local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local mob_class = mcl_mobs.mob_class local validate_vector = mcl_util.validate_vector local ENTITY_CRAMMING_MAX = 24 local CRAMMING_DAMAGE = 3 local DEATH_DELAY = 0.5 local DEFAULT_FALL_SPEED = -9.81*1.5 local PI = math.pi local HALFPI = 0.5 * PI local TWOPI = 2 * PI -- aka tau, but not very common local random = math.random local min = math.min local max = math.max local floor = math.floor local abs = math.abs local atan2 = math.atan2 local sin = math.sin local cos = math.cos local node_ok = mcl_mobs.node_ok local PATHFINDING = "gowp" local mobs_debug = minetest.settings:get_bool("mobs_debug", false) local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48 local show_health = false -- check if within physical map limits (-30911 to 30927) local function within_limits(pos, radius) local wmin, wmax = -30912, 30928 if mcl_vars then if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max end end if radius then wmin = wmin - radius wmax = wmax + radius end if not pos then return true end for _,v in pairs(pos) do if v < wmin or v > wmax then return false end end return true end function mob_class:player_in_active_range() for _,p in pairs(minetest.get_connected_players()) do local pos = self.object:get_pos() if pos and vector.distance(pos, p:get_pos()) <= mob_active_range then return true end -- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning. end end -- Return true if object is in view_range function mob_class:object_in_range(object) if not object then return false end local factor -- Apply view range reduction for special player armor if object:is_player() then local factors = mcl_armor.player_view_range_factors[object] factor = factors and factors[self.name] end -- Distance check local dist if factor and factor == 0 then return false elseif factor then dist = self.view_range * factor else dist = self.view_range end local p1, p2 = self.object:get_pos(), object:get_pos() return p1 and p2 and (vector.distance(p1, p2) <= dist) end function mob_class:item_drop(cooked, looting_level) if not mobs_drop_items then return end looting_level = looting_level or 0 if (self.child and self.type ~= "monster") then return end local obj, item, num local pos = self.object:get_pos() self.drops = self.drops or {} for n = 1, #self.drops do local dropdef = self.drops[n] local chance = 1 / dropdef.chance local looting_type = dropdef.looting if looting_level > 0 then local chance_function = dropdef.looting_chance_function if chance_function then chance = chance_function(looting_level) elseif looting_type == "rare" then chance = chance + (dropdef.looting_factor or 0.01) * looting_level end end local num = 0 local do_common_looting = (looting_level > 0 and looting_type == "common") if random() < chance then num = random(dropdef.min or 1, dropdef.max or 1) elseif not dropdef.looting_ignore_chance then do_common_looting = false end if do_common_looting then num = num + floor(random(0, looting_level) + 0.5) end if num > 0 then item = dropdef.name if cooked then local output = minetest.get_craft_result({method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end for x = 1, num do obj = minetest.add_item(pos, ItemStack(item .. " " .. 1)) if obj and obj:get_luaentity() then obj:set_velocity(vector.new((random() - 0.5) * 1.5, 6, (random() - 0.5) * 1.5)) elseif obj then obj:remove() -- item does not exist end end end end self.drops = {} end -- collision function borrowed amended from jordan4ibanez open_ai mod function mob_class:collision() local pos = self.object:get_pos() if not pos then return 0,0 end local vel = self.object:get_velocity() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do local ent = object:get_luaentity() if object:is_player() or (ent and ent.is_mob and object ~= self.object) then if object:is_player() and mcl_burning.is_burning(self.object) then mcl_burning.set_on_fire(object, 4) end local pos2 = object:get_pos() local vx, vz = pos.x - pos2.x, pos.z - pos2.z local force = width - (vx*vx+vz*vz)^0.5 if force > 0 then force = force * force * (object:is_player() and 2 or 1) -- players push more -- minetest.log("mob