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- mobs = {}
- function mobs:register_mob(name, def)
- minetest.register_entity(name, {
- hp_max = def.hp_max,
- physical = true,
- collisionbox = def.collisionbox,
- visual = def.visual,
- visual_size = def.visual_size,
- mesh = def.mesh,
- textures = def.textures,
- makes_footstep_sound = def.makes_footstep_sound,
- view_range = def.view_range,
- walk_velocity = def.walk_velocity,
- run_velocity = def.run_velocity,
- damage = def.damage,
- light_damage = def.light_damage,
- water_damage = def.water_damage,
- lava_damage = def.lava_damage,
- disable_fall_damage = def.disable_fall_damage,
- drops = def.drops,
- armor = def.armor,
- drawtype = def.drawtype,
- on_rightclick = def.on_rightclick,
- type = def.type,
- attack_type = def.attack_type,
- arrow = def.arrow,
- shoot_interval = def.shoot_interval,
- sounds = def.sounds,
- animation = def.animation,
- follow = def.follow,
- jump = def.jump or true,
-
- timer = 0,
- env_damage_timer = 0, -- only if state = "attack"
- attack = {player=nil, dist=nil},
- state = "stand",
- v_start = false,
- old_y = nil,
- lifetimer = 600,
- tamed = false,
-
- set_velocity = function(self, v)
- local yaw = self.object:getyaw()
- if self.drawtype == "side" then
- yaw = yaw+(math.pi/2)
- end
- local x = math.sin(yaw) * -v
- local z = math.cos(yaw) * v
- self.object:setvelocity({x=x, y=self.object:getvelocity().y, z=z})
- end,
-
- get_velocity = function(self)
- local v = self.object:getvelocity()
- return (v.x^2 + v.z^2)^(0.5)
- end,
-
- set_animation = function(self, type)
- if not self.animation then
- return
- end
- if not self.animation.current then
- self.animation.current = ""
- end
- if type == "stand" and self.animation.current ~= "stand" then
- if
- self.animation.stand_start
- and self.animation.stand_end
- and self.animation.speed_normal
- then
- self.object:set_animation(
- {x=self.animation.stand_start,y=self.animation.stand_end},
- self.animation.speed_normal, 0
- )
- self.animation.current = "stand"
- end
- elseif type == "walk" and self.animation.current ~= "walk" then
- if
- self.animation.walk_start
- and self.animation.walk_end
- and self.animation.speed_normal
- then
- self.object:set_animation(
- {x=self.animation.walk_start,y=self.animation.walk_end},
- self.animation.speed_normal, 0
- )
- self.animation.current = "walk"
- end
- elseif type == "run" and self.animation.current ~= "run" then
- if
- self.animation.run_start
- and self.animation.run_end
- and self.animation.speed_run
- then
- self.object:set_animation(
- {x=self.animation.run_start,y=self.animation.run_end},
- self.animation.speed_run, 0
- )
- self.animation.current = "run"
- end
- elseif type == "punch" and self.animation.current ~= "punch" then
- if
- self.animation.punch_start
- and self.animation.punch_end
- and self.animation.speed_normal
- then
- self.object:set_animation(
- {x=self.animation.punch_start,y=self.animation.punch_end},
- self.animation.speed_normal, 0
- )
- self.animation.current = "punch"
- end
- end
- end,
-
- on_step = function(self, dtime)
- if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
- self.object:remove()
- end
-
- self.lifetimer = self.lifetimer - dtime
- if self.lifetimer <= 0 and not self.tamed then
- local player_count = 0
- for _,obj in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 20)) do
- if obj:is_player() then
- player_count = player_count+1
- end
- end
- if player_count == 0 and self.state ~= "attack" then
- self.object:remove()
- return
- end
- end
-
- if self.object:getvelocity().y > 0.1 then
- local yaw = self.object:getyaw()
- if self.drawtype == "side" then
