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https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-24 20:03:45 +01:00
Update Mobs Redo to version 1.40
This commit is contained in:
parent
088bb40908
commit
c2684d0eac
@ -1,9 +1,9 @@
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-- Mobs Api (4th August 2017)
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-- Mobs Api
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20170804"
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mobs.version = "20171018"
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-- Intllib
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@ -15,13 +15,21 @@ mobs.intllib = S
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-- CMI support check
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local use_cmi = minetest.global_exists("cmi")
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-- Invisibility mod check
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mobs.invis = {}
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if rawget(_G, "invisibility") then
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if minetest.global_exists("invisibility") then
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mobs.invis = invisibility
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end
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-- creative check
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local creative_mode_cache = minetest.settings:get_bool("creative_mode")
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function mobs.is_creative(name)
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return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
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end
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-- localize math functions
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local pi = math.pi
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local square = math.sqrt
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@ -44,19 +52,27 @@ end
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-- Load settings
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local damage_enabled = minetest.setting_getbool("enable_damage")
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local peaceful_only = minetest.setting_getbool("only_peaceful_mobs")
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local disable_blood = minetest.setting_getbool("mobs_disable_blood")
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local creative = minetest.setting_getbool("creative_mode")
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local spawn_protected = minetest.setting_getbool("mobs_spawn_protected") ~= false
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local remove_far = minetest.setting_getbool("remove_far_mobs")
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local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local creative = minetest.settings:get_bool("creative_mode")
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local remove_far = minetest.settings:get_bool("remove_far_mobs")
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = false
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local max_per_block = tonumber(minetest.setting_get("max_objects_per_block") or 99)
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local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
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-- Peaceful mode message so players will know there are no monsters
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if peaceful_only then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("** Peaceful Mode Active - No Monsters Will Spawn"))
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end)
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end
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-- calculate aoc range for mob count
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local aosrb = tonumber(minetest.setting_get("active_object_send_range_blocks"))
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local abr = tonumber(minetest.setting_get("active_block_range"))
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local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks"))
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local abr = tonumber(minetest.settings:get("active_block_range"))
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local aoc_range = max(aosrb, abr) * 16
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-- pathfinding settings
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@ -104,7 +120,7 @@ end
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local yaw = (self.object:getyaw() or 0) + self.rotate
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:setvelocity({
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x = sin(yaw) * -v,
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@ -114,7 +130,7 @@ local set_velocity = function(self, v)
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end
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-- get overall speed of mob
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-- calculate mob velocity
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local get_velocity = function(self)
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local v = self.object:getvelocity()
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@ -123,7 +139,7 @@ local get_velocity = function(self)
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end
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-- set yaw
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-- set and return valid yaw
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local set_yaw = function(self, yaw)
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if not yaw or yaw ~= yaw then
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@ -166,7 +182,7 @@ function mobs:set_animation(self, anim)
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end
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-- this is a faster way to calculate distance
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-- calculate distance
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local get_distance = function(a, b)
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local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
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@ -252,8 +268,10 @@ local flight_check = function(self, pos_w)
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local nod = self.standing_in
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local def = minetest.registered_nodes[nod]
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if not def then return false end -- nil check
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if type(self.fly_in) == "string"
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and (nod == self.fly_in or def.liquid_alternative_flowing ~= "") then
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and nod == self.fly_in then
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return true
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@ -261,18 +279,25 @@ local flight_check = function(self, pos_w)
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for _,fly_in in pairs(self.fly_in) do
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if nod == fly_in or def.liquid_alternative_flowing ~= "" then
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if nod == fly_in then
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return true
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end
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end
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end
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-- stops mobs getting stuck inside stairs and plantlike nodes
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if def.drawtype ~= "airlike"
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and def.drawtype ~= "liquid"
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and def.drawtype ~= "flowingliquid" then
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return true
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end
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return false
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end
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-- particle effects
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-- custom particle effects
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local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
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radius = radius or 2
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@ -333,7 +358,7 @@ local item_drop = function(self, cooked)
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if self.child then return end
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local obj, item, num
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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self.drops = self.drops or {} -- nil check
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@ -411,6 +436,7 @@ local check_for_death = function(self, cause, cmi_cause)
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return false
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end
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-- dropped cooked item if mob died in lava
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if cause == "lava" then
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item_drop(self, true)
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else
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@ -419,7 +445,7 @@ local check_for_death = function(self, cause, cmi_cause)
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mob_sound(self, self.sounds.death)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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-- execute custom death function
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if self.on_die then
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@ -499,10 +525,10 @@ local is_at_cliff = function(self)
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return false
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end
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local yaw = self.object:getyaw()
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local yaw = self.object:get_yaw()
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:getpos()
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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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if minetest.line_of_sight(
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@ -549,7 +575,7 @@ local do_env_damage = function(self)
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update_tag(self)
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end
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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self.time_of_day = minetest.get_timeofday()
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@ -559,11 +585,11 @@ local do_env_damage = function(self)
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return
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end
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-- daylight above ground
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-- bright light harms mob
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if self.light_damage ~= 0
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and pos.y > 0
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and self.time_of_day > 0.2
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and self.time_of_day < 0.8
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-- and pos.y > 0
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-- and self.time_of_day > 0.2
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-- and self.time_of_day < 0.8
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and (minetest.get_node_light(pos) or 0) > 12 then
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self.health = self.health - self.light_damage
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@ -633,7 +659,7 @@ local do_env_damage = function(self)
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if check_for_death(self, "dps", {type = "environment",
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pos = pos, node = self.standing_in}) then return end
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end
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--[[
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--- suffocation inside solid node
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if self.suffocation ~= 0
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and nodef.walkable == true
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@ -645,7 +671,7 @@ local do_env_damage = function(self)
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if check_for_death(self, "suffocation", {type = "environment",
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pos = pos, node = self.standing_in}) then return end
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end
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]]
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check_for_death(self, "", {type = "unknown"})
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end
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@ -660,6 +686,8 @@ local do_jump = function(self)
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return false
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end
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self.facing_fence = false
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-- something stopping us while moving?
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if self.state ~= "stand"
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and get_velocity(self) > 0.5
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@ -667,8 +695,8 @@ local do_jump = function(self)
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return false
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end
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local pos = self.object:getpos()
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local yaw = self.object:getyaw()
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local pos = self.object:get_pos()
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local yaw = self.object:get_yaw()
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-- what is mob standing on?
