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https://codeberg.org/tenplus1/mobs_redo.git
synced 2024-11-13 05:50:17 +01:00
code tweak and tidy
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parent
469e35d6e0
commit
cb465559a1
135
api.lua
135
api.lua
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@ -6,7 +6,7 @@ local use_cmi = minetest.global_exists("cmi")
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mobs = {
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mod = "redo",
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version = "20200723",
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version = "20200725",
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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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@ -230,7 +230,7 @@ function mob_class:collision()
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end
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-- check string against another string or table
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-- check if string exists in another string or table
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local check_for = function(look_for, look_inside)
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if type(look_inside) == "string" and look_inside == look_for then
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@ -291,8 +291,7 @@ function mob_class:set_velocity(v)
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local new_vel = {
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x = (sin(yaw) * -v) + c_x,
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y = vel.y,
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z = (cos(yaw) * v) + c_y
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}
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z = (cos(yaw) * v) + c_y}
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self.object:set_velocity(new_vel)
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end
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@ -353,9 +352,9 @@ function mob_class:set_animation(anim, force)
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return
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end
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-- check for more than one animation
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local num = 0
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-- check for more than one animation (max 4)
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for n = 1, 4 do
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if self.animation[anim .. n .. "_start"]
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@ -388,7 +387,7 @@ end
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-- above function exported for mount.lua
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function mobs:set_animation(entity, anim)
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mob_class.set_animation(entity, anim)
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entity.set_animation(entity, anim)
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end
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@ -750,7 +749,7 @@ function mob_class:item_drop()
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-- was mob killed by player?
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local death_by_player = self.cause_of_death
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and self.cause_of_death.puncher
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and self.cause_of_death.puncher:is_player() or nil
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and self.cause_of_death.puncher:is_player()
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local obj, item, num
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@ -970,12 +969,11 @@ function mob_class:is_at_cliff()
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return false
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end
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-- if object no longer exists then return
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if not self.object:get_luaentity() then
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return false
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end
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-- get yaw but if nil returned object no longer exists
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local yaw = self.object:get_yaw()
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if not yaw then return false end
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:get_pos()
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@ -1035,24 +1033,6 @@ function mob_class:do_env_damage()
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-- particle appears at random mob height
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pos.y = pos.y + random(self.collisionbox[2], self.collisionbox[5])
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-- is mob light sensative, or scared of the dark :P
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if self.light_damage ~= 0 then
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local light = minetest.get_node_light(pos) or 0
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if light >= self.light_damage_min
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and light <= self.light_damage_max then
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self.health = self.health - self.light_damage
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effect(pos, 5, "tnt_smoke.png")
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if self:check_for_death({type = "light"}) then
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return true
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end
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end
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end
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local nodef = minetest.registered_nodes[self.standing_in]
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-- water
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@ -1098,6 +1078,24 @@ function mob_class:do_env_damage()
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end
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end
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-- is mob light sensative, or scared of the dark :P
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if self.light_damage ~= 0 then
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local light = minetest.get_node_light(pos) or 0
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if light >= self.light_damage_min
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and light <= self.light_damage_max then
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self.health = self.health - self.light_damage
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effect(pos, 5, "tnt_smoke.png")
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if self:check_for_death({type = "light"}) then
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return true
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end
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end
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end
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--- suffocation inside solid node
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if (self.suffocation and self.suffocation ~= 0)
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and (nodef.walkable == nil or nodef.walkable == true)
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@ -1545,8 +1543,7 @@ local height_switcher = false
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function mob_class:smart_mobs(s, p, dist, dtime)
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local s1 = self.path.lastpos
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-- local target_pos = self.attack:get_pos()
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local target_pos = p
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local target_pos = p
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-- is it becoming stuck?
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@ -1693,9 +1690,9 @@ local target_pos = p
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self.state = ""
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if self.attack then
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self:do_attack(self.attack)
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end
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if self.attack then
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self:do_attack(self.attack)
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end
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-- no path found, try something else
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if not self.path.way then
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@ -1785,7 +1782,6 @@ end
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minetest.add_item(p1, ItemStack(node1))
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minetest.set_node(p1, {name = "air"})
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end
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end
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end
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end
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@ -1798,11 +1794,12 @@ end
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self.path.following = true
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else
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-- yay i found path
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if self.attack then
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self:mob_sound(self.sounds.war_cry)
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else
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self:mob_sound(self.sounds.random)
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end
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if self.attack then
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self:mob_sound(self.sounds.war_cry)
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else
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self:mob_sound(self.sounds.random)
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end
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self:set_velocity(self.walk_velocity)
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-- follow path now that it has it
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@ -1812,26 +1809,6 @@ end
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end
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-- specific attacks
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local specific_attack = function(list, what)
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-- no list so attack default (player, animals etc.)
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if list == nil then
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return true
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- general attack function for all mobs
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function mob_class:general_attack()
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@ -1859,7 +1836,8 @@ function mob_class:general_attack()
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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 not specific_attack(self.specific_attack, "player") then
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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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--print("- pla", n)
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end
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@ -1872,7 +1850,8 @@ function mob_class:general_attack()
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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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or (self.specific_attack
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and not check_for(ent.name, self.specific_attack)) 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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@ -1915,26 +1894,6 @@ function mob_class:general_attack()
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end
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-- specific runaway
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local specific_runaway = function(list, what)
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-- no list so do not run
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if list == nil then
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return false
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end
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-- found entity on list to attack?
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for no = 1, #list do
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if list[no] == what then
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return true
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end
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end
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return false
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end
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-- find someone to runaway from
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function mob_class:do_runaway_from()
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@ -1973,7 +1932,7 @@ function mob_class:do_runaway_from()
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-- find specific mob to runaway from
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if name ~= "" and name ~= self.name
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and specific_runaway(self.runaway_from, name) then
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and (self.runaway_from and check_for(name, self.runaway_from)) then
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sp = s
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p = player and player:get_pos() or s
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@ -2506,7 +2465,7 @@ function mob_class:do_states(dtime)
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return
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end
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if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
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if abs(p1.x - s.x) + abs(p1.z - s.z) < 0.6 then
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-- reached waypoint, remove it from queue
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table.remove(self.path.way, 1)
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end
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@ -2664,9 +2623,9 @@ function mob_class:falling(pos)
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-- in water then use liquid viscosity for float/sink speed
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if (self.standing_in
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and minetest.registered_nodes[self.standing_in].groups.liquid) --water)
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and minetest.registered_nodes[self.standing_in].groups.liquid)
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or (self.standing_on
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and minetest.registered_nodes[self.standing_in].groups.liquid) then -- water) then
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and minetest.registered_nodes[self.standing_in].groups.liquid) then
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local visc = min(
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minetest.registered_nodes[self.standing_in].liquid_viscosity, 7)
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@ -2928,7 +2887,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
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dir = dir or {x = 0, y = 0, z = 0}
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-- use tool knockback value or default
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kb = tool_capabilities.damage_groups["knockback"] or kb -- (kb * 1.5)
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kb = tool_capabilities.damage_groups["knockback"] or kb
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self.object:set_velocity({
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x = dir.x * kb,
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9
api.txt
9
api.txt
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@ -344,6 +344,15 @@ Adding Mobs in World
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Returns false if mob could not be added, returns mob object if spawned ok.
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Removing Mob from World
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-----------------------
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mobs:remove(self, decrease)
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Removes mob 'self' from the world and if 'decrease' is true then the mob counter
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will also be decreased by one.
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Spawning Mobs in World
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----------------------
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