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- -- File rewritten to be live-reloadable August 14, 2018 by MustTest.
- -- `mobs.registered' is checked throughout file, but only set `true' @ END!
- -- Localize functions.
- local pi = math.pi
- local square = math.sqrt
- local sin = math.sin
- local cos = math.cos
- local atan2 = math.atan2
- local abs = math.abs
- local min = math.min
- local max = math.max
- local ceil = math.ceil
- local floor = math.floor
- local random = math.random
- local v_round = vector.round
- local v_equals = vector.equals
- local v_distance = vector.distance
- local v_add = vector.add
- local rad = math.rad
- local deg = math.deg
- -- For debug reports.
- local function report(self, msg, range)
- if mobs.enable_reports then
- return
- end
- if self.name ~= mobs.report_name then
- return
- end
- local pname = gdac.name_of_admin
- if minetest.is_singleplayer() then
- pname = "singleplayer"
- end
- local player = minetest.get_player_by_name(pname)
- -- Range limit so I only get reports from mobs nearby.
- if player then
- local s = self.object:get_pos()
- local p = player:get_pos()
- if vector.distance(s, p) < (range or 50) then
- minetest.chat_send_player(pname, msg)
- end
- end
- end
- -- Export.
- mobs.report = report
- -- Function to tell mob which direction to turn to face target.
- -- Add pi to the returned yaw to face in the opposite direction.
- -- Fixed to use atan2 correctly by MustTest.
- local function yaw_to_pos(self, target, pos)
- local x = target.x - pos.x
- local z = target.z - pos.z
- local yaw = atan2(z, x) - self.rotate
- yaw = yaw - (pi / 2)
- return yaw
- end
- -- Function which takes a yaw value and "squares" it so it points in one of the
- -- 4 cardinal directions. Used to make mobs face along one of the horizontal
- -- axes, instead of diagonally, for some special situations.
- local function square_yaw(yaw)
- local pi2 = pi * 2
- if yaw < 0 then yaw = yaw + pi2 end
- if yaw > pi2 then yaw = yaw - pi2 end
- yaw = deg(yaw)
- if yaw <= 45 or yaw > 315 then
- yaw = 0 -- North.
- elseif yaw <= 315 and yaw > 225 then
- yaw = 270 -- East.
- elseif yaw <= 225 and yaw > 135 then
- yaw = 180 -- South.
- elseif yaw <= 135 and yaw > 45 then
- yaw = 90 -- West.
- end
- return rad(yaw)
- end
- -- Settings.
- local damage_enabled = true
- local peaceful_only = false
- local disable_blood = false
- local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
- local mobs_griefing = true
- local creative = false
- local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
- local remove_far = false
- local difficulty = tonumber(minetest.setting_get("mob_difficulty")) or 1.0
- local show_health = true
- local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
- local mob_chance_multiplier = tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
- local default_knockback = 1
- -- Used by spawner function.
- mobs.spawn_protected = spawn_protected
- -- Legacy.
- if not mobs.invis then
- mobs.invis = {}
- end
- function mobs.is_invisible(self, pname)
- -- Administrative invisibility is paramount.
- if gdac_invis.is_invisible(pname) then
- return true
- end
- if self.ignore_invisibility then
- return
- end
- return cloaking.is_cloaked(pname)
- end
- -- creative check
- local creative_mode_cache = minetest.settings:get_bool("creative_mode")
- function mobs.is_creative(name)
- return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
- end
- -- Peaceful mode message so players will know there are no monsters.
- -- Perform registration only ONCE.
- if not mobs.registered and peaceful_only then
- minetest.register_on_joinplayer(function(player)
- minetest.chat_send_player(player:get_player_name(),
- "# Server: Peaceful mode active - no new monsters will spawn.")
- end)
- end
- -- calculate aoc range for mob count
- local aoc_range = tonumber(minetest.settings:get("active_block_range")) * 16
- -- Pathfinding settings.
- local enable_pathfinding = true
- local stuck_timeout = 3
- -- Note: stuck path timeout is determined based on the length of the path, and
- -- is a mob-internal property [MustTest].
- -- 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"
- local node_pathfinder_place = "default:cobble"
- mobs.fallback_node = "default:cobble"
- -- play sound
- local function mob_sound(self, sound)
- if sound then
- local dist = self.sounds.distance or 20
- ambiance.sound_play(sound, self.object:get_pos(), 1.0, dist)
- -- This isn't working!
- --minetest.sound_play(sound, {
- -- object = self.object,
- -- gain = 1.0,
- -- max_hear_distance = self.sounds.distance
- --})
- end
- end
- local function set_state(self, newstate)
- local oldstate = self.state or ""
- if newstate ~= oldstate then
- local sm = mobs.state_machine
- if sm[oldstate] and sm[oldstate].exit then
- sm[oldstate].exit(self)
- end
- self.state = newstate
- self.substate = ""
- if sm[newstate] and sm[newstate].enter then
- sm[newstate].enter(self)
- end
- report(self, "stack: " .. self.state .. " (" .. self.substate .. ") -> " ..
- table.concat(self.state_stack or {}, ","))
- end
- end
- -- State transition function [MustTest]. Do not set mob state designation
- -- manually, call this function instead. It handles state transitions, etc.
- local function transition_state(self, newstate)
- self.state_stack = {}
- set_state(self, newstate)
- end
- -- Export.
- mobs.transition_state = function(...)
- transition_state(...)
- end
- -- States can have "substates". This is basically just an alternate main()
- -- function, so states can swap between different main() functions as needed.
- -- There are no exit() or enter() calls here.
- local function transition_substate(self, newsub)
- if newsub ~= self.substate then
- self.substate = newsub
- report(self, "stack: " .. self.state .. " (" .. self.substate .. ") -> " ..
- table.concat(self.state_stack or {}, ","))
- end
- end
- -- Export.
- mobs.transition_substate = function(...)
- transition_substate(...)
- end
- local function push_state(self, newstate)
- if not self.state_stack then
- self.state_stack = {}
- end
- if self.state and self.state ~= "" then
- table.insert(self.state_stack, 1, self.state)
- end
- set_state(self, newstate)
- end
- local function pop_state(self)
- if not self.state_stack then
- self.state_stack = {}
- end
- local state = self.state_stack[1]
- if state then
- table.remove(self.state_stack, 1)
- set_state(self, state)
- return
- end
- set_state(self, "")
- end
- local function do_attack(self, target)
- if self.state == "attack" then
- return
- end
- if target and target:get_pos() then
- self.attack = target
- transition_state(self, "attack")
- return
- else
- transition_state(self, "")
- return
- end
- end
- -- Check if the node at a position has 'walkable = true'.
- local function pos_walkable(pos)
- local nn = minetest.get_node(pos).name
- local dd = minetest.registered_nodes[nn]
- return dd.walkable
- end
- local function set_velocity(self, v)
- local yaw = (self.object:get_yaw() or 0) + (self.rotate or 0)
- local vel = self.object:get_velocity()
- local y = 0
- if vel then
- y = vel.y or 0
- end
- -- Fix crash: 2020-09-12 14:26:15: ERROR[Main]: ServerError: AsyncErr:
- -- ServerThread::run Lua: Runtime error from mod 'griefer' in callback
- -- luaentity_Step(): Invalid float vector dimension range 'y' (expected
- -- -2.14748e+06 < y < 2.14748e+06 got -1.96364e+12).
- y = max(min(y, 200), -200)
- self.object:set_velocity({
- x = sin(yaw) * -v,
- y = y,
- z = cos(yaw) * v
- })
- -- Store the requested velocity.
- local o = self.wanted_velocity or 0
- self.wanted_velocity = v
- if v <= 0 and o > 0 then
- self.stand_timer = 0
- end
- if v <= 0 then
- self.stuck_timer = 0
- end
- end
- local function get_velocity(self)
- local v = self.object:get_velocity()
- return ((v.x * v.x) + (v.z * v.z)) ^ 0.5
- end
- -- set and return valid yaw
- local function set_yaw(self, yaw, delay)
- if not yaw or yaw ~= yaw then
- yaw = 0
- end
- delay = delay 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(self, yaw, delay)
- set_yaw(self, yaw, delay)
- end
- local function set_animation(self, anim, speed)
- if not self.animation or not anim then
- return
- end
- self.animation.current = self.animation.current or ""
- -- only set different animation for attacks when setting to same set
- if anim ~= "punch" and anim ~= "shoot"
- and string.find(self.animation.current, anim) then
- return
- end
- -- check for more than one animation
- local num = 0
- 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
- local anim_speed = (speed or
- self.animation[anim .. "_speed"] or
- self.animation.speed_normal or 15)
- self.object:set_animation({
- x = self.animation[anim .. "_start"],
- y = self.animation[anim .. "_end"]},
- anim_speed,
- 0, self.animation[anim .. "_loop"] ~= false)
- end
- -- Above function exported for "mount.lua".
- function mobs.set_animation(self, anim)
- set_animation(self, anim)
- end
- -- Calculate distance.
- local function get_distance(a, b)
- 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
- -- Check line of sight using raycasting (thanks Astrobe).
- local function raycast_los(self, pos1, pos2)
- local ray = minetest.raycast(pos1, pos2, false, true)
- local thing = ray:next()
- while thing do
- if thing.type == "node" then
- local name = minetest.get_node(thing.under).name
- local ndef = minetest.registered_nodes[name]
- if ndef and ndef.walkable then
- return false
- end
- end
- thing = ray:next()
- end
- return true
- end
- -- Export.
- function mobs.line_of_sight(self, pos1, pos2)
- return raycast_los(self, pos1, pos2)
- end
- -- Are we flying in what we are suppose to? (taikedz)
- local function flight_check(self, pos_w)
- if type(self.fly_in) == "string" and self.standing_in == self.fly_in then
- return true
- elseif type(self.fly_in) == "table" then
- for _, fly_in in ipairs(self.fly_in) do
- if self.standing_in == fly_in then
- return true
- end
- end
- end
- local def = minetest.reg_ns_nodes[self.standing_in]
- if not def then return false end -- nil check
- -- 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
- -- Enables mobs to fly in non-walkable stuff like thin "default:snow".
- if not def.walkable then
- return true
- end
- return false
- end
- -- custom particle effects
- local function effect(
- 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
- -- Update nametag colour.
- local function update_tag(self)
- 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
- self.object:set_properties({
- nametag = self.nametag,
- nametag_color = col,
- })
- end
- -- drop items
- local function item_drop(self, cooked)
- -- check for nil or no drops
- if not self.drops or #self.drops == 0 then
- return
- end
- -- no drops if disabled by setting
- if not mobs_drop_items then return end
- -- no drops for child mobs
- if self.child then return end
- local obj, item, num
- local pos = self.object:get_pos()
- for n = 1, #self.drops do
- if random(1, 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 when true
- if cooked 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
- -- add item if it exists
- obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
- 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
- -- check if mob is dead or only hurt
- local function check_for_death(self, cause, cmi_cause)
- -- has health actually changed?
- if self.health == self.old_health and self.health > 0 then
- return
- end
- self.old_health = self.health
- -- still got some health? play hurt sound
- if self.health > 0 then
- mob_sound(self, self.sounds.damage)
- -- make sure health isn't higher than max
- if self.health > self.hp_max then
- self.health = self.hp_max
- end
- -- backup nametag so we can show health stats
- if not self.nametag2 then
- self.nametag2 = self.nametag or ""
- end
- if show_health and self.show_health ~= false and
- (cmi_cause and cmi_cause.type == "punch") then
- self.htimer = 2
- self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
- update_tag(self)
- end
- return false
- end
- -- Mob will die, check if we were attacked.
- if cause == "hit" then
- if self.last_attacked_by and self.last_attacked_by ~= "" then
- local attacked_by = minetest.get_player_by_name(self.last_attacked_by)
- if attacked_by then
- mobs.player_killed_mob(self, attacked_by)
- end
- end
- end
- -- only drop items if weapon is of sufficient level to overcome mob's armor level
- local can_drop = true
- if cmi_cause and cmi_cause.tool_capabilities then
- local max_drop_level = (cmi_cause.tool_capabilities.max_drop_level or 0)
- -- Increase weapon's max drop level if rank is level 7.
- local tool_level = 1
- if cmi_cause.wielded then
- local tool_meta = cmi_cause.wielded:get_meta()
- tool_level = tonumber(tool_meta:get_string("tr_lastlevel")) or 1
- end
- if tool_level >= 7 then
- max_drop_level = max_drop_level + 1
- end
- if (max_drop_level) < (self.armor_level or 0) then
- can_drop = false
- end
- end
- -- mob doesn't drop anything if killed by sunlight
- -- this fixes the problem of drops being scattered around after sunrise
- -- caused by icemen and sandmen
- if cause == "light" then
- can_drop = false
- end
- if can_drop then
- -- dropped cooked item if mob died in lava
- if cause == "lava" or cause == "fire" then
- item_drop(self, true)
- else
- item_drop(self, nil)
- end
- end
- mob_sound(self, self.sounds.death)
- local pos = self.object:get_pos()
- -- execute custom death function
- if self.on_die then
- self.on_die(self, pos)
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return true
- end
- -- default death function and die animation (if defined)
- 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)
- self.attack = nil
- self.v_start = false
- self.blinktimer = 0
- self.passive = true
- transition_state(self, "die")
- set_velocity(self, 0)
- set_animation(self, "die")
- minetest.after(length, function(self)
- -- Mark for removal as last action on mob_step().
- -- Note: this is deferred for a bit!
- self.mkrm = true
- end, self)
- else
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- end
- effect(pos, 20, "tnt_smoke.png")
- return true
- end
- -- Check if within physical map limits (-30911 to 30927).
- local function within_limits(pos, radius)
- if (pos.x - radius) > -30913
- and (pos.x + radius) < 30928
- and (pos.y - radius) > -30913
- and (pos.y + radius) < 30928
- and (pos.z - radius) > -30913
- and (pos.z + radius) < 30928 then
- return true -- Within limits.
- end
- return false -- Beyond limits.
- end
- -- Returns true if node can deal damage to self.
- local function is_node_dangerous(self, nodename, ndef)
- if nodename == "air" then
- return false
- end
- if not ndef then
- ndef = minetest.registered_nodes[nodename]
- end
- if not ndef then
- return true
- end
- local groups = ndef.groups
- local water = groups.water or 0
- local lava = groups.lava or 0
- local fire = groups.fire or 0
- if (self.water_damage or 0) > 0 and water ~= 0 then
- return true
- end
- if (self.lava_damage or 0) > 0 and lava ~= 0 then
- return true
- end
- if (self.fire_damage or 0) > 0 and fire ~= 0 then
- return true
- end
- if ndef.damage_per_second > 0 then
- return true
- end
- return false
- end
- -- Get node but use fallback for nil or unknown.
- local function node_ok(pos, fallback)
- fallback = fallback or mobs.fallback_node
- local node = minetest.get_node_or_nil(pos)
- if node and minetest.registered_nodes[node.name] then
- return node
- end
- return minetest.registered_nodes[fallback]
- end
- -- This function moves a mob to the center of the X,Z column.
- -- True is returned to indicate the mob is moving; otherwise false.
- -- Note: the point is to get the mob's collision box entirely inside the X,Z
- -- plain of the node it is standing on; if this can't be achieved, the
- -- pathfinder WILL exhibit bugs!
- local function keep_mob_centered(self, ss)
- local s = ss or self.object:get_pos()
- local c = vector.round(s)
- -- Have mob position himself nearer the center of the node.
- if abs(s.x - c.x) > 0.2 or abs(s.z - c.z) > 0.2 then
- set_yaw(self, yaw_to_pos(self, c, s))
- set_velocity(self, 0.2)
- set_animation(self, "walk", 5)
- return true
- end
- end
- -- This function causes a mob to walk slowly toward its facing direction until
- -- it detects an obstacle (of any kind). It returns true to indicate the mob is
- -- moving.
- local function walk_mob_forward(self)
- -- Function is not defined yet.
- if not mobs.facing_wall_or_pit(self) then
- set_velocity(self, 0.5)
- set_animation(self, "walk", 5)
- return true
- end
- end
- local function show_position(p)
- -- Keep this particle code for debugging purposes [MustTest].
- -- Spawn particle at actual computed position without rounding.
- local pname = "singleplayer"
- if not minetest.is_singleplayer() then
- pname = gdac.name_of_admin
- end
- utility.original_add_particle({
- playername = pname,
- pos = p,
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- expirationtime = 0.5,
- size = 1,
- collisiondetection = false,
- vertical = false,
- texture = "bubble.png",
- })
- end
- -- This function computes the rounded position of the node in front of the mob.
- -- The math must be such that the mob MUST be standing WITHIN the node's X,Z
- -- bounds, in order to get the position of the node ahead. If this is not the
- -- case, then the mob would detect obstacles either too soon or too late to
- -- correctly deal with them.
- local function get_ahead_pos(self, pos, yaw)
- -- Copy position argument so we do not modify it.
