forked from mtcontrib/mobs_redo
tweaked line of sight, mob drops
This commit is contained in:
parent
e64df178f8
commit
607e596c05
135
api.lua
135
api.lua
@ -1,32 +1,20 @@
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-- Mobs Api
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-- Intllib and CMI support check
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mobs = {}
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mobs.mod = "redo"
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mobs.version = "20180831"
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-- Intllib
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP .. "/intllib.lua")
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local S, NS = dofile(MP .. "/intllib.lua")
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mobs.intllib = S
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-- CMI support check
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local use_cmi = minetest.global_exists("cmi")
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local use_cmi = minetest.global_exists("cmi")
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mobs = {
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-- Invisibility mod check
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mod = "redo",
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mobs.invis = {}
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version = "20180904",
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if minetest.global_exists("invisibility") then
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intllib = S,
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mobs.invis = invisibility
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invis = minetest.global_exists("invisibility") and invisibility or {},
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end
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}
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-- creative check
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-- creative check
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local creative_mode_cache = minetest.settings:get_bool("creative_mode")
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local creative_cache = minetest.settings:get_bool("creative_mode")
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function mobs.is_creative(name)
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function mobs.is_creative(name)
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return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
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return creative_cache or minetest.check_player_privs(name, {creative = true})
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end
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end
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@ -123,7 +111,7 @@ end
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-- move mob in facing direction
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-- move mob in facing direction
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local set_velocity = function(self, v)
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local set_velocity = function(self, v)
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-- do not move if mob has been ordered to stay
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-- halt mob if it has been ordered to stay
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if self.order == "stand" then
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if self.order == "stand" then
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self.object:set_velocity({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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return
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@ -220,7 +208,6 @@ local set_animation = function(self, anim)
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0, self.animation[anim .. "_loop"] ~= false)
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0, self.animation[anim .. "_loop"] ~= false)
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end
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end
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-- above function exported for mount.lua
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-- above function exported for mount.lua
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function mobs:set_animation(self, anim)
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function mobs:set_animation(self, anim)
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set_animation(self, anim)
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set_animation(self, anim)
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@ -264,8 +251,8 @@ local line_of_sight = function(self, pos1, pos2, stepsize)
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-- It continues to advance in the line of sight in search of a real
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-- It continues to advance in the line of sight in search of a real
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-- obstruction which counts as 'normal' nodebox.
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-- obstruction which counts as 'normal' nodebox.
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while minetest.registered_nodes[nn]
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while minetest.registered_nodes[nn]
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and (minetest.registered_nodes[nn].walkable == false
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and (minetest.registered_nodes[nn].walkable == false) do
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or minetest.registered_nodes[nn].drawtype == "nodebox") do
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-- or minetest.registered_nodes[nn].drawtype == "nodebox") do
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npos1 = vector.add(npos1, stepv)
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npos1 = vector.add(npos1, stepv)
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@ -379,7 +366,7 @@ end
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-- drop items
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-- drop items
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local item_drop = function(self, cooked)
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local item_drop = function(self)
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-- check for nil or no drops
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-- check for nil or no drops
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if not self.drops or #self.drops == 0 then
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if not self.drops or #self.drops == 0 then
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@ -392,6 +379,10 @@ local item_drop = function(self, cooked)
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-- no drops for child mobs
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-- no drops for child mobs
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if self.child then return end
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if self.child then return end
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-- was mob killed by player?
