mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-05 15:23:50 +01:00
3126 lines
66 KiB
Lua
3126 lines
66 KiB
Lua
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-- Mobs Api (1st December 2016)
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mobs = {}
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mobs.mod = "redo"
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-- Intllib
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local S
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if minetest.get_modpath("intllib") then
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S = intllib.Getter()
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else
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S = function(s, a, ...)
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if a == nil then
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return s
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end
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a = {a, ...}
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return s:gsub("(@?)@(%(?)(%d+)(%)?)",
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function(e, o, n, c)
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if e == "" then
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return a[tonumber(n)] .. (o == "" and c or "")
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else
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return "@" .. o .. n .. c
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end
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end)
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end
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end
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mobs.intllib = S
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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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mobs.invis = invisibility
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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 = tonumber(minetest.setting_get("mobs_spawn_protected")) or 1
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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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-- pathfinding settings
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- localize functions
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local pi = math.pi
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local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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local atan = function(x)
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if x ~= x then
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--error("atan bassed NaN")
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--print ("atan based NaN")
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return 0
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else
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return atann(x)
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end
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end
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local do_attack = function(self, player)
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if self.state ~= "attack" then
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if random(0,100) < 90
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and self.sounds.war_cry then
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minetest.sound_play(self.sounds.war_cry, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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})
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end
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self.state = "attack"
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self.attack = player
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end
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end
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local set_velocity = function(self, v)
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local yaw = self.object:getyaw() + self.rotate or 0
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self.object:setvelocity({
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x = sin(yaw) * -v,
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y = self.object:getvelocity().y,
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z = cos(yaw) * v
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})
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end
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local get_velocity = function(self)
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local v = self.object:getvelocity()
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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local set_animation = function(self, type)
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if not self.animation then
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return
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end
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self.animation.current = self.animation.current or ""
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self.animation.speed_normal = self.animation.speed_normal or 15
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if type == "stand"
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and self.animation.current ~= "stand" then
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if self.animation.stand_start
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and self.animation.stand_end then
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self.object:set_animation({
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x = self.animation.stand_start,
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y = self.animation.stand_end},
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(self.animation.speed_stand or self.animation.speed_normal), 0)
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self.animation.current = "stand"
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end
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elseif type == "walk"
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and self.animation.current ~= "walk" then
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if self.animation.walk_start
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and self.animation.walk_end then
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self.object:set_animation({
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x = self.animation.walk_start,
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y = self.animation.walk_end},
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(self.animation.speed_walk or self.animation.speed_normal), 0)
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self.animation.current = "walk"
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end
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elseif type == "run"
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and self.animation.current ~= "run" then
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if self.animation.run_start
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and self.animation.run_end then
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self.object:set_animation({
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x = self.animation.run_start,
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y = self.animation.run_end},
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(self.animation.speed_run or self.animation.speed_normal), 0)
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self.animation.current = "run"
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end
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elseif type == "punch"
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and self.animation.current ~= "punch" then
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if self.animation.punch_start
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and self.animation.punch_end then
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self.object:set_animation({
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x = self.animation.punch_start,
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y = self.animation.punch_end},
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(self.animation.speed_punch or self.animation.speed_normal), 0)
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self.animation.current = "punch"
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end
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elseif type == "punch2"
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and self.animation.current ~= "punch2" then
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if self.animation.punch2_start
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and self.animation.punch2_end then
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self.object:set_animation({
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x = self.animation.punch2_start,
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y = self.animation.punch2_end},
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(self.animation.speed_punch2 or self.animation.speed_normal), 0)
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self.animation.current = "punch2"
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end
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elseif type == "shoot"
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and self.animation.current ~= "shoot" then
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if self.animation.shoot_start
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and self.animation.shoot_end then
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self.object:set_animation({
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x = self.animation.shoot_start,
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y = self.animation.shoot_end},
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(self.animation.speed_shoot or self.animation.speed_normal), 0)
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self.animation.current = "shoot"
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end
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end
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end
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-- check line of sight for walkers and swimmers alike
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local function line_of_sight_water(self, pos1, pos2, stepsize)
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local s, pos_w = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- swimming mobs can see you through water
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if s == false
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and self.fly
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and self.fly_in == "mcl_core:water_source" then
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local nod = minetest.get_node(pos_w).name
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if nod == "mcl_core:water_source"
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or nod == "mcl_core:water_flowing" then
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return true
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end
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-- just incase we have a special node for flying/swimming mobs
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elseif s == false
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and self.fly
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and self.fly_in then
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local nod = minetest.get_node(pos_w).name
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if nod == self.fly_in then
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return true
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end
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end
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return false
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end
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-- particle effects
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local function effect(pos, amount, texture, min_size, max_size, radius, gravity)
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radius = radius or 2
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min_size = min_size or 0.5
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max_size = max_size or 1
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gravity = gravity or -10
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minetest.add_particlespawner({
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amount = amount,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = {x = 0, y = gravity, z = 0},
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maxacc = {x = 0, y = gravity, z = 0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = min_size,
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maxsize = max_size,
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texture = texture,
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})
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end
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local function update_tag(self)
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self.object:set_properties({
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nametag = self.nametag
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})
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end
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-- check if mob is dead or only hurt
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local function check_for_death(self)
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-- has health actually changed?
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if self.health == self.old_health then
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return
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end
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self.old_health = self.health
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-- still got some health? play hurt sound
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if self.health > 0 then
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if self.sounds.damage then
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minetest.sound_play(self.sounds.damage, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance
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})
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end
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-- make sure health isn't higher than max
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if self.health > self.hp_max then
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self.health = self.hp_max
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end
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-- backup nametag so we can show health stats
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if not self.nametag2 then
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self.nametag2 = self.nametag or ""
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end
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self.htimer = 2
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update_tag(self)
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return false
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end
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-- drop items when dead
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local obj
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local pos = self.object:getpos()
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for n = 1, #self.drops do
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if random(1, self.drops[n].chance) == 1 then
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obj = minetest.add_item(pos,
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ItemStack(self.drops[n].name .. " "
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.. random(self.drops[n].min, self.drops[n].max)))
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if obj then
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obj:setvelocity({
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x = random(-10, 10) / 9,
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y = 5,
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z = random(-10, 10) / 9,
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})
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end
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end
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end
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-- play death sound
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if self.sounds.death then
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minetest.sound_play(self.sounds.death, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance
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})
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end
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-- execute custom death function
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if self.on_die then
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self.on_die(self, pos)
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self.object:remove()
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return true
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end
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-- default death function
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self.object:remove()
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effect(pos, 20, "tnt_smoke.png")
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return true
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end
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-- check if within physical map limits (-30911 to 30927)
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local function within_limits(pos, radius)
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if (pos.x - radius) > -30913
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and (pos.x + radius) < 30928
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and (pos.y - radius) > -30913
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and (pos.y + radius) < 30928
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and (pos.z - radius) > -30913
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and (pos.z + radius) < 30928 then
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return true -- within limits
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end
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return false -- beyond limits
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end
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-- is mob facing a cliff
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local function is_at_cliff(self)
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if self.fear_height == 0 then -- 0 for no falling protection!
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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 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 ypos = pos.y + self.collisionbox[2] -- just above floor
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if minetest.line_of_sight(
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{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
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{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}
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, 1) 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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-- get node but use fallback for nil or unknown
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local function node_ok(pos, fallback)
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fallback = fallback or "mcl_core:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return minetest.registered_nodes[fallback]
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end
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if minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- environmental damage (water, lava, fire, light)
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local do_env_damage = function(self)
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-- feed/tame text timer (so mob 'full' messages dont spam chat)
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if self.htimer > 0 then
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self.htimer = self.htimer - 1
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end
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-- reset nametag after showing health stats
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if self.htimer < 1 and self.nametag2 then
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self.nametag = self.nametag2
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self.nametag2 = nil
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end
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local pos = self.object:getpos()
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self.time_of_day = minetest.get_timeofday()
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-- remove mob if beyond map limits
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if not within_limits(pos, 0) then
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self.object:remove()
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return
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end
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-- daylight above ground
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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 (minetest.get_node_light(pos) or 0) > 12 then
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self.health = self.health - self.light_damage
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effect(pos, 5, "tnt_smoke.png")
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end
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-- what is mob standing in?
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pos.y = pos.y + self.collisionbox[2] + 0.1 -- foot level
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self.standing_in = node_ok(pos, "air").name
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--print ("standing in " .. self.standing_in)
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if self.water_damage ~= 0
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or self.lava_damage ~= 0 then
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local nodef = minetest.registered_nodes[self.standing_in]
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pos.y = pos.y + 1
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-- water
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if self.water_damage ~= 0
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and nodef.groups.water then
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self.health = self.health - self.water_damage
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effect(pos, 5, "bubble.png")
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end
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-- lava or fire
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if self.lava_damage ~= 0
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and (nodef.groups.lava
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or self.standing_in == "mcl_fire:fire"
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or self.standing_in == "mcl_fire:eternal_fire") then
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self.health = self.health - self.lava_damage
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effect(pos, 5, "fire_basic_flame.png")
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end
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end
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check_for_death(self)
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end
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-- jump if facing a solid node (not fences or gates)
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local do_jump = function(self)
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if self.fly
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or self.child then
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return
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end
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local pos = self.object:getpos()
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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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local nod = node_ok(pos)
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--print ("standing on:", nod.name, pos.y)
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if minetest.registered_nodes[nod.name].walkable == false then
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return
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end
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-- where is front
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local yaw = self.object:getyaw()
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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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-- what is in front of mob?
