mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-24 20:03:45 +01:00
4d922d9edf
mob standing on top of a magma node that belongs to the "fire" group. The magma node has also been added to the fire group, making it so that standing on the node will do damage to the mob. In official Minecraft, magma blocks just do fire damage without the fire animation. Source: https://minecraft.fandom.com/wiki/Magma_Block
1023 lines
26 KiB
Lua
1023 lines
26 KiB
Lua
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
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local mob_class = mcl_mobs.mob_class
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local ENTITY_CRAMMING_MAX = 24
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local CRAMMING_DAMAGE = 3
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local DEATH_DELAY = 0.5
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local DEFAULT_FALL_SPEED = -9.81*1.5
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local PATHFINDING = "gowp"
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local mobs_debug = minetest.settings:get_bool("mobs_debug", false)
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local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
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local mob_active_range = tonumber(minetest.settings:get("mcl_mob_active_range")) or 48
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local show_health = false
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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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-- check if within physical map limits (-30911 to 30927)
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local function within_limits(pos, radius)
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local wmin, wmax = -30912, 30928
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if mcl_vars then
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if mcl_vars.mapgen_edge_min and mcl_vars.mapgen_edge_max then
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wmin, wmax = mcl_vars.mapgen_edge_min, mcl_vars.mapgen_edge_max
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end
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end
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if radius then
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wmin = wmin - radius
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wmax = wmax + radius
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end
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if not pos then return true end
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for _,v in pairs(pos) do
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if v < wmin or v > wmax then return false end
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end
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return true
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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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local pos = self.object:get_pos()
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if pos and vector.distance(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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function mob_class:item_drop(cooked, looting_level)
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if not mobs_drop_items then return end
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looting_level = looting_level or 0
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if (self.child and self.type ~= "monster") then
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return
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end
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local obj, item, num
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local pos = self.object:get_pos()
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self.drops = self.drops or {}
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for n = 1, #self.drops do
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local dropdef = self.drops[n]
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local chance = 1 / dropdef.chance
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local looting_type = dropdef.looting
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if looting_level > 0 then
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local chance_function = dropdef.looting_chance_function
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if chance_function then
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chance = chance_function(looting_level)
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elseif looting_type == "rare" then
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chance = chance + (dropdef.looting_factor or 0.01) * looting_level
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end
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end
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local num = 0
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local do_common_looting = (looting_level > 0 and looting_type == "common")
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if math.random() < chance then
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num = math.random(dropdef.min or 1, dropdef.max or 1)
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elseif not dropdef.looting_ignore_chance then
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do_common_looting = false
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end
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if do_common_looting then
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num = num + math.floor(math.random(0, looting_level) + 0.5)
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end
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if num > 0 then
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item = dropdef.name
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if cooked then
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local output = minetest.get_craft_result({
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method = "cooking", width = 1, items = {item}})
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if output and output.item and not output.item:is_empty() then
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item = output.item:get_name()
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end
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end
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for x = 1, num do
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obj = minetest.add_item(pos, ItemStack(item .. " " .. 1))
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end
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 6,
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z = math.random(-10, 10) / 9,
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})
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elseif obj then
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obj:remove() -- item does not exist
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end
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end
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end
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self.drops = {}
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end
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-- collision function borrowed amended from jordan4ibanez open_ai mod
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function mob_class:collision()
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local pos = self.object:get_pos()
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if not pos then return {0,0} end
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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 pairs(minetest.get_objects_inside_radius(pos, width)) do
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local ent = object:get_luaentity()
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if object:is_player() or (ent and ent.is_mob and object ~= self.object) then
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if object:is_player() and mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(object, 4)
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end
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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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function mob_class:check_death_and_slow_mob()
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local d = 0.85
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local dying = self:check_dying()
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if dying then d = 0.92 end
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local v = self.object:get_velocity()
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if v then
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--diffuse object velocity
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self.object:set_velocity({x = v.x*d, y = v.y, z = v.z*d})
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end
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return dying
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end
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-- move mob in facing direction
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function mob_class:set_velocity(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(self:collision())
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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" or self.order == "sit" then
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self.acc=vector.new(0,0,0)
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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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local vv = self.object:get_velocity()
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if vv then
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self.acc={
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x = ((math.sin(yaw) * -v) + c_x)*.27,
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y = 0,
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z = ((math.cos(yaw) * v) + c_y)*.27,
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}
