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- -- Intllib and CMI support check
- local MP = minetest.get_modpath(minetest.get_current_modname())
- local S, NS = dofile(MP .. "/intllib.lua")
- local use_cmi = minetest.global_exists("cmi")
- mobs = {
- mod = "redo",
- version = "20200701",
- intllib = S,
- invis = minetest.global_exists("invisibility") and invisibility or {}
- }
- -- creative check
- local creative_cache = minetest.settings:get_bool("creative_mode")
- function mobs.is_creative(name)
- return creative_cache or minetest.check_player_privs(name,
- {creative = true})
- end
- -- localize math functions
- local pi = math.pi
- local square = math.sqrt
- local sin = math.sin
- local cos = math.cos
- local abs = math.abs
- local min = math.min
- local max = math.max
- local random = math.random
- local floor = math.floor
- local ceil = math.ceil
- local rad = math.rad
- local atann = math.atan
- local atan = function(x)
- if not x or x ~= x then
- --error("atan bassed NaN")
- return 0
- else
- return atann(x)
- end
- end
- -- Load settings
- local damage_enabled = minetest.settings:get_bool("enable_damage")
- local mobs_spawn = minetest.settings:get_bool("mobs_spawn") ~= false
- local peaceful_only = minetest.settings:get_bool("only_peaceful_mobs")
- local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
- local mobs_drop_items = minetest.settings:get_bool("mobs_drop_items") ~= false
- local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
- local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
- local remove_far = minetest.settings:get_bool("remove_far_mobs") ~= false
- local difficulty = tonumber(minetest.settings:get("mob_difficulty")) or 1.0
- local show_health = minetest.settings:get_bool("mob_show_health") ~= false
- local max_per_block = tonumber(minetest.settings:get("max_objects_per_block") or 99)
- local mob_nospawn_range = tonumber(minetest.settings:get("mob_nospawn_range") or 12)
- local active_limit = tonumber(minetest.settings:get("mob_active_limit") or 0)
- local mob_chance_multiplier =
- tonumber(minetest.settings:get("mob_chance_multiplier") or 1)
- local active_mobs = 0
- -- Peaceful mode message so players will know there are no monsters
- if peaceful_only then
- minetest.register_on_joinplayer(function(player)
- minetest.chat_send_player(player:get_player_name(),
- S("** Peaceful Mode Active - No Monsters Will Spawn"))
- end)
- end
- -- calculate aoc range for mob count
- local aoc_range = tonumber(minetest.settings:get("active_block_range")) * 16
- -- pathfinding settings
- local enable_pathfinding = true
- local stuck_timeout = 3 -- how long before stuck mod starts searching
- local stuck_path_timeout = 10 -- how long will mob follow path before giving up
- -- default nodes
- local node_fire = "fire:basic_flame"
- local node_permanent_flame = "fire:permanent_flame"
- local node_ice = "default:ice"
- local node_snowblock = "default:snowblock"
- local node_snow = "default:snow"
- mobs.fallback_node = minetest.registered_aliases["mapgen_dirt"] or "default:dirt"
- local mob_class = {
- stepheight = 1.1,
- fly_in = "air",
- owner = "",
- order = "",
- jump_height = 4,
- lifetimer = 180, -- 3 minutes
- physical = true,
- collisionbox = {-0.25, -0.25, -0.25, 0.25, 0.25, 0.25},
- visual_size = {x = 1, y = 1},
- texture_mods = "",
- makes_footstep_sound = false,
- view_range = 5,
- walk_velocity = 1,
- run_velocity = 2,
- light_damage = 0,
- light_damage_min = 14,
- light_damage_max = 15,
- water_damage = 0,
- lava_damage = 0,
- suffocation = 2,
- fall_damage = 1,
- fall_speed = -10, -- must be lower than -2 (default: -10)
- drops = {},
- armor = 100,
- sounds = {},
- jump = true,
- knock_back = true,
- walk_chance = 50,
- stand_chance = 30,
- attack_chance = 5,
- passive = false,
- blood_amount = 5,
- blood_texture = "mobs_blood.png",
- shoot_offset = 0,
- floats = 1, -- floats in water by default
- replace_offset = 0,
- timer = 0,
- env_damage_timer = 0, -- only used when state = "attack"
- tamed = false,
- pause_timer = 0,
- horny = false,
- hornytimer = 0,
- child = false,
- gotten = false,
- health = 0,
- reach = 3,
- htimer = 0,
- docile_by_day = false,
- time_of_day = 0.5,
- fear_height = 0,
- runaway_timer = 0,
- immune_to = {},
- explosion_timer = 3,
- allow_fuse_reset = true,
- stop_to_explode = true,
- dogshoot_count = 0,
- dogshoot_count_max = 5,
- dogshoot_count2_max = 5,
- group_attack = false,
- attack_monsters = false,
- attack_animals = false,
- attack_players = true,
- attack_npcs = true,
- facing_fence = false,
- _cmi_is_mob = true
- }
- local mob_class_meta = {__index = mob_class}
- -- play sound
- function mob_class:mob_sound(sound)
- local pitch = 1.0
- -- higher pitch for a child
- if self.child then pitch = pitch * 1.5 end
- -- a little random pitch to be different
- pitch = pitch + random(-10, 10) * 0.005
- if sound then
- minetest.sound_play(sound, {
- object = self.object,
- gain = 1.0,
- max_hear_distance = self.sounds.distance,
- pitch = pitch
- }, true)
- end
- end
- -- attack player/mob
- function mob_class:do_attack(player)
- if self.state == "attack" then
- return
- end
- self.attack = player
- self.state = "attack"
- if random(0, 100) < 90 then
- self:mob_sound(self.sounds.war_cry)
- end
- end
- -- calculate distance
- local get_distance = function(a, b)
- local x, y, z = a.x - b.x, a.y - b.y, a.z - b.z
- return square(x * x + y * y + z * z)
- end
- -- collision function based on jordan4ibanez' open_ai mod
- function mob_class:collision()
- local pos = self.object:get_pos()
- local x, z = 0, 0
- local width = -self.collisionbox[1] + self.collisionbox[4] + 0.5
- for _,object in ipairs(minetest.get_objects_inside_radius(pos, width)) do
- if object:is_player()
- or (object:get_luaentity()
- and object:get_luaentity()._cmi_is_mob == true
- and object ~= self.object) then
- local pos2 = object:get_pos()
- local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
- x = x + vec.x
- z = z + vec.z
- end
- end
- return({x, z})
- end
- -- check string against another string or table
- local check_for = function(look_for, look_inside)
- if type(look_inside) == "string" and look_inside == look_for then
- return true
- elseif type(look_inside) == "table" then
- for _, str in pairs(look_inside) do
- if str == look_for then
- return true
- end
- end
- end
- return false
- end
- -- move mob in facing direction
- function mob_class:set_velocity(v)
- -- halt mob if it has been ordered to stay
- if self.order == "stand" then
- self.object:set_velocity({x = 0, y = 0, z = 0})
- return
- end
- local c_x, c_y = 0, 0
- -- can mob be pushed, if so calculate direction
- if self.pushable then
- c_x, c_y = unpack(self:collision())
- end
- local yaw = (self.object:get_yaw() or 0) + self.rotate
- -- nil check for velocity
- v = v or 0
- -- check if standing in liquid with max viscosity of 7
- local visc = min(minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
- -- only slow mob trying to move while inside a viscous fluid that
- -- they aren't meant to be in (fish in water, spiders in cobweb etc)
- if v > 0 and visc and visc > 0
- and not check_for(self.standing_in, self.fly_in) then
- v = v / (visc + 1)
- end
- -- set velocity with hard limit of 10
- local vel = self.object:get_velocity()
- local new_vel = {
- x = (sin(yaw) * -v) + c_x,
- y = vel.y,
- z = (cos(yaw) * v) + c_y
- }
- self.object:set_velocity(new_vel)
- end
- -- global version of above function
- function mobs:set_velocity(entity, v)
- mob_class.set_velocity(entity, v)
- end
- -- calculate mob velocity
- function mob_class:get_velocity()
- local v = self.object:get_velocity()
- if not v then return 0 end
- return (v.x * v.x + v.z * v.z) ^ 0.5
- end
- -- set and return valid yaw
- function mob_class:set_yaw(yaw, delay)
- if not yaw or yaw ~= yaw then
- yaw = 0
- end
- delay = 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(entity, yaw, delay)
- mob_class.set_yaw(entity, yaw, delay)
- end
- -- set defined animation
- function mob_class:set_animation(anim, force)
- if not self.animation or not anim then return end
- self.animation.current = self.animation.current or ""
- -- only use different animation for attacks when using same set
- if force ~= true and anim ~= "punch" and anim ~= "shoot"
- and string.find(self.animation.current, anim) then
- return
- end
- -- 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
- self.object:set_animation({
- x = self.animation[anim .. "_start"],
- y = self.animation[anim .. "_end"]},
- self.animation[anim .. "_speed"] or
- self.animation.speed_normal or 15,
- 0, self.animation[anim .. "_loop"] ~= false)
- end
- -- above function exported for mount.lua
- function mobs:set_animation(entity, anim)
- mob_class.set_animation(entity, anim)
- end
- -- check line of sight (BrunoMine)
- local line_of_sight = function(self, pos1, pos2, stepsize)
- stepsize = stepsize or 1
- local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
- -- normal walking and flying mobs can see you through air
- if s == true then
- return true
- end
- -- New pos1 to be analyzed
- local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
- local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
- -- Checks the return
- if r == true then return true end
- -- Nodename found
- local nn = minetest.get_node(pos).name
- -- Target Distance (td) to travel
- local td = get_distance(pos1, pos2)
- -- Actual Distance (ad) traveled
- local ad = 0
- -- It continues to advance in the line of sight in search of a real
- -- obstruction which counts as 'walkable' nodebox.
- while minetest.registered_nodes[nn]
- and (minetest.registered_nodes[nn].walkable == false) do
- -- Check if you can still move forward
- if td < ad + stepsize then
- return true -- Reached the target
- end
- -- Moves the analyzed pos
- local d = get_distance(pos1, pos2)
- npos1.x = ((pos2.x - pos1.x) / d * stepsize) + pos1.x
- npos1.y = ((pos2.y - pos1.y) / d * stepsize) + pos1.y
- npos1.z = ((pos2.z - pos1.z) / d * stepsize) + pos1.z
- -- NaN checks
- if d == 0
- or npos1.x ~= npos1.x
- or npos1.y ~= npos1.y
- or npos1.z ~= npos1.z then
- return false
- end
- ad = ad + stepsize
- -- scan again
- r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
- if r == true then return true end
- -- New Nodename found
- nn = minetest.get_node(pos).name
- end
- return false
- end
- -- check line of sight (by BrunoMine, tweaked by Astrobe)
- local new_line_of_sight = function(self, pos1, pos2, stepsize)
- if not pos1 or not pos2 then return end
- stepsize = stepsize or 1
- local stepv = vector.multiply(vector.direction(pos1, pos2), stepsize)
- local s, pos = minetest.line_of_sight(pos1, pos2, stepsize)
- -- normal walking and flying mobs can see you through air
- if s == true then return true end
- -- New pos1 to be analyzed
- local npos1 = {x = pos1.x, y = pos1.y, z = pos1.z}
- local r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
- -- Checks the return
- if r == true then return true end
- -- Nodename found
- local nn = minetest.get_node(pos).name
- -- It continues to advance in the line of sight in search of a real
- -- obstruction which counts as 'walkable' nodebox.
- while minetest.registered_nodes[nn]
- and (minetest.registered_nodes[nn].walkable == false) do
- npos1 = vector.add(npos1, stepv)
- if get_distance(npos1, pos2) < stepsize then return true end
- -- scan again
- r, pos = minetest.line_of_sight(npos1, pos2, stepsize)
- if r == true then return true end
- -- New Nodename found
- nn = minetest.get_node(pos).name
- end
- return false
- end
- -- check line of sight using raycasting (thanks Astrobe)
- local ray_line_of_sight = function(self, pos1, pos2)
- local ray = minetest.raycast(pos1, pos2, true, false)
- local thing = ray:next()
- while thing do -- thing.type, thing.ref
- if thing.type == "node" then
- local name = minetest.get_node(thing.under).name
- if minetest.registered_items[name]
- and minetest.registered_items[name].walkable then
- return false
- end
- end
- thing = ray:next()
- end
- return true
- end
- -- detect if using minetest 5.0 by searching for permafrost node
- local is_50 = minetest.registered_nodes["default:permafrost"]
- function mob_class:line_of_sight(pos1, pos2, stepsize)
- if is_50 then -- only use if minetest 5.0 is detected
- return ray_line_of_sight(self, pos1, pos2)
- end
- return line_of_sight(self, pos1, pos2, stepsize)
- end
- -- global function
- function mobs:line_of_sight(entity, pos1, pos2, stepsize)
- return entity:line_of_sight(pos1, pos2, stepsize)
- end
- function mob_class:attempt_flight_correction(override)
- if self:flight_check() and override ~= true then return true end
- -- We are not flying in what we are supposed to.