push force "..force.." "..tostring(self.name).." by "..tostring(ent and ent.name or "player")) x = x + vx * force z = z + vz * force end end end return x, z end function mob_class:check_death_and_slow_mob() local d = 0.7 local dying = self:check_dying() if dying then d = 0.92 end local v = self.object:get_velocity() if v then --diffuse object velocity self.object:set_velocity(vector.new(v.x*d, v.y, v.z*d)) end return dying end -- move mob in facing direction function mob_class:set_velocity(v) local c_x, c_z = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_z = self:collision() end if v > 0 then local yaw = (self.object:get_yaw() or 0) + self.rotate local x = ((-sin(yaw) * v) + c_x) * .4 local z = (( cos(yaw) * v) + c_z) * .4 if not self.acc then self.acc = vector.new(x, 0, z) else self.acc.x, self.acc.y, self.acc.z = x, 0, z end else -- allow standing mobs to be pushed if not self.acc then self.acc = vector.new(c_x * .2, 0, c_z * .2) else self.acc.x, self.acc.y, self.acc.z = c_x * .2, 0, c_z * .2 end end end -- calculate mob velocity (2d) function mob_class:get_velocity() local v = self.object:get_velocity() if not v then return 0 end return (v.x*v.x + v.z*v.z)^0.5 end function mob_class:update_roll() local is_Fleckenstein = self.nametag == "Fleckenstein" if not is_Fleckenstein and not self.is_Fleckenstein then return end local rot = self.object:get_rotation() rot.z = is_Fleckenstein and PI or 0 self.object:set_rotation(rot) if is_Fleckenstein ~= self.is_Fleckenstein then local pos = self.object:get_pos() local cbox = is_Fleckenstein and table.copy(self.collisionbox) or self.object:get_properties().collisionbox pos.y = pos.y + (cbox[2] + cbox[5]) cbox[2], cbox[5] = -cbox[5], -cbox[2] -- This leads to child mobs having the wrong collisionbox -- and seeing as it seems to be nothing but an easter egg -- i've put it inside the if. Which just makes it be upside -- down lol. self.object:set_properties({collisionbox = cbox}) self.object:set_pos(pos) end self.is_Fleckenstein = is_Fleckenstein end -- Relative turn, primarily for random turning -- @param dtime deprecated: ignored now, because of smooth rotations function mob_class:turn_by(angle, delay, dtime) return self:set_yaw((self.object:get_yaw() or 0) + angle, delay, dtime) end -- Turn into a direction (e.g., to the player, or away) -- @param dtime deprecated: ignored now, because of smooth rotations function mob_class:turn_in_direction(dx, dz, delay, dtime) if abs(dx) == 0 and abs(dz) == 0 then return self.object:get_yaw() + self.rotate end return self:set_yaw(-atan2(dx, dz) - self.rotate, delay, dtime) + self.rotate end -- set and return valid yaw -- @param dtime deprecated: ignored now, because of smooth rotations function mob_class:set_yaw(yaw, delay, dtime) if self.noyaw then return end if self._kb_turn then return yaw end -- knockback in effect if not self.object:get_yaw() or not self.object:get_pos() then return end self.delay = delay or 0 self.target_yaw = yaw % TWOPI return self.target_yaw end -- improved smooth rotation function mob_class:check_smooth_rotation(dtime) if not self.target_yaw then return end local delay = self.delay local initial_yaw = self.object:get_yaw() or 0 local yaw -- resulting yaw for this tick if delay and delay > 1 then local dif = (self.target_yaw - initial_yaw + PI) % TWOPI - PI yaw = (initial_yaw + dif / delay) % TWOPI self.delay = delay - 1 else yaw = self.target_yaw end if self.shaking then yaw = yaw + (random() * 2 - 1) / 72 * dtime end --[[ needed? if self.acc then local change = yaw - initial_yaw local si, co = sin(change), cos(change) self.acc.x, self.acc.y = co * self.acc.x - si * self.acc.y, si * self.acc.x + co * self.acc.y end ]]-- self.object:set_yaw(yaw) self:update_roll() end -- are we flying in what we are suppose to? (taikedz) function mob_class:flight_check() local nod = self.standing_in local def = minetest.registered_nodes[nod] if not def then return false end -- nil check local fly_in if type(self.fly_in) == "string" then fly_in = { self.fly_in } elseif type(self.fly_in) == "table" then fly_in = self.fly_in else return false end for _,checknode in pairs(fly_in) do