mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-12-29 04:37:31 +01:00
5ecb56452e
The solution was to move the creeper explosions to originate from the center of the creepers collisionbox and not its entity position.
4580 lines
108 KiB
Lua
4580 lines
108 KiB
Lua
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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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mobs = {}
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mobs.mod = "mrm"
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mobs.version = "20210106" -- don't rely too much on this, rarely updated, if ever
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local MAX_MOB_NAME_LENGTH = 30
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60*20
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local DEATH_DELAY = 0.5
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local DEFAULT_FALL_SPEED = -10
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local FLOP_HEIGHT = 5.0
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local FLOP_HOR_SPEED = 1.5
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local MOB_CAP = {}
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MOB_CAP.hostile = 70
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MOB_CAP.passive = 10
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MOB_CAP.ambient = 15
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MOB_CAP.water = 15
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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-- CMI support check
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local use_cmi = minetest.global_exists("cmi")
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-- Invisibility mod check
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mobs.invis = {}
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if minetest.global_exists("invisibility") then
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mobs.invis = invisibility
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end
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-- creative check
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function mobs.is_creative(name)
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return minetest.is_creative_enabled(name)
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end
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-- localize math functions
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local pi = math.pi
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local 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 not x or x ~= x then
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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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-- Load settings
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local damage_enabled = minetest.settings:get_bool("enable_damage")
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local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
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local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
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local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
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local remove_far = true
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local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
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local show_health = false
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local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 64)
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local mobs_spawn_chance = tonumber(minetest.settings:get("mobs_spawn_chance") or 2.5)
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-- Shows helpful debug info above each mob
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local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
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-- Peaceful mode message so players will know there are no monsters
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if minetest.settings:get_bool("only_peaceful_mobs", false) then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("Peaceful mode active! No monsters will spawn."))
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end)
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end
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-- calculate aoc range for mob count
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local aosrb = tonumber(minetest.settings:get("active_object_send_range_blocks"))
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local abr = tonumber(minetest.settings:get("active_block_range"))
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local aoc_range = max(aosrb, abr) * 16
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-- pathfinding settings
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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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-- default nodes
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local node_ice = "mcl_core:ice"
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local node_snowblock = "mcl_core:snowblock"
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local node_snow = "mcl_core:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "mcl_core:dirt"
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local mod_weather = minetest.get_modpath("mcl_weather") ~= nil
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local mod_explosions = minetest.get_modpath("mcl_explosions") ~= nil
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local mod_mobspawners = minetest.get_modpath("mcl_mobspawners") ~= nil
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local mod_hunger = minetest.get_modpath("mcl_hunger") ~= nil
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local mod_worlds = minetest.get_modpath("mcl_worlds") ~= nil
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local mod_armor = minetest.get_modpath("mcl_armor") ~= nil
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local mod_experience = minetest.get_modpath("mcl_experience") ~= nil
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----For Water Flowing:
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local enable_physics = function(object, luaentity, ignore_check)
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if luaentity.physical_state == false or ignore_check == true then
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luaentity.physical_state = true
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object:set_properties({
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physical = true
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})
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=-9.81,z=0})
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end
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end
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local disable_physics = function(object, luaentity, ignore_check, reset_movement)
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if luaentity.physical_state == true or ignore_check == true then
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luaentity.physical_state = false
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object:set_properties({
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physical = false
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})
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if reset_movement ~= false then
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object:set_velocity({x=0,y=0,z=0})
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object:set_acceleration({x=0,y=0,z=0})
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end
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end
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end
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-- play sound
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local mob_sound = function(self, soundname, is_opinion, fixed_pitch)
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local soundinfo
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if self.sounds_child and self.child then
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soundinfo = self.sounds_child
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elseif self.sounds then
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soundinfo = self.sounds
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end
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if not soundinfo then
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return
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end
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local sound = soundinfo[soundname]
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if sound then
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if is_opinion and self.opinion_sound_cooloff > 0 then
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return
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end
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local pitch
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if not fixed_pitch then
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local base_pitch = soundinfo.base_pitch
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if not base_pitch then
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base_pitch = 1
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end
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if self.child and (not self.sounds_child) then
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-- Children have higher pitch
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pitch = base_pitch * 1.5
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else
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pitch = base_pitch
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end
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-- randomize the pitch a bit
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pitch = pitch + math.random(-10, 10) * 0.005
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end
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minetest.sound_play(sound, {
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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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pitch = pitch,
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}, true)
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self.opinion_sound_cooloff = 1
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end
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end
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-- Return true if object is in view_range
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local function object_in_range(self, object)
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if not object then
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return false
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end
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local factor
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-- Apply view range reduction for special player armor
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if object:is_player() and mod_armor then
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factor = armor:get_mob_view_range_factor(object, self.name)
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end
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-- Distance check
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local dist
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if factor and factor == 0 then
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return false
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elseif factor then
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dist = self.view_range * factor
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else
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dist = self.view_range
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end
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local p1, p2 = self.object:get_pos(), object:get_pos()
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return p1 and p2 and (vector.distance(p1, p2) <= dist)
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end
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-- attack player/mob
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local do_attack = function(self, player)
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if self.state == "attack" or self.state == "die" then
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return
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end
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self.attack = player
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self.state = "attack"
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-- TODO: Implement war_cry sound without being annoying
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--if random(0, 100) < 90 then
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--mob_sound(self, "war_cry", true)
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--end
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end
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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local collision = function(self)
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local pos = self.object:get_pos()
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local vel = self.object:get_velocity()
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local x = 0
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local z = 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
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if object:is_player()
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or (object:get_luaentity()._cmi_is_mob == true and object ~= self.object) then
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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local force = (width + 0.5) - vector.distance(
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{x = pos.x, y = 0, z = pos.z},
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{x = pos2.x, y = 0, z = pos2.z})
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x = x + (vec.x * force)
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z = z + (vec.z * force)
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end
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end
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return({x,z})
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end
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(collision(self))
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end
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:set_velocity({
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x = (sin(yaw) * -v) + c_x,
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y = self.object:get_velocity().y,
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z = (cos(yaw) * v) + c_y,
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})
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end
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-- calculate mob velocity
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local get_velocity = function(self)
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local v = self.object:get_velocity()
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if v then
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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return 0
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end
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-- set and return valid yaw
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local set_yaw = function(self, yaw, delay, dtime)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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delay = delay or 0
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if delay == 0 then
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if self.shaking and dtime then
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yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
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end
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(self, yaw, delay, dtime)
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set_yaw(self, yaw, delay, dtime)
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end
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local add_texture_mod = function(self, mod)
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local full_mod = ""
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local already_added = false
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for i=1, #self.texture_mods do
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if mod == self.texture_mods[i] then
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already_added = true
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end
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full_mod = full_mod .. self.texture_mods[i]
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end
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if not already_added then
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full_mod = full_mod .. mod
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table.insert(self.texture_mods, mod)
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end
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self.object:set_texture_mod(full_mod)
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end
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local remove_texture_mod = function(self, mod)
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local full_mod = ""
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local remove = {}
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for i=1, #self.texture_mods do
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if self.texture_mods[i] ~= mod then
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full_mod = full_mod .. self.texture_mods[i]
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else
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table.insert(remove, i)
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end
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end
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for i=#remove, 1 do
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table.remove(self.texture_mods, remove[i])
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end
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self.object:set_texture_mod(full_mod)
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end
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-- set defined animation
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local set_animation = function(self, anim, fixed_frame)
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if not self.animation or not anim then
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return
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end
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if self.state == "die" and anim ~= "die" and anim ~= "stand" 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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if (anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"]) and self.state ~= "die" then
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return
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end
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self.animation.current = anim
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local a_start = self.animation[anim .. "_start"]
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local a_end
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if fixed_frame then
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a_end = a_start
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else
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a_end = self.animation[anim .. "_end"]
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end
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self.object:set_animation({
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x = a_start,
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y = a_end},
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self.animation[anim .. "_speed"] or self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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-- above function exported for mount.lua
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function mobs:set_animation(self, anim)
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set_animation(self, anim)
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end
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-- Returns true is node can deal damage to self
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local is_node_dangerous = function(self, nodename)
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local nn = nodename
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if self.lava_damage > 0 then
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if minetest.get_item_group(nn, "lava") ~= 0 then
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return true
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end
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end
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if self.fire_damage > 0 then
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if minetest.get_item_group(nn, "fire") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn].damage_per_second and minetest.registered_nodes[nn].damage_per_second > 0 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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-- Returns true if node is a water hazard
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local is_node_waterhazard = function(self, nodename)
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local nn = nodename
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if self.water_damage > 0 then
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if minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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if minetest.registered_nodes[nn] and minetest.registered_nodes[nn].drowning and minetest.registered_nodes[nn].drowning > 0 then
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if self.breath_max ~= -1 then
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-- check if the mob is water-breathing _and_ the block is water; only return true if neither is the case
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-- this will prevent water-breathing mobs to classify water or e.g. sand below them as dangerous
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if not self.breathes_in_water and minetest.get_item_group(nn, "water") ~= 0 then
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return true
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end
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end
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end
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return false
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end
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = 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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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = vector.distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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and minetest.registered_nodes[nn].walkable == false do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = vector.distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- are we flying in what we are suppose to? (taikedz)
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local flight_check = function(self)
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local nod = self.standing_in
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local def = minetest.registered_nodes[nod]
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if not def then return false end -- nil check
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local fly_in
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if type(self.fly_in) == "string" then
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fly_in = { self.fly_in }
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elseif type(self.fly_in) == "table" then
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fly_in = self.fly_in
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else
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return false
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end
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for _,checknode in pairs(fly_in) do
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if nod == checknode then
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return true
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elseif checknode == "__airlike" and def.walkable == false and
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(def.liquidtype == "none" or minetest.get_item_group(nod, "fake_liquid") == 1) then
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return true
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end
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end
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return false
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end
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-- custom particle effects
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local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
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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
|
|
gravity = gravity or -10
|
|
glow = glow or 0
|
|
go_down = go_down or false
|
|
|
|
local ym
|
|
if go_down then
|
|
ym = 0
|
|
else
|
|
ym = -radius
|
|
end
|
|
|
|
minetest.add_particlespawner({
|
|
amount = amount,
|
|
time = 0.25,
|
|
minpos = pos,
|
|
maxpos = pos,
|
|
minvel = {x = -radius, y = ym, z = -radius},
|
|
maxvel = {x = radius, y = radius, z = radius},
|
|
minacc = {x = 0, y = gravity, z = 0},
|
|
maxacc = {x = 0, y = gravity, z = 0},
|
|
minexptime = 0.1,
|
|
maxexptime = 1,
|
|
minsize = min_size,
|
|
maxsize = max_size,
|
|
texture = texture,
|
|
glow = glow,
|
|
})
|
|
end
|
|
|
|
local damage_effect = function(self, damage)
|
|
-- damage particles
|
|
if (not disable_blood) and damage > 0 then
|
|
|
|
local amount_large = math.floor(damage / 2)
|
|
local amount_small = damage % 2
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
pos.y = pos.y + (self.collisionbox[5] - self.collisionbox[2]) * .5
|
|
|
|
local texture = "mobs_blood.png"
|
|
-- full heart damage (one particle for each 2 HP damage)
|
|
if amount_large > 0 then
|
|
effect(pos, amount_large, texture, 2, 2, 1.75, 0, nil, true)
|
|
end
|
|
-- half heart damage (one additional particle if damage is an odd number)
|
|
if amount_small > 0 then
|
|
-- TODO: Use "half heart"
|
|
effect(pos, amount_small, texture, 1, 1, 1.75, 0, nil, true)
|
|
end
|
|
end
|
|
end
|
|
|
|
mobs.death_effect = function(pos, yaw, collisionbox, rotate)
|
|
local min, max
|
|
if collisionbox then
|
|
min = {x=collisionbox[1], y=collisionbox[2], z=collisionbox[3]}
|
|
max = {x=collisionbox[4], y=collisionbox[5], z=collisionbox[6]}
|
|
else
|
|
min = { x = -0.5, y = 0, z = -0.5 }
|
|
max = { x = 0.5, y = 0.5, z = 0.5 }
|
|
end
|
|
if rotate then
|
|
min = vector.rotate(min, {x=0, y=yaw, z=pi/2})
|
|
max = vector.rotate(max, {x=0, y=yaw, z=pi/2})
|
|
min, max = vector.sort(min, max)
|
|
min = vector.multiply(min, 0.5)
|
|
max = vector.multiply(max, 0.5)
|
|
end
|
|
|
|
minetest.add_particlespawner({
|
|
amount = 50,
|
|
time = 0.001,
|
|
minpos = vector.add(pos, min),
|
|
maxpos = vector.add(pos, max),
|
|
minvel = vector.new(-5,-5,-5),
|
|
maxvel = vector.new(5,5,5),
|
|
minexptime = 1.1,
|
|
maxexptime = 1.5,
|
|
minsize = 1,
|
|
maxsize = 2,
|
|
collisiondetection = false,
|
|
vertical = false,
|
|
texture = "mcl_particles_mob_death.png^[colorize:#000000:255",
|
|
})
|
|
|
|
minetest.sound_play("mcl_mobs_mob_poof", {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = 8,
|
|
}, true)
|
|
end
|
|
|
|
local update_tag = function(self)
|
|
local tag
|
|
if mobs_debug then
|
|
tag = "nametag = '"..tostring(self.nametag).."'\n"..