- -- See if we can find intended flight medium and return to it
- local pos = self.object:get_pos()
- local searchnodes = self.fly_in
- if type(searchnodes) == "string" then
- searchnodes = {self.fly_in}
- end
- local flyable_nodes = minetest.find_nodes_in_area(
- {x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
- {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}, searchnodes)
- if #flyable_nodes < 1 then
- return false
- end
- local escape_target = flyable_nodes[random(#flyable_nodes)]
- local escape_direction = vector.direction(pos, escape_target)
- self.object:set_velocity(
- vector.multiply(escape_direction, 1)) --self.run_velocity))
- return true
- end
- -- are we flying in what we are suppose to? (taikedz)
- function mob_class:flight_check()
- local def = minetest.registered_nodes[self.standing_in]
- if not def then return false end
- -- are we standing inside what we should be to fly/swim ?
- if check_for(self.standing_in, self.fly_in) then
- return true
- end
- -- stops mobs getting stuck inside stairs and plantlike nodes
- if def.drawtype ~= "airlike"
- and def.drawtype ~= "liquid"
- and def.drawtype ~= "flowingliquid" then
- return true
- end
- return false
- end
- -- turn mob to face position
- local yaw_to_pos = function(self, target, rot)
- rot = rot or 0
- local pos = self.object:get_pos()
- local vec = {x = target.x - pos.x, z = target.z - pos.z}
- local yaw = (atan(vec.z / vec.x) + rot + pi / 2) - self.rotate
- if target.x > pos.x then
- yaw = yaw + pi
- end
- yaw = self:set_yaw(yaw, rot)
- return yaw
- end
- function mobs:yaw_to_pos(self, target, rot)
- return yaw_to_pos(self, target, rot)
- end
- -- if stay near set then check periodically for nodes and turn towards them
- function mob_class:do_stay_near()
- if not self.stay_near then return false end
- local pos = self.object:get_pos()
- local searchnodes = self.stay_near[1]
- local chance = self.stay_near[2] or 10
- if random(chance) > 1 then
- return false
- end
- if type(searchnodes) == "string" then
- searchnodes = {self.stay_near[1]}
- end
- local r = self.view_range
- local nearby_nodes = minetest.find_nodes_in_area(
- {x = pos.x - r, y = pos.y - 1, z = pos.z - r},
- {x = pos.x + r, y = pos.y + 1, z = pos.z + r}, searchnodes)
- if #nearby_nodes < 1 then
- return false
- end
- yaw_to_pos(self, nearby_nodes[random(#nearby_nodes)])
- self:set_animation("walk")
- self:set_velocity(self.walk_velocity)
- return true
- end
- -- custom particle effects
- local effect = function(pos, amount, texture, min_size, max_size,
- radius, gravity, glow, fall)
- radius = radius or 2
- min_size = min_size or 0.5
- max_size = max_size or 1
- gravity = gravity or -10
- glow = glow or 0
- if fall == true then
- fall = 0
- elseif fall == false then
- fall = radius
- else
- fall = -radius
- end
- minetest.add_particlespawner({
- amount = amount,
- time = 0.25,
- minpos = pos,
- maxpos = pos,
- minvel = {x = -radius, y = fall, z = -radius},
- maxvel = {x = radius, y = radius, z = radius},
- minacc = {x = 0, y = gravity, z = 0},
- maxacc = {x = 0, y = gravity, z = 0},
- minexptime = 0.1,
- maxexptime = 1,
- minsize = min_size,
- maxsize = max_size,
- texture = texture,
- glow = glow
- })
- end
- function mobs:effect(pos, amount, texture, min_size, max_size,
- radius, gravity, glow, fall)
- effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall)
- end
- -- update nametag colour
- function mob_class:update_tag()
- local col = "#00FF00"
- local qua = self.hp_max / 4
- if self.health <= floor(qua * 3) then
- col = "#FFFF00"
- end
- if self.health <= floor(qua * 2) then
- col = "#FF6600"
- end
- if self.health <= floor(qua) then
- col = "#FF0000"
- end
- self.object:set_properties({
- nametag = self.nametag,
- nametag_color = col
- })
- end
- -- drop items
- function mob_class:item_drop()
- -- no drops if disabled by setting or mob is child
- if not mobs_drop_items or self.child then return end
- local pos = self.object:get_pos()
- -- check for drops function
- self.drops = type(self.drops) == "function"
- and self.drops(pos) or self.drops
- -- check for nil or no drops
- if not self.drops or #self.drops == 0 then
- return
- end
- -- was mob killed by player?
- local death_by_player = self.cause_of_death
- and self.cause_of_death.puncher
- and self.cause_of_death.puncher:is_player() or nil
- local obj, item, num
- for n = 1, #self.drops do
- if random(self.drops[n].chance) == 1 then
- num = random(self.drops[n].min or 0, self.drops[n].max or 1)
- item = self.drops[n].name
- -- cook items on a hot death
- if self.cause_of_death.hot then
- local output = minetest.get_craft_result({
- method = "cooking", width = 1, items = {item}})
- if output and output.item and not output.item:is_empty() then
- item = output.item:get_name()
- end
- end
- -- only drop rare items (drops.min = 0) if killed by player
- if death_by_player then
- obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
- elseif self.drops[n].min ~= 0 then
- obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
- end
- if obj and obj:get_luaentity() then
- obj:set_velocity({
- x = random(-10, 10) / 9,
- y = 6,
- z = random(-10, 10) / 9
- })
- elseif obj then
- obj:remove() -- item does not exist
- end
- end
- end
- self.drops = {}
- end
- -- remove mob and descrease counter
- local remove_mob = function(self, decrease)
- self.object:remove()
- if decrease and active_limit > 0 then
- active_mobs = active_mobs - 1
- if active_mobs < 0 then
- active_mobs = 0
- end
- end
- --print("-- active mobs: " .. active_mobs .. " / " .. active_limit)
- end
- -- check if mob is dead or only hurt
- function mob_class:check_for_death(cmi_cause)
- -- has health actually changed?
- if self.health == self.old_health and self.health > 0 then
- return false
- end
- local damaged = self.health < self.old_health
- self.old_health = self.health
- -- still got some health? play hurt sound
- if self.health > 0 then
- -- only play hurt sound if damaged
- if damaged then
- self:mob_sound(self.sounds.damage)
- end
- -- make sure health isn't higher than max
- if self.health > self.hp_max then
- self.health = self.hp_max
- end
- -- backup nametag so we can show health stats
- if not self.nametag2 then
- self.nametag2 = self.nametag or ""
- end
- if show_health
- and (cmi_cause and cmi_cause.type == "punch") then
- self.htimer = 2
- self.nametag = "♥ " .. self.health .. " / " .. self.hp_max
- self:update_tag()
- end
- return false
- end
- self.cause_of_death = cmi_cause
- -- drop items
- self:item_drop()
- self:mob_sound(self.sounds.death)
- local pos = self.object:get_pos()
- -- execute custom death function
- if self.on_die then
- self:on_die(pos)
- if use_cmi then
- cmi.notify_die(self.object, cmi_cause)
- end
- remove_mob(self, true)
- return true
- end
- -- check for custom death function and die animation
- if self.animation
- and self.animation.die_start
- and self.animation.die_end then
- local frames = self.animation.die_end - self.animation.die_start
- local speed = self.animation.die_speed or 15
- local length = max(frames / speed, 0)
- self.attack = nil
- self.v_start = false
- self.timer = 0
- self.blinktimer = 0
- self.passive = true
- self.state = "die"
- self:set_velocity(0)
- self:set_animation("die")
- minetest.after(length, function(self)
- if use_cmi and self.object:get_luaentity() then
- cmi.notify_die(self.object, cmi_cause)
- end
- remove_mob(self, true)
- end, self)
- else
- if use_cmi then
- cmi.notify_die(self.object, cmi_cause)
- end
- remove_mob(self, true)
- end
- effect(pos, 20, "tnt_smoke.png")
- return true
- end
- -- get node but use fallback for nil or unknown
- local node_ok = function(pos, fallback)
- fallback = fallback or mobs.fallback_node
- local node = minetest.get_node_or_nil(pos)
- if node and minetest.registered_nodes[node.name] then
- return node
- end
- return minetest.registered_nodes[fallback]
- end
- -- Returns true is node can deal damage to self
- local is_node_dangerous = function(self, nodename)
- if self.water_damage > 0
- and minetest.get_item_group(nodename, "water") ~= 0 then
- return true
- end
- if self.lava_damage > 0
- and minetest.get_item_group(nodename, "igniter") ~= 0 then
- return true
- end
- if minetest.registered_nodes[nodename].damage_per_second > 0 then
- return true
- end
- return false
- end
- -- is mob facing a cliff
- function mob_class:is_at_cliff()
- if self.fear_height == 0 then -- 0 for no falling protection!
- return false
- end
- -- if object no longer exists then return
- if not self.object:get_luaentity() then
- return false
- end
- local yaw = self.object:get_yaw()
- local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
- local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
- local pos = self.object:get_pos()
- local ypos = pos.y + self.collisionbox[2] -- just above floor
- local free_fall, blocker = minetest.line_of_sight(
- {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
- {x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
- -- check for straight drop
- if free_fall then
- return true
- end
- local bnode = node_ok(blocker)
- -- will we drop onto dangerous node?
- if is_node_dangerous(self, bnode.name) then
- return true
- end
- local def = minetest.registered_nodes[bnode.name]
- return (not def and def.walkable)
- end
- -- environmental damage (water, lava, fire, light etc.)
- function mob_class:do_env_damage()
- -- feed/tame text timer (so mob 'full' messages dont spam chat)
- if self.htimer > 0 then
- self.htimer = self.htimer - 1
- end
- -- reset nametag after showing health stats
- if self.htimer < 1 and self.nametag2 then
- self.nametag = self.nametag2
- self.nametag2 = nil
- self:update_tag()
- end
- local pos = self.object:get_pos()
- self.time_of_day = minetest.get_timeofday()
- -- halt mob if standing inside ignore node
- if self.standing_in == "ignore" then
- self.object:set_velocity({x = 0, y = 0, z = 0})
- return true
- end
- -- particle appears at random mob height
- pos.y = pos.y + random(self.collisionbox[2], self.collisionbox[5])
- -- is mob light sensative, or scared of the dark :P
- if self.light_damage ~= 0 then
- local light = minetest.get_node_light(pos) or 0
- if light >= self.light_damage_min
- and light <= self.light_damage_max then
- self.health = self.health - self.light_damage
- effect(pos, 5, "tnt_smoke.png")
- if self:check_for_death({type = "light"}) then
- return true
- end
- end
- end
- local nodef = minetest.registered_nodes[self.standing_in]
- -- water
- if self.water_damage 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 self:check_for_death({type = "environment",
- pos = pos, node = self.standing_in}) then
- return true
- end
- end
- -- ignition source (fire or lava)
- elseif self.lava_damage and nodef.groups.igniter then
- if self.lava_damage ~= 0 then
- self.health = self.health - self.lava_damage
- effect(pos, 15, "fire_basic_flame.png", 1, 5, 1, 0.2, 15, true)
- if self:check_for_death({type = "environment", pos = pos,
- node = self.standing_in, hot = true}) then
- return true
- end
- end
- -- damage_per_second node check
- elseif nodef.damage_per_second ~= 0 then
- self.health = self.health - nodef.damage_per_second
- effect(pos, 5, "tnt_smoke.png")
- if self:check_for_death({type = "environment",
- pos = pos, node = self.standing_in}) then
- return true
- end
- end
- --- suffocation inside solid node
- if (self.suffocation and self.suffocation ~= 0)
- and (nodef.walkable == nil or nodef.walkable == true)
- and (nodef.collision_box == nil or nodef.collision_box.type == "regular")
- and (nodef.node_box == nil or nodef.node_box.type == "regular")
- and (nodef.groups.disable_suffocation ~= 1) then
- local damage
- if self.suffocation == true then
- damage = 2
- else
- damage = (self.suffocation or 2)
- end
- self.health = self.health - damage
- if self:check_for_death({type = "suffocation",
- pos = pos, node = self.standing_in}) then
- return true
- end
- end
- return self:check_for_death({type = "unknown"})
- end
- -- jump if facing a solid node (not fences or gates)
- function mob_class:do_jump()
- if not self.jump
- or self.jump_height == 0
- or self.fly
- or self.child
- or self.order == "stand" then
- return false
- end
- self.facing_fence = false
- -- something stopping us while moving?
- if self.state ~= "stand"
- and self:get_velocity() > 0.5
- and self.object:get_velocity().y ~= 0 then
- return false
- end
- local pos = self.object:get_pos()
- local yaw = self.object:get_yaw()
- -- sanity check
- if not yaw then return false end
- -- we can only jump if standing on solid node
- if minetest.registered_nodes[self.standing_on].walkable == false then
- return false
- end
- -- where is front
- local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
- local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
- -- set y_pos to base of mob
- pos.y = pos.y + self.collisionbox[2]
- -- what is in front of mob?
