mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-05 07:13:51 +01:00
1349 lines
34 KiB
Lua
1349 lines
34 KiB
Lua
local mob_class = mcl_mobs.mob_class
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local mob_class_meta = {__index = mcl_mobs.mob_class}
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local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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-- API for Mobs Redo: MineClone 2 Edition (MRM)
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local MAX_MOB_NAME_LENGTH = 30
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PATHFINDING = "gowp"
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48
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local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
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local function mcl_log (message)
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if LOGGING_ON then
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mcl_util.mcl_log (message, "[Mobs]", true)
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end
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end
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-- Invisibility mod check
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mcl_mobs.invis = {}
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-- localize math functions
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local atann = math.atan
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local function atan(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 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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-- 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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local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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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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local function dir_to_pitch(dir)
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--local dir2 = vector.normalize(dir)
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local xz = math.abs(dir.x) + math.abs(dir.z)
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return -math.atan2(-dir.y, xz)
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end
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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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minetest.register_chatcommand("clearmobs",{
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privs={maphack=true},
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params = "<all>|<nametagged>|<range>",
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description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."),
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func=function(n,param)
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local p = minetest.get_player_by_name(n)
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local num=tonumber(param)
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for _,o in pairs(minetest.luaentities) do
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if o.is_mob then
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if param == "all" or
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( param == "nametagged" and o.nametag ) or
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( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
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( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
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o.object:remove()
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end
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end
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end
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end})
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function mob_class:player_in_active_range()
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for _,p in pairs(minetest.get_connected_players()) do
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if vector.distance(self.object:get_pos(),p:get_pos()) <= mob_active_range then return true end
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-- slightly larger than the mc 32 since mobs spawn on that circle and easily stand still immediately right after spawning.
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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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function mob_class:object_in_range(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() then
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local factors = mcl_armor.player_view_range_factors[object]
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factor = factors and factors[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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-- get node but use fallback for nil or unknown
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local node_ok = function(pos, fallback)
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fallback = fallback or mcl_mobs.fallback_node
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local node = minetest.get_node_or_nil(pos)
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if node and minetest.registered_nodes[node.name] then
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return node
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end
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return minetest.registered_nodes[fallback]
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end
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-- execute current state (stand, walk, run, attacks)
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-- returns true if mob has died
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local do_states = function(self, dtime)
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--if self.can_open_doors then check_doors(self) end
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local yaw = self.object:get_yaw() or 0
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if self.state == "stand" then
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if math.random(1, 4) == 1 then
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local s = self.object:get_pos()
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local objs = minetest.get_objects_inside_radius(s, 3)
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local lp
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for n = 1, #objs do
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if objs[n]:is_player() then
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lp = objs[n]:get_pos()
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break
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end
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end
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-- look at any players nearby, otherwise turn randomly
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if lp and self.look_at_players then
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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else
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yaw = yaw + math.random(-0.5, 0.5)
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end
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yaw = self:set_yaw( yaw, 8)
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end
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if self.order == "sit" then
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self:set_animation( "sit")
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self:set_velocity(0)
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else
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self:set_animation( "stand")
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self:set_velocity(0)
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end
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-- npc's ordered to stand stay standing
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if self.order == "stand" or self.order == "sleep" or self.order == "work" then
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else
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and math.random(1, 100) <= self.walk_chance
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and self:is_at_cliff_or_danger() == false then
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self:set_velocity(self.walk_velocity)
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self.state = "walk"
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self:set_animation( "walk")
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end
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end
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elseif self.state == PATHFINDING then
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self:check_gowp(dtime)
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elseif self.state == "walk" then
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local s = self.object:get_pos()
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local lp = nil
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-- is there something I need to avoid?
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if (self.water_damage > 0
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and self.lava_damage > 0)
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or self.breath_max ~= -1 then
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lp = minetest.find_node_near(s, 1, {"group:water", "group:lava"})
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elseif self.water_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:water"})
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elseif self.lava_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:lava"})
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elseif self.fire_damage > 0 then
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lp = minetest.find_node_near(s, 1, {"group:fire"})
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end
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local is_in_danger = false
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if lp then
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-- If mob in or on dangerous block, look for land
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if (self:is_node_dangerous(self.standing_in) or
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self:is_node_dangerous(self.standing_on)) or (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) and (not self.fly) then
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is_in_danger = true
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-- If mob in or on dangerous block, look for land
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if is_in_danger then
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-- Better way to find shore - copied from upstream
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lp = minetest.find_nodes_in_area_under_air(
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{x = s.x - 5, y = s.y - 0.5, z = s.z - 5},
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{x = s.x + 5, y = s.y + 1, z = s.z + 5},
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{"group:solid"})
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lp = #lp > 0 and lp[math.random(#lp)]
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-- did we find land?