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pos.y = pos.y + self.collisionbox[2] - 0.2
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@ -699,10 +727,11 @@ local do_jump = function(self)
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--print ("in front:", nod.name, pos.y + 0.5)
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if (minetest.registered_items[nod.name].walkable
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and not nod.name:find("fence")
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and not nod.name:find("gate"))
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or self.walk_chance == 0 then
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if self.walk_chance == 0
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or minetest.registered_items[nod.name].walkable then
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if not nod.name:find("fence")
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and not nod.name:find("gate") then
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local v = self.object:getvelocity()
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@ -713,6 +742,9 @@ local do_jump = function(self)
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self.object:setvelocity(v)
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mob_sound(self, self.sounds.jump)
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else
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self.facing_fence = true
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end
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return true
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end
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@ -731,7 +763,7 @@ local entity_physics = function(pos, radius)
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for n = 1, #objs do
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obj_pos = objs[n]:getpos()
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obj_pos = objs[n]:get_pos()
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dist = get_distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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@ -743,7 +775,7 @@ local entity_physics = function(pos, radius)
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objs[n]:punch(objs[n], 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage},
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}, pos) -- was nil
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}, pos)
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end
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end
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@ -798,13 +830,18 @@ local breed = function(self)
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collisionbox = self.base_colbox,
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})
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-- jump when fully grown so not to fall into ground
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-- custom function when child grows up
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if self.on_grown then
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self.on_grown(self)
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else
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-- jump when fully grown so as not to fall into ground
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self.object:setvelocity({
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x = 0,
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y = self.jump_height,
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z = 0
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})
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end
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end
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return
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end
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@ -822,11 +859,11 @@ local breed = function(self)
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end
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end
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-- find another same animal who is also horny and mate if close enough
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-- find another same animal who is also horny and mate if nearby
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if self.horny == true
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and self.hornytimer <= 40 then
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
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@ -876,14 +913,27 @@ local breed = function(self)
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-- spawn baby
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minetest.after(5, function()
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-- custom breed function
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if self.on_breed then
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-- when false skip going any further
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if self.on_breed(self, ent) == false then
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return
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end
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else
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effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
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end
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local mob = minetest.add_entity(pos, self.name)
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local ent2 = mob:get_luaentity()
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local textures = self.base_texture
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-- using specific child texture (if found)
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if self.child_texture then
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textures = self.child_texture[1]
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end
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-- and resize to half height
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mob:set_properties({
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textures = textures,
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visual_size = {
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@ -899,6 +949,7 @@ local breed = function(self)
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self.base_colbox[6] * .5,
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},
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})
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-- tamed and owned by parents' owner
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ent2.child = true
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ent2.tamed = true
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ent2.owner = self.owner
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@ -1021,7 +1072,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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s.y = sground.y + 1
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end
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local p1 = self.attack:getpos()
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local p1 = self.attack:get_pos()
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p1.x = floor(p1.x + 0.5)
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p1.y = floor(p1.y + 0.5)
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@ -1094,7 +1145,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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else -- dig 2 blocks to make door toward player direction
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local yaw1 = self.object:getyaw() + pi / 2
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local yaw1 = self.object:get_yaw() + pi / 2
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local p1 = {
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x = s.x + cos(yaw1),
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y = s.y,
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@ -1185,7 +1236,7 @@ local monster_attack = function(self)
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return
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end
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local s = self.object:getpos()
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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@ -1219,8 +1270,8 @@ local monster_attack = function(self)
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and (type == "player" or type == "npc"
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or (type == "animal" and self.attack_animals == true)) then
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s = self.object:getpos()
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p = player:getpos()
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s = self.object:get_pos()
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p = player:get_pos()
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sp = s
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-- aim higher to make looking up hills more realistic
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@ -1259,7 +1310,7 @@ local npc_attack = function(self)
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end
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local p, sp, obj, min_player
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local s = self.object:getpos()
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local s = self.object:get_pos()
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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@ -1269,7 +1320,7 @@ local npc_attack = function(self)
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if obj and obj.type == "monster" then
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p = obj.object:getpos()
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p = obj.object:get_pos()
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dist = get_distance(p, s)
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@ -1296,12 +1347,12 @@ local follow_flop = function(self)
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and self.state ~= "attack"
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and self.state ~= "runaway" then
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local s = self.object:getpos()
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local s = self.object:get_pos()
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local players = minetest.get_connected_players()
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for n = 1, #players do
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if get_distance(players[n]:getpos(), s) < self.view_range
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if get_distance(players[n]:get_pos(), s) < self.view_range
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and not mobs.invis[ players[n]:get_player_name() ] then
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self.following = players[n]
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@ -1335,16 +1386,16 @@ local follow_flop = function(self)
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-- follow that thing
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if self.following then
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local s = self.object:getpos()
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local s = self.object:get_pos()
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local p
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if self.following:is_player() then
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p = self.following:getpos()
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p = self.following:get_pos()
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elseif self.following.object then
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p = self.following.object:getpos()
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p = self.following.object:get_pos()
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end
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if p then
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@ -1387,7 +1438,7 @@ local follow_flop = function(self)
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-- swimmers flop when out of their element, and swim again when back in
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if self.fly then
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local s = self.object:getpos()
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local s = self.object:get_pos()
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if not flight_check(self, s) then
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self.state = "flop"
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@ -1442,13 +1493,13 @@ local do_states = function(self, dtime)
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if random(1, 4) == 1 then
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local lp = nil
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local s = self.object:getpos()
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:getpos()
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lp = objs[n]:get_pos()
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||||
break
|
||||
end
|
||||
end
|
||||
@ -1465,8 +1516,6 @@ local do_states = function(self, dtime)
|
||||
|
||||
if lp.x > s.x then yaw = yaw + pi end
|
||||
else
|
||||
-- yaw = (random(0, 360) - 180) / 180 * pi
|
||||
|
||||
yaw = yaw + random(-0.5, 0.5)
|
||||
end
|
||||
|
||||
@ -1481,6 +1530,7 @@ local do_states = function(self, dtime)
|
||||
or self.order ~= "stand" then
|
||||
|
||||
if self.walk_chance ~= 0
|
||||
and self.facing_fence ~= true
|
||||
and random(1, 100) <= self.walk_chance
|
||||
and is_at_cliff(self) == false then
|
||||
|
||||
@ -1501,7 +1551,7 @@ local do_states = function(self, dtime)
|
||||
|
||||
elseif self.state == "walk" then
|
||||
|
||||
local s = self.object:getpos()
|
||||
local s = self.object:get_pos()
|
||||
local lp = nil
|
||||
|
||||
-- is there something I need to avoid?
|
||||
@ -1547,8 +1597,6 @@ local do_states = function(self, dtime)
|
||||
do_jump(self)
|
||||
set_velocity(self, self.walk_velocity)
|
||||
else
|
||||
-- yaw = (random(0, 360) - 180) / 180 * pi
|
||||
|
||||
yaw = yaw + random(-0.5, 0.5)
|
||||
end
|
||||
|
||||
@ -1569,9 +1617,6 @@ local do_states = function(self, dtime)
|
||||
-- otherwise randomly turn
|
||||
elseif random(1, 100) <= 30 then
|
||||
|
||||
--yaw = random() * 2 * pi
|
||||
-- yaw = (random(0, 360) - 180) / 180 * pi
|
||||
|
||||
yaw = yaw + random(-0.5, 0.5)
|
||||
|
||||
yaw = set_yaw(self.object, yaw)
|
||||
@ -1580,7 +1625,8 @@ local do_states = function(self, dtime)
|
||||
-- stand for great fall in front
|
||||
local temp_is_cliff = is_at_cliff(self)
|
||||
|
||||
if temp_is_cliff
|
||||
if self.facing_fence == true
|
||||
or temp_is_cliff
|
||||
or random(1, 100) <= 30 then
|
||||
|
||||
set_velocity(self, 0)
|
||||
@ -1620,14 +1666,14 @@ local do_states = function(self, dtime)
|
||||
elseif self.state == "attack" then
|
||||
|
||||
-- calculate distance from mob and enemy
|
||||
local s = self.object:getpos()
|
||||
local p = self.attack:getpos() or s
|
||||
local s = self.object:get_pos()
|
||||
local p = self.attack:get_pos() or s
|
||||
local dist = get_distance(p, s)
|
||||
|
||||
-- stop attacking if player or out of range
|
||||
if dist > self.view_range
|
||||
or not self.attack
|
||||
or not self.attack:getpos()
|
||||
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
|
||||
|
||||
@ -1656,18 +1702,18 @@ local do_states = function(self, dtime)
|
||||
|
||||
yaw = set_yaw(self.object, yaw)
|
||||
|
||||
if dist > self.reach then
|
||||
|
||||
if not self.v_start then
|
||||
|
||||
-- start timer when inside reach
|
||||
if dist < self.reach and not self.v_start then
|
||||
self.v_start = true
|
||||
set_velocity(self, self.run_velocity)
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
else
|
||||
self.timer = 0
|
||||
self.blinktimer = 0
|
||||
-- print ("=== explosion timer started", self.explosion_timer)
|
||||
end
|
||||
|
||||
-- walk right up to player when timer active
|
||||
if dist < 1.5 and self.v_start then
|
||||
set_velocity(self, 0)
|
||||
else
|
||||
set_velocity(self, self.run_velocity)
|
||||
end
|
||||
|
||||
@ -1676,9 +1722,8 @@ local do_states = function(self, dtime)
|
||||
else
|
||||
set_animation(self, "walk")
|
||||
end
|
||||
else
|
||||
set_velocity(self, 0)
|
||||
set_animation(self, "punch")
|
||||
|
||||
if self.v_start then
|
||||
|
||||
self.timer = self.timer + dtime
|
||||
self.blinktimer = (self.blinktimer or 0) + dtime
|
||||
@ -1696,9 +1741,11 @@ local do_states = function(self, dtime)
|
||||
self.blinkstatus = not self.blinkstatus
|
||||
end
|
||||
|
||||
if self.timer > 3 then
|
||||
-- print ("=== explosion timer", self.timer)
|
||||
|
||||
local pos = self.object:getpos()
|
||||
if self.timer > self.explosion_timer then
|
||||
|
||||
local pos = self.object:get_pos()
|
||||
local radius = self.explosion_radius or 1
|
||||
local damage_radius = radius
|
||||
|
||||
@ -1941,16 +1988,17 @@ local do_states = function(self, dtime)
|
||||
-- play shoot attack sound
|
||||
mob_sound(self, self.sounds.shoot_attack)
|
||||
|
||||
local p = self.object:getpos()
|
||||
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()
|
||||
|
||||
if ent then
|
||||
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
|
||||
|
||||
@ -1961,8 +2009,6 @@ local do_states = function(self, dtime)
|
||||
vec.z = vec.z * (v / amount)
|
||||
|
||||
obj:setvelocity(vec)
|
||||
else
|
||||
obj:remove() -- arrow entity does not exist
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -2020,7 +2066,7 @@ local falling = function(self, pos)
|
||||
if self.fall_damage == 1
|
||||
and self.object:getvelocity().y == 0 then
|
||||
|
||||
local d = (self.old_y or 0) - self.object:getpos().y
|
||||
local d = (self.old_y or 0) - self.object:get_pos().y
|
||||
|
||||
if d > 5 then
|
||||
|
||||
@ -2033,7 +2079,7 @@ local falling = function(self, pos)
|
||||
end
|
||||
end
|
||||
|
||||
self.old_y = self.object:getpos().y
|
||||
self.old_y = self.object:get_pos().y
|
||||
end
|
||||
end
|
||||
end
|
||||
@ -2042,10 +2088,19 @@ end
|
||||
-- deal damage and effects when mob punched
|
||||
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
||||
|
||||
-- mob health check
|
||||
if self.health <= 0 then
|
||||
-- custom punch function
|
||||
if self.do_punch then
|
||||
|
||||
-- when false skip going any further
|
||||
if self.do_punch(self, hitter, tflp, tool_caps, dir) == false then
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- mob health check
|
||||
-- if self.health <= 0 then
|
||||
-- return
|
||||
-- end
|
||||
|
||||
-- error checking when mod profiling is enabled
|
||||
if not tool_capabilities then
|
||||
@ -2055,7 +2110,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
||||
|
||||
-- is mob protected?
