4870 lines
107 KiB
Lua
4870 lines
107 KiB
Lua
-- Load support for intllib.
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S = minetest.get_translator and minetest.get_translator("mobs") or
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dofile(MP .. "/intllib.lua")
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-- CMI support check
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local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20220116",
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {}
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}
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-- localize common functions
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local pi = math.pi
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local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local random = math.random
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local floor = math.floor
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local ceil = math.ceil
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local rad = math.rad
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local atann = math.atan
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local atan = function(x)
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if not x or x ~= x then
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return 0 -- NaN
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else
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return atann(x)
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end
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end
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local table_copy = table.copy
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local table_remove = table.remove
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local vadd = vector.add
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local vdirection = vector.direction
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local vmultiply = vector.multiply
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local vsubtract = vector.subtract
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local settings = minetest.settings
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-- creative check
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local creative_cache = minetest.settings:get_bool("creative_mode")
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function mobs.is_creative(name)
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return creative_cache or minetest.check_player_privs(name,
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{creative = true})
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end
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-- Load settings
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local damage_enabled = settings:get_bool("enable_damage")
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local mobs_spawn = settings:get_bool("mobs_spawn") ~= false
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local peaceful_only = settings:get_bool("only_peaceful_mobs")
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local disable_blood = settings:get_bool("mobs_disable_blood")
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local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false
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local mobs_griefing = settings:get_bool("mobs_griefing") ~= false
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local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false
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local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false
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local remove_far = settings:get_bool("remove_far_mobs") ~= false
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local mob_area_spawn = settings:get_bool("mob_area_spawn")
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local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0
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local show_health = settings:get_bool("mob_show_health") ~= false
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local max_per_block = tonumber(settings:get("max_objects_per_block") or 99)
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local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12)
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local active_limit = tonumber(settings:get("mob_active_limit") or 0)
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local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1)
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local peaceful_player_enabled = settings:get_bool("enable_peaceful_player")
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local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false
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local active_mobs = 0
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-- Peaceful mode message so players will know there are no monsters
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if peaceful_only then
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minetest.register_on_joinplayer(function(player)
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minetest.chat_send_player(player:get_player_name(),
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S("** Peaceful Mode Active - No Monsters Will Spawn"))
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end)
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end
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-- calculate aoc range for mob count
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local aoc_range = tonumber(settings:get("active_block_range")) * 16
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-- pathfinding settings
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local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before stuck mod starts searching
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local stuck_path_timeout = 5 -- how long will mob follow path before giving up
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-- default nodes
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local node_fire = "fire:basic_flame"
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local node_permanent_flame = "fire:permanent_flame"
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local node_ice = "default:ice"
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local node_snowblock = "default:snowblock"
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local node_snow = "default:snow"
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mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt"
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local mob_class = {
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stepheight = 1.1,
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fly_in = "air",
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owner = "",
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order = "",
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jump_height = 4,
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lifetimer = 180, -- 3 minutes
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physical = true,
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collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
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visual_size = {x = 1, y = 1},
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texture_mods = "",
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makes_footstep_sound = false,
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view_range = 5,
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walk_velocity = 1,
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run_velocity = 2,
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light_damage = 0,
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light_damage_min = 14,
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light_damage_max = 15,
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water_damage = 0,
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lava_damage = 4,
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fire_damage = 4,
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air_damage = 0,
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suffocation = 2,
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fall_damage = 1,
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fall_speed = -10, -- must be lower than -2 (default: -10)
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drops = {},
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armor = 100,
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sounds = {},
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jump = true,
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knock_back = true,
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walk_chance = 50,
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stand_chance = 30,
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attack_chance = 5,
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passive = false,
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blood_amount = 5,
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blood_texture = "mobs_blood.png",
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shoot_offset = 0,
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floats = 1, -- floats in water by default
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replace_offset = 0,
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timer = 0,
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env_damage_timer = 0, -- only used when state = "attack"
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tamed = false,
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pause_timer = 0,
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horny = false,
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hornytimer = 0,
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child = false,
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gotten = false,
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health = 0,
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reach = 3,
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htimer = 0,
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docile_by_day = false,
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time_of_day = 0.5,
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fear_height = 0,