if nod == checknode or nod == "ignore" then return true end end return false end -- check if mob is dead or only hurt function mob_class:check_for_death(cause, cmi_cause) if self.state == "die" then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? if self.health > 0 then -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- play damage sound if health was reduced and make mob flash red. if damaged then self:add_texture_mod("^[colorize:#d42222:175") minetest.after(1, function(self) if self and self.object then self:remove_texture_mod("^[colorize:#d42222:175") end end, self) self:mob_sound("damage") end -- backup nametag so we can show health stats if not self.nametag2 then self.nametag2 = self.nametag or "" end if show_health and (cmi_cause and cmi_cause.type == "punch") then self.htimer = 2 self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() end return false end self:mob_sound("death") local function death_handle(self) if cmi_cause and cmi_cause["type"] then --minetest.log("cmi_cause: " .. tostring(cmi_cause["type"])) end --minetest.log("cause: " .. tostring(cause)) -- TODO other env damage shouldn't drop xp -- "rain", "water", "drowning", "suffocation" -- dropped cooked item if mob died in fire or lava if cause == "lava" or cause == "fire" then self:item_drop(true, 0) else local wielditem = ItemStack() if cause == "hit" then local puncher = cmi_cause.puncher if puncher then wielditem = puncher:get_wielded_item() end end local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect") local looting = mcl_enchanting.get_enchantment(wielditem, "looting") self:item_drop(cooked, looting) if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then local pos = self.object:get_pos() local xp_amount = random(self.xp_min, self.xp_max) if not mcl_sculk.handle_death(pos, xp_amount) then --minetest.log("Xp not thrown") if minetest.is_creative_enabled("") ~= true then mcl_experience.throw_xp(pos, xp_amount) end else --minetest.log("xp thrown") end end end end -- execute custom death function if self.on_die then local pos = self.object:get_pos() local on_die_exit = self.on_die(self, pos, cmi_cause) if on_die_exit ~= true then death_handle(self) end if on_die_exit == true then self.state = "die" mcl_burning.extinguish(self.object) self.object:remove() return true end end if self.jockey or self.riden_by_jock then self.riden_by_jock = nil self.jockey = nil end local collisionbox if self.collisionbox then collisionbox = table.copy(self.collisionbox) end self.state = "die" self.attack = nil self.v_start = false self.fall_speed = DEFAULT_FALL_SPEED self.timer = 0 self.blinktimer = 0 self:remove_texture_mod("^[colorize:#FF000040") self:remove_texture_mod("^[brighten") self.passive = true self.object:set_properties({ pointable = false, collide_with_objects = false, }) self:set_velocity(0) local acc = self.object:get_acceleration() if acc then acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0 self.object:set_acceleration(acc) end local length -- default death function and die animation (if defined) if self.instant_death then length = 0 elseif self.animation and self.animation.die_start and self.animation.die_end then local frames = self.animation.die_end - self.animation.die_start local speed = self.animation.die_speed or 15 length = max(frames / speed, 0) + DEATH_DELAY self:set_animation( "die") else length = 1 + DEATH_DELAY self:set_animation( "stand", true) end -- Remove body after a few seconds and drop stuff local kill = function(self) if not self.object:get_luaentity() then return end death_handle(self) local dpos = self.object:get_pos() local cbox = self.collisionbox local yaw = self.object:get_rotation().y mcl_burning.extinguish(self.object) self.object:remove() mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death) end if length <= 0 then kill(self) else minetest.after(length, kill, self) end return true end -- Deal light damage to mob, returns true if mob died function mob_class:deal_light_damage(pos, damage) if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then self.health = self.health - damage mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") if