|
||||
if self.protected and hitter:is_player()
|
||||
and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then
|
||||
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
|
||||
@ -2140,12 +2195,12 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
||||
local s = random(0, #weapon:get_definition().sounds)
|
||||
|
||||
minetest.sound_play(weapon:get_definition().sounds[s], {
|
||||
object = hitter,
|
||||
object = self.object, --hitter,
|
||||
max_hear_distance = 8
|
||||
})
|
||||
else
|
||||
minetest.sound_play("default_punch", {
|
||||
object = hitter,
|
||||
object = self.object, --hitter,
|
||||
max_hear_distance = 5
|
||||
})
|
||||
end
|
||||
@ -2154,7 +2209,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
||||
if self.blood_amount > 0
|
||||
and not disable_blood then
|
||||
|
||||
local pos = self.object:getpos()
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
|
||||
|
||||
@ -2204,21 +2259,28 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
||||
-- direction error check
|
||||
dir = dir or {x = 0, y = 0, z = 0}
|
||||
|
||||
-- check if tool already has specific knockback value
|
||||
if tool_capabilities.damage_groups["knockback"] then
|
||||
kb = tool_capabilities.damage_groups["knockback"]
|
||||
else
|
||||
kb = kb * 1.5
|
||||
end
|
||||
|
||||
self.object:setvelocity({
|
||||
x = dir.x * kb,
|
||||
y = up,
|
||||
z = dir.z * kb
|
||||
})
|
||||
|
||||
self.pause_timer = r
|
||||
self.pause_timer = 0.25
|
||||
end
|
||||
end -- END if damage
|
||||
|
||||
-- if skittish then run away
|
||||
if self.runaway == true then
|
||||
|
||||
local lp = hitter:getpos()
|
||||
local s = self.object:getpos()
|
||||
local lp = hitter:get_pos()
|
||||
local s = self.object:get_pos()
|
||||
local vec = {
|
||||
x = lp.x - s.x,
|
||||
y = lp.y - s.y,
|
||||
@ -2251,7 +2313,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
||||
do_attack(self, hitter)
|
||||
|
||||
-- alert others to the attack
|
||||
local objs = minetest.get_objects_inside_radius(hitter:getpos(), self.view_range)
|
||||
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
||||
local obj = nil
|
||||
|
||||
for n = 1, #objs do
|
||||
@ -2331,8 +2393,9 @@ end
|
||||
-- activate mob and reload settings
|
||||
local mob_activate = function(self, staticdata, def, dtime)
|
||||
|
||||
-- remove monsters in peaceful mode, or when no data
|
||||
if (self.type == "monster" and peaceful_only) then
|
||||
-- remove monsters in peaceful mode
|
||||
if self.type == "monster"
|
||||
and peaceful_only then
|
||||
|
||||
self.object:remove()
|
||||
|
||||
@ -2406,17 +2469,17 @@ local mob_activate = function(self, staticdata, def, dtime)
|
||||
self.health = random (self.hp_min, self.hp_max)
|
||||
end
|
||||
|
||||
-- rnd: pathfinding init
|
||||
-- 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
|
||||
-- end init
|
||||
|
||||
-- mob defaults
|
||||
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
|
||||
self.old_y = self.object:getpos().y
|
||||
self.old_y = self.object:get_pos().y
|
||||
self.old_health = self.health
|
||||
self.sounds.distance = self.sounds.distance or 10
|
||||
self.textures = textures
|
||||
@ -2425,12 +2488,29 @@ local mob_activate = function(self, staticdata, def, dtime)
|
||||
self.visual_size = vis_size
|
||||
self.standing_in = ""
|
||||
|
||||
-- check existing nametag
|
||||
if not self.nametag then
|
||||
self.nametag = def.nametag
|
||||
end
|
||||
|
||||
-- set anything changed above
|
||||
self.object:set_properties(self)
|
||||
set_yaw(self.object, (random(0, 360) - 180) / 180 * pi)
|
||||
update_tag(self)
|
||||
set_animation(self, "stand")
|
||||
|
||||
-- run on_spawn function if found
|
||||
if self.on_spawn and not self.on_spawn_run then
|
||||
if self.on_spawn(self) then
|
||||
self.on_spawn_run = true -- if true, set flag to run once only
|
||||
end
|
||||
end
|
||||
|
||||
-- run after_activate
|
||||
if def.after_activate then
|
||||
def.after_activate(self, staticdata, def, dtime)
|
||||
end
|
||||
|
||||
if use_cmi then
|
||||
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
|
||||
cmi.notify_activate(self.object, dtime)
|
||||
@ -2445,7 +2525,7 @@ local mob_step = function(self, dtime)
|
||||
cmi.notify_step(self.object, dtime)
|
||||
end
|
||||
|
||||
local pos = self.object:getpos()
|
||||
local pos = self.object:get_pos()
|
||||
local yaw = 0
|
||||
|
||||
-- when lifetimer expires remove mob (except npc and tamed)
|
||||
@ -2490,10 +2570,6 @@ local mob_step = function(self, dtime)
|
||||
|
||||
self.pause_timer = self.pause_timer - dtime
|
||||
|
||||
if self.pause_timer < 1 then
|
||||
self.pause_timer = 0
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
@ -2625,7 +2701,6 @@ minetest.register_entity(name, {
|
||||
attacks_monsters = def.attacks_monsters or false,
|
||||
group_attack = def.group_attack or false,
|
||||
passive = def.passive or false,
|
||||
recovery_time = def.recovery_time or 0.5,
|
||||
knock_back = def.knock_back or 3,
|
||||
blood_amount = def.blood_amount or 5,
|
||||
blood_texture = def.blood_texture or "mobs_blood.png",
|
||||
@ -2657,6 +2732,7 @@ minetest.register_entity(name, {
|
||||
pathfinding = def.pathfinding,
|
||||
immune_to = def.immune_to or {},
|
||||
explosion_radius = def.explosion_radius,
|
||||
explosion_timer = def.explosion_timer or 3,
|
||||
custom_attack = def.custom_attack,
|
||||
double_melee_attack = def.double_melee_attack,
|
||||
dogshoot_switch = def.dogshoot_switch,
|
||||
@ -2666,14 +2742,23 @@ minetest.register_entity(name, {
|
||||
attack_animals = def.attack_animals or false,
|
||||
specific_attack = def.specific_attack,
|
||||
owner_loyal = def.owner_loyal,
|
||||
facing_fence = false,
|
||||
_cmi_is_mob = true,
|
||||
|
||||
on_spawn = def.on_spawn,
|
||||
|
||||
on_blast = def.on_blast or do_tnt,
|
||||
|
||||
on_step = mob_step,
|
||||
|
||||
do_punch = def.do_punch,
|
||||
|
||||
on_punch = mob_punch,
|
||||
|
||||
on_breed = def.on_breed,
|
||||
|
||||
on_grown = def.on_grown,
|
||||
|
||||
on_activate = function(self, staticdata, dtime)
|
||||
return mob_activate(self, staticdata, def, dtime)
|
||||
end,
|
||||
@ -2724,7 +2809,7 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
|
||||
interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
|
||||
|
||||
-- chance/spawn number override in minetest.conf for registered mob
|
||||
local numbers = minetest.setting_get(name)
|
||||
local numbers = minetest.settings:get(name)
|
||||
|
||||
if numbers then
|
||||
numbers = numbers:split(",")
|
||||
@ -2838,20 +2923,24 @@ function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
|
||||
-- spawn mob half block higher than ground
|
||||
pos.y = pos.y - 0.5
|
||||
|
||||
local mob = minetest.add_entity(pos, name)
|
||||
if minetest.registered_entities[name] then
|
||||
|
||||
if mob and mob:get_luaentity() then
|
||||
-- print ("[mobs] Spawned " .. name .. " at "
|
||||
-- .. minetest.pos_to_string(pos) .. " on "
|
||||
-- .. node.name .. " near " .. neighbors[1])
|
||||
if on_spawn and not on_spawn(mob, pos) then
|
||||
return
|
||||
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
|
||||
else
|
||||
minetest.log("warning", string.format("[mobs] %s failed to spawn at %s",
|
||||
name, minetest.pos_to_string(pos)))
|
||||
end
|
||||
|
||||
end
|
||||
})
|
||||
end
|
||||
@ -2910,13 +2999,13 @@ function mobs:register_arrow(name, def)
|
||||