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runaway_timer = 0,
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immune_to = {},
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explosion_timer = 3,
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allow_fuse_reset = true,
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stop_to_explode = true,
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dogshoot_count = 0,
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dogshoot_count_max = 5,
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dogshoot_count2_max = 5,
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group_attack = false,
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attack_monsters = false,
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attack_animals = false,
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attack_players = true,
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attack_npcs = true,
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facing_fence = false,
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_breed_countdown = nil,
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_cmi_is_mob = true
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}
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local mob_class_meta = {__index = mob_class}
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-- play sound
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function mob_class:mob_sound(sound)
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local pitch = 1.0
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-- higher pitch for a child
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if self.child then pitch = pitch * 1.5 end
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-- a little random pitch to be different
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pitch = pitch + random(-10, 10) * 0.005
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if sound then
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minetest.sound_play(sound, {
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object = self.object,
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gain = 1.0,
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max_hear_distance = self.sounds.distance,
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pitch = pitch
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}, true)
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end
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end
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-- attack player/mob
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function mob_class:do_attack(player)
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if self.state == "attack" then
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return
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end
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self.attack = player
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self.state = "attack"
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if random(0, 100) < 90 then
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self:mob_sound(self.sounds.war_cry)
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end
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end
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-- calculate distance
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local get_distance = function(a, b)
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if not a or not b then return 50 end -- nil check
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local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
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return square(x * x + y * y + z * z)
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end
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-- collision function based on jordan4ibanez' open_ai mod
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function mob_class:collision()
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local pos = self.object:get_pos()
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local x, z = 0, 0
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local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
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if object:is_player() then
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local pos2 = object:get_pos()
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local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
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x = x + vec.x
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z = z + vec.z
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end
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end
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return({x, z})
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end
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-- check if string exists in another string or table
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local check_for = function(look_for, look_inside)
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if type(look_inside) == "string" and look_inside == look_for then
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return true
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elseif type(look_inside) == "table" then
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for _, str in pairs(look_inside) do
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if str == look_for then
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return true
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end
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if str:find("group:") then
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local group = str:split(":")[2]
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if minetest.get_item_group(look_for, group) ~= 0 then
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return true
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end
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end
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end
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end
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return false
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end
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-- move mob in facing direction
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function mob_class:set_velocity(v)
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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local vel = self.object:get_velocity() or {y = 0}
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self.object:set_velocity({x = 0, y = vel.y, z = 0})
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return
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end
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local c_x, c_y = 0, 0
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-- can mob be pushed, if so calculate direction
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if self.pushable then
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c_x, c_y = unpack(self:collision())
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end
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local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0)
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-- nil check for velocity
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v = v or 0.01
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-- check if standing in liquid with max viscosity of 7
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local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
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-- only slow mob trying to move while inside a viscous fluid that
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-- they aren't meant to be in (fish in water, spiders in cobweb etc)
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if v > 0 and visc and visc > 0
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and not check_for(self.standing_in, self.fly_in) then
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v = v / (visc + 1)
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end
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-- set velocity
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local vel = self.object:get_velocity() or 0
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local new_vel = {
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x = (sin(yaw) * -v) + c_x,
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y = vel.y,
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z = (cos(yaw) * v) + c_y}
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self.object:set_velocity(new_vel)
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end
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-- global version of above function
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function mobs:set_velocity(entity, v)
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mob_class.set_velocity(entity, v)
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end
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-- calculate mob velocity
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function mob_class:get_velocity()
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local v = self.object:get_velocity()
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if not v then return 0 end
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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-- set and return valid yaw
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function mob_class:set_yaw(yaw, delay)
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if not yaw or yaw ~= yaw then
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yaw = 0
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end
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delay = mob_smooth_rotate and (delay or 0) or 0
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if delay == 0 then
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self.object:set_yaw(yaw)
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return yaw
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end
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self.target_yaw = yaw
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self.delay = delay