|
|
"state = '"..tostring(self.state).."'\n"..
|
|
"order = '"..tostring(self.order).."'\n"..
|
|
"attack = "..tostring(self.attack).."\n"..
|
|
"health = "..tostring(self.health).."\n"..
|
|
"breath = "..tostring(self.breath).."\n"..
|
|
"gotten = "..tostring(self.gotten).."\n"..
|
|
"tamed = "..tostring(self.tamed).."\n"..
|
|
"horny = "..tostring(self.horny).."\n"..
|
|
"hornytimer = "..tostring(self.hornytimer).."\n"..
|
|
"runaway_timer = "..tostring(self.runaway_timer).."\n"..
|
|
"following = "..tostring(self.following)
|
|
else
|
|
tag = self.nametag
|
|
end
|
|
self.object:set_properties({
|
|
nametag = tag,
|
|
})
|
|
|
|
end
|
|
|
|
|
|
-- drop items
|
|
local item_drop = function(self, cooked, looting_level)
|
|
|
|
-- no drops if disabled by setting
|
|
if not mobs_drop_items then return end
|
|
|
|
looting_level = looting_level or 0
|
|
|
|
-- no drops for child mobs (except monster)
|
|
if (self.child and self.type ~= "monster") then
|
|
return
|
|
end
|
|
|
|
local obj, item, num
|
|
local pos = self.object:get_pos()
|
|
|
|
self.drops = self.drops or {} -- nil check
|
|
|
|
for n = 1, #self.drops do
|
|
local dropdef = self.drops[n]
|
|
local chance = 1 / dropdef.chance
|
|
local looting_type = dropdef.looting
|
|
|
|
if looting_level > 0 then
|
|
local chance_function = dropdef.looting_chance_function
|
|
if chance_function then
|
|
chance = chance_function(looting_level)
|
|
elseif looting_type == "rare" then
|
|
chance = chance + (dropdef.looting_factor or 0.01) * looting_level
|
|
end
|
|
end
|
|
|
|
local num = 0
|
|
local do_common_looting = (looting_level > 0 and looting_type == "common")
|
|
if random() < chance then
|
|
num = random(dropdef.min or 1, dropdef.max or 1)
|
|
elseif not dropdef.looting_ignore_chance then
|
|
do_common_looting = false
|
|
end
|
|
|
|
if do_common_looting then
|
|
num = num + math.floor(math.random(0, looting_level) + 0.5)
|
|
end
|
|
|
|
if num > 0 then
|
|
item = dropdef.name
|
|
|
|
-- cook items when true
|
|
if cooked then
|
|
|
|
local output = minetest.get_craft_result({
|
|
method = "cooking", width = 1, items = {item}})
|
|
|
|
if output and output.item and not output.item:is_empty() then
|
|
item = output.item:get_name()
|
|
end
|
|
end
|
|
|
|
-- add item if it exists
|
|
obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
|
|
|
|
if obj and obj:get_luaentity() then
|
|
|
|
obj:set_velocity({
|
|
x = random(-10, 10) / 9,
|
|
y = 6,
|
|
z = random(-10, 10) / 9,
|
|
})
|
|
elseif obj then
|
|
obj:remove() -- item does not exist
|
|
end
|
|
end
|
|
end
|
|
|
|
self.drops = {}
|
|
end
|
|
|
|
|
|
-- check if mob is dead or only hurt
|
|
local check_for_death = function(self, cause, cmi_cause)
|
|
|
|
if self.state == "die" then
|
|
return true
|
|
end
|
|
|
|
-- has health actually changed?
|
|
if self.health == self.old_health and self.health > 0 then
|
|
return false
|
|
end
|
|
|
|
local damaged = self.health < self.old_health
|
|
self.old_health = self.health
|
|
|
|
-- still got some health?
|
|
if self.health > 0 then
|
|
|
|
-- make sure health isn't higher than max
|
|
if self.health > self.hp_max then
|
|
self.health = self.hp_max
|
|
end
|
|
|
|
-- play damage sound if health was reduced and make mob flash red.
|
|
if damaged then
|
|
add_texture_mod(self, "^[colorize:#FF000040")
|
|
minetest.after(.2, function(self)
|
|
if self and self.object then
|
|
remove_texture_mod(self, "^[colorize:#FF000040")
|
|
end
|
|
end, self)
|
|
mob_sound(self, "damage")
|
|
end
|
|
|
|
-- backup nametag so we can show health stats
|
|
if not self.nametag2 then
|
|
self.nametag2 = self.nametag or ""
|
|
end
|
|
|
|
if show_health
|
|
and (cmi_cause and cmi_cause.type == "punch") then
|
|
|
|
self.htimer = 2
|
|
self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
|
|
|
|
update_tag(self)
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
mob_sound(self, "death")
|
|
|
|
local function death_handle(self)
|
|
-- dropped cooked item if mob died in fire or lava
|
|
if cause == "lava" or cause == "fire" then
|
|
item_drop(self, true, 0)
|
|
else
|
|
local wielditem = ItemStack()
|
|
if cause == "hit" then
|
|
local puncher = cmi_cause.puncher
|
|
if puncher then
|
|
wielditem = puncher:get_wielded_item()
|
|
end
|
|
end
|
|
local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect")
|
|
local looting = mcl_enchanting.get_enchantment(wielditem, "looting")
|
|
item_drop(self, cooked, looting)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if mod_experience and ((not self.child) or self.type ~= "animal") then
|
|
mcl_experience.throw_experience(pos, math.random(self.xp_min, self.xp_max))
|
|
end
|
|
end
|
|
|
|
-- execute custom death function
|
|
if self.on_die then
|
|
|
|
local pos = self.object:get_pos()
|
|
local on_die_exit = self.on_die(self, pos, cmi_cause)
|
|
if on_die_exit ~= true then
|
|
death_handle(self)
|
|
end
|
|
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
end
|
|
|
|
if on_die_exit == true then
|
|
self.state = "die"
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return true
|
|
end
|
|
end
|
|
|
|
local collisionbox
|
|
if self.collisionbox then
|
|
collisionbox = table.copy(self.collisionbox)
|
|
end
|
|
|
|
self.state = "die"
|
|
self.attack = nil
|
|
self.v_start = false
|
|
self.fall_speed = DEFAULT_FALL_SPEED
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
remove_texture_mod(self, "^[colorize:#FF000040")
|
|
remove_texture_mod(self, "^[brighten")
|
|
self.passive = true
|
|
self.object:set_properties({
|
|
pointable = false,
|
|
collide_with_objects = false,
|
|
})
|
|
set_velocity(self, 0)
|
|
local acc = self.object:get_acceleration()
|
|
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
|
|
self.object:set_acceleration(acc)
|
|
|
|
local length
|
|
-- default death function and die animation (if defined)
|
|
if self.instant_death then
|
|
length = 0
|
|
elseif self.animation
|
|
and self.animation.die_start
|
|
and self.animation.die_end then
|
|
|
|
local frames = self.animation.die_end - self.animation.die_start
|
|
local speed = self.animation.die_speed or 15
|
|
length = max(frames / speed, 0) + DEATH_DELAY
|
|
set_animation(self, "die")
|
|
else
|
|
local rot = self.object:get_rotation()
|
|
rot.z = pi/2
|
|
self.object:set_rotation(rot)
|
|
length = 1 + DEATH_DELAY
|
|
set_animation(self, "stand", true)
|
|
end
|
|
|
|
|
|
-- Remove body after a few seconds and drop stuff
|
|
local kill = function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if use_cmi then
|
|
cmi.notify_die(self.object, cmi_cause)
|
|
end
|
|
|
|
death_handle(self)
|
|
local dpos = self.object:get_pos()
|
|
local cbox = self.collisionbox
|
|
local yaw = self.object:get_rotation().y
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
|
|
end
|
|
if length <= 0 then
|
|
kill(self)
|
|
else
|
|
minetest.after(length, kill, self)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
-- check if within physical map limits (-30911 to 30927)
|
|
local within_limits, wmin, wmax = nil, -30913, 30928
|
|
within_limits = function(pos, radius)
|
|
if mcl_vars then
|
|
if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
|
|
wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
|
|
within_limits = function(pos, radius)
|
|
return pos
|
|
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
|
|
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
|
|
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
|
|
end
|
|
end
|
|
end
|
|
return pos
|
|
and (pos.x - radius) > wmin and (pos.x + radius) < wmax
|
|
and (pos.y - radius) > wmin and (pos.y + radius) < wmax
|
|
and (pos.z - radius) > wmin and (pos.z + radius) < wmax
|
|
end
|
|
|
|
|
|
-- is mob facing a cliff or danger
|
|
local is_at_cliff_or_danger = function(self)
|
|
|
|
if self.fear_height == 0 then -- 0 for no falling protection!
|
|
return false
|
|
end
|
|
|
|
if not self.object:get_luaentity() then
|
|
return false
|
|
end
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
local pos = self.object:get_pos()
|
|
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
|
|
|
local free_fall, blocker = minetest.line_of_sight(
|
|
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
|
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
|
|
if free_fall then
|
|
return true
|
|
else
|
|
local bnode = minetest.get_node(blocker)
|
|
local danger = is_node_dangerous(self, bnode.name)
|
|
if danger then
|
|
return true
|
|
else
|
|
local def = minetest.registered_nodes[bnode.name]
|
|
if def and def.walkable then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
|
|
local is_at_water_danger = function(self)
|
|
|
|
|
|
if not self.object:get_luaentity() then
|
|
return false
|
|
end
|
|
local yaw = self.object:get_yaw()
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
local pos = self.object:get_pos()
|
|
local ypos = pos.y + self.collisionbox[2] -- just above floor
|
|
|
|
local free_fall, blocker = minetest.line_of_sight(
|
|
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
|
|
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
|
|
if free_fall then
|
|
return true
|
|
else
|
|
local bnode = minetest.get_node(blocker)
|
|
local waterdanger = is_node_waterhazard(self, bnode.name)
|
|
if
|
|
waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) then
|
|
return false
|
|
elseif waterdanger and (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) == false then
|
|
return true
|
|
else
|
|
local def = minetest.registered_nodes[bnode.name]
|
|
if def and def.walkable then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- get node but use fallback for nil or unknown
|
|
local node_ok = function(pos, fallback)
|
|
|
|
fallback = fallback or mobs.fallback_node
|
|
|
|
local node = minetest.get_node_or_nil(pos)
|
|
|
|
if node and minetest.registered_nodes[node.name] then
|
|
return node
|
|
end
|
|
|
|
return minetest.registered_nodes[fallback]
|
|
end
|
|
|
|
|
|
-- environmental damage (water, lava, fire, light etc.)
|
|
local do_env_damage = function(self)
|
|
|
|
-- feed/tame text timer (so mob 'full' messages dont spam chat)
|
|
if self.htimer > 0 then
|
|
self.htimer = self.htimer - 1
|
|
end
|
|
|
|
-- reset nametag after showing health stats
|
|
if self.htimer < 1 and self.nametag2 then
|
|
|
|
self.nametag = self.nametag2
|
|
self.nametag2 = nil
|
|
|
|
update_tag(self)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
self.time_of_day = minetest.get_timeofday()
|
|
|
|
-- remove mob if beyond map limits
|
|
if not within_limits(pos, 0) then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return true
|
|
end
|
|
|
|
|
|
-- Deal light damage to mob, returns true if mob died
|
|
local deal_light_damage = function(self, pos, damage)
|
|
if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
|
|
self.health = self.health - damage
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if check_for_death(self, "light", {type = "light"}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- bright light harms mob
|
|
if self.light_damage ~= 0 and (minetest.get_node_light(pos) or 0) > 12 then
|
|
if deal_light_damage(self, pos, self.light_damage) then
|
|
return true
|
|
end
|
|
end
|
|
local _, dim = nil, "overworld"
|
|
if mod_worlds then
|
|
_, dim = mcl_worlds.y_to_layer(pos.y)
|
|
end
|
|
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (minetest.get_node_light(pos) or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
|
|
if self.ignited_by_sunlight then
|
|
mcl_burning.set_on_fire(self.object, 10, self.sunlight_damage or 1)
|
|
else
|
|
deal_light_damage(self, pos, self.sunlight_damage)
|
|
return true
|
|
end
|
|
end
|
|
|
|
local y_level = self.collisionbox[2]
|
|
|
|
if self.child then
|
|
y_level = self.collisionbox[2] * 0.5
|
|
end
|
|
|
|
-- what is mob standing in?
