = max(0, - ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) - - for y = 0, max_y do - for x = min_x, max_x do - for z = min_z, max_z do - - local pos2 = { - x = pos.x + x, - y = pos.y + y, - z = pos.z + z} - - if minetest.registered_nodes[ - node_ok(pos2).name].walkable == true then ---print("--- not enough space to spawn", name) - return - end - end - end - end - - -- spawn mob 1/2 node above ground - pos.y = pos.y + 0.5 - - -- tweak X/Z spawn pos - if width_x % 2 == 0 then - pos.x = pos.x + 0.5 - end - - if width_z % 2 == 0 then - pos.z = pos.z + 0.5 - end - - local mob = minetest.add_entity(pos, name) - --- print("[mobs] Spawned " .. name .. " at " --- .. minetest.pos_to_string(pos) .. " on " --- .. node.name .. " near " .. neighbors[1]) - - if on_spawn then - - local ent = mob:get_luaentity() - - on_spawn(ent, pos) - end - end - }) -end - - --- compatibility with older mob registration -function mobs:register_spawn(name, nodes, max_light, min_light, chance, - active_object_count, max_height, day_toggle) - - mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, - chance, active_object_count, -31000, max_height, day_toggle) -end - - --- MarkBu's spawn function -function mobs:spawn(def) - - mobs:spawn_specific( - def.name, - def.nodes or {"group:soil", "group:stone"}, - def.neighbors or {"air"}, - def.min_light or 0, - def.max_light or 15, - def.interval or 30, - def.chance or 5000, - def.active_object_count or 1, - def.min_height or -31000, - def.max_height or 31000, - def.day_toggle, - def.on_spawn) -end - - --- 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 = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, - timer = 0, - lifetime = def.lifetime or 4.5, - switch = 0, - owner_id = def.owner_id, - rotate = def.rotate, - automatic_face_movement_dir = def.rotate - and (def.rotate - (pi / 180)) or false, - - on_activate = def.on_activate, - - on_punch = def.on_punch or function( - self, hitter, tflp, tool_capabilities, dir) - end, - - on_step = def.on_step or function(self, dtime) - - self.timer = self.timer + dtime - - local pos = self.object:get_pos() - - if self.switch == 0 or self.timer > self.lifetime then - - self.object:remove() ; -- print("removed arrow") - - 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(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() ; -- print("hit node") - - 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, 1.0)) do - - if self.hit_player and player:is_player() then - - self:hit_player(player) - - self.object:remove() ; -- print("hit player") - - 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(player) - - self.object:remove() ; --print("hit mob") - - 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(player) - - self.object:remove() ; -- print("hit object") - - return - end - end - end - - self.lastpos = pos - end - }) -end - - --- compatibility function -function mobs:explosion(pos, radius) - mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius) -end - - --- no damage to nodes explosion -function mobs:safe_boom(self, pos, radius) - - minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { - pos = pos, - gain = 1.0, - max_hear_distance = self.sounds and self.sounds.distance or 32 - }, true) - - entity_physics(pos, radius) - - effect(pos, 32, "smoke.png", radius * 3, radius * 5, radius, 1, 0) -end - - --- make explosion with protection and tnt mod check -function mobs:boom(self, pos, radius) - - if mobs_griefing - and minetest.get_modpath("tnt") and tnt and tnt.boom - and not minetest.is_protected(pos, "") then - - tnt.boom(pos, { - radius = radius, - damage_radius = radius, - sound = self.sounds and self.sounds.explode, - explode_center = true, - }) - else - mobs:safe_boom(self, pos, radius) - 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 = "porg_egg.png^(" .. invimg .. - "^[mask:porg_egg_overlay.png)" - end - - -- register new spawn egg containing mob information - minetest.register_craftitem(mob .. "_set", { - - description = S("@1 (Tamed)", desc), - inventory_image = invimg, - groups = {spawn_egg = 2, not_in_creative_inventory = 1}, - stack_max = 1, - - on_place = function(itemstack, placer, pointed_thing) - - local pos = pointed_thing.above - - -- does existing on_rightclick function exist? - 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 not minetest.is_protected(pos, placer:get_player_name()) then - - if not minetest.registered_entities[mob] then - return - end - - pos.y = pos.y + 1 - - local data = itemstack:get_metadata() - local smob = minetest.add_entity(pos, mob, data) - local