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- -- Check for translation method
- local S
- if minetest.get_translator ~= nil then
- S = minetest.get_translator("mobs") -- 5.x translation function
- else
- if minetest.get_modpath("intllib") then
- dofile(minetest.get_modpath("intllib") .. "/init.lua")
- if intllib.make_gettext_pair then
- S = intllib.make_gettext_pair() -- new gettext method
- else
- S = intllib.Getter() -- old text file method
- end
- else -- boilerplate function
- S = function(str, ...)
- local args = {...}
- return str:gsub("@%d+", function(match)
- return args[tonumber(match:sub(2))]
- end)
- end
- end
- end
- -- CMI support check
- local use_cmi = minetest.global_exists("cmi")
- mobs = {
- mod = "redo",
- version = "20221031",
- 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 deg = math.deg
- 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 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 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"
- mobs.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 = mobs.mob_class -- Compatibility
- local mob_class_meta = {__index = mob_class}
- -- play sound
- function mob_class:mob_sound(sound)
- if sound then
- -- higher pitch for a child
- local pitch = self.child and 1.5 or 1.0
- -- a little random pitch to be different
- pitch = pitch + random(-10, 10) * 0.005
- 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(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 and str:find("group:") then
- local group = str:split(":")[2] or ""
- 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
- -- clamp our yaw to a 360 range
- if deg(self.object:get_yaw()) > 360 then
- yaw = rad(10) ; delay = 0
- elseif deg(self.object:get_yaw()) < 0 then
- yaw = rad(350) ; delay = 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 = 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 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 and infotext
- 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
- if self.protected then
- if self.protected == 2 then
- text = text .. "\nProtection: Level 2"
- else
- text = text .. "\nProtection: Level 1"
- end
- end
- self.infotext = "Health: " .. self.health .. " / " .. self.hp_max
- .. (self.owner == "" and "" or "\nOwner: " .. 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
- -- Default drops
- obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
- -- Looting drops
- local wield_stack = self.cause_of_death.puncher:get_wielded_item()
- local wield_stack_meta = wield_stack:get_meta()
- local looting = wield_stack_meta:get_float('is_looting')
- if looting > 0 then
- local tool_capabilities = wield_stack:get_tool_capabilities()
- if random(10, 100) / 100 < looting / (looting + 1) then
- local stack = ItemStack({
- name = item,
- count = num
- })
- local chance = random(1, tool_capabilities.max_drop_level)
- stack:set_count(stack:get_count() * chance)
- if stack:get_count() > 0 then
- minetest.item_drop(stack, self.cause_of_death.puncher, pos)
- end
- end
- end
- 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
- self:update_tag()
- 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)
- 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 or mobs.fallback_node)]
- end
- -- Returns true is node can deal damage to self
- function mobs:is_node_dangerous(mob_object, nodename)
- if mob_object.water_damage > 0
- and minetest.get_item_group(nodename, "water") ~= 0 then
- return true
- end
- if mob_object.lava_damage > 0
- and minetest.get_item_group(nodename, "lava") ~= 0 then
- return true
- end
- if mob_object.fire_damage > 0
- and minetest.get_item_group(nodename, "fire") ~= 0 then
- return true
- end
- if minetest.registered_nodes[nodename].damage_per_second > 0 then
- return true
- end
- return false
- end
- local function is_node_dangerous(mob_object, nodename)
- return mobs:is_node_dangerous(mob_object, nodename)
- end
- -- is mob facing a cliff
- function mob_class:is_at_cliff()
- if self.driver or 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, "air")
- -- 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()
- self:update_tag()
- 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 and above?
