-- Load support for intllib. local MP = minetest.get_modpath(minetest.get_current_modname()) local S = minetest.get_translator and minetest.get_translator("mobs_redo") or dofile(MP .. "/intllib.lua") -- CMI support check local use_cmi = minetest.global_exists("cmi") mobs = { mod = "redo", version = "20211114", intllib = S, invis = minetest.global_exists("invisibility") and invisibility or {} } -- localize common functions local pi = math.pi local square = math.sqrt local sin = math.sin local cos = math.cos local abs = math.abs local min = math.min local max = math.max local random = math.random local floor = math.floor local ceil = math.ceil local rad = math.rad local atann = math.atan local atan = function(x) if not x or x ~= x then return 0 -- NaN else return atann(x) end end local table_copy = table.copy local table_remove = table.remove local vadd = vector.add local vdirection = vector.direction local vmultiply = vector.multiply local vsubtract = vector.subtract local settings = minetest.settings -- creative check local creative_cache = minetest.settings:get_bool("creative_mode") function mobs.is_creative(name) return creative_cache or minetest.check_player_privs(name, {creative = true}) end -- Load settings local damage_enabled = settings:get_bool("enable_damage") local mobs_spawn = settings:get_bool("mobs_spawn") ~= false local peaceful_only = settings:get_bool("only_peaceful_mobs") local disable_blood = settings:get_bool("mobs_disable_blood") local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false local mobs_griefing = settings:get_bool("mobs_griefing") ~= false local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false local remove_far = settings:get_bool("remove_far_mobs") ~= false local mob_area_spawn = settings:get_bool("mob_area_spawn") local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0 local show_health = settings:get_bool("mob_show_health") ~= false local max_per_block = tonumber(settings:get("max_objects_per_block") or 99) local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12) local active_limit = tonumber(settings:get("mob_active_limit") or 0) local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1) local peaceful_player_enabled = settings:get_bool("enable_peaceful_player") local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false local active_mobs = 0 -- Peaceful mode message so players will know there are no monsters if peaceful_only then minetest.register_on_joinplayer(function(player) minetest.chat_send_player(player:get_player_name(), S("** Peaceful Mode Active - No Monsters Will Spawn")) end) end -- calculate aoc range for mob count local aoc_range = tonumber(settings:get("active_block_range")) * 16 -- pathfinding settings local enable_pathfinding = true local stuck_timeout = 3 -- how long before stuck mod starts searching local stuck_path_timeout = 5 -- how long will mob follow path before giving up -- default nodes local node_fire = "fire:basic_flame" local node_permanent_flame = "fire:permanent_flame" local node_ice = "default:ice" local node_snowblock = "default:snowblock" local node_snow = "default:snow" mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt" local mob_class = { stepheight = 1.1, fly_in = "air", owner = "", order = "", jump_height = 4, lifetimer = 180, -- 3 minutes physical = true, collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}, visual_size = {x = 1, y = 1}, texture_mods = "", makes_footstep_sound = false, view_range = 5, walk_velocity = 1, run_velocity = 2, light_damage = 0, light_damage_min = 14, light_damage_max = 15, water_damage = 0, lava_damage = 4, fire_damage = 4, air_damage = 0, suffocation = 2, fall_damage = 1, fall_speed = -10, -- must be lower than -2 (default: -10) drops = {}, armor = 100, sounds = {}, jump = true, knock_back = true, walk_chance = 50, stand_chance = 30, attack_chance = 5, passive = false, blood_amount = 5, blood_texture = "mobs_blood.png", shoot_offset = 0, floats = 1, -- floats in water by default replace_offset = 0, timer = 0, env_damage_timer = 0, -- only used when state = "attack" tamed = false, pause_timer = 0, horny = false, hornytimer = 0, child = false, gotten = false, health = 0, reach = 3, htimer = 0, docile_by_day = false, time_of_day = 0.5, fear_height = 0, runaway_timer = 0, immune_to = {}, explosion_timer = 3, allow_fuse_reset = true, stop_to_explode = true, dogshoot_count = 0, dogshoot_count_max = 5, dogshoot_count2_max = 5, group_attack = false, attack_monsters = false, attack_animals = false, attack_players = true, attack_npcs = true, facing_fence = false, _breed_countdown = nil, _cmi_is_mob = true } local mob_class_meta = {__index = mob_class} -- play sound function mob_class:mob_sound(sound) local pitch = 1.0 -- higher pitch for a child if self.child then pitch = pitch * 1.5 end -- a little random pitch to be different pitch = pitch + random(-10, 10) * 0.005 if sound then minetest.sound_play(sound, { object = self.object, gain = 1.0, max_hear_distance = self.sounds.distance, pitch = pitch }, true) end end -- attack player/mob function mob_class:do_attack(player) if self.state == "attack" then return end self.attack = player self.state = "attack" if random(0, 100) < 90 then self:mob_sound(self.sounds.war_cry) end end -- calculate distance local get_distance = function(a, b) if not a or not b then return 50 end -- nil check local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z return square(x * x + y * y + z * z) end -- collision function based on jordan4ibanez' open_ai mod function mob_class:collision() local pos = self.object:get_pos() local x, z = 0, 0 local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5 for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do if object:is_player() then local pos2 = object:get_pos() local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z} x = x + vec.x z = z + vec.z end end return({x, z}) end -- check if string exists in another string or table local check_for = function(look_for, look_inside) if type(look_inside) == "string" and look_inside == look_for then return true elseif type(look_inside) == "table" then for _, str in pairs(look_inside) do if str == look_for then return true end if str:find("group:") then local group = str:split(":")[2] if minetest.get_item_group(look_for, group) ~= 0 then return true end end end end return false end -- move mob in facing direction function mob_class:set_velocity(v) -- halt mob if it has been ordered to stay if self.order == "stand" then local vel = self.object:get_velocity() or {y = 0} self.object:set_velocity({x = 0, y = vel.y, z = 0}) return end local c_x, c_y = 0, 0 -- can mob be pushed, if so calculate direction if self.pushable then c_x, c_y = unpack(self:collision()) end local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0) -- nil check for velocity v = v or 0.01 -- check if standing in liquid with max viscosity of 7 local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) -- only slow mob trying to move while inside a viscous fluid that -- they aren't meant to be in (fish in water, spiders in cobweb etc) if v > 0 and visc and visc > 0 and not check_for(self.standing_in, self.fly_in) then v = v / (visc + 1) end -- set velocity local vel = self.object:get_velocity() or 0 local new_vel = { x = (sin(yaw) * -v) + c_x, y = vel.y, z = (cos(yaw) * v) + c_y} self.object:set_velocity(new_vel) end -- global version of above function function mobs:set_velocity(entity, v) mob_class.set_velocity(entity, v) end -- calculate mob velocity function mob_class:get_velocity() local v = self.object:get_velocity() if not v then return 0 end return (v.x * v.x + v.z * v.z) ^ 0.5 end -- set and return valid yaw function mob_class:set_yaw(yaw, delay) if not yaw or yaw ~= yaw then yaw = 0 end delay = mob_smooth_rotate and (delay or 0) or 0 if delay == 0 then self.object:set_yaw(yaw) return yaw end self.target_yaw = yaw self.delay = delay return self.target_yaw end -- global function to set mob yaw function mobs:yaw(entity, yaw, delay) mob_class.set_yaw(entity, yaw, delay) end -- set defined animation function mob_class:set_animation(anim, force) if not self.animation or not anim then return end self.animation.current = self.animation.current or "" -- only use different animation for attacks when using same set if force ~= true and anim ~= "punch" and anim ~= "shoot" and string.find(self.animation.current, anim) then return end local num = 0 -- check for more than one animation (max 4) for n = 1, 4 do if self.animation[anim .. n .. "_start"] and self.animation[anim .. n .. "_end"] then num = n end end -- choose random animation from set if num > 0 then num = random(0, num) anim = anim .. (num ~= 0 and num or "") end if anim == self.animation.current or not self.animation[anim .. "_start"] or not self.animation[anim .. "_end"] then return end self.animation.current = anim self.object:set_animation({ x = self.animation[anim .. "_start"], y = self.animation[anim .. "_end"]}, self.animation[anim .. "_speed"] or self.animation.speed_normal or 15, 0, self.animation[anim .. "_loop"] ~= false) end function mobs:set_animation(entity, anim) entity.set_animation(entity, anim) end -- check line of sight (BrunoMine) local line_of_sight = function(self, pos1, pos2, stepsize) stepsize = stepsize or 1 local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- Target Distance (td) to travel local td = get_distance(pos1, pos2) -- Actual Distance (ad) traveled local ad = 0 -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do -- Check if you can still move forward if td < ad + stepsize then return true -- Reached the target end -- Moves the analyzed pos local d = get_distance(pos1, pos2) npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z -- NaN checks if d == 0 or npos1.x ~= npos1.x or npos1.y ~= npos1.y or npos1.z ~= npos1.z then return false end ad = ad + stepsize -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight (by BrunoMine, tweaked by Astrobe) local new_line_of_sight = function(self, pos1, pos2, stepsize) if not pos1 or not pos2 then return end stepsize = stepsize or 1 local stepv = vmultiply(vdirection(pos1, pos2), stepsize) local s, pos = minetest.line_of_sight(pos1, pos2, stepsize) -- normal walking and flying mobs can see you through air if s == true then return true end -- New pos1 to be analyzed local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z} local r, pos = minetest.line_of_sight(npos1, pos2, stepsize) -- Checks the return if r == true then return true end -- Nodename found local nn = minetest.get_node(pos).name -- It continues to advance in the line of sight in search of a real -- obstruction which counts as 'walkable' nodebox. while minetest.registered_nodes[nn] and (minetest.registered_nodes[nn].walkable == false) do npos1 = vadd(npos1, stepv) if get_distance(npos1, pos2) < stepsize then return true end -- scan again r, pos = minetest.line_of_sight(npos1, pos2, stepsize) if r == true then return true end -- New Nodename found nn = minetest.get_node(pos).name end return false end -- check line of sight using raycasting (thanks Astrobe) local ray_line_of_sight = function(self, pos1, pos2) local ray = minetest.raycast(pos1, pos2, true, false) local thing = ray:next() while thing do -- thing.type, thing.ref if thing.type == "node" then local name = minetest.get_node(thing.under).name if minetest.registered_items[name] and minetest.registered_items[name].walkable then return false end end thing = ray:next() end return true end function mob_class:line_of_sight(pos1, pos2, stepsize) if minetest.raycast then -- only use if minetest 5.0 is detected return ray_line_of_sight(self, pos1, pos2) end return line_of_sight(self, pos1, pos2, stepsize) end -- global function function mobs:line_of_sight(entity, pos1, pos2, stepsize) return entity:line_of_sight(pos1, pos2, stepsize) end function mob_class:attempt_flight_correction(override) if