- local nod = node_ok({
- x = pos.x + dir_x, y = pos.y + 0.5, z = pos.z + dir_z
- })
- -- what is above and in front?
- local nodt = node_ok({
- x = pos.x + dir_x, y = pos.y + 1.5, z = pos.z + dir_z
- })
- local blocked = minetest.registered_nodes[nodt.name].walkable
- --print("standing on:", self.standing_on, pos.y - 0.25)
- --print("in front:", nod.name, pos.y + 0.5)
- --print("in front above:", nodt.name, pos.y + 1.5)
- -- jump if standing on solid node (not snow) and not blocked above
- if (self.walk_chance == 0
- or minetest.registered_items[nod.name].walkable)
- and not blocked
- and nod.name ~= node_snow then
- if not nod.name:find("fence")
- and not nod.name:find("gate")
- and not nod.name:find("wall") then
- local v = self.object:get_velocity()
- v.y = self.jump_height
- self:set_animation("jump") -- only when defined
- self.object:set_velocity(v)
- -- when in air move forward
- minetest.after(0.3, function(self, v)
- if self.object:get_luaentity() then
- self.object:set_acceleration({
- x = v.x * 2,
- y = 0,
- z = v.z * 2
- })
- end
- end, self, v)
- if self:get_velocity() > 0 then
- self:mob_sound(self.sounds.jump)
- end
- return true
- else
- self.facing_fence = true
- end
- end
- -- if blocked against a block/wall for 5 counts then turn
- if not self.following
- and (self.facing_fence or blocked) then
- self.jump_count = (self.jump_count or 0) + 1
- if self.jump_count > 4 then
- local yaw = self.object:get_yaw() or 0
- local turn = random(0, 2) + 1.35
- yaw = self:set_yaw(yaw + turn, 12)
- self.jump_count = 0
- end
- end
- return false
- end
- -- blast damage to entities nearby (modified from TNT mod)
- local entity_physics = function(pos, radius)
- radius = radius * 2
- local objs = minetest.get_objects_inside_radius(pos, radius)
- local obj_pos, dist
- for n = 1, #objs do
- obj_pos = objs[n]:get_pos()
- dist = get_distance(pos, obj_pos)
- if dist < 1 then dist = 1 end
- local damage = floor((4 / dist) * radius)
- local ent = objs[n]:get_luaentity()
- -- punches work on entities AND players
- objs[n]:punch(objs[n], 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage},
- }, pos)
- end
- end
- -- should mob follow what I'm holding ?
- function mob_class:follow_holding(clicker)
- if mobs.invis[clicker:get_player_name()] then
- return false
- end
- local item = clicker:get_wielded_item()
- -- are we holding an item mob can follow ?
- if check_for(item:get_name(), self.follow) then
- return true
- end
- return false
- end
- -- find two animals of same type and breed if nearby and horny
- function mob_class:breed()
- -- child takes 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 = self.jump_height,
- 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
- for n = 1, #objs do
- ent = objs[n]:get_luaentity()
- -- check for same animal with different colour
- local canmate = false
- if ent then
- if ent.name == self.name then
- canmate = true
- else
- local entname = ent.name:split(":")
- local selfname = self.name:split(":")
- if entname[1] == selfname[1] then
- entname = entname[2]:split("_")
- selfname = selfname[2]:split("_")
- if entname[1] == selfname[1] then
- canmate = true
- end
- end
- end
- end
- 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
- -- have we reached active mob limit
- if active_limit > 0 and active_mobs >= active_limit then
- minetest.chat_send_player(self.owner,
- S("Active Mob Limit Reached!")
- .. " (" .. active_mobs
- .. " / " .. active_limit .. ")")
- return
- end
- -- spawn baby
- minetest.after(5, function(self, ent)
- if not self.object:get_luaentity() then
- return
- end
- -- custom breed function
- if self.on_breed then
- -- when false skip going any further
- if self:on_breed(ent) == false then
- return
- end
- else
- effect(pos, 15, "tnt_smoke.png", 1, 2, 2, 15, 5)
- end
- 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.)
- function mob_class:replace(pos)
- local vel = self.object:get_velocity()
- if not vel then return end
- if not mobs_griefing
- or not self.replace_rate
- or not self.replace_what
- or self.child == true
- or vel.y ~= 0
- or random(self.replace_rate) > 1 then
- return
- end
- local what, with, y_offset
- if type(self.replace_what[1]) == "table" then
- local num = random(#self.replace_what)
- what = self.replace_what[num][1] or ""
- with = self.replace_what[num][2] or ""
- y_offset = self.replace_what[num][3] or 0
- else
- what = self.replace_what
- with = self.replace_with or ""
- y_offset = self.replace_offset or 0
- end
- pos.y = pos.y + y_offset
- if #minetest.find_nodes_in_area(pos, pos, what) > 0 then
- -- print("replace node = ".. minetest.get_node(pos).name, pos.y)
- if self.on_replace then
- local oldnode = what or ""
- local newnode = with
- -- pass actual node name when using table or groups
- if type(oldnode) == "table"
- or oldnode:find("group:") then
- oldnode = minetest.get_node(pos).name
- end
- if self:on_replace(pos, oldnode, newnode) == false then
- return
- end
- end
- minetest.set_node(pos, {name = with})
- end
- end
- -- check if daytime and also if mob is docile during daylight hours
- function mob_class:day_docile()
- if self.docile_by_day == false then
- return false
- elseif self.docile_by_day == true
- and self.time_of_day > 0.2
- and self.time_of_day < 0.8 then
- return true
- end
- end
- local los_switcher = false
- local height_switcher = false
- -- path finding and smart mob routine by rnd,
- -- line_of_sight and other edits by Elkien3
- function mob_class:smart_mobs(s, p, dist, dtime)
- local s1 = self.path.lastpos
- local target_pos = self.attack:get_pos()
- -- is it becoming stuck?
- if abs(s1.x - s.x) + abs(s1.z - s.z) < .5 then
- self.path.stuck_timer = self.path.stuck_timer + dtime
- else
- self.path.stuck_timer = 0
- end
- self.path.lastpos = {x = s.x, y = s.y, z = s.z}
- local use_pathfind = false
- local has_lineofsight = minetest.line_of_sight(
- {x = s.x, y = (s.y) + .5, z = s.z},
- {x = target_pos.x, y = (target_pos.y) + 1.5, z = target_pos.z}, .2)
- -- im stuck, search for path
- if not has_lineofsight then
- if los_switcher == true then
- use_pathfind = true
- los_switcher = false
- end -- cannot see target!
- else
- if los_switcher == false then
- los_switcher = true
- use_pathfind = false
- minetest.after(1, function(self)
- if self.object:get_luaentity() then
- if has_lineofsight then
- self.path.following = false
- end
- end
- end, self)
- end -- can see target!
- end
- if (self.path.stuck_timer > stuck_timeout and not self.path.following) then
- use_pathfind = true
- self.path.stuck_timer = 0
- minetest.after(1, function(self)
- if self.object:get_luaentity() then
- if has_lineofsight then
- self.path.following = false
- end
- end
- end, self)
- end
- if (self.path.stuck_timer > stuck_path_timeout and self.path.following) then
- use_pathfind = true
- self.path.stuck_timer = 0
- minetest.after(1, function(self)
- if not self.object:get_luaentity() then
- return
- end
- if self.object:get_luaentity() then
- if has_lineofsight then
- self.path.following = false
- end
- end
- end, self)
- end
- if abs(vector.subtract(s,target_pos).y) > self.stepheight then
- if height_switcher then
- use_pathfind = true
- height_switcher = false
- end
- else
- if not height_switcher then
- use_pathfind = false
- height_switcher = true
- end
- end
- -- lets try find a path, first take care of positions
- -- since pathfinder is very sensitive
- if use_pathfind then
- -- round position to center of node to avoid stuck in walls
- -- also adjust height for player models!
- s.x = floor(s.x + 0.5)
- s.z = floor(s.z + 0.5)
- local ssight, sground = minetest.line_of_sight(s, {
- x = s.x, y = s.y - 4, z = s.z}, 1)
- -- determine node above ground
- if not ssight then
- s.y = sground.y + 1
- end
- local p1 = self.attack:get_pos()
- p1.x = floor(p1.x + 0.5)
- p1.y = floor(p1.y + 0.5)
- p1.z = floor(p1.z + 0.5)
- local dropheight = 6
- if self.fear_height ~= 0 then dropheight = self.fear_height end
- local jumpheight = 0
- if self.jump and self.jump_height >= 4 then
- jumpheight = min(ceil(self.jump_height / 4), 4)
- elseif self.stepheight > 0.5 then
- jumpheight = 1
- end
- self.path.way = minetest.find_path(s, p1, 16, jumpheight,
- dropheight, "Dijkstra")
- --[[
- -- show path using particles
- if self.path.way and #self.path.way > 0 then
- print("-- path length:" .. tonumber(#self.path.way))
- for _,pos in pairs(self.path.way) do
- minetest.add_particle({
- pos = pos,
- velocity = {x=0, y=0, z=0},
- acceleration = {x=0, y=0, z=0},
- expirationtime = 1,
- size = 4,
- collisiondetection = false,
- vertical = false,
- texture = "heart.png",
- })
- end
- end
- ]]
- self.state = ""
- self:do_attack(self.attack)
- -- no path found, try something else
- if not self.path.way then
- self.path.following = false
- -- lets make way by digging/building if not accessible
- if self.pathfinding == 2 and mobs_griefing then
- -- is player higher than mob?
- if s.y < p1.y then
- -- build upwards
- if not minetest.is_protected(s, "") then
- local ndef1 = minetest.registered_nodes[self.standing_in]
- if ndef1 and (ndef1.buildable_to or ndef1.groups.liquid) then
- minetest.set_node(s, {name = mobs.fallback_node})
- end
- end
- local sheight = ceil(self.collisionbox[5]) + 1
- -- assume mob is 2 blocks high so it digs above its head
- s.y = s.y + sheight
- -- remove one block above to make room to jump
- if not minetest.is_protected(s, "") then
- local node1 = node_ok(s, "air").name
- local ndef1 = minetest.registered_nodes[node1]
- if node1 ~= "air"
- and node1 ~= "ignore"
- and ndef1
- and not ndef1.groups.level
- and not ndef1.groups.unbreakable
- and not ndef1.groups.liquid then
- minetest.set_node(s, {name = "air"})
- minetest.add_item(s, ItemStack(node1))
- end
- end
- s.y = s.y - sheight
- self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
- else -- dig 2 blocks to make door toward player direction
- local yaw1 = self.object:get_yaw() + pi / 2
- local p1 = {
- x = s.x + cos(yaw1),
- y = s.y,
- z = s.z + sin(yaw1)
- }
- if not minetest.is_protected(p1, "") then
- local node1 = node_ok(p1, "air").name
- local ndef1 = minetest.registered_nodes[node1]
- if node1 ~= "air"
- and node1 ~= "ignore"
- and ndef1
- and not ndef1.groups.level
- and not ndef1.groups.unbreakable
- and not ndef1.groups.liquid then
- minetest.add_item(p1, ItemStack(node1))
- minetest.set_node(p1, {name = "air"})
- end
- p1.y = p1.y + 1
- node1 = node_ok(p1, "air").name
- ndef1 = minetest.registered_nodes[node1]
- if node1 ~= "air"
- and node1 ~= "ignore"
- and ndef1
- and not ndef1.groups.level
- and not ndef1.groups.unbreakable
- and not ndef1.groups.liquid then
- minetest.add_item(p1, ItemStack(node1))
- minetest.set_node(p1, {name = "air"})
- end
- end
- end
- end
- -- will try again in 2 second
- self.path.stuck_timer = stuck_timeout - 2
- elseif s.y < p1.y and (not self.fly) then
- self:do_jump() --add jump to pathfinding
- self.path.following = true
- else
- -- yay i found path
- self:mob_sound(self.sounds.war_cry)
- self:set_velocity(self.walk_velocity)
- -- follow path now that it has it
- self.path.following = true
- end
- end
- end
- -- specific attacks
- local specific_attack = function(list, what)
- -- no list so attack default (player, animals etc.)
- if list == nil then
- return true
- end
- -- found entity on list to attack?
- for no = 1, #list do
- if list[no] == what then
- return true
- end
- end
- return false
- end
- -- general attack function for all mobs
- function mob_class:general_attack()
- -- return if already attacking, passive or docile during day
- if self.passive
- or self.state == "runaway"
- or self.state == "attack"
- or self:day_docile() then
- return
- end
- local s = self.object:get_pos()
- local objs = minetest.get_objects_inside_radius(s, self.view_range)
- -- remove entities we aren't interested in
- for n = 1, #objs do
- local ent = objs[n]:get_luaentity()
- -- are we a player?
- if objs[n]:is_player() then
- -- if player invisible or mob cannot attack then remove from list
- if not damage_enabled
- or self.attack_players == false
- or (self.owner and self.type ~= "monster")
- or mobs.invis[objs[n]:get_player_name()]
- or not specific_attack(self.specific_attack, "player") then
- objs[n] = nil
- --print("- pla", n)
- end
- -- or are we a mob?