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if lp then
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local vec = {
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x = lp.x - s.x,
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z = lp.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if lp.x > s.x then yaw = yaw +math.pi end
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-- look towards land and move in that direction
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yaw = self:set_yaw( yaw, 6)
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self:set_velocity(self.walk_velocity)
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end
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end
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-- A danger is near but mob is not inside
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else
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-- Randomly turn
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if math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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end
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yaw = self:set_yaw( yaw, 8)
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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yaw = yaw + math.random(-0.5, 0.5)
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yaw = self:set_yaw( yaw, 8)
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end
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-- stand for great fall or danger or fence in front
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local cliff_or_danger = false
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if is_in_danger then
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cliff_or_danger = self:is_at_cliff_or_danger()
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end
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if self.facing_fence == true
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or cliff_or_danger
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or math.random(1, 100) <= 30 then
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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self:set_velocity(self.walk_velocity)
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if self:flight_check()
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and self.animation
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and self.animation.fly_start
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and self.animation.fly_end then
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self:set_animation( "fly")
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else
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self:set_animation( "walk")
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end
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end
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-- runaway when punched
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elseif self.state == "runaway" then
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self.runaway_timer = self.runaway_timer + 1
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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or self:is_at_cliff_or_danger() then
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self.runaway_timer = 0
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self:set_velocity(0)
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self.state = "stand"
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self:set_animation( "stand")
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local yaw = self.object:get_yaw() or 0
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yaw = self:set_yaw( yaw + 0.78, 8)
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else
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self:set_velocity( self.run_velocity)
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self:set_animation( "run")
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end
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-- attack routines (explode, dogfight, shoot, dogshoot)
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elseif self.state == "attack" then
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local s = self.object:get_pos()
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local p = self.attack:get_pos() or s
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-- stop attacking if player invisible or out of range
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if not self.attack
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or not self.attack:get_pos()
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or not self:object_in_range(self.attack)
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or self.attack:get_hp() <= 0
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or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
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self.state = "stand"
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self:set_velocity( 0)
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self:set_animation( "stand")
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self.attack = nil
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.path.way = nil
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return
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end
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-- calculate distance from mob and enemy
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local dist = vector.distance(p, s)
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if self.attack_type == "explode" then
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
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if p.x > s.x then yaw = yaw +math.pi end
