minetest-mm/mods/mobs_redo/api.lua
2021-09-21 16:59:25 +02:00

4866 lines
107 KiB
Lua

-- Load support for intllib.
local MP = minetest.get_modpath(minetest.get_current_modname())
local S = minetest.get_translator and minetest.get_translator("mobs_redo") or
dofile(MP .. "/intllib.lua")
-- CMI support check
local use_cmi = minetest.global_exists("cmi")
mobs = {
mod = "redo",
version = "20210920",
intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {}
}
-- localize common functions
local pi = math.pi
local square = math.sqrt
local sin = math.sin
local cos = math.cos
local abs = math.abs
local min = math.min
local max = math.max
local random = math.random
local floor = math.floor
local ceil = math.ceil
local rad = math.rad
local atann = math.atan
local atan = function(x)
if not x or x ~= x then
return 0 -- NaN
else
return atann(x)
end
end
local table_copy = table.copy
local table_remove = table.remove
local vadd = vector.add
local vdirection = vector.direction
local vmultiply = vector.multiply
local vsubtract = vector.subtract
local settings = minetest.settings
-- creative check
local creative_cache = minetest.settings:get_bool("creative_mode")
function mobs.is_creative(name)
return creative_cache or minetest.check_player_privs(name,
{creative = true})
end
-- Load settings
local damage_enabled = settings:get_bool("enable_damage")
local mobs_spawn = settings:get_bool("mobs_spawn") ~= false
local peaceful_only = settings:get_bool("only_peaceful_mobs")
local disable_blood = settings:get_bool("mobs_disable_blood")
local mobs_drop_items = settings:get_bool("mobs_drop_items") ~= false
local mobs_griefing = settings:get_bool("mobs_griefing") ~= false
local spawn_protected = settings:get_bool("mobs_spawn_protected") ~= false
local spawn_monster_protected = settings:get_bool("mobs_spawn_monster_protected") ~= false
local remove_far = settings:get_bool("remove_far_mobs") ~= false
local mob_area_spawn = settings:get_bool("mob_area_spawn")
local difficulty = tonumber(settings:get("mob_difficulty")) or 1.0
local show_health = settings:get_bool("mob_show_health") ~= false
local max_per_block = tonumber(settings:get("max_objects_per_block") or 99)
local mob_nospawn_range = tonumber(settings:get("mob_nospawn_range") or 12)
local active_limit = tonumber(settings:get("mob_active_limit") or 0)
local mob_chance_multiplier = tonumber(settings:get("mob_chance_multiplier") or 1)
local peaceful_player_enabled = settings:get_bool("enable_peaceful_player")
local mob_smooth_rotate = settings:get_bool("mob_smooth_rotate") ~= false
local active_mobs = 0
-- Peaceful mode message so players will know there are no monsters
if peaceful_only then
minetest.register_on_joinplayer(function(player)
minetest.chat_send_player(player:get_player_name(),
S("** Peaceful Mode Active - No Monsters Will Spawn"))
end)
end
-- calculate aoc range for mob count
local aoc_range = tonumber(settings:get("active_block_range")) * 16
-- pathfinding settings
local enable_pathfinding = true
local stuck_timeout = 3 -- how long before stuck mod starts searching
local stuck_path_timeout = 5 -- how long will mob follow path before giving up
-- default nodes
local node_fire = "fire:basic_flame"
local node_permanent_flame = "fire:permanent_flame"
local node_ice = "default:ice"
local node_snowblock = "default:snowblock"
local node_snow = "default:snow"
mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt"
local mob_class = {
stepheight = 1.1,
fly_in = "air",
owner = "",
order = "",
jump_height = 4,
lifetimer = 180, -- 3 minutes
physical = true,
collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
visual_size = {x = 1, y = 1},
texture_mods = "",
makes_footstep_sound = false,
view_range = 5,
walk_velocity = 1,
run_velocity = 2,
light_damage = 0,
light_damage_min = 14,
light_damage_max = 15,
water_damage = 0,
lava_damage = 4,
fire_damage = 4,
air_damage = 0,
suffocation = 2,
fall_damage = 1,
fall_speed = -10, -- must be lower than -2 (default: -10)
drops = {},
armor = 100,
sounds = {},
jump = true,
knock_back = true,
walk_chance = 50,
stand_chance = 30,
attack_chance = 5,
passive = false,
blood_amount = 5,
blood_texture = "mobs_blood.png",
shoot_offset = 0,
floats = 1, -- floats in water by default
replace_offset = 0,
timer = 0,
env_damage_timer = 0, -- only used when state = "attack"
tamed = false,
pause_timer = 0,
horny = false,
hornytimer = 0,
child = false,
gotten = false,
health = 0,
reach = 3,
htimer = 0,
docile_by_day = false,
time_of_day = 0.5,
fear_height = 0,
runaway_timer = 0,
immune_to = {},
explosion_timer = 3,
allow_fuse_reset = true,
stop_to_explode = true,
dogshoot_count = 0,
dogshoot_count_max = 5,
dogshoot_count2_max = 5,
group_attack = false,
attack_monsters = false,
attack_animals = false,
attack_players = true,
attack_npcs = true,
facing_fence = false,
_breed_countdown = nil,
_cmi_is_mob = true
}
local mob_class_meta = {__index = mob_class}
-- play sound
function mob_class:mob_sound(sound)
local pitch = 1.0
-- higher pitch for a child
if self.child then pitch = pitch * 1.5 end
-- a little random pitch to be different
pitch = pitch + random(-10, 10) * 0.005
if sound then
minetest.sound_play(sound, {
object = self.object,
gain = 1.0,
max_hear_distance = self.sounds.distance,
pitch = pitch
}, true)
end
end
-- attack player/mob
function mob_class:do_attack(player)
if self.state == "attack" then
return
end
self.attack = player
self.state = "attack"
if random(0, 100) < 90 then
self:mob_sound(self.sounds.war_cry)
end
end
-- calculate distance
local get_distance = function(a, b)
if not a or not b then return 50 end -- nil check
local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
return square(x * x + y * y + z * z)
end
-- collision function based on jordan4ibanez' open_ai mod
function mob_class:collision()
local pos = self.object:get_pos()
local x, z = 0, 0
local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
if object:is_player() then
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
x = x + vec.x
z = z + vec.z
end
end
return({x, z})
end
-- check if string exists in another string or table
local check_for = function(look_for, look_inside)
if type(look_inside) == "string" and look_inside == look_for then
return true
elseif type(look_inside) == "table" then
for _, str in pairs(look_inside) do
if str == look_for then
return true
end
if str:find("group:") then
local group = str:split(":")[2]
if minetest.get_item_group(look_for, group) ~= 0 then
return true
end
end
end
end
return false
end
-- move mob in facing direction
function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay
if self.order == "stand" then
local vel = self.object:get_velocity() or {y = 0}
self.object:set_velocity({x = 0, y = vel.y, z = 0})
return
end
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
if self.pushable then
c_x, c_y = unpack(self:collision())
end
local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0)
-- nil check for velocity
v = v or 0.01
-- check if standing in liquid with max viscosity of 7
local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
-- only slow mob trying to move while inside a viscous fluid that
-- they aren't meant to be in (fish in water, spiders in cobweb etc)
if v > 0 and visc and visc > 0
and not check_for(self.standing_in, self.fly_in) then
v = v / (visc + 1)
end
-- set velocity
local vel = self.object:get_velocity() or 0
local new_vel = {
x = (sin(yaw) * -v) + c_x,
y = vel.y,
z = (cos(yaw) * v) + c_y}
self.object:set_velocity(new_vel)
end
-- global version of above function
function mobs:set_velocity(entity, v)
mob_class.set_velocity(entity, v)
end
-- calculate mob velocity
function mob_class:get_velocity()
local v = self.object:get_velocity()
if not v then return 0 end
return (v.x * v.x + v.z * v.z) ^ 0.5
end
-- set and return valid yaw
function mob_class:set_yaw(yaw, delay)
if not yaw or yaw ~= yaw then
yaw = 0
end
delay = mob_smooth_rotate and (delay or 0) or 0
if delay == 0 then
self.object:set_yaw(yaw)
return yaw
end
self.target_yaw = yaw
self.delay = delay
return self.target_yaw
end
-- global function to set mob yaw
function mobs:yaw(entity, yaw, delay)
mob_class.set_yaw(entity, yaw, delay)
end
-- set defined animation
function mob_class:set_animation(anim, force)
if not self.animation or not anim then return end
self.animation.current = self.animation.current or ""
-- only use different animation for attacks when using same set
if force ~= true and anim ~= "punch" and anim ~= "shoot"
and string.find(self.animation.current, anim) then
return
end
local num = 0
-- check for more than one animation (max 4)
for n = 1, 4 do
if self.animation[anim .. n .. "_start"]
and self.animation[anim .. n .. "_end"] then
num = n
end
end
-- choose random animation from set
if num > 0 then
num = random(0, num)
anim = anim .. (num ~= 0 and num or "")
end
if anim == self.animation.current
or not self.animation[anim .. "_start"]
or not self.animation[anim .. "_end"] then
return
end
self.animation.current = anim
self.object:set_animation({
x = self.animation[anim .. "_start"],
y = self.animation[anim .. "_end"]},
self.animation[anim .. "_speed"] or
self.animation.speed_normal or 15,
0, self.animation[anim .. "_loop"] ~= false)
end
function mobs:set_animation(entity, anim)
entity.set_animation(entity, anim)
end
-- check line of sight (BrunoMine)
local line_of_sight = function(self, pos1, pos2, stepsize)
stepsize = stepsize or 1
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then
return true
end
-- New pos1 to be analyzed
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
-- Checks the return
if r == true then return true end
-- Nodename found
local nn = minetest.get_node(pos).name
-- Target Distance (td) to travel
local td = get_distance(pos1, pos2)
-- Actual Distance (ad) traveled
local ad = 0
-- It continues to advance in the line of sight in search of a real
-- obstruction which counts as 'walkable' nodebox.
while minetest.registered_nodes[nn]
and (minetest.registered_nodes[nn].walkable == false) do
-- Check if you can still move forward
if td < ad + stepsize then
return true -- Reached the target
end
-- Moves the analyzed pos
local d = get_distance(pos1, pos2)
npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
-- NaN checks
if d == 0
or npos1.x ~= npos1.x
or npos1.y ~= npos1.y
or npos1.z ~= npos1.z then
return false
end
ad = ad + stepsize
-- scan again
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
end
-- check line of sight (by BrunoMine, tweaked by Astrobe)
local new_line_of_sight = function(self, pos1, pos2, stepsize)
if not pos1 or not pos2 then return end
stepsize = stepsize or 1
local stepv = vmultiply(vdirection(pos1, pos2), stepsize)
local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
-- normal walking and flying mobs can see you through air
if s == true then return true end
-- New pos1 to be analyzed
local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
-- Checks the return
if r == true then return true end
-- Nodename found
local nn = minetest.get_node(pos).name
-- It continues to advance in the line of sight in search of a real
-- obstruction which counts as 'walkable' nodebox.
while minetest.registered_nodes[nn]
and (minetest.registered_nodes[nn].walkable == false) do
npos1 = vadd(npos1, stepv)
if get_distance(npos1, pos2) < stepsize then return true end
-- scan again
r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
if r == true then return true end
-- New Nodename found
nn = minetest.get_node(pos).name
end
return false
end
-- check line of sight using raycasting (thanks Astrobe)
local ray_line_of_sight = function(self, pos1, pos2)
local ray = minetest.raycast(pos1, pos2, true, false)
local thing = ray:next()
while thing do -- thing.type, thing.ref
if thing.type == "node" then
local name = minetest.get_node(thing.under).name
if minetest.registered_items[name]
and minetest.registered_items[name].walkable then
return false
end
end
thing = ray:next()
end
return true
end
function mob_class:line_of_sight(pos1, pos2, stepsize)
if minetest.raycast then -- only use if minetest 5.0 is detected
return ray_line_of_sight(self, pos1, pos2)
end
return line_of_sight(self, pos1, pos2, stepsize)
end
-- global function
function mobs:line_of_sight(entity, pos1, pos2, stepsize)
return entity:line_of_sight(pos1, pos2, stepsize)
end
function mob_class:attempt_flight_correction(override)
if self:flight_check() and override ~= true then return true end
-- We are not flying in what we are supposed to.