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local nod = node_ok({
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x = pos.x + dir_x,
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y = pos.y + 0.5,
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z = pos.z + dir_z
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})
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-- thin blocks that do not need to be jumped
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if nod.name == "mcl_core:snow" then
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return
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end
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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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local v = self.object:getvelocity()
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v.y = self.jump_height + 1
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self.object:setvelocity(v)
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if self.sounds.jump then
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minetest.sound_play(self.sounds.jump, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance
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})
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end
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end
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end
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-- this is a faster way to 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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return square(x * x + y * y + z * z)
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end
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-- blast damage to entities nearby (modified from TNT mod)
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local function entity_physics(pos, radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
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for n = 1, #objs do
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obj_pos = objs[n]:getpos()
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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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local damage = floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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if objs[n]:is_player() then
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objs[n]:set_hp(objs[n]:get_hp() - damage)
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else --if ent.health then
|
|
|
|
objs[n]:punch(objs[n], 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, nil)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- should mob follow what I'm holding ?
|
|
local function follow_holding(self, clicker)
|
|
|
|
if mobs.invis[clicker:get_player_name()] then
|
|
return false
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
local t = type(self.follow)
|
|
|
|
-- single item
|
|
if t == "string"
|
|
and item:get_name() == self.follow then
|
|
return true
|
|
|
|
-- multiple items
|
|
elseif t == "table" then
|
|
|
|
for no = 1, #self.follow do
|
|
|
|
if self.follow[no] == item:get_name() then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- find two animals of same type and breed if nearby and horny
|
|
local function breed(self)
|
|
|
|
-- child takes 240 seconds before growing into adult
|
|
if self.child == true then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer > 240 then
|
|
|
|
self.child = false
|
|
self.hornytimer = 0
|
|
|
|
self.object:set_properties({
|
|
textures = self.base_texture,
|
|
mesh = self.base_mesh,
|
|
visual_size = self.base_size,
|
|
collisionbox = self.base_colbox,
|
|
})
|
|
|
|
-- jump when fully grown so not to fall into ground
|
|
self.object:setvelocity({
|
|
x = 0,
|
|
y = self.jump_height,
|
|
z = 0
|
|
})
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- horny animal can mate for 40 seconds,
|
|
-- afterwards horny animal cannot mate again for 200 seconds
|
|
if self.horny == true
|
|
and self.hornytimer < 240 then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= 240 then
|
|
self.hornytimer = 0
|
|
self.horny = false
|
|
end
|
|
end
|
|
|
|
-- find another same animal who is also horny and mate if close enough
|
|
if self.horny == true
|
|
and self.hornytimer <= 40 then
|
|
|
|
local pos = self.object:getpos()
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, 3)
|
|
local num = 0
|
|
local ent = nil
|
|
|
|
for n = 1, #objs do
|
|
|
|
ent = objs[n]:get_luaentity()
|
|
|
|
-- check for same animal with different colour
|
|
local canmate = false
|
|
|
|
if ent then
|
|
|
|
if ent.name == self.name then
|
|
canmate = true
|
|
else
|
|
local entname = string.split(ent.name,":")
|
|
local selfname = string.split(self.name,":")
|
|
|
|
if entname[1] == selfname[1] then
|
|
entname = string.split(entname[2],"_")
|
|
selfname = string.split(selfname[2],"_")
|
|
|
|
if entname[1] == selfname[1] then
|
|
canmate = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if ent
|
|
and canmate == true
|
|
and ent.horny == true
|
|
and ent.hornytimer <= 40 then
|
|
num = num + 1
|
|
end
|
|
|
|
-- found your mate? then have a baby
|
|
if num > 1 then
|
|
|
|
self.hornytimer = 41
|
|
ent.hornytimer = 41
|
|
|
|
-- spawn baby
|
|
minetest.after(5, function()
|
|
|
|
local mob = minetest.add_entity(pos, self.name)
|
|
local ent2 = mob:get_luaentity()
|
|
local textures = self.base_texture
|
|
|
|
if self.child_texture then
|
|
textures = self.child_texture[1]
|
|
end
|
|
|
|
mob:set_properties({
|
|
textures = textures,
|
|
visual_size = {
|
|
x = self.base_size.x * .5,
|
|
y = self.base_size.y * .5,
|
|
},
|
|
collisionbox = {
|
|
self.base_colbox[1] * .5,
|
|
self.base_colbox[2] * .5,
|
|
self.base_colbox[3] * .5,
|
|
self.base_colbox[4] * .5,
|
|
self.base_colbox[5] * .5,
|
|
self.base_colbox[6] * .5,
|
|
},
|
|
})
|
|
ent2.child = true
|
|
ent2.tamed = true
|
|
ent2.owner = self.owner
|
|
end)
|
|
|
|
num = 0
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
local function replace(self, pos)
|
|
|
|
if self.replace_rate
|
|
and self.child == false
|
|
and random(1, self.replace_rate) == 1 then
|
|
|
|
local pos = self.object:getpos()
|
|
|
|
pos.y = pos.y + self.replace_offset
|
|
|
|
-- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
|
|
|
|
if self.replace_what
|
|
and self.replace_with
|
|
and self.object:getvelocity().y == 0
|
|
and #minetest.find_nodes_in_area(pos, pos, self.replace_what) > 0 then
|
|
|
|
minetest.set_node(pos, {name = self.replace_with})
|
|
|
|
-- when cow/sheep eats grass, replace wool and milk
|
|
if self.gotten == true then
|
|
self.gotten = false
|
|
self.object:set_properties(self)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- check if daytime and also if mob is docile during daylight hours
|
|
local function day_docile(self)
|
|
|
|
if self.docile_by_day == false then
|
|
|
|
return false
|
|
|
|
elseif self.docile_by_day == true
|
|
and self.time_of_day > 0.2
|
|
and self.time_of_day < 0.8 then
|
|
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- path finding and smart mob routine by rnd
|
|
local function smart_mobs(self, s, p, dist, dtime)
|
|
|
|
local s1 = self.path.lastpos
|
|
|
|
-- is it becoming stuck?
|
|
if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
|
|
self.path.stuck_timer = self.path.stuck_timer + dtime
|
|
else
|
|
self.path.stuck_timer = 0
|
|
end
|
|
|
|
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
|
|
|
|
-- im stuck, search for path
|
|
if (self.path.stuck_timer > stuck_timeout and not self.path.following)
|
|
or (self.path.stuck_timer > stuck_path_timeout
|
|
and self.path.following) then
|
|
|
|
self.path.stuck_timer = 0
|
|
|
|
-- lets try find a path, first take care of positions
|
|
-- since pathfinder is very sensitive
|
|
local sheight = self.collisionbox[5] - self.collisionbox[2]
|
|
|
|
-- round position to center of node to avoid stuck in walls
|
|
-- also adjust height for player models!