- local s = (pos and vector.copy(pos)) or self.object:get_pos()
- s.y = s.y + self.collisionbox[2] + 0.5
- local off = (pi / 2)
- local cir = (pi * 2)
- local dir = yaw or (self.object:get_yaw() + off)
- -- Adjustment factor to improve accuracy.
- local fac = 0.99
- local ang = dir - off
- if ang < 0 then ang = ang + cir end
- if ang > cir then ang = ang - cir end
- local dd = deg(ang)
- --report(self, "angle: " .. dd)
- -- Increase distance when facing corners.
- if dd > 30 and dd < 60 then
- fac = 1.3
- elseif dd > 120 and dd < 150 then
- fac = 1.3
- elseif dd > 210 and dd < 240 then
- fac = 1.3
- elseif dd > 300 and dd < 330 then
- fac = 1.3
- end
- local p = {
- x = s.x + (cos(dir) * fac),
- y = s.y,
- z = s.z + (sin(dir) * fac),
- }
- -- Keep this particle code for debugging purposes [MustTest].
- --[[
- -- Spawn particle at actual computed position without rounding.
- local pname = "singleplayer"
- if not minetest.is_singleplayer() then
- pname = gdac.name_of_admin
- end
- utility.original_add_particle({
- playername = pname,
- pos = p,
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- expirationtime = 0.5,
- size = 1,
- collisiondetection = false,
- vertical = false,
- texture = "bubble.png",
- })
- --]]
- p = v_round(p)
- --[[
- -- Spawn particle at rounded node position.
- utility.original_add_particle({
- playername = pname,
- pos = p,
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- expirationtime = 0.5,
- size = 4,
- collisiondetection = false,
- vertical = false,
- texture = "bubble.png",
- })
- --]]
- return p
- end
- -- This function returns a list of walkable surfaces which are level with the
- -- position. The returned list contains positions *above* the walkable surfaces.
- -- The center position is also included, for a max total of 9 locations.
- local function walkable_around(pos)
- local minp = v_add(pos, {x=-1, y=0, z=-1})
- local maxp = v_add(pos, {x=1, y=0, z=1})
- return hb4.find_walkable_in_area_under_unwalkable(minp, maxp)
- end
- -- Check if a position is a wall or pit. You should pass the rounded position of
- -- the node which the mob wants to move INTO. Always returns two values,
- -- true/false, and a reason string.
- local function is_wall_or_pit(self, wp)
- local drop = (self.fear_height or 0)
- local jump = (self.jump_height or 0)
- -- Note: we need to add 1 to the jump height in order to take care of the case
- -- that the wall has a hole in it near the top. The mob would not be able to
- -- jump through such a wall because of the block above (assuming the mob is 2
- -- blocks high).
- jump = jump + 1
- -- Start the raycast from the top and go down.
- -- Note: the raycast ignores air nodes. So we do not need to do air checks.
- -- Note: the raycast returns ALL nodes, not just those exposed to air.
- local p1 = v_add(wp, {x=0, y=jump, z=0})
- local p2 = v_add(wp, {x=0, y=-drop, z=0})
- local ray = minetest.raycast(p1, p2, false, true)
- local thing = ray:next()
- local head_solid = false
- while thing do
- if thing.type == "node" then
- local p = thing.under
- local n = minetest.get_node(p).name
- local d = minetest.registered_nodes[n]
- if not d then
- return true, "undef"
- end
- if is_node_dangerous(self, n, d) then
- if head_solid then
- return true, "wall"
- else
- return true, "danger"
- end
- end
- -- If the node is not walkable, skip these checks.
- if d.walkable then
- if p.y == p1.y then
- head_solid = true
- elseif p.y == (p1.y - 1) then
- return true, "wall"
- elseif p.y == (p1.y - 2) and head_solid then
- return true, "wall"
- else
- return false, "surface"
- end
- end
- end
- thing = ray:next()
- end
- -- If we reach here, the raycast did not intersect any nodes.
- if (self.fear_height or 0) == 0 then
- return false, "nofear"
- end
- return true, "pit"
- end
- -- Export function.
- mobs.is_wall_or_pit = is_wall_or_pit
- -- Is mob facing a wall or a pit/cliff. Always returns two values, true/false,
- -- and a reason string.
- local function facing_wall_or_pit(self)
- if self.driver then
- return false, "driver"
- end
- local ahead = get_ahead_pos(self)
- return is_wall_or_pit(self, ahead)
- end
- -- Export function.
- mobs.facing_wall_or_pit = facing_wall_or_pit
- -- This function is to be called by the pathfinder to determine if a waypoint
- -- would be dangerous for a mob to follow. Note that the pathfinder does not
- -- place waypoints over deep pits, cliffs, or walls, so we do not need to check
- -- for that kind of blockage. Note: pathfinder returns rounded positions.
- function waypoint_dangerous(self, waypoint)
- local bnode = node_ok(waypoint)
- -- Is waypoint inside a dangerous node?
- if is_node_dangerous(self, bnode.name) then
- return true
- end
- end
- -- Global function.
- function mobs.node_ok(pos, fallback)
- return node_ok(pos, fallback)
- end
- -- Get list of players and mobs in radius. Note: all "actor" (player, mob) type
- -- targets are returned, irrespective of invisibility. Self is never included.
- local function get_targets_in_radius(self, pos, radius)
- local list = {}
- local objs = minetest.get_objects_inside_radius(pos, radius)
- for k, v in ipairs(objs) do
- if v:is_player() then
- list[#list + 1] = v
- else
- local ent = v:get_luaentity()
- if ent and (ent.mob or ent._cmi_is_mob) then
- if ent.object ~= self.object then
- list[#list + 1] = v
- end
- end
- end
- end
- return list
- end
- -- Environmental damage (water, lava, fire, light).
- local function do_env_damage(self)
- -- feed/tame text timer (so mob 'full' messages dont spam chat)
- if self.htimer > 0 then
- self.htimer = self.htimer - 1
- end
- -- reset nametag after showing health stats
- if self.htimer < 1 and self.nametag2 then
- self.nametag = self.nametag2
- self.nametag2 = nil
- update_tag(self)
- end
- local pos = self.object:get_pos()
- self.time_of_day = minetest.get_timeofday()
- -- remove mob if beyond map limits
- if not within_limits(pos, 0) then
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return
- end
- -- mob may simply despawn at daytime, without dropping anything
- if random(1, 10) == 1 then -- add some random delay chance
- if self.daytime_despawn and pos.y > -10
- and self.time_of_day > 0.2
- and self.time_of_day < 0.8
- and (minetest.get_node_light(pos) or 0) > 12 then
- if self.on_despawn then
- self.on_despawn(self)
- return
- else
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return
- end
- end
- end
- -- bright light harms mob
- -- daylight above ground
- if self.light_damage ~= 0
- and pos.y > -10
- and self.time_of_day > 0.2
- and self.time_of_day < 0.8
- and (minetest.get_node_light(pos) or 0) > 12 then
- self.health = self.health - self.light_damage
- effect(pos, 5, "tnt_smoke.png")
- if check_for_death(self, "light", {type = "light"}) then return end
- end
- if self.despawns_in_dark_caves and pos.y < -12 then
- if (minetest.get_node_light(pos) or 0) == 0 then
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return
- end
- end
- -- don't fall when on ignore, just stand still
- if self.standing_in == "ignore" then
- self.object:set_velocity({x = 0, y = 0, z = 0})
- end
- local nodef = minetest.reg_ns_nodes[self.standing_in]
- local nodef2 = minetest.reg_ns_nodes[self.standing_on]
- -- Stairs nodes don't do env damage.
- if not nodef or not nodef2 then
- return
- end
- pos.y = pos.y + 1 -- for particle effect position
- -- water
- if self.water_damage ~= 0 and nodef.groups.water then
- if self.water_damage ~= 0 then
- self.health = self.health - self.water_damage
- effect(pos, 5, "bubble.png", nil, nil, 1, nil)
- if check_for_death(self, "water", {type = "environment",
- pos = pos, node = self.standing_in}) then return end
- end
- -- lava damage
- elseif self.lava_damage ~= 0 and nodef.groups.lava then
- if self.lava_damage ~= 0 then
- self.health = self.health - self.lava_damage
- effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
- if check_for_death(self, "lava", {type = "environment",
- pos = pos, node = self.standing_in}) then return end
- end
- -- fire damage
- elseif self.fire_damage ~= 0 and nodef.groups.fire then
- self.health = self.health - self.fire_damage
- effect(pos, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
- if check_for_death(self, "fire", {type = "environment", pos = pos,
- node = self.standing_in, hot = true}) then return end
- -- damage_per_second node check
- 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(pos, 5, "tnt_smoke.png")
- if check_for_death(self, "dps", {type = "environment",
- pos = pos, node = self.standing_in}) then return end
- end
- if nodef2.groups.lava and self.lava_annihilates and self.lava_annihilates == true then
- self.health = 0
- effect(pos, 5, "tnt_smoke.png")
- pos.y = pos.y - 1 -- erase effect of adjusting for particle position.
- local pb = v_round(pos) -- use rounded position
- local pa = {x=pb.x, y=pb.y+1, z=pb.z}
- if minetest.get_node(pb).name == "air" and minetest.get_node(pa).name == "air" then
- if self.makes_bones_in_lava and self.makes_bones_in_lava == true then
- minetest.add_node(pb, {name="bones:bones_type2"})
- local meta = minetest.get_meta(pb)
- meta:set_int("protection_cancel", 1)
- minetest.add_node(pa, {name="fire:basic_flame"})
- minetest.check_for_falling(pb)
- else
- minetest.add_node(pb, {name="fire:basic_flame"})
- end
- end
- if check_for_death(self, "lava", {type = "environment",
- pos = pos, node = self.standing_in}) then return end
- end
- check_for_death(self, "", {type = "unknown"})
- end
- -- Arrow shooting code extracted into its own function [MustTest].
- local function shoot_arrow(self, vec)
- -- Play shoot attack sound.
- mob_sound(self, self.sounds.shoot_attack)
- -- Spawn arrow comming from mid-height of mob.
- 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)
- if not obj then return end -- Sanity check.
- local ent = obj:get_luaentity()
- if not ent then
- obj:remove()
- return
- end -- Sanity check.
- local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
- local v = ent.velocity or 1 -- or set to default
- ent.switch = 1
- ent.owner_obj = self.object -- Add unique owner object ref 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
- -- Export.
- mobs.shoot_arrow = function(...)
- shoot_arrow(...)
- end
- -- Target punching code extracted into its own function [MustTest].
- local function punch_target(self, dtime)
- if not self.attack then return end
- if not self.attack:get_pos() then return end
- -- If the punch timer is still running since the last successful punch, then
- -- don't do anything.
- if (self.punch_timer or 0) > 0 then return end
- local s2 = self.object:get_pos()
- local p2 = self.attack:get_pos()
- p2.y = p2.y + 0.5
- s2.y = s2.y + 0.5
- if not raycast_los(self, p2, s2) then
- return
- end
- -- play attack sound
- mob_sound(self, self.sounds.attack)
- local targetname = (self.attack:is_player() and self.attack:get_player_name() or "")
- -- punch player (or what player is attached to)
- local attached = self.attack:get_attach()
- if attached or default.player_attached[targetname] then
- -- Mob has a chance of removing the player from whatever they're attached to.
- -- This chance only applies on the mob's first hit; if they fail to detach
- -- the player, the mob's target is set to the entity the player is attached to.
- if self.attack:is_player() and random(1, 5) == 1 then
- utility.detach_player_with_message(self.attack)
- elseif attached then
- self.attack = attached
- end
- end
- -- If attacking an entity that has no attached player, then stop attacking.
- if targetname == "" then
- local luaent = self.attack:get_luaentity()
- if luaent and not luaent._cmi_is_mob then
- local children = self.attack:get_children()
- if not children or #children == 0 then
- self.attack = nil
- return
- else
- local has_player = false
- for k, v in ipairs(children) do
- if v:is_player() then
- has_player = true
- end
- end
- if not has_player then
- self.attack = nil
- return
- end
- end
- end
- end
- -- Don't bother the admin.
- if gdac.player_is_admin(targetname) then
- return
- end
- if self.punch_target and self.punch_target(self, self.object, self.attack) == true then
- -- If 'true', skip default punch action.
- else
- local damage = self.damage or 0
- if self.damage_min and self.damage_max then
- if self.damage_min > damage and self.damage_max >= self.damage_min then
- damage = random(self.damage_min, self.damage_max)
- end
- end
- local dgroup = self.damage_group or "fleshy"
- self.attack:punch(self.object, 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {[dgroup] = damage}
- }, nil)
- -- Start punch timer; mob cannot punch again until timer reaches 0.
- self.punch_timer = 1
- ambiance.sound_play("default_punch", p2, 2.0, 30)
- end
- -- Tell everyone about the death [MustTest].
- if self.attack:is_player() and self.attack:get_hp() <= 0 then
- mobs.mob_killed_player(self, self.attack)
- self.attack = nil
- end
- end
- -- Remove block if possible [MustTest]. Note: this function does not necessarily
- -- have to break a node if it is non-walkable, but even if so (i.e., air) it
- -- MUST still return true in that case!
- local function try_break_block(self, s)
- -- Must round position ourselves, otherwise we'll expose rounding
- -- inconsistencies in the engine and possibly break protection.
- s = v_round(s)
- local node1 = minetest.get_node(s).name
- -- Shortcut.
- if node1 == "air" then
- return true
- end
- -- Checks must be performed in order of severity.
- local ndef1 = minetest.registered_nodes[node1]
- -- Don't destroy player's bones [MustTest]!
- if (not ndef1) or node1 == "ignore" or node1 == "bones:bones" then
- return false, "special"
- end
- if ndef1.groups.unbreakable or ndef1.groups.immovable then
- return false, "unbreakable"
- end
- -- Some liquids (like lava sources) are walkable. The liquid check must
- -- therefore come first. (Some fake liquids, like nether grit, are diggable.)
- if ndef1.groups.liquid and not ndef1.diggable then
- return false, "liquid"
- end
- -- Check node level against mob's max-dig-level.
- if (ndef1.groups.level or 0) > (self.max_node_dig_level or 1) then
- return false, "unbreakable"
- end
- if ndef1.walkable and minetest.test_protection(s, "") then
- return false, "protected"
- end
- -- If a non-walkable node is also NOT dangerous, it does not block pathfinder.
- if not ndef1.walkable and not is_node_dangerous(node1) then
- return true
- end
- -- If we reach here, node ought to be either walkable, either/or dangerous.
- local oldnode = minetest.get_node(s)
- minetest.set_node(s, {name = "air"})
- -- Run script hook
- for _, callback in ipairs(minetest.registered_on_dignodes) do
- -- Deepcopy pos, oldnode, because callback can modify them
- callback(table.copy(s), table.copy(oldnode), self.object)
- end
- minetest.check_for_falling(s)
- -- This function takes both nodetables and nodenames.
- -- Pass node names, because passing a node table gives wrong results.
- local drops = minetest.get_node_drops(oldnode.name, "")
- for _, item in pairs(drops) do
- local p = {
- x = s.x + random() / 2 - 0.25,
- y = s.y + random() / 2 - 0.25,
- z = s.z + random() / 2 - 0.25,
- }
- minetest.add_item(p, item)
- end
- return true -- success!
- end
- local function force_jump_up(self, height)
- height = height or self.jump_height or 0
- local v = self.object:get_velocity()
- if height == 1 then
- v.y = 5 -- Jump a bit over one node.
- elseif height == 2 then
- v.y = 6.8 -- Jump slightly over two nodes.
- elseif height == 3 then
- v.y = 8.2 -- Jump over three nodes.
- else
- v.y = 5
- end
- v.y = v.y + (random(-50, 50) / 100)
- self.object:set_velocity(v)
- set_animation(self, "jump")
- end
- -- Jump if facing a solid node while moving forward (not fences or gates).
- -- This function returns true if mob jumped; otherwise 'false' + "reason".
- -- Notice: this func DOES NOT rotate the mob under any circumstances.
- local function try_jump(self, dtime)
- -- Abort if mob does not have the ability to jump.
- if not self.jump or self.jump_height == 0 or self.fly then
- return false, "disabled"
- end
- -- Limit jump attempts to once per second.
- self.jump_timer = (self.jump_timer or 0) - dtime
- if self.jump_timer > 0 then
- return false, "jumping"
- end
- self.jump_timer = 0
- -- If we've only been stuck for less than a moment, we are still moving.
- if self.stuck_timer < 0.5 then
- return false, "moving"
- end
- -- We can only jump if standing on solid node.
- if not minetest.registered_nodes[self.standing_on].walkable then
- return false, "unwalkable"
- end
- -- What is in front of the mob?
- local nodebot = self.facing_node
- local nodetop = node_ok(v_add(self.facing_pos, {x=0, y=1, z=0}))
- -- Is the mob facing a fence?
