mirror of
https://git.minetest.land/MineClone2/MineClone2.git
synced 2024-11-25 04:13:44 +01:00
477 lines
13 KiB
Lua
477 lines
13 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 PATHFINDING = "gowp"
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-- Localize
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local S = minetest.get_translator("mcl_mobs")
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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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local remove_far = true
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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 mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
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local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
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local MAPGEN_LIMIT = mcl_vars.mapgen_limit
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local MAPGEN_MOB_LIMIT = MAPGEN_LIMIT - 90
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-- 30927 seems to be the edge of the world, so could be closer, but this is safer
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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 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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function mob_class:update_tag() --update nametag and/or the debug box
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local tag
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if mobs_debug then
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local name = self.name
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if self.nametag and self.nametag ~= "" then
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name = self.nametag
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end
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tag = "name = '"..tostring(name).."'\n"..
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"state = '"..tostring(self.state).."'\n"..
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"order = '"..tostring(self.order).."'\n"..
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"attack = "..tostring(self.attack).."\n"..
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"health = "..tostring(self.health).."\n"..
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"breath = "..tostring(self.breath).."\n"..
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"gotten = "..tostring(self.gotten).."\n"..
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"tamed = "..tostring(self.tamed).."\n"..
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"horny = "..tostring(self.horny).."\n"..
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"hornytimer = "..tostring(self.hornytimer).."\n"..
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"runaway_timer = "..tostring(self.runaway_timer).."\n"..
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"following = "..tostring(self.following).."\n"..
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"lifetimer = "..tostring(self.lifetimer)
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else
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tag = self.nametag
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end
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self.object:set_properties({
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nametag = tag,
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})
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end
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function mob_class:get_staticdata()
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for _,p in pairs(minetest.get_connected_players()) do
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self:remove_particlespawners(p:get_player_name())
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end
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-- remove mob when out of range unless tamed
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if remove_far
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and self.can_despawn
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and self.remove_ok
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and ((not self.nametag) or (self.nametag == ""))
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and self.lifetimer <= 20 then
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if spawn_logging then
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minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
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end
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return "remove"-- nil
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end
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self.remove_ok = true
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self.attack = nil
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self.following = nil
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self.state = "stand"
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local tmp = {}
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for _,stat in pairs(self) do
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local t = type(stat)
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if t ~= "function"
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and t ~= "nil"
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and t ~= "userdata"
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and _ ~= "_cmi_components" then
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tmp[_] = self[_]
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end
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end
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return minetest.serialize(tmp)
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end
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function mob_class:mob_activate(staticdata, def, dtime)
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if not self.object:get_pos() or staticdata == "remove" then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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if self.type == "monster"
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and minetest.settings:get_bool("only_peaceful_mobs", false) then
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mcl_burning.extinguish(self.object)
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self.object:remove()
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return
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end
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local tmp = minetest.deserialize(staticdata)
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if tmp then
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for _,stat in pairs(tmp) do
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self[_] = stat
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end
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end
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if not self.base_texture then
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-- compatiblity with old simple mobs textures
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if type(def.textures[1]) == "string" then
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def.textures = {def.textures}
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end
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local c = 1
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if #def.textures > c then c = #def.textures end
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self.base_texture = def.textures[math.random(c)]
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self.base_mesh = def.mesh
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self.base_size = self.visual_size
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self.base_colbox = self.collisionbox
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self.base_selbox = self.selectionbox
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end
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if not self.base_selbox then
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self.base_selbox = self.selectionbox or self.base_colbox
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end
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local textures = self.base_texture
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local mesh = self.base_mesh
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local vis_size = self.base_size
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local colbox = self.base_colbox
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local selbox = self.base_selbox
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if self.gotten == true
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and def.gotten_texture then
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textures = def.gotten_texture
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end
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if self.gotten == true
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and def.gotten_mesh then
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mesh = def.gotten_mesh
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end
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if self.child == true then
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vis_size = {
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x = self.base_size.x * .5,
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y = self.base_size.y * .5,
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}
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if def.child_texture then
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textures = def.child_texture[1]
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end
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colbox = {
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self.base_colbox[1] * .5,
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self.base_colbox[2] * .5,
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self.base_colbox[3] * .5,
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self.base_colbox[4] * .5,
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5
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}
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selbox = {
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self.base_selbox[1] * .5,
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self.base_selbox[2] * .5,
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self.base_selbox[3] * .5,
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self.base_selbox[4] * .5,
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self.base_selbox[5] * .5,
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self.base_selbox[6] * .5
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}
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end
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if self.health == 0 then
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self.health = math.random (self.hp_min, self.hp_max)
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end
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if self.breath == nil then
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self.breath = self.breath_max
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end
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self.path = {}
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self.path.way = {} -- path to follow, table of positions
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self.path.lastpos = {x = 0, y = 0, z = 0}
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self.path.stuck = false
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self.path.following = false -- currently following path?