- elseif ent and ent._cmi_is_mob then
- -- remove mobs not to attack
- if self.name == ent.name
- or (not self.attack_animals and ent.type == "animal")
- or (not self.attack_monsters and ent.type == "monster")
- or (not self.attack_npcs and ent.type == "npc")
- or not specific_attack(self.specific_attack, ent.name) then
- objs[n] = nil
- --print("- mob", n, self.name, ent.name)
- end
- -- remove all other entities
- else
- --print(" -obj", n)
- objs[n] = nil
- end
- end
- local p, sp, dist, min_player
- local min_dist = self.view_range + 1
- -- go through remaining entities and select closest
- for _,player in pairs(objs) do
- p = player:get_pos()
- sp = s
- dist = get_distance(p, s)
- -- aim higher to make looking up hills more realistic
- p.y = p.y + 1
- sp.y = sp.y + 1
- -- choose closest player to attack that isnt self
- if dist ~= 0
- and dist < min_dist
- and self:line_of_sight(sp, p, 2) == true then
- min_dist = dist
- min_player = player
- end
- end
- -- attack closest player or mob
- if min_player and random(100) > self.attack_chance then
- self:do_attack(min_player)
- end
- end
- -- specific runaway
- local specific_runaway = function(list, what)
- -- no list so do not run
- if list == nil then
- return false
- end
- -- found entity on list to attack?
- for no = 1, #list do
- if list[no] == what then
- return true
- end
- end
- return false
- end
- -- find someone to runaway from
- function mob_class:do_runaway_from()
- if not self.runaway_from then
- return
- end
- local s = self.object:get_pos()
- local p, sp, dist, pname
- local player, obj, min_player, name
- local min_dist = self.view_range + 1
- local objs = minetest.get_objects_inside_radius(s, self.view_range)
- for n = 1, #objs do
- if objs[n]:is_player() then
- pname = objs[n]:get_player_name()
- if mobs.invis[pname]
- or self.owner == pname then
- name = ""
- else
- player = objs[n]
- name = "player"
- end
- else
- obj = objs[n]:get_luaentity()
- if obj then
- player = obj.object
- name = obj.name or ""
- end
- end
- -- find specific mob to runaway from
- if name ~= "" and name ~= self.name
- and specific_runaway(self.runaway_from, name) then
- sp = s
- p = player and player:get_pos() or s
- -- aim higher to make looking up hills more realistic
- p.y = p.y + 1
- sp.y = sp.y + 1
- dist = get_distance(p, s)
- -- choose closest player/mob to runaway from
- if dist < min_dist
- and self:line_of_sight(sp, p, 2) == true then
- min_dist = dist
- min_player = player
- end
- end
- end
- if min_player then
- yaw_to_pos(self, min_player:get_pos(), 3)
- self.state = "runaway"
- self.runaway_timer = 3
- self.following = nil
- end
- end
- -- follow player if owner or holding item, if fish outta water then flop
- function mob_class:follow_flop()
- -- find player to follow
- if (self.follow ~= "" or self.order == "follow")
- and not self.following
- and self.state ~= "attack"
- and self.state ~= "runaway" then
- local s = self.object:get_pos()
- local players = minetest.get_connected_players()
- for n = 1, #players do
- if get_distance(players[n]:get_pos(), s) < self.view_range
- and not mobs.invis[ players[n]:get_player_name() ] then
- self.following = players[n]
- break
- end
- end
- end
- if self.type == "npc"
- and self.order == "follow"
- and self.state ~= "attack"
- and self.owner ~= "" then
- -- npc stop following player if not owner
- if self.following
- and self.owner
- and self.owner ~= self.following:get_player_name() then
- self.following = nil
- end
- else
- -- stop following player if not holding specific item
- if self.following
- and self.following:is_player()
- and self:follow_holding(self.following) == false then
- self.following = nil
- end
- end
- -- follow that thing
- if self.following then
- local s = self.object:get_pos()
- local p
- if self.following:is_player() then
- p = self.following:get_pos()
- elseif self.following.object then
- p = self.following.object:get_pos()
- end
- if p then
- local dist = get_distance(p, s)
- -- dont follow if out of range
- if dist > self.view_range then
- self.following = nil
- else
- yaw_to_pos(self, p)
- -- anyone but standing npc's can move along
- if dist > self.reach
- and self.order ~= "stand" then
- self:set_velocity(self.walk_velocity)
- if self.walk_chance ~= 0 then
- self:set_animation("walk")
- end
- else
- self:set_velocity(0)
- self:set_animation("stand")
- end
- return
- end
- end
- end
- -- swimmers flop when out of their element, and swim again when back in
- if self.fly then
- if not self:attempt_flight_correction() then
- self.state = "flop"
- self.object:set_velocity({x = 0, y = -5, z = 0})
- self:set_animation("stand")
- return
- elseif self.state == "flop" then
- self.state = "stand"
- end
- end
- end
- -- dogshoot attack switch and counter function
- function mob_class:dogswitch(dtime)
- -- switch mode not activated
- if not self.dogshoot_switch
- or not dtime then
- return 0
- end
- self.dogshoot_count = self.dogshoot_count + dtime
- if (self.dogshoot_switch == 1
- and self.dogshoot_count > self.dogshoot_count_max)
- or (self.dogshoot_switch == 2
- and self.dogshoot_count > self.dogshoot_count2_max) then
- self.dogshoot_count = 0
- if self.dogshoot_switch == 1 then
- self.dogshoot_switch = 2
- else
- self.dogshoot_switch = 1
- end
- end
- return self.dogshoot_switch
- end
- -- execute current state (stand, walk, run, attacks)
- function mob_class:do_states(dtime)
- local yaw = self.object:get_yaw() or 0
- if self.state == "stand" then
- if random(4) == 1 then
- local lp
- local s = self.object:get_pos()
- local objs = minetest.get_objects_inside_radius(s, 3)
- for n = 1, #objs do
- if objs[n]:is_player() then
- lp = objs[n]:get_pos()
- break
- end
- end
- -- look at any players nearby, otherwise turn randomly
- if lp then
- yaw = yaw_to_pos(self, lp)
- else
- yaw = yaw + random(-0.5, 0.5)
- end
- yaw = self:set_yaw(yaw, 8)
- end
- self:set_velocity(0)
- self:set_animation("stand")
- -- mobs ordered to stand stay standing
- if self.order ~= "stand"
- and self.walk_chance ~= 0
- and self.facing_fence ~= true
- and random(100) <= self.walk_chance
- and self.at_cliff == false then
- self:set_velocity(self.walk_velocity)
- self.state = "walk"
- self:set_animation("walk")
- end
- elseif self.state == "walk" then
- local s = self.object:get_pos()
- local lp
- -- is there something I need to avoid?
- if self.water_damage > 0
- and self.lava_damage > 0 then
- lp = minetest.find_node_near(s, 1, {"group:water", "group:igniter"})
- elseif self.water_damage > 0 then
- lp = minetest.find_node_near(s, 1, {"group:water"})
- elseif self.lava_damage > 0 then
- lp = minetest.find_node_near(s, 1, {"group:igniter"})
- end
- if lp then
- -- if mob in dangerous node then look for land
- if not is_node_dangerous(self, self.standing_in) then
- lp = minetest.find_nodes_in_area_under_air(
- {s.x - 5, s.y - 1, s.z - 5},
- {s.x + 5, s.y + 2, s.z + 5},
- {"group:soil", "group:stone", "group:sand",
- node_ice, node_snowblock})
- -- select position of random block to climb onto
- lp = #lp > 0 and lp[random(#lp)]
- -- did we find land?
- if lp then
- yaw = yaw_to_pos(self, lp)
- self:do_jump()
- self:set_velocity(self.walk_velocity)
- else
- yaw = yaw + random(-0.5, 0.5)
- end
- end
- yaw = self:set_yaw(yaw, 8)
- -- otherwise randomly turn
- elseif random(100) <= 30 then
- yaw = yaw + random(-0.5, 0.5)
- yaw = self:set_yaw(yaw, 8)
- -- for flying/swimming mobs randomly move up and down also
- if self.fly_in
- and not self.following then
- self:attempt_flight_correction(true)
- end
- end
- -- stand for great fall in front
- if self.facing_fence == true
- or self.at_cliff
- or random(100) <= self.stand_chance then
- -- don't stand if mob flies and keep_flying set
- if (self.fly and not self.keep_flying)
- or not self.fly then
- self:set_velocity(0)
- self.state = "stand"
- self:set_animation("stand", true)
- end
- else
- self:set_velocity(self.walk_velocity)
- if self:flight_check()
- and self.animation
- and self.animation.fly_start
- and self.animation.fly_end then
- self:set_animation("fly")
- else
- self:set_animation("walk")
- end
- end
- -- runaway when punched
- elseif self.state == "runaway" then
- self.runaway_timer = self.runaway_timer + 1
- -- stop after 5 seconds or when at cliff
- if self.runaway_timer > 5
- or self.at_cliff
- or self.order == "stand" then
- self.runaway_timer = 0
- self:set_velocity(0)
- self.state = "stand"
- self:set_animation("stand")
- else
- self:set_velocity(self.run_velocity)
- self:set_animation("walk")
- end
- -- attack routines (explode, dogfight, shoot, dogshoot)
- elseif self.state == "attack" then
- -- calculate distance from mob and enemy
- local s = self.object:get_pos()
- local p = self.attack:get_pos()
- local p = self.attack and self.attack:get_pos()
- local dist = p and get_distance(p, s) or 500
- -- stop attacking if player invisible or out of range
- if dist > self.view_range
- or not self.attack
- or not self.attack:get_pos()
- or self.attack:get_hp() <= 0
- or (self.attack:is_player()
- and mobs.invis[ self.attack:get_player_name() ]) then
- --print(" ** stop attacking **", dist, self.view_range)
- self.state = "stand"
- self:set_velocity(0)
- self:set_animation("stand")
- self.attack = nil
- self.v_start = false
- self.timer = 0
- self.blinktimer = 0
- self.path.way = nil
- return
- end
- if self.attack_type == "explode" then
- yaw = yaw_to_pos(self, p)
- local node_break_radius = self.explosion_radius or 1
- local entity_damage_radius = self.explosion_damage_radius
- or (node_break_radius * 2)
- -- look a little higher to fix raycast
- s.y = s.y + 0.5 ; p.y = p.y + 0.5
- -- start timer when in reach and line of sight
- if not self.v_start
- and dist <= self.reach
- and self:line_of_sight(s, p, 2) then
- self.v_start = true
- self.timer = 0
- self.blinktimer = 0
- self:mob_sound(self.sounds.fuse)
- --print("=== explosion timer started", self.explosion_timer)
- -- stop timer if out of reach or direct line of sight
- elseif self.allow_fuse_reset
- and self.v_start
- and (dist > self.reach or not self:line_of_sight(s, p, 2)) then
- --print("=== explosion timer stopped")
- self.v_start = false
- self.timer = 0
- self.blinktimer = 0
- self.blinkstatus = false
- self.object:set_texture_mod("")
- end
- -- walk right up to player unless the timer is active
- if self.v_start and (self.stop_to_explode or dist < 1.5) then
- self:set_velocity(0)
- else
- self:set_velocity(self.run_velocity)