ent = smob and smob:get_luaentity() - - if not ent then return end -- sanity check - - -- set owner if not a monster - if ent.type ~= "monster" then - ent.owner = placer:get_player_name() - ent.tamed = true - end - - -- since mob is unique we remove egg once spawned - itemstack:take_item() - end - - return itemstack - end, - }) - - - -- register old stackable mob egg - minetest.register_craftitem(mob, { - - description = desc, - inventory_image = invimg, - groups = grp, - - on_place = function(itemstack, placer, pointed_thing) - - local pos = pointed_thing.above - - -- does existing on_rightclick function exist? - 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 not minetest.is_protected(pos, placer:get_player_name()) then - - if not minetest.registered_entities[mob] then - return - end - - -- have we reached active mob limit - if active_limit > 0 and active_mobs >= active_limit then - minetest.chat_send_player(placer:get_player_name(), - S("Active Mob Limit Reached!") - .. " (" .. active_mobs - .. " / " .. active_limit .. ")") - return - end - - pos.y = pos.y + 1 - - local smob = minetest.add_entity(pos, mob) - local ent = smob and smob:get_luaentity() - - if not ent then return end -- sanity check - - -- 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 - - -- 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 - - --- force capture a mob if space available in inventory, or drop as spawn egg -function mobs:force_capture(self, clicker) - - -- add special mob egg with all mob information - local new_stack = ItemStack(self.name .. "_set") - - local tmp, t = {} - - for _,stat in pairs(self) do - - t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" then - tmp[_] = self[_] - end - end - - local data_str = minetest.serialize(tmp) - - new_stack:set_metadata(data_str) - - local inv = clicker:get_inventory() - - if inv:room_for_item("main", new_stack) then - inv:add_item("main", new_stack) - else - minetest.add_item(clicker:get_pos(), new_stack) - end - - self:mob_sound("default_place_node_hard") - - remove_mob(self, true) -end - - --- capture critter (thanks to blert2112 for idea) -function mobs:capture_mob(self, clicker, chance_hand, chance_net, - chance_lasso, force_take, replacewith) - - if self.child - or not clicker:is_player() - or not clicker:get_inventory() then - return false - end - - -- get name of clicked mob - local mobname = self.name - - -- if not nil change what will be added to inventory - if replacewith then - mobname = replacewith - end - - local name = clicker:get_player_name() - local tool = clicker:get_wielded_item() - - -- are we using hand, net or lasso to pick up mob? - if tool:get_name() ~= "" - and tool:get_name() ~= "mobs:net" - and tool:get_name() ~= "mobs:lasso" then - return false - end - - -- is mob tamed? - if self.tamed == false and force_take == false then - - minetest.chat_send_player(name, S("Not tamed!")) - - return false - end - - -- cannot pick up if not owner - if self.owner ~= name and force_take == false then - - minetest.chat_send_player(name, S("@1 is owner!", self.owner)) - - return false - end - - if clicker:get_inventory():room_for_item("main", mobname) then - - -- was mob clicked with hand, net, or lasso? - local chance = 0 - - if tool:get_name() == "" then - chance = chance_hand - - elseif tool:get_name() == "mobs:net" then - - chance = chance_net - - tool:add_wear(4000) -- 17 uses - - clicker:set_wielded_item(tool) - - elseif tool:get_name() == "mobs:lasso" then - - chance = chance_lasso - - tool:add_wear(650) -- 100 uses - - clicker:set_wielded_item(tool) - - end - - -- calculate chance.. add to inventory if successful? - if chance and chance > 0 and random(100) <= chance then - - -- default mob egg - local new_stack = ItemStack(mobname) - - -- add special mob egg with all mob information - -- unless 'replacewith' contains new item to use - if not replacewith then - - new_stack = ItemStack(mobname .. "_set") - - local tmp, t = {} - - for _,stat in pairs(self) do - - t = type(stat) - - if t ~= "function" - and t ~= "nil" - and t ~= "userdata" then - tmp[_] = self[_] - end - end - - local data_str = minetest.serialize(tmp) - - new_stack:set_metadata(data_str) - end - - local inv = clicker:get_inventory() - - if inv:room_for_item("main", new_stack) then - inv:add_item("main", new_stack) - else - minetest.add_item(clicker:get_pos(), new_stack) - end - - remove_mob(self, true) - - self:mob_sound("default_place_node_hard") - - return new_stack - - -- when chance above fails or set to 