- if self.facing_fence then
- return false, "fence"
- end
- -- Is the node in front of the mob's head (assuming 2 node high mob) walkable?
- local blocked = minetest.registered_nodes[nodetop.name].walkable
- if blocked then
- -- Only considered blocked if the mob can't jump 2 nodes high.
- if self.jump_height < 2 then
- return false, "blocked"
- end
- end
- -- Is the node ahead NOT walkable? Something else is probably blocking us.
- if not minetest.registered_nodes[nodebot].walkable then
- return false, "walkable"
- end
- force_jump_up(self)
- -- When in air move forward.
- minetest.after(0.3, function(self, v)
- if self.object:get_luaentity() then
- local v = self.object:get_velocity()
- self.object:set_acceleration({
- x = v.x * 2,
- y = 0,
- z = v.z * 2,
- })
- end
- end, self, v)
- if get_velocity(self) > 0 then
- mob_sound(self, self.sounds.jump)
- end
- -- Cannot jump again for one second.
- self.jump_timer = 1
- return true
- end
- -- Env damage avoidance extracted into its own function [MustTest].
- local env_damage_nodes = {
- "group:soil",
- "group:stone",
- "group:sand",
- "group:rackstone",
- "group:netherack",
- node_ice,
- node_snowblock,
- }
- -- Executed when self.state == "avoid" [MustTest].
- -- Function assumes entity object exists (entity methods shall not return nil).
- local function avoid_env_damage(self, dtime)
- -- Get rounded position of the node the mob is standing in.
- local s = self.object:get_pos()
- s.y = s.y + self.collisionbox[2] + 0.5
- s = v_round(s)
- self.avoid.timer = self.avoid.timer - dtime
- if self.avoid.timer <= 0 then
- self.avoid.timer = 0
- self.avoid.target = nil
- end
- -- Current target's timeout has expired. Need to find a new safe spot.
- if self.avoid.timer <= 0 then
- -- Get list of nearby safe nodes under air.
- local minp = {x=s.x - 1, y=s.y - 0, z=s.z - 1}
- local maxp = {x=s.x + 1, y=s.y + 1, z=s.z + 1}
- local targets = minetest.find_nodes_in_area_under_air(
- minp, maxp, env_damage_nodes)
- -- Didn't find anything? Expand search area.
- if #targets == 0 then
- minp.x = minp.x - 2
- minp.y = minp.y - 0
- minp.z = minp.z - 2
- maxp.x = maxp.x + 2
- maxp.y = maxp.y + 1
- maxp.z = maxp.z + 2
- targets = minetest.find_nodes_in_area_under_air(
- minp, maxp, env_damage_nodes)
- end
- -- Still didn't find anything? Expand search area again.
- if #targets == 0 then
- minp.x = minp.x - 2
- minp.y = minp.y - 1
- minp.z = minp.z - 2
- maxp.x = maxp.x + 2
- maxp.y = maxp.y + 1
- maxp.z = maxp.z + 2
- targets = minetest.find_nodes_in_area_under_air(
- minp, maxp, env_damage_nodes)
- end
- -- Select position of random block to climb onto.
- if #targets > 0 then
- self.avoid.target = targets[random(1, #targets)]
- self.avoid.timer = 3
- end
- end
- -- Do we have a safe position?
- if self.avoid.target then
- if (self.pathfinding or 0) >= 1 then
- self.path.target = v_add(self.avoid.target, {x=0, y=1, z=0})
- self.path.dangerous_paths = true
- push_state(self, "pathfind")
- return
- else
- -- Look towards land and jump/move in that direction.
- local yaw = yaw_to_pos(self, self.avoid.target, s)
- set_yaw(self, yaw, 4)
- set_velocity(self, self.run_velocity or 0)
- set_animation(self, "run")
- self.avoid.timer = 3
- end
- else
- -- Mob panics, turns in random direction.
- if self.avoid.timer <= 0 then
- local yaw = self.object:get_yaw()
- yaw = yaw + random(-pi, pi)
- set_yaw(self, yaw, 6)
- self.avoid.timer = 3
- end
- set_velocity(self, self.run_velocity or 0)
- set_animation(self, "run")
- end
- end
- local function do_avoid_enter(self)
- self.avoid.target = nil
- self.avoid.timer = 0
- end
- -- Blast damage to entities nearby (modified from TNT mod).
- local function entity_physics(pos, radius)
- radius = radius * 2
- local objs = minetest.get_objects_inside_radius(pos, radius)
- local obj_pos, dist
- for n = 1, #objs do
- obj_pos = objs[n]:get_pos()
- dist = get_distance(pos, obj_pos)
- if dist < 1 then dist = 1 end
- local damage = floor((4 / dist) * radius)
- local ent = objs[n]:get_luaentity()
- -- punches work on entities and players
- objs[n]:punch(objs[n], 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage},
- }, pos)
- end
- end
- -- Should mob follow what I'm holding?
- local function follow_holding(self, clicker)
- if not clicker:is_player() then
- return false
- end
- local item = clicker:get_wielded_item()
- local t = type(self.follow)
- local name = item:get_name()
- -- Single item.
- if t == "string" and name == self.follow then
- return true
- -- Multiple items.
- elseif t == "table" then
- for i = 1, #self.follow, 1 do
- if self.follow[i] == name then
- return true
- end
- end
- end
- return false
- end
- -- Find two animals of same type and breed if nearby and horny.
- -- Note: function is never called more than once per second. (No 'dtime' arg.)
- local function attempt_breed(self)
- -- Child takes 240 seconds before growing into adult.
- if self.child == true then
- self.hornytimer = self.hornytimer + 1
- if self.hornytimer > 240 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
- -- jump when fully grown so as not to fall into ground
- self.object:set_velocity({
- x = 0,
- y = 5,
- z = 0
- })
- end
- end
- return
- end
- -- horny animal can mate for 40 seconds,
- -- afterwards horny animal cannot mate again for 200 seconds
- if self.horny == true
- and self.hornytimer < 240 then
- self.hornytimer = self.hornytimer + 1
- if self.hornytimer >= 240 then
- self.hornytimer = 0
- self.horny = false
- end
- end
- -- find another same animal who is also horny and mate if nearby
- if self.horny == true
- and self.hornytimer <= 40 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 num = 0
- local ent = nil
- 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 = string.split(ent.name,":")
- local selfname = string.split(self.name,":")
- if entname[1] == selfname[1] then
- entname = string.split(entname[2],"_")
- selfname = string.split(selfname[2],"_")
- if entname[1] == selfname[1] then
- canmate = true
- end
- end
- end
- end
- if ent
- and canmate == true
- and ent.horny == true
- and ent.hornytimer <= 40 then
- num = num + 1
- end
- -- found your mate? then have a baby
- if num > 1 then
- self.hornytimer = 41
- ent.hornytimer = 41
- -- 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(self, ent) == false then
- return
- end
- else
- effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
- end
- 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)
- num = 0
- break
- end
- end
- end
- end
- -- Find and replace what mob is looking for (grass, wheat etc.).
- local function replace(self, pos)
- if not mobs_griefing
- or not self.replace_rate
- or not self.replace_what
- or self.child == true
- or self.object:get_velocity().y ~= 0
- or random(1, 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
- local range = self.replace_range or 1
- local target = minetest.find_node_near(pos, range, what)
- if target then
- -- Do not disturb protected stuff.
- if minetest.test_protection(target, "") then return end
- -- print ("replace node = ".. minetest.get_node(pos).name, pos.y)
- local oldnode = {name = what}
- local newnode = {name = with}
- local on_replace_return
- if self.on_replace then
- on_replace_return = self.on_replace(self, target, oldnode, newnode)
- end
- if on_replace_return ~= false then
- minetest.add_node(target, {name = with})
- -- when cow/sheep eats grass, replace wool and milk
- if self.gotten == true then
- self.gotten = false
- self.object:set_properties(self)
- end
- end
- end
- end
- -- Check if daytime and also if mob is docile during daylight hours.
- local function day_docile(self)
- if not self.docile_by_day then
- return false
- elseif self.time_of_day > 0.2 and self.time_of_day < 0.8 then
- return true
- end
- end
- -- Debug path display function.
- local function highlight_path(self)
- if not mobs.debug_paths then
- return
- end
- if not self.path.following then
- return
- end
- -- Show path using particles.
- if self.path.way and #self.path.way > 0 then
- local pname = "singleplayer"
- if not minetest.is_singleplayer() then
- pname = gdac.name_of_admin
- end
- for _, pos in ipairs(self.path.way) do
- utility.original_add_particle({
- playername = pname,
- pos = pos,
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- expirationtime = 1.5,
- size = 4,
- collisiondetection = false,
- vertical = false,
- texture = "heart.png",
- })
- end
- end
- end
- -- Place node, excluding it from protection.
- local function force_place_block(name, pos, bridge)
- minetest.set_node(pos, {name=name})
- local meta = minetest.get_meta(pos)
- meta:set_int("protection_cancel", 1)
- -- Drop node if the position underneath is not walkable and NOT bridging.
- if not bridge then
- if not pos_walkable(v_add(pos, {x=0, y=-1, z=0})) then
- if not minetest.test_protection(pos, "") then
- sfn.drop_node(pos)
- end
- else
- minetest.check_for_falling(pos)
- end
- end
- end
- -- Function shall attempt to place a node, exluding it from protection.
- local function try_place_block(self, target, bridge)
- local pn = self.place_node or node_pathfinder_place
- local nn = minetest.get_node(target).name
- if nn == "air" or nn == "default:snow" then
- force_place_block(pn, target, bridge)
- return true
- end
- local ndef = minetest.registered_nodes[nn]
- if not ndef or nn == "ignore" then
- return false
- end
- if ndef.buildable_to and not minetest.test_protection(target, "") then
- force_place_block(pn, target, bridge)
- return true
- end
- end
- -- Shall return true if blockage was fully removed [MustTest].
- local function try_dig_doorway(self)
- local p1 = get_ahead_pos(self)
- -- First, try to break the block above.
- -- If we can't do this, there's no point in trying to break the bottom block.
- -- That would also interfere with us closing the bottom hole up.
- p1.y = p1.y + 1
- local b1
- local b2 = try_break_block(self, p1)
- p1.y = p1.y - 1
- -- Sometimes, a mob is trying to path through a 1x1 hole, where the block
- -- above is undiggable for some reason. I can do something clever here:
- -- if the bottom hole is air, I can close it up. This way, the next time the
- -- pathfinder runs, it will not try to go through this hole. [MustTest]
- local hole_closed = false
- if not b2 then
- if try_place_block(self, p1) then
- hole_closed = true
- end
- else
- b1 = try_break_block(self, p1)
- end
- if b1 and b2 then
- return true
- elseif hole_closed then
- return false, "changed"
- else
- return false, "failed"
- end
- end
- -- Specific attack.
- local function specific_attack(list, what)
- -- No list so attack default (player, animals etc.)
- if list == nil then
- return true
- end
- -- is found entity on list to attack?
- for no = 1, #list do
- if list[no] == what then
- return true
- end
- end
- return false
- end
- -- Select nearest target entity from an array of entities.
- local function select_nearest_entity(self, list)
- local s = self.object:get_pos()
- s.y = s.y + 1 -- Make easier to look up hills.
- local closest_target
- local current_distance = self.view_range + 1
- -- Go through entities and select closest.
- local size = #list -- Cache array length.
- for n = 1, size, 1 do
- local target = list[n]
- local p = target:get_pos()
- p.y = p.y + 1 -- Make easier to look up hills.
- local dist = get_distance(p, s)
- -- Choose closest target that is not self.
- if dist > 0 then
- if dist < current_distance and raycast_los(self, s, p) then
- current_distance = dist
- closest_target = target
- end
- end
- end
- return closest_target
- end
- -- Specific runaway.
- local function specific_runaway(list, what)
- -- No list.
- if not list then return end
- -- Found entity on list to run away from?
- for no = 1, #list, 1 do
- if list[no] == what then
- return true
- end
- end
- end
- -- Get list of targets in area that should be run away from.
- local function get_avoidable_targets(self)
- local s = self.object:get_pos()
- local objs = minetest.get_objects_inside_radius(s, self.view_range)
- for n = 1, #objs, 1 do
- local ent = objs[n]:get_luaentity()
- -- Are we a player?
- if objs[n]:is_player() then
- local pname = objs[n]:get_player_name()
- -- If player invisible them mob does not run away from them.
- if mobs.is_invisible(self, pname) then
- objs[n] = nil
- goto continue
- end
- -- Ignore dead players.
- if objs[n]:get_hp() <= 0 then
- objs[n] = nil
- goto continue
- end
- -- If player nametag is off, reduce range at which mob can see them.
- if objs[n] and player_labels.query_nametag_onoff(pname) == false then
- local r = self.view_range * 0.8
- local p = objs[n]:get_pos()
- if v_distance(p, s) > r then
- objs[n] = nil
- goto continue
- end
- end
- -- Don't run from ignored players.
- if minetest.check_player_privs(pname, {mobs_ignore=true}) then
- objs[n] = nil
- goto continue
- end
- -- Or are we a mob?
- elseif ent and ent._cmi_is_mob then
- -- Don't run away from mobs of our own type, or unknown type.
- if ent.name == "" or self.name == ent.name then
- objs[n] = nil
- goto continue
- end
- -- Ignore mobs we don't care about.
- if not specific_runaway(self.runaway_from, ent.name) then
- objs[n] = nil
- goto continue
- end
- -- Remove all other entities.
- else
- objs[n] = nil
- goto continue
- end
- ::continue::
- end
- -- Compact targets into an array.
- local targets = {}
- local index = 1
- for k, v in pairs(objs) do
- targets[index] = v
- index = index + 1
- end
- return targets
- end
- -- Get list of targets in area that can be attacked.
- local function get_attackable_targets(self)
- local s = self.object:get_pos()
- local objs = minetest.get_objects_inside_radius(s, self.view_range)
- -- Scan found entities and remove entities we aren't interested in.
- for n = 1, #objs, 1 do
- local ent = objs[n]:get_luaentity()
- -- Are we a player?
- if objs[n]:is_player() then
- local pname = objs[n]:get_player_name()
- -- If mob does not attack players.
- if not self.attack_players then
- objs[n] = nil
- goto continue
- end
- -- If player is invisible (some mobs can ignore invisibility).
- if mobs.is_invisible(self, pname) then
- objs[n] = nil
- goto continue
- end
- if not specific_attack(self.specific_attack, "player") then
- objs[n] = nil
- goto continue
- end
- -- Ignore dead players.
- if objs[n]:get_hp() <= 0 then
- objs[n] = nil
- goto continue
- end
- -- If player nametag is off, reduce range at which mob can see them.
- if player_labels.query_nametag_onoff(pname) == false then
- local r = self.view_range * 0.8
- local p = objs[n]:get_pos()
- if v_distance(p, s) > r then
- objs[n] = nil
- goto continue
- end
- end
- -- Don't attack ignored players.
- if minetest.check_player_privs(pname, {mobs_ignore=true}) then
- objs[n] = nil
- goto continue
- 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 not specific_attack(self.specific_attack, ent.name) then
- objs[n] = nil
- goto continue
- end
- -- Remove all other entities.
- else
- objs[n] = nil
- goto continue
- end
- ::continue::
- end
- -- Compact targets into an array.
- local targets = {}
- local index = 1
- for k, v in pairs(objs) do
- targets[index] = v
- index = index + 1
- end
- return targets
- end
- -- General attack function for all mobs. Scan for targets and attack them.
- -- This function (usually) only executes once per second (per mob) [MustTest].
- local function general_attack(self)
- -- Skip because mob is passive.
- if self.passive then return end
- -- Skip because already attacking something, or running away.
- if self.state == "attack" then return end
- if self.state == "runaway" then return end
- if self.state == "pathfind" then return end
- if self.state == "avoid" then return end
- if self.state == "digbuild" then return end
- -- Skip if mob is docile during day.
- if day_docile(self) then return end
- -- Get array list of targets to attack.
- local objs = get_attackable_targets(self)
- local target = select_nearest_entity(self, objs)
- -- Attack closest target.
- if target and random(1, 100) < (self.attack_chance or 95) then
- do_attack(self, target)
- return
- end
- -- Hunt random nearby target. (Allows targets outside of LOS.)
- if #objs > 0 then
- if not target and random(1, 100) < (self.hunt_chance or 5) then
- local tarhunt = objs[random(1, #objs)]
- do_attack(self, tarhunt)
- return
- end
- end
- end
- -- Find someone to runaway from.
- local function runaway_from(self)
- -- Abort if mob doesn't fear any particular enemies.
- if not self.runaway_from then return end
- -- If non-passive mob is attacking, then it will not run away right now.
- if self.state == "attack" and not self.passive then return end
- if self.state == "runaway" then return end
- if self.state == "pathfind" then return end
- if self.state == "avoid" then return end
- -- Get array list of targets to run away from.
