forked from mtcontrib/mobs_redo
better 0.4.16 comatibility and new general attack function added
This commit is contained in:
parent
7ed80b6a89
commit
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220
api.lua
220
api.lua
@ -3,7 +3,7 @@
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20180617"
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mobs.version = "20180627"
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-- Intllib
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@ -127,15 +127,15 @@ local set_velocity = function(self, v)
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-- do not move if mob has been ordered to stay
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if self.order == "stand" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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return
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end
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local yaw = (self.object:get_yaw() or 0) + self.rotate
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self.object:setvelocity({
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self.object:set_velocity({
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x = sin(yaw) * -v,
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y = self.object:getvelocity().y,
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y = self.object:get_velocity().y,
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z = cos(yaw) * v
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})
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end
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@ -144,7 +144,7 @@ end
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-- calculate mob velocity
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local get_velocity = function(self)
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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return (v.x * v.x + v.z * v.z) ^ 0.5
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end
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@ -411,7 +411,7 @@ local item_drop = function(self, cooked)
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if obj and obj:get_luaentity() then
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obj:setvelocity({
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obj:set_velocity({
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x = random(-10, 10) / 9,
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y = 6,
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z = random(-10, 10) / 9,
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@ -639,7 +639,7 @@ local do_env_damage = function(self)
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]]
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-- don't fall when on ignore, just stand still
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if self.standing_in == "ignore" then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.object:set_velocity({x = 0, y = 0, z = 0})
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end
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local nodef = minetest.registered_nodes[self.standing_in]
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@ -719,7 +719,7 @@ local do_jump = function(self)
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-- something stopping us while moving?
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if self.state ~= "stand"
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and get_velocity(self) > 0.5
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and self.object:getvelocity().y ~= 0 then
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and self.object:get_velocity().y ~= 0 then
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return false
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end
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@ -761,13 +761,13 @@ local do_jump = function(self)
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if not nod.name:find("fence")
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and not nod.name:find("gate") then
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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v.y = self.jump_height
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set_animation(self, "jump") -- only when defined
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self.object:setvelocity(v)
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self.object:set_velocity(v)
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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@ -879,7 +879,7 @@ local breed = function(self)
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self.on_grown(self)
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else
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-- jump when fully grown so as not to fall into ground
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self.object:setvelocity({
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self.object:set_velocity({
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x = 0,
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y = self.jump_height,
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z = 0
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@ -1027,7 +1027,7 @@ local replace = function(self, pos)
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or not self.replace_rate
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or not self.replace_what
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or self.child == true
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or self.object:getvelocity().y ~= 0
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or self.object:get_velocity().y ~= 0
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or random(1, self.replace_rate) > 1 then
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return
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end
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@ -1283,7 +1283,7 @@ local smart_mobs = function(self, s, p, dist, dtime)
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end
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s.y = s.y - sheight
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self.object:setpos({x = s.x, y = s.y + 2, z = s.z})
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self.object:set_pos({x = s.x, y = s.y + 2, z = s.z})
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else -- dig 2 blocks to make door toward player direction
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@ -1366,114 +1366,81 @@ local specific_attack = function(list, what)
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end
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-- monster find someone to attack
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local monster_attack = function(self)
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-- general attack function for all mobs ==========
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local general_attack = function(self)
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if self.type ~= "monster"
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or not damage_enabled
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or creative
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-- return if already attacking, passive or docile during day
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if self.passive
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or self.state == "attack"
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or day_docile(self) then
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return
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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-- remove entities we aren't interested in
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for n = 1, #objs do
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local ent = objs[n]:get_luaentity()
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-- are we a player?
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if objs[n]:is_player() then
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if mobs.invis[ objs[n]:get_player_name() ] then
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type = ""
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else
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player = objs[n]
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type = "player"
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name = "player"
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-- if player invisible or mob not setup to attack then remove from list
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if self.attack_players == false
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or (self.owner and self.type ~= "monster")
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or mobs.invis[objs[n]:get_player_name()]
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or not specific_attack(self.specific_attack, "player") then
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objs[n] = nil
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--print("- pla", n)
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end
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-- or are we a mob?