self:flight_check() and override ~= true then return true end -- We are not flying in what we are supposed to. -- See if we can find intended flight medium and return to it local pos = self.object:get_pos() ; if not pos then return true end local searchnodes = self.fly_in if type(searchnodes) == "string" then searchnodes = {self.fly_in} end local flyable_nodes = minetest.find_nodes_in_area( {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1}, {x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes) -- pos.y + 0 hopefully fixes floating swimmers if #flyable_nodes < 1 then return false end local escape_target = flyable_nodes[random(#flyable_nodes)] local escape_direction = vdirection(pos, escape_target) self.object:set_velocity( vmultiply(escape_direction, 1)) return true end -- are we flying in what we are suppose to? (taikedz) function mob_class:flight_check() local def = minetest.registered_nodes[self.standing_in] if not def then return false end -- are we standing inside what we should be to fly/swim ? if check_for(self.standing_in, self.fly_in) then return true end -- stops mobs getting stuck inside stairs and plantlike nodes if def.drawtype ~= "airlike" and def.drawtype ~= "liquid" and def.drawtype ~= "flowingliquid" then return true end return false end -- turn mob to face position local yaw_to_pos = function(self, target, rot) rot = rot or 0 local pos = self.object:get_pos() local vec = {x = target.x - pos.x, z = target.z - pos.z} local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate if target.x > pos.x then yaw = yaw + pi end yaw = self:set_yaw(yaw, rot) return yaw end function mobs:yaw_to_pos(self, target, rot) return yaw_to_pos(self, target, rot) end -- if stay near set then periodically check for nodes and turn towards them function mob_class:do_stay_near() if not self.stay_near then return false end local pos = self.object:get_pos() local searchnodes = self.stay_near[1] local chance = self.stay_near[2] or 10 if not pos or random(chance) > 1 then return false end if type(searchnodes) == "string" then searchnodes = {self.stay_near[1]} end local r = self.view_range local nearby_nodes = minetest.find_nodes_in_area( {x = pos.x - r, y = pos.y - 1, z = pos.z - r}, {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes) if #nearby_nodes < 1 then return false end yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)]) self:set_animation("walk") self:set_velocity(self.walk_velocity) return true end -- custom particle effects local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) radius = radius or 2 min_size = min_size or 0.5 max_size = max_size or 1 gravity = gravity or -10 glow = glow or 0 if fall == true then fall = 0 elseif fall == false then fall = radius else fall = -radius end minetest.add_particlespawner({ amount = amount, time = 0.25, minpos = pos, maxpos = pos, minvel = {x = -radius, y = fall, z = -radius}, maxvel = {x = radius, y = radius, z = radius}, minacc = {x = 0, y = gravity, z = 0}, maxacc = {x = 0, y = gravity, z = 0}, minexptime = 0.1, maxexptime = 1, minsize = min_size, maxsize = max_size, texture = texture, glow = glow }) end function mobs:effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall) end -- Thanks Wuzzy for the following editable settings local HORNY_TIME = 30 local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes local CHILD_GROW_TIME = 60 * 20 -- 20 minutes -- update nametag colour function mob_class:update_tag() local col = "#00FF00" local qua = self.hp_max / 4 if self.health <= floor(qua * 3) then col = "#FFFF00" end if self.health <= floor(qua * 2) then col = "#FF6600" end if self.health <= floor(qua) then col = "#FF0000" end local text = "" if self.horny == true then text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME)) elseif self.child == true then text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME) elseif self._breed_countdown then text = "\nBreeding: " .. self._breed_countdown end self.infotext = "Health: " .. self.health .. " / " .. self.hp_max .. "\n" .. "Owner: " .. self.owner .. text -- set changes self.object:set_properties({ nametag = self.nametag, nametag_color = col, infotext = self.infotext }) end -- drop items function mob_class:item_drop() -- no drops if disabled by setting or mob is child if not mobs_drop_items or self.child then return end local pos = self.object:get_pos() -- check for drops function self.drops = type(self.drops) == "function" and self.drops(pos) or self.drops -- check for nil or no drops if not self.drops or #self.drops == 0 then return end -- was mob killed by player? local death_by_player = self.cause_of_death and self.cause_of_death.puncher and self.cause_of_death.puncher:is_player() local obj, item, num for n = 1, #self.drops do if random(self.drops[n].chance) == 1 then num = random(self.drops[n].min or 0, self.drops[n].max or 1) item = self.drops[n].name -- cook items on a hot death if self.cause_of_death.hot then local output = minetest.get_craft_result({ method = "cooking", width = 1, items = {item}}) if output and output.item and not output.item:is_empty() then item = output.item:get_name() end end -- only drop rare items (drops.min = 0) if killed by player if death_by_player or self.drops[n].min ~= 0 then obj = minetest.add_item(pos, ItemStack(item .. " " .. num)) end if obj and obj:get_luaentity() then obj:set_velocity({ x = random(-10, 10) / 9, y = 6, z = random(-10, 10) / 9 }) elseif obj then obj:remove() -- item does not exist end end end self.drops = {} end -- remove mob and descrease counter local remove_mob = function(self, decrease) self.object:remove() if decrease and active_limit > 0 then active_mobs = active_mobs - 1 if active_mobs < 0 then active_mobs = 0 end end --print("-- active mobs: " .. active_mobs .. " / " .. active_limit) end -- global function for removing mobs function mobs:remove(self, decrease) remove_mob(self, decrease) end -- check if mob is dead or only hurt function mob_class:check_for_death(cmi_cause) -- We dead already if self.state == "die" then return true end -- has health actually changed? if self.health == self.old_health and self.health > 0 then return false end local damaged = self.health < self.old_health self.old_health = self.health -- still got some health? play hurt sound if self.health > 0 then -- only play hurt sound if damaged if damaged then self:mob_sound(self.sounds.damage) end -- make sure health isn't higher than max if self.health > self.hp_max then self.health = self.hp_max end -- backup nametag so we can show health stats -- if not self.nametag2 then -- self.nametag2 = self.nametag or "" -- end -- if show_health -- and (cmi_cause and cmi_cause.type == "punch") then -- self.htimer = 2 -- self.nametag = "♥ " .. self.health .. " / " .. self.hp_max self:update_tag() -- end return false end self.cause_of_death = cmi_cause -- drop items self:item_drop() self:mob_sound(self.sounds.death) local pos = self.object:get_pos() -- execute custom death function if pos and self.on_die then self:on_die(pos) if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) return true end -- check for custom death function and die animation if 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 local length = max((frames / speed), 0) local rot = self.animation.die_rotate and 5 self.attack = nil self.following = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.passive = true self.state = "die" self.object:set_properties({ pointable = false, collide_with_objects = false, automatic_rotate = rot, static_save = false }) self:set_velocity(0) self:set_animation("die") minetest.after(length, function(self) if self.object:get_luaentity() then if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) end end, self) return true elseif pos then -- otherwise remove mod and show particle effect if use_cmi then cmi.notify_die(self.object, cmi_cause) end remove_mob(self, true) effect(pos, 20, "tnt_smoke.png") end return true end -- get node but use fallback for nil or unknown local node_ok = function(pos, fallback) fallback = fallback or mobs.fallback_node local node = minetest.get_node_or_nil(pos) if node and minetest.registered_nodes[node.name] then return node end return minetest.registered_nodes[fallback] end -- Returns true is node can deal damage to self local is_node_dangerous = function(self, nodename) if self.water_damage > 0 and minetest.get_item_group(nodename, "water") ~= 0 then return true end if self.lava_damage > 0 and minetest.get_item_group(nodename, "lava") ~= 0 then return true end if self.fire_damage > 0 and minetest.get_item_group(nodename, "fire") ~= 0 then return true end if minetest.registered_nodes[nodename].damage_per_second > 0 then return true end return false end -- is mob facing a cliff function mob_class:is_at_cliff() if self.fear_height == 0 then -- 0 for no falling protection! return false end -- get yaw but if nil returned object no longer exists local yaw = self.object:get_yaw() if not yaw then return false end local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) local pos = self.object:get_pos() local ypos = pos.y + self.collisionbox[2] -- just above floor local free_fall, blocker = minetest.line_of_sight( {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) -- check for straight drop if free_fall then return true end local bnode = node_ok(blocker) -- will we drop onto dangerous node? if is_node_dangerous(self, bnode.name) then return true end local def = minetest.registered_nodes[bnode.name] return (not def and def.walkable) 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() -- halt mob if standing inside ignore node if self.standing_in == "ignore" then self.object:set_velocity({x = 0, y = 0, z = 0}) return true end -- particle appears at random mob height local py = { x = pos.x, y = pos.y + random(self.collisionbox[2], self.collisionbox[5]), z = pos.z } local nodef = minetest.registered_nodes[self.standing_in] -- water if self.water_damage ~= 0 and nodef.groups.water then self.health = self.health - self.water_damage effect(py, 5, "bubble.png", nil, nil, 1, nil) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end -- lava damage elseif self.lava_damage ~= 0 and nodef.groups.lava then self.health = self.health - self.lava_damage effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in, hot = true}) then return true end -- fire damage elseif self.fire_damage ~= 0 and nodef.groups.fire then self.health = self.health - self.fire_damage effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in, hot = true}) then return true end -- damage_per_second node check (not fire and lava) elseif nodef.damage_per_second ~= 0 and nodef.groups.lava == nil and nodef.groups.fire == nil then self.health = self.health - nodef.damage_per_second effect(py, 5, "tnt_smoke.png") if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end end -- air damage if self.air_damage ~= 0 and self.standing_in == "air" then self.health = self.health - self.air_damage effect(py, 3, "bubble.png", 1, 1, 1, 0.2) if self:check_for_death({type = "environment", pos = pos, node = self.standing_in}) then return true end end -- is mob light sensative, or scared of the dark :P if self.light_damage ~= 0 then local light = minetest.get_node_light(pos) or 0 if light >= self.light_damage_min and light <= self.light_damage_max then self.health = self.health - self.light_damage effect(py, 5, "tnt_smoke.png") if self:check_for_death({type = "light"}) then return true end end end --- suffocation inside solid node if (self.suffocation and self.suffocation ~= 0) 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) then local damage if self.suffocation == true then damage = 2 else damage = (self.suffocation or 2) end self.health = self.health - damage if self:check_for_death({type = "suffocation", pos = pos, node = self.standing_in}) then return true end end return self:check_for_death({type = "unknown"}) end -- jump if facing a solid node (not fences or gates) function mob_class:do_jump() if not self.jump or self.jump_height == 0 or self.fly or self.child or self.order == "stand" then return false end self.facing_fence = false -- something stopping us while moving? if self.state ~= "stand" and self:get_velocity() > 0.5 and self.object:get_velocity().y ~= 0 then return false end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- sanity check if not yaw then return false end -- we can only jump if standing on solid node if minetest.registered_nodes[self.standing_on].walkable == false then return false end -- where is front local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5) local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5) -- set y_pos to base of mob pos.y = pos.y + self.collisionbox[2] -- what is in front of mob? local nod = node_ok({ x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z }) -- what is above and in front? local nodt = node_ok({ x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z }) local blocked = minetest.registered_nodes[nodt.name].walkable -- are we facing a fence or wall if nod.name:find("fence") or nod.name:find("gate") or nod.name:find("wall") then self.facing_fence = true end --[[ print("on: " .. self.standing_on .. ", front: " .. nod.name .. ", front above: " .. nodt.name .. ", blocked: " .. (blocked and "yes" or "no") .. ", fence: " .. (self.facing_fence and "yes" or "no") ) ]] -- jump if standing on solid node (not snow) and not blocked if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) and not blocked and not self.facing_fence and nod.name ~= node_snow then local v = self.object:get_velocity() v.y = self.jump_height self:set_animation("jump") -- only when defined self.object:set_velocity(v) -- when in air move forward minetest.after(0.3, function(self, v) if self.object:get_luaentity() then self.object:set_acceleration({ x = v.x * 2, y = 0, z = v.z * 2 }) end end, self, v) if self:get_velocity() > 0 then self:mob_sound(self.sounds.jump) end self.jump_count = 0 return true end -- if blocked for 3 counts then turn if not self.following and (self.facing_fence or blocked) then self.jump_count = (self.jump_count or 0) + 1 if self.jump_count > 2 then local yaw = self.object:get_yaw() or 0 local turn = random(0, 2) + 1.35 yaw = self:set_yaw(yaw + turn, 12) self.jump_count = 0 end end return false end -- blast damage to entities nearby (modified from TNT mod) local entity_physics = function(pos, radius) radius = radius * 2 local objs = minetest.get_objects_inside_radius(pos, radius) local obj_pos, dist for n = 1, #objs do obj_pos = objs[n]:get_pos() dist = get_distance(pos, obj_pos) if dist < 1 then dist = 1 end local damage = floor((4 / dist) * radius) local ent = objs[n]:get_luaentity() -- punches work on entities AND players objs[n]:punch(objs[n], 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, pos) end end -- can mob see player local is_invisible = function(self, player_name) if mobs.invis[player_name] and not self.ignore_invisibility then return true end end -- should mob follow what I'm holding ? function mob_class:follow_holding(clicker) if is_invisible(self, clicker:get_player_name()) then return false end local item = clicker:get_wielded_item() -- are we holding an item mob can follow ? if check_for(item:get_name(), self.follow) then return true end return false end -- find two animals of same type and breed if nearby and horny function mob_class:breed() -- child takes a long time before growing into adult if self.child == true then self.hornytimer = self.hornytimer + 1 if self.hornytimer > CHILD_GROW_TIME then self.child = false self.hornytimer = 0 self.object:set_properties({ textures = self.base_texture, mesh = self.base_mesh, visual_size = self.base_size, collisionbox = self.base_colbox, selectionbox = self.base_selbox }) -- custom function when child grows up if self.on_grown then self.on_grown(self) else local pos = self.object:get_pos() ; if not pos then return end local ent = self.object:get_luaentity() pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 self.object:set_pos(pos) -- jump slightly when fully grown so as not to fall into ground self.object:set_velocity({x = 0, y = 0.5, z = 0 }) end end return end -- horny animal can mate for HORNY_TIME seconds, -- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds if self.horny == true and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = self.hornytimer + 1 if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then self.hornytimer = 0 self.horny = false end self:update_tag() end -- find another same animal who is also horny and mate if nearby if self.horny == true and self.hornytimer <= HORNY_TIME then local pos = self.object:get_pos() effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8, "heart.png", 3, 4, 1, 0.1) local objs = minetest.get_objects_inside_radius(pos, 3) local ent for n = 1, #objs do ent = objs[n]:get_luaentity() -- check for same animal with different colour local canmate = false if ent then if ent.name == self.name then canmate = true else local entname = ent.name:split(":") local selfname = self.name:split(":") if entname[1] == selfname[1] then entname = entname[2]:split("_") selfname = selfname[2]:split("_") if entname[1] == selfname[1] then canmate = true end end end end -- found another similar horny animal that isn't self? if ent and ent.object ~= self.object and canmate == true and ent.horny == true and ent.hornytimer <= HORNY_TIME then local pos2 = ent.object:get_pos() -- Have mobs face one another yaw_to_pos(self, pos2) yaw_to_pos(ent, self.object:get_pos()) self.hornytimer = HORNY_TIME + 1 ent.hornytimer = HORNY_TIME + 1 self:update_tag() -- have we reached active mob limit if active_limit > 0 and active_mobs >= active_limit then minetest.chat_send_player(self.owner, S("Active Mob Limit Reached!") .. " (" .. active_mobs .. " / " .. active_limit .. ")") return end -- spawn baby minetest.after(5, function(self, ent) if not self.object:get_luaentity() then return end -- custom breed function if self.on_breed then -- when false skip going any further if self:on_breed(ent) == false then return end else effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5) end pos.y = pos.y + 0.5 -- spawn child a little higher local mob = minetest.add_entity(pos, self.name) local ent2 = mob:get_luaentity() local textures = self.base_texture -- using specific child texture (if found) if self.child_texture then textures = self.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = self.base_size.x * .5, y = self.base_size.y * .5 }, collisionbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5 }, selectionbox = { 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 }, }) -- tamed and owned by parents' owner ent2.child = true ent2.tamed = true ent2.owner = self.owner end, self, ent) break end end end end -- find and replace what mob is looking for (grass, wheat etc.) function mob_class:replace(pos) local vel = self.object:get_velocity() if not vel then return end if not mobs_griefing or not self.replace_rate or not self.replace_what or self.child == true or vel.y ~= 0 or random(self.replace_rate) > 1 then return end local what, with, y_offset if type(self.replace_what[1]) == "table" then local num = random(#self.replace_what) what = self.replace_what[num][1] or "" with = self.replace_what[num][2] or "" y_offset = self.replace_what[num][3] or 0 else what = self.replace_what with = self.replace_with or "" y_offset = self.replace_offset or 0 end pos.y = pos.y + y_offset if #minetest.find_nodes_in_area(pos, pos, what) > 0 then -- print("replace node = ".. minetest.get_node(pos).name, pos.y) if self.on_replace then local oldnode = what or "" local newnode = with -- pass actual node name when using table or groups if type(oldnode) == "table" or oldnode:find("group:") then oldnode = minetest.get_node(pos).name end if self:on_replace(pos, oldnode, newnode) == false then return end end minetest.set_node(pos, {name = with}) end end -- check if daytime and also if mob is docile during daylight hours function mob_class:day_docile() if self.docile_by_day == false then return false elseif self.docile_by_day == true and self.time_of_day > 0.2 and self.time_of_day < 0.8 then return true end end local los_switcher = false local height_switcher = false local can_dig_drop = function(pos) if minetest.is_protected(pos, "") then return false end local node = node_ok(pos, "air").name local ndef = minetest.registered_nodes[node] if node ~= "ignore" and ndef and ndef.drawtype ~= "airlike" and not ndef.groups.level and not ndef.groups.unbreakable and not ndef.groups.liquid then local drops = minetest.get_node_drops(node) for _, item in ipairs(drops) do minetest.add_item({ x = pos.x - 0.5 + random(), y = pos.y - 0.5 + random(), z = pos.z - 0.5 + random() }, item) end minetest.remove_node(pos) return true end return false end local pathfinder_mod = minetest.get_modpath("pathfinder") -- path finding and smart mob routine by rnd, -- line_of_sight and other edits by Elkien3 function mob_class:smart_mobs(s, p, dist, dtime) local s1 = self.path.lastpos local target_pos = p -- is it becoming stuck? if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then self.path.stuck_timer = self.path.stuck_timer + dtime else self.path.stuck_timer = 0 end self.path.lastpos = {x = s.x, y = s.y, z = s.z} local use_pathfind = false local has_lineofsight = minetest.line_of_sight( {x = s.x, y = (s.y) + .5, z = s.z}, {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2) -- im stuck, search for path if not has_lineofsight then if los_switcher == true then use_pathfind = true los_switcher = false end -- cannot see target! else if los_switcher == false then los_switcher = true use_pathfind = false minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end -- can see target! end if (self.path.stuck_timer > stuck_timeout and not self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then use_pathfind = true self.path.stuck_timer = 0 minetest.after(1, function(self) if self.object:get_luaentity() then if has_lineofsight then self.path.following = false end end end, self) end if abs(vsubtract(s,target_pos).y) > self.stepheight then if height_switcher then use_pathfind = true height_switcher = false end else if not height_switcher then use_pathfind = false height_switcher = true end end -- lets try find a path, first take care of positions -- since pathfinder is very sensitive if use_pathfind then -- round position to center of node to avoid stuck in walls -- also adjust height for player models! s.x = floor(s.x + 0.5) s.z = floor(s.z + 0.5) local ssight, sground = minetest.line_of_sight(s, { x = s.x, y = s.y - 4, z = s.z}, 1) -- determine node above ground if not ssight then s.y = sground.y + 1 end local p1 = self.attack:get_pos() p1.x = floor(p1.x + 0.5) p1.y = floor(p1.y + 0.5) p1.z = floor(p1.z + 0.5) local dropheight = 6 if self.fear_height ~= 0 then dropheight = self.fear_height end local jumpheight = 0 if self.jump and self.jump_height >= 4 then jumpheight = min(ceil(self.jump_height / 4), 4) elseif self.stepheight > 0.5 then jumpheight = 1 end if pathfinder_mod then self.path.way = pathfinder.find_path(s, p1, self, dtime) else self.path.way = minetest.find_path(s, p1, 16, jumpheight, dropheight, "Dijkstra") end --[[ -- show path using particles if self.path.way and #self.path.way > 0 then print("-- path length:" .. tonumber(#self.path.way)) for _,pos in pairs(self.path.way) do minetest.add_particle({ pos = pos, velocity = {x=0, y=0, z=0}, acceleration = {x=0, y=0, z=0}, expirationtime = 1, size = 4, collisiondetection = false, vertical = false, texture = "heart.png", }) end end ]] self.state = "" if self.attack then self:do_attack(self.attack) end -- no path found, try something else if not self.path.way then self.path.following = false -- lets make way by digging/building if not accessible if self.pathfinding == 2 and mobs_griefing then -- is player more than 1 block higher than mob? if p1.y > (s.y + 1) then -- build upwards if not minetest.is_protected(s, "") then local ndef1 = minetest.registered_nodes[self.standing_in] if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then minetest.set_node(s, {name = mobs.fallback_node}) end end local sheight = ceil(self.collisionbox[5]) + 1 -- assume mob is 2 blocks high so it digs above its head s.y = s.y + sheight -- remove one block above to make room to jump can_dig_drop(s) s.y = s.y - sheight self.object:set_pos({x = s.x, y = s.y + 2, z = s.z}) -- is player more than 1 block lower than mob elseif p1.y < (s.y - 1) then -- dig down s.y = s.y - self.collisionbox[4] - 0.2 can_dig_drop(s) else -- dig 2 blocks to make door toward player direction local yaw1 = self.object:get_yaw() + pi / 2 local p1 = { x = s.x + cos(yaw1), y = s.y, z = s.z + sin(yaw1) } -- dig bottom node first incase of door can_dig_drop(p1) p1.y = p1.y + 1 can_dig_drop(p1) end end -- will try again in 2 second self.path.stuck_timer = stuck_timeout - 2 elseif s.y < p1.y and (not self.fly) then self:do_jump() --add jump to pathfinding self.path.following = true else -- yay i found path if self.attack then self:mob_sound(self.sounds.war_cry) else self:mob_sound(self.sounds.random) end self:set_velocity(self.walk_velocity) -- follow path now that it has it self.path.following = true end end end -- peaceful player privilege support local function is_peaceful_player(player) if peaceful_player_enabled then local player_name = player:get_player_name() if player_name and minetest.check_player_privs(player_name, "peaceful_player") then return true end end return false end -- general attack function for all mobs function mob_class:general_attack() -- return if already attacking, passive or docile during day if self.passive or self.state == "runaway" or self.state == "attack" or self:day_docile() then return end local s = self.object:get_pos() ; if not s then return end local objs = minetest.get_objects_inside_radius(s, self.view_range) -- remove entities we aren't interested in for n = 1, #objs do local ent = objs[n]:get_luaentity() -- are we a player? if objs[n]:is_player() then -- if player invisible or mob cannot attack then remove from list if not damage_enabled or self.attack_players == false or (self.owner and self.type ~= "monster") or is_invisible(self, objs[n]:get_player_name()) or (self.specific_attack and not check_for("player", self.specific_attack)) then objs[n] = nil --print("- pla", n) end -- or are we a mob? elseif ent and ent._cmi_is_mob then -- remove mobs not to attack if self.name == ent.name or (not self.attack_animals and ent.type == "animal") or (not self.attack_monsters and ent.type == "monster") or (not self.attack_npcs and ent.type == "npc") or (self.specific_attack and not check_for(ent.name, self.specific_attack)) then objs[n] = nil --print("- mob", n, self.name, ent.name) end -- remove all other entities else --print(" -obj", n) objs[n] = nil end end local p, sp, dist, min_player local min_dist = self.view_range + 1 -- go through remaining entities and select closest for _,player in pairs(objs) do p = player:get_pos() sp = s dist = get_distance(p, s) -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 -- choose closest player to attack that isnt self if dist ~= 0 and dist < min_dist and self:line_of_sight(sp, p, 2) == true and not is_peaceful_player(player) then min_dist = dist min_player = player end end -- attack closest player or mob if min_player and random(100) > self.attack_chance then self:do_attack(min_player) end end -- find someone to runaway from function mob_class:do_runaway_from() if not self.runaway_from then return end local s = self.object:get_pos() ; if not s then return end local p, sp, dist, pname local player, obj, min_player, name local min_dist = self.view_range + 1 local objs = minetest.get_objects_inside_radius(s, self.view_range) for n = 1, #objs do if objs[n]:is_player() then pname = objs[n]:get_player_name() if is_invisible(self, pname) or self.owner == pname then name = "" else player = objs[n] name = "player" end else obj = objs[n]:get_luaentity() if obj then player = obj.object name = obj.name or "" end end -- find specific mob to runaway from if name ~= "" and name ~= self.name and (self.runaway_from and check_for(name, self.runaway_from)) then sp = s p = player and player:get_pos() or s -- aim higher to make looking up hills more realistic p.y = p.y + 1 sp.y = sp.y + 1 dist = get_distance(p, s) -- choose closest player/mob to runaway from if dist < min_dist and self:line_of_sight(sp, p, 2) == true then min_dist = dist min_player = player end end end if min_player then yaw_to_pos(self, min_player:get_pos(), 3) self.state = "runaway" self.runaway_timer = 3 self.following = nil end end -- follow player if owner or holding item, if fish outta water then flop function mob_class:follow_flop() -- find player to follow if (self.follow ~= "" or self.order == "follow") and not self.following and self.state ~= "attack" and self.state ~= "runaway" then local s = self.object:get_pos() ; if not s then return end local players = minetest.get_connected_players() for n = 1, #players do if get_distance(players[n]:get_pos(), s) < self.view_range and not is_invisible(self, players[n]:get_player_name()) then self.following = players[n] break end end end if self.type == "npc" and self.order == "follow" and self.state ~= "attack" and self.owner ~= "" then -- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then self.following = nil end else -- stop following player if not holding specific item or mob is horny if self.following and self.following:is_player() and (self:follow_holding(self.following) == false or self.horny) then self.following = nil end end -- follow that thing if self.following then local s = self.object:get_pos() local p if self.following:is_player() then p = self.following:get_pos() elseif self.following.object then p = self.following.object:get_pos() end if p then local dist = get_distance(p, s) -- dont follow if out of range if dist > self.view_range then self.following = nil else yaw_to_pos(self, p) -- anyone but standing npc's can move along if dist > self.reach and self.order ~= "stand" then self:set_velocity(self.walk_velocity) if self.walk_chance ~= 0 then self:set_animation("walk") end else self:set_velocity(0) self:set_animation("stand") end return end end end -- swimmers flop when out of their element, and swim again when back in if self.fly then if not self:attempt_flight_correction() then self.state = "flop" -- do we have a custom on_flop function? if self.on_flop then if self:on_flop(self) then return end end self.object:set_velocity({x = 0, y = -5, z = 0}) self:set_animation("stand") return elseif self.state == "flop" then self.state = "stand" end end end -- dogshoot attack switch and counter function function mob_class:dogswitch(dtime) -- switch mode not activated if not self.dogshoot_switch or not dtime then return 0 end self.dogshoot_count = self.dogshoot_count + dtime if (self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max) or (self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max) then self.dogshoot_count = 0 if self.dogshoot_switch == 1 then self.dogshoot_switch = 2 else self.dogshoot_switch = 1 end end return self.dogshoot_switch end -- execute current state (stand, walk, run, attacks) function mob_class:do_states(dtime) local yaw = self.object:get_yaw() ; if not yaw then return end if self.state == "stand" then if self.randomly_turn and random(4) == 1 then local lp local s = self.object:get_pos() local objs = minetest.get_objects_inside_radius(s, 3) for n = 1, #objs do if objs[n]:is_player() then lp = objs[n]:get_pos() break end end -- look at any players nearby, otherwise turn randomly if lp then yaw = yaw_to_pos(self, lp) else yaw = yaw + random(-0.5, 0.5) end yaw = self:set_yaw(yaw, 8) end self:set_velocity(0) self:set_animation("stand") -- mobs ordered to stand stay standing if self.order ~= "stand" and self.walk_chance ~= 0 and self.facing_fence ~= true and random(100) <= self.walk_chance and self.at_cliff == false then self:set_velocity(self.walk_velocity) self.state = "walk" self:set_animation("walk") end elseif self.state == "walk" then local s = self.object:get_pos() local lp -- is there something I need to avoid? if self.water_damage > 0 and self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"}) elseif self.water_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:water"}) elseif self.lava_damage > 0 then lp = minetest.find_node_near(s, 1, {"group:igniter"}) end if lp then -- if mob in dangerous node then look for land if not is_node_dangerous(self, self.standing_in) then lp = minetest.find_nodes_in_area_under_air( {s.x - 5, s.y - 1, s.z - 5}, {s.x + 5, s.y + 2, s.z + 5}, {"group:soil", "group:stone", "group:sand", node_ice, node_snowblock}) -- select position of random block to climb onto lp = #lp > 0 and lp[random(#lp)] -- did we find land? if lp then yaw = yaw_to_pos(self, lp) self:do_jump() self:set_velocity(self.walk_velocity) else yaw = yaw + random(-0.5, 0.5) end end yaw = self:set_yaw(yaw, 8) -- otherwise randomly turn elseif self.randomly_turn and random(100) <= 30 then yaw = yaw + random(-0.5, 0.5) yaw = self:set_yaw(yaw, 8) -- for flying/swimming mobs randomly move up and down also if self.fly_in and not self.following then self:attempt_flight_correction(true) end end -- stand for great fall in front if self.facing_fence == true or self.at_cliff or random(100) <= self.stand_chance then -- don't stand if mob flies and keep_flying set if (self.fly and not self.keep_flying) or not self.fly then self:set_velocity(0) self.state = "stand" self:set_animation("stand", true) end else self:set_velocity(self.walk_velocity) if self:flight_check() and self.animation and self.animation.fly_start and self.animation.fly_end then self:set_animation("fly") else self:set_animation("walk") end end -- runaway when punched elseif self.state == "runaway" then self.runaway_timer = self.runaway_timer + 1 -- stop after 5 seconds or when at cliff if self.runaway_timer > 5 or self.at_cliff or self.order == "stand" then self.runaway_timer = 0 self:set_velocity(0) self.state = "stand" self:set_animation("stand") else self:set_velocity(self.run_velocity) self:set_animation("walk") end -- attack routines (explode, dogfight, shoot, dogshoot) elseif self.state == "attack" then -- get mob and enemy positions and distance between local s = self.object:get_pos() local p = self.attack and self.attack:get_pos() local dist = p and get_distance(p, s) or 500 -- stop attacking if player out of range or invisible if dist > self.view_range or not self.attack or not self.attack:get_pos() or self.attack:get_hp() <= 0 or (self.attack:is_player() and is_invisible(self, self.attack:get_player_name())) then --print(" ** stop attacking **", dist, self.view_range) self.state = "stand" self:set_velocity(0) self:set_animation("stand") self.attack = nil self.v_start = false self.timer = 0 self.blinktimer = 0 self.path.way = nil return end if self.attack_type == "explode" then yaw = yaw_to_pos(self, p) local node_break_radius = self.explosion_radius or 1 local entity_damage_radius = self.explosion_damage_radius or (node_break_radius * 2) -- look a little higher to fix raycast s.y = s.y + 0.5 ; p.y = p.y + 0.5 -- start timer when in reach and line of sight if not self.v_start and dist <= self.reach and self:line_of_sight(s, p, 2) then self.v_start = true self.timer = 0 self.blinktimer = 0 self:mob_sound(self.sounds.fuse) --print("=== explosion timer started", self.explosion_timer) -- stop timer if out of reach or direct line of sight elseif self.allow_fuse_reset and self.v_start and (dist > self.reach or not