-- See if we can find intended flight medium and return to it
local pos = self.object:get_pos() ; if not pos then return true end
local searchnodes = self.fly_in
if type(searchnodes) == "string" then
searchnodes = {self.fly_in}
end
local flyable_nodes = minetest.find_nodes_in_area(
{x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
{x = pos.x + 1, y = pos.y + 0, z = pos.z + 1}, searchnodes)
-- pos.y + 0 hopefully fixes floating swimmers
if #flyable_nodes < 1 then
return false
end
local escape_target = flyable_nodes[random(#flyable_nodes)]
local escape_direction = vdirection(pos, escape_target)
self.object:set_velocity(
vmultiply(escape_direction, 1))
return true
end
-- are we flying in what we are suppose to? (taikedz)
function mob_class:flight_check()
local def = minetest.registered_nodes[self.standing_in]
if not def then return false end
-- are we standing inside what we should be to fly/swim ?
if check_for(self.standing_in, self.fly_in) then
return true
end
-- stops mobs getting stuck inside stairs and plantlike nodes
if def.drawtype ~= "airlike"
and def.drawtype ~= "liquid"
and def.drawtype ~= "flowingliquid" then
return true
end
return false
end
-- turn mob to face position
local yaw_to_pos = function(self, target, rot)
rot = rot or 0
local pos = self.object:get_pos()
local vec = {x = target.x - pos.x, z = target.z - pos.z}
local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate
if target.x > pos.x then
yaw = yaw + pi
end
yaw = self:set_yaw(yaw, rot)
return yaw
end
function mobs:yaw_to_pos(self, target, rot)
return yaw_to_pos(self, target, rot)
end
-- if stay near set then periodically check for nodes and turn towards them
function mob_class:do_stay_near()
if not self.stay_near then return false end
local pos = self.object:get_pos()
local searchnodes = self.stay_near[1]
local chance = self.stay_near[2] or 10
if not pos or random(chance) > 1 then
return false
end
if type(searchnodes) == "string" then
searchnodes = {self.stay_near[1]}
end
local r = self.view_range
local nearby_nodes = minetest.find_nodes_in_area(
{x = pos.x - r, y = pos.y - 1, z = pos.z - r},
{x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes)
if #nearby_nodes < 1 then
return false
end
yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)])
self:set_animation("walk")
self:set_velocity(self.walk_velocity)
return true
end
-- custom particle effects
local effect = function(pos, amount, texture, min_size, max_size,
radius, gravity, glow, fall)
radius = radius or 2
min_size = min_size or 0.5
max_size = max_size or 1
gravity = gravity or -10
glow = glow or 0
if fall == true then
fall = 0
elseif fall == false then
fall = radius
else
fall = -radius
end
minetest.add_particlespawner({
amount = amount,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x = -radius, y = fall, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = {x = 0, y = gravity, z = 0},
maxacc = {x = 0, y = gravity, z = 0},
minexptime = 0.1,
maxexptime = 1,
minsize = min_size,
maxsize = max_size,
texture = texture,
glow = glow
})
end
function mobs:effect(pos, amount, texture, min_size, max_size,
radius, gravity, glow, fall)
effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
end
-- Thanks Wuzzy for the following editable settings
local HORNY_TIME = 30
local HORNY_AGAIN_TIME = 60 * 5 -- 5 minutes
local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
-- update nametag colour
function mob_class:update_tag()
local col = "#00FF00"
local qua = self.hp_max / 4
if self.health <= floor(qua * 3) then
col = "#FFFF00"
end
if self.health <= floor(qua * 2) then
col = "#FF6600"
end
if self.health <= floor(qua) then
col = "#FF0000"
end
local text = ""
if self.horny == true then
text = "\nLoving: " .. (self.hornytimer - (HORNY_TIME + HORNY_AGAIN_TIME))
elseif self.child == true then
text = "\nGrowing: " .. (self.hornytimer - CHILD_GROW_TIME)
elseif self._breed_countdown then
text = "\nBreeding: " .. self._breed_countdown
end
self.infotext = "Health: " .. self.health .. " / " .. self.hp_max
.. "\n" .. "Owner: " .. self.owner
.. text
-- set changes
self.object:set_properties({
nametag = self.nametag,
nametag_color = col,
infotext = self.infotext
})
end
-- drop items
function mob_class:item_drop()
-- no drops if disabled by setting or mob is child
if not mobs_drop_items or self.child then return end
local pos = self.object:get_pos()
-- check for drops function
self.drops = type(self.drops) == "function"
and self.drops(pos) or self.drops
-- check for nil or no drops
if not self.drops or #self.drops == 0 then
return
end
-- was mob killed by player?
local death_by_player = self.cause_of_death
and self.cause_of_death.puncher
and self.cause_of_death.puncher:is_player()
local obj, item, num
for n = 1, #self.drops do
if random(self.drops[n].chance) == 1 then
num = random(self.drops[n].min or 0, self.drops[n].max or 1)
item = self.drops[n].name
-- cook items on a hot death
if self.cause_of_death.hot then
local output = minetest.get_craft_result({
method = "cooking", width = 1, items = {item}})
if output and output.item and not output.item:is_empty() then
item = output.item:get_name()
end
end
-- only drop rare items (drops.min = 0) if killed by player
if death_by_player or self.drops[n].min ~= 0 then
obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
end
if obj and obj:get_luaentity() then
obj:set_velocity({
x = random(-10, 10) / 9,
y = 6,
z = random(-10, 10) / 9
})
elseif obj then
obj:remove() -- item does not exist
end
end
end
self.drops = {}
end
-- remove mob and descrease counter
local remove_mob = function(self, decrease)
self.object:remove()
if decrease and active_limit > 0 then
active_mobs = active_mobs - 1
if active_mobs < 0 then
active_mobs = 0
end
end
--print("-- active mobs: " .. active_mobs .. " / " .. active_limit)
end
-- global function for removing mobs
function mobs:remove(self, decrease)
remove_mob(self, decrease)
end
-- check if mob is dead or only hurt
function mob_class:check_for_death(cmi_cause)
-- We dead already
if self.state == "die" then
return true
end
-- has health actually changed?
if self.health == self.old_health and self.health > 0 then
return false
end
local damaged = self.health < self.old_health
self.old_health = self.health
-- still got some health? play hurt sound
if self.health > 0 then
-- only play hurt sound if damaged
if damaged then
self:mob_sound(self.sounds.damage)
end
-- make sure health isn't higher than max
if self.health > self.hp_max then
self.health = self.hp_max
end
-- backup nametag so we can show health stats
-- if not self.nametag2 then
-- self.nametag2 = self.nametag or ""
-- end
-- if show_health
-- and (cmi_cause and cmi_cause.type == "punch") then
-- self.htimer = 2
-- self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
self:update_tag()
-- end
return false
end
self.cause_of_death = cmi_cause
-- drop items
self:item_drop()
self:mob_sound(self.sounds.death)
local pos = self.object:get_pos()
-- execute custom death function
if pos and self.on_die then
self:on_die(pos)
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
return true
end
-- check for custom death function and die animation
if self.animation
and self.animation.die_start
and self.animation.die_end then
local frames = self.animation.die_end - self.animation.die_start
local speed = self.animation.die_speed or 15
local length = max((frames / speed), 0)
local rot = self.animation.die_rotate and 5
self.attack = nil
self.following = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.passive = true
self.state = "die"
self.object:set_properties({
pointable = false, collide_with_objects = false,
automatic_rotate = rot, static_save = false
})
self:set_velocity(0)
self:set_animation("die")
minetest.after(length, function(self)
if self.object:get_luaentity() then
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
end
end, self)
return true
elseif pos then -- otherwise remove mod and show particle effect
if use_cmi then
cmi.notify_die(self.object, cmi_cause)
end
remove_mob(self, true)
effect(pos, 20, "tnt_smoke.png")
end
return true
end
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
-- Returns true is node can deal damage to self
local is_node_dangerous = function(self, nodename)
if self.water_damage > 0
and minetest.get_item_group(nodename, "water") ~= 0 then
return true
end
if self.lava_damage > 0
and minetest.get_item_group(nodename, "lava") ~= 0 then
return true
end
if self.fire_damage > 0
and minetest.get_item_group(nodename, "fire") ~= 0 then
return true
end
if minetest.registered_nodes[nodename].damage_per_second > 0 then
return true
end
return false
end
-- is mob facing a cliff
function mob_class:is_at_cliff()
if self.fear_height == 0 then -- 0 for no falling protection!
return false
end
-- get yaw but if nil returned object no longer exists
local yaw = self.object:get_yaw()
if not yaw then return false end
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
-- check for straight drop
if free_fall then
return true
end
local bnode = node_ok(blocker)
-- will we drop onto dangerous node?
if is_node_dangerous(self, bnode.name) then
return true
end
local def = minetest.registered_nodes[bnode.name]
return (not def and def.walkable)
end
-- environmental damage (water, lava, fire, light etc.)
function mob_class:do_env_damage()
-- feed/tame text timer (so mob 'full' messages dont spam chat)
if self.htimer > 0 then
self.htimer = self.htimer - 1
end
-- reset nametag after showing health stats
-- if self.htimer < 1 and self.nametag2 then
-- self.nametag = self.nametag2
-- self.nametag2 = nil
self:update_tag()
-- end
local pos = self.object:get_pos() ; if not pos then return end
self.time_of_day = minetest.get_timeofday()
-- halt mob if standing inside ignore node
if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0})
return true
end
-- particle appears at random mob height
local py = {
x = pos.x,
y = pos.y + random(self.collisionbox[2], self.collisionbox[5]),
z = pos.z
}
local nodef = minetest.registered_nodes[self.standing_in]
-- water
if self.water_damage ~= 0 and nodef.groups.water then
self.health = self.health - self.water_damage
effect(py, 5, "bubble.png", nil, nil, 1, nil)
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
-- lava damage
elseif self.lava_damage ~= 0 and nodef.groups.lava then
self.health = self.health - self.lava_damage
effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
if self:check_for_death({type = "environment", pos = pos,
node = self.standing_in, hot = true}) then
return true
end
-- fire damage
elseif self.fire_damage ~= 0 and nodef.groups.fire then
self.health = self.health - self.fire_damage
effect(py, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
if self:check_for_death({type = "environment", pos = pos,
node = self.standing_in, hot = true}) then
return true
end
-- damage_per_second node check (not fire and lava)
elseif nodef.damage_per_second ~= 0
and nodef.groups.lava == nil and nodef.groups.fire == nil then
self.health = self.health - nodef.damage_per_second
effect(py, 5, "tnt_smoke.png")
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- air damage
if self.air_damage ~= 0 and self.standing_in == "air" then
self.health = self.health - self.air_damage
effect(py, 3, "bubble.png", 1, 1, 1, 0.2)
if self:check_for_death({type = "environment",
pos = pos, node = self.standing_in}) then
return true
end
end
-- is mob light sensative, or scared of the dark :P
if self.light_damage ~= 0 then
local light = minetest.get_node_light(pos) or 0
if light >= self.light_damage_min
and light <= self.light_damage_max then
self.health = self.health - self.light_damage
effect(py, 5, "tnt_smoke.png")
if self:check_for_death({type = "light"}) then
return true
end
end
end
--- suffocation inside solid node
if (self.suffocation and self.suffocation ~= 0)
and (nodef.walkable == nil or nodef.walkable == true)
and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
and (nodef.node_box == nil or nodef.node_box.type == "regular")
and (nodef.groups.disable_suffocation ~= 1) then
local damage
if self.suffocation == true then
damage = 2
else
damage = (self.suffocation or 2)
end
self.health = self.health - damage
if self:check_for_death({type = "suffocation",
pos = pos, node = self.standing_in}) then
return true
end
end
return self:check_for_death({type = "unknown"})
end
-- jump if facing a solid node (not fences or gates)
function mob_class:do_jump()
if not self.jump
or self.jump_height == 0
or self.fly
or self.child
or self.order == "stand" then
return false
end
self.facing_fence = false
-- something stopping us while moving?