- end
- if self.animation and self.animation.run_start then
- self:set_animation("run")
- else
- self:set_animation("walk")
- end
- if self.v_start then
- self.timer = self.timer + dtime
- self.blinktimer = (self.blinktimer or 0) + dtime
- if self.blinktimer > 0.2 then
- self.blinktimer = 0
- if self.blinkstatus then
- self.object:set_texture_mod(self.texture_mods)
- else
- self.object:set_texture_mod(self.texture_mods
- .. "^[brighten")
- end
- self.blinkstatus = not self.blinkstatus
- end
- --print("=== explosion timer", self.timer)
- if self.timer > self.explosion_timer then
- local pos = self.object:get_pos()
- -- dont damage anything if area protected or next to water
- if minetest.find_node_near(pos, 1, {"group:water"})
- or minetest.is_protected(pos, "") then
- node_break_radius = 1
- end
- remove_mob(self, true)
- if minetest.get_modpath("tnt") and tnt and tnt.boom
- and not minetest.is_protected(pos, "") then
- tnt.boom(pos, {
- radius = node_break_radius,
- damage_radius = entity_damage_radius,
- sound = self.sounds.explode
- })
- else
- minetest.sound_play(self.sounds.explode, {
- pos = pos,
- gain = 1.0,
- max_hear_distance = self.sounds.distance or 32
- })
- entity_physics(pos, entity_damage_radius)
- effect(pos, 32, "tnt_smoke.png", nil, nil,
- node_break_radius, 1, 0)
- end
- return true
- end
- end
- elseif self.attack_type == "dogfight"
- or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 2)
- or (self.attack_type == "dogshoot" and dist <= self.reach and self:dogswitch() == 0) then
- if self.fly
- and dist > self.reach then
- local p1 = s
- local me_y = floor(p1.y)
- local p2 = p
- local p_y = floor(p2.y + 1)
- local v = self.object:get_velocity()
- if self:flight_check() then
- if me_y < p_y then
- self.object:set_velocity({
- x = v.x,
- y = 1 * self.walk_velocity,
- z = v.z
- })
- elseif me_y > p_y then
- self.object:set_velocity({
- x = v.x,
- y = -1 * self.walk_velocity,
- z = v.z
- })
- end
- else
- if me_y < p_y then
- self.object:set_velocity({
- x = v.x,
- y = 0.01,
- z = v.z
- })
- elseif me_y > p_y then
- self.object:set_velocity({
- x = v.x,
- y = -0.01,
- z = v.z
- })
- end
- end
- end
- -- rnd: new movement direction
- if self.path.following
- and self.path.way
- and self.attack_type ~= "dogshoot" then
- -- no paths longer than 50
- if #self.path.way > 50
- or dist < self.reach then
- self.path.following = false
- return
- end
- local p1 = self.path.way[1]
- if not p1 then
- self.path.following = false
- return
- end
- if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
- -- reached waypoint, remove it from queue
- table.remove(self.path.way, 1)
- end
- -- set new temporary target
- p = {x = p1.x, y = p1.y, z = p1.z}
- end
- yaw = yaw_to_pos(self, p)
- -- move towards enemy if beyond mob reach
- if dist > self.reach then
- -- path finding by rnd
- if self.pathfinding -- only if mob has pathfinding enabled
- and enable_pathfinding then
- self:smart_mobs(s, p, dist, dtime)
- end
- if self.at_cliff then
- self:set_velocity(0)
- self:set_animation("stand")
- else
- if self.path.stuck then
- self:set_velocity(self.walk_velocity)
- else
- self:set_velocity(self.run_velocity)
- end
- if self.animation and self.animation.run_start then
- self:set_animation("run")
- else
- self:set_animation("walk")
- end
- end
- else -- rnd: if inside reach range
- self.path.stuck = false
- self.path.stuck_timer = 0
- self.path.following = false -- not stuck anymore
- self:set_velocity(0)
- if self.timer > 1 then
- -- no custom attack or custom attack returns true to continue
- if not self.custom_attack
- or self:custom_attack(self, p) == true then
- self.timer = 0
- self:set_animation("punch")
- local p2 = p
- local s2 = s
- p2.y = p2.y + .5
- s2.y = s2.y + .5
- if self:line_of_sight(p2, s2) == true then
- -- play attack sound
- self:mob_sound(self.sounds.attack)
- -- punch player (or what player is attached to)
- local attached = self.attack:get_attach()
- if attached then
- self.attack = attached
- end
- local damage_amount = self.damage
- if self.damage_max then
- damage_amount = math.random(self.damage, self.damage_max)
- else
- local variation = math.floor(damage_amount/4)
- damage_amount = math.random((self.damage-variation), self.damage+variation)
- end
- self.attack:punch(self.object, 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage_amount, attack_chance = self.damage_chance},
- }, nil)
- end
- end
- end
- end
- elseif self.attack_type == "shoot"
- or (self.attack_type == "dogshoot" and self:dogswitch(dtime) == 1)
- or (self.attack_type == "dogshoot" and dist > self.reach and
- self:dogswitch() == 0) then
- p.y = p.y - .5
- s.y = s.y + .5
- local vec = {x = p.x - s.x, y = p.y - s.y, z = p.z - s.z}
- yaw = yaw_to_pos(self, p)
- self:set_velocity(0)
- if self.shoot_interval
- and self.timer > self.shoot_interval
- and random(100) <= 60 then
- self.timer = 0
- self:set_animation("shoot")
- -- play shoot attack sound
- self:mob_sound(self.sounds.shoot_attack)
- local p = self.object:get_pos()
- p.y = p.y + (self.collisionbox[2] + self.collisionbox[5]) / 2
- if minetest.registered_entities[self.arrow] then
- local obj = minetest.add_entity(p, self.arrow)
- local ent = obj:get_luaentity()
- local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
- local v = ent.velocity or 1 -- or set to default
- ent.switch = 1
- ent.owner_id = tostring(self.object) -- add unique owner id to arrow
- -- offset makes shoot aim accurate
- vec.y = vec.y + self.shoot_offset
- vec.x = vec.x * (v / amount)
- vec.y = vec.y * (v / amount)
- vec.z = vec.z * (v / amount)
- obj:set_velocity(vec)
- end
- end
- end
- end
- end
- -- falling and fall damage
- function mob_class:falling(pos)
- if self.fly or self.disable_falling then
- return
- end
- -- floating in water (or falling)
- local v = self.object:get_velocity()
- -- sanity check
- if not v then return end
- local fall_speed = -10 -- gravity
- -- don't exceed mob fall speed
- if v.y < self.fall_speed then
- fall_speed = self.fall_speed
- end
- -- in water then use liquid viscosity for float/sink speed
- if (self.standing_in
- and minetest.registered_nodes[self.standing_in].groups.liquid) --water)
- or (self.standing_on
- and minetest.registered_nodes[self.standing_in].groups.liquid) then -- water) then
- local visc = min(
- minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
- if self.floats == 1 then
- -- floating up
- if visc > 0 then
- fall_speed = max(1, v.y) / (visc + 1)
- end
- else
- -- sinking down
- if visc > 0 then
- fall_speed = -(max(1, v.y) / (visc + 1))
- end
- 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 self:check_for_death({type = "fall"}) then
- return true
- end
- end
- self.old_y = self.object:get_pos().y
- end
- end
- -- fall at set speed
- self.object:set_acceleration({
- x = 0,
- y = fall_speed,
- z = 0
- })
- end
- -- is Took Ranks mod active?
- local tr = minetest.get_modpath("toolranks")
- -- deal damage and effects when mob punched
- function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
- -- mob health check
- if self.health <= 0 then
- return
- end
- -- custom punch function
- if self.do_punch
- and self:do_punch(hitter, tflp, tool_capabilities, dir) == false then
- return
- end
- -- error checking when mod profiling is enabled
- if not tool_capabilities then
- minetest.log("warning",
- "[mobs] Mod profiling enabled, damage not enabled")
- return
- end
- -- is mob protected?
- if self.protected and hitter:is_player()
- and minetest.is_protected(self.object:get_pos(),
- hitter:get_player_name()) then
- minetest.chat_send_player(hitter:get_player_name(),
- S("Mob has been protected!"))
- return
- end
- local weapon = hitter:get_wielded_item()
- local weapon_def = weapon:get_definition() or {}
- local punch_interval = 1.4
- -- calculate mob damage
- local damage = 0
- local armor = self.object:get_armor_groups() or {}
- local tmp
- -- quick error check incase it ends up 0 (serialize.h check test)
- if tflp == 0 then
- tflp = 0.2
- end
- if use_cmi then
- damage = cmi.calculate_damage(self.object, hitter, tflp, tool_capabilities, dir)
- else
- for group,_ in pairs( (tool_capabilities.damage_groups or {}) ) do
- tmp = tflp / (tool_capabilities.full_punch_interval or 1.4)
- if tmp < 0 then
- tmp = 0.0
- elseif tmp > 1 then
- tmp = 1.0
- end
- damage = damage + (tool_capabilities.damage_groups[group] or 0)
- * tmp * ((armor[group] or 0) / 100.0)
- end
- end
- -- check for tool immunity or special damage
- for n = 1, #self.immune_to do
- if self.immune_to[n][1] == weapon_def.name then
- damage = self.immune_to[n][2] or 0
- break
- -- if "all" then no tools deal damage unless it's specified in list
- elseif self.immune_to[n][1] == "all" then
- damage = self.immune_to[n][2] or 0
- end
- end
- --print("Mob Damage is", damage)
- -- healing
- if damage <= -1 then
- self.health = self.health - floor(damage)
- return true
- end
- if use_cmi
- and cmi.notify_punch(
- self.object, hitter, tflp, tool_capabilities, dir, damage) then
- return
- end
- -- add weapon wear
- punch_interval = tool_capabilities.full_punch_interval or 1.4
- -- toolrank support
- local wear = 0
- if tool_capabilities.damage_groups['rare'] then
- local uses = tool_capabilities.punch_attack_uses
- wear = floor(65535/uses)
- else
- wear = floor((punch_interval / 75) * 9000)
- end
- if mobs.is_creative(hitter:get_player_name()) then
- if tr then
- wear = 1
- else
- wear = 0
- end
- end
- if tr then
- if weapon_def.original_description then
- toolranks.new_afteruse(weapon, hitter, nil, {wear = wear})
- end
- else
- weapon:add_wear(wear)
- end
- hitter:set_wielded_item(weapon)
- -- only play hit sound and show blood effects if damage is 1 or over
- if damage >= 1 then
- -- weapon sounds
- if weapon_def.sounds then
- local s = random(0, #weapon_def.sounds)
- minetest.sound_play(weapon_def.sounds[s], {
- object = self.object,
- max_hear_distance = 8
- }, true)
- else
- minetest.sound_play("default_punch", {
- object = self.object,
- max_hear_distance = 5
- }, true)
- end
- -- blood_particles
- if not disable_blood and self.blood_amount > 0 then
- local pos = self.object:get_pos()
- local blood = self.blood_texture
- local amount = self.blood_amount
- pos.y = pos.y + (-self.collisionbox[2]
- + self.collisionbox[5]) * .5
- -- lots of damage = more blood :)
- if damage > 10 then
- amount = self.blood_amount * 2
- end
- -- do we have a single blood texture or multiple?