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return self.target_yaw
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end
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-- global function to set mob yaw
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function mobs:yaw(entity, yaw, delay)
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mob_class.set_yaw(entity, yaw, delay)
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end
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-- set defined animation
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function mob_class:set_animation(anim, force)
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if not self.animation or not anim then return end
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self.animation.current = self.animation.current or ""
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-- only use different animation for attacks when using same set
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if force ~= true and anim ~= "punch" and anim ~= "shoot"
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and string.find(self.animation.current, anim) then
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return
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end
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local num = 0
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-- check for more than one animation (max 4)
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for n = 1, 4 do
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if self.animation[anim .. n .. "_start"]
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and self.animation[anim .. n .. "_end"] then
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num = n
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end
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end
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-- choose random animation from set
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if num > 0 then
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num = random(0, num)
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anim = anim .. (num ~= 0 and num or "")
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end
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if anim == self.animation.current
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or not self.animation[anim .. "_start"]
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or not self.animation[anim .. "_end"] then
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return
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end
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self.animation.current = anim
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self.object:set_animation({
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x = self.animation[anim .. "_start"],
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y = self.animation[anim .. "_end"]},
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self.animation[anim .. "_speed"] or
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self.animation.speed_normal or 15,
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0, self.animation[anim .. "_loop"] ~= false)
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end
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function mobs:set_animation(entity, anim)
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entity.set_animation(entity, anim)
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end
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-- check line of sight (BrunoMine)
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local line_of_sight = function(self, pos1, pos2, stepsize)
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stepsize = stepsize or 1
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then
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return true
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end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- Target Distance (td) to travel
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local td = get_distance(pos1, pos2)
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-- Actual Distance (ad) traveled
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local ad = 0
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'walkable' nodebox.
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while minetest.registered_nodes[nn]
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and (minetest.registered_nodes[nn].walkable == false) do
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-- Check if you can still move forward
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if td < ad + stepsize then
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return true -- Reached the target
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end
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-- Moves the analyzed pos
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local d = get_distance(pos1, pos2)
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npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
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npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
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npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
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-- NaN checks
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if d == 0
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or npos1.x ~= npos1.x
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or npos1.y ~= npos1.y
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or npos1.z ~= npos1.z then
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return false
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end
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ad = ad + stepsize
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- check line of sight (by BrunoMine, tweaked by Astrobe)
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local new_line_of_sight = function(self, pos1, pos2, stepsize)
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if not pos1 or not pos2 then return end
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stepsize = stepsize or 1
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local stepv = vmultiply(vdirection(pos1, pos2), stepsize)
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local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
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-- normal walking and flying mobs can see you through air
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if s == true then return true end
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-- New pos1 to be analyzed
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local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
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local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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-- Checks the return
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if r == true then return true end
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-- Nodename found
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local nn = minetest.get_node(pos).name
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'walkable' nodebox.
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while minetest.registered_nodes[nn]
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and (minetest.registered_nodes[nn].walkable == false) do
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npos1 = vadd(npos1, stepv)
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if get_distance(npos1, pos2) < stepsize then return true end
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-- scan again
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r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
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if r == true then return true end
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-- New Nodename found
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nn = minetest.get_node(pos).name
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end
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return false
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end
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-- check line of sight using raycasting (thanks Astrobe)
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local ray_line_of_sight = function(self, pos1, pos2)
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local ray = minetest.raycast(pos1, pos2, true, false)
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local thing = ray:next()
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while thing do -- thing.type, thing.ref
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if thing.type == "node" then
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local name = minetest.get_node(thing.under).name
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if minetest.registered_items[name]
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and minetest.registered_items[name].walkable then
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return false
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end
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end
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thing = ray:next()
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end
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return true
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end
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function mob_class:line_of_sight(pos1, pos2, stepsize)
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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
|
|
function mobs:is_node_dangerous(mob_object, nodename)
|
|
|
|
if mob_object.water_damage > 0
|
|
and minetest.get_item_group(nodename, "water") ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if mob_object.lava_damage > 0
|
|
and minetest.get_item_group(nodename, "lava") ~= 0 then
|
|
return true
|
|
end
|
|
|
|
if mob_object.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
|
|
|
|
local function is_node_dangerous(mob_object, nodename)
|
|
return mobs:is_node_dangerous(mob_object, nodename)
|
|
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, pointed_thing)
|
|
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, pointed_thing)
|
|
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
|