|
|
pos.y = pos.y + y_level + 0.25 -- foot level
|
|
local pos2 = {x=pos.x, y=pos.y-1, z=pos.z}
|
|
self.standing_in = node_ok(pos, "air").name
|
|
self.standing_on = node_ok(pos2, "air").name
|
|
|
|
-- don't fall when on ignore, just stand still
|
|
if self.standing_in == "ignore" then
|
|
self.object:set_velocity({x = 0, y = 0, z = 0})
|
|
end
|
|
|
|
local nodef = minetest.registered_nodes[self.standing_in]
|
|
|
|
-- rain
|
|
if self.rain_damage > 0 and mod_weather then
|
|
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
|
|
|
|
self.health = self.health - self.rain_damage
|
|
|
|
if check_for_death(self, "rain", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
pos.y = pos.y + 1 -- for particle effect position
|
|
|
|
-- water damage
|
|
if self.water_damage > 0
|
|
and nodef.groups.water then
|
|
|
|
if self.water_damage ~= 0 then
|
|
|
|
self.health = self.health - self.water_damage
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
|
|
|
|
if check_for_death(self, "water", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- lava damage
|
|
elseif self.lava_damage > 0
|
|
and (nodef.groups.lava) then
|
|
|
|
if self.lava_damage ~= 0 then
|
|
|
|
self.health = self.health - self.lava_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
|
|
if check_for_death(self, "lava", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- fire damage
|
|
elseif self.fire_damage > 0
|
|
and (nodef.groups.fire) then
|
|
|
|
if self.fire_damage ~= 0 then
|
|
|
|
self.health = self.health - self.fire_damage
|
|
|
|
effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
|
|
if check_for_death(self, "fire", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- damage_per_second node check
|
|
elseif nodef.damage_per_second ~= 0 and not nodef.groups.lava and not nodef.groups.fire then
|
|
|
|
self.health = self.health - nodef.damage_per_second
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if check_for_death(self, "dps", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- Drowning damage
|
|
if self.breath_max ~= -1 then
|
|
local drowning = false
|
|
if self.breathes_in_water then
|
|
if minetest.get_item_group(self.standing_in, "water") == 0 then
|
|
drowning = true
|
|
end
|
|
elseif nodef.drowning > 0 then
|
|
drowning = true
|
|
end
|
|
if drowning then
|
|
|
|
self.breath = math.max(0, self.breath - 1)
|
|
|
|
effect(pos, 2, "bubble.png", nil, nil, 1, nil)
|
|
if self.breath <= 0 then
|
|
local dmg
|
|
if nodef.drowning > 0 then
|
|
dmg = nodef.drowning
|
|
else
|
|
dmg = 4
|
|
end
|
|
damage_effect(self, dmg)
|
|
self.health = self.health - dmg
|
|
end
|
|
if check_for_death(self, "drowning", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
else
|
|
self.breath = math.min(self.breath_max, self.breath + 1)
|
|
end
|
|
end
|
|
|
|
--- suffocation inside solid node
|
|
-- FIXME: Redundant with mcl_playerplus
|
|
if (self.suffocation == true)
|
|
and (nodef.walkable == nil or nodef.walkable == true)
|
|
and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
|
|
and (nodef.node_box == nil or nodef.node_box.type == "regular")
|
|
and (nodef.groups.disable_suffocation ~= 1)
|
|
and (nodef.groups.opaque == 1) then
|
|
|
|
-- Short grace period before starting to take suffocation damage.
|
|
-- This is different from players, who take damage instantly.
|
|
-- This has been done because mobs might briefly be inside solid nodes
|
|
-- when e.g. climbing up stairs.
|
|
-- This is a bit hacky because it assumes that do_env_damage
|
|
-- is called roughly every second only.
|
|
self.suffocation_timer = self.suffocation_timer + 1
|
|
if self.suffocation_timer >= 3 then
|
|
-- 2 damage per second
|
|
-- TODO: Deal this damage once every 1/2 second
|
|
self.health = self.health - 2
|
|
|
|
if check_for_death(self, "suffocation", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
self.suffocation_timer = 0
|
|
end
|
|
|
|
return check_for_death(self, "", {type = "unknown"})
|
|
end
|
|
|
|
|
|
-- jump if facing a solid node (not fences or gates)
|
|
local do_jump = function(self)
|
|
|
|
if not self.jump
|
|
or self.jump_height == 0
|
|
or self.fly
|
|
or (self.child and self.type ~= "monster")
|
|
or self.order == "stand" then
|
|
return false
|
|
end
|
|
|
|
self.facing_fence = false
|
|
|
|
-- something stopping us while moving?
|
|
if self.state ~= "stand"
|
|
and get_velocity(self) > 0.5
|
|
and self.object:get_velocity().y ~= 0 then
|
|
return false
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = self.object:get_yaw()
|
|
|
|
-- what is mob standing on?
|
|
pos.y = pos.y + self.collisionbox[2] - 0.2
|
|
|
|
local nod = node_ok(pos)
|
|
|
|
if minetest.registered_nodes[nod.name].walkable == false then
|
|
return false
|
|
end
|
|
|
|
-- where is front
|
|
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
|
|
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
|
|
|
|
-- what is in front of mob?
|
|
nod = node_ok({
|
|
x = pos.x + dir_x,
|
|
y = pos.y + 0.5,
|
|
z = pos.z + dir_z
|
|
})
|
|
|
|
-- this is used to detect if there's a block on top of the block in front of the mob.
|
|
-- If there is, there is no point in jumping as we won't manage.
|
|
local nodTop = node_ok({
|
|
x = pos.x + dir_x,
|
|
y = pos.y + 1.5,
|
|
z = pos.z + dir_z
|
|
}, "air")
|
|
|
|
-- we don't attempt to jump if there's a stack of blocks blocking
|
|
if minetest.registered_nodes[nodTop.name].walkable == true then
|
|
return false
|
|
end
|
|
|
|
-- thin blocks that do not need to be jumped
|
|
if nod.name == node_snow then
|
|
return false
|
|
end
|
|
|
|
if self.walk_chance == 0
|
|
or minetest.registered_items[nod.name].walkable then
|
|
|
|
if minetest.get_item_group(nod.name, "fence") == 0
|
|
and minetest.get_item_group(nod.name, "fence_gate") == 0
|
|
and minetest.get_item_group(nod.name, "wall") == 0 then
|
|
|
|
local v = self.object:get_velocity()
|
|
|
|
v.y = self.jump_height
|
|
|
|
set_animation(self, "jump") -- only when defined
|
|
|
|
self.object:set_velocity(v)
|
|
|
|
-- when in air move forward
|
|
minetest.after(0.3, function(self, v)
|
|
if (not self.object) or (not self.object:get_luaentity()) or (self.state == "die") then
|
|
return
|
|
end
|
|
self.object:set_acceleration({
|
|
x = v.x * 2,
|
|
y = -10,
|
|
z = v.z * 2,
|
|
})
|
|
end, self, v)
|
|
|
|
if self.jump_sound_cooloff <= 0 then
|
|
mob_sound(self, "jump")
|
|
self.jump_sound_cooloff = 0.5
|
|
end
|
|
else
|
|
self.facing_fence = true
|
|
end
|
|
|
|
-- if we jumped against a block/wall 4 times then turn
|
|
if self.object:get_velocity().x ~= 0
|
|
and self.object:get_velocity().z ~= 0 then
|
|
|
|
self.jump_count = (self.jump_count or 0) + 1
|
|
|
|
if self.jump_count == 4 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
yaw = set_yaw(self, yaw + 1.35, 8)
|
|
|
|
self.jump_count = 0
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- blast damage to entities nearby
|
|
local entity_physics = function(pos, radius)
|
|
|
|
radius = radius * 2
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, radius)
|
|
local obj_pos, dist
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj_pos = objs[n]:get_pos()
|
|
|
|
dist = vector.distance(pos, obj_pos)
|
|
if dist < 1 then dist = 1 end
|
|
|
|
local damage = floor((4 / dist) * radius)
|
|
local ent = objs[n]:get_luaentity()
|
|
|
|
-- punches work on entities AND players
|
|
objs[n]:punch(objs[n], 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, pos)
|
|
end
|
|
end
|
|
|
|
|
|
-- should mob follow what I'm holding ?
|
|
local follow_holding = function(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 breed = function(self)
|
|
|
|
-- child takes a long time before growing into adult
|
|
if self.child == true then
|
|
|
|
-- When a child, hornytimer is used to count age until adulthood
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= CHILD_GROW_TIME then
|
|
|
|
self.child = false
|
|
self.hornytimer = 0
|
|
|
|
self.object:set_properties({
|
|
textures = self.base_texture,
|
|
mesh = self.base_mesh,
|
|
visual_size = self.base_size,
|
|
collisionbox = self.base_colbox,
|
|
selectionbox = self.base_selbox,
|
|
})
|
|
|
|
-- custom function when child grows up
|
|
if self.on_grown then
|
|
self.on_grown(self)
|
|
else
|
|
-- jump when fully grown so as not to fall into ground
|
|
self.object:set_velocity({
|
|
x = 0,
|
|
y = self.jump_height,
|
|
z = 0
|
|
})
|
|
end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
-- horny animal can mate for HORNY_TIME seconds,
|
|
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
|
|
if self.horny == true
|
|
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
|
|
|
|
self.hornytimer = self.hornytimer + 1
|
|
|
|
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
|
|
self.hornytimer = 0
|
|
self.horny = false
|
|
end
|
|
end
|
|
|
|
-- find another same animal who is also horny and mate if nearby
|
|
if self.horny == true
|
|
and self.hornytimer <= HORNY_TIME then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1)
|
|
|
|
local objs = minetest.get_objects_inside_radius(pos, 3)
|
|
local num = 0
|
|
local ent = 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 <= HORNY_TIME then
|
|
num = num + 1
|
|
end
|
|
|
|
-- found your mate? then have a baby
|
|
if num > 1 then
|
|
|
|
self.hornytimer = HORNY_TIME + 1
|
|
ent.hornytimer = HORNY_TIME + 1
|
|
|
|
-- spawn baby
|
|
minetest.after(5, function(parent1, parent2, pos)
|
|
if not parent1.object:get_luaentity() then
|
|
return
|
|
end
|
|
if not parent2.object:get_luaentity() then
|
|
return
|
|
end
|
|
|
|
-- Give XP
|
|
if mod_experience then
|
|
mcl_experience.throw_experience(pos, math.random(1, 7))
|
|
end
|
|
|
|
-- custom breed function
|
|
if parent1.on_breed then
|
|
-- when false, skip going any further
|
|
if parent1.on_breed(parent1, parent2) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
local child = mobs:spawn_child(pos, parent1.name)
|
|
|
|
local ent_c = child:get_luaentity()
|
|
|
|
|
|
-- Use texture of one of the parents
|
|
local p = math.random(1, 2)
|
|
if p == 1 then
|
|
ent_c.base_texture = parent1.base_texture
|
|
else
|
|
ent_c.base_texture = parent2.base_texture
|
|
end
|
|
child:set_properties({
|
|
textures = ent_c.base_texture
|
|
})
|
|
|
|
-- tamed and owned by parents' owner
|
|
ent_c.tamed = true
|
|
ent_c.owner = parent1.owner
|
|
end, self, ent, pos)
|
|
|
|
num = 0
|
|
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- find and replace what mob is looking for (grass, wheat etc.)
|
|
local replace = function(self, pos)
|
|
|
|
if not self.replace_rate
|
|
or not self.replace_what
|
|
or self.child == true
|
|
or self.object:get_velocity().y ~= 0
|
|
or random(1, self.replace_rate) > 1 then
|
|
return
|
|
end
|
|
|
|
local what, with, y_offset
|
|
|
|
if type(self.replace_what[1]) == "table" then
|
|
|
|
local num = random(#self.replace_what)
|
|
|
|
what = self.replace_what[num][1] or ""
|
|
with = self.replace_what[num][2] or ""
|
|
y_offset = self.replace_what[num][3] or 0
|
|
else
|
|
what = self.replace_what
|
|
with = self.replace_with or ""
|
|
y_offset = self.replace_offset or 0
|
|
end
|
|
|
|
pos.y = pos.y + y_offset
|
|
|
|
local node = minetest.get_node(pos)
|
|
if node.name == what then
|
|
|
|
local oldnode = {name = what, param2 = node.param2}
|
|
local newnode = {name = with, param2 = node.param2}
|
|
local on_replace_return
|
|
|
|
if self.on_replace then
|
|
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
|
|
end
|
|
|
|
if on_replace_return ~= false then
|
|
|
|
if mobs_griefing then
|
|
minetest.set_node(pos, newnode)
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- check if daytime and also if mob is docile during daylight hours
|
|
local day_docile = function(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
|
|
|
|
|
|
local los_switcher = false
|
|
local height_switcher = false
|
|
|
|
-- path finding and smart mob routine by rnd, line_of_sight and other edits by Elkien3
|
|
local smart_mobs = function(self, s, p, dist, dtime)
|
|
|
|
local s1 = self.path.lastpos
|
|
|
|
local target_pos = self.attack:get_pos()
|
|
|
|
-- is it becoming stuck?