automatic_face_movement_dir = def.rotate
|
||||
and (def.rotate - (pi / 180)) or false,
|
||||
|
||||
on_activate = def.on_activate or nil,
|
||||
on_activate = def.on_activate,
|
||||
|
||||
on_step = def.on_step or function(self, dtime)
|
||||
|
||||
self.timer = self.timer + 1
|
||||
|
||||
local pos = self.object:getpos()
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if self.switch == 0
|
||||
or self.timer > 150
|
||||
@ -3020,6 +3109,7 @@ function mobs:boom(self, pos, radius)
|
||||
radius = radius,
|
||||
damage_radius = radius,
|
||||
sound = self.sounds.explode,
|
||||
explode_center = true,
|
||||
})
|
||||
else
|
||||
minetest.sound_play(self.sounds.explode, {
|
||||
@ -3077,25 +3167,24 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
||||
and within_limits(pos, 0)
|
||||
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 mob = minetest.add_entity(pos, mob)
|
||||
local ent = mob:get_luaentity()
|
||||
|
||||
if not ent then
|
||||
mob:remove()
|
||||
return
|
||||
end
|
||||
|
||||
-- don't set owner if monster or sneak pressed
|
||||
if ent.type ~= "monster"
|
||||
and not placer:get_player_control().sneak then
|
||||
-- set owner and tame if not monster
|
||||
ent.owner = placer:get_player_name()
|
||||
ent.tamed = true
|
||||
end
|
||||
|
||||
-- if not in creative then take item
|
||||
if not creative then
|
||||
if not mobs.is_creative(placer:get_player_name()) then
|
||||
itemstack:take_item()
|
||||
end
|
||||
end
|
||||
@ -3211,7 +3300,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
|
||||
if inv:room_for_item("main", new_stack) then
|
||||
inv:add_item("main", new_stack)
|
||||
else
|
||||
minetest.add_item(clicker:getpos(), new_stack)
|
||||
minetest.add_item(clicker:get_pos(), new_stack)
|
||||
end
|
||||
|
||||
self.object:remove()
|
||||
@ -3250,18 +3339,17 @@ function mobs:protect(self, clicker)
|
||||
return true -- false
|
||||
end
|
||||
|
||||
if not creative then
|
||||
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
|
||||
-- minetest.chat_send_player(name, S("Protected!"))
|
||||
|
||||
local pos = self.object:getpos()
|
||||
local pos = self.object:get_pos()
|
||||
pos.y = pos.y + self.collisionbox[2] + 0.5
|
||||
|
||||
effect(self.object:getpos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
|
||||
effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15)
|
||||
|
||||
mob_sound(self, "mobs_spell")
|
||||
|
||||
@ -3283,7 +3371,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
||||
if follow_holding(self, clicker) then
|
||||
|
||||
-- if not in creative then take item
|
||||
if not creative then
|
||||
if not mobs.is_creative(clicker:get_player_name()) then
|
||||
|
||||
local item = clicker:get_wielded_item()
|
||||
|
||||
@ -3301,9 +3389,11 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
||||
|
||||
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
|
||||
@ -3408,7 +3498,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
|
||||
update_tag(mob_obj[name])
|
||||
|
||||
-- if not in creative then take item
|
||||
if not creative then
|
||||
if not mobs.is_creative(name) then
|
||||
|
||||
mob_sta[name]:take_item()
|
||||
|
||||
@ -3436,9 +3526,11 @@ function mobs:alias_mob(old_name, new_name)
|
||||
|
||||
on_step = function(self)
|
||||
|
||||
local pos = self.object:getpos()
|
||||
local pos = self.object:get_pos()
|
||||
|
||||
if minetest.registered_entities[new_name] then
|
||||
minetest.add_entity(pos, new_name)
|
||||
end
|
||||
|
||||
self.object:remove()
|
||||
end
|
||||
|
@ -1,5 +1,5 @@
|
||||
|
||||
MOB API (13th July 2017)
|
||||
MOB API (18th October 2017)
|
||||
|
||||
The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.
|
||||
|
||||
@ -30,6 +30,7 @@ This functions registers a new mob as a Minetest entity.
|
||||
'specific_attack' has a table of entity names that monsters can attack {"player", "mobs_animal:chicken"}
|
||||
'hp_min' minimum health
|
||||
'hp_max' maximum health (mob health is randomly selected between both)
|
||||
'nametag' string containing name of mob to display above entity
|
||||
'physical' same is in minetest.register_entity()
|
||||
'collisionbox' same is in minetest.register_entity()
|
||||
'visual' same is in minetest.register_entity()
|
||||
@ -74,9 +75,7 @@ This functions registers a new mob as a Minetest entity.
|
||||
'fall_damage' will mob be hurt when falling from height
|
||||
'fall_speed' maximum falling velocity of mob (default is -10 and must be below -2)
|
||||
'fear_height' when mob walks near a drop then anything over this value makes it stop and turn back (default is 0 to disable)
|
||||
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
|
||||
'floats' 1 to float in water, 0 to sink
|
||||
'on_rightclick' its same as in minetest.register_entity()
|
||||
'pathfinding' set to 1 for mobs to use pathfinder feature to locate player, set to 2 so they can build/break also (only works with dogfight attack)
|
||||
'attack_type' the attack type of a monster
|
||||
'dogfight' follows player in range and attacks when in reach
|
||||
@ -88,8 +87,8 @@ This functions registers a new mob as a Minetest entity.
|
||||
'dogshoot_count2_max' number of seconds before switching back to shoot mode.
|
||||
'custom_attack' when set this function is called instead of the normal mob melee attack, parameters are (self, to_attack)
|
||||
'double_melee_attack' if false then api will choose randomly between 'punch' and 'punch2' attack animations
|
||||
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
|
||||
'explosion_radius' radius of explosion attack (defaults to 1)
|
||||
'explosion_timer' number of seconds before mob explodes while still inside view range.
|
||||
'arrow' if the attack_type is "shoot" or "dogshoot" then the entity name of a pre-defined arrow is required, see below for arrow definition.
|
||||
'shoot_interval' the minimum shoot interval
|
||||
'shoot_offset' +/- value to position arrow/fireball when fired
|
||||
@ -105,6 +104,19 @@ This functions registers a new mob as a Minetest entity.
|
||||
'explode' sound when exploding
|
||||
'distance' maximum distance sounds are heard from (default is 10)
|
||||
|
||||
Custom mob functions inside mob registry:
|
||||
|
||||
'on_die' a function that is called when the mob is killed the parameters are (self, pos)
|
||||
'on_rightclick' its same as in minetest.register_entity()
|
||||
'on_blast' is called when an explosion happens near mob when using TNT functions, parameters are (object, damage) and returns (do_damage, do_knockback, drops)
|
||||
'on_spawn' is a custom function that runs on mob spawn with 'self' as variable, return true at end of function to run only once.
|
||||
'after_activate' is a custom function that runs once mob has been activated with the paramaters (self, staticdata, def, dtime)
|
||||
'on_breed' called when two similar mobs breed, paramaters are (parent1, parent2) objects, return false to stop child from being resized and owner/tamed flags and child textures being applied.
|
||||
'on_grown' is called when a child mob has grown up, only paramater is (self).
|
||||
'do_punch' called when mob is punched with paramaters (self, hitter, time_from_last_punch, tool_capabilities, direction), return false to stop punch damage and knockback from taking place.
|
||||
|
||||
|
||||
|
||||
Mobs can look for specific nodes as they walk and replace them to mimic eating.