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yaw = self:set_yaw( yaw, 0, dtime)
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local node_break_radius = self.explosion_radius or 1
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local entity_damage_radius = self.explosion_damage_radius
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or (node_break_radius * 2)
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-- start timer when in reach and line of sight
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if not self.v_start
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and dist <= self.reach
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and self:line_of_sight( s, p, 2) then
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self.v_start = true
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self.timer = 0
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self.blinktimer = 0
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self:mob_sound("fuse", nil, false)
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-- stop timer if out of reach or direct line of sight
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elseif self.allow_fuse_reset
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and self.v_start
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and (dist >= self.explosiontimer_reset_radius
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or not self:line_of_sight( s, p, 2)) then
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self.v_start = false
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self.timer = 0
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self.blinktimer = 0
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self.blinkstatus = false
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self:remove_texture_mod("^[brighten")
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end
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-- walk right up to player unless the timer is active
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if self.v_start and (self.stop_to_explode or dist < self.reach) then
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self:set_velocity( 0)
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else
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self:set_velocity( self.run_velocity)
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end
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if self.animation and self.animation.run_start then
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self:set_animation( "run")
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else
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self:set_animation( "walk")
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end
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if self.v_start then
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self.timer = self.timer + dtime
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self.blinktimer = (self.blinktimer or 0) + dtime
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if self.blinktimer > 0.2 then
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self.blinktimer = 0
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if self.blinkstatus then
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self:remove_texture_mod("^[brighten")
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else
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self:add_texture_mod("^[brighten")
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end
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self.blinkstatus = not self.blinkstatus
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end
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if self.timer > self.explosion_timer then
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local pos = self.object:get_pos()
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if mobs_griefing and not minetest.is_protected(pos, "") then
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mcl_explosions.explode(mcl_util.get_object_center(self.object), self.explosion_strength, { drop_chance = 1.0 }, self.object)
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else
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minetest.sound_play(self.sounds.explode, {
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pos = pos,
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gain = 1.0,
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max_hear_distance = self.sounds.distance or 32
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}, true)
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self:entity_physics(pos,entity_damage_radius)
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mcl_mobs.effect(pos, 32, "mcl_particles_smoke.png", nil, nil, node_break_radius, 1, 0)
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end
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return true
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end
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end
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elseif self.attack_type == "dogfight"
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or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) and (dist >= self.avoid_distance or not self.shooter_avoid_enemy)
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or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
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if self.fly
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and dist > self.reach then
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local p1 = s
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local me_y = math.floor(p1.y)
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local p2 = p