|
|
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
|
|
self.path.stuck_timer = self.path.stuck_timer + dtime
|
|
else
|
|
self.path.stuck_timer = 0
|
|
end
|
|
|
|
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
|
|
|
|
local use_pathfind = false
|
|
local has_lineofsight = minetest.line_of_sight(
|
|
{x = s.x, y = (s.y) + .5, z = s.z},
|
|
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
|
|
|
|
-- im stuck, search for path
|
|
if not has_lineofsight then
|
|
|
|
if los_switcher == true then
|
|
use_pathfind = true
|
|
los_switcher = false
|
|
end -- cannot see target!
|
|
else
|
|
if los_switcher == false then
|
|
|
|
los_switcher = true
|
|
use_pathfind = false
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end -- can see target!
|
|
end
|
|
|
|
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end
|
|
|
|
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
|
|
|
|
use_pathfind = true
|
|
self.path.stuck_timer = 0
|
|
|
|
minetest.after(1, function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
if has_lineofsight then self.path.following = false end
|
|
end, self)
|
|
end
|
|
|
|
if math.abs(vector.subtract(s,target_pos).y) > self.stepheight then
|
|
|
|
if height_switcher then
|
|
use_pathfind = true
|
|
height_switcher = false
|
|
end
|
|
else
|
|
if not height_switcher then
|
|
use_pathfind = false
|
|
height_switcher = true
|
|
end
|
|
end
|
|
|
|
if use_pathfind then
|
|
-- 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.z = floor(s.z + 0.5)
|
|
|
|
local ssight, sground = minetest.line_of_sight(s, {
|
|
x = s.x, y = s.y - 4, z = s.z}, 1)
|
|
|
|
-- determine node above ground
|
|
if not ssight then
|
|
s.y = sground.y + 1
|
|
end
|
|
|
|
local p1 = self.attack:get_pos()
|
|
|
|
p1.x = floor(p1.x + 0.5)
|
|
p1.y = floor(p1.y + 0.5)
|
|
p1.z = floor(p1.z + 0.5)
|
|
|
|
local dropheight = 12
|
|
if self.fear_height ~= 0 then dropheight = self.fear_height end
|
|
local jumpheight = 0
|
|
if self.jump and self.jump_height >= 4 then
|
|
jumpheight = math.min(math.ceil(self.jump_height / 4), 4)
|
|
elseif self.stepheight > 0.5 then
|
|
jumpheight = 1
|
|
end
|
|
self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "A*_noprefetch")
|
|
|
|
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 and mobs_griefing then
|
|
|
|
-- is player higher than mob?
|
|
if s.y < p1.y then
|
|
|
|
-- build upwards
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local ndef1 = minetest.registered_nodes[self.standing_in]
|
|
|
|
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
|
|
|
|
minetest.set_node(s, {name = mobs.fallback_node})
|
|
end
|
|
end
|
|
|
|
local sheight = math.ceil(self.collisionbox[5]) + 1
|
|
|
|
-- assume mob is 2 blocks high so it digs above its head
|
|
s.y = s.y + sheight
|
|
|
|
-- remove one block above to make room to jump
|
|
if not minetest.is_protected(s, "") then
|
|
|
|
local node1 = node_ok(s, "air").name
|
|
local ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.set_node(s, {name = "air"})
|
|
minetest.add_item(s, ItemStack(node1))
|
|
|
|
end
|
|
end
|
|
|
|
s.y = s.y - sheight
|
|
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
|
|
|
|
else -- dig 2 blocks to make door toward player direction
|
|
|
|
local yaw1 = self.object:get_yaw() + pi / 2
|
|
local p1 = {
|
|
x = s.x + cos(yaw1),
|
|
y = s.y,
|
|
z = s.z + sin(yaw1)
|
|
}
|
|
|
|
if not minetest.is_protected(p1, "") then
|
|
|
|
local node1 = node_ok(p1, "air").name
|
|
local ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
p1.y = p1.y + 1
|
|
node1 = node_ok(p1, "air").name
|
|
ndef1 = minetest.registered_nodes[node1]
|
|
|
|
if node1 ~= "air"
|
|
and node1 ~= "ignore"
|
|
and ndef1
|
|
and not ndef1.groups.level
|
|
and not ndef1.groups.unbreakable
|
|
and not ndef1.groups.liquid then
|
|
|
|
minetest.add_item(p1, ItemStack(node1))
|
|
minetest.set_node(p1, {name = "air"})
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- will try again in 2 seconds
|
|
self.path.stuck_timer = stuck_timeout - 2
|
|
elseif s.y < p1.y and (not self.fly) then
|
|
do_jump(self) --add jump to pathfinding
|
|
self.path.following = true
|
|
-- Yay, I found path!
|
|
-- TODO: Implement war_cry sound without being annoying
|
|
--mob_sound(self, "war_cry", true)
|
|
else
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
-- follow path now that it has it
|
|
self.path.following = true
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- specific attacks
|
|
local specific_attack = function(list, what)
|
|
|
|
-- no list so attack default (player, animals etc.)
|
|
if list == nil then
|
|
return true
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- monster find someone to attack
|
|
local monster_attack = function(self)
|
|
|
|
if self.type ~= "monster"
|
|
or not damage_enabled
|
|
or minetest.is_creative_enabled("")
|
|
or self.passive
|
|
or self.state == "attack"
|
|
or day_docile(self) then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
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() ] or (not object_in_range(self, objs[n])) 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
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
dist = vector.distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
|
|
-- choose closest player to attack
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
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 p, sp, obj, min_player
|
|
local s = self.object:get_pos()
|
|
local min_dist = self.view_range + 1
|
|
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
|
|
|
|
p = obj.object:get_pos()
|
|
sp = s
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = obj.object
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
do_attack(self, min_player)
|
|
end
|
|
end
|
|
|
|
|
|
-- specific runaway
|
|
local specific_runaway = function(list, what)
|
|
|
|
-- no list so do not run
|
|
if list == nil then
|
|
return false
|
|
end
|
|
|
|
-- found entity on list to attack?
|
|
for no = 1, #list do
|
|
|
|
if list[no] == what then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
-- find someone to runaway from
|
|
local runaway_from = function(self)
|
|
|
|
if not self.runaway_from and self.state ~= "flop" then
|
|
return
|
|
end
|
|
|
|
local s = self.object:get_pos()
|
|
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() ]
|
|
or self.owner == objs[n]:get_player_name()
|
|
or (not object_in_range(self, objs[n])) 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 runaway from
|
|
if name ~= "" and name ~= self.name
|
|
and specific_runaway(self.runaway_from, name) then
|
|
|
|
p = player:get_pos()
|
|
sp = s
|
|
|
|
-- aim higher to make looking up hills more realistic
|
|
p.y = p.y + 1
|
|
sp.y = sp.y + 1
|
|
|
|
dist = vector.distance(p, s)
|
|
|
|
|
|
-- choose closest player/mpb to runaway from
|
|
if dist < min_dist
|
|
and line_of_sight(self, sp, p, 2) == true then
|
|
min_dist = dist
|
|
min_player = player
|
|
end
|
|
end
|
|
end
|
|
|
|
if min_player then
|
|
|
|
local lp = player:get_pos()
|
|
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
|
|
|
|
yaw = set_yaw(self, yaw, 4)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 3
|
|
self.following = nil
|
|
end
|
|
end
|
|
|
|
|
|
-- follow player if owner or holding item, if fish outta water then flop
|
|
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.order ~= "sit"
|
|
and self.state ~= "runaway" then
|
|
|
|
local s = self.object:get_pos()
|
|
local players = minetest.get_connected_players()
|
|
|
|
for n = 1, #players do
|
|
|
|
if (object_in_range(self, players[n]))
|
|
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.order ~= "sit"
|
|
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,
|
|
-- mob is horny, fleeing or attacking
|
|
if self.following
|
|
and self.following:is_player()
|
|
and (follow_holding(self, self.following) == false or
|
|
self.horny or self.state == "runaway") then
|
|
self.following = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- follow that thing
|
|
if self.following then
|
|
|
|
local s = self.object:get_pos()
|
|
local p
|
|
|
|
if self.following:is_player() then
|
|
|
|
p = self.following:get_pos()
|
|
|
|
elseif self.following.object then
|
|
|
|
p = self.following.object:get_pos()
|
|
end
|
|
|
|
if p then
|
|
|
|
local dist = vector.distance(p, s)
|
|
|
|
-- dont follow if out of range
|
|
if (not object_in_range(self, self.following)) then
|
|
self.following = nil
|
|
else
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
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
|
|
|
|
set_yaw(self, yaw, 2.35)
|
|
|
|
-- anyone but standing npc's can move along
|
|
if dist > 3
|
|
and self.order ~= "stand" then
|
|
|
|
set_velocity(self, self.follow_velocity)
|
|
|
|
if self.walk_chance ~= 0 then
|
|
set_animation(self, "run")
|
|
end
|
|
else
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
-- swimmers flop when out of their element, and swim again when back in
|
|
if self.fly then
|
|
local s = self.object:get_pos()
|
|
if not flight_check(self, s) then
|
|
|
|
self.state = "flop"
|
|
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
|
|
|
|
local sdef = minetest.registered_nodes[self.standing_on]
|
|
-- Flop on ground
|
|
if sdef and sdef.walkable then
|
|
mob_sound(self, "flop")
|
|
self.object:set_velocity({
|
|
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
y = FLOP_HEIGHT,
|
|
z = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
|
|
})
|
|
end
|
|
|
|
set_animation(self, "stand", true)
|
|
|
|
return
|
|
elseif self.state == "flop" then
|
|
self.state = "stand"
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
set_velocity(self, 0)
|
|
end
|
|
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_switch == 1
|
|
and self.dogshoot_count > self.dogshoot_count_max)
|
|
or (self.dogshoot_switch == 2
|
|
and self.dogshoot_count > self.dogshoot_count2_max) then
|
|
|
|
self.dogshoot_count = 0
|
|
|
|
if self.dogshoot_switch == 1 then
|
|
self.dogshoot_switch = 2
|
|
else
|
|
self.dogshoot_switch = 1
|
|
end
|
|
end
|
|
|
|
return self.dogshoot_switch
|
|
end
|
|
|
|
-- execute current state (stand, walk, run, attacks)
|
|
-- returns true if mob has died
|
|
local do_states = function(self, dtime)
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if self.state == "stand" then
|
|
|
|
if random(1, 4) == 1 then
|
|
|
|
local lp = nil
|
|
local s = self.object:get_pos()
|
|
local objs = minetest.get_objects_inside_radius(s, 3)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
lp = objs[n]:get_pos()
|
|
break
|
|
end
|
|
end
|
|
|
|
-- look at any players nearby, otherwise turn randomly
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
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 = yaw + random(-0.5, 0.5)
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
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 self.facing_fence ~= true
|
|
and random(1, 100) <= self.walk_chance
|
|
and is_at_cliff_or_danger(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:get_pos()
|
|
local lp = nil
|
|
|
|
-- is there something I need to avoid?
|
|
if (self.water_damage > 0
|
|
and self.lava_damage > 0)
|
|
or self.breath_max ~= -1 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"})
|
|
|
|
elseif self.fire_damage > 0 then
|
|
|
|
lp = minetest.find_node_near(s, 1, {"group:fire"})
|
|
|
|
end
|
|
|
|
local is_in_danger = false
|
|
if lp then
|
|
-- If mob in or on dangerous block, look for land
|
|
if (is_node_dangerous(self, self.standing_in) or
|
|
is_node_dangerous(self, self.standing_on)) or (is_node_waterhazard(self, self.standing_in) or is_node_waterhazard(self, self.standing_on)) and (not self.fly) then
|
|
is_in_danger = true
|
|
|
|
-- If mob in or on dangerous block, look for land
|
|
if is_in_danger then
|
|
-- Better way to find shore - copied from upstream
|
|
lp = minetest.find_nodes_in_area_under_air(
|
|
{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
|
|
{x = s.x + 5, y = s.y + 1, z = s.z + 5},
|
|
{"group:solid"})
|
|
|
|
lp = #lp > 0 and lp[random(#lp)]
|
|
|
|
-- did we find land?