|
||||
|
||||
'replace_what' group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
|
||||
@ -135,6 +147,7 @@ can be added to the mob definition under pre-defined mob animation names like:
|
||||
'fly_start', 'fly_end', 'fly_speed' when mob flies
|
||||
'punch_start', 'punch_end', 'punch_speed' when mob attacks
|
||||
'punch2_start', 'punch2_end', 'punch2_speed' when mob attacks (alternative)
|
||||
'shoot_start', 'shoot_end', shoot_speed' when mob shoots
|
||||
'die_start', 'die_end', 'die_speed' when mob dies
|
||||
'*_loop' bool value to determine if any set animation loops e.g (die_loop = false)
|
||||
defaults to true if not set
|
||||
|
684
mods/ENTITIES/mobs/api_new.txt
Normal file
684
mods/ENTITIES/mobs/api_new.txt
Normal file
@ -0,0 +1,684 @@
|
||||
|
||||
Mobs Redo API (last updated 18th Oct 2017)
|
||||
==========================================
|
||||
|
||||
Welcome to the world of mobs in minetest and hopefully an easy guide to defining
|
||||
your own mobs and having them appear in your worlds.
|
||||
|
||||
|
||||
Registering Mobs
|
||||
----------------
|
||||
|
||||
To register a mob and have it ready for use requires the following function:
|
||||
|
||||
mobs:register_mob(name, definition)
|
||||
|
||||
The 'name' of a mob usually starts with the mod name it's running from followed
|
||||
by it's own name e.g.
|
||||
|
||||
"mobs_monster:sand_monster" or "mymod:totally_awesome_beast"
|
||||
|
||||
... and the 'definition' is a table which holds all of the settings and
|
||||
functions needed for the mob to work properly which contains the following:
|
||||
|
||||
'nametag' contains the name which is shown above mob.
|
||||
'type' holds the type of mob that inhabits your world e.g.
|
||||
"animal" usually docile and walking around.
|
||||
"monster" attacks player or npc on sight.
|
||||
"npc" walk around and will defend themselves if hit first, they
|
||||
kill monsters.
|
||||
'hp_min' has the minimum health value the mob can spawn with.
|
||||
'hp_max' has the maximum health value the mob can spawn with.
|
||||
'armor' holds strength of mob, 100 is normal, lower is more powerful
|
||||
and needs more hits and better weapons to kill.
|
||||
'passive' when true allows animals to defend themselves when hit,
|
||||
otherwise they amble onwards.
|
||||
'walk_velocity' is the speed that your mob can walk around.
|
||||
'run_velocity' is the speed your mob can run with, usually when attacking.
|
||||
'walk_chance' has a 0-100 chance value your mob will walk from standing,
|
||||
set to 0 for jumping mobs only.
|
||||
'jump' when true allows your mob to jump updwards.
|
||||
'jump_height' holds the height your mob can jump, 0 to disable jumping.
|
||||
'step_height' height of a block that your mob can easily walk up onto.
|
||||
'fly' when true allows your mob to fly around instead of walking.
|
||||
'fly_in' holds the node name that the mob flies (or swims) around
|
||||
in e.g. "air" or "default:water_source".
|
||||
'runaway' if true causes animals to turn and run away when hit.
|
||||
'view_range' how many nodes in distance the mob can see a player.
|
||||
'reach' how many nodes in distance a mob can attack a player while
|
||||
standing.
|
||||
'damage' how many health points the mob does to a player or another
|
||||
mob when melee attacking.
|
||||
'knockback' when true has mobs falling backwards when hit, the greater
|
||||
the damage the more they move back.
|
||||
'fear_height' is how high a cliff or edge has to be before the mob stops
|
||||
walking, 0 to turn off height fear.
|
||||
'fall_speed' has the maximum speed the mob can fall at, default is -10.
|
||||
'fall_damage' when true causes falling to inflict damage.
|
||||
'water_damage' holds the damage per second infliced to mobs when standing in
|
||||
water.
|
||||
'lava_damage' holds the damage per second inflicted to mobs when standing
|
||||
in lava or fire.
|
||||
'light_damage' holds the damage per second inflicted to mobs when it's too
|
||||
bright (above 13 light).
|
||||
'suffocation' when true causes mobs to suffocate inside solid blocks.
|
||||
'floats' when set to 1 mob will float in water, 0 has them sink.
|
||||
'follow' mobs follow player when holding any of the items which appear
|
||||
on this table, the same items can be fed to a mob to tame or
|
||||
breed e.g. {"farming:wheat", "default:apple"}
|
||||
|
||||
'reach' is how far the mob can attack player when standing
|
||||
nearby, default is 3 nodes.
|
||||
'docile_by_day' when true has mobs wandering around during daylight
|
||||
hours and only attacking player at night or when
|
||||
provoked.
|
||||
'attacks_monsters' when true has npc's attacking monsters or not.
|
||||
'attack_animal' when true will have monsters attacking animals.
|
||||
'owner_loyal' when true will have tamed mobs attack anything player
|
||||
punches when nearby.
|
||||
'group_attack' when true has same mob type grouping together to attack
|
||||
offender.
|
||||
'attack_type' tells the api what a mob does when attacking the player
|
||||
or another mob:
|
||||
'dogfight' is a melee attack when player is within mob reach.
|
||||
'shoot' has mob shoot pre-defined arrows at player when inside
|
||||
view_range.
|
||||
'dogshoot' has melee attack when inside reach and shoot attack
|
||||
when inside view_range.
|
||||
'explode' causes mob to explode when inside reach.
|
||||
'explosion_radius' has the radius of the explosion which defaults to 1.
|
||||
'explosion_timer' number of seconds before mob explodes while still
|
||||
inside view range.
|
||||
'arrow' holds the pre-defined arrow object to shoot when
|
||||
attacking.
|
||||
'dogshoot_switch' allows switching between attack types by using timers
|
||||
(1 for shoot, 2 for dogfight)
|
||||
'dogshoot_count_max' contains how many seconds before switching from
|
||||
dogfight to shoot.
|
||||
'dogshoot_count_max2' contains how many seconds before switching from shoot
|
||||
to dogfight.
|
||||
'shoot_interval' has the number of seconds between shots.
|
||||
'shoot_offset' holds the y position added as to where the
|
||||
arrow/fireball appears on mob.
|
||||
'specific_attack' has a table of entity names that mob can also attack
|
||||
e.g. {"player", "mobs_animal:chicken"}.
|
||||
'blood_amount' contains the number of blood droplets to appear when
|
||||
mob is hit.
|
||||
'blood_texture' has the texture name to use for droplets e.g.
|
||||
"mobs_blood.png".
|
||||
'pathfinding' set to 1 for mobs to use pathfinder feature to locate
|
||||
player, set to 2 so they can build/break also (only
|
||||
works with dogfight attack).
|
||||
'immune_to' is a table that holds specific damage when being hit by
|
||||
certain items e.g.
|
||||
{"default:sword_wood", 0} -- causes no damage.
|
||||
{"default:gold_lump", -10} -- heals by 10 health points.
|
||||
{"default:coal_block", 20} -- 20 damage when hit on head with coal blocks.
|
||||
|
||||
'makes_footstep_sound' when true you can hear mobs walking.
|
||||
'sounds' this is a table with sounds of the mob
|
||||
'distance' maximum distance sounds can be heard, default is 10.
|
||||
'random' random sound that plays during gameplay.
|
||||
'war_cry' what you hear when mob starts to attack player.
|
||||
'attack' what you hear when being attacked.
|
||||
'shoot_attack' sound played when mob shoots.
|
||||
'damage' sound heard when mob is hurt.
|
||||
'death' played when mob is killed.
|
||||
'jump' played when mob jumps.
|
||||
'explode' sound played when mob explodes.
|
||||
|
||||
'drops' table of items that are dropped when mob is killed, fields are:
|
||||
'name' name of item to drop.
|
||||
'chance' chance of drop, 1 for always, 2 for 1-in-2 chance etc.
|
||||
'min' minimum number of items dropped.
|
||||
'max' maximum number of items dropped.
|
||||
|
||||
'visual' holds the look of the mob you wish to create:
|
||||
'cube' looks like a normal node
|
||||
'sprite' sprite which looks same from all angles.
|
||||
'upright_sprite' flat model standing upright.
|
||||
'wielditem' how it looks when player holds it in hand.
|
||||
'mesh' uses separate object file to define mob.
|
||||
'visual_size' has the size of the mob, defaults to {x = 1, y = 1}
|
||||
'collision_box' has the box in which mob can be interacted with e.g.
|
||||
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
|
||||
'textures' holds a table list of textures to be used for mob, or you
|
||||
could use multiple lists inside another table for random
|
||||
selection e.g. { {"texture1.png"}, {"texture2.png"} }
|
||||
'child_texture' holds the texture table for when baby mobs are used.
|
||||
'gotten_texture' holds the texture table for when self.gotten value is
|
||||
true, used for milking cows or shearing sheep.
|
||||
'mesh' holds the name of the external object used for mob model
|
||||
e.g. "mobs_cow.b3d"
|
||||
'gotten_mesh" holds the name of the external object used for when
|
||||
self.gotten is true for mobs.