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local p_y = math.floor(p2.y + 1)
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local v = self.object:get_velocity()
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if self:flight_check( s) then
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if me_y < p_y then
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self.object:set_velocity({
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x = v.x,
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y = 1 * self.walk_velocity,
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z = v.z
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})
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elseif me_y > p_y then
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self.object:set_velocity({
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x = v.x,
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y = -1 * self.walk_velocity,
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z = v.z
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})
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end
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else
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if me_y < p_y then
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self.object:set_velocity({
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x = v.x,
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y = 0.01,
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z = v.z
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})
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elseif me_y > p_y then
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self.object:set_velocity({
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x = v.x,
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y = -0.01,
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z = v.z
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})
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end
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end
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end
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-- rnd: new movement direction
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if self.path.following
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and self.path.way
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and self.attack_type ~= "dogshoot" then
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-- no paths longer than 50
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if #self.path.way > 50
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or dist < self.reach then
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self.path.following = false
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return
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end
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local p1 = self.path.way[1]
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if not p1 then
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self.path.following = false
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return
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end
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if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
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-- reached waypoint, remove it from queue
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table.remove(self.path.way, 1)
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end
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-- set new temporary target
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p = {x = p1.x, y = p1.y, z = p1.z}
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end
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local vec = {
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x = p.x - s.x,
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z = p.z - s.z
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}
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yaw = (atan(vec.z / vec.x) + math.pi / 2) - self.rotate
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if p.x > s.x then yaw = yaw + math.pi end
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|
yaw = self:set_yaw( 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
|
|
|
|
self:smart_mobs(s, p, dist, dtime)
|
|
end
|
|
|
|
if self:is_at_cliff_or_danger() then
|
|
|
|
self:set_velocity( 0)
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
else
|
|
|
|
if self.path.stuck then
|
|
self:set_velocity( self.walk_velocity)
|
|
else
|
|
self:set_velocity( self.run_velocity)
|
|
end
|
|
|
|
if self.animation and self.animation.run_start then
|
|
self:set_animation( "run")
|
|
else
|
|
self:set_animation( "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
|
|
|
|
self:set_velocity( 0)
|
|
|
|
if not self.custom_attack then
|
|
|
|
if self.timer > 1 then
|
|
|
|
self.timer = 0
|
|
|
|
if self.double_melee_attack
|
|
and math.random(1, 2) == 1 then
|
|
self:set_animation( "punch2")
|
|
else
|
|
self:set_animation( "punch")
|
|
end
|
|
|
|
local p2 = p
|
|
local s2 = s
|
|
|
|
p2.y = p2.y + .5
|
|
s2.y = s2.y + .5
|
|
|
|
if self:line_of_sight( p2, s2) == true then
|
|
|
|
-- play attack sound
|
|
self:mob_sound("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 self:dogswitch(dtime) == 1)
|
|
or (self.attack_type == "dogshoot" and (dist > self.reach or dist < self.avoid_distance and self.shooter_avoid_enemy) and self:dogswitch() == 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) +math.pi/ 2) - self.rotate
|
|
|
|
if p.x > s.x then yaw = yaw +math.pi end
|
|
|
|
yaw = self:set_yaw( yaw, 0, dtime)
|
|
|
|
local stay_away_from_player = vector.new(0,0,0)
|
|
|
|
--strafe back and fourth
|
|
|
|
--stay away from player so as to shoot them
|
|
