forked from mtcontrib/mobs_redo
Tweaked code slightly
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49
api.lua
49
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (3rd September 2016)
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-- Mobs Api (5th September 2016)
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mobs = {}
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mobs.mod = "redo"
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@ -27,13 +27,8 @@ end
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mobs.intllib = S
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-- Invisibility mod check
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function check_global(name)
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return rawget(_G, name) ~= nil
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end
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local invis = {}
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if check_global("invisibility") then
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if rawget(_G, "invisibility") then
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invis = invisibility
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end
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@ -56,6 +51,8 @@ local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local min = math.min
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local max = math.max
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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@ -362,9 +359,13 @@ function check_for_death(self)
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-- execute custom death function
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if self.on_die then
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self.on_die(self, pos)
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return true
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end
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-- default death function
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self.object:remove()
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effect(pos, 20, "tnt_smoke.png")
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@ -372,7 +373,7 @@ function check_for_death(self)
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return true
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end
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-- check if within map limits (-30911 to 30927)
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-- check if within physical map limits (-30911 to 30927)
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function within_limits(pos, radius)
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if (pos.x - radius) > -30913
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@ -643,7 +644,7 @@ end
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-- find two animals of same type and breed if nearby and horny
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local function breed(self)
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-- child take 240 seconds before growing into adult
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-- child takes 240 seconds before growing into adult
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if self.child == true then
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self.hornytimer = self.hornytimer + 1
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@ -736,7 +737,7 @@ local function breed(self)
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ent.hornytimer = 41
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-- spawn baby
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minetest.after(5, function(dtime)
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minetest.after(5, function()
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local mob = minetest.add_entity(pos, self.name)
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local ent2 = mob:get_luaentity()
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@ -849,8 +850,7 @@ function smart_mobs(self, s, p, dist, dtime)
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s.y = floor(s.y + 0.5) - sheight
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s.z = floor(s.z + 0.5)
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local ssight, sground
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ssight, sground = minetest.line_of_sight(s, {
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local ssight, sground = minetest.line_of_sight(s, {
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x = s.x, y = s.y - 4, z = s.z}, 1)
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-- determine node above ground
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@ -949,6 +949,7 @@ function smart_mobs(self, s, p, dist, dtime)
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-- frustration! cant find the damn path :(
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if self.sounds.random then
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minetest.sound_play(self.sounds.random, {
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object = self.object,
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max_hear_distance = self.sounds.distance
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@ -986,7 +987,7 @@ local monster_attack = function(self)
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local s = self.object:getpos()
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local p, sp, dist
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local player, type, obj, min_player = nil, nil, nil, nil
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local player, type, obj, 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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@ -1785,7 +1786,7 @@ local falling = function(self, pos)
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self.object:setacceleration({
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x = 0,
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y = -self.fall_speed / (math.max(1, v.y) ^ 2),
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y = -self.fall_speed / (max(1, v.y) ^ 2),
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z = 0
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})
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end
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@ -1906,14 +1907,14 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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return
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end
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-- add healthy afterglow when hit (can causehit lag with larger textures)
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-- core.after(0.1, function()
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-- self.object:settexturemod("^[colorize:#c9900070")
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--[[ add healthy afterglow when hit (can cause hit lag with larger textures)
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core.after(0.1, function()
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self.object:settexturemod("^[colorize:#c9900070")
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-- core.after(0.3, function()
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-- self.object:settexturemod("")
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-- end)
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-- end)
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core.after(0.3, function()
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self.object:settexturemod("")
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end)
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end) ]]
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-- blood_particles
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if self.blood_amount > 0
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@ -1921,7 +1922,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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local pos = self.object:getpos()
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pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) / 2
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pos.y = pos.y + (-self.collisionbox[2] + self.collisionbox[5]) * .5
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effect(pos, self.blood_amount, self.blood_texture)
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end
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@ -1931,7 +1932,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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and tflp > punch_interval then
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local v = self.object:getvelocity()
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local r = 1.4 - math.min(punch_interval, 1.4)
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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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@ -2620,7 +2621,7 @@ function mobs:register_arrow(name, def)
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hit_player = def.hit_player,
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hit_node = def.hit_node,
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hit_mob = def.hit_mob,
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drop = def.drop or false,
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drop = def.drop or false, -- drops arrow as registered item when true
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collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
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timer = 0,
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switch = 0,
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