|
|
if lp then
|
|
|
|
local vec = {
|
|
x = lp.x - s.x,
|
|
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
|
|
|
|
-- look towards land and move in that direction
|
|
yaw = set_yaw(self, yaw, 6)
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
end
|
|
end
|
|
|
|
-- A danger is near but mob is not inside
|
|
else
|
|
|
|
-- Randomly turn
|
|
if random(1, 100) <= 30 then
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
end
|
|
|
|
yaw = set_yaw(self, yaw, 8)
|
|
|
|
-- otherwise randomly turn
|
|
elseif random(1, 100) <= 30 then
|
|
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
|
|
-- stand for great fall or danger or fence in front
|
|
local cliff_or_danger = false
|
|
if is_in_danger then
|
|
cliff_or_danger = is_at_cliff_or_danger(self)
|
|
end
|
|
if self.facing_fence == true
|
|
or cliff_or_danger
|
|
or random(1, 100) <= 30 then
|
|
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
else
|
|
|
|
set_velocity(self, self.walk_velocity)
|
|
|
|
if flight_check(self)
|
|
and self.animation
|
|
and self.animation.fly_start
|
|
and self.animation.fly_end then
|
|
set_animation(self, "fly")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
-- runaway when punched
|
|
elseif self.state == "runaway" then
|
|
|
|
self.runaway_timer = self.runaway_timer + 1
|
|
|
|
-- stop after 5 seconds or when at cliff
|
|
if self.runaway_timer > 5
|
|
or is_at_cliff_or_danger(self) then
|
|
self.runaway_timer = 0
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
set_animation(self, "run")
|
|
end
|
|
|
|
-- attack routines (explode, dogfight, shoot, dogshoot)
|
|
elseif self.state == "attack" then
|
|
|
|
local s = self.object:get_pos()
|
|
local p = self.attack:get_pos() or s
|
|
|
|
-- stop attacking if player invisible or out of range
|
|
if not self.attack
|
|
or not self.attack:get_pos()
|
|
or not object_in_range(self, self.attack)
|
|
or self.attack:get_hp() <= 0
|
|
or (self.attack:is_player() and mobs.invis[ self.attack:get_player_name() ]) then
|
|
|
|
self.state = "stand"
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
self.attack = nil
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.path.way = nil
|
|
|
|
return
|
|
end
|
|
|
|
-- calculate distance from mob and enemy
|
|
local dist = vector.distance(p, s)
|
|
|
|
if self.attack_type == "explode" then
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
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
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
local node_break_radius = self.explosion_radius or 1
|
|
local entity_damage_radius = self.explosion_damage_radius
|
|
or (node_break_radius * 2)
|
|
|
|
-- start timer when in reach and line of sight
|
|
if not self.v_start
|
|
and dist <= self.reach
|
|
and line_of_sight(self, s, p, 2) then
|
|
|
|
self.v_start = true
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
mob_sound(self, "fuse", nil, false)
|
|
|
|
-- stop timer if out of reach or direct line of sight
|
|
elseif self.allow_fuse_reset
|
|
and self.v_start
|
|
and (dist > self.reach
|
|
or not line_of_sight(self, s, p, 2)) then
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
remove_texture_mod(self, "^[brighten")
|
|
end
|
|
|
|
-- walk right up to player unless the timer is active
|
|
if self.v_start and (self.stop_to_explode or dist < 1.5) then
|
|
set_velocity(self, 0)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
set_animation(self, "run")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
|
|
if self.v_start then
|
|
|
|
self.timer = self.timer + dtime
|
|
self.blinktimer = (self.blinktimer or 0) + dtime
|
|
|
|
if self.blinktimer > 0.2 then
|
|
|
|
self.blinktimer = 0
|
|
|
|
if self.blinkstatus then
|
|
remove_texture_mod(self, "^[brighten")
|
|
else
|
|
add_texture_mod(self, "^[brighten")
|
|
end
|
|
|
|
self.blinkstatus = not self.blinkstatus
|
|
end
|
|
|
|
if self.timer > self.explosion_timer then
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if mod_explosions then
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
|
|
else
|
|
minetest.sound_play(self.sounds.explode, {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds.distance or 32
|
|
}, true)
|
|
|
|
entity_physics(pos, entity_damage_radius)
|
|
effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
|
|
end
|
|
end
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
|
|
return true
|
|
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 p1 = s
|
|
local me_y = floor(p1.y)
|
|
local p2 = p
|
|
local p_y = floor(p2.y + 1)
|
|
local v = self.object:get_velocity()
|
|
|
|
if flight_check(self, s) then
|
|
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -1 * self.walk_velocity,
|
|
z = v.z
|
|
})
|
|
end
|
|
else
|
|
if me_y < p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = 0.01,
|
|
z = v.z
|
|
})
|
|
|
|
elseif me_y > p_y then
|
|
|
|
self.object:set_velocity({
|
|
x = v.x,
|
|
y = -0.01,
|
|
z = v.z
|
|
})
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- rnd: new movement direction
|
|
if self.path.following
|
|
and self.path.way
|
|
and self.attack_type ~= "dogshoot" then
|
|
|
|
-- no paths longer than 50
|
|
if #self.path.way > 50
|
|
or dist < self.reach then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
local p1 = self.path.way[1]
|
|
|
|
if not p1 then
|
|
self.path.following = false
|
|
return
|
|
end
|
|
|
|
if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
|
|
-- reached waypoint, remove it from queue
|
|
table.remove(self.path.way, 1)
|
|
end
|
|
|
|
-- set new temporary target
|
|
p = {x = p1.x, y = p1.y, z = p1.z}
|
|
end
|
|
|
|
local vec = {
|
|
x = p.x - s.x,
|
|
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
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
-- 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
|
|
|
|
if is_at_cliff_or_danger(self) then
|
|
|
|
set_velocity(self, 0)
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
else
|
|
|
|
if self.path.stuck then
|
|
set_velocity(self, self.walk_velocity)
|
|
else
|
|
set_velocity(self, self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
set_animation(self, "run")
|
|
else
|
|
set_animation(self, "walk")
|
|
end
|
|
end
|
|
|
|
else -- rnd: if inside reach range
|
|
|
|
self.path.stuck = false
|
|
self.path.stuck_timer = 0
|
|
self.path.following = false -- not stuck anymore
|
|
|
|
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 + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if line_of_sight(self, p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
mob_sound(self, "attack")
|
|
|
|
-- punch player (or what player is attached to)
|
|
local attached = self.attack:get_attach()
|
|
if attached then
|
|
self.attack = attached
|
|
end
|
|
self.attack:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = self.damage}
|
|
}, nil)
|
|
end
|
|
end
|
|
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 = vector.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
|
|
|
|
yaw = set_yaw(self, yaw, 0, dtime)
|
|
|
|
set_velocity(self, 0)
|
|
|
|
local p = self.object:get_pos()
|
|
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
|
|
|
|
if self.shoot_interval
|
|
and self.timer > self.shoot_interval
|
|
and not minetest.raycast(p, self.attack:get_pos(), false, false):next()
|
|
and random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
set_animation(self, "shoot")
|
|
|
|
-- play shoot attack sound
|
|
mob_sound(self, "shoot_attack")
|
|
|
|
-- Shoot arrow
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
local arrow, ent
|
|
local v = 1
|
|
if not self.shoot_arrow then
|
|
arrow = minetest.add_entity(p, self.arrow)
|
|
ent = arrow:get_luaentity()
|
|
if ent.velocity then
|
|
v = ent.velocity
|
|
end
|
|
ent.switch = 1
|
|
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
|
|
end
|
|
|
|
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
|
|
-- 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)
|
|
if self.shoot_arrow then
|
|
vec = vector.normalize(vec)
|
|
self:shoot_arrow(p, vec)
|
|
else
|
|
arrow:set_velocity(vec)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- falling and fall damage
|
|
-- returns true if mob died
|
|
local falling = function(self, pos)
|
|
|
|
if self.fly and self.state ~= "die" then
|
|
return
|
|
end
|
|
|
|
if mcl_portals ~= nil then
|
|
if mcl_portals.nether_portal_cooloff[self.object] then
|
|
return false -- mob has teleported through Nether portal - it's 99% not falling
|
|
end
|
|
end
|
|
|
|
-- floating in water (or falling)
|
|
local v = self.object:get_velocity()
|
|
|
|
if v.y > 0 then
|
|
|
|
-- apply gravity when moving up
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -10,
|
|
z = 0
|
|
})
|
|
|
|
elseif v.y <= 0 and v.y > self.fall_speed then
|
|
|
|
-- fall downwards at set speed
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = self.fall_speed,
|
|
z = 0
|
|
})
|
|
else
|
|
-- stop accelerating once max fall speed hit
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
end
|
|
|
|
-- in water then float up
|
|
if minetest.registered_nodes[node_ok(pos).name].groups.water then
|
|
|
|
if self.floats == 1 then
|
|
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (max(1, v.y) ^ 2),
|
|
z = 0
|
|
})
|
|
end
|
|
else
|
|
|
|
-- fall damage onto solid ground
|
|
if self.fall_damage == 1
|
|
and self.object:get_velocity().y == 0 then
|
|
|
|
local d = (self.old_y or 0) - self.object:get_pos().y
|
|
|
|
if d > 5 then
|
|
|
|
local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent")
|
|
local damage = d - 5
|
|
if add ~= 0 then
|
|
damage = damage + damage * (add/100)
|
|
end
|
|
damage = floor(damage)
|
|
if damage > 0 then
|
|
self.health = self.health - damage
|
|
|
|
effect(pos, 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
|
|
|
|
if check_for_death(self, "fall", {type = "fall"}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
self.old_y = self.object:get_pos().y
|
|
end
|
|
end
|
|
end
|
|
|
|
local teleport = function(self, target)
|
|
if self.do_teleport then
|
|
if self.do_teleport(self, target) == false then
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- deal damage and effects when mob punched
|
|
local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|
|
|
-- custom punch function
|
|
if self.do_punch then
|
|
|
|
-- when false skip going any further
|
|
if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
|
|
return
|
|
end
|
|
end
|
|
|
|
-- error checking when mod profiling is enabled
|
|
if not tool_capabilities then
|
|
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
|
|
return
|
|
end
|
|
|
|
-- is mob protected?
|
|
if self.protected and hitter:is_player()
|
|
and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
|
|
return
|
|
end
|
|
|
|
|
|
-- punch interval
|
|
local weapon = hitter:get_wielded_item()
|
|
local punch_interval = 1.4
|
|
|
|
-- exhaust attacker
|
|
if mod_hunger and hitter:is_player() then
|
|
mcl_hunger.exhaust(hitter:get_player_name(), mcl_hunger.EXHAUST_ATTACK)
|
|
end
|
|
|
|
-- calculate mob damage
|
|
local damage = 0
|
|
local armor = self.object:get_armor_groups() or {}
|
|
local tmp
|
|
|
|
-- quick error check incase it ends up 0 (serialize.h check test)
|
|
if tflp == 0 then
|
|
tflp = 0.2
|
|
end
|
|
|
|
if use_cmi then
|
|
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
|
|
else
|
|
|
|
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
|
|
|
|
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
|
|
|
|
if tmp < 0 then
|
|
tmp = 0.0
|
|
elseif tmp > 1 then
|
|
tmp = 1.0
|
|
end
|
|
|
|
damage = damage + (tool_capabilities.damage_groups[group] or 0)
|
|
* tmp * ((armor[group] or 0) / 100.0)
|
|
end
|
|
end
|
|
|
|
if weapon then
|
|
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
|
|
if fire_aspect_level > 0 then
|
|
mcl_burning.set_on_fire(self.object, 4, fire_aspect_level * 2)
|
|
end
|
|
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
|
|
|
|
if use_cmi then
|
|
|
|
local cancel = cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage)
|
|
|
|
if cancel then return end
|
|
end
|
|
|
|
if tool_capabilities then
|
|
punch_interval = tool_capabilities.full_punch_interval or 1.4
|
|
end
|
|
|
|
-- add weapon wear manually
|
|
-- Required because we have custom health handling ("health" property)
|
|
if minetest.is_creative_enabled("") ~= true
|
|
and tool_capabilities then
|
|
if tool_capabilities.punch_attack_uses then
|
|
-- Without this delay, the wear does not work. Quite hacky ...
|
|
minetest.after(0, function(name)
|
|
local player = minetest.get_player_by_name(name)
|
|
if not player then return end
|
|
local weapon = hitter:get_wielded_item(player)
|
|
local def = weapon:get_definition()
|
|
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
|
|
local wear = floor(65535/tool_capabilities.punch_attack_uses)
|
|
weapon:add_wear(wear)
|
|
hitter:set_wielded_item(weapon)
|
|
end
|
|
end, hitter:get_player_name())
|
|
end
|
|
end
|
|
|
|
local die = false
|
|
|
|
-- only play hit sound and show blood effects if damage is 1 or over; lower to 0.1 to ensure armor works appropriately.