- local nod = node_ok({x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z})
- 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")
- )
- ]]
- -- if mob can leap then remove blockages and let them try
- if self.can_leap == true then
- blocked = false
- self.facing_fence = false
- end
- -- 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
- 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)
- -- 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 = 2, 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)
- -- main setting enabled
- if peaceful_player_enabled then
- return true
- end
- local player_name = player:get_player_name()
- -- player priv enabled
- if player_name
- and minetest.check_player_privs(player_name, "peaceful_player") then
- return true
- 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 players[n]
- and not is_invisible(self, players[n]:get_player_name())
- and get_distance(players[n]:get_pos(), s) < self.view_range 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)
- self.follow_stop = nil
- if self.walk_chance ~= 0 then
- self:set_animation("walk")
- end
- else
- self:set_velocity(0)
- self:set_animation("stand")
- self.follow_stop = true
- 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" and not self.follow_stop 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
- 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
- self:set_yaw(yaw, 8)
- -- otherwise randomly turn
- elseif self.randomly_turn and random(100) <= 30 then
- yaw = yaw + random(-0.5, 0.5)
- 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)
- -- figure out which animation to use while in motion
- if self:flight_check()
- and self.animation
- and self.animation.fly_start
- and self.animation.fly_end then
- local on_ground = minetest.registered_nodes[self.standing_on].walkable
- local in_water = minetest.registered_nodes[self.standing_in].groups.water
- if on_ground and in_water then
- self:set_animation("fly")
- elseif on_ground then
- self:set_animation("walk")
- else
- self:set_animation("fly")
- end
- 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_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)
- mobs:boom(self, pos, entity_damage_radius, node_break_radius)
- 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_to_pos(self, p)
- -- move towards enemy if beyond mob reach
- if dist > (self.reach + (self.reach_ext or 0)) 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)
- self.reach_ext = 0 -- extended ready off by default
- if self.at_cliff or pad < 0.2 then
- -- when on top of player extend reach slightly so player can
- -- still be attacked.
- self.reach_ext = 0.8
- 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_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 {}
- -- 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
- local 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
- -- 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()
- 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
- 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
- self.node_timer = (self.node_timer or 0) + dtime
- -- get nodes above and below foot level every 1/4 second
- 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
- yaw = yaw + dif / self.delay -- need to add
- 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,
- can_leap = def.can_leap,
- 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,
- messages = def.messages,
- 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)
- -- nil check
- if not pos or not def then
- --print("--- no position or definition given")
- return
- end
- -- 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 (deprecated)
- function mobs:explosion(pos, radius)
- mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius, radius, "tnt_smoke.png")
- end
- -- no damage to nodes explosion
- function mobs:safe_boom(self, pos, radius, texture)
- 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, texture, radius * 3, radius * 5, radius, 1, 0)
- end
- -- make explosion with protection and tnt mod check
- function mobs:boom(self, pos, radius, damage_radius, texture)
- 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 = damage_radius,
- sound = self.sounds and self.sounds.explode,
- explode_center = true,
- tiles = {(texture or "tnt_smoke.png")}
- })
- else
- mobs:safe_boom(self, pos, radius, texture)
- end
- end
- -- Register spawn eggs
- -- Note: This also introduces the “spawn_egg” group:
- -- * spawn_egg=1: Spawn egg (generic mob, no metadata)
- -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
- function mobs:register_egg(mob, desc, background, addegg, no_creative)
- local grp = {spawn_egg = 1}
- -- do NOT add this egg to creative inventory (e.g. dungeon master)
- if no_creative == true then
- grp.not_in_creative_inventory = 1
- end
- local invimg = background
- if addegg == 1 then
- invimg = "mobs_chicken_egg.png^(" .. invimg ..
- "^[mask:mobs_chicken_egg_overlay.png)"
- end
- -- register new spawn egg containing mob information
- minetest.register_craftitem(mob .. "_set", {
- description = S("@1 (Tamed)", desc),
- inventory_image = invimg,
- groups = {spawn_egg = 2, not_in_creative_inventory = 1},
- stack_max = 1,
- on_place = function(itemstack, placer, pointed_thing)
- local pos = pointed_thing.above
- -- does existing on_rightclick function exist?