- yaw = yaw+(math.pi/2)
- end
- local x = math.sin(yaw) * -2
- local z = math.cos(yaw) * 2
- self.object:setacceleration({x=x, y=-10, z=z})
- else
- self.object:setacceleration({x=0, y=-10, z=0})
- end
-
- if self.disable_fall_damage and self.object:getvelocity().y == 0 then
- if not self.old_y then
- self.old_y = self.object:getpos().y
- else
- local d = self.old_y - self.object:getpos().y
- if d > 5 then
- local damage = d-5
- self.object:set_hp(self.object:get_hp()-damage)
- if self.object:get_hp() == 0 then
- self.object:remove()
- end
- end
- self.old_y = self.object:getpos().y
- end
- end
-
- self.timer = self.timer+dtime
- if self.state ~= "attack" then
- if self.timer < 1 then
- return
- end
- self.timer = 0
- end
-
- if self.sounds and self.sounds.random and math.random(1, 100) <= 1 then
- minetest.sound_play(self.sounds.random, {object = self.object})
- end
-
- local do_env_damage = function(self)
- local pos = self.object:getpos()
- local n = minetest.env:get_node(pos)
-
- if self.light_damage and self.light_damage ~= 0
- and pos.y>0
- and minetest.env:get_node_light(pos)
- and minetest.env:get_node_light(pos) > 4
- and minetest.env:get_timeofday() > 0.2
- and minetest.env:get_timeofday() < 0.8
- then
- self.object:set_hp(self.object:get_hp()-self.light_damage)
- if self.object:get_hp() == 0 then
- self.object:remove()
- end
- end
-
- if self.water_damage and self.water_damage ~= 0 and
- minetest.get_item_group(n.name, "water") ~= 0
- then
- self.object:set_hp(self.object:get_hp()-self.water_damage)
- if self.object:get_hp() == 0 then
- self.object:remove()
- end
- end
-
- if self.lava_damage and self.lava_damage ~= 0 and
- minetest.get_item_group(n.name, "lava") ~= 0
- then
- self.object:set_hp(self.object:get_hp()-self.lava_damage)
- if self.object:get_hp() == 0 then
- self.object:remove()
- end
- end
- end
-
- self.env_damage_timer = self.env_damage_timer + dtime
- if self.state == "attack" and self.env_damage_timer > 1 then
- self.env_damage_timer = 0
- do_env_damage(self)
- elseif self.state ~= "attack" then
- do_env_damage(self)
- end
-
- if self.type == "monster" and minetest.setting_getbool("enable_damage") then
- for _,player in pairs(minetest.get_connected_players()) do
- local s = self.object:getpos()
- local p = player:getpos()
- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
- if dist < self.view_range then
- if self.attack.dist then
- if self.attack.dist < dist then
- self.state = "attack"
- self.attack.player = player
- self.attack.dist = dist
- end
- else
- self.state = "attack"
- self.attack.player = player
- self.attack.dist = dist
- end
- end
- end
- end
-
- if self.follow ~= "" and not self.following then
- for _,player in pairs(minetest.get_connected_players()) do
- local s = self.object:getpos()
- local p = player:getpos()
- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
- if self.view_range and dist < self.view_range then
- self.following = player
- end
- end
- end
-
- if self.following and self.following:is_player() then
- if self.following:get_wielded_item():get_name() ~= self.follow then
- self.following = nil
- self.v_start = false
- else
- local s = self.object:getpos()
- local p = self.following:getpos()
- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
- if dist > self.view_range then
- self.following = nil
- self.v_start = false
- else
- local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
- local yaw = math.atan(vec.z/vec.x)+math.pi/2
- if self.drawtype == "side" then
- yaw = yaw+(math.pi/2)
- end
- if p.x > s.x then
- yaw = yaw+math.pi
- end
- self.object:setyaw(yaw)
- if dist > 2 then
- if not self.v_start then