if self.state ~= "stand"
and self:get_velocity() > 0.5
and self.object:get_velocity().y ~= 0 then
return false
end
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
-- sanity check
if not yaw then return false end
-- we can only jump if standing on solid node
if minetest.registered_nodes[self.standing_on].walkable == false then
return false
end
-- where is front
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
-- set y_pos to base of mob
pos.y = pos.y + self.collisionbox[2]
-- what is in front of mob?
local nod = node_ok({
x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z
})
-- what is above and in front?
local nodt = node_ok({
x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z
})
local blocked = minetest.registered_nodes[nodt.name].walkable
-- are we facing a fence or wall
if nod.name:find("fence") or nod.name:find("gate") or nod.name:find("wall") then
self.facing_fence = true
end
--[[
print("on: " .. self.standing_on
.. ", front: " .. nod.name
.. ", front above: " .. nodt.name
.. ", blocked: " .. (blocked and "yes" or "no")
.. ", fence: " .. (self.facing_fence and "yes" or "no")
)
]]
-- jump if standing on solid node (not snow) and not blocked
if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable)
and not blocked and not self.facing_fence and nod.name ~= node_snow then
local v = self.object:get_velocity()
v.y = self.jump_height
self:set_animation("jump") -- only when defined
self.object:set_velocity(v)
-- when in air move forward
minetest.after(0.3, function(self, v)
if self.object:get_luaentity() then
self.object:set_acceleration({
x = v.x * 2,
y = 0,
z = v.z * 2
})
end
end, self, v)
if self:get_velocity() > 0 then
self:mob_sound(self.sounds.jump)
end
self.jump_count = 0
return true
end
-- if blocked for 3 counts then turn
if not self.following and (self.facing_fence or blocked) then
self.jump_count = (self.jump_count or 0) + 1
if self.jump_count > 2 then
local yaw = self.object:get_yaw() or 0
local turn = random(0, 2) + 1.35
yaw = self:set_yaw(yaw + turn, 12)
self.jump_count = 0
end
end
return false
end
-- blast damage to entities nearby (modified from TNT mod)
local entity_physics = function(pos, radius)
radius = radius * 2
local objs = minetest.get_objects_inside_radius(pos, radius)
local obj_pos, dist
for n = 1, #objs do
obj_pos = objs[n]:get_pos()
dist = get_distance(pos, obj_pos)
if dist < 1 then dist = 1 end
local damage = floor((4 / dist) * radius)
local ent = objs[n]:get_luaentity()
-- punches work on entities AND players
objs[n]:punch(objs[n], 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, pos)
end
end
-- can mob see player
local is_invisible = function(self, player_name)
if mobs.invis[player_name] and not self.ignore_invisibility then
return true
end
end
-- should mob follow what I'm holding ?
function mob_class:follow_holding(clicker)
if is_invisible(self, clicker:get_player_name()) then
return false
end
local item = clicker:get_wielded_item()
-- are we holding an item mob can follow ?
if check_for(item:get_name(), self.follow) then
return true
end
return false
end
-- find two animals of same type and breed if nearby and horny
function mob_class:breed()
-- child takes a long time before growing into adult
if self.child == true then
self.hornytimer = self.hornytimer + 1
if self.hornytimer > CHILD_GROW_TIME then
self.child = false
self.hornytimer = 0
self.object:set_properties({
textures = self.base_texture,
mesh = self.base_mesh,
visual_size = self.base_size,
collisionbox = self.base_colbox,
selectionbox = self.base_selbox
})
-- custom function when child grows up
if self.on_grown then
self.on_grown(self)
else
local pos = self.object:get_pos() ; if not pos then return end
local ent = self.object:get_luaentity()
pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4
self.object:set_pos(pos)
-- jump slightly when fully grown so as not to fall into ground
self.object:set_velocity({x = 0, y = 0.5, z = 0 })
end
end
return
end
-- horny animal can mate for HORNY_TIME seconds,
-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
if self.horny == true
and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = self.hornytimer + 1
if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
self.hornytimer = 0
self.horny = false
end
self:update_tag()
end
-- find another same animal who is also horny and mate if nearby
if self.horny == true
and self.hornytimer <= HORNY_TIME then
local pos = self.object:get_pos()
effect({x = pos.x, y = pos.y + 1, z = pos.z}, 8,
"heart.png", 3, 4, 1, 0.1)
local objs = minetest.get_objects_inside_radius(pos, 3)
local ent
for n = 1, #objs do
ent = objs[n]:get_luaentity()
-- check for same animal with different colour
local canmate = false
if ent then
if ent.name == self.name then
canmate = true
else
local entname = ent.name:split(":")
local selfname = self.name:split(":")
if entname[1] == selfname[1] then
entname = entname[2]:split("_")
selfname = selfname[2]:split("_")
if entname[1] == selfname[1] then
canmate = true
end
end
end
end
-- found another similar horny animal that isn't self?
if ent and ent.object ~= self.object
and canmate == true
and ent.horny == true
and ent.hornytimer <= HORNY_TIME then
local pos2 = ent.object:get_pos()
-- Have mobs face one another
yaw_to_pos(self, pos2)
yaw_to_pos(ent, self.object:get_pos())
self.hornytimer = HORNY_TIME + 1
ent.hornytimer = HORNY_TIME + 1
self:update_tag()
-- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then
minetest.chat_send_player(self.owner,
S("Active Mob Limit Reached!")
.. " (" .. active_mobs
.. " / " .. active_limit .. ")")
return
end
-- spawn baby
minetest.after(5, function(self, ent)
if not self.object:get_luaentity() then
return
end
-- custom breed function
if self.on_breed then
-- when false skip going any further
if self:on_breed(ent) == false then
return
end
else
effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
end
pos.y = pos.y + 0.5 -- spawn child a little higher
local mob = minetest.add_entity(pos, self.name)
local ent2 = mob:get_luaentity()
local textures = self.base_texture
-- using specific child texture (if found)
if self.child_texture then
textures = self.child_texture[1]
end
-- and resize to half height
mob:set_properties({
textures = textures,
visual_size = {
x = self.base_size.x * .5,
y = self.base_size.y * .5
},
collisionbox = {
self.base_colbox[1] * .5,
self.base_colbox[2] * .5,
self.base_colbox[3] * .5,
self.base_colbox[4] * .5,
self.base_colbox[5] * .5,
self.base_colbox[6] * .5
},
selectionbox = {
self.base_selbox[1] * .5,
self.base_selbox[2] * .5,
self.base_selbox[3] * .5,
self.base_selbox[4] * .5,
self.base_selbox[5] * .5,
self.base_selbox[6] * .5
},
})
-- tamed and owned by parents' owner
ent2.child = true
ent2.tamed = true
ent2.owner = self.owner
end, self, ent)
break
end
end
end
end
-- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace(pos)
local vel = self.object:get_velocity()
if not vel then return end
if not mobs_griefing
or not self.replace_rate
or not self.replace_what
or self.child == true
or vel.y ~= 0
or random(self.replace_rate) > 1 then
return
end
local what, with, y_offset
if type(self.replace_what[1]) == "table" then
local num = random(#self.replace_what)
what = self.replace_what[num][1] or ""
with = self.replace_what[num][2] or ""
y_offset = self.replace_what[num][3] or 0
else
what = self.replace_what
with = self.replace_with or ""
y_offset = self.replace_offset or 0
end
pos.y = pos.y + y_offset
if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
-- print("replace node = ".. minetest.get_node(pos).name, pos.y)
if self.on_replace then
local oldnode = what or ""
local newnode = with
-- pass actual node name when using table or groups
if type(oldnode) == "table"
or oldnode:find("group:") then
oldnode = minetest.get_node(pos).name
end
if self:on_replace(pos, oldnode, newnode) == false then
return
end
end
minetest.set_node(pos, {name = with})
end
end
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
if self.docile_by_day == false then
return false
elseif self.docile_by_day == true
and self.time_of_day > 0.2
and self.time_of_day < 0.8 then
return true
end
end
local los_switcher = false
local height_switcher = false
local can_dig_drop = function(pos)
if minetest.is_protected(pos, "") then
return false
end
local node = node_ok(pos, "air").name
local ndef = minetest.registered_nodes[node]
if node ~= "ignore"
and ndef
and ndef.drawtype ~= "airlike"
and not ndef.groups.level
and not ndef.groups.unbreakable
and not ndef.groups.liquid then
local drops = minetest.get_node_drops(node)
for _, item in ipairs(drops) do
minetest.add_item({
x = pos.x - 0.5 + random(),
y = pos.y - 0.5 + random(),
z = pos.z - 0.5 + random()
}, item)
end
minetest.remove_node(pos)
return true
end
return false
end
local pathfinder_mod = minetest.get_modpath("pathfinder")
-- path finding and smart mob routine by rnd,
-- line_of_sight and other edits by Elkien3
function mob_class:smart_mobs(s, p, dist, dtime)
local s1 = self.path.lastpos
local target_pos = p
-- is it becoming stuck?
if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
self.path.stuck_timer = self.path.stuck_timer + dtime
else
self.path.stuck_timer = 0
end
self.path.lastpos = {x = s.x, y = s.y, z = s.z}
local use_pathfind = false
local has_lineofsight = minetest.line_of_sight(
{x = s.x, y = (s.y) + .5, z = s.z},
{x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
-- im stuck, search for path
if not has_lineofsight then
if los_switcher == true then
use_pathfind = true
los_switcher = false
end -- cannot see target!
else
if los_switcher == false then
los_switcher = true
use_pathfind = false
minetest.after(1, function(self)
if self.object:get_luaentity() then
if has_lineofsight then
self.path.following = false
end
end
end, self)
end -- can see target!
end
if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
if self.object:get_luaentity() then
if has_lineofsight then
self.path.following = false
end
end
end, self)
end
if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
use_pathfind = true
self.path.stuck_timer = 0
minetest.after(1, function(self)
if self.object:get_luaentity() then
if has_lineofsight then
self.path.following = false
end
end
end, self)
end
if abs(vsubtract(s,target_pos).y) > self.stepheight then
if height_switcher then
use_pathfind = true
height_switcher = false
end
else
if not height_switcher then
use_pathfind = false
height_switcher = true
end
end
-- lets try find a path, first take care of positions
-- since pathfinder is very sensitive
if use_pathfind then
-- round position to center of node to avoid stuck in walls
-- also adjust height for player models!
s.x = floor(s.x + 0.5)
s.z = floor(s.z + 0.5)
local ssight, sground = minetest.line_of_sight(s, {
x = s.x, y = s.y - 4, z = s.z}, 1)
-- determine node above ground
if not ssight then
s.y = sground.y + 1
end
local p1 = self.attack:get_pos()
p1.x = floor(p1.x + 0.5)
p1.y = floor(p1.y + 0.5)
p1.z = floor(p1.z + 0.5)
local dropheight = 6
if self.fear_height ~= 0 then dropheight = self.fear_height end
local jumpheight = 0
if self.jump and self.jump_height >= 4 then
jumpheight = min(ceil(self.jump_height / 4), 4)
elseif self.stepheight > 0.5 then
jumpheight = 1
end
if pathfinder_mod then
self.path.way = pathfinder.find_path(s, p1, self, dtime)
else
self.path.way = minetest.find_path(s, p1, 16, jumpheight,
dropheight, "Dijkstra")
end
--[[
-- show path using particles
if self.path.way and #self.path.way > 0 then
print("-- path length:" .. tonumber(#self.path.way))
for _,pos in pairs(self.path.way) do
minetest.add_particle({
pos = pos,
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
expirationtime = 1,
size = 4,
collisiondetection = false,
vertical = false,
texture = "heart.png",
})
end
end
]]
self.state = ""
if self.attack then
self:do_attack(self.attack)
end
-- no path found, try something else
if not self.path.way then
self.path.following = false
-- lets make way by digging/building if not accessible
if self.pathfinding == 2 and mobs_griefing then
-- is player more than 1 block higher than mob?