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self.path.stuck_timer = 0 -- if stuck for too long search for path
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-- Armor groups
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-- immortal=1 because we use custom health
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-- handling (using "health" property)
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local armor
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if type(self.armor) == "table" then
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armor = table.copy(self.armor)
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armor.immortal = 1
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else
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armor = {immortal=1, fleshy = self.armor}
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end
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self.object:set_armor_groups(armor)
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self.old_y = self.object:get_pos().y
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self.old_health = self.health
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self.sounds.distance = self.sounds.distance or 10
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self.textures = textures
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self.mesh = mesh
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self.collisionbox = colbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.standing_in = "ignore"
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self.standing_on = "ignore"
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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self.opinion_sound_cooloff = 0 -- used to prevent sound spam of particular sound types
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self.texture_mods = {}
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self.object:set_texture_mod("")
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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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if not self.nametag then
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self.nametag = def.nametag
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end
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if not self.custom_visual_size then
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self.visual_size = nil
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self.base_size = self.visual_size
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if self.child then
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self.visual_size = {
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x = self.visual_size.x * 0.5,
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y = self.visual_size.y * 0.5,
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}
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end
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end
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self.object:set_properties(self)
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self:set_yaw( (math.random(0, 360) - 180) / 180 * math.pi, 6)
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self:update_tag()
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self._current_animation = nil
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self:set_animation( "stand")
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if self.on_spawn and not self.on_spawn_run then
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if self.on_spawn(self) then
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self.on_spawn_run = true
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end
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end
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if not self.wears_armor and self.armor_list then
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self.armor_list = nil
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end
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if not self._run_armor_init and self.wears_armor then
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self.armor_list={helmet="",chestplate="",boots="",leggings=""}
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self:set_armor_texture()
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self._run_armor_init = true
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end
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if def.after_activate then
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def.after_activate(self, staticdata, def, dtime)
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end
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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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function mob_class:do_states(dtime)
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--if self.can_open_doors then check_doors(self) end
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if self.state == "stand" then
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self:do_states_stand()
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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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self:do_states_walk()
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elseif self.state == "runaway" then
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-- runaway when punched
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self:do_states_runaway()
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elseif self.state == "attack" then
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-- attack routines (explode, dogfight, shoot, dogshoot)
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if self:do_states_attack(dtime) then
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return true
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end
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end
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end
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local function update_timers (self, dtime)
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-- knockback timer. set in on_punch
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if self.pause_timer > 0 then
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self.pause_timer = self.pause_timer - dtime
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return true
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end
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-- attack timer
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self.timer = self.timer + dtime
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if self.state ~= "attack" and self.state ~= PATHFINDING then
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if self.timer < 1 then
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return true
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end
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self.timer = 0
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end
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-- never go over 100
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if self.timer > 100 then
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self.timer = 1
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end
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end
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function mob_class:outside_limits()
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local pos = self.object:get_pos()
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if pos then
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local posx = math.abs(pos.x)
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local posy = math.abs(pos.y)
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local posz = math.abs(pos.z)
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if posx > MAPGEN_MOB_LIMIT or posy > MAPGEN_MOB_LIMIT or posz > MAPGEN_MOB_LIMIT then
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--minetest.log("action", "Getting close to limits of worldgen: " .. minetest.pos_to_string(pos))
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if posx > MAPGEN_LIMIT or posy > MAPGEN_LIMIT or posz > MAPGEN_LIMIT then
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minetest.log("action", "Warning mob past limits of worldgen: " .. minetest.pos_to_string(pos))
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else
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if self.state ~= "stand" then
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minetest.log("action", "Warning mob close to limits of worldgen: " .. minetest.pos_to_string(pos))
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self.state = "stand"
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self:set_animation("stand")
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self.object:set_acceleration(vector.zero())
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self.object:set_velocity(vector.zero())
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end
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end
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return true
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end
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end
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end
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-- main mob function
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function mob_class:on_step(dtime)
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local pos = self.object:get_pos()
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if not pos then return end
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if self:check_despawn(pos, dtime) then return true end
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if self:outside_limits() then return end
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-- Start: Death/damage processing
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-- All damage needs to be undertaken at the start. We need to exit processing if the mob dies.
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if self:check_death_and_slow_mob() then
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--minetest.log("action", "Mob is dying: ".. tostring(self.name))
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-- Do we abandon out of here now?
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end
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if self:falling(pos) then return end
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self:check_suspend()
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if not self.fire_resistant then
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mcl_burning.tick(self.object, dtime, self)
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if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
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if self:check_for_death("fire", {type = "fire"}) then
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return true
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end
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end
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if self:env_damage (dtime, pos) then return end
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if self.state == "die" then return end
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-- End: Death/damage processing
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self:check_water_flow()
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self:env_danger_movement_checks (dtime)
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self:follow_flop() -- Mob following code.
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self:set_animation_speed() -- set animation speed relative to velocity
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self:check_smooth_rotation(dtime)
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self:check_head_swivel(dtime)
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if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
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self:do_jump()
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self:check_runaway_from()
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self:monster_attack()
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self:npc_attack()
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self:check_aggro(dtime)
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self:check_breeding()
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self:check_item_pickup()
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self:set_armor_texture()
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if self.do_custom and self.do_custom(self, dtime) == false then return end
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if update_timers(self, dtime) then return end
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self:check_particlespawners(dtime)
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if self:env_damage (dtime, pos) then return end
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if self:do_states(dtime) then return end
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if self.opinion_sound_cooloff > 0 then
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self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
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end
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-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
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if math.random(1, 70) == 1 then
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self:mob_sound("random", true)
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end
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if self:do_states(dtime) then return end
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if mobs_debug then self:update_tag() end
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if not self.object:get_luaentity() then
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return false
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end
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < 1 then return end
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for _, player in pairs(minetest.get_connected_players()) do
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local pos = player:get_pos()
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
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local lua = obj:get_luaentity()
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if lua and lua.is_mob then
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lua.lifetimer = math.max(20, lua.lifetimer)
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lua.despawn_immediately = false
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end
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end
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end
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timer = 0
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end)
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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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