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end
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end
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-- calculate mob velocity
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function mob_class:get_velocity()
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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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function mob_class:update_roll()
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local is_Fleckenstein = self.nametag == "Fleckenstein"
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local was_Fleckenstein = false
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local rot = self.object:get_rotation()
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rot.z = is_Fleckenstein and pi or 0
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self.object:set_rotation(rot)
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local cbox = table.copy(self.collisionbox)
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local acbox = self.object:get_properties().collisionbox
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if math.abs(cbox[2] - acbox[2]) > 0.1 then
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was_Fleckenstein = true
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end
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if is_Fleckenstein ~= was_Fleckenstein then
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local pos = self.object:get_pos()
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pos.y = pos.y + (acbox[2] + acbox[5])
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self.object:set_pos(pos)
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end
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if is_Fleckenstein then
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cbox[2], cbox[5] = -cbox[5], -cbox[2]
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self.object:set_properties({collisionbox = cbox})
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-- This leads to child mobs having the wrong collisionbox
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-- and seeing as it seems to be nothing but an easter egg
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-- i've put it inside the if. Which just makes it be upside
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-- down lol.
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end
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end
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local function shortest_term_of_yaw_rotation(self, rot_origin, rot_target, nums)
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if not rot_origin or not rot_target then
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return
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end
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rot_origin = math.deg(rot_origin)
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rot_target = math.deg(rot_target)
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if rot_origin < rot_target then
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if math.abs(rot_origin-rot_target)<180 then
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if nums then
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return rot_target-rot_origin
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else
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return 1
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end
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else
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if nums then
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return -(rot_origin-(rot_target-360))
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else
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return -1
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end
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end
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else
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if math.abs(rot_origin-rot_target)<180 then
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if nums then
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return rot_target-rot_origin
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else
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return -1
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end
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else
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if nums then
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return (rot_target-(rot_origin-360))
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else
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return 1
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end
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end
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end
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end
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-- set and return valid yaw
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function mob_class:set_yaw(yaw, delay, dtime)
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if self.noyaw then return end
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if self.state ~= PATHFINDING then
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self._turn_to = yaw
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end
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--mcl_log("Yaw is: \t\t" .. tostring(math.deg(yaw)))
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--mcl_log("self.object:get_yaw() is: \t" .. tostring(math.deg(self.object:get_yaw())))
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--clamp our yaw to a 360 range
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if math.deg(self.object:get_yaw()) > 360 then
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self.object:set_yaw(math.rad(0))
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elseif math.deg(self.object:get_yaw()) < 0 then
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self.object:set_yaw(math.rad(360))
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end
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if math.deg(yaw) > 360 then
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yaw=yaw%360
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elseif math.deg(yaw) < 0 then
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yaw=((360*5)-yaw)%360
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end
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--calculate the shortest way to turn to find our target
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local target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, false)
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local target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), yaw, true)
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--turn in the shortest path possible toward our target. if we are attacking, don't dance.
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if (math.abs(target_shortest_path) > 50 and not self._kb_turn) and (self.attack and self.attack:get_pos() or self.following and self.following:get_pos()) then
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if self.following then
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target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), true)
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target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.following:get_pos())), false)
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else
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target_shortest_path = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), true)
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target_shortest_path_nums = shortest_term_of_yaw_rotation(self, self.object:get_yaw(), minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())), false)
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end
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end
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local ddtime = 0.05 --set_tick_rate
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if dtime then
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ddtime = dtime
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end
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if math.abs(target_shortest_path_nums) > 5 then
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self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
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if self.acc then
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self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
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end
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end
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delay = delay or 0
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yaw = self.object:get_yaw()
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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:update_roll()
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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 mcl_mobs.yaw(self, yaw, delay, dtime)
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return mob_class.set_yaw(self, yaw, delay, dtime)
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end
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-- are we flying in what we are suppose to? (taikedz)
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function mob_class:flight_check()
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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 or nod == "ignore" 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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-- check if mob is dead or only hurt
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function mob_class:check_for_death(cause, cmi_cause)
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if self.state == "die" then
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return true
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end
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-- has health actually changed?