- local objs = get_avoidable_targets(self)
- local target = select_nearest_entity(self, objs)
- if target then
- local s = self.object:get_pos()
- local p = target:get_pos()
- local yaw = yaw_to_pos(self, p, s)
- yaw = yaw + pi -- Face opposite.
- set_yaw(self, yaw, 4)
- transition_state(self, "runaway")
- end
- end
- -- Get an object ref to the mob's owner if in view range.
- local function get_owner_in_range(self)
- if not self.owner or self.owner == "" then
- return
- end
- -- Only players can be mob owners.
- local players = minetest.get_connected_players()
- for i = 1, #players, 1 do
- local pref = players[i]
- local pname = pref:get_player_name()
- if pname == self.owner then
- local s = self.object:get_pos()
- local p = pref:get_pos()
- if v_distance(s, p) < self.view_range then
- s.y = s.y + 1
- p.y = p.y + 1
- if raycast_los(self, s, p) then
- -- Do not return player ref if player is ignored.
- if not minetest.check_player_privs(pname, {mobs_ignore=true}) then
- return pref
- end
- end
- end
- end
- end
- end
- local function get_follow_holding_in_range(self)
- if not self.follow or self.follow == "" then
- return
- end
- -- Only players can hold items that mob might follow.
- local players = minetest.get_connected_players()
- for i = 1, #players, 1 do
- local pref = players[i]
- local s = self.object:get_pos()
- local p = pref:get_pos()
- if v_distance(s, p) < self.view_range then
- if follow_holding(self, pref) then
- s.y = s.y + 1
- p.y = p.y + 1
- if raycast_los(self, s, p) then
- local pname = pref:get_player_name()
- if not minetest.check_player_privs(pname, {mobs_ignore=true}) then
- return pref
- end
- end
- end
- end
- end
- end
- -- Check nearby players and follow them if conditions are right.
- -- Shall follow player if player is mob's owner, or if holding item.
- local function follow_something(self)
- -- Skip if attacking or running away.
- if self.state == "attack" then return end
- if self.state == "runaway" then return end
- if self.state == "avoid" then return end
- if self.state == "pathfind" then return end
- -- Skip if already following.
- if self.following and self.following:get_pos() then return end
- -- Skip if horny (who comes up with these terms? Geez).
- if self.horny then return end
- -- Skip if mob is child.
- if self.child then return end
- -- If the mob has an owner nearby, follow him!
- local owner = get_owner_in_range(self)
- if owner then
- local pname = owner:get_player_name()
- if not mobs.is_invisible(self, pname) then
- self.following = owner
- transition_state(self, "follow")
- return
- end
- end
- local holding = get_follow_holding_in_range(self)
- if holding then
- local pname = holding:get_player_name()
- if not mobs.is_invisible(self, pname) then
- self.following = holding
- transition_state(self, "follow")
- return
- end
- end
- end
- -- If the mob has a target, and LOS to target for time, then refocus attack!
- -- This function expects to run once per second.
- local function refocus_attack(self)
- if not self.attack then
- self.refocus_timer = 0
- return
- end
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- if not p then
- self.refocus_timer = 0
- return
- end
- -- Make looking up hills easier.
- s.y = s.y + 1
- p.y = p.y + 1
- local los = raycast_los(self, s, p)
- -- Count consecutive seconds in which mob has LOS to active target.
- if los then
- self.refocus_timer = (self.refocus_timer or 0) + 1
- else
- self.refocus_timer = 0
- return
- end
- -- The counter limit is arbitrary.
- if self.refocus_timer >= 8 then
- transition_state(self, "attack")
- return
- end
- end
- -- Dogshoot attack switch and counter function.
- local function dogswitch(self, dtime)
- -- Switch mode not activated.
- if not self.dogshoot_switch or not dtime then
- return 0
- end
- -- Run timer.
- self.dogshoot_count = self.dogshoot_count + dtime
- local expired
- if self.dogshoot_switch == 1 and self.dogshoot_count > self.dogshoot_count_max then
- expired = true
- elseif self.dogshoot_switch == 2 and self.dogshoot_count > self.dogshoot_count2_max then
- expired = true
- end
- if expired then
- -- Reset timer.
- self.dogshoot_count = 0
- -- Toggle.
- if self.dogshoot_switch == 1 then
- self.dogshoot_switch = 2
- else
- self.dogshoot_switch = 1
- end
- end
- return self.dogshoot_switch
- end
- local function do_stand_enter(self)
- set_velocity(self, 0)
- set_animation(self, "stand")
- end
- -- State self.state == "stand" moved to its own function [MustTest].
- local function do_stand_state(self, dtime)
- -- Avoid dangerous nodes.
- if is_node_dangerous(self, self.standing_in) then
- push_state(self, "avoid")
- return
- end
- local s = self.object:get_pos()
- if keep_mob_centered(self, s) then
- return
- end
- -- NPCs look at any players nearby, otherwise turn randomly.
- if random(1, 4) == 1 then
- local lp = nil
- if self.type == "npc" then
- local objs = minetest.get_objects_inside_radius(s, 10)
- for n = 1, #objs, 1 do
- if objs[n]:is_player() then
- lp = objs[n]:get_pos()
- break
- end
- end
- -- Small chance that player gets ignored.
- if random(1, 4) == 1 then
- lp = nil
- end
- end
- local yaw = self.object:get_yaw()
- if lp then
- yaw = yaw_to_pos(self, lp, s)
- else
- yaw = yaw + random(-0.5, 0.5)
- end
- set_yaw(self, yaw, 8)
- end
- set_velocity(self, 0)
- set_animation(self, "stand")
- -- Mobs ordered to stand stay standing.
- if self.order == "stand" then return end
- -- Am I facing something dangerous?
- local result, reason = facing_wall_or_pit(self)
- if result then return end
- -- Animals are restricted by fences.
- if self.type == "animal" and self.facing_fence then
- return
- end
- if random(1, 100) > (self.walk_chance or 0) then
- return
- end
- transition_state(self, "walk")
- --[[ fly up/down randomly for flying mobs
- if self.fly and random(1, 100) <= self.walk_chance then
- local v = self.object:get_velocity()
- local ud = random(-1, 2) / 9
- self.object:set_velocity({x = v.x, y = ud, z = v.z})
- end--]]
- end
- local function do_walk_enter(self)
- set_velocity(self, self.walk_velocity or 0)
- set_animation(self, "walk")
- end
- -- State self.state == "walk" moved to its own function [MustTest].
- local function do_walk_state(self, dtime)
- -- Avoid dangerous nodes.
- if is_node_dangerous(self, self.standing_in) then
- push_state(self, "avoid")
- return
- end
- -- Am I facing something dangerous?
- local result, reason = facing_wall_or_pit(self)
- if result then
- transition_state(self, "stand")
- return
- end
- if self.type == "animal" and self.facing_fence then
- transition_state(self, "stand")
- return
- end
- -- Chance to stop walking.
- if random(1, 100) <= 30 then
- transition_state(self, "stand")
- return
- end
- -- Randomly turn.
- if random(1, 100) <= 30 then
- local yaw = self.object:get_yaw()
- yaw = yaw + random(-0.5, 0.5)
- set_yaw(self, yaw, 8)
- end
- set_velocity(self, self.walk_velocity or 0)
- if flight_check(self)
- and self.animation
- and self.animation.fly_start
- and self.animation.fly_end then
- set_animation(self, "fly")
- else
- set_animation(self, "walk")
- end
- end
- local function do_runaway_enter(self)
- self.runaway_timer = 5
- end
- -- Runaway (self.state == "runaway") moved to its own function [MustTest].
- -- Note: this function executes once per frame ('continuous is true').
- local function do_runaway_state(self, dtime)
- self.runaway_timer = (self.runaway_timer or 0) - dtime
- if self.runaway_timer <= 0 then
- -- Timer has expired. Should we keep running, or stop?
- local objs = get_avoidable_targets(self)
- local target = select_nearest_entity(self, objs)
- if target then
- self.runaway_timer = 5
- else
- pop_state(self)
- return
- end
- end
- -- Do evasion if inside dangerous node.
- if is_node_dangerous(self, self.standing_in) then
- push_state(self, "avoid")
- return
- end
- -- Stop fleeing if heading into obstacle.
- local result, reason = facing_wall_or_pit(self)
- if result then
- pop_state(self)
- return
- end
- try_jump(self, dtime)
- set_velocity(self, self.sprint_velocity or 0)
- set_animation(self, "run")
- end
- local function do_avoid_state(self, dtime)
- if is_node_dangerous(self, self.standing_in) then
- avoid_env_damage(self, dtime)
- else
- pop_state(self)
- end
- end
- -- Mob has caught up with target.
- local function do_caught_attack(self, dtime)
- -- Target might not be valid anymore.
- if not self.attack or not self.attack:get_pos() then
- pop_state(self)
- return
- end
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- local dist = get_distance(p, s)
- local targetname = (self.attack:is_player() and self.attack:get_player_name()) or ""
- -- Stop attacking if target invisible, dead, or out of range.
- if dist > self.view_range or self.attack:get_hp() <= 0
- or mobs.is_invisible(self, targetname) then
- pop_state(self)
- return
- end
- -- Start chasing again if target moved beyond reach.
- if dist > self.reach then
- transition_substate(self, "chase")
- return
- end
- -- Stop and face target.
- do
- set_velocity(self, 0)
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- end
- -- If mob does not have a custom attack, or that function returns true, then
- -- execute the default punch-attack code.
- if not self.custom_attack or self.custom_attack(self, p) == true then
- set_animation(self, "punch")
- punch_target(self, dtime)
- end
- end
- -- Mob is blocked from reaching target by environment, etc.
- local function do_blocked_attack(self, dtime)
- -- Target might not be valid anymore.
- if not self.attack or not self.attack:get_pos() then
- pop_state(self)
- return
- end
- -- Avoid dangerous nodes.
- if is_node_dangerous(self, self.standing_in) then
- push_state(self, "avoid")
- return
- end
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- local dist = get_distance(p, s)
- local targetname = (self.attack:is_player() and self.attack:get_player_name()) or ""
- -- Stop attacking if target invisible, dead, or out of range.
- if dist > self.view_range or self.attack:get_hp() <= 0
- or mobs.is_invisible(self, targetname) then
- pop_state(self)
- return
- end
- -- Turn to face target. If the target moves around we may eventually become
- -- unblocked.
- do
- set_velocity(self, 0)
- set_animation(self, "stand")
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- end
- -- Punch target if within punching range even while stuck [MustTest].
- if dist <= (self.punch_reach or self.reach or 0) then
- punch_target(self, dtime)
- end
- -- If dogshooter, transition to shoot once dogshoot timer expires.
- -- This attack works even while mob is stuck.
- if self.attack_type == "dogshoot" then
- local switch = dogswitch(self, dtime)
- if switch == 1 then
- transition_substate(self, "shoot")
- return
- end
- end
- -- Flag set if mob is directly over or under player. If that is the case, but
- -- we're still beyond the mob's reach, then we have to try something else ....
- local overunder = false
- if abs(s.x - p.x) < 0.5 and abs(s.z - p.z) < 0.5 then
- overunder = true
- end
- if dist < self.reach then
- transition_substate(self, "chase")
- return
- end
- -- If mob facing obstacle, or directly over/under target, then we're stuck.
- if overunder or facing_wall_or_pit(self) then
- -- Mob is stuck and has been standing for 3 seconds.
- if (self.pathfinding or 0) >= 1 and self.stand_timer > 3 then
- self.path.dangerous_paths = false
- self.path.target = v_round(self.attack:get_pos())
- push_state(self, "pathfind")
- return
- end
- else
- -- Otherwise, not facing obstacle and NOT over/under target. Chase!
- transition_substate(self, "chase")
- return
- end
- end
- local function do_chase_attack(self, dtime)
- -- Target might not be valid anymore.
- if not self.attack or not self.attack:get_pos() then
- pop_state(self)
- return
- end
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- local dist = get_distance(p, s)
- local targetname = (self.attack:is_player() and self.attack:get_player_name()) or ""
- -- Stop attacking if target invisible, dead, or out of range.
- if dist > self.view_range or self.attack:get_hp() <= 0
- or mobs.is_invisible(self, targetname) then
- pop_state(self)
- return
- end
- -- If dogshooter, transition to shoot once dogshoot timer expires.
- if self.attack_type == "dogshoot" then
- local switch = dogswitch(self, dtime)
- if switch == 1 then
- transition_substate(self, "shoot")
- return
- end
- end
- local dist = get_distance(p, s)
- -- TODO: must use set_velocity (for fliers) here, not directly!
- if self.fly and dist > self.reach then
- local me_y = floor(s.y + 1)
- local p_y = floor(p.y + 1)
- local v = self.object:get_velocity()
- if flight_check(self, s) then
- if me_y < p_y then
- -- Fly up.
- self.object:set_velocity({
- x = v.x,
- y = 1 * self.walk_velocity,
- z = v.z
- })
- elseif me_y > p_y then
- -- Fly down.
- self.object:set_velocity({
- x = v.x,
- y = -1 * self.walk_velocity,
- z = v.z
- })
- end
- else
- if me_y < p_y then
- -- Fly up slowly.
- self.object:set_velocity({
- x = v.x,
- y = 0.01,
- z = v.z
- })
- elseif me_y > p_y then
- -- Fly down slowly.
- self.object:set_velocity({
- x = v.x,
- y = -0.01,
- z = v.z
- })
- end
- end
- end
- -- Face target.
- do
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- end
- -- Flag set if mob is directly over or under player. If that is the case, but
- -- we're still beyond the mob's reach, then we have to try something else ....
- local overunder = false
- if abs(s.x - p.x) < 0.5 and abs(s.z - p.z) < 0.5 then
- overunder = true
- end
- -- Move towards enemy if beyond mob reach.
- if dist > self.reach then
- -- Note: the 'facing_wall_or_pit' function also checks for dangerous nodes.
- -- But some dangerous nodes are non-walkable, which means the pathfinder
- -- would path through them.
- if facing_wall_or_pit(self) or overunder or self.stuck_timer > 1 then
- -- Chase blocked, NOT pathfind blocked.
- transition_substate(self, "blocked")
- else
- try_jump(self, dtime)
- if dist > self.punch_reach then
- set_velocity(self, self.sprint_velocity or 0)
- set_animation(self, "run")
- else
- set_velocity(self, self.run_velocity or 0)
- set_animation(self, "run")
- end
- end
- -- Punch target if within punching range even while moving [MustTest].
- if dist <= (self.punch_reach or self.reach or 0) then
- punch_target(self, dtime)
- end
- else
- -- Inside 'self.reach' range.
- transition_substate(self, "caught")
- end
- end
- local function do_shoot_attack(self, dtime)
- -- Target might not be valid anymore.
- if not self.attack or not self.attack:get_pos() then
- pop_state(self)
- return
- end
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- local dist = get_distance(p, s)
- local targetname = (self.attack:is_player() and self.attack:get_player_name()) or ""
- -- Stop attacking if target invisible, dead, or out of range.
- if dist > self.view_range or self.attack:get_hp() <= 0
- or mobs.is_invisible(self, targetname) then
- pop_state(self)
- return
- end
- p.y = p.y - 0.5
- s.y = s.y + 0.5
- -- If dogshooter, transition to chase once dogshoot timer expires.
- if self.attack_type == "dogshoot" then
- local switch = dogswitch(self, dtime)
- if switch ~= 1 then
- transition_substate(self, "chase")
- return
- end
- end
- -- Face target and stand.
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- set_velocity(self, 0)
- set_animation(self, "shoot")
- self.shoot_timer = (self.shoot_timer or 0) + dtime
- if self.shoot_timer > (self.shoot_interval or 1) then
- self.shoot_timer = 0
- -- Shoot in this direction.
- local vec = {
- x = p.x - s.x,
- y = p.y - s.y,
- z = p.z - s.z,
- }
- shoot_arrow(self, vec)
- end
- end
- local function do_attack_enter(self)
- if random(0, 100) < 90 and self.sounds.war_cry then
- mob_sound(self, self.sounds.war_cry)
- end
- end
- local function do_attack_exit(self)
- end
- -- State self.state == "attack" extracted to its own function [MustTest].
- -- The attack routines (explode, dogfight, shoot, dogshoot, etc.). This function
- -- runs once per frame, while the "attack" state is active.
- local function do_attack_state(self, dtime)
- -- Abort if we have no target!
- if not self.attack or not self.attack:get_pos() then
- pop_state(self)
- return
- end
- -- Calculate distance from mob and enemy.
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- -- Abort if target entity does not exist.
- if not p then
- pop_state(self)
- return
- end
- local dist = get_distance(p, s)
- local targetname = (self.attack:is_player() and self.attack:get_player_name()) or ""
- -- Stop attacking if target invisible, dead, or out of range.