|
||||
'rotate' custom model rotation, 0 = front, 90 = side, 180 = back,
|
||||
270 = other side.
|
||||
'double_melee_attack' when true has the api choose between 'punch' and
|
||||
'punch2' animations.
|
||||
|
||||
'animation' holds a table containing animation names and settings for use with mesh models:
|
||||
'stand_start' start frame for when mob stands still.
|
||||
'stand_end' end frame of stand animation.
|
||||
'stand_speed' speed of animation in frames per second.
|
||||
'walk_start' when mob is walking around.
|
||||
'walk_end'
|
||||
'walk_speed'
|
||||
'run_start' when a mob runs or attacks.
|
||||
'run_end'
|
||||
'run_speed'
|
||||
'fly_start' when a mob is flying.
|
||||
'fly_end'
|
||||
'fly_speed'
|
||||
'punch_start' when a mob melee attacks.
|
||||
'punch_end'
|
||||
'punch_speed'
|
||||
'punch2_start' alternative melee attack animation.
|
||||
'punch2_end'
|
||||
'punch2_speed'
|
||||
'shoot_start' shooting animation.
|
||||
'shoot_end'
|
||||
'shoot_speed'
|
||||
'die_start' death animation
|
||||
'die_end'
|
||||
'die_speed'
|
||||
'die_loop' when set to false stops the animation looping.
|
||||
|
||||
Using '_loop = false' setting will stop any of the above animations from
|
||||
looping.
|
||||
|
||||
'speed_normal' is used for animation speed for compatibility with some
|
||||
older mobs.
|
||||
|
||||
|
||||
Node Replacement
|
||||
----------------
|
||||
|
||||
Mobs can look around for specific nodes as they walk and replace them to mimic
|
||||
eating.
|
||||
|
||||
'replace_what' group of items to replace e.g.
|
||||
{"farming:wheat_8", "farming:carrot_8"}
|
||||
or you can use the specific options of what, with and
|
||||
y offset by using this instead:
|
||||
{
|
||||
{"group:grass", "air", 0},
|
||||
{"default:dirt_with_grass", "default:dirt", -1}
|
||||
}
|
||||
'replace_with' replace with what e.g. "air" or in chickens case "mobs:egg"
|
||||
'replace_rate' how random should the replace rate be (typically 10)
|
||||
'replace_offset' +/- value to check specific node to replace
|
||||
|
||||
'on_replace(self, pos, oldnode, newnode)' is called when mob is about to
|
||||
replace a node.
|
||||
'self' ObjectRef of mob
|
||||
'pos' Position of node to replace
|
||||
'oldnode' Current node
|
||||
'newnode' What the node will become after replacing
|
||||
|
||||
If false is returned, the mob will not replace the node.
|
||||
|
||||
By default, replacing sets self.gotten to true and resets the object
|
||||
properties.
|
||||
|
||||
|
||||
Custom Definition Functions
|
||||
---------------------------
|
||||
|
||||
Along with the above mob registry settings we can also use custom functions to
|
||||
enhance mob functionality and have them do many interesting things:
|
||||
|
||||
'on_die' a function that is called when the mob is killed the
|
||||
parameters are (self, pos)
|
||||
'on_rightclick' its same as in minetest.register_entity()
|
||||
'on_blast' is called when an explosion happens near mob when using TNT
|
||||
functions, parameters are (object, damage) and returns
|
||||
(do_damage, do_knockback, drops)
|
||||
'on_spawn' is a custom function that runs on mob spawn with 'self' as
|
||||
variable, return true at end of function to run only once.
|
||||
'after_activate' is a custom function that runs once mob has been activated
|
||||
with these paramaters (self, staticdata, def, dtime)
|
||||
'on_breed' called when two similar mobs breed, paramaters are
|
||||
(parent1, parent2) objects, return false to stop child from
|
||||
being resized and owner/tamed flags and child textures being
|
||||
applied. Function itself must spawn new child mob.
|
||||
'on_grown' is called when a child mob has grown up, only paramater is
|
||||
(self).
|
||||
'do_punch' called when mob is punched with paramaters (self, hitter,
|
||||
time_from_last_punch, tool_capabilities, direction), return
|
||||
false to stop punch damage and knockback from taking place.
|
||||
'custom_attack' when set this function is called instead of the normal mob
|
||||
melee attack, parameters are (self, to_attack).
|
||||
'on_die' a function that is called when mob is killed
|
||||
'do_custom' a custom function that is called every tick while mob is
|
||||
active and which has access to all of the self.* variables
|
||||
e.g. (self.health for health or self.standing_in for node
|
||||
status), return with 'false' to skip remainder of mob API.
|
||||
|
||||
|
||||
Internal Variables
|
||||
------------------
|
||||
|
||||
The mob api also has some preset variables and functions that it will remember
|
||||
for each mob.
|
||||
|
||||
'self.health' contains current health of mob (cannot exceed
|
||||
self.hp_max)
|
||||
'self.texture_list' contains list of all mob textures
|
||||
'self.child_texture' contains mob child texture when growing up
|
||||
'self.base_texture' contains current skin texture which was randomly
|
||||
selected from textures list
|
||||
'self.gotten' this is used for obtaining milk from cow and wool from
|
||||
sheep
|
||||
'self.horny' when animal fed enough it is set to true and animal can
|
||||
breed with same animal
|
||||
'self.hornytimer' background timer that controls breeding functions and
|
||||
mob childhood timings
|
||||
'self.child' used for when breeding animals have child, will use
|
||||
child_texture and be half size
|
||||
'self.owner' string used to set owner of npc mobs, typically used for
|
||||
dogs
|
||||
'self.order' set to "follow" or "stand" so that npc will follow owner
|
||||
or stand it's ground
|
||||
'self.nametag' contains the name of the mob which it can show above
|
||||
|
||||
|
||||
Spawning Mobs in World
|
||||
----------------------
|
||||
|
||||
mobs:register_spawn(name, nodes, max_light, min_light, chance,
|
||||
active_object_count, max_height, day_toggle)
|
||||
|
||||
mobs:spawn_specfic(name, nodes, neighbors, min_light, max_light, interval,
|
||||
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
|
||||
|
||||
These functions register a spawn algorithm for the mob. Without this function
|
||||
the call the mobs won't spawn.
|
||||
|
||||
'name' is the name of the animal/monster
|
||||
'nodes' is a list of nodenames on that the animal/monster can
|
||||
spawn on top of
|
||||
'neighbors' is a list of nodenames on that the animal/monster will
|
||||
spawn beside (default is {"air"} for
|
||||
mobs:register_spawn)
|
||||
'max_light' is the maximum of light
|
||||
'min_light' is the minimum of light
|
||||
'interval' is same as in register_abm() (default is 30 for
|
||||
mobs:register_spawn)
|
||||
'chance' is same as in register_abm()
|
||||
'active_object_count' number of this type of mob to spawn at one time inside
|
||||
map area
|
||||
'min_height' is the minimum height the mob can spawn
|
||||
'max_height' is the maximum height the mob can spawn
|
||||
'day_toggle' true for day spawning, false for night or nil for
|
||||
anytime
|
||||
'on_spawn' is a custom function which runs after mob has spawned
|
||||
and gives self and pos values.
|
||||
|
||||
A simpler way to handle mob spawns has been added with the mobs:spawn(def)
|
||||
command which uses above names to make settings clearer:
|
||||
|
||||
mobs:spawn({name = "mobs_monster:tree_monster",
|
||||
nodes = {"group:leaves"},
|
||||
max_light = 7,
|
||||
})
|
||||
|
||||
|
||||
For each mob that spawns with this function is a field in mobs.spawning_mobs.
|
||||
It tells if the mob should spawn or not. Default is true. So other mods can
|
||||
only use the API of this mod by disabling the spawning of the default mobs in
|
||||
this mod.
|
||||
|
||||
|
||||
Making Arrows
|
||||
-------------
|
||||
|
||||
mobs:register_arrow(name, definition)
|
||||
|
||||
This function registers a arrow for mobs with the attack type shoot.