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if self.health == self.old_health and self.health > 0 then
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return false
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end
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local damaged = self.health < self.old_health
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self.old_health = self.health
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-- still got some health?
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if self.health > 0 then
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-- make sure health isn't higher than max
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if self.health > self.hp_max then
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self.health = self.hp_max
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end
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-- play damage sound if health was reduced and make mob flash red.
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if damaged then
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self:add_texture_mod("^[colorize:#d42222:175")
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minetest.after(1, function(self)
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if self and self.object then
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self:remove_texture_mod("^[colorize:#d42222:175")
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end
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end, self)
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self:mob_sound("damage")
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end
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-- backup nametag so we can show health stats
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if not self.nametag2 then
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self.nametag2 = self.nametag or ""
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end
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if show_health
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and (cmi_cause and cmi_cause.type == "punch") then
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self.htimer = 2
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self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
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self:update_tag()
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end
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return false
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end
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self:mob_sound("death")
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local function death_handle(self)
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-- dropped cooked item if mob died in fire or lava
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if cause == "lava" or cause == "fire" then
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self:item_drop(true, 0)
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else
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local wielditem = ItemStack()
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if cause == "hit" then
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local puncher = cmi_cause.puncher
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if puncher then
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wielditem = puncher:get_wielded_item()
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end
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end
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local cooked = mcl_burning.is_burning(self.object) or mcl_enchanting.has_enchantment(wielditem, "fire_aspect")
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local looting = mcl_enchanting.get_enchantment(wielditem, "looting")
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self:item_drop(cooked, looting)
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if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
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mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
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end
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end
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end
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-- execute custom death function
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if self.on_die then
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local pos = self.object:get_pos()
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local on_die_exit = self.on_die(self, pos, cmi_cause)
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if on_die_exit ~= true then
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death_handle(self)
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end
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if on_die_exit == true then
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self.state = "die"
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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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local collisionbox
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if self.collisionbox then
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collisionbox = table.copy(self.collisionbox)
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end
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self.state = "die"
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self.attack = nil
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self.v_start = false
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self.fall_speed = DEFAULT_FALL_SPEED
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self.timer = 0
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self.blinktimer = 0
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self:remove_texture_mod("^[colorize:#FF000040")
|
|
self:remove_texture_mod("^[brighten")
|
|
self.passive = true
|
|
|
|
self.object:set_properties({
|
|
pointable = false,
|
|
collide_with_objects = false,
|
|
})
|
|
|
|
self:set_velocity(0)
|
|
local acc = self.object:get_acceleration()
|
|
if acc then
|
|
acc.x, acc.y, acc.z = 0, DEFAULT_FALL_SPEED, 0
|
|
self.object:set_acceleration(acc)
|
|
end
|
|
|
|
local length
|
|
-- default death function and die animation (if defined)
|
|
if self.instant_death then
|
|
length = 0
|
|
elseif self.animation and self.animation.die_start and self.animation.die_end then
|
|
local frames = self.animation.die_end - self.animation.die_start
|
|
local speed = self.animation.die_speed or 15
|
|
length = math.max(frames / speed, 0) + DEATH_DELAY
|
|
self:set_animation( "die")
|
|
else
|
|
length = 1 + DEATH_DELAY
|
|
self:set_animation( "stand", true)
|
|
end
|
|
|
|
|
|
-- Remove body after a few seconds and drop stuff
|
|
local kill = function(self)
|
|
if not self.object:get_luaentity() then
|
|
return
|
|
end
|
|
death_handle(self)
|
|
local dpos = self.object:get_pos()
|
|
local cbox = self.collisionbox
|
|
local yaw = self.object:get_rotation().y
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
mcl_mobs.death_effect(dpos, yaw, cbox, not self.instant_death)
|
|
end
|
|
|
|
if length <= 0 then
|
|
kill(self)
|
|
else
|
|
minetest.after(length, kill, self)
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
-- Deal light damage to mob, returns true if mob died
|
|
function mob_class:deal_light_damage(pos, damage)
|
|
if not ((mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
|
|
self.health = self.health - damage
|
|
|
|
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if self:check_for_death("light", {type = "light"}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- environmental damage (water, lava, fire, light etc.)