if p1.y > (s.y + 1) then
-- build upwards
if not minetest.is_protected(s, "") then
local ndef1 = minetest.registered_nodes[self.standing_in]
if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
minetest.set_node(s, {name = mobs.fallback_node})
end
end
local sheight = ceil(self.collisionbox[5]) + 1
-- assume mob is 2 blocks high so it digs above its head
s.y = s.y + sheight
-- remove one block above to make room to jump
can_dig_drop(s)
s.y = s.y - sheight
self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
-- is player more than 1 block lower than mob
elseif p1.y < (s.y - 1) then
-- dig down
s.y = s.y - self.collisionbox[4] - 0.2
can_dig_drop(s)
else -- dig 2 blocks to make door toward player direction
local yaw1 = self.object:get_yaw() + pi / 2
local p1 = {
x = s.x + cos(yaw1),
y = s.y,
z = s.z + sin(yaw1)
}
-- dig bottom node first incase of door
can_dig_drop(p1)
p1.y = p1.y + 1
can_dig_drop(p1)
end
end
-- will try again in 2 second
self.path.stuck_timer = stuck_timeout - 2
elseif s.y < p1.y and (not self.fly) then
self:do_jump() --add jump to pathfinding
self.path.following = true
else
-- yay i found path
if self.attack then
self:mob_sound(self.sounds.war_cry)
else
self:mob_sound(self.sounds.random)
end
self:set_velocity(self.walk_velocity)
-- follow path now that it has it
self.path.following = true
end
end
end
-- peaceful player privilege support
local function is_peaceful_player(player)
if peaceful_player_enabled then
local player_name = player:get_player_name()
if player_name
and minetest.check_player_privs(player_name, "peaceful_player") then
return true
end
end
return false
end
-- general attack function for all mobs
function mob_class:general_attack()
-- return if already attacking, passive or docile during day
if self.passive
or self.state == "runaway"
or self.state == "attack"
or self:day_docile() then
return
end
local s = self.object:get_pos() ; if not s then return end
local objs = minetest.get_objects_inside_radius(s, self.view_range)
-- remove entities we aren't interested in
for n = 1, #objs do
local ent = objs[n]:get_luaentity()
-- are we a player?
if objs[n]:is_player() then
-- if player invisible or mob cannot attack then remove from list
if not damage_enabled
or self.attack_players == false
or (self.owner and self.type ~= "monster")
or is_invisible(self, objs[n]:get_player_name())
or (self.specific_attack
and not check_for("player", self.specific_attack)) then
objs[n] = nil
--print("- pla", n)
end
-- or are we a mob?
elseif ent and ent._cmi_is_mob then
-- remove mobs not to attack
if self.name == ent.name
or (not self.attack_animals and ent.type == "animal")
or (not self.attack_monsters and ent.type == "monster")
or (not self.attack_npcs and ent.type == "npc")
or (self.specific_attack
and not check_for(ent.name, self.specific_attack)) then
objs[n] = nil
--print("- mob", n, self.name, ent.name)
end
-- remove all other entities
else
--print(" -obj", n)
objs[n] = nil
end
end
local p, sp, dist, min_player
local min_dist = self.view_range + 1
-- go through remaining entities and select closest
for _,player in pairs(objs) do
p = player:get_pos()
sp = s
dist = get_distance(p, s)
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
-- choose closest player to attack that isnt self
if dist ~= 0
and dist < min_dist
and self:line_of_sight(sp, p, 2) == true
and not is_peaceful_player(player) then
min_dist = dist
min_player = player
end
end
-- attack closest player or mob
if min_player and random(100) > self.attack_chance then
self:do_attack(min_player)
end
end
-- find someone to runaway from
function mob_class:do_runaway_from()
if not self.runaway_from then
return
end
local s = self.object:get_pos() ; if not s then return end
local p, sp, dist, pname
local player, obj, min_player, name
local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
if objs[n]:is_player() then
pname = objs[n]:get_player_name()
if is_invisible(self, pname)
or self.owner == pname then
name = ""
else
player = objs[n]
name = "player"
end
else
obj = objs[n]:get_luaentity()
if obj then
player = obj.object
name = obj.name or ""
end
end
-- find specific mob to runaway from
if name ~= "" and name ~= self.name
and (self.runaway_from and check_for(name, self.runaway_from)) then
sp = s
p = player and player:get_pos() or s
-- aim higher to make looking up hills more realistic
p.y = p.y + 1
sp.y = sp.y + 1
dist = get_distance(p, s)
-- choose closest player/mob to runaway from
if dist < min_dist
and self:line_of_sight(sp, p, 2) == true then
min_dist = dist
min_player = player
end
end
end
if min_player then
yaw_to_pos(self, min_player:get_pos(), 3)
self.state = "runaway"
self.runaway_timer = 3
self.following = nil
end
end
-- follow player if owner or holding item, if fish outta water then flop
function mob_class:follow_flop()
-- find player to follow
if (self.follow ~= "" or self.order == "follow")
and not self.following
and self.state ~= "attack"
and self.state ~= "runaway" then
local s = self.object:get_pos() ; if not s then return end
local players = minetest.get_connected_players()
for n = 1, #players do
if get_distance(players[n]:get_pos(), s) < self.view_range
and not is_invisible(self, players[n]:get_player_name()) then
self.following = players[n]
break
end
end
end
if self.type == "npc"
and self.order == "follow"
and self.state ~= "attack"
and self.owner ~= "" then
-- npc stop following player if not owner
if self.following
and self.owner
and self.owner ~= self.following:get_player_name() then
self.following = nil
end
else
-- stop following player if not holding specific item or mob is horny
if self.following
and self.following:is_player()
and (self:follow_holding(self.following) == false
or self.horny) then
self.following = nil
end
end
-- follow that thing
if self.following then
local s = self.object:get_pos()
local p
if self.following:is_player() then
p = self.following:get_pos()
elseif self.following.object then
p = self.following.object:get_pos()
end
if p then
local dist = get_distance(p, s)
-- dont follow if out of range
if dist > self.view_range then
self.following = nil
else
yaw_to_pos(self, p)
-- anyone but standing npc's can move along
if dist > self.reach
and self.order ~= "stand" then
self:set_velocity(self.walk_velocity)
if self.walk_chance ~= 0 then
self:set_animation("walk")
end
else
self:set_velocity(0)
self:set_animation("stand")
end
return
end
end
end
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
if not self:attempt_flight_correction() then
self.state = "flop"
-- do we have a custom on_flop function?
if self.on_flop then
if self:on_flop(self) then
return
end
end
self.object:set_velocity({x = 0, y = -5, z = 0})
self:set_animation("stand")
return
elseif self.state == "flop" then
self.state = "stand"
end
end
end
-- dogshoot attack switch and counter function
function mob_class:dogswitch(dtime)
-- switch mode not activated
if not self.dogshoot_switch
or not dtime then
return 0
end
self.dogshoot_count = self.dogshoot_count + dtime
if (self.dogshoot_switch == 1
and self.dogshoot_count > self.dogshoot_count_max)
or (self.dogshoot_switch == 2
and self.dogshoot_count > self.dogshoot_count2_max) then
self.dogshoot_count = 0
if self.dogshoot_switch == 1 then
self.dogshoot_switch = 2
else
self.dogshoot_switch = 1
end
end
return self.dogshoot_switch
end
-- execute current state (stand, walk, run, attacks)
function mob_class:do_states(dtime)
local yaw = self.object:get_yaw() ; if not yaw then return end
if self.state == "stand" then
if self.randomly_turn and random(4) == 1 then
local lp
local s = self.object:get_pos()
local objs = minetest.get_objects_inside_radius(s, 3)
for n = 1, #objs do
if objs[n]:is_player() then
lp = objs[n]:get_pos()
break
end
end
-- look at any players nearby, otherwise turn randomly
if lp then
yaw = yaw_to_pos(self, lp)
else
yaw = yaw + random(-0.5, 0.5)
end
yaw = self:set_yaw(yaw, 8)
end
self:set_velocity(0)
self:set_animation("stand")
-- mobs ordered to stand stay standing
if self.order ~= "stand"
and self.walk_chance ~= 0
and self.facing_fence ~= true
and random(100) <= self.walk_chance
and self.at_cliff == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation("walk")
end
elseif self.state == "walk" then
local s = self.object:get_pos()
local lp
-- is there something I need to avoid?
if self.water_damage > 0
and self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"})
elseif self.water_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:water"})
elseif self.lava_damage > 0 then
lp = minetest.find_node_near(s, 1, {"group:igniter"})
end
if lp then
-- if mob in dangerous node then look for land
if not is_node_dangerous(self, self.standing_in) then
lp = minetest.find_nodes_in_area_under_air(
{s.x - 5, s.y - 1, s.z - 5},
{s.x + 5, s.y + 2, s.z + 5},
{"group:soil", "group:stone", "group:sand",
node_ice, node_snowblock})
-- select position of random block to climb onto
lp = #lp > 0 and lp[random(#lp)]
-- did we find land?