|
||||
|
||||
'name' is the name of the arrow
|
||||
'definition' is a table with the following values:
|
||||
'visual' same is in minetest.register_entity()
|
||||
'visual_size' same is in minetest.register_entity()
|
||||
'textures' same is in minetest.register_entity()
|
||||
'velocity' the velocity of the arrow
|
||||
'drop' if set to true any arrows hitting a node will drop as item
|
||||
'hit_player' a function that is called when the arrow hits a player;
|
||||
this function should hurt the player, the parameters are
|
||||
(self, player)
|
||||
'hit_mob' a function that is called when the arrow hits a mob;
|
||||
this function should hurt the mob, the parameters are
|
||||
(self, player)
|
||||
'hit_node' a function that is called when the arrow hits a node, the
|
||||
parameters are (self, pos, node)
|
||||
'tail' when set to 1 adds a trail or tail to mob arrows
|
||||
'tail_texture' texture string used for above effect
|
||||
'tail_size' has size for above texture (defaults to between 5 and 10)
|
||||
'expire' contains float value for how long tail appears for
|
||||
(defaults to 0.25)
|
||||
'glow' has value for how brightly tail glows 1 to 10 (default is
|
||||
0 for no glow)
|
||||
'rotate' integer value in degrees to rotate arrow
|
||||
'on_step' is a custom function when arrow is active, nil for
|
||||
default.
|
||||
|
||||
|
||||
Spawn Eggs
|
||||
----------
|
||||
|
||||
mobs:register_egg(name, description, background, addegg, no_creative)
|
||||
|
||||
This function registers a spawn egg which can be used by admin to properly spawn in a mob.
|
||||
|
||||
'name' this is the name of your new mob to spawn e.g. "mob:sheep"
|
||||
'description' the name of the new egg you are creating e.g. "Spawn Sheep"
|
||||
'background' the texture displayed for the egg in inventory
|
||||
'addegg' would you like an egg image in front of your texture (1 = yes,
|
||||
0 = no)
|
||||
'no_creative' when set to true this stops spawn egg appearing in creative
|
||||
mode for destructive mobs like Dungeon Masters.
|
||||
|
||||
|
||||
Explosion Function
|
||||
------------------
|
||||
|
||||
mobs:explosion(pos, radius) -- DEPRECATED!!! use mobs:boom() instead
|
||||
|
||||
mobs:boom(self, pos, radius)
|
||||
'self' mob entity
|
||||
'pos' centre position of explosion
|
||||
'radius' radius of explosion (typically set to 3)
|
||||
|
||||
This function generates an explosion which removes nodes in a specific radius
|
||||
and damages any entity caught inside the blast radius. Protection will limit
|
||||
node destruction but not entity damage.
|
||||
|
||||
|
||||
Capturing Mobs
|
||||
--------------
|
||||
|
||||
mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
|
||||
force_take, replacewith)
|
||||
|
||||
This function is generally called inside the on_rightclick section of the mob
|
||||
api code, it provides a chance of capturing the mob by hand, using the net or
|
||||
lasso items, and can also have the player take the mob by force if tamed and
|
||||
replace with another item entirely.
|
||||
|
||||
'self' mob information
|
||||
'clicker' player information
|
||||
'chance_hand' chance of capturing mob by hand (1 to 100) 0 to disable
|
||||
'chance_net' chance of capturing mob using net (1 to 100) 0 to disable
|
||||
'chance_lasso' chance of capturing mob using magic lasso (1 to 100) 0 to
|
||||
disable
|
||||
'force_take' take mob by force, even if tamed (true or false)
|
||||
'replacewith' once captured replace mob with this item instead (overrides
|
||||
new mob eggs with saved information)
|
||||
|
||||
|
||||
Feeding and Taming/Breeding
|
||||
---------------------------
|
||||
|
||||
mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
||||
|
||||
This function allows the mob to be fed the item inside self.follow be it apple,
|
||||
wheat or whatever a set number of times and be tamed or bred as a result.
|
||||
Will return true when mob is fed with item it likes.
|
||||
|
||||
'self' mob information
|
||||
'clicker' player information
|
||||
'feed_count' number of times mob must be fed to tame or breed
|
||||
'breed' true or false stating if mob can be bred and a child created
|
||||
afterwards
|
||||
'tame' true or false stating if mob can be tamed so player can pick
|
||||
them up
|
||||
|
||||
|
||||
Protecting Mobs
|
||||
---------------
|
||||
|
||||
mobs:protect(self, clicker)
|
||||
|
||||
This function can be used to right-click any tamed mob with mobs:protector item,
|
||||
this will protect the mob from harm inside of a protected area from other
|
||||
players. Will return true when mob right-clicked with mobs:protector item.
|
||||
|
||||
'self' mob information
|
||||
'clicker' player information
|
||||
|
||||
|
||||
Riding Mobs
|
||||
-----------
|
||||
|
||||
Mobs can now be ridden by players and the following shows its functions and
|
||||
usage:
|
||||
|
||||
|
||||
mobs:attach(self, player)
|
||||
|
||||
This function attaches a player to the mob so it can be ridden.
|
||||
|
||||
'self' mob information
|
||||
'player' player information
|
||||
|
||||
|
||||
mobs:detach(player, offset)
|
||||
|
||||
This function will detach the player currently riding a mob to an offset
|
||||
position.
|
||||
|
||||
'player' player information
|
||||
'offset' position table containing offset values
|
||||
|
||||
|
||||
mobs:drive(self, move_animation, stand_animation, can_fly, dtime)
|
||||
|
||||
This function allows an attached player to move the mob around and animate it at
|
||||
same time.
|
||||
|
||||
'self' mob information
|
||||
'move_animation' string containing movement animation e.g. "walk"
|
||||
'stand_animation' string containing standing animation e.g. "stand"
|
||||
'can_fly' if true then jump and sneak controls will allow mob to fly
|
||||
up and down
|
||||
'dtime' tick time used inside drive function
|
||||
|
||||
|
||||
mobs:fly(self, dtime, speed, can_shoot, arrow_entity, move_animation, stand_animation)
|
||||
|
||||
This function allows an attached player to fly the mob around using directional
|
||||
controls.
|
||||
|
||||
'self' mob information
|
||||
'dtime' tick time used inside fly function
|
||||
'speed' speed of flight
|
||||
'can_shoot' true if mob can fire arrow (sneak and left mouse button
|
||||
fires)
|
||||
'arrow_entity' name of arrow entity used for firing
|
||||
'move_animation' string containing name of pre-defined animation e.g. "walk"
|
||||
or "fly" etc.
|
||||
'stand_animation' string containing name of pre-defined animation e.g.
|
||||
"stand" or "blink" etc.
|
||||
|
||||
Note: animation names above are from the pre-defined animation lists inside mob
|
||||
registry without extensions.
|
||||
|
||||
|
||||
mobs:set_animation(self, name)
|
||||
|
||||
This function sets the current animation for mob, defaulting to "stand" if not
|
||||
found.
|
||||
|
||||
'self' mob information
|
||||
'name' name of animation
|
||||
|
||||
|
||||
Certain variables need to be set before using the above functions:
|
||||
|
||||
'self.v2' toggle switch used to define below values for the
|
||||
first time
|
||||
'self.max_speed_forward' max speed mob can move forward
|
||||
'self.max_speed_reverse' max speed mob can move backwards
|
||||
'self.accel' acceleration speed
|
||||
'self.terrain_type' integer containing terrain mob can walk on
|
||||
(1 = water, 2 or 3 = land)
|
||||
'self.driver_attach_at' position offset for attaching player to mob
|
||||
'self.driver_eye_offset' position offset for attached player view
|
||||
'self.driver_scale' sets driver scale for mobs larger than {x=1, y=1}
|
||||
|
||||
|
||||
External Settings for "minetest.conf"
|
||||
------------------------------------
|
||||
|
||||
'enable_damage' if true monsters will attack players (default is true)
|
||||
'only_peaceful_mobs' if true only animals will spawn in game (default is
|
||||
false)
|
||||
'mobs_disable_blood' if false blood effects appear when mob is hit (default
|
||||
is false)
|
||||
'mobs_spawn_protected' if set to false then mobs will not spawn in protected
|
||||
areas (default is true)
|
||||
'remove_far_mobs' if true then mobs that are outside players visual
|
||||
range will be removed (default is false)
|
||||
'mobname' can change specific mob chance rate (0 to disable) and
|
||||
spawn number e.g. mobs_animal:cow = 1000,5
|
||||
'mob_difficulty' sets difficulty level (health and hit damage
|
||||
multiplied by this number), defaults to 1.0.
|
||||
'mob_show_health' if false then punching mob will not show health status
|
||||
(true by default)
|
||||
|
||||
Players can override the spawn chance for each mob registered by adding a line
|
||||
to their minetest.conf file with a new value, the lower the value the more each
|
||||
mob will spawn e.g.