|
|
s.x = floor(s.x + 0.5)
|
|
s.y = floor(s.y + 0.5) - sheight
|
|
s.z = floor(s.z + 0.5)
|
|
|
|
local ssight, sground = minetest.line_of_sight(s, {
|
|
x = s.x, y = s.y - 4, z = s.z}, 1)
|
|
|
|
-- determine node above ground
|
|
if not ssight then
|
|
s.y = sground.y + 1
|
|
end
|
|
|
|
local p1 = self.attack:getpos()
|
|
|
|
p1.x = floor(p1.x + 0.5)
|
|
p1.y = floor(p1.y + 0.5)
|
|
p1.z = floor(p1.z + 0.5)
|
|
|
|
local drop_height = self.fear_height
|
|
if not drop_height then
|
|
drop_height = 4
|
|
end
|
|
local jump_height
|
|
if self.jump_height then
|
|
jump_height = math.max(1, self.jump_height/3)
|
|
else
|
|
jump_height = 1
|
|
end
|
|
self.path.way = minetest.find_path(s, p1, self.view_range + 1, jump_height, drop_height, "A*_noprefetch")
|
|
|
|
-- attempt to unstick mob that is "daydreaming"
|
|
self.object:setpos({
|
|
x = s.x + 0.1 * (random() * 2 - 1),
|
|
y = s.y + 1,
|
|
z = s.z + 0.1 * (random() * 2 - 1)
|
|
})
|
|
|
|
self.state = ""
|
|
do_attack(self, self.attack)
|
|
|
|
-- no path found, try something else
|
|
if not self.path.way then
|
|
|
|
self.path.following = false
|
|
|
|
-- lets make way by digging/building if not accessible
|
|
if self.pathfinding == 2 then
|
|
|
|
-- add block and remove one block above so
|
|
-- there is room to jump if needed
|
|
if s.y < p1.y then
|
|
|
|
if not minetest.is_protected(s, "") then
|
|
minetest.set_node(s, {name = "mcl_core:dirt"})
|
|
end
|
|
|
|
local sheight = math.ceil(self.collisionbox[5]) + 1
|
|
|
|
-- assume mob is 2 blocks high so it digs above its head
|
|
s.y = s.y + sheight
|
|
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local node1 = minetest.get_node(s).name
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore" then
|
|
minetest.set_node(s, {name = "air"})
|
|
minetest.add_item(s, ItemStack(node1))
|
|
end
|
|
end
|
|
|
|
s.y = s.y - sheight
|
|
self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
|
|
|
|
else -- dig 2 blocks to make door toward player direction
|
|
|
|
local yaw1 = self.object:getyaw() + pi / 2
|
|
|
|
local p1 = {
|
|
x = s.x + cos(yaw1),
|
|
y = s.y,
|
|
z = s.z + sin(yaw1)
|
|
}
|
|
|
|
if not minetest.is_protected(p1, "") then
|
|
|
|
local node1 = minetest.get_node(p1).name
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore" then
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
p1.y = p1.y + 1
|
|
node1 = minetest.get_node(p1).name
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore" then
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- will try again in 2 second
|
|
self.path.stuck_timer = stuck_timeout - 2
|
|
|
|
-- frustration! cant find the damn path :(
|
|
if self.sounds.random then
|
|
|
|
minetest.sound_play(self.sounds.random, {
|
|
object = self.object,
|
|
max_hear_distance = self.sounds.distance
|
|
})
|
|
end
|
|
|
|
else
|
|
|
|
-- yay i found path
|
|
if self.sounds.attack then
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
minetest.sound_play(self.sounds.attack, {
|
|
object = self.object,
|
|
max_hear_distance = self.sounds.distance
|
|
})
|
|
end
|
|
|
|
-- follow path now that it has it
|
|
self.path.following = true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- specific attacks
|
|
local specific_attack = function(list, what)
|
|
|
|
-- no list so attack default (player, animals etc.)
|
|
if list == nil then
|
|
return true
|
|
end
|
|
|
|
-- is found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- monster find someone to attack
|
|
local monster_attack = function(self)
|
|
|
|
if self.type ~= "monster"
|
|
or not damage_enabled
|
|
or self.state == "attack"
|
|
or day_docile(self) then
|
|
return
|
|
end
|
|
|
|
local s = self.object:getpos()
|
|
local p, sp, dist
|
|
local player, obj, min_player
|
|
local type, name = "", ""
|
|
local min_dist = self.view_range + 1
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
if mobs.invis[ objs[n]:get_player_name() ] then
|
|
|
|
type = ""
|
|
else
|
|
player = objs[n]
|
|
type = "player"
|
|
name = "player"
|
|
end
|
|
else
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
player = obj.object
|
|
type = obj.type
|
|
name = obj.name or ""
|
|
end
|
|
end
|
|
|
|
-- find specific mob to attack, failing that attack player/npc/animal
|
|
if specific_attack(self.specific_attack, name)
|
|
and (type == "player" or type == "npc"
|
|
or (type == "animal" and self.attack_animals == true)) then
|
|
|
|
s = self.object:getpos()
|
|
p = player:getpos()
|
|
sp = s
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
dist = get_distance(p, s)
|
|
|
|
if dist < self.view_range then
|
|
-- field of view check goes here
|
|
|
|
-- choose closest player to attack
|
|
if line_of_sight_water(self, sp, p, 2) == true
|
|
and dist < min_dist then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- attack player
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
-- npc, find closest monster to attack
|
|
local npc_attack = function(self)
|
|
|
|
if self.type ~= "npc"
|
|
or not self.attacks_monsters
|
|
or self.state == "attack" then
|
|
return
|
|
end
|
|
|
|
local s = self.object:getpos()
|
|
local min_dist = self.view_range + 1
|
|
local obj, min_player = nil, nil
|
|
local objs = minetest.get_objects_inside_radius(s, self.view_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj
|
|
and obj.type == "monster" then
|
|
|
|
local p = obj.object:getpos()
|
|
|
|
local dist = get_distance(p, s)
|
|
|
|
if dist < min_dist then
|
|
min_dist = dist
|
|
min_player = obj.object
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
local follow_flop = function(self)
|
|
|
|
-- find player to follow
|
|
if (self.follow ~= ""
|
|
or self.order == "follow")
|
|
and not self.following
|
|
and self.state ~= "attack"
|
|
and self.state ~= "runaway" then
|
|
|
|
local s = self.object:getpos()
|
|
local players = minetest.get_connected_players()
|
|
|
|
for n = 1, #players do
|
|
|
|
if get_distance(players[n]:getpos(), s) < self.view_range
|
|
and not mobs.invis[ players[n]:get_player_name() ] then
|
|
|
|
self.following = players[n]
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.type == "npc"
|
|
and self.order == "follow"
|
|
and self.state ~= "attack"
|
|
and self.owner ~= "" then
|
|
|
|
-- npc stop following player if not owner
|
|
if self.following
|
|
and self.owner
|
|
and self.owner ~= self.following:get_player_name() then
|
|
self.following = nil
|
|
end
|
|
else
|
|
-- stop following player if not holding specific item
|
|
if self.following
|
|
and self.following:is_player()
|
|
and follow_holding(self, self.following) == false then
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
|
|
local s = self.object:getpos()
|
|
local p
|
|
|
|
if self.following:is_player() then
|
|
|
|
p = self.following:getpos()
|
|
|
|
elseif self.following.object then
|
|
|
|
p = self.following.object:getpos()
|
|
end
|
|
|
|
if p then
|
|
|
|
local dist = get_distance(p, s)
|
|
|
|
-- dont follow if out of range
|
|
if dist > self.view_range then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist > self.reach
|
|
and self.order ~= "stand" then
|
|
|
|
if (self.jump
|
|
and get_velocity(self) <= 0.5
|
|
and self.object:getvelocity().y == 0)
|
|
or (self.object:getvelocity().y == 0
|
|
and self.jump_chance > 0) then
|
|
|
|
do_jump(self)
|
|
end
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
if self.walk_chance ~= 0 then
|
|
set_animation(self, "walk")
|
|
end
|
|
else
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- water swimmers flop when on land
|
|
if self.fly
|
|
and self.fly_in == "mcl_core:water_source"
|
|
and self.standing_in ~= self.fly_in then
|
|
|
|
self.state = "flop"
|
|
self.object:setvelocity({x = 0, y = -5, z = 0})
|
|
|
|
set_animation(self, "stand")
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
-- dogshoot attack switch and counter function
|
|
local dogswitch = function(self, dtime)
|
|
|
|
-- switch mode not activated
|
|
if not self.dogshoot_switch
|
|
or not dtime then
|
|
return 0
|
|
end
|
|
|
|
self.dogshoot_count = self.dogshoot_count + dtime
|
|
|
|
if self.dogshoot_count > self.dogshoot_count_max then
|
|
|
|
self.dogshoot_count = 0
|
|
|
|
if self.dogshoot_switch == 1 then
|
|
self.dogshoot_switch = 2
|
|
else
|
|
self.dogshoot_switch = 1
|
|
end
|
|
end
|
|
|
|
return self.dogshoot_switch
|
|
end
|
|
|
|
-- execute current state (stand, walk, run, attacks)
|
|
local do_states = function(self, dtime)
|
|
|
|
local yaw = 0
|
|
|
|
if self.state == "stand" then
|
|
|
|
if random(1, 4) == 1 then
|
|
|
|
local lp = nil
|
|
local s = self.object:getpos()
|
|
|
|
if self.type == "npc" then
|
|
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
lp = objs[n]:getpos()
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
else
|
|
yaw = (random(0, 360) - 180) / 180 * pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
end
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
|
|
-- npc's ordered to stand stay standing
|
|
if self.type ~= "npc"
|
|
or self.order ~= "stand" then
|
|
|
|
if self.walk_chance ~= 0
|
|
and random(1, 100) <= self.walk_chance
|
|
and is_at_cliff(self) == false then
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
self.state = "walk"
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
elseif self.state == "walk" then
|
|
|
|
local s = self.object:getpos()
|
|
local lp = nil
|
|
|
|
-- is there something I need to avoid?