if lp then
yaw = yaw_to_pos(self, lp)
self:do_jump()
self:set_velocity(self.walk_velocity)
else
yaw = yaw + random(-0.5, 0.5)
end
end
yaw = self:set_yaw(yaw, 8)
-- otherwise randomly turn
elseif self.randomly_turn and random(100) <= 30 then
yaw = yaw + random(-0.5, 0.5)
yaw = self:set_yaw(yaw, 8)
-- for flying/swimming mobs randomly move up and down also
if self.fly_in
and not self.following then
self:attempt_flight_correction(true)
end
end
-- stand for great fall in front
if self.facing_fence == true
or self.at_cliff
or random(100) <= self.stand_chance then
-- don't stand if mob flies and keep_flying set
if (self.fly and not self.keep_flying)
or not self.fly then
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand", true)
end
else
self:set_velocity(self.walk_velocity)
if self:flight_check()
and self.animation
and self.animation.fly_start
and self.animation.fly_end then
self:set_animation("fly")
else
self:set_animation("walk")
end
end
-- runaway when punched
elseif self.state == "runaway" then
self.runaway_timer = self.runaway_timer + 1
-- stop after 5 seconds or when at cliff
if self.runaway_timer > 5
or self.at_cliff
or self.order == "stand" then
self.runaway_timer = 0
self:set_velocity(0)
self.state = "stand"
self:set_animation("stand")
else
self:set_velocity(self.run_velocity)
self:set_animation("walk")
end
-- attack routines (explode, dogfight, shoot, dogshoot)
elseif self.state == "attack" then
-- get mob and enemy positions and distance between
local s = self.object:get_pos()
local p = self.attack and self.attack:get_pos()
local dist = p and get_distance(p, s) or 500
-- stop attacking if player out of range or invisible
if dist > self.view_range
or not self.attack
or not self.attack:get_pos()
or self.attack:get_hp() <= 0
or (self.attack:is_player()
and is_invisible(self, self.attack:get_player_name())) then
--print(" ** stop attacking **", dist, self.view_range)
self.state = "stand"
self:set_velocity(0)
self:set_animation("stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return
end
if self.attack_type == "explode" then
yaw = yaw_to_pos(self, p)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- look a little higher to fix raycast
s.y = s.y + 0.5 ; p.y = p.y + 0.5
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight(s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound(self.sounds.fuse)
--print("=== explosion timer started", self.explosion_timer)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist > self.reach or not self:line_of_sight(s, p, 2)) then
--print("=== explosion timer stopped")
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.blinkstatus = false
self.object:set_texture_mod("")
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < 1.5) then
self:set_velocity(0)
else
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation("run")
else
self:set_animation("walk")
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self.object:set_texture_mod(self.texture_mods)
else
self.object:set_texture_mod(self.texture_mods
.. "^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
--print("=== explosion timer", self.timer)
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
-- dont damage anything if area protected or next to water
if minetest.find_node_near(pos, 1, {"group:water"})
or minetest.is_protected(pos, "") then
node_break_radius = 1
end
remove_mob(self, true)
if minetest.get_modpath("tnt") and tnt and tnt.boom
and not minetest.is_protected(pos, "") then
tnt.boom(pos, {
radius = node_break_radius,
damage_radius = entity_damage_radius,
sound = self.sounds.explode
})
else
minetest.sound_play(self.sounds.explode, {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds.distance or 32
})
entity_physics(pos, entity_damage_radius)
effect(pos, 32, "tnt_smoke.png", nil, nil,
node_break_radius, 1, 0)
end
return true
end
end
elseif self.attack_type == "dogfight"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2)
or (self.attack_type == "dogshoot" and dist <= self.reach
and self:dogswitch() == 0) then
if self.fly
and dist > self.reach then
local p1 = s
local me_y = floor(p1.y)
local p2 = p
local p_y = floor(p2.y + 1)
local v = self.object:get_velocity()
if self:flight_check() then
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 1 * self.walk_velocity,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -1 * self.walk_velocity,
z = v.z
})
end
else
if me_y < p_y then
self.object:set_velocity({
x = v.x,
y = 0.01,
z = v.z
})
elseif me_y > p_y then
self.object:set_velocity({
x = v.x,
y = -0.01,
z = v.z
})
end
end
end
-- rnd: new movement direction
if self.path.following
and self.path.way
and self.attack_type ~= "dogshoot" then
-- no paths longer than 50
if #self.path.way > 50
or dist < self.reach then
self.path.following = false
return
end
local p1 = self.path.way[1]
if not p1 then
self.path.following = false
return
end
if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then
-- reached waypoint, remove it from queue
table_remove(self.path.way, 1)
end
-- set new temporary target
p = {x = p1.x, y = p1.y, z = p1.z}
end
yaw = yaw_to_pos(self, p)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
-- distance padding to stop spinning mob
local pad = abs(p.x - s.x) + abs(p.z - s.z)
if self.at_cliff or pad < 0.2 then
self:set_velocity(0)
self:set_animation("stand")
else
if self.path.stuck then
self:set_velocity(self.walk_velocity)
else
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation("run")
else
self:set_animation("walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity(0)
if self.timer > 1 then
-- no custom attack or custom attack returns true to continue
if not self.custom_attack
or self:custom_attack(self, p) == true then
self.timer = 0
self:set_animation("punch")
local p2 = p
local s2 = s
p2.y = p2.y + .5
s2.y = s2.y + .5
if self:line_of_sight(p2, s2) == true then
-- play attack sound
self:mob_sound(self.sounds.attack)
-- punch player (or what player is attached to)
local attached = self.attack:get_attach()
if attached then
self.attack = attached
end
local dgroup = self.damage_group or "fleshy"
self.attack:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {[dgroup] = self.damage}
}, nil)
end
end
end
end
elseif self.attack_type == "shoot"
or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
or (self.attack_type == "dogshoot" and dist > self.reach and
self:dogswitch() == 0) then
p.y = p.y - .5
s.y = s.y + .5
local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
yaw = yaw_to_pos(self, p)
self:set_velocity(0)
if self.shoot_interval
and self.timer > self.shoot_interval
and random(100) <= 60 then
self.timer = 0
self:set_animation("shoot")
-- play shoot attack sound
self:mob_sound(self.sounds.shoot_attack)
local p = self.object:get_pos()
p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
if minetest.registered_entities[self.arrow] then
local obj = minetest.add_entity(p, self.arrow)
local ent = obj:get_luaentity()
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
-- check for custom override for arrow
if self.arrow_override then
self.arrow_override(ent)
end
local v = ent.velocity or 1 -- or set to default
ent.switch = 1
ent.owner_id = tostring(self.object) -- add unique owner id to arrow
-- offset makes shoot aim accurate
vec.y = vec.y + self.shoot_offset
vec.x = vec.x * (v / amount)
vec.y = vec.y * (v / amount)
vec.z = vec.z * (v / amount)
obj:set_velocity(vec)
end
end
end
end
end
-- falling and fall damage
function mob_class:falling(pos)
if self.fly or self.disable_falling then
return
end
-- floating in water (or falling)
local v = self.object:get_velocity()
-- sanity check
if not v then return end
local fall_speed = self.fall_speed
-- in water then use liquid viscosity for float/sink speed
if self.floats == 1 and self.standing_in
and minetest.registered_nodes[self.standing_in].groups.liquid then
local visc = min(
minetest.registered_nodes[self.standing_in].liquid_viscosity, 7) + 1
self.object:set_velocity({x = v.x, y = 0.6, z = v.z})
fall_speed = -1.2 / visc
else
-- fall damage onto solid ground
if self.fall_damage == 1
and self.object:get_velocity().y == 0 then
local d = (self.old_y or 0) - self.object:get_pos().y
if d > 5 then
self.health = self.health - floor(d - 5)
effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
if self:check_for_death({type = "fall"}) then
return true
end
end
self.old_y = self.object:get_pos().y
end
end
-- fall at set speed
self.object:set_acceleration({x = 0, y = fall_speed, z = 0})
end
-- is Took Ranks mod active?
local tr = minetest.get_modpath("toolranks")
-- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
-- mob health check
if self.health <= 0 then
return true
end
-- custom punch function
if self.do_punch
and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then
return true
end
-- error checking when mod profiling is enabled
if not tool_capabilities then
minetest.log("warning", "[mobs] Mod profiling enabled, damage not enabled")
return true
end
-- is mob protected
if self.protected then
-- did player hit mob and if so is it in protected area
if hitter:is_player() then
local player_name = hitter:get_player_name()
if player_name ~= self.owner
and minetest.is_protected(self.object:get_pos(), player_name) then
minetest.chat_send_player(hitter:get_player_name(),
S("Mob has been protected!"))
return true
end
-- if protection is on level 2 then dont let arrows harm mobs
elseif self.protected == 2 then
local ent = hitter and hitter:get_luaentity()
if ent and ent._is_arrow then
return true -- arrow entity
elseif not ent then
return true -- non entity
end
end
end
local weapon = hitter:get_wielded_item()
local weapon_def = weapon:get_definition() or {}
local punch_interval = 1.4
-- calculate mob damage
local damage = 0
local armor = self.object:get_armor_groups() or {}
local tmp
-- quick error check incase it ends up 0 (serialize.h check test)
if tflp == 0 then
tflp = 0.2
end
if use_cmi then
damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
else
for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
if tmp < 0 then
tmp = 0.0
elseif tmp > 1 then
tmp = 1.0
end
damage = damage + (tool_capabilities.damage_groups[group] or 0)
* tmp * ((armor[group] or 0) / 100.0)
end
end
-- check for tool immunity or special damage
for n = 1, #self.immune_to do
if self.immune_to[n][1] == weapon_def.name then
damage = self.immune_to[n][2] or 0
break
-- if "all" then no tools deal damage unless it's specified in list
elseif self.immune_to[n][1] == "all" then
damage = self.immune_to[n][2] or 0
end
end
--print("Mob Damage is", damage)
-- healing
if damage <= -1 then
self.health = self.health - floor(damage)
return true
end
if use_cmi
and cmi.notify_punch(self.object, hitter, tflp, tool_capabilities, dir, damage) then
return true
end
-- add weapon wear
punch_interval = tool_capabilities.full_punch_interval or 1.4
-- toolrank support
local wear = floor((punch_interval / 75) * 9000)
if mobs.is_creative(hitter:get_player_name()) then
if tr then
wear = 1
else
wear = 0
end
end
if tr and weapon_def.original_description then
toolranks.new_afteruse(weapon, hitter, nil, {wear = wear})
else
weapon:add_wear(wear)
end
hitter:set_wielded_item(weapon)
-- only play hit sound and show blood effects if damage is 1 or over
if damage >= 1 then
-- select tool use sound if found, or fallback to default
local snd = weapon_def.sound and weapon_def.sound.use
or "default_punch"
minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true)
-- blood_particles
if not disable_blood and self.blood_amount > 0 then
local pos = self.object:get_pos()
local blood = self.blood_texture
local amount = self.blood_amount
pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
-- lots of damage = more blood :)
if damage > 10 then
amount = self.blood_amount * 2
end
-- do we have a single blood texture or multiple?
if type(self.blood_texture) == "table" then
blood = self.blood_texture[random(#self.blood_texture)]
end
effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true)
end
-- do damage
self.health = self.health - floor(damage)
-- exit here if dead, check for tools with fire damage
local hot = tool_capabilities and tool_capabilities.damage_groups
and tool_capabilities.damage_groups.fire
if self:check_for_death({type = "punch", puncher = hitter, hot = hot}) then
return true
end
end -- END if damage
-- knock back effect (only on full punch)
if self.knock_back and tflp >= punch_interval then
local v = self.object:get_velocity()
-- sanity check
if not v then return true end
local kb = damage or 1
local up = 2
-- if already in air then dont go up anymore when hit
if v.y > 0
or self.fly then
up = 0
end
-- direction error check
dir = dir or {x = 0, y = 0, z = 0}
-- use tool knockback value or default
kb = tool_capabilities.damage_groups["knockback"] or kb
self.object:set_velocity({x = dir.x * kb, y = up, z = dir.z * kb})
self.pause_timer = 0.25
end
-- if skittish then run away
if self.runaway == true
and self.order ~= "stand" then
local lp = hitter:get_pos()
local yaw = yaw_to_pos(self, lp, 3)
self.state = "runaway"
self.runaway_timer = 0
self.following = nil
end
local name = hitter:get_player_name() or ""
-- attack puncher and call other mobs for help
if self.passive == false
and self.state ~= "flop"
and self.child == false
and self.attack_players == true
and hitter:get_player_name() ~= self.owner
and not is_invisible(self, name)
and self.object ~= hitter then
-- attack whoever punched mob
self.state = ""
self:do_attack(hitter)
-- alert others to the attack
local objs = minetest.get_objects_inside_radius(
hitter:get_pos(), self.view_range)
local obj
for n = 1, #objs do
obj = objs[n]:get_luaentity()
if obj and obj._cmi_is_mob then
-- only alert members of same mob and assigned helper
if obj.group_attack == true
and obj.state ~= "attack"
and obj.owner ~= name
and (obj.name == self.name
or obj.name == self.group_helper) then
obj:do_attack(hitter)
end
-- have owned mobs attack player threat
if obj.owner == name and obj.owner_loyal then
obj:do_attack(self.object)
end
end
end
end
end
-- get entity staticdata
function mob_class:mob_staticdata()
-- this handles mob count for mobs activated, unloaded, reloaded
if active_limit > 0 and self.active_toggle then
active_mobs = active_mobs + self.active_toggle
self.active_toggle = -self.active_toggle
--print("-- staticdata", active_mobs, active_limit, self.active_toggle)
end
-- remove mob when out of range unless tamed
if remove_far
and self.remove_ok
and self.type ~= "npc"
and self.state ~= "attack"
and not self.tamed
and self.lifetimer < 20000 then
--print("REMOVED " .. self.name)
remove_mob(self, true)
return minetest.serialize({remove_ok = true, static_save = true})
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = "stand"
-- used to rotate older mobs
if self.drawtype and self.drawtype == "side" then
self.rotate = rad(90)
end
if use_cmi then
self.serialized_cmi_components = cmi.serialize_components(
self._cmi_components)
end
local tmp, t = {}
for _,stat in pairs(self) do
t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata"
and _ ~= "object"
and _ ~= "_cmi_components" then
tmp[_] = self[_]
end
end
--print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
return minetest.serialize(tmp)
end
-- activate mob and reload settings
function mob_class:mob_activate(staticdata, def, dtime)
-- if dtime == 0 then entity has just been created
-- anything higher means it is respawning (thanks SorceryKid)
if dtime == 0 and active_limit > 0 then
self.active_toggle = 1
end
-- remove mob if not tamed and mob total reached
if active_limit > 0 and active_mobs >= active_limit and not self.tamed then
remove_mob(self)
--print("-- mob limit reached, removing " .. self.name)
return
end
-- remove monsters in peaceful mode
if self.type == "monster" and peaceful_only then
remove_mob(self, true)
return
end
-- load entity variables
local tmp = minetest.deserialize(staticdata)
if tmp then
local t
for _,stat in pairs(tmp) do
t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata" then
self[_] = stat
end
end
end
-- force current model into mob
self.mesh = def.mesh
self.base_mesh = def.mesh
self.collisionbox = def.collisionbox
self.selectionbox = def.selectionbox
-- select random texture, set model and size
if not self.base_texture then
-- compatiblity with old simple mobs textures
if def.textures and type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
self.base_texture = def.textures and def.textures[random(#def.textures)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
self.base_selbox = self.selectionbox
end
-- for current mobs that dont have this set
if not self.base_selbox then
self.base_selbox = self.selectionbox or self.base_colbox
end
-- set texture, model and size
local textures = self.base_texture
local mesh = self.base_mesh
local vis_size = self.base_size
local colbox = self.base_colbox
local selbox = self.base_selbox
-- specific texture if gotten
if self.gotten == true and def.gotten_texture then
textures = def.gotten_texture
end
-- specific mesh if gotten
if self.gotten == true and def.gotten_mesh then
mesh = def.gotten_mesh
end
-- set child objects to half size
if self.child == true then
vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5}
if def.child_texture then
textures = def.child_texture[1]
end
colbox = {
self.base_colbox[1] * .5, self.base_colbox[2] * .5,
self.base_colbox[3] * .5, self.base_colbox[4] * .5,
self.base_colbox[5] * .5, self.base_colbox[6] * .5}
selbox = {
self.base_selbox[1] * .5, self.base_selbox[2] * .5,
self.base_selbox[3] * .5, self.base_selbox[4] * .5,
self.base_selbox[5] * .5, self.base_selbox[6] * .5}
end
if self.health == 0 then
self.health = random(self.hp_min, self.hp_max)
end
-- pathfinding init
self.path = {}
self.path.way = {} -- path to follow, table of positions
self.path.lastpos = {x = 0, y = 0, z = 0}
self.path.stuck = false
self.path.following = false -- currently following path?