|
|
function mob_class:do_env_damage()
|
|
-- feed/tame text timer (so mob 'full' messages dont spam chat)
|
|
if self.htimer > 0 then
|
|
self.htimer = self.htimer - 1
|
|
end
|
|
|
|
-- reset nametag after showing health stats
|
|
if self.htimer < 1 and self.nametag2 then
|
|
|
|
self.nametag = self.nametag2
|
|
self.nametag2 = nil
|
|
|
|
self:update_tag()
|
|
end
|
|
|
|
local pos = self.object:get_pos()
|
|
if not pos then return end
|
|
|
|
self.time_of_day = minetest.get_timeofday()
|
|
|
|
-- remove mob if beyond map limits
|
|
if not within_limits(pos, 0) then
|
|
mcl_burning.extinguish(self.object)
|
|
self.object:remove()
|
|
return true
|
|
end
|
|
|
|
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
|
|
|
|
-- bright light harms mob
|
|
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
|
|
if self:deal_light_damage(pos, self.light_damage) then
|
|
return true
|
|
end
|
|
end
|
|
local _, dim = mcl_worlds.y_to_layer(pos.y)
|
|
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
|
|
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
|
|
if self.ignited_by_sunlight then
|
|
mcl_burning.set_on_fire(self.object, 10)
|
|
else
|
|
self:deal_light_damage(pos, self.sunlight_damage)
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
local y_level = self.collisionbox[2]
|
|
|
|
if self.child then
|
|
y_level = self.collisionbox[2] * 0.5
|
|
end
|
|
|
|
-- what is mob standing in?
|
|
pos.y = pos.y + y_level + 0.25 -- foot level
|
|
local pos2 = {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]
|
|
local nodef2 = minetest.registered_nodes[self.standing_on]
|
|
|
|
-- rain
|
|
if self.rain_damage > 0 then
|
|
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
|
|
|
|
self.health = self.health - self.rain_damage
|
|
|
|
if self:check_for_death("rain", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
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
|
|
|
|
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png", nil, nil, 1, nil)
|
|
|
|
if self:check_for_death("water", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
-- magma damage
|
|
elseif self.fire_damage > 0
|
|
and (nodef2.groups.fire) then
|
|
|
|
if self.fire_damage ~= 0 then
|
|
|
|
self.health = self.health - self.fire_damage
|
|
|
|
if self:check_for_death("fire", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
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
|
|
|
|
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
mcl_burning.set_on_fire(self.object, 10)
|
|
|
|
if self:check_for_death("lava", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- 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
|
|
|
|
mcl_mobs.effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
|
|
mcl_burning.set_on_fire(self.object, 5)
|
|
|
|
if self:check_for_death("fire", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
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
|
|
|
|
mcl_mobs.effect(pos, 5, "mcl_particles_smoke.png")
|
|
|
|
if self:check_for_death("dps", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- 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)
|
|
|
|
mcl_mobs.effect(pos, 2, "bubble.png", nil, nil, 1, nil)
|
|
if self.breath <= 0 then
|
|
local dmg
|
|
if nodef.drowning > 0 then
|
|
dmg = nodef.drowning
|
|
else
|
|
dmg = 4
|
|
end
|
|
self:damage_effect(dmg)
|
|
self.health = self.health - dmg
|
|
end
|
|
if self:check_for_death("drowning", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
else
|
|
self.breath = 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 self:check_for_death("suffocation", {type = "environment",
|
|
pos = pos, node = self.standing_in}) then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
self.suffocation_timer = 0
|
|
end
|
|
|
|
return self:check_for_death("", {type = "unknown"})
|
|
end
|
|
|
|
function mob_class:env_damage (dtime, pos)
|
|
-- 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 true
|
|
end
|
|
|
|
-- node replace check (cow eats grass etc.)