|
|
if damage >= 0.1 then
|
|
|
|
-- weapon sounds
|
|
if weapon:get_definition().sounds ~= nil then
|
|
|
|
local s = random(0, #weapon:get_definition().sounds)
|
|
|
|
minetest.sound_play(weapon:get_definition().sounds[s], {
|
|
object = self.object, --hitter,
|
|
max_hear_distance = 8
|
|
}, true)
|
|
else
|
|
minetest.sound_play("default_punch", {
|
|
object = self.object,
|
|
max_hear_distance = 5
|
|
}, true)
|
|
end
|
|
|
|
damage_effect(self, damage)
|
|
|
|
-- do damage
|
|
self.health = self.health - damage
|
|
|
|
-- skip future functions if dead, except alerting others
|
|
if check_for_death(self, "hit", {type = "punch", puncher = hitter}) then
|
|
die = true
|
|
end
|
|
|
|
-- knock back effect (only on full punch)
|
|
if not die
|
|
and self.knock_back
|
|
and tflp >= punch_interval then
|
|
|
|
local v = self.object:get_velocity()
|
|
local r = 1.4 - min(punch_interval, 1.4)
|
|
local kb = r * 2.0
|
|
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}
|
|
|
|
-- check if tool already has specific knockback value
|
|
if tool_capabilities.damage_groups["knockback"] then
|
|
kb = tool_capabilities.damage_groups["knockback"]
|
|
else
|
|
kb = kb * 1.5
|
|
end
|
|
|
|
|
|
local luaentity
|
|
if hitter then
|
|
luaentity = hitter:get_luaentity()
|
|
end
|
|
if hitter and hitter:is_player() then
|
|
local wielditem = hitter:get_wielded_item()
|
|
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
|
|
elseif luaentity and luaentity._knockback then
|
|
kb = kb + luaentity._knockback
|
|
end
|
|
|
|
self.object:set_velocity({
|
|
x = dir.x * kb,
|
|
y = dir.y * kb + up,
|
|
z = dir.z * kb
|
|
})
|
|
|
|
self.pause_timer = 0.25
|
|
end
|
|
end -- END if damage
|
|
|
|
-- if skittish then run away
|
|
if not die and self.runaway == true and self.state ~= "flop" then
|
|
|
|
local lp = hitter:get_pos()
|
|
local s = self.object:get_pos()
|
|
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
|
|
|
|
yaw = set_yaw(self, yaw, 6)
|
|
self.state = "runaway"
|
|
self.runaway_timer = 0
|
|
self.following = nil
|
|
end
|
|
|
|
local name = hitter:get_player_name() or ""
|
|
|
|
-- attack puncher and call other mobs for help
|
|
if self.passive == false
|
|
and self.state ~= "flop"
|
|
and (self.child == false or self.type == "monster")
|
|
and hitter:get_player_name() ~= self.owner
|
|
and not mobs.invis[ name ] then
|
|
|
|
if not die then
|
|
-- attack whoever punched mob
|
|
self.state = ""
|
|
do_attack(self, hitter)
|
|
end
|
|
|
|
-- alert others to the attack
|
|
local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
|
|
local obj = nil
|
|
|
|
for n = 1, #objs do
|
|
|
|
obj = objs[n]:get_luaentity()
|
|
|
|
if obj then
|
|
|
|
-- only alert members of same mob or friends
|
|
if obj.group_attack
|
|
and obj.state ~= "attack"
|
|
and obj.owner ~= name then
|
|
if obj.name == self.name then
|
|
do_attack(obj, hitter)
|
|
elseif type(obj.group_attack) == "table" then
|
|
for i=1, #obj.group_attack do
|
|
if obj.name == obj.group_attack[i] then
|
|
do_attack(obj, hitter)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- have owned mobs attack player threat
|
|
if obj.owner == name and obj.owner_loyal then
|
|
do_attack(obj, self.object)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local mob_detach_child = function(self, child)
|
|
|
|
if self.driver == child then
|
|
self.driver = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- get entity staticdata
|
|
local mob_staticdata = function(self)
|
|
|
|
--[[
|
|
-- remove mob when out of range unless tamed
|
|
if remove_far
|
|
and self.can_despawn
|
|
and self.remove_ok
|
|
and ((not self.nametag) or (self.nametag == ""))
|
|
and self.lifetimer <= 20 then
|
|
|
|
minetest.log("action", "Mob "..name.." despawns in mob_staticdata at "..minetest.pos_to_string(self.object.get_pos(), 1))
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
|
|
return ""-- nil
|
|
end
|
|
--]]
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
if use_cmi then
|
|
self.serialized_cmi_components = cmi.serialize_components(self._cmi_components)
|
|
end
|
|
|
|
local tmp = {}
|
|
|
|
for _,stat in pairs(self) do
|
|
|
|
local t = type(stat)
|
|
|
|
if t ~= "function"
|
|
and t ~= "nil"
|
|
and t ~= "userdata"
|
|
and _ ~= "_cmi_components" then
|
|
tmp[_] = self[_]
|
|
end
|
|
end
|
|
|
|
return minetest.serialize(tmp)
|
|
end
|
|
|
|
|
|
-- activate mob and reload settings
|
|
local mob_activate = function(self, staticdata, def, dtime)
|
|
|
|
-- remove monsters in peaceful mode
|
|
if self.type == "monster"
|
|
and minetest.settings:get_bool("only_peaceful_mobs", false) then
|
|
mcl_burning.extinguish(self.object)
|
|
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
|
|
|
|
-- compatiblity with old simple mobs textures
|
|
if type(def.textures[1]) == "string" then
|
|
def.textures = {def.textures}
|
|
end
|
|
|
|
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
|
|
self.base_selbox = self.selectionbox
|
|
end
|
|
|
|
-- for current mobs that dont have this set
|
|
if not self.base_selbox then
|
|
self.base_selbox = self.selectionbox or self.base_colbox
|
|
end
|
|
|
|
-- set texture, model and size
|
|
local textures = self.base_texture
|
|
local mesh = self.base_mesh
|
|
local vis_size = self.base_size
|
|
local colbox = self.base_colbox
|
|
local selbox = self.base_selbox
|
|
|
|
-- specific texture if gotten
|
|
if self.gotten == true
|
|
and def.gotten_texture then
|
|
textures = def.gotten_texture
|
|
end
|
|
|
|
-- specific mesh if gotten
|
|
if self.gotten == true
|
|
and def.gotten_mesh then
|
|
mesh = def.gotten_mesh
|
|
end
|
|
|
|
-- set child objects to half size
|
|
if self.child == true then
|
|
|
|
vis_size = {
|
|
x = self.base_size.x * .5,
|
|
y = self.base_size.y * .5,
|
|
}
|
|
|
|
if def.child_texture then
|
|
textures = def.child_texture[1]
|
|
end
|
|
|
|
colbox = {
|
|
self.base_colbox[1] * .5,
|
|
self.base_colbox[2] * .5,
|
|
self.base_colbox[3] * .5,
|
|
self.base_colbox[4] * .5,
|
|
self.base_colbox[5] * .5,
|
|
self.base_colbox[6] * .5
|
|
}
|
|
selbox = {
|
|
self.base_selbox[1] * .5,
|
|
self.base_selbox[2] * .5,
|
|
self.base_selbox[3] * .5,
|
|
self.base_selbox[4] * .5,
|
|
self.base_selbox[5] * .5,
|
|
self.base_selbox[6] * .5
|
|
}
|
|
end
|
|
|
|
if self.health == 0 then
|
|
self.health = random (self.hp_min, self.hp_max)
|
|
end
|
|
if self.breath == nil then
|
|
self.breath = self.breath_max
|
|
end
|
|
|
|
-- pathfinding init
|
|
self.path = {}
|
|
self.path.way = {} -- path to follow, table of positions
|
|
self.path.lastpos = {x = 0, y = 0, z = 0}
|
|
self.path.stuck = false
|
|
self.path.following = false -- currently following path?
|
|
self.path.stuck_timer = 0 -- if stuck for too long search for path
|
|
|
|
-- Armor groups
|
|
-- immortal=1 because we use custom health
|
|
-- handling (using "health" property)
|
|
local armor
|
|
if type(self.armor) == "table" then
|
|
armor = table.copy(self.armor)
|
|
armor.immortal = 1
|
|
else
|
|
armor = {immortal=1, fleshy = self.armor}
|
|
end
|
|
self.object:set_armor_groups(armor)
|
|
self.old_y = self.object:get_pos().y
|
|
self.old_health = self.health
|
|
self.sounds.distance = self.sounds.distance or 10
|
|
self.textures = textures
|
|
self.mesh = mesh
|
|
self.collisionbox = colbox
|
|
self.selectionbox = selbox
|
|
self.visual_size = vis_size
|
|
self.standing_in = "ignore"
|
|
self.standing_on = "ignore"
|
|
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
|
|
self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
|
|
|
|
self.texture_mods = {}
|
|
self.object:set_texture_mod("")
|
|
|
|
self.v_start = false
|
|
self.timer = 0
|
|
self.blinktimer = 0
|
|
self.blinkstatus = false
|
|
|
|
-- check existing nametag
|
|
if not self.nametag then
|
|
self.nametag = def.nametag
|
|
end
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
|
|
update_tag(self)
|
|
set_animation(self, "stand")
|
|
|
|
-- run on_spawn function if found
|
|
if self.on_spawn and not self.on_spawn_run then
|
|
if self.on_spawn(self) then
|
|
self.on_spawn_run = true -- if true, set flag to run once only
|
|
end
|
|
end
|
|
|
|
-- run after_activate
|
|
if def.after_activate then
|
|
def.after_activate(self, staticdata, def, dtime)
|
|
end
|
|
|
|
if use_cmi then
|
|
self._cmi_components = cmi.activate_components(self.serialized_cmi_components)
|
|
cmi.notify_activate(self.object, dtime)
|
|
end
|
|
end
|
|
|
|
|
|
-- main mob function
|
|
local mob_step = function(self, dtime)
|
|
|
|
if not self.fire_resistant then
|
|
mcl_burning.tick(self.object, dtime)
|
|
end
|
|
|
|
if use_cmi then
|
|
cmi.notify_step(self.object, dtime)
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
local yaw = 0
|
|
|
|
if mobs_debug then
|
|
update_tag(self)
|
|
end
|
|
|
|
if self.state == "die" then
|
|
return
|
|
end
|
|
|
|
if self.jump_sound_cooloff > 0 then
|
|
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
|
|
end
|
|
if self.opinion_sound_cooloff > 0 then
|
|
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
|
|
end
|
|
if falling(self, pos) then
|
|
-- Return if mob died after falling
|
|
return
|
|
end
|
|
|
|
-- smooth rotation by ThomasMonroe314
|
|
|
|
if self.delay and self.delay > 0 then
|
|
|
|
local yaw = self.object:get_yaw() or 0
|
|
|
|
if self.delay == 1 then
|
|
yaw = self.target_yaw
|
|
else
|
|
local dif = abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif -- need to add
|
|
yaw = yaw + dif / self.delay
|
|
else
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
end
|
|
|
|
elseif yaw < self.target_yaw then
|
|
|
|
if dif > pi then
|
|
dif = 2 * pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (pi * 2) end
|
|
end
|
|
|
|
self.delay = self.delay - 1
|
|
if self.shaking then
|
|
yaw = yaw + (math.random() * 2 - 1) * 5 * dtime
|
|
end
|
|
self.object:set_yaw(yaw)
|
|
end
|
|
|
|
-- end rotation
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
return
|
|
end
|
|
|
|
-- run custom function (defined in mob lua file)
|
|
if self.do_custom then
|
|
|
|
-- when false skip going any further
|
|
if self.do_custom(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
|
|
|
|
-- mob plays random sound at times
|
|
if random(1, 100) == 1 then
|
|
mob_sound(self, "random", true)
|
|
end
|
|
|
|
-- environmental damage timer (every 1 second)
|
|
self.env_damage_timer = self.env_damage_timer + dtime
|
|
|
|
if (self.state == "attack" and self.env_damage_timer > 1)
|
|
or self.state ~= "attack" then
|
|
|
|
self.env_damage_timer = 0
|
|
|
|
-- check for environmental damage (water, fire, lava etc.)
|
|
if do_env_damage(self) then
|
|
return
|
|
end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
replace(self, pos)
|
|
end
|
|
|
|
monster_attack(self)
|
|
|
|
npc_attack(self)
|
|
|
|
breed(self)
|
|
|
|
if do_states(self, dtime) then
|
|
return
|
|
end
|
|
|
|
do_jump(self)
|
|
|
|
runaway_from(self)
|
|
|
|
if is_at_water_danger(self) and self.state ~= "attack" then
|
|
if random(1, 10) <= 6 then
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
yaw = yaw + random(-0.5, 0.5)
|
|
yaw = set_yaw(self, yaw, 8)
|
|
end
|
|
end
|
|
|
|
-- Add water flowing for mobs from mcl_item_entity
|
|
local p, node, nn, def
|
|
p = self.object:get_pos()
|
|
node = minetest.get_node_or_nil(p)
|
|
if node then
|
|
nn = node.name
|
|
def = minetest.registered_nodes[nn]
|
|
end
|
|
|
|
-- Move item around on flowing liquids
|
|
if def and def.liquidtype == "flowing" then
|
|
|
|
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
|
|
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
|
|
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
|
|
local vec = flowlib.quick_flow(p, node)
|
|
-- Just to make sure we don't manipulate the speed for no reason
|
|
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
|
|
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
|
|
local f = 1.39
|
|
-- Set new item moving speed into the direciton of the liquid
|
|
local newv = vector.multiply(vec, f)
|
|
self.object:set_acceleration({x = 0, y = 0, z = 0})
|
|
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
|
|
|
|
self.physical_state = true
|
|
self._flowing = true
|
|
self.object:set_properties({
|
|
physical = true
|
|
})
|
|
return
|
|
end
|
|
elseif self._flowing == true then
|
|
-- Disable flowing physics if not on/in flowing liquid
|
|
self._flowing = false
|
|
enable_physics(self.object, self, true)
|
|
return
|
|
end
|
|
|
|
--Mob following code.