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elseif ent and ent._cmi_is_mob then
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-- remove mobs not to attack
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if self.name == ent.name
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or (not self.attack_animals and ent.type == "animal")
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or (not self.attack_monsters and ent.type == "monster")
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or (not self.attack_npcs and ent.type == "npc")
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or not specific_attack(self.specific_attack, ent.name) then
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objs[n] = nil
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--print("- mob", n, self.name, ent.name)
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end
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-- remove all other entities
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else
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obj = objs[n]:get_luaentity()
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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-- find specific mob to attack, failing that attack player/npc/animal
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if specific_attack(self.specific_attack, name)
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and (type == "player" or type == "npc"
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or (type == "animal" and self.attack_animals == true)) then
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p = player:get_pos()
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sp = s
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dist = get_distance(p, s)
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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-- choose closest player to attack
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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--print(" -obj", n)
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objs[n] = nil
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end
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end
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-- attack player
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if min_player then
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do_attack(self, min_player)
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end
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end
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-- npc, find closest monster to attack
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local npc_attack = function(self)
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if self.type ~= "npc"
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or not self.attacks_monsters
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or self.state == "attack" then
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return
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end
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local p, sp, obj, min_player, dist
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local s = self.object:get_pos()
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local p, sp, dist, min_player
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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for n = 1, #objs do
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-- go through remaining entities and select closest
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for _,player in pairs(objs) do
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obj = objs[n]:get_luaentity()
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p = player:get_pos()
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sp = s
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if obj and obj.type == "monster" then
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dist = get_distance(p, s)
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p = obj.object:get_pos()
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sp = s
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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dist = get_distance(p, s)
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-- aim higher to make looking up hills more realistic
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p.y = p.y + 1
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sp.y = sp.y + 1
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = obj.object
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end
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-- choose closest player to attack that isnt self
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if dist ~= 0
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and dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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min_player = player
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end
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end
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-- attack closest player or mob
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if min_player then
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do_attack(self, min_player)
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end
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@ -1508,9 +1475,8 @@ local runaway_from = function(self)
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end
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local s = self.object:get_pos()
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local p, sp, dist
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local player, obj, min_player
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local type, name = "", ""
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local p, sp, dist, pname
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local player, obj, min_player, name
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local min_dist = self.view_range + 1
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local objs = minetest.get_objects_inside_radius(s, self.view_range)
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@ -1518,13 +1484,14 @@ local runaway_from = function(self)
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if objs[n]:is_player() then
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if mobs.invis[ objs[n]:get_player_name() ]
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or self.owner == objs[n]:get_player_name() then
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pname = objs[n]:get_player_name()
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type = ""
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if mobs.invis[pname]
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or self.owner == pname then
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name = ""
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else
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player = objs[n]
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type = "player"
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name = "player"
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end
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else
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@ -1532,7 +1499,6 @@ local runaway_from = function(self)
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if obj then
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player = obj.object
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type = obj.type
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name = obj.name or ""
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end
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end
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@ -1550,8 +1516,7 @@ local runaway_from = function(self)
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dist = get_distance(p, s)
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-- choose closest player/mpb to runaway from
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-- choose closest player/mob to runaway from
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if dist < min_dist
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and line_of_sight(self, sp, p, 2) == true then
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min_dist = dist
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@ -1688,7 +1653,7 @@ local follow_flop = function(self)
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if not flight_check(self, s) then
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self.state = "flop"
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self.object:setvelocity({x = 0, y = -5, z = 0})
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self.object:set_velocity({x = 0, y = -5, z = 0})
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set_animation(self, "stand")
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@ -1787,10 +1752,10 @@ local do_states = function(self, dtime)
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--[[ fly up/down randomly for flying mobs
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if self.fly and random(1, 100) <= self.walk_chance then
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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local ud = random(-1, 2) / 9
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self.object:setvelocity({x = v.x, y = ud, z = v.z})
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self.object:set_velocity({x = v.x, y = ud, z = v.z})
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end--]]
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end
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end
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@ -2057,13 +2022,13 @@ local do_states = function(self, dtime)
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local me_y = floor(p1.y)
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local p2 = p
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local p_y = floor(p2.y + 1)