|
|
self:replace(pos)
|
|
end
|
|
end
|
|
|
|
function mob_class:damage_mob(reason,damage)
|
|
if not self.health then return end
|
|
damage = math.floor(damage)
|
|
if damage > 0 then
|
|
self.health = self.health - damage
|
|
|
|
mcl_mobs.effect(self.object:get_pos(), 5, "mcl_particles_smoke.png", 1, 2, 2, nil)
|
|
|
|
if self:check_for_death(reason, {type = reason}) then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:check_entity_cramming()
|
|
local p = self.object:get_pos()
|
|
if not p then return end
|
|
local oo = minetest.get_objects_inside_radius(p,1)
|
|
local mobs = {}
|
|
for _,o in pairs(oo) do
|
|
local l = o:get_luaentity()
|
|
if l and l.is_mob and l.health > 0 then table.insert(mobs,l) end
|
|
end
|
|
local clear = #mobs < ENTITY_CRAMMING_MAX
|
|
local ncram = {}
|
|
for _,l in pairs(mobs) do
|
|
if l then
|
|
if clear then
|
|
l.cram = nil
|
|
elseif l.cram == nil and not self.child then
|
|
table.insert(ncram,l)
|
|
elseif l.cram then
|
|
l:damage_mob("cramming",CRAMMING_DAMAGE)
|
|
end
|
|
end
|
|
end
|
|
for i,l in pairs(ncram) do
|
|
if i > ENTITY_CRAMMING_MAX then
|
|
l.cram = true
|
|
else
|
|
l.cram = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- falling and fall damage
|
|
-- returns true if mob died
|
|
function mob_class:falling(pos)
|
|
|
|
if self.fly and self.state ~= "die" then
|
|
return
|
|
end
|
|
|
|
if not self.fall_speed then self.fall_speed = DEFAULT_FALL_SPEED 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 then
|
|
if v.y > 0 then
|
|
-- apply gravity when moving up
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = DEFAULT_FALL_SPEED,
|
|
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
|
|
end
|
|
|
|
local acc = self.object:get_acceleration()
|
|
|
|
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
|
|
if acc and self.floats_on_lava == 1 then
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
|
|
z = 0
|
|
})
|
|
end
|
|
end
|
|
|
|
-- in water then float up
|
|
if minetest.registered_nodes[node_ok(pos).name].groups.water then
|
|
if acc and self.floats == 1 then
|
|
self.object:set_acceleration({
|
|
x = 0,
|
|
y = -self.fall_speed / (math.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 n = node_ok(vector.offset(pos,0,-1,0)).name
|
|
local d = (self.old_y or 0) - self.object:get_pos().y
|
|
|
|
if d > 5 and n ~= "air" and n ~= "ignore" then
|
|
local add = minetest.get_item_group(self.standing_on, "fall_damage_add_percent")
|
|
local damage = d - 5
|
|
if add ~= 0 then
|
|
damage = damage + damage * (add/100)
|
|
end
|
|
self:damage_mob("fall",damage)
|
|
end
|
|
|
|
self.old_y = self.object:get_pos().y
|
|
end
|
|
end
|
|
end
|
|
|
|
function mob_class:check_water_flow()
|
|
-- Add water flowing for mobs from mcl_item_entity
|
|
local p, 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
|
|
end
|
|
|
|
function mob_class:check_dying()
|
|
if ((self.state and self.state=="die") or self:check_for_death()) and not self.animation.die_end then
|
|
local rot = self.object:get_rotation()
|
|
if rot then
|
|
rot.z = ((math.pi/2-rot.z)*.2)+rot.z
|
|
self.object:set_rotation(rot)
|
|
end
|
|
return true
|
|
end
|
|
end
|
|
|
|
function mob_class:check_suspend()
|
|
local pos = self.object:get_pos()
|
|
|
|
if pos and not self:player_in_active_range() then
|
|
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
|
|
|
|
self:set_animation( "stand", true)
|
|
|
|
local acc = self.object:get_acceleration()
|
|
if acc then
|
|
if acc.y > 0 or node_under ~= "air" then
|
|
self.object:set_acceleration(vector.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
|
|
end
|
|
return true
|
|
end
|
|
end
|