0, miss! - elseif chance and chance ~= 0 then - - minetest.chat_send_player(name, S("Missed!")) - - self:mob_sound("mobs_swing") - - return false - - -- when chance is nil always return a miss (used for npc walk/follow) - elseif not chance then - return false - end - end - - return true -end - - --- protect tamed mob with rune item -function mobs:protect(self, clicker) - - local name = clicker:get_player_name() - local tool = clicker:get_wielded_item() - - if tool:get_name() ~= "mobs:protector" then - return false - end - - if self.tamed == false then - minetest.chat_send_player(name, S("Not tamed!")) - return true -- false - end - - if self.protected == true then - minetest.chat_send_player(name, S("Already protected!")) - return true -- false - end - - if not mobs.is_creative(clicker:get_player_name()) then - tool:take_item() -- take 1 protection rune - clicker:set_wielded_item(tool) - end - - self.protected = true - - local pos = self.object:get_pos() - pos.y = pos.y + self.collisionbox[2] + 0.5 - - effect(self.object:get_pos(), 25, "mobs_protect_particle.png", - 0.5, 4, 2, 15) - - self:mob_sound("mobs_spell") - - return true -end - - -local mob_obj = {} -local mob_sta = {} - --- feeding, taming and breeding (thanks blert2112) -function mobs:feed_tame(self, clicker, feed_count, breed, tame) - - -- can eat/tame with item in hand - if self.follow - and self:follow_holding(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 - - -- increase health - self.health = self.health + 4 - - if self.health >= self.hp_max then - - self.health = self.hp_max - - if self.htimer < 1 then - - minetest.chat_send_player(clicker:get_player_name(), - S("@1 at full health (@2)", - self.name:split(":")[2], tostring(self.health))) - - self.htimer = 5 - end - end - - self.object:set_hp(self.health) - - self:update_tag() - - -- make children grow quicker - if self.child == true then - - self.hornytimer = self.hornytimer + 20 - - 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 - - if self.tamed == false then - minetest.chat_send_player(clicker:get_player_name(), - S("@1 has been tamed!", - self.name:split(":")[2])) - end - - 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 - self:mob_sound(self.sounds.random) - end - - return true - end - - local item = clicker:get_wielded_item() - - -- if mob has been tamed you can name it with a nametag - if item:get_name() == "mobs:nametag" - and clicker:get_player_name() == self.owner then - - local name = clicker:get_player_name() - - -- store mob and nametag stack in external variables - mob_obj[name] = self - mob_sta[name] = item - - local tag = self.nametag or "" - - minetest.show_formspec(name, "mobs_nametag", - "size[8,4]" - .. "field[0.5,1;7.5,0;name;" - .. minetest.formspec_escape(S("Enter name:")) - .. ";" .. tag .. "]" - .. "button_exit[2.5,3.5;3,1;mob_rename;" - .. minetest.formspec_escape(S("Rename")) .. "]") - end - - return false -end - - --- inspired by blockmen's nametag mod -minetest.register_on_player_receive_fields(function(player, formname, fields) - - -- right-clicked with nametag and name entered? - if formname == "mobs_nametag" - and fields.name - and fields.name ~= "" then - - local name = player:get_player_name() - - if not mob_obj[name] - or not mob_obj[name].object then - return - end - - -- make sure nametag is being used to name mob - local item = player:get_wielded_item() - - if item:get_name() ~= "mobs:nametag" then - return - end - - -- limit name entered to 64 characters long - if fields.name:len() > 64 then - fields.name = fields.name:sub(1, 64) - end - - -- update nametag - mob_obj[name].nametag = fields.name - - mob_obj[name]:update_tag() - - -- if not in creative then take item - if not mobs.is_creative(name) then - - mob_sta[name]:take_item() - - player:set_wielded_item(mob_sta[name]) - end - - -- reset external variables - mob_obj[name] = nil - mob_sta[name] = nil - end -end) - - --- compatibility function for old entities to new modpack entities -function mobs:alias_mob(old_name, new_name) - - -- check old_name entity doesnt already exist - if minetest.registered_entities[old_name] then - return - end - - -- spawn egg - minetest.register_alias(old_name, new_name) - - -- entity - minetest.register_entity(":" .. old_name, { - - physical = false, - - on_activate = function(self, staticdata) - - if minetest.registered_entities[new_name] then - - minetest.add_entity(self.object:get_pos(), - new_name, staticdata) - end - - remove_mob(self) - end, - - get_staticdata = function(self) - return self - end - }) -end