- if dist > self.view_range or self.attack:get_hp() <= 0
- or mobs.is_invisible(self, targetname) then
- pop_state(self)
- return
- end
- local attack_type = self.attack_type
- -- The special "dogshoot" attack type basically just swaps between "dogfight"
- -- and "shoot" based on timers.
- if attack_type == "dogshoot" then
- local switch = dogswitch(self, dtime)
- if switch == 1 then
- attack_type = "shoot"
- else
- -- If 'dogswitch' returns 0 or 2, mob shall dogfight.
- attack_type = "dogfight"
- end
- end
- if attack_type == "dogfight" then
- transition_substate(self, "chase")
- elseif attack_type == "shoot" then
- transition_substate(self, "shoot")
- end
- end
- -- Code to handle mob's lifetimer extracted to own function [MustTest].
- local function do_lifetimer(self, pos)
- if self.tamed then return end
- if self.type == "npc" then return end
- if self.state == "attack" then return end
- if self.lifetimer > 20000 then return end
- if not remove_far then return end
- self.lifetimer = self.lifetimer - dtime
- if self.lifetimer > 0 then return end
- -- Only despawn away from player
- local objs = minetest.get_objects_inside_radius(pos, 15)
- for n = 1, #objs, 1 do
- if objs[n]:is_player() then
- self.lifetimer = 20
- return
- end
- end
- effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- end
- -- This function gets the position of the node the mob is standing IN.
- -- The node position around its feet, basically.
- local function get_standing_pos(self, pos)
- -- Copy position argument so we do not modify it.
- local p = (pos and vector.copy(pos)) or self.object:get_pos()
- local y = self.collisionbox[2]
- if self.child then
- y = self.collisionbox[2] * 0.5
- end
- p.y = p.y + y + 0.25
- p = v_round(p)
- return p
- end
- -- Code to get what mob is standing in/on extracted to own function [MustTest].
- local function update_foot_nodes(self, pos, dtime)
- -- Get node at foot level every quarter second.
- self.node_timer = (self.node_timer or 0) + dtime
- if self.node_timer > 0.25 then
- self.node_timer = 0
- -- What is mob standing in and on?
- local spos = get_standing_pos(self, pos)
- self.standing_in = node_ok(spos, "air").name
- spos.y = spos.y - 1
- self.standing_on = node_ok(spos, "air").name
- -- What is mob facing?
- self.facing_pos = get_ahead_pos(self, pos)
- self.facing_node = node_ok(self.facing_pos, "air").name
- -- Are we facing a fence or wall?
- local fn = self.facing_node
- if fn:find("fence") or fn:find("gate") or fn:find("wall") then
- self.facing_fence = true
- else
- self.facing_fence = false
- end
- end
- end
- -- Get the absolute delta angle between two yaw angles, in radians.
- function yaw_delta(y1, y2)
- local y
- -- First, get the difference between the two yaws.
- if y1 > y2 then
- y = y1 - y2
- else
- y = y2 - y1
- end
- -- Subtract PI if needed to get the smaller delta.
- if y > pi then
- y = y - (pi * 2)
- end
- return abs(y)
- end
- -- Detect whether a waypoint path contains sharp turns. This function checks the
- -- mob's current yaw against the next 3 waypoints. If its yaw to each waypoint
- -- is within a small tolerance, the path is straight; otherwise it is not.
- local function path_is_straight(self, pos)
- local path = self.path.way
- if not path then return end
- local w1 = path[1]
- local w2 = path[2]
- local w3 = path[3]
- if not w1 or not w2 or not w3 then
- return
- end
- local y1 = self.object:get_yaw()
- local y2 = yaw_to_pos(self, w1, pos)
- local y3 = yaw_to_pos(self, w2, pos)
- local y4 = yaw_to_pos(self, w3, pos)
- local d1 = deg(yaw_delta(y1, y2))
- local d2 = deg(yaw_delta(y1, y3))
- local d3 = deg(yaw_delta(y1, y4))
- return (d1 < 15 and d2 < 10 and d3 < 5)
- end
- local function do_pathfind_enter(self)
- -- The pathfinder requires a target. I assume the target is a rounded vector.
- -- It should be inside an air node, or non-walkable, and walkable node under.
- if not self.path.target then
- pop_state(self)
- return
- end
- transition_substate(self, "newpath")
- end
- local function do_pathfind_newpath(self, dtime)
- -- Make sure to round positions, because the pathfinder is very sensitive.
- local start = self.object:get_pos()
- start.y = start.y + self.collisionbox[2] + 0.5
- start = v_round(start)
- -- The mob might be clipped inside a node. Find a start position nearby.
- if pos_walkable(start) then
- local minp = v_add(start, {x=-1, y=0, z=-1})
- local maxp = v_add(start, {x=1, y=0, z=1})
- local positions = hb4.find_walkable_in_area_under_unwalkable(minp, maxp)
- if #positions == 0 then
- transition_state(self, "")
- return
- else
- start = positions[random(1, #positions)]
- end
- end
- local target = v_round(self.path.target)
- local radius = self.pathing_radius or 16
- -- The target might not always be reachable (e.g., the target is a player who
- -- has sneak-moved off the edge of a node, and thus are "standing" in air). So
- -- we choose a random valid position near the target instead of the target
- -- itself. We also check if the player is slightly clipped inside walkable.
- if pos_walkable(target) or not pos_walkable(v_add(target, {x=0, y=-1, z=0})) then
- local minp = v_add(target, {x=-2, y=-1, z=-2})
- local maxp = v_add(target, {x=2, y=1, z=2})
- local positions = hb4.find_walkable_in_area_under_unwalkable(minp, maxp)
- if #positions == 0 then
- if (self.pathfinding or 0) >= 3 then
- -- Replace pathfinder with dig/build code.
- -- The dig/build code should swap back to the pathfinder when ready.
- self.digbuild.target = self.path.target
- pop_state(self)
- push_state(self, "digbuild")
- return
- end
- transition_state(self, "")
- return
- else
- target = positions[random(1, #positions)]
- end
- end
- local dh = 6
- local jh = 0
- if self.fear_height ~= 0 then dh = (self.fear_height - 1) end
- if self.stepheight > 1 then jh = 1 end
- -- Do not generate paths with a jump-height above 3 nodes.
- if self.jump then
- if self.jump_height >= 3 then
- jh = 3
- elseif self.jump_height >= 2 then
- jh = 2
- elseif self.jump_height >= 1 then
- jh = 1
- end
- end
- -- Note: pathfinder is very sensitive to start and finish positions.
- local path = minetest.find_path(start, target, radius, jh, dh, "A*")
- if path then
- -- Yay, I found path.
- if self.attack and self.attack:get_pos() then
- mob_sound(self, self.sounds.war_cry)
- else
- mob_sound(self, self.sounds.random)
- end
- self.path.way = path
- self.path.following = true
- self.path.blocked_count = 0
- self.path.waypoints_gotten = 0
- transition_substate(self, "")
- return
- else
- if (self.pathfinding or 0) >= 3 then
- -- Replace pathfinder with dig/build code.
- -- The dig/build code should swap back to the pathfinder when ready.
- self.digbuild.target = self.path.target
- pop_state(self)
- push_state(self, "digbuild")
- return
- end
- transition_state(self, "")
- return
- end
- end
- -- In order to correctly follow a path, this function requires to be called once
- -- per frame. This property is specified in the state machine table.
- local function do_pathfind_state(self, dtime)
- if not self.path.following or not self.path.way then
- transition_state(self, "")
- return
- end
- -- No very long paths [MustTest]. Note that the engine is now a lot better at
- -- pathfinding, so bad paths aren't often generated anymore. I can leave the
- -- limit fairly high.
- local max_len = (self.pathing_radius or 16) * 4
- if #self.path.way > max_len then
- transition_state(self, "")
- return
- end
- local wp = self.path.way[1]
- if not wp then
- transition_state(self, "")
- return
- end
- -- Debug path display.
- highlight_path(self)
- local s = self.object:get_pos()
- local dist = get_distance(wp, s)
- -- Note: waypoint may be vertical from us (above or below).
- if dist < 0.6 then
- -- Reached waypoint, remove it from queue.
- table.remove(self.path.way, 1)
- self.path.waypoints_gotten = (self.path.waypoints_gotten or 0) + 1
- -- Are we done following the path?
- if #self.path.way == 0 then
- pop_state(self)
- return
- end
- -- Take shortcuts only if we've gotten a few waypoints successfully already.
- -- The requirement that we must first traverse at least 4 waypoints prevents
- -- rapid switching between the "main", "newpath", and "rondev" states.
- -- Overall, taking shortcuts makes mob movement look a bit better, at the
- -- cost that sometimes the mob walks into a trap and has to path out of it.
- -- A 50/50 random number helps to break up circular traps.
- local count = random(4, 8)
- local fw = self.path.way[count]
- if random(1, 2) == 1 and fw and abs(wp.y - fw.y) <= 2 and self.path.waypoints_gotten > 4 then
- local y1 = self.object:get_yaw()
- local y2 = yaw_to_pos(self, fw, s)
- local d = yaw_delta(y1, y2)
- if d > rad(20) then
- -- Move raycast up a bit to improve behavior over rough terrain.
- local a = {x=0, y=1, z=0}
- if raycast_los(self, v_add(s, a), v_add(fw, a)) then
- for i = 1, (count - 1), 1 do
- table.remove(self.path.way, 1)
- end
- self.path.rondev_timeout = 5
- transition_substate(self, "rondev")
- end
- end
- end
- elseif dist > 3 then -- Dist factor is a bit arbitrary right now.
- -- We are some distance to the waypoint. Transition to the "rondev" state,
- -- which tries to walk the mob to the target in a direct line.
- self.path.rondev_timeout = 5
- transition_substate(self, "rondev")
- return
- end
- -- Is mob directly over or under the target?
- -- If so, mob should move more slowly so we don't miss the waypoint.
- local on_target = false
- if abs(wp.x - s.x) < 0.2 and abs(wp.z - s.z) < 0.2 then
- on_target = true
- end
- -- Note: the 'facing_wall_or_pit' function also checks for dangerous nodes.
- -- But some dangerous nodes are non-walkable, which means the pathfinder
- -- would path through them.
- local path_careful = false
- if not self.path.dangerous_paths then
- if waypoint_dangerous(self, wp) then
- -- Usually happens due to paths through deadly liquid.
- transition_substate(self, "blocked")
- return
- elseif is_wall_or_pit(self, wp) then
- -- This can happen if the environment changed (player dug pit or wall?).
- self.path.blocked_count = self.path.blocked_count + 1
- transition_substate(self, "blocked")
- return
- else
- -- Soft "slowdown" check has to be performed last.
- local result, reason = facing_wall_or_pit(self)
- if result and (reason == "pit" or reason == "danger") then
- -- Path goes in the direction of something dangerous, like a cliff.
- -- But we don't care if the path is next to a wall.
- path_careful = true
- end
- end
- end
- -- Query whether path is straight. Note: do this BEFORE rotating mob.
- -- The mob's initial yaw is taken into account.
- local sharp_turn = (not path_is_straight(self, s))
- -- Get the mob facing in the right direction.
- local yaw = yaw_to_pos(self, wp, s)
- set_yaw(self, yaw)
- -- Start moving to next waypoint.
- if on_target then
- -- Slow down so we don't overshoot waypoint.
- set_velocity(self, 0.1)
- set_animation(self, "walk", 5)
- elseif path_careful then
- -- Slow down when near dangerous terrain.
- local half_run = ((self.walk_velocity or 0) + (self.run_velocity or 0)) / 2
- set_velocity(self, half_run)
- set_animation(self, "walk")
- elseif sharp_turn then
- -- Slow down to execute turns.
- set_velocity(self, self.run_velocity or 0)
- set_animation(self, "run")
- else
- set_velocity(self, self.sprint_velocity or 0)
- set_animation(self, "run")
- end
- -- Jump only if next waypoint is higher than us.
- if wp.y > s.y then
- try_jump(self, dtime)
- end
- -- Is mob becoming stuck? (Haven't removed next waypoint in timely manner.)
- -- Note that this can trigger if the mob just moves too slowly, so we should
- -- avoid very-slow-moving behaviors when possible.
- if self.stuck_timer > 3 then
- self.path.blocked_count = self.path.blocked_count + 1
- transition_substate(self, "blocked")
- return
- end
- end
- -- In this state, the mob is some distance from the first waypoint in the path,
- -- and must move toward it in a direct line.
- local function do_pathfind_rondev(self, dtime)
- if not self.path.following or not self.path.way then
- pop_state(self)
- return
- end
- local wp = self.path.way[1]
- if not wp then
- pop_state(self)
- return
- end
- -- If we've exceeded the time budget for this action, we must be blocked.
- self.path.rondev_timeout = (self.path.rondev_timeout or 0) - dtime
- if self.path.rondev_timeout < 0 then
- self.path.blocked_count = self.path.blocked_count + 1
- transition_substate(self, "blocked")
- return
- end
- local s = self.object:get_pos()
- -- Get the mob facing in the right direction.
- local yaw = yaw_to_pos(self, wp, s)
- set_yaw(self, yaw)
- if facing_wall_or_pit(self) then
- set_velocity(self, 0)
- transition_substate(self, "newpath")
- return
- end
- -- Slow down (half-run) to execute shortcuts.
- set_velocity(self, self.run_velocity)
- set_animation(self, "run")
- try_jump(self, dtime)
- if get_distance(wp, s) < 1.0 then
- transition_substate(self, "")
- return
- end
- end
- local function try_unblock_path(self)
- --report(self, "try unblock path")
- local s = get_standing_pos(self)
- local p = get_ahead_pos(self)
- local w1 = self.path.way[1]
- local w2 = self.path.way[2]
- -- First, check if the waypoint is inside a walkable or dangerous node. This
- -- would happen if the player (or another mob) modified the environment
- -- through which the path traveled, by placing a block on it.
- if w1 then
- local nn = minetest.get_node(w1).name
- local ndef = minetest.registered_nodes[nn]
- if ndef.walkable or is_node_dangerous(self, nn, ndef) then
- --report(self, "floating in: " .. nn)
- if try_break_block(self, w1) then
- return "continue"
- elseif try_place_block(self, v_add(w1, {x=0, y=1, z=0})) then
- -- Jump up to avoid getting stuck in placed node.
- if w1.y + 1 >= p.y then
- force_jump_up(self, 1)
- end
- -- Move waypoint 2 nodes up and try to continue the same path.
- w1.y = w1.y + 2
- return "continue"
- else
- return ""
- end
- end
- end
- -- Check if the waypoint floating OVER non-walkable (like air). For example,
- -- player might have dug a pit in the mob's path.
- do
- local p2 = v_add(w1, {x=0, y=-1, z=0})
- local nn = minetest.get_node(p2).name
- local ndef = minetest.registered_nodes[nn]
- if not ndef.walkable or is_node_dangerous(self, nn, ndef) then
- report(self, "floating over")
- if try_place_block(self, p2) then
- -- Waypoint goes over placed block; path not modified.
- return "continue"
- elseif try_place_block(self, w1) then
- return "newpath"
- else
- return ""
- end
- end
- end
- -- Is path obstructed by a mob or player?
- if w1 then
- -- Note: w1 is the obstructed waypoint, w2 is the waypoint beyond.
- local obstructed = false
- local can_move = false
- -- Check both the next waypoint AND the mob's "ahead" pos. They might be
- -- separated by some distance, and thus one might be blocked while the other
- -- is not.
- local objs = get_targets_in_radius(self, w1, 1.5)
- if #objs > 0 then
- obstructed = true
- else
- objs = get_targets_in_radius(self, p, 1.5)
- if #objs > 0 then obstructed = true end
- end
- -- Make sure nothing is obstructing the mob (assuming 2-node high mob).
- if obstructed then
- local p2 = v_add(w1, {x=0, y=1, z=0})
- if try_break_block(self, p2) then
- can_move = true
- end
- end
- if obstructed and can_move then
- -- If obstructed, I can deal with this by simply moving the mob by fiat.
- -- Note: cannot use move_to(), it simply collides.
- local t = vector.copy(w1)
- t.y = (t.y - 0.5) + abs(self.collisionbox[2])
- self.object:set_pos(t) -- Place mob exactly on ground.
- -- Remove waypoint.
- table.remove(self.path.way, 1)
- return "continue"
- end
- end
- -- Path goes over a hump while ceiling prevents jumping.
- -- (This function doesn't check for a ceiling, but we assume there is one,
- -- otherwise the movement code would have just jumped over the hump.)
- if w1 and w1.y == p.y + 1 then
- if w2 and w2.y <= w1.y then
- local result, reason = try_break_block(self, p)
- if result then
- -- Modify path slightly.
- w1.y = w1.y - 1
- return "continue"
- else
- -- Couldn't remove blockage (protected, unbreakable, etc.).
- -- Try something else.
- if try_place_block(self, w1) then
- return "newpath"
- end
- end
- end
- end
- -- Path's next waypoint is 2 nodes or higher from mob's ahead position.