|
|
if self.water_damage > 0
|
|
and self.lava_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
|
|
|
|
elseif self.water_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:water"})
|
|
|
|
elseif self.lava_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:lava"})
|
|
end
|
|
|
|
-- if something then avoid
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
|
|
-- otherwise randomly turn
|
|
elseif random(1, 100) <= 30 then
|
|
|
|
local yaw = (random(0, 360) - 180) / 180 * pi
|
|
|
|
self.object:setyaw(yaw)
|
|
end
|
|
|
|
-- stand for great fall in front
|
|
local temp_is_cliff = is_at_cliff(self)
|
|
|
|
-- jump when walking comes to a halt
|
|
if temp_is_cliff == false
|
|
and self.jump
|
|
and get_velocity(self) <= 0.5
|
|
and self.object:getvelocity().y == 0 then
|
|
|
|
do_jump(self)
|
|
end
|
|
|
|
if temp_is_cliff
|
|
or random(1, 100) <= 30 then
|
|
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
else
|
|
set_velocity(self, self.walk_velocity)
|
|
set_animation(self, "walk")
|
|
end
|
|
|
|
-- runaway when punched
|
|
elseif self.state == "runaway" then
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5
|
|
or is_at_cliff(self) then
|
|
self.runaway_timer = 0
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
set_animation(self, "walk")
|
|
end
|
|
|
|
-- jump when walking comes to a halt
|
|
if self.jump
|
|
and get_velocity(self) <= 0.5
|
|
and self.object:getvelocity().y == 0 then
|
|
|
|
do_jump(self)
|
|
end
|
|
|
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
elseif self.state == "attack" then
|
|
|
|
-- calculate distance from mob and enemy
|
|
local s = self.object:getpos()
|
|
local p = self.attack:getpos() 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 self.attack:get_hp() <= 0
|
|
or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
|
|
|
|
--print(" ** stop attacking **", dist, self.view_range)
|
|
self.state = "stand"
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
self.attack = nil
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
|
|
return
|
|
end
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate
|
|
|
|
if p.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
|
|
if dist > self.reach then
|
|
|
|
if 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
|
|
|
|
if get_velocity(self) <= 0.5
|
|
and self.object:getvelocity().y == 0 then
|
|
|
|
do_jump(self)
|
|
end
|
|
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
set_animation(self, "run")
|
|
else
|
|
set_velocity(self, 0)
|
|
set_animation(self, "punch")
|
|
|
|
self.timer = self.timer + dtime
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
if self.blinktimer > 0.2 then
|
|
|
|
self.blinktimer = 0
|
|
|
|
if self.blinkstatus then
|
|
self.object:settexturemod("")
|
|
else
|
|
self.object:settexturemod("^[brighten")
|
|
end
|
|
|
|
self.blinkstatus = not self.blinkstatus
|
|
end
|
|
|
|
if self.timer > 3 then
|
|
|
|
local pos = self.object:getpos()
|
|
local radius = self.explosion_radius or 1
|
|
|
|
-- hurt player/mobs caught in blast area
|
|
entity_physics(pos, radius)
|
|
|
|
-- dont damage anything if area protected or next to water
|
|
if minetest.find_node_near(pos, 1, {"group:water"})
|
|
or minetest.is_protected(pos, "") then
|
|
|
|
if self.sounds.explode then
|
|
|
|
minetest.sound_play(self.sounds.explode, {
|
|
object = self.object,
|
|
gain = 1.0,
|
|
max_hear_distance = 16
|
|
})
|
|
end
|
|
|
|
self.object:remove()
|
|
|
|
effect(pos, 15, "tnt_smoke.png")
|
|
|
|
return
|
|
end
|
|
|
|
pos.y = pos.y - 1
|
|
|
|
mobs:explosion(pos, radius, 0, 1, self.sounds.explode)
|
|
|
|
self.object:remove()
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "dogfight"
|
|
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
|
|
or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0) then
|
|
|
|
if self.fly
|
|
and dist > self.reach then
|
|
|
|
local nod = node_ok(s)
|
|
local p1 = s
|
|
local me_y = floor(p1.y)
|
|
local p2 = p
|
|
local p_y = floor(p2.y + 1)
|
|
local v = self.object:getvelocity()
|
|
|
|
if nod.name == self.fly_in then
|
|
|
|
if me_y < p_y then
|
|
|
|
self.object:setvelocity({
|
|
x = v.x,
|
|
y = 1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:setvelocity({
|
|
x = v.x,
|
|
y = -1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:setvelocity({
|
|
x = v.x,
|
|
y = 0.01,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:setvelocity({
|
|
x = v.x,
|
|
y = -0.01,
|
|
z = v.z
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50
|
|
or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table.remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
|
|
-- move towards enemy if beyond mob reach
|
|
if dist > self.reach then
|
|
|
|
-- path finding by rnd
|
|
if self.pathfinding -- only if mob has pathfinding enabled
|
|
and enable_pathfinding then
|
|
|
|
smart_mobs(self, s, p, dist, dtime)
|
|
end
|
|
|
|
-- jump attack
|
|
if (self.jump
|
|
and get_velocity(self) <= 0.5
|
|
and self.object:getvelocity().y == 0)
|
|
or (self.object:getvelocity().y == 0
|
|
and self.jump_chance > 0) then
|
|
|
|
do_jump(self)
|
|
end
|
|
|
|
if is_at_cliff(self) then
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
else
|
|
|
|
if self.path.stuck then
|
|
set_velocity(self, self.walk_velocity)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
set_animation(self, "run")
|
|
end
|
|
|
|
else -- rnd: if inside reach range
|
|
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
set_velocity(self, 0)
|
|
|
|
if not self.custom_attack then
|
|
|
|
if self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
if self.double_melee_attack
|
|
and random(1, 2) == 1 then
|
|
set_animation(self, "punch2")
|
|
else
|
|
set_animation(self, "punch")
|
|
end
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + 1.5
|
|
s2.y = s2.y + 1.5
|
|
|
|
if line_of_sight_water(self, p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
if self.sounds.attack then
|
|
|
|
minetest.sound_play(self.sounds.attack, {
|
|
object = self.object,
|
|
max_hear_distance = self.sounds.distance
|
|
})
|
|
end
|
|
|
|
-- punch player
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = self.damage}
|
|
}, nil)
|
|
end
|
|
end
|
|
else -- call custom attack every second
|
|
if self.custom_attack
|
|
and self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
self.custom_attack(self, p)
|
|
end
|
|
end
|
|
end
|
|
|
|
elseif self.attack_type == "shoot"
|
|
or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0) then
|
|
|
|
p.y = p.y - .5
|
|
s.y = s.y + .5
|
|
|
|
local dist = get_distance(p, s)
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
y = p.y - s.y,
|
|
z = p.z - s.z
|
|
}
|
|
|
|
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
|
|
|
|
if p.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
|
|
set_velocity(self, 0)
|
|
|
|
if self.shoot_interval
|
|
and self.timer > self.shoot_interval
|
|
and random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
set_animation(self, "shoot")
|
|
|
|
-- play shoot attack sound
|
|
if self.sounds.shoot_attack then
|
|
|
|
minetest.sound_play(self.sounds.shoot_attack, {
|
|
object = self.object,
|
|
max_hear_distance = self.sounds.distance
|
|
})
|
|
end
|
|
|
|
local p = self.object:getpos()
|
|
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
local obj = minetest.add_entity(p, self.arrow)
|
|
local ent = obj:get_luaentity()
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
local v = ent.velocity or 1 -- or set to default
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
|
|
-- offset makes shoot aim accurate
|
|
vec.y = vec.y + self.shoot_offset
|
|
vec.x = vec.x * (v / amount)
|
|
vec.y = vec.y * (v / amount)
|
|
vec.z = vec.z * (v / amount)
|
|
|
|
obj:setvelocity(vec)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- falling and fall damage
|
|
local falling = function(self, pos)
|
|
|
|
if self.fly then
|
|
return
|
|
end
|
|
|
|
-- floating in water (or falling)
|
|
local v = self.object:getvelocity()
|
|
|
|
-- going up then apply gravity
|
|
if v.y > 0.1 then
|
|
|
|
self.object:setacceleration({
|
|
x = 0,
|
|
y = self.fall_speed,
|
|
z = 0
|
|
})
|
|
end
|
|
|
|
-- in water then float up
|
|
if minetest.registered_nodes[node_ok(pos).name].groups.liquid then
|
|
|
|
if self.floats == 1 then
|
|
|
|
self.object:setacceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (max(1, v.y) ^ 2),
|
|
z = 0
|
|
})
|
|
end
|
|
else
|
|
-- fall downwards
|
|
self.object:setacceleration({
|
|
x = 0,
|
|
y = self.fall_speed,
|
|
z = 0
|
|
})
|
|
|
|
-- fall damage
|
|
if self.fall_damage == 1
|
|
and self.object:getvelocity().y == 0 then
|
|
|
|
local d = self.old_y - self.object:getpos().y
|
|
|
|
if d > 5 then
|
|
|
|
self.health = self.health - floor(d - 5)
|
|
|
|
effect(pos, 5, "tnt_smoke.png")
|
|
|
|
if check_for_death(self) then
|
|
return
|
|
end
|
|
end
|
|
|
|
self.old_y = self.object:getpos().y
|
|
end
|
|
end
|
|
end
|
|
|
|
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|
|
|
-- error checking when mod profiling is enabled
|
|
if not tool_capabilities then
|
|
print (S("[MOBS] mod profiling enabled, damage not enabled"))
|
|
return
|
|
end
|
|
|
|
-- is mob protected?