- self.v_start = true
- self.set_velocity(self, self.walk_velocity)
- else
- if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
- local v = self.object:getvelocity()
- v.y = 5
- self.object:setvelocity(v)
- end
- self.set_velocity(self, self.walk_velocity)
- end
- self:set_animation("walk")
- else
- self.v_start = false
- self.set_velocity(self, 0)
- self:set_animation("stand")
- end
- return
- end
- end
- end
-
- if self.state == "stand" then
- if math.random(1, 4) == 1 then
- self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
- end
- self.set_velocity(self, 0)
- self.set_animation(self, "stand")
- if math.random(1, 100) <= 50 then
- self.set_velocity(self, self.walk_velocity)
- self.state = "walk"
- self.set_animation(self, "walk")
- end
- elseif self.state == "walk" then
- if math.random(1, 100) <= 30 then
- self.object:setyaw(self.object:getyaw()+((math.random(0,360)-180)/180*math.pi))
- end
- if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
- local v = self.object:getvelocity()
- v.y = 5
- self.object:setvelocity(v)
- end
- self:set_animation("walk")
- self.set_velocity(self, self.walk_velocity)
- if math.random(1, 100) <= 10 then
- self.set_velocity(self, 0)
- self.state = "stand"
- self:set_animation("stand")
- end
- elseif self.state == "attack" and self.attack_type == "dogfight" then
- if not self.attack.player or not self.attack.player:is_player() then
- self.state = "stand"
- self:set_animation("stand")
- return
- end
- local s = self.object:getpos()
- local p = self.attack.player:getpos()
- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
- if dist > self.view_range or self.attack.player:get_hp() <= 0 then
- self.state = "stand"
- self.v_start = false
- self.set_velocity(self, 0)
- self.attack = {player=nil, dist=nil}
- self:set_animation("stand")
- return
- else
- self.attack.dist = dist
- end
-
- local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
- local yaw = math.atan(vec.z/vec.x)+math.pi/2
- if self.drawtype == "side" then
- yaw = yaw+(math.pi/2)
- end
- if p.x > s.x then
- yaw = yaw+math.pi
- end
- self.object:setyaw(yaw)
- if self.attack.dist > 2 then
- if not self.v_start then
- self.v_start = true
- self.set_velocity(self, self.run_velocity)
- else
- if self.jump and self.get_velocity(self) <= 0.5 and self.object:getvelocity().y == 0 then
- local v = self.object:getvelocity()
- v.y = 5
- self.object:setvelocity(v)
- end
- self.set_velocity(self, self.run_velocity)
- end
- self:set_animation("run")
- else
- self.set_velocity(self, 0)
- self:set_animation("punch")
- self.v_start = false
- if self.timer > 1 then
- self.timer = 0
- if self.sounds and self.sounds.attack then
- minetest.sound_play(self.sounds.attack, {object = self.object})
- end
- self.attack.player:punch(self.object, 1.0, {
- full_punch_interval=1.0,
- damage_groups = {fleshy=self.damage}
- }, vec)
- end
- end
- elseif self.state == "attack" and self.attack_type == "shoot" then
- if not self.attack.player or not self.attack.player:is_player() then
- self.state = "stand"
- self:set_animation("stand")
- return
- end
- local s = self.object:getpos()
- local p = self.attack.player:getpos()
- local dist = ((p.x-s.x)^2 + (p.y-s.y)^2 + (p.z-s.z)^2)^0.5
- if dist > self.view_range or self.attack.player:get_hp() <= 0 then
- self.state = "stand"
- self.v_start = false
- self.set_velocity(self, 0)
- self.attack = {player=nil, dist=nil}
- self:set_animation("stand")
- return
- else
- self.attack.dist = dist
- end
-
- local vec = {x=p.x-s.x, y=p.y-s.y, z=p.z-s.z}
- local yaw = math.atan(vec.z/vec.x)+math.pi/2
- if self.drawtype == "side" then
- yaw = yaw+(math.pi/2)
- end