self.path.stuck_timer = 0 -- if stuck for too long search for path
-- Armor groups (immortal = 1 for custom damage handling)
local armor
if type(self.armor) == "table" then
armor = table_copy(self.armor)
else
armor = {fleshy = self.armor} -- immortal = 1
end
self.object:set_armor_groups(armor)
-- mob defaults
self.old_y = self.object:get_pos().y
self.old_health = self.health
self.sounds.distance = self.sounds.distance or 10
self.textures = textures
self.mesh = mesh
self.collisionbox = colbox
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = "air"
self.standing_on = "air"
-- check existing nametag
if not self.nametag then
self.nametag = def.nametag
end
-- set anything changed above
self.object:set_properties(self)
self:set_yaw((random(0, 360) - 180) / 180 * pi, 6)
self:update_tag()
self:set_animation("stand")
-- apply any texture mods
self.object:set_texture_mod(self.texture_mods)
-- set 5.x flag to remove monsters when map area unloaded
if remove_far and self.type == "monster" and not self.tamed then
self.static_save = false
end
-- run on_spawn function if found
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true -- if true, set flag to run once only
end
end
-- run after_activate
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
if use_cmi then
self._cmi_components = cmi.activate_components(
self.serialized_cmi_components)
cmi.notify_activate(self.object, dtime)
end
end
-- handle mob lifetimer and expiration
function mob_class:mob_expire(pos, dtime)
-- when lifetimer expires remove mob (except npc and tamed)
if self.type ~= "npc"
and not self.tamed
and self.state ~= "attack"
and remove_far ~= true
and self.lifetimer < 20000 then
self.lifetimer = self.lifetimer - dtime
if self.lifetimer <= 0 then
-- only despawn away from player
local objs = minetest.get_objects_inside_radius(pos, 15)
for n = 1, #objs do
if objs[n]:is_player() then
self.lifetimer = 20
return
end
end
-- minetest.log("action",
-- S("lifetimer expired, removed @1", self.name))
effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
remove_mob(self, true)
return
end
end
end
-- main mob function
function mob_class:on_step(dtime, moveresult)
if self.state == "die" then return end
if use_cmi then
cmi.notify_step(self.object, dtime)
end
local pos = self.object:get_pos()
local yaw = self.object:get_yaw()
-- early warning check, if no yaw then no entity, skip rest of function
if not yaw then return end
-- get node at foot level every quarter second
self.node_timer = (self.node_timer or 0) + dtime
if self.node_timer > 0.25 then
self.node_timer = 0
local y_level = self.collisionbox[2]
if self.child then
y_level = self.collisionbox[2] * 0.5
end
-- what is mob standing in?
self.standing_in = node_ok({
x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name
self.standing_on = node_ok({
x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name
--print("standing in " .. self.standing_in)
-- if standing inside solid block then jump to escape
if minetest.registered_nodes[self.standing_in].walkable
and minetest.registered_nodes[self.standing_in].drawtype
== "normal" then
self.object:set_velocity({
x = 0,
y = self.jump_height,
z = 0
})
end
-- check and stop if standing at cliff and fear of heights
self.at_cliff = self:is_at_cliff()
if self.at_cliff then
self:set_velocity(0)
end
-- has mob expired (0.25 instead of dtime since were in a timer)
self:mob_expire(pos, 0.25)
end
-- check if falling, flying, floating and return if player died
if self:falling(pos) then
return
end
-- smooth rotation by ThomasMonroe314
if self.delay and self.delay > 0 then
if self.delay == 1 then
yaw = self.target_yaw
else
local dif = abs(yaw - self.target_yaw)
if yaw > self.target_yaw then
if dif > pi then
dif = 2 * pi - dif -- need to add
yaw = yaw + dif / self.delay
else
yaw = yaw - dif / self.delay -- need to subtract
end
elseif yaw < self.target_yaw then
if dif > pi then
dif = 2 * pi - dif
yaw = yaw - dif / self.delay -- need to subtract
else
yaw = yaw + dif / self.delay -- need to add
end
end
if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
if yaw < 0 then yaw = yaw + (pi * 2) end
end
self.delay = self.delay - 1
self.object:set_yaw(yaw)
end
-- knockback timer
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return
end
-- run custom function (defined in mob lua file)
if self.do_custom then
-- when false skip going any further
if self:do_custom(dtime) == false then
return
end
end
-- attack timer
self.timer = self.timer + dtime
if self.state ~= "attack" then
if self.timer < 1 then
return
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
-- mob plays random sound at times
if random(100) == 1 then
self:mob_sound(self.sounds.random)
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if (self.state == "attack" and self.env_damage_timer > 1)
or self.state ~= "attack" then
self.env_damage_timer = 0
-- check for environmental damage (water, fire, lava etc.)
if self:do_env_damage() then return end
-- node replace check (cow eats grass etc.)
self:replace(pos)
end
self:general_attack()
self:breed()
self:follow_flop()
if self:do_states(dtime) then return end
self:do_jump()
self:do_runaway_from(self)
self:do_stay_near()
end
-- default function when mobs are blown up with TNT
function mob_class:on_blast(damage)
--print("-- blast damage", damage)
self.object:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
-- return no damage, no knockback, no item drops, mob api handles all
return false, false, {}
end
mobs.spawning_mobs = {}
-- register mob entity
function mobs:register_mob(name, def)
mobs.spawning_mobs[name] = {}
local collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25}
-- quick fix to stop mobs glitching through nodes if too small
if -collisionbox[2] + collisionbox[5] < 1.01 then
collisionbox[5] = collisionbox[2] + 0.99
end
minetest.register_entity(name, setmetatable({
stepheight = def.stepheight,
name = name,
type = def.type,
attack_type = def.attack_type,
fly = def.fly,
fly_in = def.fly_in,
keep_flying = def.keep_flying,
owner = def.owner,
order = def.order,
on_die = def.on_die,
on_flop = def.on_flop,
do_custom = def.do_custom,
jump_height = def.jump_height,
drawtype = def.drawtype, -- DEPRECATED, use rotate instead
rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2
glow = def.glow,
lifetimer = def.lifetimer,
hp_min = max(1, (def.hp_min or 5) * difficulty),
hp_max = max(1, (def.hp_max or 10) * difficulty),
collisionbox = collisionbox, --def.collisionbox,
selectionbox = def.selectionbox or collisionbox, --def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh = def.mesh,
makes_footstep_sound = def.makes_footstep_sound,
view_range = def.view_range,
walk_velocity = def.walk_velocity,
run_velocity = def.run_velocity,
damage = max(0, (def.damage or 0) * difficulty),
damage_group = def.damage_group,
damage_texture_modifier = def.damage_texture_modifier,
light_damage = def.light_damage,
light_damage_min = def.light_damage_min,
light_damage_max = def.light_damage_max,
water_damage = def.water_damage,
lava_damage = def.lava_damage,
fire_damage = def.fire_damage,
air_damage = def.air_damage,
suffocation = def.suffocation,
fall_damage = def.fall_damage,
fall_speed = def.fall_speed,
drops = def.drops,
armor = def.armor,
on_rightclick = def.on_rightclick,
arrow = def.arrow,
arrow_override = def.arrow_override,
shoot_interval = def.shoot_interval,
sounds = def.sounds,
animation = def.animation,
follow = def.follow,
jump = def.jump,
walk_chance = def.walk_chance,
stand_chance = def.stand_chance,
attack_chance = def.attack_chance,
passive = def.passive,
knock_back = def.knock_back,
blood_amount = def.blood_amount,
blood_texture = def.blood_texture,
shoot_offset = def.shoot_offset,
floats = def.floats,
replace_rate = def.replace_rate,
replace_what = def.replace_what,
replace_with = def.replace_with,
replace_offset = def.replace_offset,
on_replace = def.on_replace,
reach = def.reach,
texture_list = def.textures,
texture_mods = def.texture_mods or "",
child_texture = def.child_texture,
docile_by_day = def.docile_by_day,
fear_height = def.fear_height,
runaway = def.runaway,
pathfinding = def.pathfinding,
immune_to = def.immune_to,
explosion_radius = def.explosion_radius,
explosion_damage_radius = def.explosion_damage_radius,
explosion_timer = def.explosion_timer,
allow_fuse_reset = def.allow_fuse_reset,
stop_to_explode = def.stop_to_explode,
custom_attack = def.custom_attack,
double_melee_attack = def.double_melee_attack,
dogshoot_switch = def.dogshoot_switch,
dogshoot_count_max = def.dogshoot_count_max,
dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max,
group_attack = def.group_attack,
group_helper = def.group_helper,
attack_monsters = def.attacks_monsters or def.attack_monsters,
attack_animals = def.attack_animals,
attack_players = def.attack_players,
attack_npcs = def.attack_npcs,
specific_attack = def.specific_attack,
runaway_from = def.runaway_from,
owner_loyal = def.owner_loyal,
pushable = def.pushable,
stay_near = def.stay_near,
randomly_turn = def.randomly_turn ~= false,
ignore_invisibility = def.ignore_invisibility,
on_spawn = def.on_spawn,
on_blast = def.on_blast, -- class redifinition
do_punch = def.do_punch,
on_breed = def.on_breed,
on_grown = def.on_grown,
on_activate = function(self, staticdata, dtime)
return self:mob_activate(staticdata, def, dtime)
end,
get_staticdata = function(self)
return self:mob_staticdata(self)
end,
}, mob_class_meta))
end -- END mobs:register_mob function
-- count how many mobs of one type are inside an area
-- will also return true for second value if player is inside area
local count_mobs = function(pos, type)
local total = 0
local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2)
local ent
local players
for n = 1, #objs do
if not objs[n]:is_player() then
ent = objs[n]:get_luaentity()
-- count mob type and add to total also
if ent and ent.name and ent.name == type then
total = total + 1
end
else
players = true
end
end
return total, players
end
-- do we have enough space to spawn mob? (thanks wuzzy)
local can_spawn = function(pos, name)
local ent = minetest.registered_entities[name]
local width_x = max(1, ceil(ent.collisionbox[4] - ent.collisionbox[1]))
local min_x, max_x
if width_x % 2 == 0 then
max_x = floor(width_x / 2)
min_x = -(max_x - 1)
else
max_x = floor(width_x / 2)
min_x = -max_x
end
local width_z = max(1, ceil(ent.collisionbox[6] - ent.collisionbox[3]))
local min_z, max_z
if width_z % 2 == 0 then
max_z = floor(width_z / 2)
min_z = -(max_z - 1)
else
max_z = floor(width_z / 2)
min_z = -max_z
end
local max_y = max(0, ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
local pos2
for y = 0, max_y do
for x = min_x, max_x do
for z = min_z, max_z do
pos2 = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
return nil
end
end
end
end
-- tweak X/Z spawn pos
if width_x % 2 == 0 then
pos.x = pos.x + 0.5
end
if width_z % 2 == 0 then
pos.z = pos.z + 0.5
end
return pos
end
function mobs:can_spawn(pos, name)
return can_spawn(pos, name)
end
-- global functions
function mobs:add_mob(pos, def)
-- is mob actually registered?