|
|
follow_flop(self)
|
|
|
|
if is_at_cliff_or_danger(self) then
|
|
set_velocity(self, 0)
|
|
self.state = "stand"
|
|
set_animation(self, "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = set_yaw(self, yaw + 0.78, 8)
|
|
end
|
|
|
|
-- Despawning: when lifetimer expires, remove mob
|
|
if remove_far
|
|
and self.can_despawn == true
|
|
and ((not self.nametag) or (self.nametag == ""))
|
|
and self.state ~= "attack"
|
|
and self.following == nil then
|
|
|
|
self.lifetimer = self.lifetimer - dtime
|
|
if self.despawn_immediately or self.lifetimer <= 0 then
|
|
minetest.log("action", "Mob "..self.name.." despawns in mob_step at "..minetest.pos_to_string(pos, 1))
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
elseif self.lifetimer <= 10 then
|
|
if math.random(10) < 4 then
|
|
self.despawn_immediately = true
|
|
else
|
|
self.lifetimer = 20
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- default function when mobs are blown up with TNT
|
|
local do_tnt = function(obj, 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 = {}
|
|
|
|
-- Code to execute before custom on_rightclick handling
|
|
local on_rightclick_prefix = function(self, clicker)
|
|
local item = clicker:get_wielded_item()
|
|
|
|
-- Name mob with nametag
|
|
if not self.ignores_nametag and item:get_name() == "mcl_mobs:nametag" then
|
|
|
|
local tag = item:get_meta():get_string("name")
|
|
if tag ~= "" then
|
|
if string.len(tag) > MAX_MOB_NAME_LENGTH then
|
|
tag = string.sub(tag, 1, MAX_MOB_NAME_LENGTH)
|
|
end
|
|
self.nametag = tag
|
|
|
|
update_tag(self)
|
|
|
|
if not mobs.is_creative(clicker:get_player_name()) then
|
|
item:take_item()
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
return true
|
|
end
|
|
|
|
end
|
|
return false
|
|
end
|
|
|
|
local create_mob_on_rightclick = function(on_rightclick)
|
|
return function(self, clicker)
|
|
local stop = on_rightclick_prefix(self, clicker)
|
|
if (not stop) and (on_rightclick) then
|
|
on_rightclick(self, clicker)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- register mob entity
|
|
function mobs:register_mob(name, def)
|
|
|
|
mobs.spawning_mobs[name] = true
|
|
|
|
local can_despawn
|
|
if def.can_despawn ~= nil then
|
|
can_despawn = def.can_despawn
|
|
else
|
|
can_despawn = true
|
|
end
|
|
|
|
local function scale_difficulty(value, default, min, special)
|
|
if (not value) or (value == default) or (value == special) then
|
|
return default
|
|
else
|
|
return max(min, value * difficulty)
|
|
end
|
|
end
|
|
|
|
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
|
|
-- Workaround for <https://github.com/minetest/minetest/issues/5966>:
|
|
-- Increase upper Y limit to avoid mobs glitching through solid nodes.
|
|
-- FIXME: Remove workaround if it's no longer needed.
|
|
if collisionbox[5] < 0.79 then
|
|
collisionbox[5] = 0.79
|
|
end
|
|
|
|
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", "__airlike"},
|
|
owner = def.owner or "",
|
|
order = def.order or "",
|
|
on_die = def.on_die,
|
|
spawn_small_alternative = def.spawn_small_alternative,
|
|
do_custom = def.do_custom,
|
|
jump_height = def.jump_height or 4, -- was 6
|
|
rotate = math.rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
|
|
lifetimer = def.lifetimer or 57.73,
|
|
hp_min = scale_difficulty(def.hp_min, 5, 1),
|
|
hp_max = scale_difficulty(def.hp_max, 10, 1),
|
|
xp_min = def.xp_min or 0,
|
|
xp_max = def.xp_max or 0,
|
|
breath_max = def.breath_max or 15,
|
|
breathes_in_water = def.breathes_in_water or false,
|
|
physical = true,
|
|
collisionbox = collisionbox,
|
|
selectionbox = def.selectionbox or 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 16,
|
|
walk_velocity = def.walk_velocity or 1,
|
|
run_velocity = def.run_velocity or 2,
|
|
damage = scale_difficulty(def.damage, 0, 0),
|
|
light_damage = def.light_damage or 0,
|
|
sunlight_damage = def.sunlight_damage or 0,
|
|
water_damage = def.water_damage or 0,
|
|
lava_damage = def.lava_damage or 8,
|
|
fire_damage = def.fire_damage or 1,
|
|
suffocation = def.suffocation or true,
|
|
fall_damage = def.fall_damage or 1,
|
|
fall_speed = def.fall_speed or DEFAULT_FALL_SPEED, -- must be lower than -2
|
|
drops = def.drops or {},
|
|
armor = def.armor or 100,
|
|
on_rightclick = create_mob_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 ~= false,
|
|
walk_chance = def.walk_chance or 50,
|
|
attacks_monsters = def.attacks_monsters or false,
|
|
group_attack = def.group_attack or false,
|
|
passive = def.passive or false,
|
|
knock_back = def.knock_back ~= false,
|
|
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,
|
|
on_replace = def.on_replace,
|
|
timer = 0,
|
|
env_damage_timer = 0,
|
|
tamed = false,
|
|
pause_timer = 0,
|
|
horny = false,
|
|
hornytimer = 0,
|
|
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, -- LEGACY
|
|
explosion_damage_radius = def.explosion_damage_radius, -- LEGACY
|
|
explosion_timer = def.explosion_timer or 3,
|
|
allow_fuse_reset = def.allow_fuse_reset ~= false,
|
|
stop_to_explode = def.stop_to_explode ~= false,
|
|
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,
|
|
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
|
|
attack_animals = def.attack_animals or false,
|
|
specific_attack = def.specific_attack,
|
|
runaway_from = def.runaway_from,
|
|
owner_loyal = def.owner_loyal,
|
|
facing_fence = false,
|
|
_cmi_is_mob = true,
|
|
pushable = def.pushable or true,
|
|
|
|
|
|
-- MCL2 extensions
|
|
teleport = teleport,
|
|
do_teleport = def.do_teleport,
|
|
spawn_class = def.spawn_class,
|
|
ignores_nametag = def.ignores_nametag or false,
|
|
rain_damage = def.rain_damage or 0,
|
|
glow = def.glow,
|
|
can_despawn = can_despawn,
|
|
child = def.child or false,
|
|
texture_mods = {},
|
|
shoot_arrow = def.shoot_arrow,
|
|
sounds_child = def.sounds_child,
|
|
explosion_strength = def.explosion_strength,
|
|
suffocation_timer = 0,
|
|
follow_velocity = def.follow_velocity or 2.4,
|
|
instant_death = def.instant_death or false,
|
|
fire_resistant = def.fire_resistant or false,
|
|
fire_damage_resistant = def.fire_damage_resistant or false,
|
|
ignited_by_sunlight = def.ignited_by_sunlight or false,
|
|
-- End of MCL2 extensions
|
|
|
|
on_spawn = def.on_spawn,
|
|
|
|
on_blast = def.on_blast or do_tnt,
|
|
|
|
on_step = mob_step,
|
|
|
|
do_punch = def.do_punch,
|
|
|
|
on_punch = mob_punch,
|
|
|
|
on_breed = def.on_breed,
|
|
|
|
on_grown = def.on_grown,
|
|
|
|
on_detach_child = mob_detach_child,
|
|
|
|
on_activate = function(self, staticdata, dtime)
|
|
return mob_activate(self, staticdata, def, dtime)
|
|
end,
|
|
|
|
get_staticdata = function(self)
|
|
return mob_staticdata(self)
|
|
end,
|
|
|
|
harmed_by_heal = def.harmed_by_heal,
|
|
|
|
})
|
|
|
|
if minetest.get_modpath("doc_identifier") ~= nil then
|
|
doc.sub.identifier.register_object(name, "basics", "mobs")
|
|
end
|
|
|
|
end -- END mobs:register_mob function
|
|
|
|
|
|
-- count how many mobs of one type are inside an area
|
|
local count_mobs = function(pos, mobtype)
|
|
|
|
local num = 0
|
|
local objs = minetest.get_objects_inside_radius(pos, aoc_range)
|
|
|
|
for n = 1, #objs do
|
|
|
|
local obj = objs[n]:get_luaentity()
|
|
|
|
if obj and obj.name and obj._cmi_is_mob then
|
|
|
|
-- count passive mobs only
|
|
if mobtype == "!passive" then
|
|
if obj.spawn_class == "passive" then
|
|
num = num + 1
|
|
end
|
|
-- count hostile mobs only
|
|
elseif mobtype == "!hostile" then
|
|
if obj.spawn_class == "hostile" then
|
|
num = num + 1
|
|
end
|
|
-- count ambient mobs only
|
|
elseif mobtype == "!ambient" then
|
|
if obj.spawn_class == "ambient" then
|
|
num = num + 1
|
|
end
|
|
-- count water mobs only
|
|
elseif mobtype == "!water" then
|
|
if obj.spawn_class == "water" then
|
|
num = num + 1
|
|
end
|
|
-- count mob type
|
|
elseif mobtype and obj.name == mobtype then
|
|
num = num + 1
|
|
-- count total mobs
|
|
elseif not mobtype then
|
|
num = num + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
return num
|
|
end
|
|
|
|
|
|
-- global functions
|
|
|
|
function mobs:spawn_abm_check(pos, node, name)
|
|
-- global function to add additional spawn checks
|
|
-- return true to stop spawning mob
|
|
end
|
|
|
|
|
|
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
|
|
interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
|
|
|
|
-- Do mobs spawn at all?
|
|
if not mobs_spawn then
|
|
return
|
|
end
|
|
|
|
-- chance/spawn number override in minetest.conf for registered mob
|
|
local numbers = minetest.settings:get(name)
|
|
|
|
if numbers then
|
|
numbers = numbers:split(",")
|
|
chance = tonumber(numbers[1]) or chance
|
|
aoc = tonumber(numbers[2]) or aoc
|
|
|
|
if chance == 0 then
|
|
minetest.log("warning", string.format("[mobs] %s has spawning disabled", name))
|
|
return
|
|
end
|
|
|
|
minetest.log("action",
|
|
string.format("[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc))
|
|
|
|
end
|
|
|
|
local spawn_action
|
|
spawn_action = function(pos, node, active_object_count, active_object_count_wider, name)
|
|
|
|
local orig_pos = table.copy(pos)
|
|
-- is mob actually registered?
|
|
if not mobs.spawning_mobs[name]
|
|
or not minetest.registered_entities[name] then
|
|
minetest.log("warning", "Mob spawn of "..name.." failed, unknown entity or mob is not registered for spawning!")
|
|
return
|
|
end
|
|
|
|
-- additional custom checks for spawning mob
|
|
if mobs:spawn_abm_check(pos, node, name) == true then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, ABM check rejected!")
|
|
return
|
|
end
|
|
|
|
-- count nearby mobs in same spawn class
|
|
local entdef = minetest.registered_entities[name]
|
|
local spawn_class = entdef and entdef.spawn_class
|
|
if not spawn_class then
|
|
if entdef.type == "monster" then
|
|
spawn_class = "hostile"
|
|
else
|
|
spawn_class = "passive"
|
|
end
|
|
end
|
|
local in_class_cap = count_mobs(pos, "!"..spawn_class) < MOB_CAP[spawn_class]
|
|
-- do not spawn if too many of same mob in area
|
|
if active_object_count_wider >= max_per_block -- large-range mob cap
|
|
or (not in_class_cap) -- spawn class mob cap
|
|
or count_mobs(pos, name) >= aoc then -- per-mob mob cap
|
|
-- too many entities
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too crowded!")
|
|
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
|
|
-- mob needs night
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs light!")
|
|
return
|
|
end
|
|
else
|
|
-- night time but mob wants day
|
|
if day_toggle == true then
|
|
-- mob needs day
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, mob needs daylight!")
|
|
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, 24)
|
|
|
|
for n = 1, #objs do
|
|
|
|
if objs[n]:is_player() then
|
|
-- player too close
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, player too close!")
|
|
return
|
|
end
|
|
end
|
|
|
|
-- mobs cannot spawn in protected areas when enabled
|
|
if not spawn_protected
|
|
and minetest.is_protected(pos, "") then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, position is protected!")
|
|
return
|
|
end
|
|
|
|
-- are we spawning within height limits?
|
|
if pos.y > max_height
|
|
or pos.y < min_height then
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, out of height limit!")
|
|
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
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, bad light!")
|
|
return
|
|
end
|
|
|
|
-- do we have enough space to spawn mob?
|
|
local ent = minetest.registered_entities[name]
|
|
local width_x = max(1, math.ceil(ent.collisionbox[4] - ent.collisionbox[1]))
|
|
local min_x, max_x
|
|
if width_x % 2 == 0 then
|
|
max_x = math.floor(width_x/2)
|
|
min_x = -(max_x-1)
|
|
else
|
|
max_x = math.floor(width_x/2)
|
|
min_x = -max_x
|
|
end
|
|
|
|
local width_z = max(1, math.ceil(ent.collisionbox[6] - ent.collisionbox[3]))
|
|
local min_z, max_z
|
|
if width_z % 2 == 0 then
|
|
max_z = math.floor(width_z/2)
|
|
min_z = -(max_z-1)
|
|
else
|
|
max_z = math.floor(width_z/2)
|
|
min_z = -max_z
|
|
end
|
|
|
|
local max_y = max(0, math.ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
|
|
|
|
for y = 0, max_y do
|
|
for x = min_x, max_x do
|
|
for z = min_z, max_z do
|
|
local pos2 = {x = pos.x+x, y = pos.y+y, z = pos.z+z}
|
|
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
|
|
-- inside block
|
|
minetest.log("info", "Mob spawn of "..name.." at "..minetest.pos_to_string(pos).." failed, too little space!")
