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add 'ignore_invisibility' setting to mob definition
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parent
11e1d52cfb
commit
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26
api.lua
26
api.lua
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@ -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 = "20210206",
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version = "20210310",
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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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@ -1304,10 +1304,19 @@ local entity_physics = function(pos, radius)
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end
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-- can mob see player
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local is_invisible = function(self, player_name)
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if mobs.invis[player_name] and not self.ignore_invisibility then
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return true
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end
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end
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-- should mob follow what I'm holding ?
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function mob_class:follow_holding(clicker)
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if mobs.invis[clicker:get_player_name()] then
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if is_invisible(self, clicker:get_player_name()) then
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return false
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end
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@ -1898,7 +1907,7 @@ function mob_class:general_attack()
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if not damage_enabled
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or 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 is_invisible(self, objs[n]:get_player_name())
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or (self.specific_attack
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and not check_for("player", self.specific_attack)) then
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objs[n] = nil
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@ -1977,7 +1986,7 @@ function mob_class:do_runaway_from()
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pname = objs[n]:get_player_name()
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if mobs.invis[pname]
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if is_invisible(self, pname)
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or self.owner == pname then
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name = ""
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@ -2042,7 +2051,7 @@ function mob_class:follow_flop()
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for n = 1, #players do
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if get_distance(players[n]:get_pos(), s) < self.view_range
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and not mobs.invis[ players[n]:get_player_name() ] then
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and not is_invisible(self, players[n]:get_player_name()) then
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self.following = players[n]
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@ -2340,7 +2349,7 @@ function mob_class:do_states(dtime)
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or not self.attack:get_pos()
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or self.attack:get_hp() <= 0
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or (self.attack:is_player()
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and mobs.invis[ self.attack:get_player_name() ]) then
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and is_invisible(self, self.attack:get_player_name())) then
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--print(" ** stop attacking **", dist, self.view_range)
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@ -2992,7 +3001,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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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 ]
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and not is_invisible(self, name)
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and self.object ~= hitter then
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-- attack whoever punched mob
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@ -3615,6 +3624,7 @@ minetest.register_entity(name, setmetatable({
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pushable = def.pushable,
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stay_near = def.stay_near,
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randomly_turn = def.randomly_turn ~= false,
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ignore_invisibility = def.ignore_invisibility,
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on_spawn = def.on_spawn,
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@ -4643,7 +4653,7 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
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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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--print ("====", self.hornytimer)
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return true
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end
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2
api.txt
2
api.txt
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@ -131,6 +131,8 @@ functions needed for the mob to work properly which contains the following:
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e.g. {"player", "mobs_animal:chicken"}.
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'runaway_from' contains a table with mob names to run away from, add
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"player" to list to runaway from player also.
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'ignore_invisibility' When true mob will still be able to see and attack
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player even if invisible (invisibility mod only).
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'blood_amount' contains the number of blood droplets to appear when
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mob is hit.
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'blood_texture' has the texture name to use for droplets e.g.
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