- -- Most mobs can't jump this high (neither can the player, usually).
- if w1 and w1.y > p.y + 1 then
- local p2 = v_add(w1, {x=0, y=-1, z=0})
- local result, reason = try_break_block(self, p2)
- if result then
- -- Modify path slightly.
- w1.y = w1.y - 1
- return "continue"
- else
- -- Couldn't remove blockage (protected, unbreakable, etc.).
- -- Try something else.
- if try_place_block(self, w1) then
- return "newpath"
- end
- end
- end
- -- Path goes straight ahead flat (or down). Mob is probably blocked by
- -- blockage over a 1x1 hole or other space too low to fit its head through.
- if w1 and w1.y <= p.y then
- local p2 = v_add(p, {x=0, y=1, z=0})
- local result, reason = try_break_block(self, p2)
- if result then
- -- Keep following path unmodified.
- return "continue"
- else
- -- Couldn't remove blockage (protected, unbreakable, etc.).
- -- Try something else.
- if try_place_block(self, w1) then
- return "newpath"
- end
- end
- end
- -- Path goes up stairs. In this case, we DON'T want to dig the stair node.
- -- We have to dig the ceiling instead.
- if w1 and w2 and w1.y > p.y and w2.y > w1.y then
- local p2 = get_standing_pos(self)
- p2.y = p2.y + 2
- local result, reason = try_break_block(self, p2)
- if result then
- -- Keep following path.
- return "continue"
- else
- -- Couldn't remove ceiling blockage (protected, unbreakable, etc.).
- -- Try something else.
- if try_place_block(self, w1) then
- return "newpath"
- end
- end
- end
- return ""
- end
- -- This pathfinding state attempts to remove (or place) blocks in order to get
- -- around blockages. It should only be entered if the mob's pathfinding value is
- -- 2 or greater.
- local function do_pathfind_blocked(self, dtime)
- -- Usually, mob should be facing whatever is blocking us. Generally, only
- -- other entities (like mobs) and physical terrain are responsible for this.
- if not self.path.following or not self.path.way then
- transition_state(self, "")
- return
- end
- -- Blocked too many times without successful unblocking? Give up.
- if self.path.blocked_count > 3 then
- transition_state(self, "")
- return
- end
- -- Mob does not support this level of pathfinding?
- if (self.pathfinding or 0) < 2 then
- transition_state(self, "")
- return
- end
- local wp = self.path.way[1]
- if not wp then
- transition_state(self, "")
- return
- end
- -- Halt mob's movement while we try to unblock the path.
- set_velocity(self, 0)
- set_animation(self, "stand")
- -- Get mob facing the next waypoint (and the blockage, presumably).
- local yaw = yaw_to_pos(self, wp, self.object:get_pos())
- set_yaw(self, yaw)
- -- Limit the rate at which blockage is removed.
- self.path.blocked_timer = (self.path.blocked_timer or 0) + dtime
- if self.path.blocked_timer > 1 then
- self.path.blocked_timer = 0
- local result = try_unblock_path(self)
- if result == "continue" then
- -- Continue original path. (Note: path might have been modified slightly.)
- self.path.blocked_count = 0
- transition_substate(self, "")
- return
- elseif result == "newpath" then
- -- The attempt resulted in the environment being changed; retry pathfinder.
- self.path.blocked_count = 0
- transition_substate(self, "newpath")
- return
- else
- -- Couldn't remove blockage.
- pop_state(self)
- return
- end
- end
- end
- local function do_pathfind_exit(self)
- self.path.following = false
- self.path.way = nil
- self.path.dangerous_paths = false
- end
- -- Pillar and tunnel to get to the target.
- local function do_digbuild_state(self, dtime)
- -- Pathfinder does not have a target?
- if not self.digbuild.target then
- transition_state(self, "")
- return
- end
- -- Mob does not support this level of pathfinding?
- if (self.pathfinding or 0) < 3 then
- transition_state(self, "")
- return
- end
- -- Has mob reached its objective?
- if v_distance(self.object:get_pos(), self.digbuild.target) < 1 then
- pop_state(self)
- return
- end
- local s = self.object:get_pos()
- local p = self.digbuild.target
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- -- Start moving! The goal is to get as close to the target as possible in the
- -- X,Z plane before we go up or down.
- local face_result, face_reason = facing_wall_or_pit(self)
- -- If the mob is over or under the target, slow down.
- local overunder = false
- if abs(s.x - p.x) < 0.5 and abs(s.z - p.z) < 0.5 then
- velocity = self.walk_velocity or 0
- overunder = true
- elseif abs(s.x - p.x) < 0.2 and abs(s.z - p.z) < 0.2 then
- overunder = true
- velocity = 0.1
- end
- if face_result or overunder then
- set_velocity(self, 0)
- set_animation(self, "stand")
- else
- -- Get mob moving in the right direction.
- local velocity = self.run_velocity or 0
- set_velocity(self, velocity)
- set_animation(self, "run")
- try_jump(self, dtime)
- return
- end
- -- Another function handles the obstacle we (hopefully) just ran into.
- if face_reason == "wall" or face_reason == "pit" or overunder then
- transition_substate(self, "obstacle")
- return
- end
- if self.stand_timer > 1 then
- transition_substate(self, "obstacle")
- return
- end
- end
- -- Dig up until we reach the top of a wall.
- local function do_digbuild_pillar(self, dtime)
- -- Do nothing until mob is centered in column. Otherwise might get stuck!
- if keep_mob_centered(self) then
- return
- end
- local s = self.object:get_pos()
- local p = self.digbuild.target
- local v = self.object:get_velocity()
- -- Get mob facing in the right direction.
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- set_velocity(self, 0)
- -- Limit upward building to once per second.
- self.digbuild.node_timer = self.digbuild.node_timer + dtime
- if self.digbuild.node_timer > 0.5 then
- set_animation(self, "stand")
- end
- if self.digbuild.node_timer < 1 then return end
- self.digbuild.node_timer = 0
- -- Obviosly we can't pillar if the mob is currently falling. We check this
- -- only after checking the dig/build timer, otherwise it would run every frame
- -- and we would immediately exit the pillaring function on every upward jump.
- if v.y < 0 then
- transition_state(self, "")
- return
- end
- -- Ceiling position. Assume mob is 2 blocks high, so it digs above its
- -- head. Position is rounded, so we use a fixed integer.
- local sps = get_standing_pos(self)
- local cps = v_add(sps, {x=0, y=2, z=0})
- -- Cancel pillaring if we're above or near the target's X,Z level.
- if sps.y >= self.digbuild.target.y then
- transition_substate(self, "")
- return
- end
- -- Try to dig ceiling first, then place floor block. There is no point in
- -- placing the floor block unless we can dig the ceiling. Otherwise mob would
- -- just get stuck.
- if try_break_block(self, cps) then
- if try_place_block(self, sps) then
- set_animation(self, "punch")
- force_jump_up(self, 1)
- -- If we reach a plateau, we might be able to path from here.
- local decks = walkable_around(sps)
- if #decks > 1 then -- Always at least 1 due to self.
- -- Try swapping back to the pathfinder.
- -- Note: we assume that if the pathfinder cannot find a path, that it
- -- does NOT move the mob!
- self.path.target = self.digbuild.target
- pop_state(self)
- push_state(self, "pathfind")
- return
- end
- -- If we are above our target, we should switch to bridge/tunnel.
- if sps.y >= self.digbuild.target.y then
- transition_substate(self, "tunnel")
- return
- end
- else
- -- Cannot build, stop trying to get target.
- transition_state(self, "")
- return
- end
- else
- -- Cannot dig, stop trying to get target.
- transition_state(self, "")
- return
- end
- end
- local function do_digbuild_dig(self, dtime)
- -- Do nothing until mob is centered in column. Otherwise might get stuck!
- if keep_mob_centered(self) then
- return
- end
- local s = self.object:get_pos()
- local p = self.digbuild.target
- -- Get mob facing in the right direction.
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- set_velocity(self, 0)
- -- Limit downward building to once per second.
- self.digbuild.node_timer = self.digbuild.node_timer + dtime
- if self.digbuild.node_timer > 0.5 then
- set_animation(self, "stand")
- end
- if self.digbuild.node_timer < 1 then return end
- self.digbuild.node_timer = 0
- -- Ground position.
- local sps = get_standing_pos(self)
- local fps = v_add(sps, {x=0, y=-1, z=0})
- local ups = v_add(sps, {x=0, y=-2, z=0})
- -- Cancel digging if we're below or near the target's X,Z level.
- if sps.y <= self.digbuild.target.y then
- transition_substate(self, "")
- return
- end
- -- Don't dig block below if mob would fall.
- if not pos_walkable(ups) then
- transition_state(self, "")
- return
- end
- if try_break_block(self, fps) then
- set_animation(self, "punch")
- -- If we reach a plateau, we might be able to path from here.
- local decks = walkable_around(v_add(fps, {x=0, y=-1, z=0}))
- if #decks > 1 then -- Always at least 1 due to self.
- -- Try swapping back to the pathfinder.
- -- Note: we assume that if the pathfinder cannot find a path, that it
- -- does NOT move the mob!
- self.path.target = self.digbuild.target
- pop_state(self)
- push_state(self, "pathfind")
- return
- end
- -- If we are below our target, we should switch to bridge/tunnel.
- if sps.y <= self.digbuild.target.y then
- transition_substate(self, "tunnel")
- return
- end
- else
- -- Cannot dig, stop trying to get target.
- transition_state(self, "")
- return
- end
- end
- local function do_digbuild_tunnel(self, dtime)
- -- Do nothing until mob is centered in column. Otherwise might get stuck!
- if keep_mob_centered(self) then
- return
- end
- -- Exit if falling.
- local v = self.object:get_velocity()
- if v.y < 0 then
- transition_state(self, "")
- return
- end
- local s = self.object:get_pos()
- local p = self.digbuild.target
- -- Get mob facing in the right direction.
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw)
- set_velocity(self, 0)
- --local face_result, face_reason = facing_wall_or_pit(self)
- -- If we're no longer facing a wall or other obstacle, we can stop
- -- tunneling/bridging operations (for now).
- --if face_reason == "surface" then
- -- transition_substate(self, "")
- -- return
- --end
- -- Face one of the cardinal directions, and if that direction is a surface,
- -- move to it.
- set_yaw(self, square_yaw(yaw))
- local face_result, face_reason = facing_wall_or_pit(self)
- if face_reason == "surface" then
- self.digbuild.move_to = get_ahead_pos(self)
- transition_substate(self, "move")
- return
- end
- -- Limit digging/building to once per second.
- self.digbuild.node_timer = self.digbuild.node_timer + dtime
- if self.digbuild.node_timer > 0.5 then
- set_animation(self, "stand")
- end
- if self.digbuild.node_timer < 1 then return end
- self.digbuild.node_timer = 0
- -- Tunnel/bridge position. Assume mob is 2 blocks high, so it digs blocks for
- -- its head. Position is rounded, so we use a fixed integer.
- local p1 = get_ahead_pos(self)
- local p2 = v_add(p1, {x=0, y=1, z=0})
- local p0 = v_add(p1, {x=0, y=-1, z=0})
- -- Place bridge block if needed.
- if not pos_walkable(p0) then
- try_place_block(self, p0, true)
- end
- -- Try digging the doorway.
- if try_break_block(self, p1) then
- if try_break_block(self, p2) then
- -- Both blocks facing forwards are successfully dug (or didn't exist).
- -- If we reach an opening, we might be able to path from here.
- -- Start with at least 2 due to self + path behind us.
- local amount = 2
- local decks = walkable_around(p0)
- if #decks <= 2 then
- -- In this case there shouldn't be more than 1 if there is no opening.
- decks = walkable_around(p1)
- amount = 1
- end
- if #decks > amount then
- -- Try swapping back to the pathfinder.
- -- Note: we assume that if the pathfinder cannot find a path, that it
- -- does NOT move the mob!
- self.path.target = self.digbuild.target
- pop_state(self)
- push_state(self, "pathfind")
- return
- end
- -- Move to the section we just built/dug.
- self.digbuild.move_to = p1
- self.digbuild.node_timer = 1
- transition_substate(self, "move")
- else
- -- Cannot dig, stop trying to get target.
- transition_state(self, "")
- return
- end
- else
- -- Cannot dig, stop trying to get target.
- transition_state(self, "")
- return
- end
- end
- -- Move the mob to the target location. We assume the distance to this location
- -- is no more than 1.5 nodes, more or less, and that there are NO obstacles.
- -- Once we've reached the target, we transition to the primary state.
- local function do_digbuild_move(self, dtime)
- if not self.digbuild.move_to then
- transition_state(self, "")
- return
- end
- local s = self.object:get_pos()
- local c = self.digbuild.move_to
- -- Abort if stuck.
- if self.stuck_timer > 5 then
- transition_state(self, "")
- return
- end
- -- Walk to target.
- if abs(s.x - c.x) > 0.4 or abs(s.z - c.z) > 0.4 then
- set_yaw(self, yaw_to_pos(self, c, s))
- set_velocity(self, self.walk_velocity or 0)
- try_jump(self, dtime)
- set_animation(self, "walk")
- return
- end
- transition_substate(self, "")
- end
- -- This function expects that the mob is currently facing an obstacle, and NOT
- -- currently moving.
- local function do_digbuild_obstacle(self, dtime)
- if keep_mob_centered(self) then
- return
- end
- -- First, square the mob's yaw so we can accurately get the obstacle type.
- set_velocity(self, 0)
- set_yaw(self, square_yaw(self.object:get_yaw()))
- -- Wait a moment. (Note: timer only increments when mob is standing still!)
- --if self.stand_timer < 1 then
- -- report(self, "waiting ...")
- -- return
- --end
- local face_result, face_reason = facing_wall_or_pit(self)
- local s = self.object:get_pos()
- local p = self.digbuild.target
- -- Is target directly over or under us?
- if abs(p.x - s.x) < 0.3 and abs(p.z - s.z) < 0.3 then
- if s.y < (p.y - 0.9) then
- transition_substate(self, "pillar")
- return
- elseif s.y > (p.y + 0.9) then
- transition_substate(self, "dig")
- return
- else
- -- We have reached the target.
- pop_state(self)
- return
- end
- -- Is target more than 1 block higher, and we are facing a wall or pit?
- elseif p.y >= (s.y + 0.9) then
- if face_reason == "wall" then
- transition_substate(self, "pillar")
- return
- elseif face_reason == "pit" then
- transition_substate(self, "tunnel")
- return
- elseif face_reason == "surface" then
- self.digbuild.move_to = get_ahead_pos(self)
- transition_substate(self, "move")
- return
- else
- transition_state(self, "")
- return
- end
- -- Otherwise, is target more than 1 block lower than us?
- elseif p.y < (s.y - 0.9) then
- if face_reason == "pit" then
- transition_substate(self, "dig")
- return
- elseif face_reason == "wall" then
- transition_substate(self, "tunnel")
- return
- elseif face_reason == "surface" then
- self.digbuild.move_to = get_ahead_pos(self)
- transition_substate(self, "move")
- return
- else
- transition_state(self, "")
- return
- end
- -- Otherwise, we are (nearly) on the same level as the target.
- else
- -- Dig tunnel through rock, or build bridge through air.
- if face_reason == "pit" or face_reason == "wall" then
- transition_substate(self, "tunnel")
- return
- elseif face_reason == "surface" then
- self.digbuild.move_to = get_ahead_pos(self)
- transition_substate(self, "move")
- return
- end
- end
- -- Encountered a situation we don't know how to deal with. Cancel.
- transition_state(self, "")
- end
- local function do_follow_state(self, dtime)
- if not self.following then
- transition_state(self, "")
- return
- end
- local s = self.object:get_pos()
- local p = self.following:get_pos()
- -- Stop following if target doesn't exist anymore.
- if not p then
- transition_state(self, "")
- return
- end
- -- Stop following when (...) (who comes up with these terms? Geez).
- if self.horny then
- transition_state(self, "")
- return
- end
- -- Avoid dangerous nodes.
- if is_node_dangerous(self, self.standing_in) then
- push_state(self, "avoid")
- return
- end
- -- Stop following if no longer holding item the (non-NPC) mob wants. Does not
- -- apply to NPCs.
- if self.type ~= "npc" then
- if not follow_holding(self, self.following) then
- transition_state(self, "")
- return
- end
- end
- -- Follow that thing!
- local yaw = yaw_to_pos(self, p, s)
- set_yaw(self, yaw, 6)
- if v_distance(s, p) > self.reach then
- set_velocity(self, self.walk_velocity or 0)
- set_animation(self, "walk")
- try_jump(self, dtime)
- else
- set_velocity(self, 0)
- set_animation(self, "stand")
- end
- -- If stuck, maybe we can pathfind to target.