self:check_for_death("light", {type = "light"}) then return true end end end -- environmental damage (water, lava, fire, light etc.) function mob_class:do_env_damage() -- feed/tame text timer (so mob 'full' messages dont spam chat) if self.htimer > 0 then self.htimer = self.htimer - 1 end -- reset nametag after showing health stats if self.htimer < 1 and self.nametag2 then self.nametag = self.nametag2 self.nametag2 = nil self:update_tag() end local pos = self.object:get_pos() if not pos then return end self.time_of_day = minetest.get_timeofday() -- remove mob if beyond map limits if not within_limits(pos, 0) then mcl_burning.extinguish(self.object) self.object:remove() return true end -- Simple light damage if (self.light_damage or 0) > 0 and mcl_burning.is_affected_by_sunlight(self.object, 12) then if self:deal_light_damage(pos, self.light_damage) then return true end end -- Sunlight burning/igniting mobs if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and mcl_burning.is_affected_by_sunlight(self.object) then if not (self.armor_list and (self.armor_list.helmet or "") ~= "") then if self.ignited_by_sunlight and not mcl_burning.is_affected_by_rain(self.object) then if (#mcl_burning.get_touching_nodes(self.object, "group:puts_out_fire", self) == 0) then mcl_burning.set_on_fire(self.object, 10) end else self:deal_light_damage(pos, self.sunlight_damage) end end end local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? pos.y = pos.y + y_level + 0.25 -- foot level local pos2 = vector.new(pos.x, pos.y-1, pos.z) self.standing_in = node_ok(pos, "air").name self.standing_on = node_ok(pos2, "air").name local pos3 = vector.offset(pos, 0, 1, 0) self.standing_under = node_ok(pos3, "air").name -- don't fall when on ignore, just stand still if self.standing_in == "ignore" then self.object:set_velocity(vector.zero()) -- wither rose effect elseif self.standing_in == "mcl_flowers:wither_rose" then mcl_potions.give_effect_by_level("withering", self.object, 2, 2) end local nodef = minetest.registered_nodes[self.standing_in] local nodef2 = minetest.registered_nodes[self.standing_on] local nodef3 = minetest.registered_nodes[self.standing_under] -- rain if self.rain_damage > 0 and mcl_burning.is_affected_by_rain(self.object) then self.health = self.health - self.rain_damage if self:check_for_death("rain", {type = "environment", pos = pos, node = self.standing_in}) then return true end end pos.y = pos.y + 1 -- for particle effect position -- water damage if self.water_damage > 0 and nodef.groups.water then self.health = self.health - self.water_damage mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil) if self:check_for_death("water", {type = "environment", pos = pos, node = self.standing_in}) then return true end elseif self.lava_damage > 0 and (nodef.groups.lava) then -- lava damage if self.lava_damage ~= 0 then self.health = self.health - self.lava_damage mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_burning.set_on_fire(self.object, 10) if self:check_for_death("lava", {type = "environment", pos = pos, node = self.standing_in}) then return true end end elseif self.fire_damage > 0 and (nodef2.groups.fire) then -- magma damage self.health = self.health - self.fire_damage if self:check_for_death("fire", {type = "environment", pos = pos, node = self.standing_in}) then return true end elseif self.fire_damage > 0 and (nodef.groups.fire) then -- fire damage self.health = self.health - self.fire_damage mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil) mcl_burning.set_on_fire(self.object, 5) if self:check_for_death("fire", {type = "environment", pos = pos, node = self.standing_in}) then return true end elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then -- damage_per_second node check self.health = self.health - nodef.damage_per_second mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png") if self:check_for_death("dps", {type = "environment", pos = pos, node = self.standing_in}) then return true end end -- Cactus damage if self.standing_on == "mcl_core:cactus" or self.standing_in == "mcl_core:cactus" or self.standing_under == "mcl_core:cactus" then