|
|
if self.protected and hitter:is_player()
|
|
and minetest.is_protected(self.object:getpos(), hitter:get_player_name()) then
|
|
minetest.chat_send_player(hitter:get_player_name(), "Mob has been protected!")
|
|
return
|
|
end
|
|
|
|
|
|
-- weapon wear
|
|
local weapon = hitter:get_wielded_item()
|
|
local punch_interval = 1.4
|
|
|
|
-- calculate mob damage
|
|
local damage = 0
|
|
local armor = self.object:get_armor_groups() or {}
|
|
local tmp
|
|
|
|
-- quick error check incase it ends up 0 (serialize.h check test)
|
|
if tflp == 0 then
|
|
tflp = 0.2
|
|
end
|
|
|
|
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
|
|
|
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
|
|
|
if tmp < 0 then
|
|
tmp = 0.0
|
|
elseif tmp > 1 then
|
|
tmp = 1.0
|
|
end
|
|
|
|
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
|
* tmp * ((armor[group] or 0) / 100.0)
|
|
end
|
|
|
|
-- check for tool immunity or special damage
|
|
for n = 1, #self.immune_to do
|
|
|
|
if self.immune_to[n][1] == weapon:get_name() then
|
|
|
|
damage = self.immune_to[n][2] or 0
|
|
break
|
|
end
|
|
end
|
|
|
|
-- healing
|
|
if damage <= -1 then
|
|
self.health = self.health - floor(damage)
|
|
return
|
|
end
|
|
|
|
-- print ("Mob Damage is", damage)
|
|
|
|
-- add weapon wear
|
|
if tool_capabilities then
|
|
punch_interval = tool_capabilities.full_punch_interval or 1.4
|
|
end
|
|
|
|
if (not minetest.setting_getbool("creative_mode"))
|
|
and weapon:get_definition()
|
|
and weapon:get_definition().tool_capabilities then
|
|
weapon:add_wear(floor((punch_interval / 75) * 9000))
|
|
hitter:set_wielded_item(weapon)
|
|
end
|
|
|
|
-- only play hit sound and show blood effects if damage is 1 or over
|
|
if damage >= 1 then
|
|
|
|
-- TODO (maybe): Support for custom weapon sounds
|
|
minetest.sound_play("default_punch", {
|
|
object = hitter,
|
|
max_hear_distance = 5
|
|
})
|
|
|
|
-- blood_particles
|
|
if self.blood_amount > 0
|
|
and not disable_blood then
|
|
|
|
local pos = self.object:getpos()
|
|
|
|
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
|
|
|
|
effect(pos, self.blood_amount, self.blood_texture)
|
|
end
|
|
|
|
-- do damage
|
|
self.health = self.health - floor(damage)
|
|
|
|
-- exit here if dead
|
|
if check_for_death(self) then
|
|
return
|
|
end
|
|
|
|
--[[ add healthy afterglow when hit (can cause hit lag with larger textures)
|
|
core.after(0.1, function()
|
|
self.object:settexturemod("^[colorize:#c9900070")
|
|
|
|
core.after(0.3, function()
|
|
self.object:settexturemod("")
|
|
end)
|
|
end) ]]
|
|
|
|
-- knock back effect (only on full punch)
|
|
if self.knock_back > 0
|
|
and tflp > punch_interval then
|
|
|
|
local v = self.object:getvelocity()
|
|
local r = 1.4 - min(punch_interval, 1.4)
|
|
local kb = r * 5
|
|
local up = 2
|
|
|
|
-- if already in air then dont go up anymore when hit
|
|
if v.y > 0
|
|
or self.fly then
|
|
up = 0
|
|
end
|
|
|
|
-- direction error check
|
|
dir = dir or {x = 0, y = 0, z = 0}
|
|
|
|
self.object:setvelocity({
|
|
x = dir.x * kb,
|
|
y = up,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = r
|
|
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 vec = {
|
|
x = lp.x - s.x,
|
|
y = lp.y - s.y,
|
|
z = lp.z - s.z
|
|
}
|
|
|
|
local yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
|
|
|
|
if lp.x > s.x then
|
|
yaw = yaw + pi
|
|
end
|
|
|
|
self.object:setyaw(yaw)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 0
|
|
self.following = nil
|
|
end
|
|
|
|
-- attack puncher and call other mobs for help
|
|
if self.passive == false
|
|
and self.state ~= "flop"
|
|
and self.child == false
|
|
and hitter:get_player_name() ~= self.owner
|
|
and not mobs.invis[ hitter:get_player_name() ] then
|
|
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
do_attack(self, hitter)
|
|
|
|
-- alert others to the attack
|
|
local objs = minetest.get_objects_inside_radius(hitter:getpos(), self.view_range)
|
|
local obj = nil
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
|
|
if obj.group_attack == true
|
|
and obj.state ~= "attack" then
|
|
do_attack(obj, hitter)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local mob_activate = function(self, staticdata, dtime_s, def)
|
|
|
|
-- remove monsters in peaceful mode, or when no data
|
|
if (self.type == "monster" and peaceful_only)
|
|
or not staticdata then
|
|
|
|
self.object:remove()
|
|
|
|
return
|
|
end
|
|
|
|
-- load entity variables
|
|
local tmp = minetest.deserialize(staticdata)
|
|
|
|
if tmp then
|
|
|
|
for _,stat in pairs(tmp) do
|
|
self[_] = stat
|
|
end
|
|
end
|
|
|
|
-- select random texture, set model and size
|
|
if not self.base_texture then
|
|
|
|
self.base_texture = def.textures[random(1, #def.textures)]
|
|
self.base_mesh = def.mesh
|
|
self.base_size = self.visual_size
|
|
self.base_colbox = self.collisionbox
|
|
end
|
|
|
|
-- set texture, model and size
|
|
local textures = self.base_texture
|
|
local mesh = self.base_mesh
|
|
local vis_size = self.base_size
|
|
local colbox = self.base_colbox
|
|
|
|
-- specific texture if gotten
|
|
if self.gotten == true
|
|
and def.gotten_texture then
|
|
textures = def.gotten_texture
|
|
end
|
|
|
|
-- specific mesh if gotten
|
|
if self.gotten == true
|
|
and def.gotten_mesh then
|
|
mesh = def.gotten_mesh
|
|
end
|
|
|
|
-- set child objects to half size
|
|
if self.child == true then
|
|
|
|
vis_size = {
|
|
x = self.base_size.x * .5,
|
|
y = self.base_size.y * .5,
|
|
}
|
|
|
|
if def.child_texture then
|
|
textures = def.child_texture[1]
|
|
end
|
|
|
|
colbox = {
|
|
self.base_colbox[1] * .5,
|
|
self.base_colbox[2] * .5,
|
|
self.base_colbox[3] * .5,
|
|
self.base_colbox[4] * .5,
|
|
self.base_colbox[5] * .5,
|
|
self.base_colbox[6] * .5
|
|
}
|
|
end
|
|
|
|
if self.health == 0 then
|
|
self.health = random (self.hp_min, self.hp_max)
|
|
end
|
|
|
|
-- rnd: 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
|
|
|
|
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
|
|
self.old_y = self.object:getpos().y
|
|
self.old_health = self.health
|
|
self.object:setyaw((random(0, 360) - 180) / 180 * pi)
|
|
self.sounds.distance = self.sounds.distance or 10
|
|
self.textures = textures
|
|
self.mesh = mesh
|
|
self.collisionbox = colbox
|
|
self.visual_size = vis_size
|
|
self.standing_in = ""
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
update_tag(self)
|
|
end
|
|
|
|
local mob_step = function(self, dtime)
|
|
|
|
local pos = self.object:getpos()
|
|
local yaw = self.object:getyaw() or 0
|
|
|
|
-- when lifetimer expires remove mob (except npc and tamed)
|
|
if self.type ~= "npc"
|
|
and not self.tamed
|
|
and self.state ~= "attack"
|
|
and remove_far ~= true
|
|
and self.lifetimer < 20000 then
|
|
|
|
self.lifetimer = self.lifetimer - dtime
|
|
|
|
if self.lifetimer <= 0 then
|
|
|
|
-- only despawn away from player
|
|
local objs = minetest.get_objects_inside_radius(pos, 15)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
|
|
self.lifetimer = 20
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
-- minetest.log("action",
|
|
-- S("lifetimer expired, removed @1", self.name))
|
|
|
|
effect(pos, 15, "tnt_smoke.png")
|
|
|
|