- if self.stuck_timer > 5 then
- if (self.pathfinding or 0) >= 1 then
- self.path.target = v_round(p)
- push_state(self, "pathfind")
- return
- else
- transition_state(self, "")
- return
- end
- end
- end
- local function do_follow_exit(self)
- self.following = nil
- end
- -- This table contains all the individual state functions and their transitions.
- local state_machine = {
- -- State with no name.
- [""] = {
- enter = do_stand_enter,
- main = do_stand_state,
- },
- stand = {
- enter = do_stand_enter,
- main = do_stand_state,
- },
- walk = {
- enter = do_walk_enter,
- main = do_walk_state,
- },
- avoid = {
- enter = do_avoid_enter,
- main = do_avoid_state,
- },
- runaway = {
- enter = do_runaway_enter,
- main = do_runaway_state,
- continuous = true,
- },
- attack = {
- enter = do_attack_enter,
- exit = do_attack_exit,
- main = do_attack_state,
- chase = do_chase_attack,
- shoot = do_shoot_attack,
- caught = do_caught_attack,
- blocked = do_blocked_attack,
- continuous = true,
- },
- pathfind = {
- enter = do_pathfind_enter,
- main = do_pathfind_state,
- blocked = do_pathfind_blocked,
- newpath = do_pathfind_newpath,
- rondev = do_pathfind_rondev,
- exit = do_pathfind_exit,
- continuous = true,
- },
- digbuild = {
- main = do_digbuild_state,
- pillar = do_digbuild_pillar,
- dig = do_digbuild_dig,
- tunnel = do_digbuild_tunnel,
- move = do_digbuild_move,
- obstacle = do_digbuild_obstacle,
- continuous = true,
- },
- follow = {
- main = do_follow_state,
- exit = do_follow_exit,
- },
- }
- -- Export.
- mobs.state_machine = state_machine
- -- Execute current state (stand, walk, run, attacks). This function is rate
- -- limited to reduce server load; thus 'dtime' may be large, but should usually
- -- be within 1 second. [MustTest]
- local function do_states(self, dtime)
- -- Stupid spurious bugs [MustTest]. Implies our object no longer exists.
- local yaw = self.object:get_yaw()
- if not yaw then return end
- -- Deal with invalid states. Note: unknown state types (non-empty string) are
- -- valid and we don't do anything with them; they can be used by some mobs.
- if not self.state or self.state == "" then
- transition_state(self, "stand")
- end
- --report(self, "current state: " .. self.state .. " (" .. self.substate .. ")", 2)
- -- Execute current state's main function.
- local sm = mobs.state_machine
- local state = sm[self.state]
- if state[self.substate] then
- state[self.substate](self, dtime)
- elseif state.main then
- state.main(self, dtime)
- end
- end
- -- Export.
- mobs.do_states = function(...)
- do_states(...)
- end
- -- falling and fall damage
- local function falling(self, pos)
- if self.fly then
- return
- end
- -- floating in water (or falling)
- local v = self.object:get_velocity()
- if v.y > 0 then
- -- apply gravity when moving up
- self.object:set_acceleration({
- x = 0,
- y = -10,
- z = 0
- })
- elseif v.y <= 0 and v.y > self.fall_speed then
- -- fall downwards at set speed
- self.object:set_acceleration({
- x = 0,
- y = self.fall_speed,
- z = 0
- })
- else
- -- stop accelerating once max fall speed hit
- self.object:set_acceleration({x = 0, y = 0, z = 0})
- end
- -- If in water then float up. Nil check.
- local ndef = self.standing_in and minetest.reg_ns_nodes[self.standing_in]
- if ndef and ndef.groups.water then
- if self.floats == 1 then
- self.object:set_acceleration({
- x = 0,
- y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2
- z = 0
- })
- end
- 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 check_for_death(self, "fall", {type = "fall"}) then
- return
- end
- end
- self.old_y = self.object:get_pos().y
- end
- end
- end
- -- is Took Ranks mod active?
- local tr = minetest.get_modpath("toolranks")
- -- Deal damage and effects when mob punched.
- local function mob_punch(self, hitter, tflp, tool_capabilities, dir)
- -- Mob health check.
- if self.health <= 0 then return end
- -- Sanity check.
- if not tool_capabilities then return end
- -- Custom punch function.
- if self.do_punch then
- -- When false skip going any further.
- if self.do_punch(self, hitter, tflp, tool_capabilities, dir) == false then
- return
- end
- end
- -- Record name of last attacker.
- self.last_attacked_by = (hitter and hitter:is_player() and hitter:get_player_name()) or ""
- -- Is mob protected?
- if self.protected and hitter:is_player()
- and minetest.test_protection(v_round(self.object:get_pos()), hitter:get_player_name()) then
- minetest.chat_send_player(hitter:get_player_name(), "# Server: Mob has been protected!")
- return
- end
- -- weapon wear
- local weapon = hitter:get_wielded_item()
- --minetest.log("weapon: <" .. weapon:get_name() .. ">")
- local punch_interval = 1.4
- -- calculate mob damage
- local damage = 0
- local armor = self.object:get_armor_groups() or {}
- local tmp
- -- quick error check incase it ends up 0 (serialize.h check test)
- if tflp == 0 then
- tflp = 0.2
- end
- do
- 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:get_name() then
- damage = self.immune_to[n][2] or 0
- break
- -- if "all" then no tool does 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
- -- healing
- if damage <= -1 then
- self.health = self.health - floor(damage)
- return
- end
- -- add weapon wear
- if tool_capabilities then
- punch_interval = tool_capabilities.full_punch_interval or 1.4
- end
- if weapon:get_definition()
- and weapon:get_definition().tool_capabilities then
- -- 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 then
- if weapon:get_definition()
- and weapon:get_definition().original_description then
- weapon:add_wear(toolranks.new_afteruse(weapon, hitter, nil, {wear = wear}))
- end
- else
- weapon:add_wear(wear)
- end
- hitter:set_wielded_item(weapon)
- end
- -- only play hit sound and show blood effects if damage is 1 or over
- if damage >= 1 then
- -- weapon sounds
- if weapon:get_definition().sounds ~= nil then
- local s = random(0, #weapon:get_definition().sounds)
- minetest.sound_play(weapon:get_definition().sounds[s], {
- object = self.object, --hitter,
- max_hear_distance = 20
- }, true)
- else
- minetest.sound_play("default_punch", {
- object = self.object, --hitter,
- max_hear_distance = 20
- }, true)
- end
- -- blood_particles
- if self.blood_amount > 0 and not disable_blood then
- local pos = self.object:get_pos()
- pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
- -- do we have a single blood texture or multiple?
- if type(self.blood_texture) == "table" then
- local blood = self.blood_texture[random(1, #self.blood_texture)]
- effect(pos, self.blood_amount, blood, nil, nil, 1, nil)
- else
- effect(pos, self.blood_amount, self.blood_texture, nil, nil, 1, nil)
- end
- end
- -- do damage
- self.health = self.health - floor(damage)
- -- exit here if dead, special item check
- if weapon:get_name() == "mobs:pick_lava" then
- if check_for_death(self, "lava", {
- type = "punch",
- puncher = hitter,
- tool_capabilities = tool_capabilities,
- wielded = weapon,
- }) then
- return
- end
- else
- if check_for_death(self, "hit", {
- type = "punch",
- puncher = hitter,
- tool_capabilities = tool_capabilities,
- wielded = weapon,
- }) then
- return
- end
- end
- --[[ add healthy afterglow when hit (can cause hit lag with larger textures)
- minetest.after(0.1, function()
- if not self.object:get_luaentity() then return end
- self.object:settexturemod("^[colorize:#c9900070")
- core.after(0.3, function()
- self.object:settexturemod("")
- end)
- end) ]]
- -- knock back effect (only on full punch)
- if self.knock_back and tflp >= punch_interval then
- local v = self.object:get_velocity()
- local r = 1.4 - min(punch_interval, 1.4)
- local kb = r * 5
- 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}
- -- check if tool already has specific knockback value
- if tool_capabilities.damage_groups["knockback"] then
- kb = tool_capabilities.damage_groups["knockback"]
- else
- kb = kb * default_knockback
- end
- self.object:set_velocity({
- x = dir.x * kb,
- y = up,
- z = dir.z * kb
- })
- self.pause_timer = 0.25
- end
- end -- END if damage
- -- If skittish then run away.
- if self.runaway == true then
- local lp = hitter:get_pos()
- local s = self.object:get_pos()
- local yaw = yaw_to_pos(self, lp, s)
- yaw = yaw + pi -- go in reverse
- yaw = set_yaw(self, yaw, 6)
- transition_state(self, "runaway")
- return
- end
- -- Ignore punches from self.
- if self.object == hitter then return end
- -- Ignore punches if mob is passive.
- if self.passive then return end
- if self.child then return end
- -- Ignore punches from owner.
- local name = (hitter:is_player() and hitter:get_player_name()) or ""
- if name ~= "" and name == self.owner then
- return
- end
- -- Note: mob can defend itself if punched by invisible players, so no
- -- invisibility check here.
- -- Attack whoever punched mob (if not already attacking that player/mob).
- if self.state ~= "attack" or self.attack ~= hitter then
- transition_state(self, "")
- do_attack(self, hitter)
- end
- if not self.group_attack then return end
- -- Alert others to the attack.
- local objs = minetest.get_objects_inside_radius(hitter:get_pos(), self.view_range)
- for n = 1, #objs, 1 do
- local obj = objs[n]:get_luaentity()
- if obj and obj._cmi_is_mob then
- -- Alert members of same mob if have 'group_attack'.
- if obj.state ~= "attack" and obj.name == self.name then
- -- But owned mobs will not attack their owners.
- if not (obj.owner == name) then
- do_attack(obj, hitter)
- end
- end
- -- have owned mobs attack player threat
- if name ~= "" and obj.owner == name and obj.owner_loyal then
- do_attack(obj, self.object)
- end
- end
- end
- end
- -- export!
- function mobs.mob_punch(self, hitter, tflp, tool_capabilities, dir)
- return mob_punch(self, hitter, tflp, tool_capabilities, dir)
- end
- -- get entity staticdata
- local function mob_staticdata(self)
- -- 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)
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return ""-- nil
- end
- self.remove_ok = true
- self.attack = nil
- self.following = nil
- self.state = "stand"
- self.substate = ""
- -- used to rotate older mobs
- if self.drawtype and self.drawtype == "side" then
- self.rotate = rad(90)
- end
- local tmp = {}
- for _,stat in pairs(self) do
- local t = type(stat)
- if t ~= "function" and t ~= "nil" and t ~= "userdata" and _ ~= "_cmi_components" then
- tmp[_] = self[_]
- end
- end
- --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
- return minetest.serialize(tmp)
- end
- -- export!
- function mobs.mob_staticdata(self)
- return mob_staticdata(self)
- end
- -- Activate mob and reload settings.
- local function mob_activate(self, staticdata, def, dtime)
- -- Remove mob if activated during daytime and has 'daytime_despawn'.
- if def.daytime_despawn then
- local tod = (minetest.get_timeofday() or 0) * 24000
- if tod > 4500 and tod < 19500 then
- -- Daylight, but mob despawns at daytime.
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return
- end
- end
- -- Remove mob if outside realm dimensions.
- if not rc.is_valid_realm_pos(self.object:get_pos()) then
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- return
- end
- -- load entity variables
- local tmp = minetest.deserialize(staticdata)
- if tmp then
- for _, stat in pairs(tmp) do
- self[_] = stat
- end
- end
- -- Do select random texture, set model and size.
- if not self.base_texture then
- -- Do 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(1, #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.following = false -- currently following path?
- self.path.pos_rec_timer = 0
- self.path.find_path_timer = 0
- self.path.putnode_timer = 0
- self.path.los_counter = 0
- self.path.los_check = 0
- self.path.target = nil
- -- Avoidance "avoid" state init.
- self.avoid = {}
- self.avoid.target = nil
- self.avoid.timer = 0
- -- Dig/build state init.
- self.digbuild = {}
- self.digbuild.target = nil
- self.digbuild.node_timer = 0
- -- Adjust the chance to use pathfinding on a per-entity basis.
- if self.pathfinding and self.pathfinding ~= 0 then
- -- If pathfinding is enabled, by default chance is 100%.
- local chance = self.pathfinding_chance or 100
- local res = random(1, 100)
- if res > chance then
- self.pathfinding = 0
- end
- end
- -- mob defaults
- self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
- 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)
- set_yaw(self, (random(0, 360) - 180) / 180 * pi, 6)
- update_tag(self)
- set_animation(self, "stand")
- -- 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
- end
- -- export!
- function mobs.mob_activate(self, staticdata, def, dtime)
- return mob_activate(self, staticdata, def, dtime)
- end
- local function smooth_rotate(self)
- -- smooth rotation by ThomasMonroe314
- if self.delay and self.delay > 0 then
- local yaw = self.object:get_yaw()
- if self.delay == 1 then
- yaw = self.target_yaw
- else
- local dif = abs(yaw - self.target_yaw)
- if yaw > self.target_yaw then
- if dif > pi then
- dif = 2 * pi - dif -- need to add
- yaw = yaw + dif / self.delay
- else
- yaw = yaw - dif / self.delay -- need to subtract
- end
- elseif yaw < self.target_yaw then
- if dif > pi then
- dif = 2 * pi - dif
- yaw = yaw - dif / self.delay -- need to subtract
- else
- yaw = yaw + dif / self.delay -- need to add
- end
- end
- if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
- if yaw < 0 then yaw = yaw + (pi * 2) end
- end
- self.delay = self.delay - 1
- self.object:set_yaw(yaw)
- end
- -- end rotation
- end
- local function stuck_timer(self, dtime, pos)
- -- Set up 'is_stuck' state flag/timer. This is a timer which clocks how long
- -- the mob has not moved for. It is clamped whenever it exceeds 100 seconds,
- -- and reset when the mob's position changes.
- if (self.wanted_velocity or 0) > 0 then
- self.stuck_timer = (self.stuck_timer or 0) + dtime
- if self.stuck_timer > 100 then self.stuck_timer = 100 end
- if v_distance(self.last_pos or pos, pos) > 0.001 then
- self.stuck_timer = 0
- end
- self.last_pos = pos
- self.stand_timer = 0
- else
- -- If the wanted velocity is zero, the stuck-timer does not run.
- -- We are obviously not stuck in such a case!
- self.last_pos = pos
- self.stuck_timer = 0
- self.stand_timer = (self.stand_timer or 0) + dtime
- if self.stand_timer > 100 then self.stand_timer = 100 end
- end
- end
- local function do_punch_timer(self, dtime)
- self.punch_timer = (self.punch_timer or 0) - dtime
- if self.punch_timer < 0 then
- self.punch_timer = 0
- end
- end
- -- Here is the main mob function.
- local function mob_step(self, dtime)
- -- The final (actually first) action of mob_step().
- -- If the mob was marked for removal, we call self.object:remove() here.
- -- This: self.object:remove(), should not be called anywhere else!
- if self.mkrm then self.object:remove(); return end
- -- Stupid spurious errors [MustTest]. Implies our object does not exist.
- local pos = self.object:get_pos()
- if not pos then return end
- -- Manage stuck-timer.
- stuck_timer(self, dtime, pos)
- -- When lifetimer expires, remove mob.
- do_lifetimer(self, pos)
- -- Get what nodes the mob is standing in/on.
- update_foot_nodes(self, pos, dtime)
- -- Check if falling, flying, floating.
- falling(self, pos)
- -- Do smooth rotation.
- smooth_rotate(self)
- -- Manage punch timer.
- do_punch_timer(self, dtime)
- -- Knockback timer. If set, the mob will do nothing until it expires!
- -- Typically this would be set for something like a knockback effect.
- if self.pause_timer > 0 then
- self.pause_timer = self.pause_timer - dtime
- return
- end
- -- Run custom function (defined in mob's script file).
- if self.do_custom then
- -- when false skip going any further
- if self.do_custom(self, dtime) == false then
- return
- end
- end
- -- Environmental damage timer (every 1 second).
- self.env_damage_timer = self.env_damage_timer + dtime
- if self.env_damage_timer >= 1 then
- self.env_damage_timer = 0
- -- Check for environmental damage (water, fire, lava, etc.).
- do_env_damage(self)
- -- Node replace check (cow eats grass, etc.).
- replace(self, pos)
- -- Debug path display.
- highlight_path(self)
- end
- -- Mob plays random sound at times.
- self.sound_timer = (self.sound_timer or 0) + dtime
- if self.sound_timer >= 1 then
- if random(1, 100) == 1 then
- mob_sound(self, self.sounds.random)
- end
- self.sound_timer = 0
- end
- -- This code forces state logic to only run once per second, unless the
- -- current state is flagged to execute continuously. This reduces load on the
- -- server.
- local sm = state_machine
- if not sm[self.state].continuous then
- self.logic_timer = (self.logic_timer or 0) + dtime
- if self.logic_timer < 1 then return end
- self.logic_timer = 0
- -- Since we return early if time is less than 1 second, once timer fires,
- -- we need to pass a 'dtime' of 1 to the logic that follows.