|
||||
|
||||
mobs_animal:sheep_chance 11000
|
||||
mobs_monster:sand_monster_chance 100
|
||||
|
||||
|
||||
Rideable Horse Example Mob
|
||||
--------------------------
|
||||
|
||||
mobs:register_mob("mob_horse:horse", {
|
||||
type = "animal",
|
||||
visual = "mesh",
|
||||
visual_size = {x = 1.20, y = 1.20},
|
||||
mesh = "mobs_horse.x",
|
||||
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.25, 0.4},
|
||||
animation = {
|
||||
speed_normal = 15,
|
||||
speed_run = 30,
|
||||
stand_start = 25,
|
||||
stand_end = 75,
|
||||
walk_start = 75,
|
||||
walk_end = 100,
|
||||
run_start = 75,
|
||||
run_end = 100,
|
||||
},
|
||||
textures = {
|
||||
{"mobs_horse.png"},
|
||||
{"mobs_horsepeg.png"},
|
||||
{"mobs_horseara.png"}
|
||||
},
|
||||
fear_height = 3,
|
||||
runaway = true,
|
||||
fly = false,
|
||||
walk_chance = 60,
|
||||
view_range = 5,
|
||||
follow = {"farming:wheat"},
|
||||
passive = true,
|
||||
hp_min = 12,
|
||||
hp_max = 16,
|
||||
armor = 200,
|
||||
lava_damage = 5,
|
||||
fall_damage = 5,
|
||||
water_damage = 1,
|
||||
makes_footstep_sound = true,
|
||||
drops = {
|
||||
{name = "mobs:meat_raw", chance = 1, min = 2, max = 3}
|
||||
},
|
||||
sounds = {
|
||||
random = "horse_neigh.ogg",
|
||||
damage = "horse_whinney.ogg",
|
||||
},
|
||||
|
||||
do_custom = function(self, dtime)
|
||||
|
||||
-- set needed values if not already present
|
||||
if not self.v2 then
|
||||
self.v2 = 0
|
||||
self.max_speed_forward = 6
|
||||
self.max_speed_reverse = 2
|
||||
self.accel = 6
|
||||
self.terrain_type = 3
|
||||
self.driver_attach_at = {x = 0, y = 20, z = -2}
|
||||
self.driver_eye_offset = {x = 0, y = 3, z = 0}
|
||||
self.driver_scale = {x = 1, y = 1}
|
||||
end
|
||||
|
||||
-- if driver present allow control of horse
|
||||
if self.driver then
|
||||
|
||||
mobs.drive(self, "walk", "stand", false, dtime)
|
||||
|
||||
return false -- skip rest of mob functions
|
||||
end
|
||||
|
||||
return true
|
||||
end,
|
||||
|
||||
on_die = function(self, pos)
|
||||
|
||||
-- drop saddle when horse is killed while riding
|
||||
-- also detach from horse properly
|
||||
if self.driver then
|
||||
minetest.add_item(pos, "mobs:saddle")
|
||||
mobs.detach(self.driver, {x = 1, y = 0, z = 1})
|
||||
end
|
||||
|
||||
end,
|
||||
|
||||
on_rightclick = function(self, clicker)
|
||||
|
||||
-- make sure player is clicking
|
||||
if not clicker or not clicker:is_player() then
|
||||
return
|
||||
end
|
||||
|
||||
-- feed, tame or heal horse
|
||||
if mobs:feed_tame(self, clicker, 10, true, true) then
|
||||
return
|
||||
end
|
||||
|
||||
-- make sure tamed horse is being clicked by owner only
|
||||
if self.tamed and self.owner == clicker:get_player_name() then
|
||||
|
||||
local inv = clicker:get_inventory()
|
||||
|
||||
-- detatch player already riding horse
|
||||
if self.driver and clicker == self.driver then
|
||||
|
||||
mobs.detach(clicker, {x = 1, y = 0, z = 1})
|
||||
|
||||
-- add saddle back to inventory
|
||||
if inv:room_for_item("main", "mobs:saddle") then
|
||||
inv:add_item("main", "mobs:saddle")
|
||||
else
|
||||
minetest.add_item(clicker.getpos(), "mobs:saddle")
|
||||
end
|
||||
|
||||
-- attach player to horse
|
||||
elseif not self.driver
|
||||
and clicker:get_wielded_item():get_name() == "mobs:saddle" then
|
||||
|
||||
self.object:set_properties({stepheight = 1.1})
|
||||
mobs.attach(self, clicker)
|
||||
|
||||
-- take saddle from inventory
|
||||
inv:remove_item("main", "mobs:saddle")
|
||||
end
|
||||
end
|
||||
|
||||
-- used to capture horse with magic lasso
|
||||
mobs:capture_mob(self, clicker, 0, 0, 80, false, nil)
|
||||
end
|
||||
})
|
@ -155,8 +155,8 @@ function mobs.attach(entity, player)
|
||||
mcl_player.player_set_animation(player, "sit" , 30)
|
||||
end)
|
||||
|
||||
--player:set_look_yaw(entity.object:getyaw() - rot_view)
|
||||
player:set_look_horizontal(entity.object:getyaw() - rot_view)
|
||||
--player:set_look_yaw(entity.object:get_yaw() - rot_view)
|
||||
player:set_look_horizontal(entity.object:get_yaw() - rot_view)
|
||||
end
|
||||
|
||||
|
||||
@ -166,7 +166,7 @@ function mobs.detach(player, offset)
|
||||
|
||||
mcl_player.player_set_animation(player, "stand" , 30)
|
||||
|
||||
local pos = player:getpos()
|
||||
local pos = player:get_pos()
|
||||
|
||||
pos = {x = pos.x + offset.x, y = pos.y + 0.2 + offset.y, z = pos.z + offset.z}
|
||||
|
||||
@ -212,7 +212,6 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
||||
end
|
||||
|
||||
-- fix mob rotation
|
||||
-- entity.object:setyaw(entity.driver:get_look_yaw() - entity.rotate)
|
||||
entity.object:setyaw(entity.driver:get_look_horizontal() - entity.rotate)
|
||||
|
||||
if can_fly then
|
||||
@ -290,7 +289,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
||||
end
|
||||
|
||||
-- Set position, velocity and acceleration
|
||||
local p = entity.object:getpos()
|
||||
local p = entity.object:get_pos()
|
||||
local new_velo = {x = 0, y = 0, z = 0}
|
||||
local new_acce = {x = 0, y = -9.8, z = 0}
|
||||
|
||||
@ -344,7 +343,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
||||
end
|
||||
else
|
||||
if math.abs(velo.y) < 1 then
|
||||
local pos = entity.object:getpos()
|
||||
local pos = entity.object:get_pos()
|
||||
pos.y = math.floor(pos.y) + 0.5
|
||||
entity.object:setpos(pos)
|
||||
velo.y = 0
|
||||
@ -355,7 +354,7 @@ function mobs.drive(entity, moving_anim, stand_anim, can_fly, dtime)
|
||||
end
|
||||
end
|
||||
|
||||
new_velo = get_velocity(v, entity.object:getyaw() - rot_view, velo.y)
|
||||
new_velo = get_velocity(v, entity.object:get_yaw() - rot_view, velo.y)
|
||||
new_acce.y = new_acce.y + acce_y
|
||||
|
||||
entity.object:setvelocity(new_velo)
|
||||
@ -389,7 +388,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
|
||||
local ctrl = entity.driver:get_player_control()
|
||||
local velo = entity.object:getvelocity()
|
||||
local dir = entity.driver:get_look_dir()
|
||||
-- local yaw = entity.driver:get_look_yaw()
|
||||
local yaw = entity.driver:get_look_horizontal() + 1.57 -- offset fix between old and new commands
|
||||
local rot_steer, rot_view = math.pi / 2, 0
|
||||
|
||||
@ -420,7 +418,7 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
|
||||
-- firing arrows
|
||||
if ctrl.LMB and ctrl.sneak and shoots then
|
||||
|
||||
local pos = entity.object:getpos()
|
||||
local pos = entity.object:get_pos()
|
||||
local obj = minetest.add_entity({
|
||||
x = pos.x + 0 + dir.x * 2.5,
|
||||
y = pos.y + 1.5 + dir.y,
|
||||
@ -431,7 +429,6 @@ function mobs.fly(entity, dtime, speed, shoots, arrow, moving_anim, stand_anim)
|
||||
ent.switch = 1 -- for mob specific arrows
|
||||
ent.owner_id = tostring(entity.object) -- so arrows dont hurt entity you are riding
|
||||
local vec = {x = dir.x * 6, y = dir.y * 6, z = dir.z * 6}
|
||||
-- local yaw = entity.driver:get_look_yaw()
|
||||
local yaw = entity.driver:get_look_horizontal()
|
||||
obj:setyaw(yaw + math.pi / 2)
|
||||
obj:setvelocity(vec)
|
||||
|
@ -22,6 +22,9 @@ Lucky Blocks: 9
|
||||
|
||||
|
||||
Changelog:
|
||||
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
|
||||
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
|
||||
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage
|
||||
- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448
|
||||
- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
|
||||
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
|
||||
|
Loading…
Reference in New Issue
Block a user