- if type(self.blood_texture) == "table" then
- blood = self.blood_texture[random(#self.blood_texture)]
- end
- effect(pos, amount, blood, 1, 2, 1.75, nil, nil, true)
- end
- -- do damage
- self.health = self.health - floor(damage)
- -- exit here if dead, check for tools with fire damage
- local hot = tool_capabilities and tool_capabilities.damage_groups
- and tool_capabilities.damage_groups.fire
- if self:check_for_death({type = "punch",
- puncher = hitter, hot = hot}) then
- return true
- end
- --[[ add healthy afterglow when hit (causes lag with large textures)
- minetest.after(0.1, function()
- if not self.object:get_luaentity() then return end
- self.object:set_texture_mod("^[colorize:#c9900070")
- minetest.after(0.3, function()
- if not self.object:get_luaentity() then return end
- self.object:set_texture_mod(self.texture_mods)
- end)
- end) ]]
- end -- END if damage
- -- knock back effect (only on full punch)
- if self.knock_back
- and tflp >= punch_interval then
- local v = self.object:get_velocity()
- -- sanity check
- if not v then return end
- local kb = damage or 1
- local up = 2
- -- if already in air then dont go up anymore when hit
- if v.y > 0
- or self.fly then
- up = 0
- end
- -- direction error check
- dir = dir or {x = 0, y = 0, z = 0}
- -- use tool knockback value or default
- kb = tool_capabilities.damage_groups["knockback"] or kb -- (kb * 1.5)
- self.object:set_velocity({
- x = dir.x * kb,
- y = up,
- z = dir.z * kb
- })
- self.pause_timer = 0.25
- end
- -- if skittish then run away
- if self.runaway == true
- and self.order ~= "stand" then
- local lp = hitter:get_pos()
- local yaw = yaw_to_pos(self, lp, 3)
- self.state = "runaway"
- self.runaway_timer = 0
- self.following = nil
- end
- local name = hitter:get_player_name() or ""
- -- attack puncher and call other mobs for help
- if self.passive == false
- and self.state ~= "flop"
- and self.child == false
- and self.attack_players == true
- and hitter:get_player_name() ~= self.owner
- and not mobs.invis[ name ]
- and self.object ~= hitter then
- -- attack whoever punched mob
- self.state = ""
- self:do_attack(hitter)
- -- alert others to the attack
- local objs = minetest.get_objects_inside_radius(
- hitter:get_pos(), self.view_range)
- local obj
- for n = 1, #objs do
- obj = objs[n]:get_luaentity()
- if obj and obj._cmi_is_mob then
- -- only alert members of same mob and assigned helper
- if obj.group_attack == true
- and obj.state ~= "attack"
- and obj.owner ~= name
- and (obj.name == self.name
- or obj.name == self.group_helper) then
- obj:do_attack(hitter)
- end
- -- have owned mobs attack player threat
- if obj.owner == name and obj.owner_loyal then
- obj:do_attack(self.object)
- end
- end
- end
- end
- end
- -- get entity staticdata
- function mob_class:mob_staticdata()
- -- this handles mob count for mobs activated, unloaded, reloaded
- if active_limit > 0 and self.active_toggle then
- active_mobs = active_mobs + self.active_toggle
- self.active_toggle = -self.active_toggle
- --print("-- staticdata", active_mobs, active_limit, self.active_toggle)
- end
- -- remove mob when out of range unless tamed
- if remove_far
- and self.remove_ok
- and self.type ~= "npc"
- and self.state ~= "attack"
- and not self.tamed
- and self.lifetimer < 20000 then
- --print("REMOVED " .. self.name)
- remove_mob(self, true)
- return minetest.serialize({remove_ok = true, static_save = true})
- end
- self.remove_ok = true
- self.attack = nil
- self.following = nil
- self.state = "stand"
- -- used to rotate older mobs
- if self.drawtype and self.drawtype == "side" then
- self.rotate = rad(90)
- end
- if use_cmi then
- self.serialized_cmi_components = cmi.serialize_components(
- self._cmi_components)
- end
- local tmp, t = {}
- for _,stat in pairs(self) do
- t = type(stat)
- if t ~= "function"
- and t ~= "nil"
- and t ~= "userdata"
- and _ ~= "_cmi_components" then
- tmp[_] = self[_]
- end
- end
- --print('===== '..self.name..'\n'.. dump(tmp)..'\n=====\n')
- return minetest.serialize(tmp)
- end
- -- activate mob and reload settings
- function mob_class:mob_activate(staticdata, def, dtime)
- -- if dtime == 0 then entity has just been created
- -- anything higher means it is respawning (thanks SorceryKid)
- if dtime == 0 and active_limit > 0 then
- self.active_toggle = 1
- end
- -- remove mob if not tamed and mob total reached
- if active_limit > 0 and active_mobs >= active_limit and not self.tamed then
- remove_mob(self)
- --print("-- mob limit reached, removing " .. self.name)
- return
- end
- -- remove monsters in peaceful mode
- if self.type == "monster" and peaceful_only then
- remove_mob(self, true)
- return
- end
- -- load entity variables
- local tmp = minetest.deserialize(staticdata)
- if tmp then
- local t
- for _,stat in pairs(tmp) do
- t = type(stat)
- if t ~= "function"
- and t ~= "nil"
- and t ~= "userdata" then
- self[_] = stat
- end
- end
- end
- -- force current model into mob
- self.mesh = def.mesh
- self.base_mesh = def.mesh
- self.collisionbox = def.collisionbox
- self.selectionbox = def.selectionbox
- -- select random texture, set model and size
- if not self.base_texture then
- -- compatiblity with old simple mobs textures
- if def.textures and type(def.textures[1]) == "string" then
- def.textures = {def.textures}
- end
- self.base_texture = def.textures and
- def.textures[random(#def.textures)]
- self.base_mesh = def.mesh
- self.base_size = self.visual_size
- self.base_colbox = self.collisionbox
- self.base_selbox = self.selectionbox
- end
- -- for current mobs that dont have this set
- if not self.base_selbox then
- self.base_selbox = self.selectionbox or self.base_colbox
- end
- -- set texture, model and size
- local textures = self.base_texture
- local mesh = self.base_mesh
- local vis_size = self.base_size
- local colbox = self.base_colbox
- local selbox = self.base_selbox
- -- specific texture if gotten
- if self.gotten == true and def.gotten_texture then
- textures = def.gotten_texture
- end
- -- specific mesh if gotten
- if self.gotten == true and def.gotten_mesh then
- mesh = def.gotten_mesh
- end
- -- set child objects to half size
- if self.child == true then
- vis_size = {x = self.base_size.x * .5, y = self.base_size.y * .5}
- if def.child_texture then
- textures = def.child_texture[1]
- end
- colbox = {
- self.base_colbox[1] * .5, self.base_colbox[2] * .5,
- self.base_colbox[3] * .5, self.base_colbox[4] * .5,
- self.base_colbox[5] * .5, self.base_colbox[6] * .5}
- selbox = {
- self.base_selbox[1] * .5, self.base_selbox[2] * .5,
- self.base_selbox[3] * .5, self.base_selbox[4] * .5,
- self.base_selbox[5] * .5, self.base_selbox[6] * .5}
- end
- if self.health == 0 then
- self.health = random(self.hp_min, self.hp_max)
- end
- -- pathfinding init
- self.path = {}
- self.path.way = {} -- path to follow, table of positions
- self.path.lastpos = {x = 0, y = 0, z = 0}
- self.path.stuck = false
- self.path.following = false -- currently following path?
- self.path.stuck_timer = 0 -- if stuck for too long search for path
- -- Armor groups (immortal = 1 for custom damage handling)
- local armor
- if type(self.armor) == "table" then
- armor = table.copy(self.armor)
- -- armor.immortal = 1
- else
- -- armor = {immortal = 1, fleshy = self.armor}
- armor = {fleshy = self.armor}
- end
- self.object:set_armor_groups(armor)
- -- mob defaults
- self.old_y = self.object:get_pos().y
- self.old_health = self.health
- self.sounds.distance = self.sounds.distance or 10
- self.textures = textures
- self.mesh = mesh
- self.collisionbox = colbox
- self.selectionbox = selbox
- self.visual_size = vis_size
- self.standing_in = "air"
- self.standing_on = "air"
- -- check existing nametag
- if not self.nametag then
- self.nametag = def.nametag
- end
- -- set anything changed above
- self.object:set_properties(self)
- self:set_yaw((random(0, 360) - 180) / 180 * pi, 6)
- self:update_tag()
- self:set_animation("stand")
- -- apply any texture mods
- self.object:set_texture_mod(self.texture_mods)
- -- set 5.x flag to remove monsters when map area unloaded
- if remove_far and self.type == "monster" then
- self.static_save = false
- end
- -- run on_spawn function if found
- if self.on_spawn and not self.on_spawn_run then
- if self.on_spawn(self) then
- self.on_spawn_run = true -- if true, set flag to run once only
- end
- end
- -- run after_activate
- if def.after_activate then
- def.after_activate(self, staticdata, def, dtime)
- end
- if use_cmi then
- self._cmi_components = cmi.activate_components(
- self.serialized_cmi_components)
- cmi.notify_activate(self.object, dtime)
- end
- end
- -- handle mob lifetimer and expiration
- function mob_class:mob_expire(pos, dtime)
- -- when lifetimer expires remove mob (except npc and tamed)
- if self.type ~= "npc"
- and not self.tamed
- and self.state ~= "attack"
- and remove_far ~= true
- and self.lifetimer < 20000 then
- self.lifetimer = self.lifetimer - dtime
- if self.lifetimer <= 0 then
- -- only despawn away from player
- local objs = minetest.get_objects_inside_radius(pos, 15)
- for n = 1, #objs do
- if objs[n]:is_player() then
- self.lifetimer = 20
- return
- end
- end
- -- minetest.log("action",
- -- S("lifetimer expired, removed @1", self.name))
- effect(pos, 15, "tnt_smoke.png", 2, 4, 2, 0)
- remove_mob(self, true)
- return
- end
- end
- end
- -- main mob function
- function mob_class:on_step(dtime, moveresult)
- --[[ moveresult contains this for physical mobs
- {
- touching_ground = boolean,
- collides = boolean,
- standing_on_object = boolean,
- collisions = {
- {
- type = string, -- "node" or "object",
- axis = string, -- "x", "y" or "z"
- node_pos = vector, -- if type is "node"
- object = ObjectRef, -- if type is "object"
- old_velocity = vector,
- new_velocity = vector,
- }}
- }]]
- if use_cmi then
- cmi.notify_step(self.object, dtime)
- end
- local pos = self.object:get_pos()
- local yaw = self.object:get_yaw()
- -- early warning check, if no yaw then no entity, skip rest of function
- if not yaw then return end
- -- get node at foot level every quarter second
- self.node_timer = (self.node_timer or 0) + dtime
- if self.node_timer > 0.25 then
- self.node_timer = 0
- local y_level = self.collisionbox[2]
- if self.child then
- y_level = self.collisionbox[2] * 0.5
- end
- -- what is mob standing in?
- self.standing_in = node_ok({
- x = pos.x, y = pos.y + y_level + 0.25, z = pos.z}, "air").name
- self.standing_on = node_ok({
- x = pos.x, y = pos.y + y_level - 0.25, z = pos.z}, "air").name
- --print("standing in " .. self.standing_in)
- -- if standing inside solid block then jump to escape
- if minetest.registered_nodes[self.standing_in].walkable
- and minetest.registered_nodes[self.standing_in].drawtype
- == "normal" then
- self.object:set_velocity({
- x = 0,
- y = self.jump_height,
- z = 0
- })
- end
- -- check and stop if standing at cliff and fear of heights
- self.at_cliff = self:is_at_cliff()
- if self.at_cliff then
- self:set_velocity(0)
- end
- -- has mob expired (0.25 instead of dtime since were in a timer)
- self:mob_expire(pos, 0.25)
- end
- -- check if falling, flying, floating and return if player died
- if self:falling(pos) then
- return
- end
- -- smooth rotation by ThomasMonroe314
- if self.delay and self.delay > 0 then
- if self.delay == 1 then
- yaw = self.target_yaw
- else
- local dif = abs(yaw - self.target_yaw)
- if yaw > self.target_yaw then
- if dif > pi then
- dif = 2 * pi - dif -- need to add
- yaw = yaw + dif / self.delay
- else
- yaw = yaw - dif / self.delay -- need to subtract
- end
- elseif yaw < self.target_yaw then
- if dif > pi then
- dif = 2 * pi - dif
- yaw = yaw - dif / self.delay -- need to subtract
- else
- yaw = yaw + dif / self.delay -- need to add
- end
- end
- if yaw > (pi * 2) then yaw = yaw - (pi * 2) end
- if yaw < 0 then yaw = yaw + (pi * 2) end
- end
- self.delay = self.delay - 1
- self.object:set_yaw(yaw)
- end
- -- knockback timer
- if self.pause_timer > 0 then
- self.pause_timer = self.pause_timer - dtime
- return
- end
- -- run custom function (defined in mob lua file)
- if self.do_custom then
- -- when false skip going any further
- if self:do_custom(dtime) == false then
- return
- end
- end
- -- attack timer
- self.timer = self.timer + dtime
- if self.state ~= "attack" then
- if self.timer < 1 then
- return
- end
- self.timer = 0
- end
- -- never go over 100
- if self.timer > 100 then
- self.timer = 1
- end
- -- mob plays random sound at times
- if random(100) == 1 then
- self:mob_sound(self.sounds.random)
- end
- -- environmental damage timer (every 1 second)
- self.env_damage_timer = self.env_damage_timer + dtime
- if (self.state == "attack" and self.env_damage_timer > 1)
- or self.state ~= "attack" then
- self.env_damage_timer = 0
- -- check for environmental damage (water, fire, lava etc.)
- if self:do_env_damage() then return end
- -- node replace check (cow eats grass etc.)