self:line_of_sight(s, p, 2)) then --print("=== explosion timer stopped") self.v_start = false self.timer = 0 self.blinktimer = 0 self.blinkstatus = false self.object:set_texture_mod("") end -- walk right up to player unless the timer is active if self.v_start and (self.stop_to_explode or dist < 1.5) then self:set_velocity(0) 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 if self.v_start then self.timer = self.timer + dtime self.blinktimer = (self.blinktimer or 0) + dtime if self.blinktimer > 0.2 then self.blinktimer = 0 if self.blinkstatus then self.object:set_texture_mod(self.texture_mods) else self.object:set_texture_mod(self.texture_mods .. "^[brighten") end self.blinkstatus = not self.blinkstatus end --print("=== explosion timer", self.timer) if self.timer > self.explosion_timer then local pos = self.object:get_pos() -- dont damage anything if area protected or next to water if minetest.find_node_near(pos, 1, {"group:water"}) or minetest.is_protected(pos, "") then node_break_radius = 1 end remove_mob(self, true) if minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = node_break_radius, damage_radius = entity_damage_radius, sound = self.sounds.explode }) else minetest.sound_play(self.sounds.explode, { pos = pos, gain = 1.0, max_hear_distance = self.sounds.distance or 32 }) entity_physics(pos, entity_damage_radius) effect(pos, 32, "tnt_smoke.png", nil, nil, node_break_radius, 1, 0) end return true end end elseif self.attack_type == "dogfight" or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2) or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then if self.fly and dist > self.reach then local p1 = s local me_y = floor(p1.y) local p2 = p local p_y = floor(p2.y + 1) local v = self.object:get_velocity() if self:flight_check() then if me_y < p_y then self.object:set_velocity({ x = v.x, y = 1 * self.walk_velocity, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -1 * self.walk_velocity, z = v.z }) end else if me_y < p_y then self.object:set_velocity({ x = v.x, y = 0.01, z = v.z }) elseif me_y > p_y then self.object:set_velocity({ x = v.x, y = -0.01, z = v.z }) end end end -- rnd: new movement direction if self.path.following and self.path.way and self.attack_type ~= "dogshoot" then -- no paths longer than 50 if #self.path.way > 50 or dist < self.reach then self.path.following = false return end local p1 = self.path.way[1] if not p1 then self.path.following = false return end if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then -- reached waypoint, remove it from queue table_remove(self.path.way, 1) end -- set new temporary target p = {x = p1.x, y = p1.y, z = p1.z} end yaw = yaw_to_pos(self, p) -- 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 -- distance padding to stop spinning mob local pad = abs(p.x - s.x) + abs(p.z - s.z) if self.at_cliff or pad < 0.2 then self:set_velocity(0) self:set_animation("stand") 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 self.timer > 1 then -- no custom attack or custom attack returns true to continue if not self.custom_attack or self:custom_attack(self, p) == true then self.timer = 0 self:set_animation("punch") 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(self.sounds.attack) -- punch player (or what player is attached to) local attached = self.attack:get_attach() if attached then self.attack = attached end local dgroup = self.damage_group or "fleshy" self.attack:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {[dgroup] = self.damage} }, nil) end 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 and self:dogswitch() == 0) then p.y = p.y - .5 s.y = s.y + .5 local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z} yaw = yaw_to_pos(self, p) self:set_velocity(0) if self.shoot_interval and self.timer > self.shoot_interval and random(100) <= 60 then self.timer = 0 self:set_animation("shoot") -- play shoot attack sound self:mob_sound(self.sounds.shoot_attack) local p = self.object:get_pos() p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2 if minetest.registered_entities[self.arrow] then local obj = minetest.add_entity(p, self.arrow) local ent = obj:get_luaentity() local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5 -- check for custom override for arrow if self.arrow_override then self.arrow_override(ent) end local v = ent.velocity or 1 -- or set to default ent.switch = 1 ent.owner_id = tostring(self.object) -- add unique owner id to arrow -- offset makes shoot aim accurate vec.y = vec.y + self.shoot_offset vec.x = vec.x * (v / amount) vec.y = vec.y * (v / amount) vec.z = vec.z * (v / amount) obj:set_velocity(vec) end end end end end -- falling and fall damage function mob_class:falling(pos) if self.fly or self.disable_falling then return end -- floating in water (or falling) local v = self.object:get_velocity() -- sanity check if not v then return end local fall_speed = self.fall_speed -- in water then use liquid viscosity for float/sink speed if self.floats == 1 and self.standing_in and minetest.registered_nodes[self.standing_in].groups.liquid then local visc = min( minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1 self.object:set_velocity({x = v.x, y = 0.6, z = v.z}) fall_speed = -1.2 / visc else -- fall damage onto solid ground if self.fall_damage == 1 and self.object:get_velocity().y == 0 then local d = (self.old_y or 0) - self.object:get_pos().y if d > 5 then self.health = self.health - floor(d - 5) effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil) if self:check_for_death({type = "fall"}) then return true end end self.old_y = self.object:get_pos().y end end -- fall at set speed self.object:set_acceleration({x = 0, y = fall_speed, z = 0}) end -- is Took Ranks mod active? local tr = minetest.get_modpath("toolranks") -- deal damage and effects when mob punched function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage) -- mob health check if self.health <= 0 then return true end -- custom punch function if self.do_punch and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then return true end -- error checking when mod profiling is enabled if not tool_capabilities then minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled") return true end -- is mob protected if self.protected then -- did player hit mob and if so is it in protected area if hitter:is_player() then local player_name = hitter:get_player_name() if player_name ~= self.owner and minetest.is_protected(self.object:get_pos(), player_name) then minetest.chat_send_player(hitter:get_player_name(), S("Mob has been protected!")) return true end -- if protection is on level 2 then dont let arrows harm mobs elseif self.protected == 2 then local ent = hitter and hitter:get_luaentity() if ent and ent._is_arrow then return true -- arrow entity elseif not ent then return true -- non entity end end end local weapon = hitter:get_wielded_item() local weapon_def = weapon:get_definition() or {} local punch_interval = 1.4 -- calculate mob damage local damage = 0 local armor = self.object:get_armor_groups() or {} local tmp -- quick error check incase it ends up 0 (serialize.h check test) if tflp == 0 then tflp = 0.2 end if use_cmi then damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir) else for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do tmp = tflp / (tool_capabilities.full_punch_interval or 1.4) if tmp < 0 then tmp = 0.0 elseif tmp > 1 then tmp = 1.0 end damage = damage + (tool_capabilities.damage_groups[group] or 0) * tmp * ((armor[group] or 0) / 100.0) end end -- check for tool immunity or special damage for n = 1, #self.immune_to do if self.immune_to[n][1] == weapon_def.name then damage = self.immune_to[n][2] or 0 break -- if "all" then no tools deal damage unless it's specified in list elseif self.immune_to[n][1] == "all" then damage = self.immune_to[n][2] or 0 end end --print("Mob Damage is", damage) -- healing if damage <= -1 then self.health = self.health - floor(damage) return true end if use_cmi and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then return true end -- add weapon wear punch_interval = tool_capabilities.full_punch_interval or 1.4 -- toolrank support local wear = floor((punch_interval / 75) * 9000) if mobs.is_creative(hitter:get_player_name()) then if tr then wear = 1 else wear = 0 end end if tr and weapon_def.original_description then toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}) else weapon:add_wear(wear) end hitter:set_wielded_item(weapon) -- only play hit sound and show blood effects if damage is 1 or over if damage >= 1 then -- select tool use sound if found, or fallback to default local snd = weapon_def.sound and weapon_def.sound.use or "default_punch" minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true) -- blood_particles if not disable_blood and self.blood_amount > 0 then local pos = self.object:get_pos() local blood = self.blood_texture local amount = self.blood_amount pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5 -- lots of damage = more blood :) if damage > 10 then amount = self.blood_amount * 2 end -- do we have a single blood texture or multiple? if type(self.blood_texture) == "table" then blood = self.blood_texture[random(#self.blood_texture)] end effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true) end -- do damage self.health = self.health - floor(damage) -- exit here if dead, check for tools with fire damage local hot = tool_capabilities and tool_capabilities.damage_groups and tool_capabilities.damage_groups.fire if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then return true end end -- END if damage -- knock back effect (only on full punch) if self.knock_back and tflp >= punch_interval then local v = self.object:get_velocity() -- sanity check if not v then return true end local kb = damage or 1 local up = 2 -- if already in air then dont go up anymore when hit if v.y > 0 or self.fly then up = 0 end -- direction error check dir = dir or {x = 0, y = 0, z = 0} -- use tool knockback value or default kb = tool_capabilities.damage_groups["knockback"] or kb self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb}) self.pause_timer = 0.25 end -- if skittish then run away if self.runaway == true and self.order ~= "stand" then local lp = hitter:get_pos() local yaw = yaw_to_pos(self, lp, 3) self.state = "runaway" self.runaway_timer = 0 self.following = nil end local name = hitter:get_player_name() or "" -- attack puncher and call other mobs for help if self.passive == false and self.state ~= "flop" and self.child == false and self.attack_players == true and hitter:get_player_name() ~= self.owner and not is_invisible(self, name) and self.object ~= hitter then -- attack whoever punched mob self.state = "" self:do_attack(hitter) -- alert others to the attack local objs = minetest.get_objects_inside_radius( hitter:get_pos(), self.view_range) local obj for n = 1, #objs do obj = objs[n]:get_luaentity() if obj and obj._cmi_is_mob then -- only alert members of same mob and assigned helper if obj.group_attack == true and obj.state ~= "attack" and obj.owner ~= name and (obj.name == self.name or obj.name == self.group_helper) then obj:do_attack(hitter) end -- have owned mobs attack player threat if obj.owner == name and obj.owner_loyal then obj:do_attack(self.object) end end end end end -- get entity staticdata function mob_class:mob_staticdata() -- this handles mob count for mobs activated, unloaded, reloaded if active_limit > 0 and self.active_toggle then active_mobs = active_mobs + self.active_toggle self.active_toggle = -self.active_toggle --print("-- staticdata", active_mobs, active_limit, self.active_toggle) end -- remove mob when out of range unless tamed if remove_far and self.remove_ok and self.type ~= "npc" and self.state ~= "attack" and not self.tamed and self.lifetimer < 20000 then --print("REMOVED " .. self.name) remove_mob(self, true) return minetest.serialize({remove_ok = true, static_save = true}) end self.remove_ok = true self.attack = nil self.following = nil self.state = "stand" -- used to rotate older mobs if self.drawtype and self.drawtype == "side" then self.rotate = rad(90) end if use_cmi then self.serialized_cmi_components = cmi.serialize_components( self._cmi_components) end local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "object" and _ ~= "_cmi_components" then tmp[_] = self[_] end end --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n') return minetest.serialize(tmp) end -- activate mob and reload settings function mob_class:mob_activate(staticdata, def, dtime) -- if dtime == 0 then entity has just been created -- anything higher means it is respawning (thanks SorceryKid) if dtime == 0 and active_limit > 0 then self.active_toggle = 1 end -- remove mob if not tamed and mob total reached if active_limit > 0 and active_mobs >= active_limit and not self.tamed then remove_mob(self) --print("-- mob limit reached, removing " .. self.name) return end -- remove monsters in peaceful mode if self.type == "monster" and peaceful_only then remove_mob(self, true) return end -- load entity variables local tmp = minetest.deserialize(staticdata) if tmp then local t for _,stat in pairs(tmp) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then self[_] = stat end end end -- force current model into mob self.mesh = def.mesh self.base_mesh = def.mesh self.collisionbox = def.collisionbox self.selectionbox = def.selectionbox -- select random texture, set model and size if not self.base_texture then -- compatiblity with old simple mobs textures if def.textures and type(def.textures[1]) == "string" then def.textures = {def.textures} end self.base_texture = def.textures and def.textures[random(#def.textures)] self.base_mesh = def.mesh self.base_size = self.visual_size self.base_colbox = self.collisionbox self.base_selbox = self.selectionbox end -- for current mobs that dont have this set if not self.base_selbox then self.base_selbox = self.selectionbox or self.base_colbox end -- set texture, model and size local textures = self.base_texture local mesh = self.base_mesh local vis_size = self.base_size local colbox = self.base_colbox local selbox = self.base_selbox -- specific texture if gotten if self.gotten == true and def.gotten_texture then textures = def.gotten_texture end -- specific mesh if gotten if self.gotten == true and def.gotten_mesh then mesh = def.gotten_mesh end -- set child objects to half size if self.child == true then vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5} if def.child_texture then textures = def.child_texture[1] end colbox = { self.base_colbox[1] * .5, self.base_colbox[2] * .5, self.base_colbox[3] * .5, self.base_colbox[4] * .5, self.base_colbox[5] * .5, self.base_colbox[6] * .5} selbox = { self.base_selbox[1] * .5, self.base_selbox[2] * .5, self.base_selbox[3] * .5, self.base_selbox[4] * .5, self.base_selbox[5] * .5, self.base_selbox[6] * .5} end if self.health == 0 then self.health = random(self.hp_min, self.hp_max) end -- 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 for custom damage handling) local armor if type(self.armor) == "table" then armor = table_copy(self.armor) else armor = {fleshy = self.armor} -- immortal = 1 end self.object:set_armor_groups(armor) -- mob defaults 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 = "air" self.standing_on = "air" -- check existing nametag if not self.nametag then self.nametag = def.nametag end -- set anything changed above self.object:set_properties(self) self:set_yaw((random(0, 360) - 180) / 180 * pi, 6) self:update_tag() self:set_animation("stand") -- apply any texture mods self.object:set_texture_mod(self.texture_mods) -- set 5.x flag to remove monsters when map area unloaded if remove_far and self.type == "monster" and not self.tamed then self.static_save = false end -- run on_spawn function if found if self.on_spawn and not self.on_spawn_run then if self.on_spawn(self) then self.on_spawn_run = true -- if true, set flag to run once only end end -- run after_activate if def.after_activate then def.after_activate(self, staticdata, def, dtime) end if use_cmi then self._cmi_components = cmi.activate_components( self.serialized_cmi_components) cmi.notify_activate(self.object, dtime) end end -- handle mob lifetimer and expiration function mob_class:mob_expire(pos, dtime) -- when lifetimer expires remove mob (except npc and tamed) if self.type ~= "npc" and not self.tamed and self.state ~= "attack" and remove_far ~= true and self.lifetimer < 20000 then self.lifetimer = self.lifetimer - dtime if self.lifetimer <= 0 then -- only despawn away from player local objs = minetest.get_objects_inside_radius(pos, 15) for n = 1, #objs do if objs[n]:is_player() then self.lifetimer = 20 return end end -- minetest.log("action", -- S("lifetimer expired, removed @1", self.name)) effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0) remove_mob(self, true) return end end end -- main mob function function mob_class:on_step(dtime, moveresult) if self.state == "die" then return end if use_cmi then cmi.notify_step(self.object, dtime) end local pos = self.object:get_pos() local yaw = self.object:get_yaw() -- early warning check, if no yaw then no entity, skip rest of function if not yaw then return end -- get node at foot level every quarter second self.node_timer = (self.node_timer or 0) + dtime if self.node_timer > 0.25 then self.node_timer = 0 local y_level = self.collisionbox[2] if self.child then y_level = self.collisionbox[2] * 0.5 end -- what is mob standing in? self.standing_in = node_ok({ x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name self.standing_on = node_ok({ x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name --print("standing in " .. self.standing_in) -- if standing inside solid block then jump to escape if minetest.registered_nodes[self.standing_in].walkable and minetest.registered_nodes[self.standing_in].drawtype == "normal" then self.object:set_velocity({ x = 0, y = self.jump_height, z = 0 }) end -- check and stop if standing at cliff and fear of heights self.at_cliff = self:is_at_cliff() if self.at_cliff then self:set_velocity(0) end -- has mob expired (0.25 instead of dtime since were in a timer) self:mob_expire(pos, 0.25) end -- check if falling, flying, floating and return if player died if self:falling(pos) then return end -- smooth rotation by ThomasMonroe314 if self.delay and self.delay > 0 then if self.delay == 1 then yaw = self.target_yaw else local dif = abs(yaw - self.target_yaw) if yaw > self.target_yaw then if dif > pi then dif = 2 * pi - dif -- need to add yaw = yaw + dif / self.delay else yaw = yaw - dif / self.delay -- need to subtract end elseif yaw < self.target_yaw then if dif > pi then dif = 2 * pi - dif yaw = yaw - dif / self.delay -- need to subtract else yaw = yaw + dif / self.delay -- need to add end end if yaw > (pi * 2) then yaw = yaw - (pi * 2) end if yaw < 0 then yaw = yaw + (pi * 2) end end self.delay = self.delay - 1 self.object:set_yaw(yaw) end -- knockback timer if self.pause_timer > 0 then self.pause_timer = self.pause_timer - dtime return end -- run custom function (defined in mob lua file) if self.do_custom then -- when false skip going any further if self:do_custom(dtime) == false then return end end -- attack timer self.timer = self.timer + dtime if self.state ~= "attack" then if self.timer < 1 then return end self.timer = 0 end -- never go over 100 if self.timer > 100 then self.timer = 1 end -- mob plays random sound at times if random(100) == 1 then self:mob_sound(self.sounds.random) end -- environmental damage timer (every 1 second) self.env_damage_timer = self.env_damage_timer + dtime if (self.state == "attack" and self.env_damage_timer > 1) or self.state ~= "attack" then self.env_damage_timer = 0 -- check for environmental damage (water, fire, lava etc.) if self:do_env_damage() then return end -- node replace check (cow eats grass etc.) self:replace(pos) end self:general_attack() self:breed() self:follow_flop() if self:do_states(dtime) then return end self:do_jump() self:do_runaway_from(self) self:do_stay_near() end -- default function when mobs are blown up with TNT function mob_class:on_blast(damage) --print("-- blast damage", damage) self.object:punch(self.object, 1.0, { full_punch_interval = 1.0, damage_groups = {fleshy = damage}, }, nil) -- return no damage, no knockback, no item drops, mob api handles all return false, false, {} end mobs.spawning_mobs = {} -- register mob entity function mobs:register_mob(name, def) mobs.spawning_mobs[name] = {} local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25} -- quick fix to stop mobs glitching through nodes if too small if -collisionbox[2] + collisionbox[5] < 1.01 then collisionbox[5] = collisionbox[2] + 0.99 end minetest.register_entity(name, setmetatable({ stepheight = def.stepheight, name = name, type = def.type, attack_type = def.attack_type, fly = def.fly, fly_in = def.fly_in, keep_flying = def.keep_flying, owner = def.owner, order = def.order, on_die = def.on_die, on_flop = def.on_flop, do_custom = def.do_custom, jump_height = def.jump_height, drawtype = def.drawtype, -- DEPRECATED, use rotate instead rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2 glow = def.glow, lifetimer = def.lifetimer, hp_min = max(1, (def.hp_min or 5) * difficulty), hp_max = max(1, (def.hp_max or 10) * difficulty), collisionbox = collisionbox, --def.collisionbox, selectionbox = def.selectionbox or collisionbox, --def.collisionbox, visual = def.visual, visual_size = def.visual_size, mesh = def.mesh, makes_footstep_sound = def.makes_footstep_sound, view_range = def.view_range, walk_velocity = def.walk_velocity, run_velocity = def.run_velocity, damage = max(0, (def.damage or 0) * difficulty), damage_group = def.damage_group, damage_texture_modifier = def.damage_texture_modifier, light_damage = def.light_damage, light_damage_min = def.light_damage_min, light_damage_max = def.light_damage_max, water_damage = def.water_damage, lava_damage = def.lava_damage, fire_damage = def.fire_damage, air_damage = def.air_damage, suffocation = def.suffocation, fall_damage = def.fall_damage, fall_speed = def.fall_speed, drops = def.drops, armor = def.armor, on_rightclick = def.on_rightclick, arrow = def.arrow, arrow_override = def.arrow_override, shoot_interval = def.shoot_interval, sounds = def.sounds, animation = def.animation, follow = def.follow, jump = def.jump, walk_chance = def.walk_chance, stand_chance = def.stand_chance, attack_chance = def.attack_chance, passive = def.passive, knock_back = def.knock_back, blood_amount = def.blood_amount, blood_texture = def.blood_texture, shoot_offset = def.shoot_offset, floats = def.floats, replace_rate = def.replace_rate, replace_what = def.replace_what, replace_with = def.replace_with, replace_offset = def.replace_offset, on_replace = def.on_replace, reach = def.reach, texture_list = def.textures, texture_mods = def.texture_mods or "", child_texture = def.child_texture, docile_by_day = def.docile_by_day, fear_height = def.fear_height, runaway = def.runaway, pathfinding = def.pathfinding, immune_to = def.immune_to, explosion_radius = def.explosion_radius, explosion_damage_radius = def.explosion_damage_radius, explosion_timer = def.explosion_timer, allow_fuse_reset = def.allow_fuse_reset, stop_to_explode = def.stop_to_explode, custom_attack = def.custom_attack, double_melee_attack = def.double_melee_attack, dogshoot_switch = def.dogshoot_switch, dogshoot_count_max = def.dogshoot_count_max, dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max, group_attack = def.group_attack, group_helper = def.group_helper, attack_monsters = def.attacks_monsters or def.attack_monsters, attack_animals = def.attack_animals, attack_players = def.attack_players, attack_npcs = def.attack_npcs, specific_attack = def.specific_attack, runaway_from = def.runaway_from, owner_loyal = def.owner_loyal, pushable = def.pushable, stay_near = def.stay_near, randomly_turn = def.randomly_turn ~= false, ignore_invisibility = def.ignore_invisibility, on_spawn = def.on_spawn, on_blast = def.on_blast, -- class redifinition do_punch = def.do_punch, on_breed = def.on_breed, on_grown = def.on_grown, on_activate = function(self, staticdata, dtime) return self:mob_activate(staticdata, def, dtime) end, get_staticdata = function(self) return self:mob_staticdata(self) end, }, mob_class_meta)) end -- END mobs:register_mob function -- count how many mobs of one type are inside an area -- will also return true for second value if player is inside area local count_mobs = function(pos, type) local total = 0 local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2) local ent local players for n = 1, #objs do if not objs[n]:is_player() then ent = objs[n]:get_luaentity() -- count mob type and add to total also if ent and ent.name and ent.name == type then total = total + 1 end else players = true end end return total, players end -- do we have enough space to spawn mob? (thanks wuzzy) local can_spawn = function(pos, name) local ent = minetest.registered_entities[name] local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1])) local min_x, max_x if width_x % 2 == 0 then max_x = floor(width_x / 2) min_x = -(max_x - 1) else max_x = floor(width_x / 2) min_x = -max_x end local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3])) local min_z, max_z if width_z % 2 == 0 then max_z = floor(width_z / 2) min_z = -(max_z - 1) else max_z = floor(width_z / 2) min_z = -max_z end local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1) local pos2 for y = 0, max_y do for x = min_x, max_x do for z = min_z, max_z do pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then return nil end end end end -- tweak X/Z spawn pos if width_x % 2 == 0 then pos.x = pos.x + 0.5 end if width_z % 2 == 0 then pos.z = pos.z + 0.5 end return pos end function mobs:can_spawn(pos, name) return can_spawn(pos, name) end -- global functions function mobs:add_mob(pos, def) -- is mob actually registered? if not mobs.spawning_mobs[def.name] or not minetest.registered_entities[def.name] then --print("--- mob doesn't exist", def.name) return end -- are we over active mob limit if active_limit > 0 and active_mobs >= active_limit then --print("--- active mob limit reached", active_mobs, active_limit) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, def.name) if not is_pla then --print("--- no players within active area, will not spawn " .. def.name) return end local aoc = mobs.spawning_mobs[def.name] and mobs.spawning_mobs[def.name].aoc or 1 if def.ignore_count ~= true and num_mob >= aoc then --print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc) return end local mob = minetest.add_entity(pos, def.name) --print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos)) local ent = mob:get_luaentity() if not ent then --print("[mobs] entity not found " .. def.name) return false end if def.child then local textures = ent.base_texture -- using specific child texture (if found) if ent.child_texture then textures = ent.child_texture[1] end -- and resize to half height mob:set_properties({ textures = textures, visual_size = { x = ent.base_size.x * .5, y = ent.base_size.y * .5 }, collisionbox = { ent.base_colbox[1] * .5, ent.base_colbox[2] * .5, ent.base_colbox[3] * .5, ent.base_colbox[4] * .5, ent.base_colbox[5] * .5, ent.base_colbox[6] * .5 }, selectionbox = { ent.base_selbox[1] * .5, ent.base_selbox[2] * .5, ent.base_selbox[3] * .5, ent.base_selbox[4] * .5, ent.base_selbox[5] * .5, ent.base_selbox[6] * .5 }, }) ent.child = true end if def.owner then ent.tamed = true ent.owner = def.owner end if def.nametag then -- limit name entered to 64 characters long if def.nametag:len() > 64 then def.nametag = def.nametag:sub(1, 64) end ent.nametag = def.nametag ent:update_tag() end return ent end function mobs:spawn_abm_check(pos, node, name) -- global function to add additional spawn checks -- return true to stop spawning mob end function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load) -- Do mobs spawn at all? if not mobs_spawn or not mobs.spawning_mobs[name] then --print ("--- spawning not registered for " .. name) return end -- chance/spawn number override in minetest.conf for registered mob local numbers = settings:get(name) if numbers then numbers = numbers:split(",") chance = tonumber(numbers[1]) or chance aoc = tonumber(numbers[2]) or aoc if chance == 0 then minetest.log("warning", string.format("[mobs] %s has spawning disabled", name)) return end minetest.log("action", string.format( "[mobs] Chance setting for %s changed to %s (total: %s)", name, chance, aoc)) end mobs.spawning_mobs[name].aoc = aoc local spawn_action = function(pos, node, active_object_count, active_object_count_wider) -- use instead of abm's chance setting when using lbm if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then return end -- use instead of abm's neighbor setting when using lbm if map_load and not minetest.find_node_near(pos, 1, neighbors) then --print("--- lbm neighbors not found") return end -- is mob actually registered? if not mobs.spawning_mobs[name] or not minetest.registered_entities[name] then --print("--- mob doesn't exist", name) return end -- are we over active mob limit if active_limit > 0 and active_mobs >= active_limit then --print("--- active mob limit reached", active_mobs, active_limit) return end -- additional custom checks for spawning mob if mobs:spawn_abm_check(pos, node, name) == true then return end -- do not spawn if too many entities in area if active_object_count_wider and active_object_count_wider >= max_per_block then --print("--- too many entities in area", active_object_count_wider) return end -- get total number of this mob in area local num_mob, is_pla = count_mobs(pos, name) if not is_pla then --print("--- no players within active area, will not spawn " .. name) return end if num_mob >= aoc then --print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc) return end -- if toggle set to nil then ignore day/night check if day_toggle ~= nil then local tod = (minetest.get_timeofday() or 0) * 24000 if tod > 4500 and tod < 19500 then -- daylight, but mob wants night if day_toggle == false then --print("--- mob needs night", name) return end else -- night time but mob wants day if day_toggle == true then --print("--- mob needs day", name) return end end end -- spawn above node pos.y = pos.y + 1 -- are we spawning within height limits? if pos.y > max_height or pos.y < min_height then --print("--- height limits not met", name, pos.y) return end -- are light levels ok? local light = minetest.get_node_light(pos) if not light or light > max_light or light < min_light then --print("--- light limits not met", name, light) return end -- check if mob can spawn inside protected areas if (spawn_protected == false or (spawn_monster_protected == false and minetest.registered_entities[name].type == "monster")) and minetest.is_protected(pos, "") then --print("--- inside protected area", name) return end -- only spawn a set distance away from player local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range) for n = 1, #objs do if objs[n]:is_player() then --print("--- player too close", name) return end end local ent = minetest.registered_entities[name] -- should we check mob area for obstructions ? if mob_area_spawn ~= true then -- do we have enough height clearance to spawn mob? local height = max(0, ent.collisionbox[5] - ent.collisionbox[2]) for n = 0, floor(height) do local pos2 = {x = pos.x, y = pos.y + n, z = pos.z} if minetest.registered_nodes[node_ok(pos2).name].walkable == true then --print ("--- inside block", name, node_ok(pos2).name) return end end else -- returns position if we have enough space to spawn mob pos = can_spawn(pos, name) end if pos then -- adjust for mob collision box pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4 local mob = minetest.add_entity(pos, name) -- print("[mobs] Spawned " .. name .. " at " -- .. minetest.pos_to_string(pos) .. " on " -- .. node.name .. " near " .. neighbors[1]) if on_spawn then on_spawn(mob:get_luaentity(), pos) end else --print("--- not enough space to spawn", name) end end -- are we registering an abm or lbm? if map_load == true then minetest.register_lbm({ name = name .. "_spawning", label = name .. " spawning", nodenames = nodes, run_at_every_load = false, action = function(pos, node) spawn_action(pos, node) end }) else minetest.register_abm({ label = name .. " spawning", nodenames = nodes, neighbors = neighbors, interval = interval, chance = max(1, (chance * mob_chance_multiplier)), catch_up = false, action = function(pos, node, active_object_count, active_object_count_wider) spawn_action(pos, node, active_object_count, active_object_count_wider) end }) end end -- compatibility with older mob registration function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle) mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30, chance, active_object_count, -31000, max_height, day_toggle) end -- MarkBu's spawn function (USE this one please) function mobs:spawn(def) mobs:spawn_specific( def.name, def.nodes or {"group:soil", "group:stone"}, def.neighbors or {"air"}, def.min_light or 0, def.max_light or 15, def.interval or 30, def.chance or 5000, def.active_object_count or 1, def.min_height or -31000, def.max_height or 31000, def.day_toggle, def.on_spawn, def.on_map_load) end -- register arrow for shoot attack function mobs:register_arrow(name, def) if not name or not def then return end -- errorcheck minetest.register_entity(name, { physical = def.physical or false, collide_with_objects = def.collide_with_objects or false, static_save = false, visual = def.visual, visual_size = def.visual_size, textures = def.textures, velocity = def.velocity, hit_player = def.hit_player, hit_node = def.hit_node, hit_mob = def.hit_mob, hit_object = def.hit_object, drop = def.drop or false, -- drops arrow as registered item when true collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1}, timer = 0, lifetime = def.lifetime or 4.5, switch = 0, owner_id = def.owner_id, rotate = def.rotate, automatic_face_movement_dir = def.rotate and (def.rotate - (pi / 180)) or false, on_activate = def.on_activate, on_punch = def.on_punch or function( self, hitter, tflp, tool_capabilities, dir) end, on_step = def.on_step or function(self, dtime) self.timer = self.timer + dtime local pos = self.object:get_pos() if self.switch == 0 or self.timer > self.lifetime then self.object:remove() ; -- print("removed arrow") return end -- does arrow have a tail (fireball) if def.tail and def.tail == 1 and def.tail_texture then minetest.add_particle({ pos = pos, velocity = {x = 0, y = 0, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = def.expire or 0.25, collisiondetection = false, texture = def.tail_texture, size = def.tail_size or 5, glow = def.glow or 0 }) end if self.hit_node then local node = node_ok(pos).name if minetest.registered_nodes[node].walkable then self:hit_node(pos, node) if self.drop == true then pos.y = pos.y + 1 self.lastpos = (self.lastpos or pos) minetest.add_item(self.lastpos, self.object:get_luaentity().name) end self.object:remove() ; -- print("hit node") return end end if self.hit_player or self.hit_mob or self.hit_object then for _,player in pairs( minetest.get_objects_inside_radius(pos, 1.0)) do if self.hit_player and player:is_player() then self:hit_player(player) self.object:remove() ; -- print("hit player") return end local entity = player:get_luaentity() if entity and self.hit_mob and entity._cmi_is_mob == true and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_mob(player) self.object:remove() ; --print("hit mob") return end if entity and self.hit_object and (not entity._cmi_is_mob) and tostring(player) ~= self.owner_id and entity.name ~= self.object:get_luaentity().name then self:hit_object(player) self.object:remove() ; -- print("hit object") return end end end self.lastpos = pos end }) end -- compatibility function function mobs:explosion(pos, radius) mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius) end -- no damage to nodes explosion function mobs:safe_boom(self, pos, radius) minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", { pos = pos, gain = 1.0, max_hear_distance = self.sounds and self.sounds.distance or 32 }, true) entity_physics(pos, radius) effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0) end -- make explosion with protection and tnt mod check function mobs:boom(self, pos, radius) if mobs_griefing and minetest.get_modpath("tnt") and tnt and tnt.boom and not minetest.is_protected(pos, "") then tnt.boom(pos, { radius = radius, damage_radius = radius, sound = self.sounds and self.sounds.explode, explode_center = true }) else mobs:safe_boom(self, pos, radius) end end -- Register spawn eggs -- Note: This also introduces the “spawn_egg” group: -- * spawn_egg=1: Spawn egg (generic mob, no metadata) -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata) function mobs:register_egg(mob, desc, background, addegg, no_creative) local grp = {spawn_egg = 1} -- do NOT add this egg to creative inventory (e.g. dungeon master) if no_creative == true then grp.not_in_creative_inventory = 1 end local invimg = background if addegg == 1 then invimg = "mobs_chicken_egg.png^(" .. invimg .. "^[mask:mobs_chicken_egg_overlay.png)" end -- register new spawn egg containing mob information minetest.register_craftitem(mob .. "_set", { description = S("@1 (Tamed)", desc), inventory_image = invimg, groups = {spawn_egg = 2, not_in_creative_inventory = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- does existing on_rightclick function exist? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick( pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end pos.y = pos.y + 1 local data = itemstack:get_metadata() local smob = minetest.add_entity(pos, mob, data) local ent = smob and smob:get_luaentity() if not ent then return end -- sanity check -- set owner if not a monster if ent.type ~= "monster" then ent.owner = placer:get_player_name() ent.tamed = true end -- since mob is unique we remove egg once spawned itemstack:take_item() end return itemstack end, }) -- register old stackable mob egg minetest.register_craftitem(mob, { description = desc, inventory_image = invimg, groups = grp, on_place = function(itemstack, placer, pointed_thing) local pos = pointed_thing.above -- does existing on_rightclick function exist? local under = minetest.get_node(pointed_thing.under) local def = minetest.registered_nodes[under.name] if def and def.on_rightclick then return def.on_rightclick( pointed_thing.under, under, placer, itemstack) end if pos and not minetest.is_protected(pos, placer:get_player_name()) then if not minetest.registered_entities[mob] then return end -- have we reached active mob limit if active_limit > 0 and active_mobs >= active_limit then minetest.chat_send_player(placer:get_player_name(), S("Active Mob Limit Reached!") .. " (" .. active_mobs .. " / " .. active_limit .. ")") return end pos.y = pos.y + 1 local smob = minetest.add_entity(pos, mob) local ent = smob and smob:get_luaentity() if not ent then return end -- sanity check -- don't set owner if monster or sneak pressed if ent.type ~= "monster" and not placer:get_player_control().sneak then ent.owner = placer:get_player_name() ent.tamed = true end -- if not in creative then take item if not mobs.is_creative(placer:get_player_name()) then itemstack:take_item() end end return itemstack end, }) end -- force capture a mob if space available in inventory, or drop as spawn egg function mobs:force_capture(self, clicker) -- add special mob egg with all mob information local new_stack = ItemStack(self.name .. "_set") local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self:mob_sound("default_place_node_hard") remove_mob(self, true) end -- capture critter (thanks to blert2112 for idea) function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith) if not self --self.child or not clicker:is_player() or not clicker:get_inventory() then return false end -- get name of clicked mob local mobname = self.name -- if not nil change what will be added to inventory if replacewith then mobname = replacewith end local name = clicker:get_player_name() local tool = clicker:get_wielded_item() -- are we using hand, net or lasso to pick up mob? if tool:get_name() ~= "" and tool:get_name() ~= "mobs:net" and tool:get_name() ~= "mobs:lasso" then return false end -- is mob tamed? if self.tamed == false and force_take == false then minetest.chat_send_player(name, S("Not tamed!")) return false end -- cannot pick up if not owner (unless player has protection_bypass priv) if not minetest.check_player_privs(name, "protection_bypass") and self.owner ~= name and force_take == false then minetest.chat_send_player(name, S("@1 is owner!", self.owner)) return false end if clicker:get_inventory():room_for_item("main", mobname) then -- was mob clicked with hand, net, or lasso? local chance = 0 if tool:get_name() == "" then chance = chance_hand elseif tool:get_name() == "mobs:net" then chance = chance_net tool:add_wear(4000) -- 17 uses clicker:set_wielded_item(tool) elseif tool:get_name() == "mobs:lasso" then chance = chance_lasso tool:add_wear(650) -- 100 uses clicker:set_wielded_item(tool) end -- calculate chance.. add to inventory if successful? if chance and chance > 0 and random(100) <= chance then -- default mob egg local new_stack = ItemStack(mobname) -- add special mob egg with all mob information -- unless 'replacewith' contains new item to use if not replacewith then new_stack = ItemStack(mobname .. "_set") local tmp, t = {} for _,stat in pairs(self) do t = type(stat) if t ~= "function" and t ~= "nil" and t ~= "userdata" then tmp[_] = self[_] end end local data_str = minetest.serialize(tmp) new_stack:set_metadata(data_str) end local inv = clicker:get_inventory() if inv:room_for_item("main", new_stack) then inv:add_item("main", new_stack) else minetest.add_item(clicker:get_pos(), new_stack) end self:mob_sound("default_place_node_hard") remove_mob(self, true) return new_stack -- when chance above fails or set to 0, miss! elseif chance and chance ~= 0 then minetest.chat_send_player(name, S("Missed!")) self:mob_sound("mobs_swing") return false -- when chance is nil always return a miss (used for npc walk/follow) elseif not chance then return false end end return true end -- protect tamed mob with rune item function mobs:protect(self, clicker) local name = clicker:get_player_name() local tool = clicker:get_wielded_item() local tool_name = tool:get_name() if tool_name ~= "mobs:protector" and tool_name ~= "mobs:protector2" then return false end if not self.tamed then minetest.chat_send_player(name, S("Not tamed!")) return true end if (self.protected and tool_name == "mobs:protector") or (self.protected == 2 and tool_name == "mobs:protector2") then minetest.chat_send_player(name, S("Already protected!")) return true end if not mobs.is_creative(clicker:get_player_name()) then tool:take_item() -- take 1 protection rune clicker:set_wielded_item(tool) end -- set protection level if tool_name == "mobs:protector" then self.protected = true else self.protected = 2 ; self.fire_damage = 0 end local pos = self.object:get_pos() pos.y = pos.y + self.collisionbox[2] + 0.5 effect(self.object:get_pos(), 25, "mobs_protect_particle.png", 0.5, 4, 2, 15) self:mob_sound("mobs_spell") return true end local mob_obj = {} local mob_sta = {} -- feeding, taming and breeding (thanks blert2112) function mobs:feed_tame(self, clicker, feed_count, breed, tame) -- can eat/tame with item in hand if self.follow and self:follow_holding(clicker) then -- if not in creative then take item if not mobs.is_creative(clicker:get_player_name()) then local item = clicker:get_wielded_item() item:take_item() clicker:set_wielded_item(item) end -- increase health self.health = self.health + 4 if self.health >= self.hp_max then self.health = self.hp_max -- if self.htimer < 1 then -- minetest.chat_send_player(clicker:get_player_name(), -- S("@1 at full health (@2)", -- self.name:split(":")[2], tostring(self.health))) -- self.htimer = 5 -- end end self.object:set_hp(self.health) -- make children grow quicker if self.child == true then -- self.hornytimer = self.hornytimer + 20 -- deduct 10% of the time to adulthood self.hornytimer = math.floor(self.hornytimer + ( (CHILD_GROW_TIME - self.hornytimer) * 0.1)) --print ("====", self.hornytimer) return true end -- feed and tame self.food = (self.food or 0) + 1 self._breed_countdown = feed_count - self.food if self.food >= feed_count then self.food = 0 self._breed_countdown = nil if breed and self.hornytimer == 0 then self.horny = true end if tame then if self.tamed == false then minetest.chat_send_player(clicker:get_player_name(), S("@1 has been tamed!", self.name:split(":")[2])) end self.tamed = true self.static_save = true if not self.owner or self.owner == "" then self.owner = clicker:get_player_name() end end -- make sound when fed so many times self:mob_sound(self.sounds.random) end self:update_tag() return true end local item = clicker:get_wielded_item() local name = clicker:get_player_name() -- if mob has been tamed you can name it with a nametag if item:get_name() == "mobs:nametag" and (name == self.owner or minetest.check_player_privs(name, "protection_bypass")) then -- store mob and nametag stack in external variables mob_obj[name] = self mob_sta[name] = item local tag = self.nametag or "" local esc = minetest.formspec_escape minetest.show_formspec(name, "mobs_nametag", "size[8,4]" .. "field[0.5,1;7.5,0;name;" .. esc(S("Enter name:")) .. ";" .. tag .. "]" .. "button_exit[2.5,3.5;3,1;mob_rename;" .. esc(S("Rename")) .. "]") return true end -- if mob follows items and user right clicks while holding sneak it shows info if self.follow then if clicker:get_player_control().sneak then if type(self.follow) == "string" then self.follow = {self.follow} end minetest.chat_send_player(clicker:get_player_name(), S("@1 follows:\n- @2", self.name:split(":")[2], table.concat(self.follow, "\n- "))) end end return false end -- inspired by blockmen's nametag mod minetest.register_on_player_receive_fields(function(player, formname, fields) -- right-clicked with nametag and name entered? if formname == "mobs_nametag" and fields.name and fields.name ~= "" then local name = player:get_player_name() if not mob_obj[name] or not mob_obj[name].object then return end -- make sure nametag is being used to name mob local item = player:get_wielded_item() if item:get_name() ~= "mobs:nametag" then return end -- limit name entered to 64 characters long if fields.name:len() > 64 then fields.name = fields.name:sub(1, 64) end -- update nametag mob_obj[name].nametag = fields.name mob_obj[name]:update_tag() -- if not in creative then take item if not mobs.is_creative(name) then mob_sta[name]:take_item() player:set_wielded_item(mob_sta[name]) end -- reset external variables mob_obj[name] = nil mob_sta[name] = nil end end) -- compatibility function for old entities to new modpack entities function mobs:alias_mob(old_name, new_name) -- check old_name entity doesnt already exist if minetest.registered_entities[old_name] then return end -- spawn egg minetest.register_alias(old_name, new_name) -- entity minetest.register_entity(":" .. old_name, { physical = false, static_save = false, on_activate = function(self, staticdata) if minetest.registered_entities[new_name] then minetest.add_entity(self.object:get_pos(), new_name, staticdata) end remove_mob(self) end, get_staticdata = function(self) return self end }) end