- dtime = 1
- end
- -- Limit the general scanning functions to once per second.
- self.scan_timer = (self.scan_timer or 0) + dtime
- if self.scan_timer >= 1 then
- self.scan_timer = 0
- -- For belligerent mobs, scan for victims to attack.
- general_attack(self)
- -- For skittish mobs, scan for things to run away from.
- runaway_from(self)
- -- Mob reproduction.
- attempt_breed(self)
- -- Periodically refocus attacking mobs.
- refocus_attack(self)
- -- Scan for things to follow around.
- follow_something(self)
- end
- do_states(self, dtime)
- end
- -- export!
- function mobs.mob_step(self, dtime)
- return mob_step(self, dtime)
- end
- -- Default function when mobs are blown up with TNT.
- local function do_tnt(obj, damage)
- obj.object:punch(obj.object, 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage},
- }, nil)
- return false, true, {}
- end
- -- export!
- function mobs.do_tnt(obj, damage)
- return do_tnt(obj, damage)
- end
- local function first_or_second(arg1, arg2)
- if type(arg1) ~= "nil" then
- return arg1
- else
- return arg2
- end
- end
- -- register mob entity function
- if not mobs.registered then
- mobs.spawning_mobs = {}
- -- Register mob function.
- mobs.register_mob = function(name, def)
- mobs.spawning_mobs[name] = true
- minetest.register_entity(name, {
- -- Warning: this parameter is set by the engine anway!
- name = name,
- _name = name,
- mob = true,
- type = def.type,
- armor_level = def.armor_level or 0,
- description = def.description,
- stepheight = def.stepheight or 1.1,
- attack_type = def.attack_type,
- fly = def.fly,
- fly_in = def.fly_in or "air",
- owner = def.owner or "",
- order = def.order or "",
- on_die = def.on_die,
- do_custom = def.do_custom,
- -- The number of nodes a mob can jump over. Actual jump velocity is
- -- calculated from this. Supported values are 1, 2, 3.
- jump_height = def.jump_height or 1,
- drawtype = def.drawtype, -- DEPRECATED, use rotate instead
- rotate = rad(def.rotate or 0), -- 0=front, 90=side, 180=back, 270=side2
- lifetimer = def.lifetimer or 180, -- 3 minutes
- hp_min = (def.hp_min or 5) * difficulty,
- hp_max = (def.hp_max or 10) * difficulty,
- physical = true,
- collisionbox = def.collisionbox or {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
- selectionbox = def.selectionbox or def.collisionbox,
- visual = def.visual,
- visual_size = def.visual_size or {x = 1, y = 1},
- mesh = def.mesh,
- makes_footstep_sound = def.makes_footstep_sound or false,
- view_range = def.view_range or 5,
- walk_velocity = def.walk_velocity or 1,
- run_velocity = def.run_velocity or 2,
- sprint_velocity = def.sprint_velocity or def.run_velocity or 2,
- -- Mob may do an exact amount of damage.
- -- But if min/max damage values are set (non-nil, non-0), those are used
- -- instead.
- damage = (def.damage or 0) * difficulty,
- damage_min = (def.damage_min or 0) * difficulty,
- damage_max = (def.damage_max or 0) * difficulty,
- damage_group = def.damage_group,
- daytime_despawn = def.daytime_despawn,
- on_despawn = def.on_despawn,
- light_damage = def.light_damage or 0,
- water_damage = def.water_damage or 0,
- lava_damage = def.lava_damage or 0,
- fire_damage = def.fire_damage or 0,
- suffocation = def.suffocation or 2,
- lava_annihilates = first_or_second(def.lava_annihilates, true),
- makes_bones_in_lava = first_or_second(def.makes_bones_in_lava, true),
- fall_damage = def.fall_damage or 1,
- fall_speed = def.fall_speed or -10, -- must be lower than -2 (default: -10)
- drops = def.drops or {},
- armor = def.armor or 100,
- on_rightclick = def.on_rightclick,
- arrow = def.arrow,
- shoot_interval = def.shoot_interval,
- sounds = def.sounds or {},
- animation = def.animation,
- follow = def.follow,
- jump = def.jump ~= false,
- walk_chance = def.walk_chance or 50,
- --fov = def.fov or 120,
- passive = def.passive or false,
- knock_back = def.knock_back ~= false,
- blood_amount = def.blood_amount or 5,
- blood_texture = def.blood_texture or "mobs_blood.png",
- shoot_offset = def.shoot_offset or 0,
- floats = def.floats or 1, -- floats in water by default
- replace_rate = def.replace_rate,
- replace_what = def.replace_what,
- replace_with = def.replace_with,
- replace_offset = def.replace_offset or 0,
- on_replace = def.on_replace,
- -- Feature added by MustTest.
- replace_range = def.replace_range or 1,
- despawns_in_dark_caves = def.despawns_in_dark_caves or false,
- 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 = def.reach or 3,
- punch_reach = def.punch_reach or def.reach or 3,
- htimer = 0,
- texture_list = def.textures,
- child_texture = def.child_texture,
- docile_by_day = def.docile_by_day or false,
- time_of_day = 0.5,
- fear_height = def.fear_height or 0,
- runaway = def.runaway,
- runaway_timer = 0,
- pathfinding = def.pathfinding or 0,
- pathfinding_chance = def.pathfinding_chance,
- place_node = def.place_node,
- immune_to = def.immune_to or {},
- explosion_radius = def.explosion_radius,
- explosion_damage_radius = def.explosion_damage_radius,
- explosion_timer = def.explosion_timer or 3,
- allow_fuse_reset = def.allow_fuse_reset ~= false,
- stop_to_explode = def.stop_to_explode ~= false,
- custom_attack = def.custom_attack,
- double_melee_attack = def.double_melee_attack,
- dogshoot_switch = def.dogshoot_switch,
- dogshoot_count = 0,
- dogshoot_count_max = def.dogshoot_count_max or 5,
- dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
- group_attack = def.group_attack or false,
- attack_monsters = def.attack_monsters or false,
- attack_animals = def.attack_animals or false,
- attack_players = def.attack_players ~= false,
- attack_npcs = def.attack_npcs ~= false,
- specific_attack = def.specific_attack,
- runaway_from = def.runaway_from,
- owner_loyal = def.owner_loyal,
- facing_fence = false,
- ignore_invisibility = def.ignore_invisibility,
- pathing_radius = def.pathing_radius,
- max_node_dig_level = def.max_node_dig_level,
- --hunt_players = def.hunt_players,
- hunt_chance = def.hunt_chance or 0,
- -- The meaning of 'attack_chance' is inverted in order to make more sense [MustTest].
- attack_chance = def.attack_chance or 95,
- show_health = def.show_health,
- _cmi_is_mob = true,
- punch_target = def.punch_target,
- on_spawn = def.on_spawn,
- on_blast = def.on_blast or function(...) return mobs.do_tnt(...) end,
- on_step = function(...) return mobs.mob_step(...) end,
- do_punch = def.do_punch,
- on_punch = function(...) return mobs.mob_punch(...) end,
- on_breed = def.on_breed,
- on_grown = def.on_grown,
- on_activate = function(self, staticdata, dtime)
- return mobs.mob_activate(self, staticdata, def, dtime)
- end,
- get_staticdata = function(self)
- return mobs.mob_staticdata(self)
- end,
- })
- end -- END mobs:register_mob function
- end
- local function arrow_step(self, dtime, def)
- self.timer = self.timer + 1
- local pos = self.object:get_pos()
- if not pos then
- return
- end
- -- Remove expired arrows.
- if self.switch == 0
- or self.timer > 150
- or not within_limits(pos, 0) then
- self.object:remove()
- 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
- -- Always round node position before passing it to code that probably
- -- assumes that position is an integer (failure to do this can result in
- -- coordinate problems in the engine)!
- local rpos = v_round(pos)
- local node = node_ok(rpos).name
- local ndef = minetest.reg_ns_nodes[node]
- if not ndef or ndef.walkable then
- self.hit_node(self, rpos, 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 then
- -- Find target that we hit.
- for _, target in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do
- if self.hit_player and target:is_player() then
- self.hit_player(self, target)
- self.object:remove()
- return
- end
- local entity = target:get_luaentity()
- if entity and self.hit_mob and entity._cmi_is_mob == true
- and target ~= self.owner_obj
- and entity.name ~= self.name then
- -- Check that target actually exists.
- if target:get_pos() then
- self.hit_mob(self, target)
- self.object:remove()
- return
- end
- end
- end
- end
- self.lastpos = pos
- end
- -- export!
- function mobs.arrow_step(self, dtime, def)
- return arrow_step(self, dtime, def)
- end
- -- register mob arrow entity function
- if not mobs.registered then
- -- 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 = 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,
- drop = def.drop or false, -- drops arrow as registered item when true
- collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
- timer = 0,
- switch = 0,
- rotate = def.rotate,
- automatic_face_movement_dir = def.rotate
- and (def.rotate - (pi / 180)) or false,
- on_activate = def.on_activate,
- on_step = def.on_step or function(self, dtime)
- return mobs.arrow_step(self, dtime, def)
- end,
- })
- end
- end
- -- Spawner item.
- -- 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)
- if not mobs.registered then
- mobs.register_egg = function(mob, desc, background, addegg, no_creative)
- local invimg = background
- if addegg == 1 then
- invimg = "mobs_egg.png^(" .. background .. "^[mask:mobs_egg_overlay.png)"
- elseif addegg == 0 then
- invimg = background
- end
- -- Register new spawn egg containing mob information
- minetest.register_craftitem(mob .. "_set", {
- description = desc .. " Spawn Egg (Tamed)",
- inventory_image = invimg,
- groups = {
- not_in_creative_inventory = 1,
- not_in_craft_guide = 1,
- spawn_egg = 2,
- },
- stack_max = 1,
- on_place = function(itemstack, placer, pointed_thing)
- local pos = pointed_thing.above
- -- Am I clicking on something with existing on_rightclick function?
- local under = minetest.get_node(pointed_thing.under)
- local def = minetest.registered_nodes[under.name]
- if def and def.on_rightclick then
- return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
- end
- if pos and within_limits(pos, 0) then
- if not minetest.registered_entities[mob] then
- minetest.chat_send_player(name, "# Server: Creature type not defined!")
- return
- end
- pos.y = pos.y + 1
- local data = itemstack:get_metadata()
- local mob = minetest.add_entity(pos, mob, data)
- local ent = mob:get_luaentity()
- if not ent then mob:remove()
- minetest.chat_send_player(name, "# Server: Failed to revive creature!")
- return
- end
- -- Set owner if not a monster or NPC.
- if ent.type ~= "monster" and ent.type ~= "npc" 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 .. " Spawn Egg",
- inventory_image = invimg,
- groups = {
- not_in_creative_inventory = 1,
- not_in_craft_guide = 1,
- spawn_egg = 1,
- },
- on_place = function(itemstack, placer, pointed_thing)
- local pos = pointed_thing.above
- local name = placer:get_player_name()
- if pos and within_limits(pos, 0) then
- if not minetest.registered_entities[mob] then
- minetest.chat_send_player(name, "# Server: Creature type not defined!")
- return
- end
- pos.y = pos.y + 1
- local mob = minetest.add_entity(pos, mob)
- local ent = mob:get_luaentity()
- if not ent then mob:remove()
- minetest.chat_send_player(name, "# Server: Failed to summon creature!")
- return
- end
- -- Don't set owner if monster or NPC or sneak pressed.
- if ent.type ~= "monster" and ent.type ~= "npc" then
- if not placer:get_player_control().sneak then
- ent.owner = placer:get_player_name()
- ent.tamed = true
- end
- end
- end
- itemstack:take_item()
- return itemstack
- end,
- })
- end
- end
- -- Capture critter (thanks to blert2112 for idea).
- function mobs.capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
- if self.child
- or not clicker:is_player()
- or not clicker:get_inventory() then
- return false
- end
- -- get name of clicked mob
- local mobname = self.name
- -- if not nil change what will be added to inventory
- if replacewith then
- mobname = replacewith
- end
- local name = clicker:get_player_name()
- local tool = clicker:get_wielded_item()
- -- are we using hand, net or lasso to pick up mob?
- if tool:get_name() ~= ""
- and tool:get_name() ~= "mobs:net"
- and tool:get_name() ~= "mobs:lasso" then
- return false
- end
- -- Is mob tamed?
- if self.tamed == false and force_take == false then
- minetest.chat_send_player(name, "# Server: Animal not tamed!")
- return true -- false
- end
- -- Cannot pick up if not owner.
- if self.owner ~= name and force_take == false then
- minetest.chat_send_player(name, "# Server: Player <" .. rename.gpn(self.owner) .. "> is owner!")
- return true -- false
- end
- if clicker:get_inventory():room_for_item("main", mobname) then
- -- Was mob clicked with hand, net, or lasso?
- local chance = 0
- local tool = clicker:get_wielded_item()
- 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 > 0 and random(1, 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 = {}
- for _,stat in pairs(self) do
- local 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
- -- Mark for removal as last action on mob_step().
- self.mkrm = true
- mob_sound(self, "default_place_node_hard")
- elseif chance ~= 0 then
- minetest.chat_send_player(name, "# Server: Missed!")
- mob_sound(self, "mobs_swing")
- end
- end
- end
- -- Make tables persistent even when file reloaded.
- if not mobs.registered then
- mobs.nametagdata = {}
- mobs.nametagdata.mob_obj = {}
- mobs.nametagdata.mob_sta = {}
- end
- local mob_obj = mobs.nametagdata.mob_obj
- local mob_sta = mobs.nametagdata.mob_sta
- -- Feeding, taming and breeding (thanks blert2112).
- function mobs.feed_tame(self, clicker, feed_count, breed, tame)
- if not self.follow then
- return false
- end
- -- can eat/tame with item in hand
- if follow_holding(self, clicker) then
- -- if not in creative then take item
- if not creative then
- local item = clicker:get_wielded_item()
- item:take_item()
- clicker:set_wielded_item(item)
- end
- -- increase health
- self.health = self.health + 4
- if self.health >= self.hp_max then
- self.health = self.hp_max
- if self.htimer < 1 then
- minetest.chat_send_player(clicker:get_player_name(), "# Server: Mob has full health!")
- self.htimer = 5
- end
- end
- self.object:set_hp(self.health)
- update_tag(self)
- -- make children grow quicker
- if self.child == true then
- self.hornytimer = self.hornytimer + 20
- return true
- end
- -- feed and tame
- self.food = (self.food or 0) + 1
- if self.food >= feed_count then
- self.food = 0
- if breed and self.hornytimer == 0 then
- self.horny = true
- end
- self.gotten = false
- if tame then
- if self.tamed == false then
- minetest.chat_send_player(clicker:get_player_name(), "# Server: Mob has been tamed!")
- end
- self.tamed = true
- if not self.owner or self.owner == "" then
- self.owner = clicker:get_player_name()
- end
- end
- -- make sound when fed so many times
- mob_sound(self, self.sounds.random)
- end
- return true
- end
- local item = clicker:get_wielded_item()
- -- if mob has been tamed you can name it with a nametag
- if item:get_name() == "mobs:nametag"
- and clicker:get_player_name() == self.owner then
- local name = clicker:get_player_name()
- -- store mob and nametag stack in external variables
- mob_obj[name] = self
- mob_sta[name] = item
- local tag = self.nametag or ""
- minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
- .. default.gui_bg
- .. default.gui_bg_img
- .. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape("Enter name:") .. ";" .. tag .. "]"
- .. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape("Rename") .. "]")
- end
- return false
- end
- function mobs.nametag_receive_fields(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 string.len(fields.name) > 64 then
- fields.name = string.sub(fields.name, 1, 64)
- end
- -- update nametag
- mob_obj[name].nametag = fields.name
- update_tag(mob_obj[name])
- -- 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
- -- inspired by blockmen's nametag mod
- if not mobs.registered then
- minetest.register_on_player_receive_fields(function(...)
- return mobs.nametag_receive_fields(...)
- end)
- end
- -- compatibility function for old entities to new modpack entities
- if not mobs.registered then
- function mobs.alias_mob(old_name, new_name)
- -- spawn egg
- minetest.register_alias(old_name, new_name)
- -- entity
- minetest.register_entity(":" .. old_name, {
- physical = false,
- on_activate = function(self)
- if minetest.registered_entities[new_name] then
- minetest.add_entity(self.object:get_pos(), new_name)
- end
- -- Remove mob immediately, as last step of this function.
- -- Controls returns to engine.
- self.object:remove()
- self.mkrm = true
- end
- })
- end
- end
- -- Register as a reloadable file.
- if not mobs.registered then
- local c = "mobs:api"
- local f = mobs.modpath .. "/api.lua"
- reload.register_file(c, f, false)
- mobs.registered = true
- end
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