- self:replace(pos)
- end
- self:general_attack()
- self:breed()
- self:follow_flop()
- if self:do_states(dtime) then return end
- self:do_jump()
- self:do_runaway_from(self)
- self:do_stay_near()
- end
- -- default function when mobs are blown up with TNT
- function mob_class:on_blast(damage)
- --print("-- blast damage", damage)
- self.object:punch(self.object, 1.0, {
- full_punch_interval = 1.0,
- damage_groups = {fleshy = damage},
- }, nil)
- -- return no damage, no knockback, no item drops, mob api handles all
- return false, false, {}
- end
- mobs.spawning_mobs = {}
- -- register mob entity
- function mobs:register_mob(name, def)
- mobs.spawning_mobs[name] = {}
- minetest.register_entity(name, setmetatable({
- stepheight = def.stepheight,
- name = name,
- type = def.type,
- attack_type = def.attack_type,
- fly = def.fly,
- fly_in = def.fly_in,
- keep_flying = def.keep_flying,
- owner = def.owner,
- order = def.order,
- on_die = def.on_die,
- do_custom = def.do_custom,
- jump_height = def.jump_height,
- drawtype = def.drawtype, -- DEPRECATED, use rotate instead
- rotate = rad(def.rotate or 0), -- 0=front 90=side 180=back 270=side2
- glow = def.glow,
- lifetimer = def.lifetimer,
- hp_min = max(1, (def.hp_min or 5) * difficulty),
- hp_max = max(1, (def.hp_max or 10) * difficulty),
- collisionbox = def.collisionbox,
- selectionbox = def.selectionbox or def.collisionbox,
- visual = def.visual,
- visual_size = def.visual_size,
- mesh = def.mesh,
- makes_footstep_sound = def.makes_footstep_sound,
- view_range = def.view_range,
- walk_velocity = def.walk_velocity,
- run_velocity = def.run_velocity,
- damage = max(0, (def.damage or 0) * difficulty),
- damage_max = def.damage_max,
- damage_chance = (def.damage_chance or 100),
- light_damage = def.light_damage,
- light_damage_min = def.light_damage_min,
- light_damage_max = def.light_damage_max,
- water_damage = def.water_damage,
- lava_damage = def.lava_damage,
- suffocation = def.suffocation,
- fall_damage = def.fall_damage,
- fall_speed = def.fall_speed,
- drops = def.drops,
- armor = def.armor,
- on_rightclick = def.on_rightclick,
- arrow = def.arrow,
- shoot_interval = def.shoot_interval,
- sounds = def.sounds,
- animation = def.animation,
- follow = def.follow,
- jump = def.jump,
- walk_chance = def.walk_chance,
- stand_chance = def.stand_chance,
- attack_chance = def.attack_chance,
- passive = def.passive,
- knock_back = def.knock_back,
- blood_amount = def.blood_amount,
- blood_texture = def.blood_texture,
- shoot_offset = def.shoot_offset,
- floats = def.floats,
- replace_rate = def.replace_rate,
- replace_what = def.replace_what,
- replace_with = def.replace_with,
- replace_offset = def.replace_offset,
- on_replace = def.on_replace,
- reach = def.reach,
- texture_list = def.textures,
- texture_mods = def.texture_mods or "",
- child_texture = def.child_texture,
- docile_by_day = def.docile_by_day,
- fear_height = def.fear_height,
- runaway = def.runaway,
- pathfinding = def.pathfinding,
- immune_to = def.immune_to,
- explosion_radius = def.explosion_radius,
- explosion_damage_radius = def.explosion_damage_radius,
- explosion_timer = def.explosion_timer,
- allow_fuse_reset = def.allow_fuse_reset,
- stop_to_explode = def.stop_to_explode,
- custom_attack = def.custom_attack,
- double_melee_attack = def.double_melee_attack,
- dogshoot_switch = def.dogshoot_switch,
- dogshoot_count_max = def.dogshoot_count_max,
- dogshoot_count2_max = def.dogshoot_count2_max or def.dogshoot_count_max,
- group_attack = def.group_attack,
- group_helper = def.group_helper,
- attack_monsters = def.attacks_monsters or def.attack_monsters,
- attack_animals = def.attack_animals,
- attack_players = def.attack_players,
- attack_npcs = def.attack_npcs,
- specific_attack = def.specific_attack,
- runaway_from = def.runaway_from,
- owner_loyal = def.owner_loyal,
- pushable = def.pushable,
- stay_near = def.stay_near,
- on_spawn = def.on_spawn,
- on_blast = def.on_blast, -- class redifinition
- do_punch = def.do_punch,
- on_breed = def.on_breed,
- on_grown = def.on_grown,
- on_activate = function(self, staticdata, dtime)
- return self:mob_activate(staticdata, def, dtime)
- end,
- get_staticdata = function(self)
- return self:mob_staticdata(self)
- end,
- }, mob_class_meta))
- end -- END mobs:register_mob function
- -- count how many mobs of one type are inside an area
- -- will also return true for second value if player is inside area
- local count_mobs = function(pos, type)
- local total = 0
- local objs = minetest.get_objects_inside_radius(pos, aoc_range * 2)
- local ent
- local players
- for n = 1, #objs do
- if not objs[n]:is_player() then
- ent = objs[n]:get_luaentity()
- -- count mob type and add to total also
- if ent and ent.name and ent.name == type then
- total = total + 1
- end
- else
- players = true
- end
- end
- return total, players
- end
- -- global functions
- function mobs:add_mob(pos, def)
- -- is mob actually registered?
- if not mobs.spawning_mobs[def.name]
- or not minetest.registered_entities[def.name] then
- --print("--- mob doesn't exist", def.name)
- return
- end
- -- are we over active mob limit
- if active_limit > 0 and active_mobs >= active_limit then
- --print("--- active mob limit reached", active_mobs, active_limit)
- return
- end
- -- get total number of this mob in area
- local num_mob, is_pla = count_mobs(pos, def.name)
- if not is_pla then
- --print("--- no players within active area, will not spawn " .. def.name)
- return
- end
- local aoc = mobs.spawning_mobs[def.name]
- and mobs.spawning_mobs[def.name].aoc or 1
- if def.ignore_count ~= true and num_mob >= aoc then
- --print("--- too many " .. def.name .. " in area", num_mob .. "/" .. aoc)
- return
- end
- local mob = minetest.add_entity(pos, def.name)
- --print("[mobs] Spawned " .. def.name .. " at " .. minetest.pos_to_string(pos))
- local ent = mob:get_luaentity()
- if not ent then
- --print("[mobs] entity not found " .. def.name)
- return false
- end
- if def.child then
- local textures = ent.base_texture
- -- using specific child texture (if found)
- if ent.child_texture then
- textures = ent.child_texture[1]
- end
- -- and resize to half height
- mob:set_properties({
- textures = textures,
- visual_size = {
- x = ent.base_size.x * .5,
- y = ent.base_size.y * .5
- },
- collisionbox = {
- ent.base_colbox[1] * .5,
- ent.base_colbox[2] * .5,
- ent.base_colbox[3] * .5,
- ent.base_colbox[4] * .5,
- ent.base_colbox[5] * .5,
- ent.base_colbox[6] * .5
- },
- selectionbox = {
- ent.base_selbox[1] * .5,
- ent.base_selbox[2] * .5,
- ent.base_selbox[3] * .5,
- ent.base_selbox[4] * .5,
- ent.base_selbox[5] * .5,
- ent.base_selbox[6] * .5
- },
- })
- ent.child = true
- end
- if def.owner then
- ent.tamed = true
- ent.owner = def.owner
- end
- if def.nametag then
- -- limit name entered to 64 characters long
- if def.nametag:len() > 64 then
- def.nametag = def.nametag:sub(1, 64)
- end
- ent.nametag = def.nametag
- ent:update_tag()
- end
- return ent
- end
- function mobs:spawn_abm_check(pos, node, name)
- -- global function to add additional spawn checks
- -- return true to stop spawning mob
- end
- function mobs:spawn_specific(name, nodes, neighbors, min_light, max_light,
- interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
- -- Do mobs spawn at all?
- if not mobs_spawn or not mobs.spawning_mobs[name] then
- return
- end
- -- chance/spawn number override in minetest.conf for registered mob
- local numbers = minetest.settings:get(name)
- if numbers then
- numbers = numbers:split(",")
- chance = tonumber(numbers[1]) or chance
- aoc = tonumber(numbers[2]) or aoc
- if chance == 0 then
- minetest.log("warning",
- string.format("[mobs] %s has spawning disabled", name))
- return
- end
- minetest.log("action", string.format(
- "[mobs] Chance setting for %s changed to %s (total: %s)",
- name, chance, aoc))
- end
- mobs.spawning_mobs[name].aoc = aoc
- minetest.register_abm({
- label = name .. " spawning",
- nodenames = nodes,
- neighbors = neighbors,
- interval = interval,
- chance = max(1, (chance * mob_chance_multiplier)),
- catch_up = false,
- action = function(pos, node, active_object_count,
- active_object_count_wider)
- -- is mob actually registered?
- if not mobs.spawning_mobs[name]
- or not minetest.registered_entities[name] then
- --print("--- mob doesn't exist", name)
- return
- end
- -- are we over active mob limit
- if active_limit > 0 and active_mobs >= active_limit then
- --print("--- active mob limit reached", active_mobs, active_limit)
- return
- end
- -- additional custom checks for spawning mob
- if mobs:spawn_abm_check(pos, node, name) == true then
- return
- end
- -- do not spawn if too many entities in area
- if active_object_count_wider >= max_per_block then
- --print("--- too many entities in area", active_object_count_wider)
- return
- end
- -- get total number of this mob in area
- local num_mob, is_pla = count_mobs(pos, name)
- if not is_pla then
- --print("--- no players within active area, will not spawn " .. name)
- return
- end
- if num_mob >= aoc then
- --print("--- too many " .. name .. " in area", num_mob .. "/" .. aoc)
- return
- end
- -- if toggle set to nil then ignore day/night check
- if day_toggle ~= nil then
- local tod = (minetest.get_timeofday() or 0) * 24000
- if tod > 4500 and tod < 19500 then
- -- daylight, but mob wants night
- if day_toggle == false then
- --print("--- mob needs night", name)
- return
- end
- else
- -- night time but mob wants day
- if day_toggle == true then
- --print("--- mob needs day", name)
- return
- end
- end
- end
- -- spawn above node
- pos.y = pos.y + 1
- -- are we spawning within height limits?
- if pos.y > max_height
- or pos.y < min_height then
- --print("--- height limits not met", name, pos.y)
- return
- end
- -- are light levels ok?
- local light = minetest.get_node_light(pos)
- if not light
- or light > max_light
- or light < min_light then
- --print("--- light limits not met", name, light)
- return
- end
- -- mobs cannot spawn in protected areas when enabled
- if not spawn_protected
- and minetest.is_protected(pos, "") then
- --print("--- inside protected area", name)
- return
- end
- -- only spawn a set distance away from player
- local objs = minetest.get_objects_inside_radius(
- pos, mob_nospawn_range)
- for n = 1, #objs do
- if objs[n]:is_player() then
- --print("--- player too close", name)
- return
- end
- end
- -- do we have enough space to spawn mob? (thanks wuzzy)
- local ent = minetest.registered_entities[name]
- local width_x = max(1,
- ceil(ent.collisionbox[4] - ent.collisionbox[1]))
- local min_x, max_x
- if width_x % 2 == 0 then
- max_x = floor(width_x / 2)
- min_x = -(max_x - 1)
- else
- max_x = floor(width_x / 2)
- min_x = -max_x
- end
- local width_z = max(1,
- ceil(ent.collisionbox[6] - ent.collisionbox[3]))
- local min_z, max_z
- if width_z % 2 == 0 then
- max_z = floor(width_z / 2)
- min_z = -(max_z - 1)
- else
- max_z = floor(width_z / 2)
- min_z = -max_z
- end
- local max_y = max(0,
- ceil(ent.collisionbox[5] - ent.collisionbox[2]) - 1)
- for y = 0, max_y do
- for x = min_x, max_x do
- for z = min_z, max_z do
- local pos2 = {
- x = pos.x + x,
- y = pos.y + y,
- z = pos.z + z}
- if minetest.registered_nodes[
- node_ok(pos2).name].walkable == true then
- --print("--- not enough space to spawn", name)
- return
- end
- end
- end
- end
- -- spawn mob 1/2 node above ground
- pos.y = pos.y + 0.5
- -- tweak X/Z spawn pos
- if width_x % 2 == 0 then
- pos.x = pos.x + 0.5
- end
- if width_z % 2 == 0 then
- pos.z = pos.z + 0.5
- end
- local mob = minetest.add_entity(pos, name)
- -- print("[mobs] Spawned " .. name .. " at "
- -- .. minetest.pos_to_string(pos) .. " on "
- -- .. node.name .. " near " .. neighbors[1])
- if on_spawn then
- local ent = mob:get_luaentity()
- on_spawn(ent, pos)
- end
- end
- })
- end
- -- compatibility with older mob registration
- function mobs:register_spawn(name, nodes, max_light, min_light, chance,
- active_object_count, max_height, day_toggle)
- mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
- chance, active_object_count, -31000, max_height, day_toggle)
- end
- -- MarkBu's spawn function
- function mobs:spawn(def)
- mobs:spawn_specific(
- def.name,
- def.nodes or {"group:soil", "group:stone"},
- def.neighbors or {"air"},
- def.min_light or 0,
- def.max_light or 15,
- def.interval or 30,
- def.chance or 5000,
- def.active_object_count or 1,
- def.min_height or -31000,
- def.max_height or 31000,
- def.day_toggle,
- def.on_spawn)
- end
- -- register arrow for shoot attack
- function mobs:register_arrow(name, def)
- if not name or not def then return end -- errorcheck
- minetest.register_entity(name, {
- physical = false,
- visual = def.visual,
- visual_size = def.visual_size,
- textures = def.textures,
- velocity = def.velocity,
- hit_player = def.hit_player,
- hit_node = def.hit_node,
- hit_mob = def.hit_mob,
- hit_object = def.hit_object,
- drop = def.drop or false, -- drops arrow as registered item when true
- collisionbox = def.collisionbox or {-.1, -.1, -.1, .1, .1, .1},
- timer = 0,
- lifetime = def.lifetime or 4.5,
- switch = 0,
- owner_id = def.owner_id,
- rotate = def.rotate,
- automatic_face_movement_dir = def.rotate
- and (def.rotate - (pi / 180)) or false,
- on_activate = def.on_activate,
- on_punch = def.on_punch or function(
- self, hitter, tflp, tool_capabilities, dir)
- end,
- on_step = def.on_step or function(self, dtime)
- self.timer = self.timer + dtime
- local pos = self.object:get_pos()
- if self.switch == 0 or self.timer > self.lifetime then
- self.object:remove() ; -- print("removed arrow")
- return
- end
- -- does arrow have a tail (fireball)
- if def.tail and def.tail == 1 and def.tail_texture then
- minetest.add_particle({
- pos = pos,
- velocity = {x = 0, y = 0, z = 0},
- acceleration = {x = 0, y = 0, z = 0},
- expirationtime = def.expire or 0.25,
- collisiondetection = false,
- texture = def.tail_texture,
- size = def.tail_size or 5,
- glow = def.glow or 0
- })
- end
- if self.hit_node then
- local node = node_ok(pos).name
- if minetest.registered_nodes[node].walkable then
- self:hit_node(pos, node)
- if self.drop == true then
- pos.y = pos.y + 1
- self.lastpos = (self.lastpos or pos)
- minetest.add_item(self.lastpos,
- self.object:get_luaentity().name)
- end
- self.object:remove() ; -- print("hit node")
- return
- end
- end
- if self.hit_player or self.hit_mob or self.hit_object then
- for _,player in pairs(
- minetest.get_objects_inside_radius(pos, 1.0)) do
- if self.hit_player and player:is_player() then
- self:hit_player(player)
- self.object:remove() ; -- print("hit player")
- return
- end
- local entity = player:get_luaentity()
- if entity
- and self.hit_mob
- and entity._cmi_is_mob == true
- and tostring(player) ~= self.owner_id
- and entity.name ~= self.object:get_luaentity().name then
- self:hit_mob(player)
- self.object:remove() ; --print("hit mob")
- return
- end
- if entity
- and self.hit_object
- and (not entity._cmi_is_mob)
- and tostring(player) ~= self.owner_id
- and entity.name ~= self.object:get_luaentity().name then
- self:hit_object(player)
- self.object:remove() ; -- print("hit object")
- return
- end
- end
- end
- self.lastpos = pos
- end
- })
- end
- -- compatibility function
- function mobs:explosion(pos, radius)
- mobs:boom({sounds = {explode = "tnt_explode"}}, pos, radius)
- end
- -- no damage to nodes explosion
- function mobs:safe_boom(self, pos, radius)
- minetest.sound_play(self.sounds and self.sounds.explode or "tnt_explode", {
- pos = pos,
- gain = 1.0,
- max_hear_distance = self.sounds and self.sounds.distance or 32
- }, true)
- entity_physics(pos, radius)
- effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
- end
- -- make explosion with protection and tnt mod check
- function mobs:boom(self, pos, radius)
- if mobs_griefing
- and minetest.get_modpath("tnt") and tnt and tnt.boom
- and not minetest.is_protected(pos, "") then
- tnt.boom(pos, {
- radius = radius,
- damage_radius = radius,
- sound = self.sounds and self.sounds.explode,
- explode_center = true,
- })
- else
- mobs:safe_boom(self, pos, radius)
- end
- end
- -- Register spawn eggs
- -- Note: This also introduces the “spawn_egg” group:
- -- * spawn_egg=1: Spawn egg (generic mob, no metadata)
- -- * spawn_egg=2: Spawn egg (captured/tamed mob, metadata)
- function mobs:register_egg(mob, desc, background, addegg, no_creative)
- local grp = {spawn_egg = 1}
- -- do NOT add this egg to creative inventory (e.g. dungeon master)
- if no_creative == true then
- grp.not_in_creative_inventory = 1
- end
- local invimg = background
- if addegg == 1 then
- invimg = "mobs_chicken_egg.png^(" .. invimg ..
