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simplified breeding function, added some settings
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61
api.lua
61
api.lua
@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20201130",
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version = "20201205",
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intllib = S,
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invis = minetest.global_exists("invisibility") and invisibility or {}
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}
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@ -829,6 +829,11 @@ end
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-- check if mob is dead or only hurt
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function mob_class:check_for_death(cmi_cause)
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-- We dead already
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if self.state == "die" then
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return true
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end
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-- has health actually changed?
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if self.health == self.old_health and self.health > 0 then
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return false
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@ -906,6 +911,9 @@ function mob_class:check_for_death(cmi_cause)
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self.blinktimer = 0
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self.passive = true
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self.state = "die"
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self.object:set_properties({
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pointable = false, collide_with_objects = false
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})
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self:set_velocity(0)
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self:set_animation("die")
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@ -1296,16 +1304,20 @@ function mob_class:follow_holding(clicker)
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return false
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end
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-- Thanks Wuzzy for the following editable settings
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local HORNY_TIME = 30
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local HORNY_AGAIN_TIME = 300
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local CHILD_GROW_TIME = 60 * 20 -- 20 minutes
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-- find two animals of same type and breed if nearby and horny
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function mob_class:breed()
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-- child takes 240 seconds before growing into adult
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-- child takes a long time 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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if self.hornytimer > 240 then
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if self.hornytimer > CHILD_GROW_TIME then
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self.child = false
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self.hornytimer = 0
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@ -1334,14 +1346,14 @@ function mob_class:breed()
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return
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end
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-- horny animal can mate for 40 seconds,
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-- afterwards horny animal cannot mate again for 200 seconds
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-- horny animal can mate for HORNY_TIME seconds,
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-- afterwards horny animal cannot mate again for HORNY_AGAIN_TIME seconds
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if self.horny == true
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and self.hornytimer < 240 then
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and self.hornytimer < HORNY_TIME + HORNY_AGAIN_TIME then
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self.hornytimer = self.hornytimer + 1
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if self.hornytimer >= 240 then
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if self.hornytimer >= HORNY_TIME + HORNY_AGAIN_TIME then
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self.hornytimer = 0
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self.horny = false
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end
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@ -1349,7 +1361,7 @@ function mob_class:breed()
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-- find another same animal who is also horny and mate if nearby
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if self.horny == true
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and self.hornytimer <= 40 then
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and self.hornytimer <= HORNY_TIME then
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local pos = self.object:get_pos()
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@ -1357,7 +1369,6 @@ function mob_class:breed()
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"heart.png", 3, 4, 1, 0.1)
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local objs = minetest.get_objects_inside_radius(pos, 3)
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local num = 0
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local ent
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for n = 1, #objs do
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@ -1386,18 +1397,20 @@ function mob_class:breed()
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end
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end
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if ent
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-- found another similar horny animal that isn't self?
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if ent and ent.object ~= self.object
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and canmate == true
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and ent.horny == true
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and ent.hornytimer <= 40 then
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num = num + 1
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end
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and ent.hornytimer <= HORNY_TIME then
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-- found your mate? then have a baby
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if num > 1 then
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local pos2 = ent.object:get_pos()
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self.hornytimer = 41
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ent.hornytimer = 41
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-- Have mobs face one another
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yaw_to_pos(self, pos2)
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yaw_to_pos(ent, self.object:get_pos())
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self.hornytimer = HORNY_TIME + 1
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ent.hornytimer = HORNY_TIME + 1
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-- have we reached active mob limit
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if active_limit > 0 and active_mobs >= active_limit then
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@ -1465,8 +1478,6 @@ function mob_class:breed()
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ent2.owner = self.owner
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end, self, ent)
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num = 0
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break
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end
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end
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@ -2011,10 +2022,11 @@ function mob_class:follow_flop()
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self.following = nil
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end
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else
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-- stop following player if not holding specific item
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-- stop following player if not holding specific item or mob is horny
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if self.following
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and self.following:is_player()
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and self:follow_holding(self.following) == false then
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and (self:follow_holding(self.following) == false
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or self.horny) then
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self.following = nil
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end
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@ -4572,8 +4584,11 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
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-- make children grow quicker
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if self.child == true then
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self.hornytimer = self.hornytimer + 20
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-- self.hornytimer = self.hornytimer + 20
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-- deduct 10% of the time to adulthood
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self.hornytimer = self.hornytimer + (
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(CHILD_GROW_TIME - self.hornytimer) * 0.1)
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print ("====", self.hornytimer)
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return true
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end
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8
api.txt
8
api.txt
@ -329,6 +329,14 @@ for each mob.
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'self.order' set to "follow" or "stand" so that npc will follow owner
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or stand it's ground
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'self.nametag' contains the name of the mob which it can show above
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'self.state' Current mob state.
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"stand": no movement (except turning around)
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"walk": walk or move around aimlessly
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"attack": chase and attack enemy
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"runaway": flee from target
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"flop": bounce around aimlessly
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(for swimming mobs that have stranded)
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"die": during death
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Adding Mobs in World
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@ -23,6 +23,7 @@ Lucky Blocks: 9
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Changelog:
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- 1.54 - Simplified animal breeding function, added editable settings (thanks Wuzzy), Child mobs now take 20 mins to grow up, reverted to simple mob spawning with setting to use area checks.
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- 1.53 - Added 'on_map_load' settings to mobs:spawn so that mobs will only spawn when new areas of map are loaded.
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- 1.52 - Added 'mob_active_limit' in settings to set number of mobs in game,
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(default is 0 for unlimited), removed {immortal} from mob armor, fluid viscocity slows mobs
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