self:damage_mob("cactus", 2) if self:check_for_death("cactus", {type = "environment", pos = pos, node = self.standing_in}) then return true end else local near = minetest.find_node_near(pos, 1, "mcl_core:cactus") if near then -- is mob touching the cactus? local dist = vector.distance(pos, near) local threshold = 1.04 -- small mobs -- medium mobs if self.name == "mobs_mc:spider" or self.name == "mobs_mc:iron_golem" or self.name == "mobs_mc:horse" or self.name == "mobs_mc:donkey" or self.name == "mobs_mc:mule" or self.name == "mobs_mc:polar_bear" or self.name == "mobs_mc:cave_spider" or self.name == "mobs_mc:skeleton_horse" or self.name == "mobs_mc:zombie_horse" or self.name == "mobs_mc:strider" or self.name == "mobs_mc:hoglin" or self.name == "mobs_mc:zoglin" then threshold = 1.165 elseif self.name == "mobs_mc:slime_big" or self.name == "mobs_mc:magma_cube_big" or self.name == "mobs_mc:ghast" or self.name == "mobs_mc:guardian_elder" or self.name == "mobs_mc:wither" or self.name == "mobs_mc:ender_dragon" then threshold = 1.25 end if dist < threshold then self:damage_mob("cactus", 2) if self:check_for_death("cactus", {type = "environment", pos = pos, node = self.standing_in}) then return true end end end end -- Drowning damage if self.breath_max ~= -1 then local drowning = false if self.breathes_in_water then if minetest.get_item_group(self.standing_in, "water") == 0 then drowning = true end elseif nodef.drowning > 0 and nodef3.drowning > 0 then drowning = true end if drowning then self.breath = max(0, self.breath - 1) mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil) if self.breath <= 0 then local dmg if nodef.drowning > 0 then dmg = nodef.drowning else dmg = 4 end self:damage_effect(dmg) self.health = self.health - dmg end if self:check_for_death("drowning", {type = "environment", pos = pos, node = self.standing_in}) then return true end else self.breath = min(self.breath_max, self.breath + 1) end end --- suffocation inside solid node -- FIXME: Redundant with mcl_playerplus if (self.suffocation == true) and (nodef.walkable == nil or nodef.walkable == true) and (nodef.collision_box == nil or nodef.collision_box.type == "regular") and (nodef.node_box == nil or nodef.node_box.type == "regular") and (nodef.groups.disable_suffocation ~= 1) and (nodef.groups.opaque == 1) then -- Short grace period before starting to take suffocation damage. -- This is different from players, who take damage instantly. -- This has been done because mobs might briefly be inside solid nodes -- when e.g. climbing up stairs. -- This is a bit hacky because it assumes that do_env_damage -- is called roughly every second only. self.suffocation_timer = self.suffocation_timer + 1 if self.suffocation_timer >= 3 then -- 2 damage per second -- TODO: Deal this damage once every 1/2 second self.health = self.health - 2 if self:check_for_death("suffocation", {type = "environment", pos = pos, node = self.standing_in}) then return true end end else self.suffocation_timer = 0 end return self:check_for_death("unknown", {type = "unknown"}) end function mob_class:step_damage (dtime, pos) if not self.fire_resistant then mcl_burning.tick(self.object, dtime, self) if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately if self:check_for_death("fire", {type = "fire"}) then return true end end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if self.env_damage_timer > 1 then self.env_damage_timer = 0 self:check_entity_cramming() -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return true end self:replace_node(pos) -- (sheep eats grass etc.) end end function mob_class:damage_mob(reason,damage) if not self.health then return end damage = floor(damage) if damage > 0 then self.health = self.health - damage mcl_mobs.effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil) if self:check_for_death(reason, {type = reason}) then return true end end end function mob_class:check_entity_cramming() local p = self.object:get_pos() if not p then return end local oo = minetest.get_objects_inside_radius(p,1) local mobs = {} for _,o in pairs(oo) do local l = o:get_luaentity() if l and l.is_mob and