- "^[mask:mobs_chicken_egg_overlay.png)"
- end
- -- register new spawn egg containing mob information
- minetest.register_craftitem(mob .. "_set", {
- description = S("@1 (Tamed)", desc),
- inventory_image = invimg,
- groups = {spawn_egg = 2, not_in_creative_inventory = 1},
- stack_max = 1,
- on_place = function(itemstack, placer, pointed_thing)
- local pos = pointed_thing.above
- -- does existing on_rightclick function exist?
- local under = minetest.get_node(pointed_thing.under)
- local def = minetest.registered_nodes[under.name]
- if def and def.on_rightclick then
- return def.on_rightclick(
- pointed_thing.under, under, placer, itemstack)
- end
- if pos
- and not minetest.is_protected(pos, placer:get_player_name()) then
- if not minetest.registered_entities[mob] then
- return
- end
- pos.y = pos.y + 1
- local data = itemstack:get_metadata()
- local smob = minetest.add_entity(pos, mob, data)
- local ent = smob and smob:get_luaentity()
- if not ent then return end -- sanity check
- -- set owner if not a monster
- if ent.type ~= "monster" then
- ent.owner = placer:get_player_name()
- ent.tamed = true
- end
- -- since mob is unique we remove egg once spawned
- itemstack:take_item()
- end
- return itemstack
- end,
- })
- -- register old stackable mob egg
- minetest.register_craftitem(mob, {
- description = desc,
- inventory_image = invimg,
- groups = grp,
- on_place = function(itemstack, placer, pointed_thing)
- local pos = pointed_thing.above
- -- does existing on_rightclick function exist?
- local under = minetest.get_node(pointed_thing.under)
- local def = minetest.registered_nodes[under.name]
- if def and def.on_rightclick then
- return def.on_rightclick(
- pointed_thing.under, under, placer, itemstack)
- end
- if pos
- and not minetest.is_protected(pos, placer:get_player_name()) then
- if not minetest.registered_entities[mob] then
- return
- end
- -- have we reached active mob limit
- if active_limit > 0 and active_mobs >= active_limit then
- minetest.chat_send_player(placer:get_player_name(),
- S("Active Mob Limit Reached!")
- .. " (" .. active_mobs
- .. " / " .. active_limit .. ")")
- return
- end
- pos.y = pos.y + 1
- local smob = minetest.add_entity(pos, mob)
- local ent = smob and smob:get_luaentity()
- if not ent then return end -- sanity check
- -- don't set owner if monster or sneak pressed
- if ent.type ~= "monster"
- and not placer:get_player_control().sneak then
- ent.owner = placer:get_player_name()
- ent.tamed = true
- end
- -- if not in creative then take item
- if not mobs.is_creative(placer:get_player_name()) then
- itemstack:take_item()
- end
- end
- return itemstack
- end,
- })
- end
- -- force capture a mob if space available in inventory, or drop as spawn egg
- function mobs:force_capture(self, clicker)
- -- add special mob egg with all mob information
- local new_stack = ItemStack(self.name .. "_set")
- local tmp, t = {}
- for _,stat in pairs(self) do
- t = type(stat)
- if t ~= "function"
- and t ~= "nil"
- and t ~= "userdata" then
- tmp[_] = self[_]
- end
- end
- local data_str = minetest.serialize(tmp)
- new_stack:set_metadata(data_str)
- local inv = clicker:get_inventory()
- if inv:room_for_item("main", new_stack) then
- inv:add_item("main", new_stack)
- else
- minetest.add_item(clicker:get_pos(), new_stack)
- end
- self:mob_sound("default_place_node_hard")
- remove_mob(self, true)
- end
- -- capture critter (thanks to blert2112 for idea)
- function mobs:capture_mob(self, clicker, chance_hand, chance_net,
- chance_lasso, force_take, replacewith)
- if self.child
- or not clicker:is_player()
- or not clicker:get_inventory() then
- return false
- end
- -- get name of clicked mob
- local mobname = self.name
- -- if not nil change what will be added to inventory
- if replacewith then
- mobname = replacewith
- end
- local name = clicker:get_player_name()
- local tool = clicker:get_wielded_item()
- -- are we using hand, net or lasso to pick up mob?
- if tool:get_name() ~= ""
- and tool:get_name() ~= "mobs:net"
- and tool:get_name() ~= "mobs:lasso" then
- return false
- end
- -- is mob tamed?
- if self.tamed == false and force_take == false then
- minetest.chat_send_player(name, S("Not tamed!"))
- return false
- end
- -- cannot pick up if not owner
- if self.owner ~= name and force_take == false then
- minetest.chat_send_player(name, S("@1 is owner!", self.owner))
- return false
- end
- if clicker:get_inventory():room_for_item("main", mobname) then
- -- was mob clicked with hand, net, or lasso?
- local chance = 0
- if tool:get_name() == "" then
- chance = chance_hand
- elseif tool:get_name() == "mobs:net" then
- chance = chance_net
- tool:add_wear(4000) -- 17 uses
- clicker:set_wielded_item(tool)
- elseif tool:get_name() == "mobs:lasso" then
- chance = chance_lasso
- tool:add_wear(650) -- 100 uses
- clicker:set_wielded_item(tool)
- end
- -- calculate chance.. add to inventory if successful?
- if chance and chance > 0 and random(100) <= chance then
- -- default mob egg
- local new_stack = ItemStack(mobname)
- -- add special mob egg with all mob information
- -- unless 'replacewith' contains new item to use
- if not replacewith then
- new_stack = ItemStack(mobname .. "_set")
- local tmp, t = {}
- for _,stat in pairs(self) do
- t = type(stat)
- if t ~= "function"
- and t ~= "nil"
- and t ~= "userdata" then
- tmp[_] = self[_]
- end
- end
- local data_str = minetest.serialize(tmp)
- new_stack:set_metadata(data_str)
- end
- local inv = clicker:get_inventory()
- if inv:room_for_item("main", new_stack) then
- inv:add_item("main", new_stack)
- else
- minetest.add_item(clicker:get_pos(), new_stack)
- end
- remove_mob(self, true)
- self:mob_sound("default_place_node_hard")
- return new_stack
- -- when chance above fails or set to 0, miss!
- elseif chance and chance ~= 0 then
- minetest.chat_send_player(name, S("Missed!"))
- self:mob_sound("mobs_swing")
- return false
- -- when chance is nil always return a miss (used for npc walk/follow)
- elseif not chance then
- return false
- end
- end
- return true
- end
- -- protect tamed mob with rune item
- function mobs:protect(self, clicker)
- local name = clicker:get_player_name()
- local tool = clicker:get_wielded_item()
- if tool:get_name() ~= "mobs:protector" then
- return false
- end
- if self.tamed == false then
- minetest.chat_send_player(name, S("Not tamed!"))
- return true -- false
- end
- if self.protected == true then
- minetest.chat_send_player(name, S("Already protected!"))
- return true -- false
- end
- if not mobs.is_creative(clicker:get_player_name()) then
- tool:take_item() -- take 1 protection rune
- clicker:set_wielded_item(tool)
- end
- self.protected = true
- local pos = self.object:get_pos()
- pos.y = pos.y + self.collisionbox[2] + 0.5
- effect(self.object:get_pos(), 25, "mobs_protect_particle.png",
- 0.5, 4, 2, 15)
- self:mob_sound("mobs_spell")
- return true
- end
- local mob_obj = {}
- local mob_sta = {}
- -- feeding, taming and breeding (thanks blert2112)
- function mobs:feed_tame(self, clicker, feed_count, breed, tame)
- -- can eat/tame with item in hand
- if self.follow
- and self:follow_holding(clicker) then
- -- if not in creative then take item
- if not mobs.is_creative(clicker:get_player_name()) then
- local item = clicker:get_wielded_item()
- item:take_item()
- clicker:set_wielded_item(item)
- end
- -- increase health
- self.health = self.health + 4
- if self.health >= self.hp_max then
- self.health = self.hp_max
- if self.htimer < 1 then
- minetest.chat_send_player(clicker:get_player_name(),
- S("@1 at full health (@2)",
- self.name:split(":")[2], tostring(self.health)))
- self.htimer = 5
- end
- end
- self.object:set_hp(self.health)
- self:update_tag()
- -- 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
- if tame then
- if self.tamed == false then
- minetest.chat_send_player(clicker:get_player_name(),
- S("@1 has been tamed!",
- self.name:split(":")[2]))
- end
- self.tamed = true
- if not self.owner or self.owner == "" then
- self.owner = clicker:get_player_name()
- end
- end
- -- make sound when fed so many times
- self:mob_sound(self.sounds.random)
- end
- 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]"
- .. "field[0.5,1;7.5,0;name;"
- .. minetest.formspec_escape(S("Enter name:"))
- .. ";" .. tag .. "]"
- .. "button_exit[2.5,3.5;3,1;mob_rename;"
- .. minetest.formspec_escape(S("Rename")) .. "]")
- end
- return false
- end
- -- inspired by blockmen's nametag mod
- minetest.register_on_player_receive_fields(function(player, formname, fields)
- -- right-clicked with nametag and name entered?
- if formname == "mobs_nametag"
- and fields.name
- and fields.name ~= "" then
- local name = player:get_player_name()
- if not mob_obj[name]
- or not mob_obj[name].object then
- return
- end
- -- make sure nametag is being used to name mob
- local item = player:get_wielded_item()
- if item:get_name() ~= "mobs:nametag" then
- return
- end
- -- limit name entered to 64 characters long
- if fields.name:len() > 64 then
- fields.name = fields.name:sub(1, 64)
- end
- -- update nametag
- mob_obj[name].nametag = fields.name
- mob_obj[name]:update_tag()
- -- if not in creative then take item
- if not mobs.is_creative(name) then
- mob_sta[name]:take_item()
- player:set_wielded_item(mob_sta[name])
- end
- -- reset external variables
- mob_obj[name] = nil
- mob_sta[name] = nil
- end
- end)
- -- compatibility function for old entities to new modpack entities
- function mobs:alias_mob(old_name, new_name)
- -- check old_name entity doesnt already exist
- if minetest.registered_entities[old_name] then
- return
- end
- -- spawn egg
- minetest.register_alias(old_name, new_name)
- -- entity
- minetest.register_entity(":" .. old_name, {
- physical = false,
- on_activate = function(self, staticdata)
- if minetest.registered_entities[new_name] then
- minetest.add_entity(self.object:get_pos(),
- new_name, staticdata)
- end
- remove_mob(self)
- end,
- get_staticdata = function(self)
- return self
- end
- })
- end
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