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Merge branch 'master' into biome_colored_foliage
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@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
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-- Template rail function
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local function register_rail(itemstring, tiles, def_extras, creative)
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local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=1,destroy_by_lava_flow=1, transport=1}
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local groups = {handy=1,pickaxey=1, attached_node=1,rail=1,connect_to_raillike=minetest.raillike_group("rail"),dig_by_water=0,destroy_by_lava_flow=0, transport=1}
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if creative == false then
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groups.not_in_creative_inventory = 1
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end
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@ -365,6 +365,8 @@ function mob_class:on_step(dtime)
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if self:check_despawn(pos, dtime) then return true end
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if self:outside_limits() then return end
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-- Start: Death/damage processing
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-- All damage needs to be undertaken at the start. We need to exit processing if the mob dies.
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if self:check_death_and_slow_mob() then
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--minetest.log("action", "Mob is dying: ".. tostring(self.name))
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-- Do we abandon out of here now?
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@ -375,47 +377,50 @@ function mob_class:on_step(dtime)
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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-- mcl_burning.tick may remove object immediately
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if not self.object:get_pos() then return end
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if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
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if self:check_for_death("fire", {type = "fire"}) then
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return true
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end
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end
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if self:env_damage (dtime, pos) then return end
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if self.state == "die" then return end
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-- End: Death/damage processing
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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if mobs_debug then self:update_tag() end
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self:follow_flop() -- Mob following code.
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self:set_animation_speed() -- set animation speed relitive to velocity
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self:set_animation_speed() -- set animation speed relative to velocity
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self:check_smooth_rotation(dtime)
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self:check_head_swivel(dtime)
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if self.jump_sound_cooloff > 0 then
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
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self:do_jump()
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self:set_armor_texture()
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self:check_runaway_from()
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self:monster_attack()
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self:npc_attack()
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self:check_breeding()
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self:check_aggro(dtime)
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-- run custom function (defined in mob lua file)
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if self.do_custom then
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if self.do_custom(self, dtime) == false then
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return
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end
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end
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self:check_breeding()
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self:check_item_pickup()
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self:set_armor_texture()
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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if update_timers(self, dtime) then return end
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self:check_particlespawners(dtime)
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self:check_item_pickup()
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if self:env_damage (dtime, pos) then return end
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if self:do_states(dtime) then return end
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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@ -425,9 +430,10 @@ function mob_class:on_step(dtime)
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self:mob_sound("random", true)
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end
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if self:env_damage (dtime, pos) then return end
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if self:do_states(dtime) then return end
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if mobs_debug then self:update_tag() end
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if not self.object:get_luaentity() then
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return false
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end
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@ -1,4 +1,4 @@
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local active_particlespawners = {}
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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@ -8,6 +8,15 @@ local player_transfer_distance = tonumber(minetest.settings:get("player_transfer
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if player_transfer_distance == 0 then player_transfer_distance = math.huge end
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local function validate_vector (vect)
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if vect then
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if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
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return true
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end
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end
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return false
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end
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-- custom particle effects
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function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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@ -385,6 +394,8 @@ function mob_class:check_head_swivel(dtime)
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mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
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end
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function mob_class:set_animation_speed()
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local v = self.object:get_velocity()
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if v then
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@ -400,7 +411,7 @@ function mob_class:set_animation_speed()
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end
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end
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--set_speed
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if self.acc then
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if validate_vector(self.acc) then
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self.object:add_velocity(self.acc)
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end
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end
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@ -239,9 +239,15 @@ function mob_class:is_at_water_danger()
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return false
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end
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local yaw = self.object:get_yaw()
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local pos = self.object:get_pos()
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if not yaw or not pos then
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return
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end
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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local free_fall, blocker = minetest.line_of_sight(
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@ -311,6 +311,8 @@ end
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function mob_class:set_yaw(yaw, delay, dtime)
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if self.noyaw then return end
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if not self.object:get_yaw() or not self.object:get_pos() then return end
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if self.state ~= PATHFINDING then
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self._turn_to = yaw
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end
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@ -462,6 +464,14 @@ function mob_class:check_for_death(cause, cmi_cause)
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self:mob_sound("death")
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local function death_handle(self)
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if cmi_cause and cmi_cause["type"] then
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--minetest.log("cmi_cause: " .. tostring(cmi_cause["type"]))
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end
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--minetest.log("cause: " .. tostring(cause))
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-- TODO other env damage shouldn't drop xp
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-- "rain", "water", "drowning", "suffocation"
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-- dropped cooked item if mob died in fire or lava
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if cause == "lava" or cause == "fire" then
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self:item_drop(true, 0)
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@ -800,7 +810,7 @@ function mob_class:do_env_damage()
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self.suffocation_timer = 0
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end
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return self:check_for_death("", {type = "unknown"})
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return self:check_for_death("unknown", {type = "unknown"})
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end
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function mob_class:env_damage (dtime, pos)
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