- local under = minetest.get_node(pointed_thing.under)
- local def = minetest.registered_nodes[under.name]
- if def and def.on_rightclick then
- return def.on_rightclick(
- pointed_thing.under, under, placer, itemstack, pointed_thing)
- end
- if pos
- and not minetest.is_protected(pos, placer:get_player_name()) then
- if not minetest.registered_entities[mob] then
- return
- end
- pos.y = pos.y + 1
- local data = itemstack:get_metadata()
- local smob = minetest.add_entity(pos, mob, data)
- local ent = smob and smob:get_luaentity()
- if not ent then return end -- sanity check
- -- set owner if not a monster
- if ent.type ~= "monster" then
- ent.owner = placer:get_player_name()
- ent.tamed = true
- end
- -- since mob is unique we remove egg once spawned
- itemstack:take_item()
- end
- return itemstack
- end
- })
- -- register old stackable mob egg
- minetest.register_craftitem(mob, {
- description = desc,
- inventory_image = invimg,
- groups = grp,
- on_place = function(itemstack, placer, pointed_thing)
- local pos = pointed_thing.above
- -- does existing on_rightclick function exist?
- local under = minetest.get_node(pointed_thing.under)
- local def = minetest.registered_nodes[under.name]
- if def and def.on_rightclick then
- return def.on_rightclick(
- pointed_thing.under, under, placer, itemstack, pointed_thing)
- end
- if pos
- and not minetest.is_protected(pos, placer:get_player_name()) then
- if not minetest.registered_entities[mob] then
- return
- end
- -- have we reached active mob limit
- if active_limit > 0 and active_mobs >= active_limit then
- minetest.chat_send_player(placer:get_player_name(),
- S("Active Mob Limit Reached!")
- .. " (" .. active_mobs
- .. " / " .. active_limit .. ")")
- return
- end
- pos.y = pos.y + 1
- local smob = minetest.add_entity(pos, mob)
- local ent = smob and smob:get_luaentity()
- if not ent then return end -- sanity check
- -- don't set owner if monster or sneak pressed
- if ent.type ~= "monster"
- and not placer:get_player_control().sneak then
- ent.owner = placer:get_player_name()
- ent.tamed = true
- end
- -- if not in creative then take item
- if not mobs.is_creative(placer:get_player_name()) then
- itemstack:take_item()
- end
- end
- return itemstack
- end
- })
- end
- -- force capture a mob if space available in inventory, or drop as spawn egg
- function mobs:force_capture(self, clicker)
- -- add special mob egg with all mob information
- local new_stack = ItemStack(self.name .. "_set")
- local tmp, t = {}
- for _,stat in pairs(self) do
- t = type(stat)
- if t ~= "function"
- and t ~= "nil"
- and t ~= "userdata" then
- tmp[_] = self[_]
- end
- end
- local data_str = minetest.serialize(tmp)
- new_stack:set_metadata(data_str)
- local inv = clicker:get_inventory()
- if inv:room_for_item("main", new_stack) then
- inv:add_item("main", new_stack)
- else
- minetest.add_item(clicker:get_pos(), new_stack)
- end
- self:mob_sound("default_place_node_hard")
- remove_mob(self, true)
- end
- -- capture critter (thanks to blert2112 for idea)
- function mobs:capture_mob(self, clicker, chance_hand, chance_net,
- chance_lasso, force_take, replacewith)
- if not self
- 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
- end
- self.object:set_hp(self.health)
- -- make children grow quicker
- if self.child == true then
- -- 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 mobs entities to new mobs_redo modpack
- 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
- -- admin command to remove untamed mobs around players
- minetest.register_chatcommand("clear_mobs", {
- params = "<text>",
- description = "Remove untamed mobs from around players.",
- privs = {server = true},
- func = function (name, param)
- local count = 0
- for _, player in pairs(minetest.get_connected_players()) do
- if player then
- local pos = player:get_pos()
- local objs = minetest.get_objects_inside_radius(pos, 28)
- for _, obj in pairs(objs) do
- if obj then
- local ent = obj:get_luaentity()
- -- only remove mobs redo mobs that are not tamed
- if ent and ent._cmi_is_mob and ent.tamed ~= true then
- remove_mob(ent, true)
- count = count + 1
- end
- end
- end
- end
- end
- minetest.chat_send_player(name, S("@1 mobs removed.", count))
- end
- })
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