if not mobs.spawning_mobs[def.name]
or not minetest.registered_entities[def.name] then
--print("--- mob doesn't exist", def.name)
return
end
-- are we over active mob limit
if active_limit > 0 and active_mobs >= active_limit then
--print("--- active mob limit reached", active_mobs, active_limit)
return
end
-- get total number of this mob in area
local num_mob, is_pla = count_mobs(pos, def.name)
if not is_pla then
--print("--- no players within active area, will not spawn " .. def.name)
return
end
local aoc = mobs.spawning_mobs[def.name]
and mobs.spawning_mobs[def.name].aoc or 1
if def.ignore_count ~= true and num_mob >= aoc then
--print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc)
return
end
local mob = minetest.add_entity(pos, def.name)
--print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos))
local ent = mob:get_luaentity()
if not ent then
--print("[mobs] entity not found " .. def.name)
return false
end
if def.child then
local textures = ent.base_texture
-- using specific child texture (if found)
if ent.child_texture then
textures = ent.child_texture[1]
end
-- and resize to half height
mob:set_properties({
textures = textures,
visual_size = {
x = ent.base_size.x * .5,
y = ent.base_size.y * .5
},
collisionbox = {
ent.base_colbox[1] * .5,
ent.base_colbox[2] * .5,
ent.base_colbox[3] * .5,
ent.base_colbox[4] * .5,
ent.base_colbox[5] * .5,
ent.base_colbox[6] * .5
},
selectionbox = {
ent.base_selbox[1] * .5,
ent.base_selbox[2] * .5,
ent.base_selbox[3] * .5,
ent.base_selbox[4] * .5,
ent.base_selbox[5] * .5,
ent.base_selbox[6] * .5
},
})
ent.child = true
end
if def.owner then
ent.tamed = true
ent.owner = def.owner
end
if def.nametag then
-- limit name entered to 64 characters long
if def.nametag:len() > 64 then
def.nametag = def.nametag:sub(1, 64)
end
ent.nametag = def.nametag
ent:update_tag()
end
return ent
end
function mobs:spawn_abm_check(pos, node, name)
-- global function to add additional spawn checks
-- return true to stop spawning mob
end
function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light, interval,
chance, aoc, min_height, max_height, day_toggle, on_spawn, map_load)
-- Do mobs spawn at all?
if not mobs_spawn or not mobs.spawning_mobs[name] then
--print ("--- spawning not registered for " .. name)
return
end
-- chance/spawn number override in minetest.conf for registered mob
local numbers = settings:get(name)
if numbers then
numbers = numbers:split(",")
chance = tonumber(numbers[1]) or chance
aoc = tonumber(numbers[2]) or aoc
if chance == 0 then
minetest.log("warning",
string.format("[mobs] %s has spawning disabled", name))
return
end
minetest.log("action", string.format(
"[mobs] Chance setting for %s changed to %s (total: %s)",
name, chance, aoc))
end
mobs.spawning_mobs[name].aoc = aoc
local spawn_action = function(pos, node, active_object_count,
active_object_count_wider)
-- use instead of abm's chance setting when using lbm
if map_load and random(max(1, (chance * mob_chance_multiplier))) > 1 then
return
end
-- use instead of abm's neighbor setting when using lbm
if map_load and not minetest.find_node_near(pos, 1, neighbors) then
--print("--- lbm neighbors not found")
return
end
-- is mob actually registered?
if not mobs.spawning_mobs[name]
or not minetest.registered_entities[name] then
--print("--- mob doesn't exist", name)
return
end
-- are we over active mob limit
if active_limit > 0 and active_mobs >= active_limit then
--print("--- active mob limit reached", active_mobs, active_limit)
return
end
-- additional custom checks for spawning mob
if mobs:spawn_abm_check(pos, node, name) == true then
return
end
-- do not spawn if too many entities in area
if active_object_count_wider
and active_object_count_wider >= max_per_block then
--print("--- too many entities in area", active_object_count_wider)
return
end
-- get total number of this mob in area
local num_mob, is_pla = count_mobs(pos, name)
if not is_pla then
--print("--- no players within active area, will not spawn " .. name)
return
end
if num_mob >= aoc then
--print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc)
return
end
-- if toggle set to nil then ignore day/night check
if day_toggle ~= nil then
local tod = (minetest.get_timeofday() or 0) * 24000
if tod > 4500 and tod < 19500 then
-- daylight, but mob wants night
if day_toggle == false then
--print("--- mob needs night", name)
return
end
else
-- night time but mob wants day
if day_toggle == true then
--print("--- mob needs day", name)
return
end
end
end
-- spawn above node
pos.y = pos.y + 1
-- are we spawning within height limits?
if pos.y > max_height
or pos.y < min_height then
--print("--- height limits not met", name, pos.y)
return
end
-- are light levels ok?
local light = minetest.get_node_light(pos)
if not light
or light > max_light
or light < min_light then
--print("--- light limits not met", name, light)
return
end
-- check if mob can spawn inside protected areas
if (spawn_protected == false
or (spawn_monster_protected == false
and minetest.registered_entities[name].type == "monster"))
and minetest.is_protected(pos, "") then
--print("--- inside protected area", name)
return
end
-- only spawn a set distance away from player
local objs = minetest.get_objects_inside_radius(pos, mob_nospawn_range)
for n = 1, #objs do
if objs[n]:is_player() then
--print("--- player too close", name)
return
end
end
local ent = minetest.registered_entities[name]
-- should we check mob area for obstructions ?
if mob_area_spawn ~= true then
-- do we have enough height clearance to spawn mob?
local height = max(0, ent.collisionbox[5] - ent.collisionbox[2])
for n = 0, floor(height) do
local pos2 = {x = pos.x, y = pos.y + n, z = pos.z}
if minetest.registered_nodes[node_ok(pos2).name].walkable == true then
--print ("--- inside block", name, node_ok(pos2).name)
return
end
end
else
-- returns position if we have enough space to spawn mob
pos = can_spawn(pos, name)
end
if pos then
-- adjust for mob collision box
pos.y = pos.y + (ent.collisionbox[2] * -1) - 0.4
local mob = minetest.add_entity(pos, name)
-- print("[mobs] Spawned " .. name .. " at "
-- .. minetest.pos_to_string(pos) .. " on "
-- .. node.name .. " near " .. neighbors[1])
if on_spawn then
on_spawn(mob:get_luaentity(), pos)
end
else
--print("--- not enough space to spawn", name)
end
end
-- are we registering an abm or lbm?
if map_load == true then
minetest.register_lbm({
name = name .. "_spawning",
label = name .. " spawning",
nodenames = nodes,
run_at_every_load = false,
action = function(pos, node)
spawn_action(pos, node)
end
})
else
minetest.register_abm({
label = name .. " spawning",
nodenames = nodes,
neighbors = neighbors,
interval = interval,
chance = max(1, (chance * mob_chance_multiplier)),
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
spawn_action(pos, node, active_object_count, active_object_count_wider)
end
})
end
end
-- compatibility with older mob registration
function mobs:register_spawn(name, nodes, max_light, min_light, chance,
active_object_count, max_height, day_toggle)
mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
chance, active_object_count, -31000, max_height, day_toggle)
end
-- MarkBu's spawn function (USE this one please)
function mobs:spawn(def)
mobs:spawn_specific(
def.name,
def.nodes or {"group:soil", "group:stone"},
def.neighbors or {"air"},
def.min_light or 0,
def.max_light or 15,
def.interval or 30,
def.chance or 5000,
def.active_object_count or 1,
def.min_height or -31000,
def.max_height or 31000,
def.day_toggle,
def.on_spawn,
def.on_map_load)
end
-- register arrow for shoot attack
function mobs:register_arrow(name, def)
if not name or not def then return end -- errorcheck
minetest.register_entity(name, {
physical = def.physical or false,
collide_with_objects = def.collide_with_objects or false,
static_save = false,
visual = def.visual,
visual_size = def.visual_size,
textures = def.textures,
velocity = def.velocity,
hit_player = def.hit_player,
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1},
timer = 0,
lifetime = def.lifetime or 4.5,
switch = 0,
owner_id = def.owner_id,
rotate = def.rotate,
automatic_face_movement_dir = def.rotate
and (def.rotate - (pi / 180)) or false,
on_activate = def.on_activate,
on_punch = def.on_punch or function(
self, hitter, tflp, tool_capabilities, dir)
end,
on_step = def.on_step or function(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:get_pos()
if self.switch == 0 or self.timer > self.lifetime then
self.object:remove() ; -- print("removed arrow")
return
end
-- does arrow have a tail (fireball)
if def.tail and def.tail == 1 and def.tail_texture then
minetest.add_particle({
pos = pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = def.expire or 0.25,
collisiondetection = false,
texture = def.tail_texture,
size = def.tail_size or 5,
glow = def.glow or 0
})
end
if self.hit_node then
local node = node_ok(pos).name
if minetest.registered_nodes[node].walkable then
self:hit_node(pos, node)
if self.drop == true then
pos.y = pos.y + 1
self.lastpos = (self.lastpos or pos)
minetest.add_item(self.lastpos,
self.object:get_luaentity().name)
end
self.object:remove() ; -- print("hit node")
return
end
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(
minetest.get_objects_inside_radius(pos, 1.0)) do
if self.hit_player and player:is_player() then
self:hit_player(player)
self.object:remove() ; -- print("hit player")
return
end
local entity = player:get_luaentity()
if entity
and self.hit_mob
and entity._cmi_is_mob == true
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name then
self:hit_mob(player)
self.object:remove() ; --print("hit mob")
return
end
if entity
and self.hit_object
and (not entity._cmi_is_mob)
and tostring(player) ~= self.owner_id
and entity.name ~= self.object:get_luaentity().name then
self:hit_object(player)
self.object:remove() ; -- print("hit object")
return
end
end
end
self.lastpos = pos
end
})
end
-- compatibility function
function mobs:explosion(pos, radius)
mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius)
end
-- no damage to nodes explosion
function mobs:safe_boom(self, pos, radius)
minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
pos = pos,
gain = 1.0,
max_hear_distance = self.sounds and self.sounds.distance or 32
}, true)
entity_physics(pos, radius)
effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
end
-- make explosion with protection and tnt mod check
function mobs:boom(self, pos, radius)
if mobs_griefing
and minetest.get_modpath("tnt") and tnt and tnt.boom
and not minetest.is_protected(pos, "") then
tnt.boom(pos, {
radius = radius,
damage_radius = radius,
sound = self.sounds and self.sounds.explode,
explode_center = true
})
else
mobs:safe_boom(self, pos, radius)
end
end
-- Register spawn eggs
-- Note: This also introduces the “spawn_egg” group:
-- * spawn_egg=1: Spawn egg (generic mob, no metadata)
-- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
function mobs:register_egg(mob, desc, background, addegg, no_creative)
local grp = {spawn_egg = 1}
-- do NOT add this egg to creative inventory (e.g. dungeon master)
if no_creative == true then
grp.not_in_creative_inventory = 1
end
local invimg = background
if addegg == 1 then
invimg = "mobs_chicken_egg.png^(" .. invimg ..