l.health > 0 then table.insert(mobs,l) end end local clear = #mobs < ENTITY_CRAMMING_MAX local ncram = {} for _,l in pairs(mobs) do if l then if clear then l.cram = nil elseif l.cram == nil and not self.child then table.insert(ncram,l) elseif l.cram then l:damage_mob("cramming",CRAMMING_DAMAGE) end end end for i,l in pairs(ncram) do if i > ENTITY_CRAMMING_MAX then l.cram = true else l.cram = nil end end end -- falling and fall damage -- returns true if mob died function mob_class:falling(pos, moveresult) if self.fly and self.state ~= "die" then return end if not self.fall_speed then self.fall_speed = DEFAULT_FALL_SPEED end -- Gravity local v = self.object:get_velocity() if v then if v.y > 0 or (v.y <= 0 and v.y > self.fall_speed) then -- fall downwards at set speed if moveresult and moveresult.touching_ground then -- when touching ground, retain a minimal gravity to keep the touching_ground flag -- but also to not get upwards acceleration with large dtime when on bouncy ground self.object:set_acceleration(vector.new(0, self.fall_speed * 0.01, 0)) else self.object:set_acceleration(vector.new(0, self.fall_speed, 0)) end else -- stop accelerating once max fall speed hit self.object:set_acceleration(vector.zero()) end end if mcl_portals ~= nil then if mcl_portals.nether_portal_cooloff(self.object) then return false -- mob has teleported through Nether portal - it's 99% not falling end end local registered_node = minetest.registered_nodes[node_ok(pos).name] if registered_node.groups.lava then if self.floats_on_lava == 1 then self.object:set_acceleration(vector.new(0, -self.fall_speed / max(1, v.y^2), 0)) end end -- in water then float up if registered_node.groups.water then if self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).name].groups.water then self.object:set_acceleration(vector.new(0, -self.fall_speed / max(1, v.y^2), 0)) end else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local n = node_ok(vector.offset(pos,0,-1,0)).name local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 and n ~= "air" and n ~= "ignore" then local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent") local damage = d - 5 if add ~= 0 then damage = damage + damage * (add/100) end self:damage_mob("fall",damage) end self.old_y = self.object:get_pos().y end end end function mob_class:check_water_flow() -- Add water flowing for mobs from mcl_item_entity local p = self.object:get_pos() local node = minetest.get_node_or_nil(p) local def = node and minetest.registered_nodes[node.name] -- Move item around on flowing liquids if def and def.liquidtype == "flowing" then --[[ Get flowing direction (function call from flowlib), if there's a liquid. NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7. Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]] local vec = flowlib.quick_flow(p, node) -- Just to make sure we don't manipulate the speed for no reason if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then -- Minecraft Wiki: Flowing speed is "about 1.39 meters per second" local f = 1.39 -- Set new item moving speed into the direciton of the liquid local newv = vector.multiply(vec, f) self.object:set_acceleration(vector.zero()) self.object:set_velocity(vector.new(newv.x, -0.22, newv.z)) self.physical_state = true self._flowing = true self.object:set_properties({ physical = true }) return end elseif self._flowing == true then -- Disable flowing physics if not on/in flowing liquid self._flowing = false return end end function mob_class:check_dying() if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then local rot = self.object:get_rotation() if rot then rot.z = ((HALFPI - rot.z) * .2) + rot.z self.object:set_rotation(rot) end return true end end function mob_class:check_suspend(player_in_active_range) local pos = self.object:get_pos() if pos and not player_in_active_range then local node_under = node_ok(vector.offset(pos,0,-1,0)).name self:set_animation( "stand", true) local acc = self.object:get_acceleration() if acc then if acc.y > 0 or node_under ~= "air" then self.object:set_acceleration(vector.zero()) self.object:set_velocity(vector.zero()) end end return true end end