self.object:remove()
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
falling(self, pos)
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
if self.pause_timer < 1 then
|
|
self.pause_timer = 0
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- run custom function (defined in mob lua file)
|
|
if self.do_custom then
|
|
|
|
-- when false skip going any further
|
|
if self.do_custom(self, dtime) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- attack timer
|
|
self.timer = self.timer + dtime
|
|
|
|
if self.state ~= "attack" then
|
|
|
|
if self.timer < 1 then
|
|
return
|
|
end
|
|
|
|
self.timer = 0
|
|
end
|
|
|
|
-- never go over 100
|
|
if self.timer > 100 then
|
|
self.timer = 1
|
|
end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
replace(self, pos)
|
|
|
|
-- mob plays random sound at times
|
|
if self.sounds.random
|
|
and random(1, 100) == 1 then
|
|
|
|
minetest.sound_play(self.sounds.random, {
|
|
object = self.object,
|
|
max_hear_distance = self.sounds.distance
|
|
})
|
|
end
|
|
|
|
-- environmental damage timer (every 1 second)
|
|
self.env_damage_timer = self.env_damage_timer + dtime
|
|
|
|
if (self.state == "attack" and self.env_damage_timer > 1)
|
|
or self.state ~= "attack" then
|
|
|
|
self.env_damage_timer = 0
|
|
|
|
do_env_damage(self)
|
|
end
|
|
|
|
monster_attack(self)
|
|
|
|
npc_attack(self)
|
|
|
|
breed(self)
|
|
|
|
follow_flop(self)
|
|
|
|
do_states(self, dtime)
|
|
|
|
end
|
|
|
|
-- default function when mobs are blown up with TNT
|
|
local do_tnt = function(obj, damage)
|
|
|
|
--print ("----- Damage", damage)
|
|
|
|
obj.object:punch(obj.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, nil)
|
|
|
|
return false, true, {}
|
|
end
|
|
|
|
mobs.spawning_mobs = {}
|
|
|
|
-- register mob function
|
|
function mobs:register_mob(name, def)
|
|
|
|
mobs.spawning_mobs[name] = true
|
|
|
|
minetest.register_entity(name, {
|
|
|
|
stepheight = def.stepheight or 0.6,
|
|
name = name,
|
|
type = def.type,
|
|
attack_type = def.attack_type,
|
|
fly = def.fly,
|
|
fly_in = def.fly_in or "air",
|
|
owner = def.owner or "",
|
|
order = def.order or "",
|
|
on_die = def.on_die,
|
|
do_custom = def.do_custom,
|
|
jump_height = def.jump_height or 6,
|
|
jump_chance = def.jump_chance or 0,
|
|
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
|
|
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
|
|
lifetimer = def.lifetimer or 180, -- 3 minutes
|
|
hp_min = max(1, (def.hp_min or 5) * difficulty),
|
|
hp_max = max(1, (def.hp_max or 10) * difficulty),
|
|
physical = true,
|
|
collisionbox = def.collisionbox,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size or {x = 1, y = 1},
|
|
mesh = def.mesh,
|
|
makes_footstep_sound = def.makes_footstep_sound or false,
|
|
view_range = def.view_range or 5,
|
|
walk_velocity = def.walk_velocity or 1,
|
|
run_velocity = def.run_velocity or 2,
|
|
damage = max(1, (def.damage or 0) * difficulty),
|
|
light_damage = def.light_damage or 0,
|
|
water_damage = def.water_damage or 0,
|
|
lava_damage = def.lava_damage or 0,
|
|
fall_damage = def.fall_damage or 1,
|
|
fall_speed = def.fall_speed or -10, -- must be lower than -2 (mcl_core: -10)
|
|
drops = def.drops or {},
|
|
armor = def.armor or 100,
|
|
on_rightclick = def.on_rightclick,
|
|
arrow = def.arrow,
|
|
shoot_interval = def.shoot_interval,
|
|
sounds = def.sounds or {},
|
|
animation = def.animation,
|
|
follow = def.follow,
|
|
jump = def.jump or true,
|
|
walk_chance = def.walk_chance or 50,
|
|
attacks_monsters = def.attacks_monsters or false,
|
|
group_attack = def.group_attack or false,
|
|
--fov = def.fov or 120,
|
|
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",
|
|
shoot_offset = def.shoot_offset or 0,
|
|
floats = def.floats or 1, -- floats in water by default
|
|
replace_rate = def.replace_rate,
|
|
replace_what = def.replace_what,
|
|
replace_with = def.replace_with,
|
|
replace_offset = def.replace_offset or 0,
|
|
timer = 0,
|
|
env_damage_timer = 0, -- only used when state = "attack"
|
|
tamed = false,
|
|
pause_timer = 0,
|
|
horny = false,
|
|
hornytimer = 0,
|
|
child = false,
|
|
gotten = false,
|
|
health = 0,
|
|
reach = def.reach or 3,
|
|
htimer = 0,
|
|
texture_list = def.textures,
|
|
child_texture = def.child_texture,
|
|
docile_by_day = def.docile_by_day or false,
|
|
time_of_day = 0.5,
|
|
fear_height = def.fear_height or 0,
|
|
runaway = def.runaway,
|
|
runaway_timer = 0,
|
|
pathfinding = def.pathfinding,
|
|
immune_to = def.immune_to or {},
|
|
explosion_radius = def.explosion_radius,
|
|
custom_attack = def.custom_attack,
|
|
double_melee_attack = def.double_melee_attack,
|
|
dogshoot_switch = def.dogshoot_switch,
|
|
dogshoot_count = 0,
|
|
dogshoot_count_max = def.dogshoot_count_max or 5,
|
|
attack_animals = def.attack_animals or false,
|
|
specific_attack = def.specific_attack,
|
|
|
|
on_blast = def.on_blast or do_tnt,
|
|
|
|
on_step = mob_step,
|
|
|
|
on_punch = mob_punch,
|
|
|
|
on_activate = function(self, staticdata, dtime_s)
|
|
mob_activate(self, staticdata, dtime_s, def)
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
|
|
-- remove mob when out of range unless tamed
|
|
if remove_far
|
|
and self.remove_ok
|
|
and not self.tamed
|
|
and self.lifetimer < 20000 then
|
|
|
|
--print ("REMOVED " .. self.name)
|
|
|
|
self.object:remove()
|
|
|
|
return nil
|
|
end
|
|
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
-- used to rotate older mobs
|
|
if self.drawtype
|
|
and self.drawtype == "side" then
|
|
self.rotate = math.rad(90)
|
|
end
|
|
|
|
local tmp = {}
|
|
|
|
for _,stat in pairs(self) do
|
|
|
|
local t = type(stat)
|
|
|
|
if t ~= 'function'
|
|
and t ~= 'nil'
|
|
and t ~= 'userdata' then
|
|
tmp[_] = self[_]
|
|
end
|
|
end
|
|
|
|
-- print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
|
|
return minetest.serialize(tmp)
|
|
end,
|
|
|
|
})
|
|
|
|
end -- END mobs:register_mob function
|
|
|
|
-- count how many mobs of one type are inside an area
|
|
local count_mobs = function(pos, type)
|
|
|
|
local num = 0
|
|
local objs = minetest.get_objects_inside_radius(pos, 32)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if not objs[n]:is_player() then
|
|
|
|
local obj = objs[n]:get_luaentity()
|
|
|
|
if obj and obj.name and obj.name == type then
|
|
num = num + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
return num
|
|
end
|
|
|
|
-- global functions
|
|
|
|
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)
|
|
|
|
if numbers then
|
|
numbers = numbers:split(",")
|
|
chance = tonumber(numbers[1]) or chance
|
|
aoc = tonumber(numbers[2]) or aoc
|
|
|
|
if chance == 0 then
|
|
print(S("[Mobs Redo] @1 has spawning disabled", name))
|
|
return
|
|
end
|
|
|
|
print (S("[Mobs Redo] Chance setting for @1 changed to @2", name, chance)
|
|
.. " (total: " .. aoc .. ")")
|
|
|
|
end
|
|
|
|
minetest.register_abm({
|
|
|
|
label = name .. " spawning",
|
|
nodenames = nodes,
|
|
neighbors = neighbors,
|
|
interval = interval,
|
|
chance = chance,
|
|
catch_up = false,
|
|
|
|
action = function(pos, node, active_object_count, active_object_count_wider)
|
|
|
|
-- is mob actually registered?