- if p.x > s.x then
- yaw = yaw+math.pi
- end
- self.object:setyaw(yaw)
- self.set_velocity(self, 0)
-
- if self.timer > self.shoot_interval and math.random(1, 100) <= 60 then
- self.timer = 0
-
- self:set_animation("punch")
-
- if self.sounds and self.sounds.attack then
- minetest.sound_play(self.sounds.attack, {object = self.object})
- end
-
- local p = self.object:getpos()
- p.y = p.y + (self.collisionbox[2]+self.collisionbox[5])/2
- local obj = minetest.env:add_entity(p, self.arrow)
- local amount = (vec.x^2+vec.y^2+vec.z^2)^0.5
- local v = obj:get_luaentity().velocity
- vec.y = vec.y+1
- vec.x = vec.x*v/amount
- vec.y = vec.y*v/amount
- vec.z = vec.z*v/amount
- obj:setvelocity(vec)
- end
- end
- end,
-
- on_activate = function(self, staticdata, dtime_s)
- self.object:set_armor_groups({fleshy=self.armor})
- self.object:setacceleration({x=0, y=-10, z=0})
- self.state = "stand"
- self.object:setvelocity({x=0, y=self.object:getvelocity().y, z=0})
- self.object:setyaw(math.random(1, 360)/180*math.pi)
- if self.type == "monster" and minetest.setting_getbool("only_peaceful_mobs") then
- self.object:remove()
- end
- self.lifetimer = 600 - dtime_s
- if staticdata then
- local tmp = minetest.deserialize(staticdata)
- if tmp and tmp.lifetimer then
- self.lifetimer = tmp.lifetimer - dtime_s
- end
- if tmp and tmp.tamed then
- self.tamed = tmp.tamed
- end
- end
- if self.lifetimer <= 0 and not self.tamed then
- self.object:remove()
- end
- end,
-
- get_staticdata = function(self)
- local tmp = {
- lifetimer = self.lifetimer,
- tamed = self.tamed,
- }
- return minetest.serialize(tmp)
- end,
-
- on_punch = function(self, hitter)
- if self.object:get_hp() <= 0 then
- if hitter and hitter:is_player() and hitter:get_inventory() then
- for _,drop in ipairs(self.drops) do
- if math.random(1, drop.chance) == 1 then
- hitter:get_inventory():add_item("main", ItemStack(drop.name.." "..math.random(drop.min, drop.max)))
- end
- end
- end
- end
- end,
-
- })
- end
- mobs.spawning_mobs = {}
- function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func)
- mobs.spawning_mobs[name] = true
- minetest.register_abm({
- nodenames = nodes,
- neighbors = {"air"},
- interval = 30,
- chance = chance,
- action = function(pos, node, _, active_object_count_wider)
- if active_object_count_wider > active_object_count then
- return
- end
- if not mobs.spawning_mobs[name] then
- return
- end
- pos.y = pos.y+1
- if not minetest.env:get_node_light(pos) then
- return
- end
- if minetest.env:get_node_light(pos) > max_light then
- return
- end
- if minetest.env:get_node_light(pos) < min_light then
- return
- end
- if pos.y > max_height then
- return
- end
- if minetest.env:get_node(pos).name ~= "air" then
- return
- end
- pos.y = pos.y+1
- if minetest.env:get_node(pos).name ~= "air" then
- return
- end
- if spawn_func and not spawn_func(pos, node) then
- return
- end
-
- if minetest.setting_getbool("display_mob_spawn") then
- minetest.chat_send_all("[mobs] Add "..name.." at "..minetest.pos_to_string(pos))
- end
- minetest.env:add_entity(pos, name)
- end
- })
- end
- function mobs:register_arrow(name, def)
- 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,
-
- on_step = function(self, dtime)
- local pos = self.object:getpos()
- if minetest.env:get_node(self.object:getpos()).name ~= "air" then
- self.hit_node(self, pos, node)
- self.object:remove()
- return
- end
- pos.y = pos.y-1
- for _,player in pairs(minetest.env:get_objects_inside_radius(pos, 1)) do
- if player:is_player() then
- self.hit_player(self, player)
- self.object:remove()
- return
- end
- end
- end
- })
- end
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