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local death_by_player = self.cause_of_death and self.cause_of_death.puncher
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and self.cause_of_death.puncher:is_player() or nil
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local obj, item, num
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local obj, item, num
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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@ -402,8 +393,8 @@ local item_drop = function(self, cooked)
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num = random(self.drops[n].min or 0, self.drops[n].max or 1)
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num = random(self.drops[n].min or 0, self.drops[n].max or 1)
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item = self.drops[n].name
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item = self.drops[n].name
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-- cook items when true
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-- cook items on a hot death
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if cooked then
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if self.cause_of_death.hot then
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local output = minetest.get_craft_result({
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local output = minetest.get_craft_result({
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method = "cooking", width = 1, items = {item}})
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method = "cooking", width = 1, items = {item}})
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@ -413,9 +404,14 @@ local item_drop = function(self, cooked)
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end
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end
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end
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end
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-- add item if it exists
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-- only drop rare items (drops.min=0) if killed by player
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if death_by_player then
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obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
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obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
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elseif self.drops[n].min ~= 0 then
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obj = minetest.add_item(pos, ItemStack(item .. " " .. num))
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end
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if obj and obj:get_luaentity() then
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if obj and obj:get_luaentity() then
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obj:set_velocity({
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obj:set_velocity({
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@ -423,6 +419,7 @@ local item_drop = function(self, cooked)
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y = 6,
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y = 6,
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z = random(-10, 10) / 9,
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z = random(-10, 10) / 9,
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})
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})
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elseif obj then
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elseif obj then
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obj:remove() -- item does not exist
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obj:remove() -- item does not exist
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end
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end
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@ -470,12 +467,10 @@ local check_for_death = function(self, cause, cmi_cause)
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return false
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return false
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end
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end
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-- dropped cooked item if mob died in lava
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self.cause_of_death = cmi_cause
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if cause == "lava" then
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item_drop(self, true)
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-- drop items
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else
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item_drop(self)
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item_drop(self, nil)
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end
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mob_sound(self, self.sounds.death)
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mob_sound(self, self.sounds.death)
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@ -536,22 +531,6 @@ local check_for_death = function(self, cause, cmi_cause)
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end
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end
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-- check if within physical map limits (-30911 to 30927)
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local within_limits = function(pos, radius)
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if (pos.x - radius) > -30913
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and (pos.x + radius) < 30928
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and (pos.y - radius) > -30913
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and (pos.y + radius) < 30928
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and (pos.z - radius) > -30913
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and (pos.z + radius) < 30928 then
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return true -- within limits
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end
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return false -- beyond limits
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end
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-- is mob facing a cliff
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-- is mob facing a cliff
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local is_at_cliff = function(self)
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local is_at_cliff = function(self)
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@ -613,13 +592,13 @@ local do_env_damage = function(self)
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self.time_of_day = minetest.get_timeofday()
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self.time_of_day = minetest.get_timeofday()
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-- remove mob if beyond map limits
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-- remove mob if standing inside ignore node
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if not within_limits(pos, 0) then
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if self.standing_in == "ignore" then
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self.object:remove()
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self.object:remove()
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return
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return
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end
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end
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-- bright light harms mob
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-- is mob light sensative :)
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if self.light_damage ~= 0
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if self.light_damage ~= 0
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-- and pos.y > 0
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-- and pos.y > 0
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-- and self.time_of_day > 0.2
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-- and self.time_of_day > 0.2
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@ -644,10 +623,6 @@ local do_env_damage = function(self)
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self.standing_in = node_ok(pos, "air").name
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self.standing_in = node_ok(pos, "air").name
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-- print ("standing in " .. self.standing_in)
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-- print ("standing in " .. self.standing_in)
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]]
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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: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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local nodef = minetest.registered_nodes[self.standing_in]
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@ -680,7 +655,7 @@ local do_env_damage = function(self)
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effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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effect(pos, 5, "fire_basic_flame.png", nil, nil, 1, nil)
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if check_for_death(self, "lava", {type = "environment",
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if check_for_death(self, "lava", {type = "environment",
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pos = pos, node = self.standing_in}) then return end
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pos = pos, node = self.standing_in, hot = true}) then return end
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end
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end
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-- damage_per_second node check
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-- damage_per_second node check
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@ -1744,11 +1719,9 @@ local do_states = function(self, dtime)
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set_velocity(self, 0)
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set_velocity(self, 0)
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set_animation(self, "stand")
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set_animation(self, "stand")
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-- npc's ordered to stand stay standing
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-- mobs ordered to stand stay standing
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-- if self.type ~= "npc"
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if self.order ~= "stand"
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if self.order ~= "stand" then
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and self.walk_chance ~= 0
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if self.walk_chance ~= 0