|
|
if not mobs.spawning_mobs[name] then
|
|
--print ("--- mob doesn't exist", name)
|
|
return
|
|
end
|
|
|
|
-- do not spawn if too many of same mob in area
|
|
if active_object_count_wider >= aoc
|
|
and count_mobs(pos, name) >= aoc then
|
|
--print ("--- too many entities", name, aoc)
|
|
return
|
|
end
|
|
|
|
-- if toggle set to nil then ignore day/night check
|
|
if day_toggle ~= nil then
|
|
|
|
local tod = (minetest.get_timeofday() or 0) * 24000
|
|
|
|
if tod > 4500 and tod < 19500 then
|
|
-- daylight, but mob wants night
|
|
if day_toggle == false then
|
|
--print ("--- mob needs night", name)
|
|
return
|
|
end
|
|
else
|
|
-- night time but mob wants day
|
|
if day_toggle == true then
|
|
--print ("--- mob needs day", name)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- spawn above node
|
|
pos.y = pos.y + 1
|
|
|
|
-- only spawn away from player
|
|
local objs = minetest.get_objects_inside_radius(pos, 10)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
--print ("--- player too close", name)
|
|
return
|
|
end
|
|
end
|
|
|
|
-- mobs cannot spawn in protected areas when enabled
|
|
if spawn_protected == 1
|
|
and minetest.is_protected(pos, "") then
|
|
--print ("--- inside protected area", name)
|
|
return
|
|
end
|
|
|
|
-- are light levels ok?
|
|
local light = minetest.get_node_light(pos)
|
|
if not light
|
|
or light > max_light
|
|
or light < min_light then
|
|
--print ("--- light limits not met", name, light)
|
|
return
|
|
end
|
|
|
|
-- are we spawning within height limits?
|
|
if pos.y > max_height
|
|
or pos.y < min_height then
|
|
--print ("--- height limits not met", name, pos.y)
|
|
return
|
|
end
|
|
|
|
-- are we spawning inside solid nodes?
|
|
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
|
|
--print ("--- feet in block", name, node_ok(pos).name)
|
|
return
|
|
end
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
if minetest.registered_nodes[node_ok(pos).name].walkable == true then
|
|
--print ("--- head in block", name, node_ok(pos).name)
|
|
return
|
|
end
|
|
|
|
-- spawn mob half block higher than ground
|
|
pos.y = pos.y - 0.5
|
|
|
|
local mob = minetest.add_entity(pos, name)
|
|
|
|
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
|
|
end
|
|
else
|
|
print (S("[mobs] @1 failed to spawn at @2",
|
|
name, minetest.pos_to_string(pos)))
|
|
end
|
|
|
|
end
|
|
})
|
|
end
|
|
|
|
-- compatibility with older mob registration
|
|
function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
|
|
|
|
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
|
|
chance, active_object_count, -31000, max_height, day_toggle)
|
|
end
|
|
|
|
-- MarkBu's spawn function
|
|
function mobs:spawn(def)
|
|
|
|
local name = def.name
|
|
local nodes = def.nodes or {"group:soil", "group:stone"}
|
|
local neighbors = def.neighbors or {"air"}
|
|
local min_light = def.min_light or 0
|
|
local max_light = def.max_light or 15
|
|
local interval = def.interval or 30
|
|
local chance = def.chance or 5000
|
|
local active_object_count = def.active_object_count or 1
|
|
local min_height = def.min_height or -31000
|
|
local max_height = def.max_height or 31000
|
|
local day_toggle = def.day_toggle
|
|
local on_spawn = def.on_spawn
|
|
|
|
mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
|
|
chance, active_object_count, min_height, max_height, day_toggle, on_spawn)
|
|
end
|
|
|
|
-- set content id's
|
|
local c_air = minetest.get_content_id("air")
|
|
local c_ignore = minetest.get_content_id("ignore")
|
|
local c_obsidian = minetest.get_content_id("mcl_core:obsidian")
|
|
local c_chest = minetest.get_content_id("mcl_core:chest")
|
|
local c_fire = minetest.get_content_id("mcl_fire:fire")
|
|
|
|
-- explosion (cannot break protected or unbreakable nodes)
|
|
function mobs:explosion(pos, radius, fire, smoke, sound)
|
|
|
|
radius = radius or 0
|
|
fire = fire or 0
|
|
smoke = smoke or 0
|
|
|
|
-- if area protected or near map limits then no blast damage
|
|
if minetest.is_protected(pos, "")
|
|
or not within_limits(pos, radius) then
|
|
return
|
|
end
|
|
|
|
-- explosion sound
|
|
if sound
|
|
and sound ~= "" then
|
|
|
|
minetest.sound_play(sound, {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = 16
|
|
})
|
|
end
|
|
|
|
pos = vector.round(pos) -- voxelmanip doesn't work properly unless pos is rounded ?!?!
|
|
|
|
local vm = VoxelManip()
|
|
local minp, maxp = vm:read_from_map(vector.subtract(pos, radius), vector.add(pos, radius))
|
|
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
|
|
local data = vm:get_data()
|
|
local p = {}
|
|
local pr = PseudoRandom(os.time())
|
|
|
|
for z = -radius, radius do
|
|
for y = -radius, radius do
|
|
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
|
|
for x = -radius, radius do
|
|
|
|
p.x = pos.x + x
|
|
p.y = pos.y + y
|
|
p.z = pos.z + z
|
|
|
|
if (x * x) + (y * y) + (z * z) <= (radius * radius) + pr:next(-radius, radius)
|
|
and data[vi] ~= c_air
|
|
and data[vi] ~= c_ignore
|
|
and data[vi] ~= c_obsidian
|
|
and data[vi] ~= c_chest
|
|
and data[vi] ~= c_fire then
|
|
|
|
local n = node_ok(p).name
|
|
local on_blast = minetest.registered_nodes[n].on_blast
|
|
|
|
if on_blast then
|
|
|
|
return on_blast(p)
|
|
|
|
elseif minetest.registered_nodes[n].groups.unbreakable == 1 then
|
|
|
|
-- do nothing
|
|
else
|
|
|
|
-- after effects
|
|
if fire > 0
|
|
and (minetest.registered_nodes[n].groups.flammable
|
|
or random(1, 100) <= 30) then
|
|
|
|
minetest.set_node(p, {name = "mcl_fire:fire"})
|
|
else
|
|
minetest.set_node(p, {name = "air"})
|
|
|
|
if smoke > 0 then
|
|
effect(p, 2, "tnt_smoke.png")
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
vi = vi + 1
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- register arrow for shoot attack
|
|
function mobs:register_arrow(name, def)
|
|
|
|
if not name or not def then return end -- errorcheck
|
|
|
|
minetest.register_entity(name, {
|
|
|
|
physical = false,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size,
|
|
textures = def.textures,
|
|
velocity = def.velocity,
|
|
hit_player = def.hit_player,
|
|
hit_node = def.hit_node,
|
|
hit_mob = def.hit_mob,
|
|
drop = def.drop or false, -- drops arrow as registered item when true
|
|
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
|
|
timer = 0,
|
|
switch = 0,
|
|
owner_id = def.owner_id,
|
|
|
|
on_step = def.on_step or function(self, dtime)
|
|
|
|
self.timer = self.timer + 1
|
|
|
|
local pos = self.object:getpos()
|
|
|
|
if self.switch == 0
|
|
or self.timer > 150
|
|
or not within_limits(pos, 0) then
|
|
|
|
self.object:remove() ; -- print ("removed arrow")
|
|
|
|
return
|
|
end
|
|
|
|
-- does arrow have a tail (fireball)
|
|
if def.tail
|
|
and def.tail == 1
|
|
and def.tail_texture then
|
|
|
|
-- effect(pos, 1, def.tail_texture,
|
|
-- def.tail_size or 5,
|
|
-- def.tail_size or 10,
|
|
-- 0, 0) -- 0 radius and 0 gravity to just hover
|
|
|
|
minetest.add_particlespawner({
|
|
amount = 1,
|
|
time = 0.25,
|
|
minpos = pos,
|
|
maxpos = pos,
|
|
minvel = {x = 0, y = 0, z = 0},
|
|
maxvel = {x = 0, y = 0, z = 0},
|
|
minacc = {x = 0, y = 0, z = 0},
|
|
maxacc = {x = 0, y = 0, z = 0},
|
|
minexptime = 0.1,
|
|
maxexptime = 1,
|
|
minsize = def.tail_size or 5,
|
|
maxsize = def.tail_size or 10,
|
|
texture = def.tail_texture,
|
|
})
|
|
end
|
|
|
|
if self.hit_node then
|
|
|
|
local node = node_ok(pos).name
|
|
|
|
if minetest.registered_nodes[node].walkable then
|
|
--if node ~= "air" then
|
|
|
|
self.hit_node(self, pos, node)
|
|
|
|
if self.drop == true then
|
|
|
|
pos.y = pos.y + 1
|
|
|
|
self.lastpos = (self.lastpos or pos)
|
|
|
|
minetest.add_item(self.lastpos, self.object:get_luaentity().name)
|
|
end
|
|
|
|
self.object:remove() ; -- print ("hit node")
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
if self.hit_player or self.hit_mob then
|
|
|
|
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
|
|
|
|
if self.hit_player
|
|
and player:is_player() then
|
|
|
|
self.hit_player(self, player)
|
|
self.object:remove() ; -- print ("hit player")
|
|
return
|
|
end
|
|
|
|
local entity = player:get_luaentity()
|
|
and player:get_luaentity().name or ""
|
|
|
|
if self.hit_mob
|
|
and tostring(player) ~= self.owner_id
|
|
and entity ~= self.object:get_luaentity().name
|
|
and entity ~= "__builtin:item"
|
|
and entity ~= "__builtin:falling_node"
|
|
and entity ~= "gauges:hp_bar"
|
|
and entity ~= "signs:text"
|
|
and entity ~= "itemframes:item" then
|
|
|
|
self.hit_mob(self, player)
|
|
|
|
self.object:remove() ; --print ("hit mob")
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
self.lastpos = pos
|
|
end
|
|
})
|
|
end
|
|
|
|
-- Spawn Egg
|
|
function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|
|
|
local grp = {}
|
|
|
|
-- do NOT add this egg to creative inventory (e.g. dungeon master)
|
|
if creative and no_creative == true then
|
|
grp = {not_in_creative_inventory = 1}
|
|
end
|
|
grp.spawn_egg = 1
|
|
|
|
local invimg = background
|
|
|
|
if addegg == 1 then
|
|
invimg = "mobs_chicken_egg.png^(" .. invimg ..