"^[mask:mobs_chicken_egg_overlay.png)"
end
-- register new spawn egg containing mob information
minetest.register_craftitem(mob .. "_set", {
description = S("@1 (Tamed)", desc),
inventory_image = invimg,
groups = {spawn_egg = 2, not_in_creative_inventory = 1},
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- does existing on_rightclick function exist?
local under = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[under.name]
if def and def.on_rightclick then
return def.on_rightclick(
pointed_thing.under, under, placer, itemstack)
end
if pos
and not minetest.is_protected(pos, placer:get_player_name()) then
if not minetest.registered_entities[mob] then
return
end
pos.y = pos.y + 1
local data = itemstack:get_metadata()
local smob = minetest.add_entity(pos, mob, data)
local ent = smob and smob:get_luaentity()
if not ent then return end -- sanity check
-- set owner if not a monster
if ent.type ~= "monster" then
ent.owner = placer:get_player_name()
ent.tamed = true
end
-- since mob is unique we remove egg once spawned
itemstack:take_item()
end
return itemstack
end,
})
-- register old stackable mob egg
minetest.register_craftitem(mob, {
description = desc,
inventory_image = invimg,
groups = grp,
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- does existing on_rightclick function exist?
local under = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[under.name]
if def and def.on_rightclick then
return def.on_rightclick(
pointed_thing.under, under, placer, itemstack)
end
if pos
and not minetest.is_protected(pos, placer:get_player_name()) then
if not minetest.registered_entities[mob] then
return
end
-- have we reached active mob limit
if active_limit > 0 and active_mobs >= active_limit then
minetest.chat_send_player(placer:get_player_name(),
S("Active Mob Limit Reached!")
.. " (" .. active_mobs
.. " / " .. active_limit .. ")")
return
end
pos.y = pos.y + 1
local smob = minetest.add_entity(pos, mob)
local ent = smob and smob:get_luaentity()
if not ent then return end -- sanity check
-- don't set owner if monster or sneak pressed
if ent.type ~= "monster"
and not placer:get_player_control().sneak then
ent.owner = placer:get_player_name()
ent.tamed = true
end
-- if not in creative then take item
if not mobs.is_creative(placer:get_player_name()) then
itemstack:take_item()
end
end
return itemstack
end,
})
end
-- force capture a mob if space available in inventory, or drop as spawn egg
function mobs:force_capture(self, clicker)
-- add special mob egg with all mob information
local new_stack = ItemStack(self.name .. "_set")
local tmp, t = {}
for _,stat in pairs(self) do
t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata" then
tmp[_] = self[_]
end
end
local data_str = minetest.serialize(tmp)
new_stack:set_metadata(data_str)
local inv = clicker:get_inventory()
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
else
minetest.add_item(clicker:get_pos(), new_stack)
end
self:mob_sound("default_place_node_hard")
remove_mob(self, true)
end
-- capture critter (thanks to blert2112 for idea)
function mobs:capture_mob(self, clicker, chance_hand, chance_net,
chance_lasso, force_take, replacewith)
if not self --self.child
or not clicker:is_player()
or not clicker:get_inventory() then
return false
end
-- get name of clicked mob
local mobname = self.name
-- if not nil change what will be added to inventory
if replacewith then
mobname = replacewith
end
local name = clicker:get_player_name()
local tool = clicker:get_wielded_item()
-- are we using hand, net or lasso to pick up mob?
if tool:get_name() ~= ""
and tool:get_name() ~= "mobs:net"
and tool:get_name() ~= "mobs:lasso" then
return false
end
-- is mob tamed?
if self.tamed == false and force_take == false then
minetest.chat_send_player(name, S("Not tamed!"))
return false
end
-- cannot pick up if not owner (unless player has protection_bypass priv)
if not minetest.check_player_privs(name, "protection_bypass")
and self.owner ~= name and force_take == false then
minetest.chat_send_player(name, S("@1 is owner!", self.owner))
return false
end
if clicker:get_inventory():room_for_item("main", mobname) then
-- was mob clicked with hand, net, or lasso?
local chance = 0
if tool:get_name() == "" then
chance = chance_hand
elseif tool:get_name() == "mobs:net" then
chance = chance_net
tool:add_wear(4000) -- 17 uses
clicker:set_wielded_item(tool)
elseif tool:get_name() == "mobs:lasso" then
chance = chance_lasso
tool:add_wear(650) -- 100 uses
clicker:set_wielded_item(tool)
end
-- calculate chance.. add to inventory if successful?
if chance and chance > 0 and random(100) <= chance then
-- default mob egg
local new_stack = ItemStack(mobname)
-- add special mob egg with all mob information
-- unless 'replacewith' contains new item to use
if not replacewith then
new_stack = ItemStack(mobname .. "_set")
local tmp, t = {}
for _,stat in pairs(self) do
t = type(stat)
if t ~= "function"
and t ~= "nil"
and t ~= "userdata" then
tmp[_] = self[_]
end
end
local data_str = minetest.serialize(tmp)
new_stack:set_metadata(data_str)
end
local inv = clicker:get_inventory()
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
else
minetest.add_item(clicker:get_pos(), new_stack)
end
self:mob_sound("default_place_node_hard")
remove_mob(self, true)
return new_stack
-- when chance above fails or set to 0, miss!
elseif chance and chance ~= 0 then
minetest.chat_send_player(name, S("Missed!"))
self:mob_sound("mobs_swing")
return false
-- when chance is nil always return a miss (used for npc walk/follow)
elseif not chance then
return false
end
end
return true
end
-- protect tamed mob with rune item
function mobs:protect(self, clicker)
local name = clicker:get_player_name()
local tool = clicker:get_wielded_item()
local tool_name = tool:get_name()
if tool_name ~= "mobs:protector"
and tool_name ~= "mobs:protector2" then
return false
end
if not self.tamed then
minetest.chat_send_player(name, S("Not tamed!"))
return true
end
if (self.protected and tool_name == "mobs:protector")
or (self.protected == 2 and tool_name == "mobs:protector2") then
minetest.chat_send_player(name, S("Already protected!"))
return true
end
if not mobs.is_creative(clicker:get_player_name()) then
tool:take_item() -- take 1 protection rune
clicker:set_wielded_item(tool)
end
-- set protection level
if tool_name == "mobs:protector" then
self.protected = true
else
self.protected = 2 ; self.fire_damage = 0
end
local pos = self.object:get_pos()
pos.y = pos.y + self.collisionbox[2] + 0.5
effect(self.object:get_pos(), 25, "mobs_protect_particle.png",
0.5, 4, 2, 15)
self:mob_sound("mobs_spell")
return true
end
local mob_obj = {}
local mob_sta = {}
-- feeding, taming and breeding (thanks blert2112)
function mobs:feed_tame(self, clicker, feed_count, breed, tame)
-- can eat/tame with item in hand
if self.follow
and self:follow_holding(clicker) then
-- if not in creative then take item
if not mobs.is_creative(clicker:get_player_name()) then
local item = clicker:get_wielded_item()
item:take_item()
clicker:set_wielded_item(item)
end
-- increase health
self.health = self.health + 4
if self.health >= self.hp_max then
self.health = self.hp_max
-- if self.htimer < 1 then
-- minetest.chat_send_player(clicker:get_player_name(),
-- S("@1 at full health (@2)",
-- self.name:split(":")[2], tostring(self.health)))
-- self.htimer = 5
-- end
end
self.object:set_hp(self.health)
-- make children grow quicker
if self.child == true then
-- self.hornytimer = self.hornytimer + 20
-- deduct 10% of the time to adulthood
self.hornytimer = math.floor(self.hornytimer + (
(CHILD_GROW_TIME - self.hornytimer) * 0.1))
--print ("====", self.hornytimer)
return true
end
-- feed and tame
self.food = (self.food or 0) + 1
self._breed_countdown = feed_count - self.food
if self.food >= feed_count then
self.food = 0
self._breed_countdown = nil
if breed and self.hornytimer == 0 then
self.horny = true
end
if tame then
if self.tamed == false then
minetest.chat_send_player(clicker:get_player_name(),
S("@1 has been tamed!",
self.name:split(":")[2]))
end
self.tamed = true
self.static_save = true
if not self.owner or self.owner == "" then
self.owner = clicker:get_player_name()
end
end
-- make sound when fed so many times
self:mob_sound(self.sounds.random)
end
self:update_tag()
return true
end
local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
-- if mob has been tamed you can name it with a nametag
if item:get_name() == "mobs:nametag"
and (name == self.owner
or minetest.check_player_privs(name, "protection_bypass")) then
-- store mob and nametag stack in external variables
mob_obj[name] = self
mob_sta[name] = item
local tag = self.nametag or ""
local esc = minetest.formspec_escape
minetest.show_formspec(name, "mobs_nametag",
"size[8,4]" ..
"field[0.5,1;7.5,0;name;" ..
esc(S("Enter name:")) ..
";" .. tag .. "]" ..
"button_exit[2.5,3.5;3,1;mob_rename;" ..
esc(S("Rename")) .. "]")
return true
end
-- if mob follows items and user right clicks while holding sneak it shows info
if self.follow then
if clicker:get_player_control().sneak then
if type(self.follow) == "string" then
self.follow = {self.follow}
end
minetest.chat_send_player(clicker:get_player_name(),
S("@1 follows:\n- @2",
self.name:split(":")[2],
table.concat(self.follow, "\n- ")))
end
end
return false
end
-- inspired by blockmen's nametag mod
minetest.register_on_player_receive_fields(function(player, formname, fields)
-- right-clicked with nametag and name entered?
if formname == "mobs_nametag"
and fields.name
and fields.name ~= "" then
local name = player:get_player_name()
if not mob_obj[name]
or not mob_obj[name].object then
return
end
-- make sure nametag is being used to name mob
local item = player:get_wielded_item()
if item:get_name() ~= "mobs:nametag" then
return
end
-- limit name entered to 64 characters long
if fields.name:len() > 64 then
fields.name = fields.name:sub(1, 64)
end
-- update nametag
mob_obj[name].nametag = fields.name
mob_obj[name]:update_tag()
-- if not in creative then take item
if not mobs.is_creative(name) then
mob_sta[name]:take_item()
player:set_wielded_item(mob_sta[name])
end
-- reset external variables
mob_obj[name] = nil
mob_sta[name] = nil
end
end)
-- compatibility function for old entities to new modpack entities
function mobs:alias_mob(old_name, new_name)
-- check old_name entity doesnt already exist
if minetest.registered_entities[old_name] then
return
end
-- spawn egg
minetest.register_alias(old_name, new_name)
-- entity
minetest.register_entity(":" .. old_name, {
physical = false, static_save = false,
on_activate = function(self, staticdata)
if minetest.registered_entities[new_name] then
minetest.add_entity(self.object:get_pos(), new_name, staticdata)
end
remove_mob(self)
end,
get_staticdata = function(self)
return self
end
})
end