if dist < self.avoid_distance and self.shooter_avoid_enemy then
|
|
self:set_animation( "shoot")
|
|
stay_away_from_player=vector.multiply(vector.direction(p, s), 0.33)
|
|
end
|
|
|
|
if self.strafes then
|
|
if not self.strafe_direction then
|
|
self.strafe_direction = 1.57
|
|
end
|
|
if math.random(40) == 1 then
|
|
self.strafe_direction = self.strafe_direction*-1
|
|
end
|
|
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
|
|
else
|
|
self:set_velocity( 0)
|
|
end
|
|
|
|
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(vector.add(p, vector.new(0,self.shoot_offset,0)), vector.add(self.attack:get_pos(), vector.new(0,1.5,0)), false, false):next()
|
|
and math.random(1, 100) <= 60 then
|
|
|
|
self.timer = 0
|
|
self:set_animation( "shoot")
|
|
|
|
-- play shoot attack sound
|
|
self:mob_sound("shoot_attack")
|
|
|
|
-- Shoot arrow
|
|
if minetest.registered_entities[self.arrow] then
|
|
|
|
local arrow, ent
|
|
local v = 1
|
|
if not self.shoot_arrow then
|
|
self.firing = true
|
|
minetest.after(1, function()
|
|
self.firing = false
|
|
end)
|
|
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
|
|
|
|
-- important for mcl_shields
|
|
ent._shooter = self.object
|
|
ent._saved_shooter_pos = self.object:get_pos()
|
|
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
|
|
else
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
local mob_detach_child = function(self, child)
|
|
|
|
if self.detach_child then
|
|
if self.detach_child(self, child) then
|
|
return
|
|
end
|
|
end
|
|
if self.driver == child then
|
|
self.driver = nil
|
|
end
|
|
|
|
end
|
|
|
|
-- get entity staticdata
|
|
function mob_class:get_staticdata()
|
|
|
|
for _,p in pairs(minetest.get_connected_players()) do
|
|
self:remove_particlespawners(p:get_player_name())
|
|
end
|
|
-- 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
|
|
if spawn_logging then
|
|
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
|
|
end
|
|
|
|
return "remove"-- nil
|
|
end
|
|
|
|
self.remove_ok = true
|
|
self.attack = nil
|
|
self.following = nil
|
|
self.state = "stand"
|
|
|
|
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
|
|
function mob_class:mob_activate(staticdata, def, dtime)
|
|
if not self.object:get_pos() or staticdata == "remove" then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
end
|
|
-- 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
|
|
|
|
local c = 1
|
|
if #def.textures > c then c = #def.textures end
|
|
|
|
self.base_texture = def.textures[math.random(c)]
|
|
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 = math.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
|
|
if not self.custom_visual_size then
|
|
-- Remove saved visual_size on old existing entites.
|
|
self.visual_size = nil
|
|
self.base_size = self.visual_size
|
|
if self.child then
|
|
self.visual_size = {
|
|
x = self.visual_size.x * 0.5,
|
|
y = self.visual_size.y * 0.5,
|
|
}
|
|
end
|
|
end
|
|
|
|
-- set anything changed above
|
|
self.object:set_properties(self)
|
|
self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
|
|
self:update_tag()
|
|
self._current_animation = nil
|
|
self:set_animation( "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
|
|
|
|
if not self.wears_armor and self.armor_list then
|
|
self.armor_list = nil
|
|
end
|
|
|
|
if not self._run_armor_init and self.wears_armor then
|
|
self.armor_list={helmet="",chestplate="",boots="",leggings=""}
|
|
self:set_armor_texture()
|
|
self._run_armor_init = true
|
|
end
|
|
|
|
|
|
-- run after_activate
|
|
if def.after_activate then
|
|
def.after_activate(self, staticdata, def, dtime)
|
|
end
|
|
end
|
|
|
|
-- main mob function
|
|
function mob_class:on_step(dtime)
|
|
self.lifetimer = self.lifetimer - dtime
|
|
|
|
local pos = self.object:get_pos()
|
|
-- 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
|
|
if self.despawn_immediately or self.lifetimer <= 0 then
|
|
if spawn_logging then
|
|
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")
|
|
end
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return
|
|
elseif self.lifetimer <= 10 then
|
|
if math.random(10) < 4 then
|
|
self.despawn_immediately = true
|
|
else
|
|
self.lifetimer = 20
|
|
end
|
|
end
|
|
end
|
|
|
|
local v = self.object:get_velocity()
|
|
local d = 0.85
|
|
|
|
if (self.state and self.state=="die" or self:check_for_death()) and not self.animation.die_end then
|
|
d = 0.92
|
|
local rot = self.object:get_rotation()
|
|
rot.z = ((math.pi/2-rot.z)*.2)+rot.z
|
|
self.object:set_rotation(rot)
|
|
end
|
|
|
|
if not self:player_in_active_range() then
|
|
self:set_animation( "stand", true)
|
|
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
|
|
local acc = self.object:get_acceleration()
|
|
if acc.y > 0 or node_under ~= "air" then
|
|
self.object:set_acceleration(vector.new(0,0,0))
|
|
self.object:set_velocity(vector.new(0,0,0))
|
|
end
|
|
if acc.y == 0 and node_under == "air" then
|
|
self:falling(pos)
|
|
end
|
|
return
|
|
end
|
|
|
|
if v then
|
|
--diffuse object velocity
|
|
self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
|
|
end
|
|
|
|
self:check_aggro(dtime)
|
|
self:check_item_pickup()
|
|
|
|
self:check_particlespawners(dtime)
|
|
if not self.fire_resistant then
|
|
mcl_burning.tick(self.object, dtime, self)
|
|
-- mcl_burning.tick may remove object immediately
|
|
if not self.object:get_pos() then return end
|
|
end
|
|
|
|
local yaw = 0
|
|
|
|
if mobs_debug then
|
|
self:update_tag()
|
|
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 self:falling(pos) then
|
|
-- Return if mob died after falling
|
|
return
|
|
end
|
|
|
|
--Mob following code.
|
|
self:follow_flop()
|
|
|
|
--set animation speed relitive to velocity
|
|
local v = self.object:get_velocity()
|
|
if v then
|
|
if self.frame_speed_multiplier then
|
|
local v2 = math.abs(v.x)+math.abs(v.z)*.833
|
|
if not self.animation.walk_speed then
|
|
self.animation.walk_speed = 25
|
|
end
|
|