|
|
if ent.spawn_small_alternative ~= nil and (not minetest.registered_nodes[node_ok(pos).name].walkable) then
|
|
minetest.log("info", "Trying to spawn smaller alternative mob: "..ent.spawn_small_alternative)
|
|
spawn_action(orig_pos, node, active_object_count, active_object_count_wider, ent.spawn_small_alternative)
|
|
end
|
|
return
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- tweak X/Y/Z spawn pos
|
|
if width_x % 2 == 0 then
|
|
pos.x = pos.x + 0.5
|
|
end
|
|
if width_z % 2 == 0 then
|
|
pos.z = pos.z + 0.5
|
|
end
|
|
pos.y = pos.y - 0.5
|
|
|
|
local mob = minetest.add_entity(pos, name)
|
|
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
|
|
|
|
if on_spawn then
|
|
|
|
local ent = mob:get_luaentity()
|
|
|
|
on_spawn(ent, pos)
|
|
end
|
|
end
|
|
|
|
local function spawn_abm_action(pos, node, active_object_count, active_object_count_wider)
|
|
spawn_action(pos, node, active_object_count, active_object_count_wider, name)
|
|
end
|
|
|
|
minetest.register_abm({
|
|
label = name .. " spawning",
|
|
nodenames = nodes,
|
|
neighbors = neighbors,
|
|
interval = interval,
|
|
chance = floor(max(1, chance * mobs_spawn_chance)),
|
|
catch_up = false,
|
|
action = spawn_abm_action,
|
|
})
|
|
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
|
|
|
|
|
|
-- register arrow for shoot attack
|
|
function mobs:register_arrow(name, def)
|
|
|
|
if not name or not def then return end -- errorcheck
|
|
|
|
minetest.register_entity(name, {
|
|
|
|
physical = false,
|
|
visual = def.visual,
|
|
visual_size = def.visual_size,
|
|
textures = def.textures,
|
|
velocity = def.velocity,
|
|
hit_player = def.hit_player,
|
|
hit_node = def.hit_node,
|
|
hit_mob = def.hit_mob,
|
|
hit_object = def.hit_object,
|
|
drop = def.drop or false, -- drops arrow as registered item when true
|
|
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
|
|
timer = 0,
|
|
switch = 0,
|
|
owner_id = def.owner_id,
|
|
rotate = def.rotate,
|
|
automatic_face_movement_dir = def.rotate
|
|
and (def.rotate - (pi / 180)) or false,
|
|
|
|
on_activate = def.on_activate,
|
|
|
|
on_step = def.on_step or function(self, dtime)
|
|
|
|
self.timer = self.timer + 1
|
|
|
|
local pos = self.object:get_pos()
|
|
|
|
if self.switch == 0
|
|
or self.timer > 150
|
|
or not within_limits(pos, 0) then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove();
|
|
|
|
return
|
|
end
|
|
|
|
-- does arrow have a tail (fireball)
|
|
if def.tail
|
|
and def.tail == 1
|
|
and def.tail_texture then
|
|
|
|
minetest.add_particle({
|
|
pos = pos,
|
|
velocity = {x = 0, y = 0, z = 0},
|
|
acceleration = {x = 0, y = 0, z = 0},
|
|
expirationtime = def.expire or 0.25,
|
|
collisiondetection = false,
|
|
texture = def.tail_texture,
|
|
size = def.tail_size or 5,
|
|
glow = def.glow or 0,
|
|
})
|
|
end
|
|
|
|
if self.hit_node then
|
|
|
|
local node = node_ok(pos).name
|
|
|
|
if minetest.registered_nodes[node].walkable then
|
|
|
|
self.hit_node(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();
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
if self.hit_player or self.hit_mob or self.hit_object then
|
|
|
|
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.0)) do
|
|
|
|
if self.hit_player
|
|
and player:is_player() then
|
|
|
|
self.hit_player(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
|
|
local entity = player:get_luaentity()
|
|
|
|
if entity
|
|
and self.hit_mob
|
|
and entity._cmi_is_mob == true
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
self.hit_mob(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
|
|
if entity
|
|
and self.hit_object
|
|
and (not entity._cmi_is_mob)
|
|
and tostring(player) ~= self.owner_id
|
|
and entity.name ~= self.object:get_luaentity().name then
|
|
self.hit_object(self, player)
|
|
self.object:remove();
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
self.lastpos = pos
|
|
end
|
|
})
|
|
end
|
|
|
|
|
|
-- no damage to nodes explosion
|
|
function mobs:safe_boom(self, pos, strength)
|
|
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
|
|
pos = pos,
|
|
gain = 1.0,
|
|
max_hear_distance = self.sounds and self.sounds.distance or 32
|
|
}, true)
|
|
local radius = strength
|
|
entity_physics(pos, radius)
|
|
effect(pos, 32, "mcl_particles_smoke.png", radius * 3, radius * 5, radius, 1, 0)
|
|
end
|
|
|
|
|
|
-- make explosion with protection and tnt mod check
|
|
function mobs:boom(self, pos, strength, fire)
|
|
|
|
if mod_explosions then
|
|
if mobs_griefing and not minetest.is_protected(pos, "") then
|
|
mcl_explosions.explode(pos, strength, { drop_chance = 1.0, fire = fire }, self.object)
|
|
else
|
|
mobs:safe_boom(self, pos, strength)
|
|
end
|
|
else
|
|
mobs:safe_boom(self, pos, strength)
|
|
end
|
|
end
|
|
|
|
|
|
-- Register spawn eggs
|
|
|
|
-- Note: This also introduces the “spawn_egg” group:
|
|
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
|
|
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
|
|
function mobs:register_egg(mob, desc, background, addegg, no_creative)
|
|
|
|
local grp = {spawn_egg = 1}
|
|
|
|
-- do NOT add this egg to creative inventory (e.g. dungeon master)
|
|
if no_creative == true then
|
|
grp.not_in_creative_inventory = 1
|
|
end
|
|
|
|
local invimg = background
|
|
|
|
if addegg == 1 then
|
|
invimg = "mobs_chicken_egg.png^(" .. invimg ..
|
|
"^[mask:mobs_chicken_egg_overlay.png)"
|
|
end
|
|
|
|
-- register old stackable mob egg
|
|
minetest.register_craftitem(mob, {
|
|
|
|
description = desc,
|
|
inventory_image = invimg,
|
|
groups = grp,
|
|
|
|
_doc_items_longdesc = S("This allows you to place a single mob."),
|
|
_doc_items_usagehelp = S("Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns."),
|
|
|
|
on_place = function(itemstack, placer, pointed_thing)
|
|
|
|
local pos = pointed_thing.above
|
|
|
|
-- am I clicking on something with existing on_rightclick function?
|
|
local under = minetest.get_node(pointed_thing.under)
|
|
local def = minetest.registered_nodes[under.name]
|
|
if def and def.on_rightclick then
|
|
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
|
|
end
|
|
|
|
if pos
|
|
and within_limits(pos, 0)
|
|
and not minetest.is_protected(pos, placer:get_player_name()) then
|
|
|
|
local name = placer:get_player_name()
|
|
local privs = minetest.get_player_privs(name)
|
|
if mod_mobspawners and under.name == "mcl_mobspawners:spawner" then
|
|
if minetest.is_protected(pointed_thing.under, name) then
|
|
minetest.record_protection_violation(pointed_thing.under, name)
|
|
return itemstack
|
|
end
|
|
if not privs.maphack then
|
|
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
|
|
return itemstack
|
|
end
|
|
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name())
|
|
if not mobs.is_creative(name) then
|
|
itemstack:take_item()
|
|
end
|
|
return itemstack
|
|
end
|
|
|
|
if not minetest.registered_entities[mob] then
|
|
return itemstack
|
|
end
|
|
|
|
if minetest.settings:get_bool("only_peaceful_mobs", false)
|
|
and minetest.registered_entities[mob].type == "monster" then
|
|
minetest.chat_send_player(name, S("Only peaceful mobs allowed!"))
|
|
return itemstack
|
|
end
|
|
|
|
pos.y = pos.y - 0.5
|
|
|
|
local mob = minetest.add_entity(pos, mob)
|
|
minetest.log("action", "Mob spawned: "..name.." at "..minetest.pos_to_string(pos))
|
|
local ent = mob:get_luaentity()
|
|
|
|
-- don't set owner if monster or sneak pressed
|
|
if ent.type ~= "monster"
|
|
and not placer:get_player_control().sneak then
|
|
ent.owner = placer:get_player_name()
|
|
ent.tamed = true
|
|
end
|
|
|
|
-- set nametag
|
|
local nametag = itemstack:get_meta():get_string("name")
|
|
if nametag ~= "" then
|
|
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
|
|
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
|
|
end
|
|
ent.nametag = nametag
|
|
update_tag(ent)
|
|
end
|
|
|
|
-- if not in creative then take item
|
|
if not mobs.is_creative(placer:get_player_name()) then
|
|
itemstack:take_item()
|
|
end
|
|
end
|
|
|
|
return itemstack
|
|
end,
|
|
})
|
|
|
|
end
|
|
|
|
|
|
-- No-op in MCL2 (capturing mobs is not possible).
|
|
-- Provided for compability with Mobs Redo
|
|
function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
|
|
return false
|
|
end
|
|
|
|
|
|
-- No-op in MCL2 (protecting mobs is not possible).
|
|
function mobs:protect(self, clicker)
|
|
return false
|
|
end
|
|
|
|
|
|
-- 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 mobs.is_creative(clicker:get_player_name()) then
|
|
|
|
local item = clicker:get_wielded_item()
|
|
|
|
item:take_item()
|
|
|
|
clicker:set_wielded_item(item)
|
|
end
|
|
|
|
mob_sound(self, "eat", nil, true)
|
|
|
|
-- 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
|
|
|
|
-- deduct 10% of the time to adulthood
|
|
self.hornytimer = self.hornytimer + ((CHILD_GROW_TIME - self.hornytimer) * 0.1)
|
|
|
|
return true
|
|
end
|
|
|
|
-- feed and tame
|
|
self.food = (self.food or 0) + 1
|
|
if self.food >= feed_count then
|
|
|
|
self.food = 0
|
|
|
|
if breed and self.hornytimer == 0 then
|
|
self.horny = true
|
|
end
|
|
|
|
if tame then
|
|
|
|
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
|
|
mob_sound(self, "random", true)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- Spawn a child
|
|
function mobs:spawn_child(pos, mob_type)
|
|
local child = minetest.add_entity(pos, mob_type)
|
|
if not child then
|
|
return
|
|
end
|
|
|
|
local ent = child:get_luaentity()
|
|
effect(pos, 15, "mcl_particles_smoke.png", 1, 2, 2, 15, 5)
|
|
|
|
ent.child = true
|
|
|
|
local textures
|
|
-- using specific child texture (if found)
|
|
if ent.child_texture then
|
|
textures = ent.child_texture[1]
|
|
end
|
|
|
|
-- and resize to half height
|
|
child:set_properties({
|
|
textures = textures,
|
|
visual_size = {
|
|
x = ent.base_size.x * .5,
|
|
y = ent.base_size.y * .5,
|
|
},
|
|
collisionbox = {
|
|
ent.base_colbox[1] * .5,
|
|
ent.base_colbox[2] * .5,
|
|
ent.base_colbox[3] * .5,
|
|
ent.base_colbox[4] * .5,
|
|
ent.base_colbox[5] * .5,
|
|
ent.base_colbox[6] * .5,
|
|
},
|
|
selectionbox = {
|
|
ent.base_selbox[1] * .5,
|
|
ent.base_selbox[2] * .5,
|
|
ent.base_selbox[3] * .5,
|
|
ent.base_selbox[4] * .5,
|
|
ent.base_selbox[5] * .5,
|
|
ent.base_selbox[6] * .5,
|
|
},
|
|
})
|
|
|
|
return child
|
|
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)
|
|
|
|
if minetest.registered_entities[new_name] then
|
|
minetest.add_entity(self.object:get_pos(), new_name)
|
|
end
|
|
|
|
self.object:remove()
|
|
end
|
|
})
|
|
|
|
end
|
|
|
|
local timer = 0
|
|
minetest.register_globalstep(function(dtime)
|
|
timer = timer + dtime
|
|
if timer < 1 then return end
|
|
for _, player in ipairs(minetest.get_connected_players()) do
|
|
local pos = player:get_pos()
|
|
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 47)) do
|
|
local lua = obj:get_luaentity()
|
|
if lua and lua._cmi_is_mob then
|
|
lua.lifetimer = math.max(20, lua.lifetimer)
|
|
lua.despawn_immediately = false
|
|
end
|
|
end
|
|
end
|
|
timer = 0
|
|
end)
|