|
|
"^[mask:mobs_chicken_egg_overlay.png)"
|
|
end
|
|
|
|
minetest.register_craftitem(mob, {
|
|
|
|
description = desc,
|
|
_doc_items_longdesc = "So called “spawn eggs” are items which are used to spawn a single monster or animal.",
|
|
_doc_items_usagehelp = "Place the spawn egg on any block to make a mob appear at this position.",
|
|
inventory_image = invimg,
|
|
groups = grp,
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
-- Call on_rightclick if the pointed node defines it
|
|
local node = minetest.get_node(pointed_thing.under)
|
|
if placer and not placer:get_player_control().sneak then
|
|
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
|
|
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
|
|
end
|
|
end
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
if pos
|
|
and within_limits(pos, 0)
|
|
and (not placer or not minetest.is_protected(pos, placer:get_player_name())) then
|
|
|
|
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
|
|
|
|
if ent.type ~= "monster" then
|
|
-- set owner and tame if not monster
|
|
if placer then
|
|
ent.owner = placer:get_player_name()
|
|
ent.tamed = true
|
|
end
|
|
end
|
|
|
|
-- if not in creative then take item
|
|
if not creative then
|
|
itemstack:take_item()
|
|
end
|
|
end
|
|
|
|
return itemstack
|
|
end,
|
|
})
|
|
end
|
|
|
|
-- capture critter (thanks to blert2112 for idea)
|
|
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
|
|
|
if not self.child
|
|
and clicker:is_player()
|
|
and clicker:get_inventory() then
|
|
|
|
-- get name of clicked mob
|
|
local mobname = self.name
|
|
|
|
-- if not nil change what will be added to inventory
|
|
if replacewith then
|
|
mobname = replacewith
|
|
end
|
|
|
|
local name = clicker:get_player_name()
|
|
|
|
-- is mob tamed?
|
|
if self.tamed == false
|
|
and force_take == false then
|
|
|
|
minetest.chat_send_player(name, S("Not tamed!"))
|
|
|
|
return
|
|
end
|
|
|
|
-- cannot pick up if not owner
|
|
if self.owner ~= name
|
|
and force_take == false then
|
|
|
|
minetest.chat_send_player(name, S("@1 is owner!", self.owner))
|
|
|
|
return
|
|
end
|
|
|
|
if clicker:get_inventory():room_for_item("main", mobname) then
|
|
|
|
-- was mob clicked with hand, net, or lasso?
|
|
local tool = clicker:get_wielded_item()
|
|
local chance = 0
|
|
|
|
if tool:is_empty() then
|
|
chance = chance_hand
|
|
|
|
elseif tool:get_name() == "mobs:net" then
|
|
|
|
chance = chance_net
|
|
|
|
tool:add_wear(4000) -- 17 uses
|
|
|
|
clicker:set_wielded_item(tool)
|
|
|
|
elseif tool:get_name() == "mobs:magic_lasso" then
|
|
|
|
chance = chance_lasso
|
|
|
|
tool:add_wear(650) -- 100 uses
|
|
|
|
clicker:set_wielded_item(tool)
|
|
end
|
|
|
|
-- return if no chance
|
|
if chance == 0 then return end
|
|
|
|
-- calculate chance.. add to inventory if successful?
|
|
if random(1, 100) <= chance then
|
|
|
|
clicker:get_inventory():add_item("main", mobname)
|
|
|
|
self.object:remove()
|
|
else
|
|
minetest.chat_send_player(name, S("Missed!"))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local mob_obj = {}
|
|
local mob_sta = {}
|
|
|
|
-- feeding, taming and breeding (thanks blert2112)
|
|
function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
|
|
|
if not self.follow then
|
|
return false
|
|
end
|
|
|
|
-- can eat/tame with item in hand
|
|
if follow_holding(self, clicker) then
|
|
|
|
-- if not in creative then take item
|
|
if not creative then
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
item:take_item()
|
|
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
|
|
-- increase health
|
|
self.health = self.health + 4
|
|
|
|
if self.health >= self.hp_max then
|
|
|
|
self.health = self.hp_max
|
|
|
|
if self.htimer < 1 then
|
|
|
|
self.htimer = 5
|
|
end
|
|
end
|
|
|
|
self.object:set_hp(self.health)
|
|
|
|
update_tag(self)
|
|
|
|
-- make children grow quicker
|
|
if self.child == true then
|
|
|
|
self.hornytimer = self.hornytimer + 20
|
|
|
|
return true
|
|
end
|
|
|
|
-- feed and tame
|
|
self.food = (self.food or 0) + 1
|
|
if self.food >= feed_count then
|
|
|
|
self.food = 0
|
|
|
|
if breed and self.hornytimer == 0 then
|
|
self.horny = true
|
|
end
|
|
|
|
self.gotten = false
|
|
|
|
if tame then
|
|
|
|
self.tamed = true
|
|
|
|
if not self.owner or self.owner == "" then
|
|
self.owner = clicker:get_player_name()
|
|
end
|
|
end
|
|
|
|
-- make sound when fed so many times
|
|
if self.sounds.random then
|
|
|
|
minetest.sound_play(self.sounds.random, {
|
|
object = self.object,
|
|
max_hear_distance = self.sounds.distance
|
|
})
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
-- if mob has been tamed you can name it with a nametag
|
|
if item:get_name() == "mobs:nametag"
|
|
and clicker:get_player_name() == self.owner then
|
|
|
|
local name = clicker:get_player_name()
|
|
|
|
-- store mob and nametag stack in external variables
|
|
mob_obj[name] = self
|
|
mob_sta[name] = item
|
|
|
|
local tag = self.nametag or ""
|
|
|
|
minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
|
|
.. mcl_vars.gui_bg
|
|
.. mcl_vars.gui_bg_img
|
|
.. "field[0.5,1;7.5,0;name;" .. S("Enter name:") .. ";" .. tag .. "]"
|
|
.. "button_exit[2.5,3.5;3,1;mob_rename;" .. S("Rename") .. "]")
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
-- inspired by blockmen's nametag mod
|
|
minetest.register_on_player_receive_fields(function(player, formname, fields)
|
|
|
|
-- right-clicked with nametag and name entered?
|
|
if formname == "mobs_nametag"
|
|
and fields.name
|
|
and fields.name ~= "" then
|
|
|
|
local name = player:get_player_name()
|
|
|
|
if not mob_obj[name]
|
|
or not mob_obj[name].object then
|
|
return
|
|
end
|
|
|
|
local mobname
|
|
if string.len(fields.name) > 80 then
|
|
minetest.chat_send_player(name, "Warning: Your chosen name is very long! It has been shortened to 80 characters.")
|
|
mobname = string.sub(fields.name, 1, 80)
|
|
end
|
|
|
|
-- update nametag
|
|
mob_obj[name].nametag = mobname
|
|
|
|
update_tag(mob_obj[name])
|
|
|
|
-- if not in creative then take item
|
|
if not creative then
|
|
|
|
mob_sta[name]:take_item()
|
|
|
|
player:set_wielded_item(mob_sta[name])
|
|
end
|
|
|
|
-- reset external variables
|
|
mob_obj[name] = nil
|
|
mob_sta[name] = nil
|
|
|
|
end
|
|
end)
|
|
|
|
-- compatibility function for old entities to new modpack entities
|
|
function mobs:alias_mob(old_name, new_name)
|
|
|
|
-- spawn egg
|
|
minetest.register_alias(old_name, new_name)
|
|
|
|
-- entity
|
|
minetest.register_entity(":" .. old_name, {
|
|
|
|
physical = false,
|
|
|
|
on_step = function(self)
|
|
|
|
local pos = self.object:getpos()
|
|
|
|
minetest.add_entity(pos, new_name)
|
|
|
|
self.object:remove()
|
|
end
|
|
})
|
|
end
|