if math.abs(v.x)+math.abs(v.z) > 0.5 then
|
|
self.object:set_animation_frame_speed((v2/math.max(1,self.run_velocity))*self.animation.walk_speed*self.frame_speed_multiplier)
|
|
else
|
|
self.object:set_animation_frame_speed(25)
|
|
end
|
|
end
|
|
|
|
--set_speed
|
|
if self.acc then
|
|
self.object:add_velocity(self.acc)
|
|
end
|
|
end
|
|
|
|
|
|
-- smooth rotation by ThomasMonroe314
|
|
if self._turn_to then
|
|
self:set_yaw( self._turn_to, .1)
|
|
end
|
|
|
|
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 = math.abs(yaw - self.target_yaw)
|
|
|
|
if yaw > self.target_yaw then
|
|
|
|
if dif > math.pi then
|
|
dif = 2 * math.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 >math.pi then
|
|
dif = 2 * math.pi - dif
|
|
yaw = yaw - dif / self.delay -- need to subtract
|
|
else
|
|
yaw = yaw + dif / self.delay -- need to add
|
|
end
|
|
end
|
|
|
|
if yaw > (math.pi * 2) then yaw = yaw - (math.pi * 2) end
|
|
if yaw < 0 then yaw = yaw + (math.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)
|
|
self:update_roll()
|
|
end
|
|
|
|
-- end rotation
|
|
|
|
if self.head_swivel and type(self.head_swivel) == "string" then
|
|
local final_rotation = vector.new(0,0,0)
|
|
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
|
|
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 10)) do
|
|
if obj:is_player() and not self.attack or obj:get_luaentity() and obj:get_luaentity().name == self.name and self ~= obj:get_luaentity() then
|
|
if not self._locked_object then
|
|
if math.random(5000/self.curiosity) == 1 or vector.distance(pos,obj:get_pos())<4 and obj:is_player() then
|
|
self._locked_object = obj
|
|
end
|
|
else
|
|
if math.random(10000/self.curiosity) == 1 then
|
|
self._locked_object = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.attack or self.following then
|
|
self._locked_object = self.attack or self.following
|
|
end
|
|
|
|
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
|
|
local _locked_object_eye_height = 1.5
|
|
if self._locked_object:get_luaentity() then
|
|
_locked_object_eye_height = self._locked_object:get_luaentity().head_eye_height
|
|
end
|
|
if self._locked_object:is_player() then
|
|
_locked_object_eye_height = self._locked_object:get_properties().eye_height
|
|
end
|
|
if _locked_object_eye_height then
|
|
local self_rot = self.object:get_rotation()
|
|
if self.object:get_attach() then
|
|
self_rot = self.object:get_attach():get_rotation()
|
|
end
|
|
if self.rot then
|
|
local player_pos = self._locked_object:get_pos()
|
|
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
|
|
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
|
|
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
|
|
|
|
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
|
|
final_rotation = vector.multiply(oldr, 0.9)
|
|
elseif self.attack and self.state == "attack" and not self.runaway then
|
|
if self.head_yaw == "y" then
|
|
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
|
|
elseif self.head_yaw == "z" then
|
|
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
|
|
end
|
|
|
|
else
|
|
|
|
if self.head_yaw == "y" then
|
|
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
|
|
elseif self.head_yaw == "z" then
|
|
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
elseif not self._locked_object and math.abs(oldr.y) > 3 and math.abs(oldr.x) < 3 then
|
|
final_rotation = vector.multiply(oldr, 0.9)
|
|
else
|
|
final_rotation = vector.new(0,0,0)
|
|
end
|
|
|
|
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation)
|
|
|
|
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
|
|
|
|
-- knockback timer
|
|
if self.pause_timer > 0 then
|
|
|
|
self.pause_timer = self.pause_timer - dtime
|
|
|
|
return
|
|
end
|
|
|
|
-- attack timer
|
|
self.timer = self.timer + dtime
|
|
|
|
if self.state ~= "attack" and self.state ~= PATHFINDING 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 math.random(1, 70) == 1 then
|
|
self:mob_sound("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:check_entity_cramming()
|
|
self.env_damage_timer = 0
|
|
|
|
-- check for environmental damage (water, fire, lava etc.)
|
|
if self:do_env_damage() then
|
|
return
|
|
end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
self:replace(pos)
|
|
end
|
|
|
|
self:monster_attack()
|
|
self:npc_attack()
|
|
self:check_breeding()
|
|
|
|
if do_states(self, dtime) then
|
|
return
|
|
end
|
|
|
|
if not self.object:get_luaentity() then
|
|
return false
|
|
end
|
|
|
|
self:do_jump()
|
|
|
|
self:set_armor_texture()
|
|
|
|
self:check_runaway_from()
|
|
|
|
if self:is_at_water_danger() and self.state ~= "attack" then
|
|
if math.random(1, 10) <= 6 then
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation( "stand")
|
|
yaw = yaw + math.random(-0.5, 0.5)
|
|
yaw = self:set_yaw( yaw, 8)
|
|
end
|
|
else
|
|
if self.move_in_group ~= false then
|
|
self:check_herd(dtime)
|
|
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
|
|
return
|
|
end
|
|
|
|
if self:is_at_cliff_or_danger() then
|
|
self:set_velocity(0)
|
|
self.state = "stand"
|
|
self:set_animation( "stand")
|
|
local yaw = self.object:get_yaw() or 0
|
|
yaw = self:set_yaw( yaw + 0.78, 8)
|
|
end
|
|
end
|
|
|
|
|
|
-- default function when mobs are blown up with TNT
|
|
local function do_tnt(self,damage)
|
|
self.object:punch(self.object, 1.0, {
|
|
full_punch_interval = 1.0,
|
|
damage_groups = {fleshy = damage},
|
|
}, nil)
|
|
|
|
return false, true, {}
|
|
end
|
|
|
|
local timer = 0
|
|
minetest.register_globalstep(function(dtime)
|
|
timer = timer + dtime
|
|
if timer < 1 then return end
|
|
for _, player in pairs(minetest.get_connected_players()) do
|
|
local pos = player:get_pos()
|
|
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
|
|
local lua = obj:get_luaentity()
|
|
if lua and lua.is_mob then
|
|
lua.lifetimer = math.max(20, lua.lifetimer)
|
|
lua.despawn_immediately = false
|
|
end
|
|
end
|
|
end
|
|
timer = 0
|
|
end)
|