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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if flight_check(self, s) then
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if me_y < p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = 1 * self.walk_velocity,
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z = v.z
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@ -2071,7 +2036,7 @@ local do_states = function(self, dtime)
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elseif me_y > p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = -1 * self.walk_velocity,
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z = v.z
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@ -2080,7 +2045,7 @@ local do_states = function(self, dtime)
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else
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if me_y < p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = 0.01,
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z = v.z
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@ -2088,7 +2053,7 @@ local do_states = function(self, dtime)
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elseif me_y > p_y then
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self.object:setvelocity({
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self.object:set_velocity({
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x = v.x,
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y = -0.01,
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z = v.z
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@ -2272,7 +2237,7 @@ local do_states = function(self, dtime)
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vec.y = vec.y * (v / amount)
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vec.z = vec.z * (v / amount)
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obj:setvelocity(vec)
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obj:set_velocity(vec)
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end
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end
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end
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@ -2288,12 +2253,12 @@ local falling = function(self, pos)
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end
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-- floating in water (or falling)
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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if v.y > 0 then
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-- apply gravity when moving up
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self.object:setacceleration({
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self.object:set_acceleration({
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x = 0,
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y = -10,
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z = 0
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@ -2302,14 +2267,14 @@ local falling = function(self, pos)
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elseif v.y <= 0 and v.y > self.fall_speed then
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-- fall downwards at set speed
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self.object:setacceleration({
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self.object:set_acceleration({
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x = 0,
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y = self.fall_speed,
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z = 0
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})
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else
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-- stop accelerating once max fall speed hit
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self.object:setacceleration({x = 0, y = 0, z = 0})
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self.object:set_acceleration({x = 0, y = 0, z = 0})
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end
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-- in water then float up
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@ -2317,7 +2282,7 @@ local falling = function(self, pos)
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if self.floats == 1 then
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self.object:setacceleration({
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self.object:set_acceleration({
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x = 0,
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y = -self.fall_speed / (max(1, v.y) ^ 8), -- 8 was 2
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z = 0
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@ -2327,7 +2292,7 @@ local falling = function(self, pos)
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-- fall damage onto solid ground
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if self.fall_damage == 1
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and self.object:getvelocity().y == 0 then
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and self.object:get_velocity().y == 0 then
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local d = (self.old_y or 0) - self.object:get_pos().y
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@ -2523,7 +2488,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if self.knock_back
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and tflp >= punch_interval then
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local v = self.object:getvelocity()
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local v = self.object:get_velocity()
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local r = 1.4 - min(punch_interval, 1.4)
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local kb = r * 5
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local up = 2
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@ -2544,7 +2509,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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kb = kb * 1.5
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end
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self.object:setvelocity({
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self.object:set_velocity({
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x = dir.x * kb,
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y = up,
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z = dir.z * kb
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@ -2583,6 +2548,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if self.passive == false
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and self.state ~= "flop"
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and self.child == false
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and self.attack_players == true
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and hitter:get_player_name() ~= self.owner
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and not mobs.invis[ name ] then
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@ -2598,7 +2564,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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obj = objs[n]:get_luaentity()
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if obj then
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if obj and obj._cmi_is_mob then
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-- only alert members of same mob
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if obj.group_attack == true
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@ -2975,9 +2941,7 @@ local mob_step = function(self, dtime)
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replace(self, pos)
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end
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monster_attack(self)
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npc_attack(self)
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general_attack(self)
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breed(self)
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@ -3058,8 +3022,6 @@ minetest.register_entity(name, {
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follow = def.follow,
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jump = def.jump ~= false,
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walk_chance = def.walk_chance or 50,
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attacks_monsters = def.attacks_monsters or false,
|
||||
group_attack = def.group_attack or false,
|
||||
passive = def.passive or false,
|
||||
knock_back = def.knock_back ~= false,
|
||||
blood_amount = def.blood_amount or 5,
|
||||
@ -3102,7 +3064,11 @@ minetest.register_entity(name, {
|
||||
dogshoot_count = 0,
|
||||
dogshoot_count_max = def.dogshoot_count_max or 5,
|
||||
dogshoot_count2_max = def.dogshoot_count2_max or (def.dogshoot_count_max or 5),
|
||||
group_attack = def.group_attack or false,
|
||||
attack_monsters = def.attacks_monsters or def.attack_monsters or false,
|
||||
attack_animals = def.attack_animals or false,
|
||||
attack_players = def.attack_players ~= false,
|
||||
attack_npcs = def.attack_npcs ~= false,
|
||||
specific_attack = def.specific_attack,
|
||||
runaway_from = def.runaway_from,
|
||||
owner_loyal = def.owner_loyal,
|
||||
|
8
api.txt
8
api.txt
@ -71,9 +71,11 @@ functions needed for the mob to work properly which contains the following:
|
||||
'docile_by_day' when true has mobs wandering around during daylight
|
||||
hours and only attacking player at night or when
|
||||
provoked.
|
||||
'attacks_monsters' when true has npc's attacking monsters or not.
|
||||
'attack_animals' when true will have monsters attacking animals.
|
||||
'owner_loyal' when true will have tamed mobs attack anything player
|
||||
'attack_monsters' when true mob will attack monsters.
|
||||
'attack_animals' when true mob will attack animals.
|
||||
'attack_npcs' when true mob will attack npcs within range.
|
||||
'attack_players' when true mob will attack players nearby.
|
||||
'owner_loyal' when true non-docile tamed mobs attack anything player
|
||||
punches when nearby.
|
||||
'group_attack' when true has same mob type grouping together to attack
|
||||
offender.
|
||||
|
Loading…
Reference in New Issue
Block a user