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and self.facing_fence ~= true
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and self.facing_fence ~= true
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and random(1, 100) <= self.walk_chance
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and random(1, 100) <= self.walk_chance
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and is_at_cliff(self) == false then
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and is_at_cliff(self) == false then
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@ -1756,16 +1729,6 @@ local do_states = function(self, dtime)
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set_velocity(self, self.walk_velocity)
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set_velocity(self, self.walk_velocity)
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self.state = "walk"
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self.state = "walk"
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set_animation(self, "walk")
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set_animation(self, "walk")
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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:get_velocity()
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local ud = random(-1, 2) / 9
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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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end
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elseif self.state == "walk" then
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elseif self.state == "walk" then
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@ -1871,7 +1834,8 @@ local do_states = function(self, dtime)
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-- stop after 5 seconds or when at cliff
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-- stop after 5 seconds or when at cliff
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if self.runaway_timer > 5
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if self.runaway_timer > 5
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or is_at_cliff(self) then
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or is_at_cliff(self)
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or self.order == "stand" then
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self.runaway_timer = 0
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self.runaway_timer = 0
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set_velocity(self, 0)
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set_velocity(self, 0)
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self.state = "stand"
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self.state = "stand"
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@ -2493,8 +2457,8 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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-- exit here if dead, special item check
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-- exit here if dead, special item check
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if weapon:get_name() == "mobs:pick_lava" then
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if weapon:get_name() == "mobs:pick_lava" then
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if check_for_death(self, "lava", {type = "punch",
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if check_for_death(self, "hit", {type = "punch",
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puncher = hitter}) then
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puncher = hitter, hot = true}) then
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return
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return
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end
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end
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else
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else
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@ -3321,7 +3285,8 @@ end
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-- compatibility with older mob registration
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-- compatibility with older mob registration
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function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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function mobs:register_spawn(name, nodes, max_light, min_light, chance,
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active_object_count, max_height, day_toggle)
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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mobs:spawn_specific(name, nodes, {"air"}, min_light, max_light, 30,
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chance, active_object_count, -31000, max_height, day_toggle)
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chance, active_object_count, -31000, max_height, day_toggle)
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@ -3381,8 +3346,7 @@ function mobs:register_arrow(name, def)
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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if self.switch == 0
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if self.switch == 0
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or self.timer > 150
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or self.timer > 150 then
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or not within_limits(pos, 0) then
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self.object:remove() ; -- print ("removed arrow")
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self.object:remove() ; -- print ("removed arrow")
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@ -3548,7 +3512,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
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end
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end
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if pos
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if pos
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and within_limits(pos, 0)
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and not minetest.is_protected(pos, placer:get_player_name()) then
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and not minetest.is_protected(pos, placer:get_player_name()) then
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if not minetest.registered_entities[mob] then
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if not minetest.registered_entities[mob] then
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@ -3595,7 +3558,6 @@ function mobs:register_egg(mob, desc, background, addegg, no_creative)
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end
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end
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if pos
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if pos
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and within_limits(pos, 0)
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and not minetest.is_protected(pos, placer:get_player_name()) then
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and not minetest.is_protected(pos, placer:get_player_name()) then
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if not minetest.registered_entities[mob] then
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if not minetest.registered_entities[mob] then
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@ -3628,7 +3590,8 @@ end
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-- capture critter (thanks to blert2112 for idea)
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-- capture critter (thanks to blert2112 for idea)
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function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)
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function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
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force_take, replacewith)
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if self.child
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if self.child
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or not clicker:is_player()
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or not clicker:is_player()
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@ -3890,8 +3853,10 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
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minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
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minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
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.. default.gui_bg
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.. default.gui_bg
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.. default.gui_bg_img
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.. default.gui_bg_img
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.. "field[0.5,1;7.5,0;name;" .. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]"
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.. "field[0.5,1;7.5,0;name;"
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.. "button_exit[2.5,3.5;3,1;mob_rename;" .. minetest.formspec_escape(S("Rename")) .. "]")
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.. minetest.formspec_escape(S("Enter name:")) .. ";" .. tag .. "]"
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.. "button_exit[2.5,3.5;3,1;mob_rename;"
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.. minetest.formspec_escape(S("Rename")) .. "]")
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end
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end
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return false
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return false
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@ -23,6 +23,7 @@ Lucky Blocks: 9
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Changelog:
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Changelog:
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- 1.46- Mobs only drop rare items when killed by player (drops.min = 0 makes them rare), code tweak, pathfinding no longer sees through walkable nodes
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- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe
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- 1.45- Added Fence Top to add on top of any fence to stop mobs escaping, new line_of_sight tweaked by Astrobe
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- 1.44- Added ToolRanks support for swords when attacking mobs
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- 1.44- Added ToolRanks support for swords when attacking mobs
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- 1.43- Better 0.4.16 compatibility, added general attack function and settings
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- 1.43- Better 0.4.16 compatibility, added general attack function and settings
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